I have played Lightning Returns and I think that game is seriously twisted. So I've decided to create my own version of Final Fantasy XIII-2. Frankly, I'm starting to wish I could actually make it into a game, if only it was possible. However, I am gonna try to describe some parts in what it'll be like in a game, just so you guys could visualize it.
What happens in this story it takes place a year after Cocoon's fall, when Lightning and the gang are being threatened by Caius. Noel helps them out on their journey to find out what Caius is up to. I have also done a few changes just to make it imagine how what this whole thing would be like if it were actually a game. Some pieces of the story, such as places and abilities and characters and such, may seem like a mix of Final Fantasy XIII-2 and Lightning Returns, but keep in mind this is a completely different story of the two. Even that monster Bhunivelze isn't going to be the God himself. No, no, no. In fact, he's one of the reasons I think Lightning Returns is messed up (DO NOT say anything about Bhunivelze that defends him in his role in LR or any of the original FFXIII's, cause I do not want to hear it!)
Here are some changes. Few you might wanna see cause they'll be mentioned in the story (In battles that is) others you don't have too, unless you want to imagine how FFXIII-2 would be like as a game. Those you should know, if this was a game, Yeul would be some bonus character you unlock when you beat the game. There would also be some zone known as "Ragnarok's Lair" which is also something that appears when you beat the game, it's like the world's most toughest, longest dungeon to face. Let me put it to you this way: The place will still be tough and challenging even when you have all the characters in full Crystarium, ultimate weapons - Maximum level and powerful accessories - Maximum level.
Arena Coliseum:
There's going to be this arena known as "Dreadzone" where you fight enemies (Develops based on your level. The stronger Lightning and the others become stronger, so do the matches) where you face them in a number of matches in a row, much like the Coliseum in Kingdom Hearts 1 and 2. In this tournament, you would not only face monsters and enemies of FFXIII, but also enemies throughout any of the previous Final Fantasies.
There would also be some selections that would make things interesting or challenging:
Heroic: Enemies are twice as strong then normal.
Double Trouble: Face the tournament matches in a party of two people. Enemies will also be 1.5x as strong then normal.
Time Limit: Face the tournament on normal mode but have to beat it before the timer runs out. Amount of time is based on number of matches.
New Role - Shaman:
There's going to be another role for the former l'Cie gang. Known as "Shaman". (It's the best name I could think of. Any of you guess have any better role ideas, I'd loved to hear it.) The role is where it's just like Ravager, attacking with elemental damage while boosting the stagger chain. I have decided that the attacks in Ravager: Flamestrike, Froststrike, Galestrike, Sparkstrike and Aquastrike should be in their own role, since I think those in the physical fighting ranks, including those who don't have the Ravager role as a Primary like Fang, should have a role to help boost the stagger chain. Yes, I'm aware of the Saboteur role, but it's not enough. Even when the enemies are already sabotaged.
New Role Sets:
Lightning - Commando, Ravager, Shaman, Medic
Snow - Commando, Ravager, Shaman, Sentinel
Sazh - Commando, Ravager, Shaman, Synergist
Vanille - Ravager, Shaman, Medic, Saboteur
Serah - Commando, Ravager, Medic, Shaman
Hope - Ravager, Medic, Synergist, Commando
Fang - Commando, Shaman, Sentinel, Saboteur
Me - Commando, Saboteur, Synergist, Shaman
Noel - Commando, Shaman, Sentinel, Synergist
Yeul - Ravager, Synergist, Medic, Saboteur
New Abilities:
Commando - Shoot: Shoot at the target with a bow/gun weapon.
Command - Rend (Passive): Deals damage overtime based on the damage applied to the enemy, only affected on targets affected by deprotect
Command - Bloodthirsty (Passive): Restores some health when attacking targets affected by Rend
Ravager - Element: Deals a combine attack of fire, water, ice, lightning and wind
Ravager - Elementga: Same as Element only as Area of Effect
Ravager - Banish: Deals holy damage
Ravager - Banishra: Deals holy damage. Greater on staggered targets
Ravager - Banishga: Deals holy damage in a wide radius
Shaman - Galestrike: Attacks the enemy with a wind-based strike
Shaman - Elemental (Passive): Increases the damage of an attack that matches with an element buff (Such as Flamestrike deals more damage when applied with Enfire).
Shaman - Flame/Frost/Aqua/Aero/Electric Blitz: Does Blitz in an elemental attack
Sentinel - Heavy Guard: Blocks a large amount of damage for a short time
Medic - Regen: Restores the target's health overtime. Uneffected to those with Poison
Medic - Great Gospel: (Yeul only. Her special ability) Full restores the parties health and also grants Protect, Shell and Veil
Synergist - Faithga/Braveriga/Protectga/Shellga/Hastega: What they apply in the first stages, only affecting the entire party
Synergist - Enaero: Allows ones attacks in Commando, Saboteur and Sentinel to do wind-based attacks.
Synergist - Enpoison: Allows ones attacks in Commando, Saboteur and Sentinel to do poison-based attacks. Chance of applying poison on the target.
Crystarium:
For the Crystarium, I figured it should work the way it is in the original FFXIII. However, I am changing the amount of stat increases in the secondary ones, like Lightning's Synergist, Sabotuer and Sentinel. Personally I don't really get why they have to be so low. Makes it seem pretty stupid since they cause like thousands of Crystarium Points. Plus, the characters are going to unlock their Eidolons through the Crystarium just like Accessories and an ATB boost. I figured it's best that way since everyone already earned their eidolons.
Stats:
Lightning
Health: 300 (Minimum) 42500 (Maximum)
Strength: Average-High
Magic: Average
Snow
Health: 500 (Minimum) 50000 (Maximum)
Strength: Average-High
Magic: Average-Low
Vanille
Health: 400 (Minimum) 45070 (Maximum)
Strength: Average
Magic: High
Hope
Health: 240 (Minimum) 41000 (Maximum)
Strength: Low
Magic: Very High
Sazh
Health: 310 (Minimum) 46050 (Maximum)
Strength: Average
Magic: Average
Fang
Health: 390 (Minimum) 48000 (Maximum)
Strength: Very High
Magic: Very Low
Myself (Patrick)
Health: 400 (Minimum) 47000 (Maximum)
Strength: High
Magic: Average
Serah
Health: 350 (Minimum) 45000 (Maximum)
Strength: Average
Magic: Average
Noel
Health: 400 (Minimum) 49500 (Maximum)
Strength: Average-High
Magic: Low
Yeul
Health: 200 (Minimum) 32500 (Maximum)
Strength: Extremely Low
Magic: Extremely High