Public Release Version: 1 Permitted for Release at: RPGamer Release: v7.0b-002-19990324 - Final Fantasy Role Playing Game 6th Revision - Beta Public Demonstration Version By: Jeremy Baker - sixthbeta@hotmail.com Introduction Warning! Early version! The Final Fantasy Role-Playing Game 6th Revision Public Beta Anime vs. Realism Translation & Tradition Requirements to Play Copyrights Part I - Player's Guide Chapter I - Character Creation Character Concept The Base Statistics Strength Vitality Agility Wisdom Will Base Statistics & Prime Requisites Buying Base Statistics With Your Character Points Choosing a Race For Your Character Human Elf Half-Elf Dwarf Small Folk (Tozas) Lunarian Toad Pig Choosing a Character Class Determining Hp & Mp Determining Secondary Statistics Attack Power Attack Multiple Hit% Defense Power Defense Multiple Defense% Magic Defense Power Magic Defense Multiple Magic Defense% Attack & Defense Multiples Attack Multiple Defense Multiple Magic Defense Multiple Level Damage Purchasing Weapons, Armor, Items & Magic Finishing Touches Gaining a Level Proficiencies To be or Not to be.. Buying Proficiencies Advancing in Proficient Skill Using Proficiencies Proficiencies List Other Proficiencies Chapter II - Character Classes Warrior Type Dragoon Fighter Monk Thief Type Thief Ninja Wizard Type White Wizard Black Wizard Red Wizard Multi-Classed Characters Going all the Way Chapter III - Magic White Magic Level I Magic Level II Magic Black Magic Level I Magic Level II Magic Ninja Magic Spellbooks Aquiring Spellbooks Memorization Chapter IV - Weapons, Armor & Items Weapons Swords Spears Axes Bows Arrows Whips Daggers Katanas Boomerangs Throwing Stars Claws Hammers Rods Staffs Armor Shields Helmets Rings, Bracelets & Gauntlets Armor Items Chapter V - Playing the Game The Roll Versus Heroic Feats Contests Using Battle Actions in a Non-Battle Scenario Damaging With Magic & Weapons Causing Status Ailments Skills Causing Harm to Another Outside of Combat Damage Outside of Combat Traps Falls Exposure Poisoning Recovering Hp & Mp Fatigue Movement Random Attacks Chapter VI - Combat Standard Combat Rules Before a Battle Even Starts Rows Determing Starting Conditions Standard Battle Surprised Attacked From Behind Trapped Pincer Attack Strike First Other Special Conditions Determining Initiative Attacking Casting a Spell Damaging Dealing Spell Status Changing Spell Using a Skill Using an Item Parrying Changing Rows Running Away Critical Attacks Optional Damage Randomizer Status Ailments Death True Death After the Battle Part II - Bestiary Chapter VII - Using Monsters Monster Statistics Monster Damage Monster Level Damage Gaining Treasure Chapter VIII - Bestiary Bird (Common) Eagle Bird (Magical) Cockatrice Bombs Bomb Cells WaterBug Eyes FloatEye Imps Imp Imp Captain Mages TinyMage Slimes Cream SwordRats SwordRat Ahead On Our Way - Introduction Warning!! Early Version! Everything within this document has been taken from a much larger work. Things have been snipped out rather recklessly in my haste to make this version presentable. As such, there may be referrences to and mention of things not included. I apologize. Worse still, this hasn't been run through a spell-checker, nor has it faced the wrath of my proofreading/editing staff. It's probably at the bursting point with glaring typoes and grammatical mistakes. You've been warned... The Final Fantasy Role-Playing Game 6th Revision Public Beta Demo This copy of the game is a small glimpse into my seven-year project. Contained within isn't a complete set of rules, just a short sample, giving you accurate gameplay up until about the 10th level of experience. I hope that if you've decided to play this game, however short it may be, that you are able to experience & enjoy the brief return to the Final Fantasy world that it offers. I also have no doubt that some of you will really like it, and others will utterly despise it. It's not possible to please all of the people all of the time. On that note, I request that you abstain from sending me flames, obscenities, and the like. However, as I aspire to make this game ever better, feedback of the constructive sort is always appreciated. Such letters may be addressed to sixthbeta@hotmail.com. I can't promise a reply, but I can promise that your input will be read. Lastly, I appeal to you to keep the contents of this document unaltered. I'm sure that plenty of you will want to play beyond the 10th level, but if you elect to do so, it no longer becomes an accurate representation of this game. I'm not saying "don't do it", mind you, but just saying that I can't support any such endevours. Anime vs. Realism Final Fantasy has evolved in some radical ways in these past few years. As the technology that has brought us these games can better relay that which Hironobu Sakaguchi and other individuals at Square envisioned, the less our own minds can interpret this creation. However, as the main branch of the Final Fantasy series assaults us with cutting edge computer imagery, so to does Square offer us the old-school sprite based incarnations of games like Final Fantasy Tactics & Final Fantasy Revisited. Perhaps they too, suffer from this dilemma. When I initially began writing this game, it was based upon Final Fantasy IV. As such, it was designed with more of a high-fantasy anime-styled flair than the gritty and grim scenarios of the last two games. Being the stubborn fool that I am, I still approach the design of this game the same way I did seven years ago. In practically every aspect of this game's design, I have taken a more anime-ish route. Although this isn't meant to dissuade someone from trying to create a darker, more realistic campaign with these rules; it just may be a little more difficult to do. Kudos to those who attempt it. Translation & Tradition Those of us in the Western world have been subject to some of the most horrible localizations ever. Either through a difference in spelling, character space, poor grammar, or outright blunder, things in the Final Fantasy series here are not as they were in Japan. I consider myself a Final Fantasy purist of the utmost caliber, and I'm sure that I'm destined to clash with other such purists in deciding to keep the "westernizations" that I did. (Rather than