Hello class and welcome to Ancient Ivalice History III. I am professor Arazlam and I will be your guide through the complicated and often contradictory tale of 'The Lion War'. I have studied this subject for many years and have written several books on the subject. Two of which, The Mysteries of The Lion War
and Durai Writings-The Truth of the 400th Year
are required for this class and can be found at the campus bookstore. We will start by analyzing the end of The Fifty Years war and it's effects on the economy of Ivalice. We will then take a look at the death of King Omdoria, both it's immediate and long lasting effects on The War of the lions. We will then discuss The War itself. I do mean discussion, I look forward to your input on-
one moment, I'll get to you lad. You can put your hand down. Where was I?
Oh yes The War itself and the church's involvement. We will finally take a look at the end of The War and the causes of-
Yes, yes what is it? Yes you with your hand waving about as though it is about to fall off.
"Sorry to interrupt but shouldn't you take attendance?"
"I hardly think that is necessary"
"Well, we are paying an awful lot to be here and I'm sure the rest of the students want to make sure we're on your roster."
"I suppose so, what was your
"I see. Rend, could you do me a favor and drop these papers off at Administration?"
"But that's all the way across campus."
"Then you'd better hurry. As for the rest of you, your names please?"
Welcome to Phinal Phantasy Tactics, a phalla designed by Rend, narrated by Zellpher, and spreadsheeted by Mr Blarney, who also did the ridiculously amazing graphics as well.
What the Hell?
Phinal Phantasy Tactics is a phalla based on Squaresoft's masterpiece, Final Fantasy Tactics. Don't know what a phalla is? Look here
How do I win?
Each player will have a win condition which will be noted in their role PM. However, this will be a multidimensional faction game. Six factions are jockeying for control of the land of Ivalice. Those factions are:
-The army of Duke Goltana
, who are opposed to
-The army of Duke Larg
-Followers of the Church
, who are opposed to
-The anti-church Heretics
-The rich Nobles
, who are opposed to
-The poor Commoners
Each player will belong to one faction out of each of those conflicts (Goltana or Larg, and Church or Heretic, and Noble or Commoner). Factions will begin sized equally. In order to win, all players remaining must share 2 factions with all other remaining players.
For instance, if every player left in the game is a Goltana Heretic
, all players who are or were Goltana Heretics
emerge victorious. If every player left in the game is a Church Noble
, then all players who are or were Church Nobles
win, and so on and so forth. If all players left share all 3 factions, then only players who share all three of those factions will win.
How will this play out?
Each night, one player will die by the public vote. In addition, each of the six factions controls one kill. The game will continue until any two or three faction combination emerges victorious.
Every night, each player must Vote in Red
for a player to be killed. The player with the most votes will be killed, barring intervention by an Orator. In the case of any vote tie, the first person to reach the terminal number of votes will win.
Orator? Jobs? Hell yes!
Hell yes indeed. In Phinal Phantasy Tactics each player will be associated with a job, which is associated with certain abilities. Every player will start out as either a squire or a chemist. Each night, every player will be able to submit a job order. This will do one of three things:
1. Change jobs to any job you are eligible to learn or have already learned.
2. Level up your current job to gain access to its job skill.
3. Use any job skill you have unlocked.
You may only do one of these three things per night. That means that, for example, if you want to be able to use the ability of the Time Mage, first you must change jobs until you have succesfully fulfilled the requirements for Time Mage, then you must learn the Time Mage job itself. Then you spend a day to unlock the job skill. From then on, you may use that skill any night you do not choose to change jobs or learn another skill.
You may have skills from multiple different jobs, but each one will take one or more days to learn, so be sure to balance versatility with usefulness. Note: You do not need to learn a job's skill in order to use it as a requirement for a more advanced job.
The following is a summary of all playable jobs:
Training day & night to become good fighters, they aren't too useful in the beginning. But remember, everything takes time.
Loyalty: For every 3 squires which target the same person, that target will be blocked from using a physical ability that night.
Physically and spiritually strong, they learn powerful new techniques by mastering sword skills!
Shield: If any seer attempt to target the player you guard, that player will gain no information.
Martial-art experts who have disciplined their minds and bodies for years. Their fists are more deadly than swords.
Chakra: The first physical or faction kill-attempt on your target will be nullified.
All objects under heaven and earth are his weapon. Watch the topography and take full advantage of it!
Shape Earth: Target player's ability may not be tampered with negatively tonight.
With super-human eyesight, they use bows against long-distance enemies.
Aim: You will learn whether your target is a Noble or a Commoner.
With agile bodies and quick hands, they use various stealing techniques to confuse enemies.
Each night choose one ability.
Steal: Your target's ability is stolen and is unusable the next night.
Copy: You may use any of target player's unlocked abilities the next night.
Imitating flying dragons, these knights created a unique way of fighting. Skilled with spears, jump attacks and defense.
Jump: Kill target player.
Attacks with a wide knowledge of various items. A very valuable party member, especially for backup.
Mix: For every 3 chemists which target the same person, that target will be blocked from using a magical ability that night.
Best at healing and aiding allies in battle. They fight to protect the weak and defeat the forces of darkness.
Faith: You will learn whether your target is in the Church or a Heretic.
Requires: White Mage
Uses debilitating magics to alter the status of enemies.
Absorb: The first magical or faction kill-attempt on your target will be nullified.
Fights with words as weapons. They are capable of swaying even the most dire of bandwagons.
Each night choose one ability.
Speech: Instead of the first place vote-winner, the second place vote-winner will die.
Slander: Nullify another orator's ability.
Create flame and thunder from their spirit, using their powerful magic not to destroy but to protect allies.
Scry: You will learn whether your target serves Goltana or Larg.
Requires: Black Mage
Use Time Magic to control time and space. Extremely useful allies.
Slow: All abilities which would happen to your target tonight instead happen the next night. An effect which is delayed may not be delayed again.
Requires: Time Mage
Summon powerful monsters from the other side making them fight for them.
Call: Kill target player.
Requires: At least one tier 4 magical and 1 tier 4 physical
Takes too long to get to. Useful if you have a hundred hours of free time!
Homing Missiles: Burnage.
The following tree shows the progression of jobs.
All orders should be PM'ed to me, Arazlam Durai. Votes will close and actions will become late somewhere around 7-8 ish, Pacific time. I'll decide on a specific vote close in the coming days.
Day 1: That's a lot of brown
Day 2: Eye of the Storm
Day 3: Everything Becomes Clear in Time
Day 4: The Apocalypse Draws Nigh
Day 5: I am disappointed, students.
Day 6: Now that's more like it.
Day 7: Down to the Wire
Day 8: One Down
Day: It Slowly Becomes Clear
Day 10: One Step Closer
Day 11: The Battle is Won!
(this space reserved for additional OP information)