Gameplay being changed by using different characters adds attachment to these characters because they're the best in the group at what they do. The ability to LP grind your way to super-powered sameness in FF12 is at once a draw and a downside. This is probably because I've grown attached to the LotFP way of specializing roles so that the party NEEDS a character of a specific class if they want to get far at all with anything. Now if only my all-fighters all the time players could figure that out we'd be doing great.
Now to the real reason I've gathered you here: the Empire. In our campaign world I set up an Empire that I was trying to model on the Warhammer40k Empire of Man, but things didn't turn out that way. Partly because this tactic required knowledge of a universe that I only have a cursory knowledge of through video games and old splat books as I could find. And partly because through gameplay the players in the Empire are chaotic evil rascals that making the Imperials "Xeno" hating conquerors didn't seem quite as fun as making THEM the good guys. Well, "good" guys. What Imperialist regime is truly Good?
Anyway despite all of my intentions the descriptions of the Empire became modeled on those of the Archadian Empire from FF12. So here's an image dump courtesy of Google to help your imagination.
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| Airships of the Dragonmarked Houses |
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| Personal Airship |
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| Personal Airship |
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| Justicars |
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| Imperial Engineers |
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| Imperial Mages |
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| Imperial Grunts |
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| Imperial Priests |
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| The Emperor's Flagship |
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| Imperial Battleship |
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| Imperial Patrolcraft |
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| Imperial Supply Ship |
Anything that is ring based is a bound elemental whose power is keeping the ship afloat, so notice the larger craft have a TON of those. Except I can't really see any on the Emperor's flagship, I guess they're there. If not it must be his Holiness' Divine Will.












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