going with all of the original Japanese names.) To this day, I'm not really sure why I've kept some translations, and defaulted back to Japanese for others. Alot of it, I think, has alot to do with my very first impression of a particular spell, weapon, item, etc. The decision to retain the western spell name Nuke for the Japanese Flare, and yet change the western XFer/White/Pearl back to the Japanese Holy, is an excellent example. In the end, I suppose it was just a matter of personal preference. For me, Nuke just seemed cooler than Flare. Because of this, the translations in this book are a hodge-podge mix of the original Japanese names, and their western translations. I apologize for any inconvenience this has caused. Requirements to Play Once you've either designed an adventure, or have been asked to play in an adventure, all you'll really need is some paper and pencil to record your character's stats with, and a set of Role-Playing Dice. (One set usually contains a four, six, eight, twelve & twenty-sided dice, as well as two ten-sided dice. The two ten-sided dice may also be used to generate a number between 1 and 100; this is commonly used throughout this game.) A calculator, though not needed, is a real bonus to have; especially when you decide to pull an all-night gaming session and discover you can't think straight come 4AM. Other than that, you and your gaggle of friends just a good place to sit, maybe something to eat, two or three dozen cans of Coke, a wicked imagination and a desire to have fun, and you'll be set for one great session. Copyrights Final Fantasy is a Registered Trademark of Square Co. Ltd. Final Fantasy is (c) Square Co. Ltd. SquareSoft is a trademark of Square Co. Ltd. The Final Fantasy Role-Playing Game is (c) Jeremy Baker. The Final Fantasy Role-Playing Game - 6th Revision (c)1998-1999 Jeremy Baker This document is not intended, nor should it be construed as a challenge to Square Co. Ltd.'s ownership of the Final Fantasy trademarks and/or copyrights. This document is provided "as is". Your possession of this document, either in an altered or unaltered state signifies that you agree to absolve, excuse, and otherwise not hold responsible, Square Co. Ltd. and/or Jeremy Baker for any and/or all liabilities, damages, etc. associated with the possession of this document. This document is designed to be distributed freely. Use of this document to generate profit is illegal, and may subject the offenders to legal action from Square Co. Ltd. and/or Jeremy Baker. Individuals responsible for illegal reproduction of this document absolve, excuse, and otherwise not hold responsible Square Co. Ltd. and/or Jeremy Baker from any resulting legal action on their part. All rights reserved. Part I - Player's Guide This section of the book deals with the more technical aspects of the game, such as character creation, combat resolution, and skill checks. Information on equipment, items and magic is also found in this section as well. Chapter I - Character Creation This section is presented in a simple step-by-step format, allowing for the ease of first-time character creation. In some instances, such as choosing a character class or purchasing items & equipment, you may have to skip ahead to said chapters, if you are unfamiliar with the details of the various classes etc. Character Concept The most important thing about your character is that you will enjoy playing as him or her. One of the largest contributing factors to the enjoyment of your character will be if he or she turns out the way you want it to. The concept is by no means a mandatory thing, but personal experience has shown characters are more interesting and fun if you begin the creation process with one. It could be as simple as "Quiet Wizard", "Cocky Thief" or "Naive Fighter", or so complex as to have a small written summary on your character's background, mannerisms, etc. With the character concept, the only limit is your imagination. The Base Statistics There are 5 key statistics in the game. Strength, Vitality, Agility, Wisdom & Will. Each plays a key part in how your character will function in this world. The base statistics are determined by rolling 3d20 + 20. You gain the end result in Character Points (Cp) and use them to buy statistics. (Stats.) As the game progresses, you will gain more Cp, but they don't always have to be spent upon Stats. This will be covered later in the "Gaining a Level" section. The Base Statistics are mentioned below: Strength: How strong your character is. Strength has an impact on how much damage your character can inflict. For every 3 points of Strength your character possesses, he or she deals an additional point of Attack. Strength is also used in Rolls Versus Strength to determine the success or failure of physical feats, such as bashing down a door, or lifting a portcullis. Vitality: Your character's health & fitness. Vitality has an impact on how many Hit Points your character will gain throughout the course of the game. Vitality also confers resistance to damage. For every 3 points of Vitality your character has, he or she gains an additional point of Defense. Lastly, Vitality is used in Rolls Versus Vitality to determine the success of endurance feats, such as running at a fast pace, or treading water for an extended period of time. Agility: Reflexes, flexibility & dexterity all rolled into one. This is your character's ability to not get hit by a physical attack as well as launch his or her own physical attacks. Agility has an impact on your character's Defense% and Hit%, adding 1 point of Defense% & Hit% for every 3 points of Agility. Of course, Agility is used for Rolls Versus as well, to determine the success of dexterous feats such as picking a lock, walking a tightrope, etc. Wisdom: Your character's learning capacity & cunning. Wisdom offers your character better resistance against various spells that cause Status Ailments and the like. For every 3 points of Wisdom your character possesses, he or she gains a point to Magical Defense%. Wisdom also plays a role in how many Mp your character will recieve when he or she gains a level. Lastly, it is also used in Rolls Versus to determine the outcome of mental feats such as deciphering a code, or solving a puzzle. Will: Your character's willpower and determination. Willpower enables your character to stand in the face of potentially crippling magical attacks. For every 3 points of Will your character has, he or she gains a point to Magical Defense. Will is also used in Rolls Versus for mental endurance, such as interrogations & tortures. Base Statistics & Prime Requisites In order for your character to be any class, he or she must first measure up to it in the form of mental and physical requirements called the Prime Requisites. A Class should usually never have more than 3 different Prime Requisites, and those with 1 or 2 are more common. In order for your character to be any given class, his Base Statistics must be equal to, or higher than the Prime Requisites listed for that class. The Thief class has only one Requisite, Agility 15, meaning if you wanted your character to be a Thief, you would have to spend at least 15Cp on your Agility stat in order to become a Thief. If you wanted your character to be a Ninja, however, he or she would have to meet 3 Prime Requisites, Agility (15), Wisdom (10) & Strength (5). Usually the more powerful, or ability filled the Class is, the more Requisites it will have. More Requisites mean less Cp options when you gain a level. (See "Gaining a Level" for more information.) Buying Base Statistics With Your Character Points Now, having rolled 3d20 and added an additional 20 Character Points and hopefully decided upon a Class for your character (Thusly determining your Prime Requisites that have to be met.), you must now use those Cp to buy your Base Statistics. Buying a Base Statistic is a fairly simple affair. For every 1 Cp, you can gain a point in any of the Base Statistics up until you reach 15 points in any given Base Stat. You may go higher than 15, but now single points in a Base Stat are purchased at a 1:2 Cp ratio, meaning that you must spend 2 Cp to raise a stat 1 point. Once you reach 20, Base Stats 21 or higher are purchased with a 1:3 Cp ratio. Statistics at 26 or higher are purchased at a 1:4 ratio. A starting statistic higher than 30 is not allowed. Choosing a Race For Your Character The world abounds with a variety of races. None of the races modify ability scores since Cp are distributed to your statistics however you wish, but the non-human races do face limits on statistical maximums in exchange for their special abilities. The races available to the PC are as follows: Human: Humans are the dominant race of the world, populating most areas and adaptable to nearly any extreme. Humans have no statistical limit for any stat except for the game's allowable maximum at 99. Elf: The Elf is perhaps the second most common race, many live alongside humans in cities, and many more live in more rural settings. Elves may see in darkness up to about 100 metres away with heat sensitive vision. (Commonly refered to as infravision.) When using any bow, Elves also gain a +5% to their Hit%. (Not exceeding 99%.) However, an Elf's Vitality and Strength both reach a maximum allowable limit at 85. Half-Elf: The half-elf is a mix of the two aforementioned races. Although the Half-Elf isn't technically a race itself, it is common enough to warrant an entry here. With humans and elves living side by side, the Half-Elf was inevitable. Half-Elves are a little more resiliant than their sylvan nature, and a little more sensitive than their human nature. Half-Elves may see in darkness as Elves do, but only up to a limit of 50 metres. Additionally, they only face one statistical limit: Vitality, at a maximum of 85. Dwarf: Dwarves are most commonly found in the Underground, where they are the dominant race. Dwarves may see in darkness up to 100 metres as Elves do, and gain a +5% to their Hit% when using Axes or Hammers. (To a maximum of 99%). In exchange, Dwarves only face a single stat limit. Dwarven Agility reaches it's maximum at 75. Small Folk (Tozas): The Small Folk are most commonly found on the Island of Silvera. These small people gain a +15% to their Defense% because of their small size. They also gain a +5% to hit when using Daggers. (To a maximum of 99%.) Unfortunately, Small Folk face some physical limits. A Small Folk's strength may not exceed 60, nor their Vitality be greater than 75. Lunarian: This advanced race from the moon is not often used as a PC race, but is listed here more for GM/NPC purposes. Of course, it may be used by players, but I suggest to GMs that they allow that to happen sparingly. Lunarians gain an additional 1Mp with every level they gain, irregardless of class. Lunarians also start with one of the following spells: Fire 1, Ice 1, Bolt 1 or Cure 1, even if they aren't pursuing a carreer in wizardry. This comes at a price, however. Lunarians may not have a physical statistic (Strength, Agility & Vitality.) higher than 75. Toad: One of two races here only for the sake of completeness, the use of Toads in a campaign is totally optional. Toads are practically unique to Silvera, and very similar to the Small Folk in abilities. Toads gain a +15% to their Defense% because of their small size, and also like Small Folk, gain a +5% to their Hit% when using a dagger. (Not exceeding 99%.) A Toad's strength may not exceed 60, nor their Vitality be greater than 75. Pig: Like the Toad, the Pig is listed for the same reasons. Pigs are also found exclusively on Silvera unless one of the more common races has found him or herself the victim of a Piggy spell. Pigs have a natural defense power of 10, but are limited to a maximum Agility of 60. Choosing a Character Class Much of the creation process past this point requires you to have chosen a character class. When deciding upon a class (which may be simplified if you've decided upon a concept for your character beforehand.), you much make sure that your statistics meet or exceed the Prime Requisites required by the desired class. If you are unfamiliar with the classes available to you, please skip ahead to Chapter II - Character Classes & Skills for more information. Determining Hit Points & Magic Points Hit Points (Hp) & Magic Points (Mp) are vital to your character's survival in the world. Hit Points serve as a measure of health, if they reach 0, then your character is slain, and will remain so until revived. (True Death may put a crimp on that however. For more information on that, see the Combat section.) Magic Points serve as a pool of mystical strength for your character to draw upon when he or she wishes to cast a spell. All spells have an Mp cost, and your character must have that amount of Mp or greater to cast the spell. Determining Hp for the very first time is simple. Depending upon your character's Class, you will roll anywhere between 1d10 to 4d10 and add your Vitality score. That equals both your Total & Current Hit Points. For Magic Points, (if your class has Mp) you will roll, either 1d2, 1d4, 1d6 or 1d8, and add half your Wisdom to gain both your Total and Current Magic Points. Determining Secondary Statistics After you've determined your Base Statistics, they will have an effect on a second group of stats. This second group applies only in combat, and determines your character's skill in battle. Secondary statistics are also modified my the equipment your character will wear. The Secondary Statistics are: Attack Power: Based upon Strength and the Attack Power of your equipped weapon, this is your damage before the Hit Multiplier and Level Damage. Attack Multiple: The number of times you can strike with your weapon at a single foe during a round. The Hit Multiple (Usually symbolized by an "x" and a number in brackets after or underneath the main Attack Power statistic.) The Hit Multiple is determined by Level. Hit%: You ability to hit an enemy with your weapon. The Hit% is determined by your Agility and the Hit% of the weapon you are using. Defense Power: Determined by Vitality and the Defense Power of your equipped armor. This is your defense power before your defense multiplier is applied. Defense Multiple: Identical to the Hit Multiple save for it's application to defense. The Defense Multiple is also determined by the Level of your character, but is not influenced by Class. Defense%: Your character's ability to evade or block incoming attacks. The Defense Multiple is determined by Agility and whatever Defense% the armor you are equipped with has. Magic Defense Power: Your character's resistance to magical damage. This is determined by your character's Will and any Magic Defense bonuses conferred by the armor your character is wearing. Magic Defense Multiple: Save for the fact that it does not advance as fast as the standard Defense Multiple, the Magic Defense Multiple is identical. Magic Defense%: The Magic Defense% is somewhat different than the other % statistics is the fact that it is applied to only types of spells that have an impact on their status. Spells such as Mute, Size, Fatal, etc. Basically any kind of spell that requires you to make some manner of saving roll to escape it's effects. Damaging spells, such as Fire and Meteo are different, and governed by Magic Defense Power, since magical damage cannot be avoided. Of course, there are other factors, such as your character's Weapon, Armor, Class & Level that need to be applied to the Secondary Statistics, but we'll do that as we go. Attack & Defense Multiples: These Multiples increase as your character advances in skill and becomes more proficient in dealing with the chaos that is melee battle. All Multiples start at 1, there is no 0 Multiple. The first raising of a Multiple, will change it to x2. Attack Multiple: An Attack Multiple for a character is is first gained at Level 6. Defense Multiple: There are actually two different Defense Multiple types. The standard Defense Multiple is first gained at Level 8. A second, and superior Defense Multiple is available for warrior type classes, and is gained at the exact same rate as the Attack Multiple, first at level 6. Magic Defense Multiple: The Magic Defense Multiple is first gained at Level 10. Multiples only affect their respective Secondary Statistics, it's important to note that Level Damage is applied AFTER the Attack Multiple is applied to the applicable Secondary Stat. (Example: Attack Power x Attack Multiple + Level Damage = Total Damage) Level Damage: Level Damage represents your character's experience & prowess in battle. Even those not involved in combat gain Level Damage as they progress, albiet at a slower rate. But in combat, even an experienced Wizard can beat a Fighter who is still wet behind the ears. As your character progresses through his or her adventuring career, they will gain levels. With every Level gained, more Level Damage is cumulatively gained. The amount gained is equal to the increment listed under the Class description of your character. This increment will only increase four times throughout the advancement of a character to the maximum level. The character starts with the first listed increment, and moves to the second, later the third, and finally the fourth. Purchasing Weapons, Armor, Items & Magic Although equipment such as weapons and armor will impact secondary statistics such as Attack Power, Hit% or Defense%, it's usually left until the very end of the creation process. Magic is also left until the very end for pretty much the same reasons. Magic is also bought in the form of spellbooks. After having purchased your equipment, and magic (if you have any), be sure to update your character sheet. Information on equipment & items can be found in Chapter IV - Weapons, Armor & Items. Spell information and available spellbooks can be located in Chapter III - Magic. Finishing Touches For the most part, your character is complete and ready to begin at Level 1. If you are joining a game already in progress, then you may need to raise the level of your character to be roughly on par with those in the adventuring party you're joining. Gaining A Level As your character travels, he or she will accumulate Experience Points. (Exp.) Once your character has obtained enough of these points, your character will gain a Level. Below are the steps followed after gaining a Level: 1) Roll 1d6 for new Cp to spend on raising statistics, buying down skills, improving proficiencies, etc. A character must put at least one Cp into a Prime Requisite of their Class when a level is gained. A maximum of 2 Cp can only be put into a stat during a single Level gain except for the Prime Requisite that recieved the mandatory Cp. This Prime Requisite may be raised 3 Cp during a single Level gain. 2) Your character also gains more Hp & Mp. The amount gained will depend upon your class, so be sure to consult the information about your class to see what dice need to be rolled. In the case of hp, this die roll is then added to your Vitality stat then added to your old Hp total to determine your new Maximum Hp. With Mp, the corresponding die of your class is rolled then added to 1/10th of your Wisdom statistic. This subtotal is then added to your previous maximum Mp to determine the new total. 3) Adjust your Level Damage accordingly. Also be sure to recalculate any of your Secondary Statistics that may have been affected by the 1d6 Cp you were allowed to spend raising your Primary Statistics. 4) New magics and/or skills may have become available to you. Since a new ability or spell is a handy thing to have, I suggest you check your Class listing, and update your Character Sheet as required. Proficiencies To Be, Or Not To Be... Proficiencies are purely optional, by having them you gain the major advantage of being skilled with specific things. This translates into bonuses. (Good!) The downside is, if you try something you're lacking proficiency in, you're penalized. (Bad!) But without them, you do not get bonuses for skill or incur penalties for lacking skill. To some extent, proficiencies allow for better role-playing. Because different members of the party have different skills, they tend to rely upon their friends in a particular situation. In turn a situation may come up where a character's friends will rely solely upon that character. In best case scenarios, it leads to really cool dramatic scenes. (Like R2-D2 saving Luke & Co. from being squashed in the trash compactor in Star Wars.) Of course there are always worst case scenarios, but even they can lead to ingenious role-playing. Buying Proficiencies Like everything else, proficiencies cost. Starting characters get 5 Cp to spend on their first proficiencies. What you put into these skills is what you get back. Advancing in Proficient Skill Most skills cost 1 Cp to begin with, there are a few exceptions to the rule though. This is important because there are levels of proficient skill and each level of a proficiency is double the cost of the previous level. See below: Level 1 Riding - Costs 1 Cp. Level 2 Riding - Costs 2 Cp. Level 3 Riding - Costs 4 Cp. Of course for a skill that costs 2 Cp to start with it would look like this: Level 1 Blind Fighting - Costs 2 Cp. Level 2 Blind Fighting - Costs 4 Cp. Level 3 Blind Fighting - Costs 8 Cp. The level costs are cumulative, buying Level 2 riding means you have spent a total of 3 Cp so far. Level 3 riding means 7 Cp so far, etc. There is no limit to how far one may advance in any given skill, save for the amount of Cp it would cost. However, a professional level of skill in any proficiency is Level 3. Anything higher is the realm of the expert, or the legendary. Using Proficiencies For every skill level you've attained in a particular proficiency you gain a +10 to your Rolls Versus, Challenge, etc. if this proficiency applies. When using a proficiency, the bonus (+10, +20, +30, etc.) is also added to your percentile roll, just like the modifying Statistic. Being inept at something or trying to mimic a skill you are not proficient at incurs a -15 penalty. Proficiencies List Skill: CP Cost: Statistic Commonly Modified: Agriculture 1 Wisdom Animal Care 1 Wisdom Animal Training 1 Will Appraisal 2 Wisdom Architecture 1 Wisdom Armorer 1 Will Astrology 1 Wisdom Blacksmithing 2 Strength Blind Fighting 2 Wisdom Boyer/Fletcher 1 Agility Brewing 1 Wisdom Construction 1 Strength Cooking 1 Wisdom Dancing 1 Agility Direction Sense 1 Wisdom Disguise 2 Appearance Endurance 1 Vitality Etiquette 1 Appearance Fire Building 1 Will Fishing 1 Will Forgery 1 Wisdom Gaming 1 Wisdom Gem Cutting 1 Agility Herbalism 1 Wisdom History, Recent 1 Wisdom History, Legendary 2 Wisdom Hunting 1 Wisdom Leatherworking 1 Wisdom Mining 1 Vitality Mountain Climbing 1 Vitality Musical Instrument 1 Agility Navigation 2 Wisdom Piloting, Airship 2 Wisdom Piloting, Other (GM Discretion) 2 Wisdom Pottery 1 Will Reading, Modern 1 Wisdom Reading, Ancient 2 Wisdom Reading, Other (GM Discretion) 2 Wisdom Religion 1 Wisdom Repair, Structure 1 Wisdom Repair, Vehicle 2 Wisdom Repair, Other (GM Discretion) 1 Wisdom Riding, Horse 1 Agility Riding, Chocobo 1 Agility Riding, Other (GM Discretion) 1 Agility Rope Use 1 Will Sailing, Ship 1 Wisdom Set Snares 1 Agility Sciences Aeronautics 2 Wisdom Anatomy 2 Wisdom Alchemy 2 Wisdom Astronomy 2 Wisdom Biology 2 Wisdom Botany 2 Wisdom Chemistry 2 Wisdom Ecology 2 Wisdom Engineering 2 Wisdom Entomology 2 Wisdom Genetics (GM Discretion) 2 Wisdom Geology 2 Wisdom Mathematics 2 Wisdom Mechanics 2 Wisdom Metallurgy 2 Wisdom Meteorology 2 Wisdom Mineralogy 2 Wisdom Physics 2 Wisdom Physiology 2 Wisdom Psychology 2 Wisdom Zoology 2 Wisdom Survival, Desert 2 Will Survival, Forest 1 Will Survival, Lunar 2 Will Survival, Mountain 2 Will Survival, Plains 1 Will Survival, Arctic 2 Will Survival, Subterrainian 2 Will Swimming 1 Vitality Singing 1 Will Tailor 1 Wisdom Tracking 1 Wisdom Ventriloquism 2 Wisdom Weaponsmithing 2 Will Weaving 1 Will Other Proficiencies The ones listed above are only a fraction of the amount that characters can have. With GM permission, please feel free to create other proficiencies that you require. Chapter II: Character Classes There are 8 character classes listed here to start with. Most of these classes have made an appearance in one or more of the previous Final Fantasies. In the full version of the game, there are 24 basic classes listed, and rules for the creation of your own classes. Classes Warrior Type Dragoon Hp: 4d10/Level Mp: 0 Ld: +5/ Exp.: 0% Modifier Equip.: Weapons: Spear: Mastery Sword: Mastery Axe: Skilled Dagger: Skilled Armor: Shield: Mastery Helmet: Mastery Gauntlets: Mastery Heavy Armor: Mastery Rings & Bracelets: Skilled Light Armor: Common Light Headgear: Common Requisite(s): Skills: Strength 10 Jump (Gained at Level 1) Agility 13 Fighter Hp: 4d10/Level Mp: --- Ld: +5/ Exp.: 0% Modifier Equip.: Weapons: Spear: Mastery Sword: Mastery Axe: Mastery Bow: Skilled Dagger: Skilled Whip: Skilled Armor: Shield: Mastery Helmets: Mastery Gauntlets: Mastery Heavy Armor: Mastery Light Headgear: Common Rings & Bracelets: Skilled Light Armor: Common Requisite(s): Skills: Strength 15 2-Handed (Gained at Level 1) Agility 5 Monk Hp: 4d10/Level Mp: --- Ld: +5/ Exp.: +10% Modifier Equip.: Weapons: Claws: Mastery Armor: Light Armor: Mastery Light Headgear: Skilled Rings & Bracelets: Skilled Requisite(s): Skills: Strength 15 Bare Handed (Gained at Level 1) Will 10 Kick (Gained at Level 8) Build Up (Gained at Level 5) Thief Type Thief Hp: 3d10/Level Mp: --- Ld: +5/ Exp.: -5% Modifier Equip.: Weapons: Dagger: Mastery Whip: Skilled Boomerang: Skilled Sword: Common Bow: Common Armor: Light Headgear: Mastery Light Armor: Mastery Rings & Bracelets: Skilled Helmets: Common Gauntlets: Common Requisite(s): Skills: Agility 15 Steal (Gained at Level 1) Escape (Gained at Level 10) Ninja Hp: 3d10/Level Mp: 1d4/Level Ld: +5/ Exp.: +7% Modifier Equip.: Weapons: Katana: Mastery Claws: Mastery Dagger: Skilled Boomerang: Skilled Armor: Light Headgear: Mastery Light Armor: Mastery Rings & Bracelets: Skilled Helmets: Skilled Gauntlets: Common Requisite(s): Skills: Agility 15 Wisdom: 10 Ninja Magic (Gained at Level 1) Strength 5 Ambidexterity (Gained at Level 1) Wizard Type White Wizard Hp: 2d10/Level Mp: 1d6/Level Ld: +1/ Exp.: +10% Modifier Equip.: Weapons: Staff: Mastery Bow: Skilled Hammer: Skilled Armor: Light Headgear: Mastery Light Armor: Mastery Rings & Bracelets: Skilled Requisite(s): Skills: Will 17 White Magic (Gained at Level 1) Wis 5 Black Wizard Hp: 2d10/Level Mp: 1d6/Level Ld: +1/ Exp.: +10% Modifier Equip.: Weapons: Rod: Mastery Bow: Skilled Dagger: Skilled Armor: Light Headgear: Mastery Light Armor: Mastery Rings & Bracelets: Skilled Requisite(s): Skills: Wis 17 Black Magic (Gained at Level 1) Will 5 Red Wizard Hp: 3d10/Level Mp: 1d4/Level Ld: +1/ Exp.: +10% Modifier Equip.: Weapons: Sword: Skilled Bow: Skilled Dagger: Skilled Rods: Skilled Staffs: Skilled Hammers: Common Armor: Light Headgear: Mastery Light Armor: Mastery Rings & Bracelets: Skilled Armor: Skilled Shield: Common Helmet: Common Gauntlets: Skilled Requisite(s): Skills: Will 9 White Magic - Level 4 (Gained at Level 1) Wis 9 Black Magic - Level 4 (Gained at Level 1) Multiple-class Characters Lastly, it is not possible for a character to be more than one profession at any given time. There can be no Fighter-Mages or Mage-Thieves. It is, however, possible to halt advancement in one class to pursue interests in another. A character must meet the following requirements before making a class change: 1) You must be at least Level 10 in your current class. 2)You character must find a mentor character of the class they are wishing to become of at least 15th Level in the desired class. (A mentor can also be a person in the same adventuring party, as long as they are at least 15th Level.) 3) Most importantly, you must have GM approval. Going all the Way If the above requirements have been met, you will be reduced to 1st Level of your new class. Your current base Statistics as well as Hp & Mp will be halved. You will gain no new Hp, Mp or Cp in your new Class until it's Level has exceeded that of your previous Class. Additionally, if your new character class naturally has no Mp, you will not gain Mp during your new class' level advancements. Although in changing Class you will retain the Skills from your previous Class, your new Class Skills come at the expense of the old, replacing them in the order they are recieved. The only exception is Magic, all Magics are considered outside of the normal skill hierarchy, and a character does not lose any magic skill when changing their class. If, at a later date, you wish to return to your old class, you cannot begin at the level you left off at, and advancement will begin again at Level 1. Experience Point Table How many experience points it will require your character to gain a level is one of the first things you paid for with your Cp. Depending upon how many Cp you spent, you were given a small percentage modifier, used to determine how many Experience points it will take to raise your character to his or her next level. (Example: If you have a modifier of -5%, then you will only need 190 Exp to reach Level 2. Although it doesn't seem like alot now, later on, at Level 35 you would only need 551570 Experience to reach Level 36 instead of 580600, a difference of almost 30000 Exp.!) Base Experience Point Table: Level Exp.: 2 200 3 450 4 750 5 1150 6 1700 7 2450 8 3450 9 4750 10 6400 Skills Listing: 2-Handed: This is an innate ability of your character. It gives him or her the ability to weild any weapon marked as "2-Handed" more effectively. Using a weapon with this skill effectively doubles the attack power of the weapon AFTER the Attack Multiple, but before Level Damage is applied. ( Example: Normal Sword attack power is 10; with 2-Handed it's now 20. With an Attack Multiple of x1, it would remain 20, but with an Attack Multiple of x2 it would then be 40. Level Damage is added on after this calculation, and is not multiplied.) Expect larger weapons like a sword or spear to make use of this ability, as opposed to a smaller weapon like a dagger. It's also important to not confuse "2-Handed" with "Two Hands Required", which some Staves and Rods require. Preparation: -- Ambidexterity: This is the ability to effectively weild a weapon in each hand. This ability does have limits though: Some weapon types, such as Rods & Staves require two hands to weild. This skill cannot be bought down because it has a Base Level of 1. Preparation: -- Bare Handed: A fearsome skill that makes for a deadly opponent. This skill enables your character to fight effectively with no weapon save for their bare hands. Bare Handed fighters start with an attack power of 4 and gain an additional 2 attack power every level. Keep in mind that this is NOT Level Damage. This attack power is subject to the Attack Multiple. Preparation: -- Black Magic: White, Black & Time Magic function differently than all other skills. They all have a Base Level of 1, but their Cp cost varies depending upon what level of magic you wish to advance to. A Level of Magic is made up of three spells all learned within a few levels of each other, and all at about the same level of power. Magic use is purchased at a cost of 2Cp for each Spell Level. Both White & Black Magic have 7 Levels, and would cost 14Cp in total to buy. Time Magic only has 5 Levels, and as such, is cheaper, only costing 10Cp in total. Unlike all other Skills, the purchase of magical skills is a one-time feature. Whereas other skills may be Bought Down during the course of the game, these magic skills CANNOT be changed from their starting values. Additionally, to prevent an insurgence of "Warrior-Mage" characters, the maximum spell level your character can obtain is reduced by 1 for each Mastery: Weapon after a first one that your character has. It will also be reduced by 1 if your character has more than two Skilled: Weapon uses. If your character has Mastery: Heavy Armor reduce another 1 from their maximum spell level. If your character has more than two Mastery: Armor reduce their maximum spell level by 1 again. For more information on various spells, their effects & requirements, please consult Chapter III:Magic. Preparation: As Spell Build Up: This skill allows your character to spend his or her current turn building up the strength to deliver a crippling attack next turn. This skill cannot be used cumulatively. Next turn, if the character elects to attack, he or she will inflict double damage to a single target provided the attack roll is successful. If the character misses, the Build Up charge is expended. However, if the character did not attack the turn after using this skill, the Build Up charge is not lost. The charge will remain until the end of battle, or until it is expended. The buy down for this skill is standard. 1 Cp for 1 Level. Preparation: 15 Speed Escape: The best way to avoid overwhelming odds. When engaged in a battle your character knows cannot be won, this skill will help him or her flee relatively unscathed. With some preparation time, this skill enables your character to find the best route of escape for him or herself as well the rest of his or her group. The ability to run by using this skill is 100%, and works in most cases, but not in all. Functionality of this skill in certain scenarios is up to GM discretion. This skill may be bought down at a cost of 1 Level for every additional 2 Cp spent on this skill. Preparation: 5 Speed Jump: A Final Fantasy mainstay, this skill enables it's user to deal large amounts of damage, as well as rendering that character immune to all damage for a short while. Speed plays an integral role in how Jump functions. It has an initial preparation time of Speed 15; but that only signifies when the character has "Jumped", which means he or she has left the battle area and cannot be damaged by any attack, physical or magical. Another 20 (35 Speed in total.) Speed points later, the character lands, dealing Damage x2. A standard attack roll must be made. This skill may be bought down at a cost of 1 Level for every additional 2 Cp spent on this skill. Preparation: Special (See Above) Kick: The traditional skill of a Monk, this enables your character to attack all enemies for your character's Total Damage divided evenly between the targets. This attack may not do more than 1/4 of your total damage to a single foe, however. The buy down for this skill is standard. 1 Cp for 1 Level. Preparation: 8 Speed Ninja Magic: Ninja Magic mixes some elements from both White and Black magic in interesting ways. Although this skill is available instantly (At Level 1), the spells themselves have minimum Level requirements and an instructor must be found to teach those spells to your character. For details on individual spells, consult their seperate listings found under Ninja Magic, in Chapter III: Magic. Preparation: See Individual Spells Steal: A traditional Final Fantasy skill, Steal enables your character to obtain items from enemies while engaged in combat. The base chance for success is 50%, plus 1% for each point of Agility your character possesses, but minus 1% for each point of agility the target has. Success indicates that your character gains an item as though that enemy left a treasure behind after battle. This skill can be bought down at a standard 1 Level for 1 Cp. Preparation: 5 Speed White Magic: White, Black & Time Magic function differently than all other skills. They all have a Base Level of 1, but their Cp cost varies depending upon what level of magic you wish to advance to. A Level of Magic is made up of three spells all learned within a few levels of each other, and all at about the same level of power. Magic use is purchased at a cost of 2Cp for each Spell Level. Both White & Black Magic have 7 Levels, and would cost 14Cp in total to buy. Time Magic only has 5 Levels, and as such, is cheaper, only costing 10Cp in total. Unlike all other Skills, the purchase of magical skills is a one-time feature. Whereas other skills may be Bought Down during the course of the game, these magic skills CANNOT be changed from their starting values. Additionally, to prevent an insurgence of "Warrior-Mage" characters, the maximum spell level your character can obtain is reduced by 1 for each Mastery: Weapon after a first one that your character has. It will also be reduced by 1 if your character has more than two Skilled: Weapon uses. If your character has Mastery: Heavy Armor reduce another 1 from their maximum spell level. If your character has more than two Mastery: Armor reduce their maximum spell level by 1 again. For more information on various spells, their effects & requirements, please consult Chapter III:Magic. Magic cannot be bought down because it has a Base Level of 1. Preparation: As Spell Chapter III - Magic Magic is usable by many different people the world over. Below is a listing of the spells both commonly and uncommonly found in the world. Additionally, with a maximum allowance of three spells per spell level, a Wizard (irregardless of which area of magic he or she is a practicioner.) cannot cast all of the spells from any given level. White Magic White Magic concentrates more upon healing and boosting spells than attack or ailing spells. Healers usually employ White Magic. Caster's Roll Versus' rolls are made using their Will statistic. Level 1 Cure 1 Sight Antidote Anti-Ice Anti-Fire Cure 1: Cure 1 restores Will x4 + Level Damage to a single target, or divided among an entire group. If cast on undead creatures, Cure does damage to that creature equal to that it would have been cured normally. Mp: 3 Casting Time: 5 Sight: This spell enables your character to view, from high above, the layout of all the terrain nearby, that they would not normally be able to see. Sight would enable your character to "see" a large section of the overworld terrain, allowing him or her to see castles, towns, caves, etc. that are located in an approximately 56 x 56 grid area of the map. (As opposed to normal view, which is about 16 x 16) Sight does not enable the caster to see monsters, people or treasure. Sight also has no effect in a battle scenario, or in any location other than the overworld. Mp: 1 Casting Time: 3 Antidote: Antidote removes the status ailment Poison from a character. The chance for success is 99%, and is not a Versus Roll. Antidote cannot affect more than one target. Mp: 3 Casting Time: 7 Anti-Fire: Anti-Fire reduces Fire Elemental damage dealt to a target by half. Anti-Fire lasts a base 2 turns, plus an additional 1 turn for every 10 points of Will the caster possesses. Anti-Fire can be canceled with a Dispel spell. Anti-Fire cannot affect more than one target. Mp: 4 Casting Time: 5 Anti-Ice: Anti-Ice reduces Ice Elemental Damage dealt to a target by half. Anti-Ice lasts a base 2 turns, plus an additional 1 turn for every 10 points of Will the caster possesses. Anti-Ice can be canceled with a Dispel spell. Anti-Ice cannot affect more than one target. Mp: 4 Casting Time: 5 Level 2 Cure 2 Armor Peep Anti-Bolt Detect Cure 2: Cure 2 restores Will x12 + Level Damage to a single target, or divided among an entire group. If cast on undead creatures, Cure does damage to that creature equal to that it would have been cured normally. Mp: 9 Casting Time: 9 Armor: Armor doubles the defense power of the recieving target or targets. If targeting a single individual, Armor will double their defense power for a base 3 turns, plus an additional 1 turn for every 20 points of Will the caster possesses. If cast on multiple targets, those effected gain a doubled defense power for a base 1 turn, plus an additional 1 turn for every 30 points of Will the caster possesses. Mp: 9 Casting Time: 8 Peep: Peep allows the caster to know the Level, Hp, Mp & Elemental weakness (if any) of one target. A Will vs. the target's magic defense% roll is required to succeed. If successful, the spell works as stated. If it fails, the caster is given false information. Peep cannot target more than one unit. Mp: 1 Casting Time: 5 Anti-Bolt: Anti-Bolt reduces Lightning Elemental Damage dealt to a target by half. Anti-Bolt lasts a base 2 turns, plus an additional 1 turn for every 10 points of Will the caster possesses. Anti-Bolt can be canceled with a Dispel spell. Anti-Bolt cannot affect more than one target. Mp: 4 Casting Time: 5 Detect: Detect works to locate various non-magical things such as traps, hidden doors, etc. Detect has a base % of functioning equal to the caster's Will, plus a Roll Versus the hidden object. Detect does not disarm trapped devices, or automatically open hidden doors, etc., it merely lets the caster know of the hidden object's location. Detect also does not reveal the nature of the item; a trap door with a pit that has spikes at the bottom, and a hidden passage set in the floor that has a flight of stairs behind it will look the same to the caster. Mp: 6 Casting Time: 3 Black Magic Black Magic concentrates heavily upon damaging attack spells and spells that confer dangerous Status Ailments. Black Magic. Caster's Roll Versus' rolls are made using their Wisdom statistic. Level 1 Fire 1 Ice 1 Bolt 1 Illusion Ward Fire 1: Fire 1 deals Wisdom x4 + Level Damage in Fire Elemental damage to a single target, or divided among an entire group. Mp: 5 Casting Time: 5 Ice 1: Ice 1 deals Wisdom x4 + Level Damage in Water Elemental damage to a single target, or divided among an entire group. Mp: 5 Casting Time: 5 Bolt 1: Bolt 1 deals Wisdom x4 + Level Damage in Air Elemental/Electrical damage to a single target, or divided among an entire group. Mp: 5 Casting Time: 5 Illusion: This spell enables the caster to create a man-sized or smaller visual illusion. The illusion created is not solid, does not make any noise, or give off any smell. The object or creature created by the caster is identical the whatever the caster can visualize for the illusion. It can be accurate or inaccurate depending upon the character's experience with whatever it is he or she is trying to replicate. When attempting to trick an individual into believing an Illusion spell, a Roll Versus must be made. The caster's Wisdom Roll Versus will have one of the following penalties applied, depending upon how familiar the caster is with what he or she is trying to replicate. Familiarity Level: Penalty: Totally Unfamiliar -80% Heard Vague Description -60% Second-hand Description: -40% Saw Object/Creature Once -20% Familiar With Object/Creature +0% Very Familiar With Object/Creature +10% If the illusion is to be believed, it may serve to intimidate the caster's opposition, it may fool them, or it may even function as per the spell Fear if the GMdeems it so. The illusion lasts as long as the caster can maintain his or her concentration, or one turn for every 15 points of Wisdom the caster possesses. If the caster is struck or attacked while concentrating on the illusion, he or she must make a Roll vs. Will to maintain their concentration. If their concentration is broken, the spell ends prematurely. While concentrating, the caster may not make any other actions other than moving. Mp: 7 Casting Time: 8 Ward: Ward is used in conjunction with another spell so that when the Ward is set off, it causes the spell used in conjunction with Ward to be used. This is ideal for setting up camp at night, by casting Ward combined with a Fire 1 spell, it would be set off if something attempted to attack the camp while everyone is sleeping, if the attacking monster passed through the warded area. The Mp cost & casting conditions of the spell used in conjunction with Ward must also be met in combination with the cost of the Ward spell. The effects of the other spell, such as targeting, area, range, etc. are all determined by the caster at the time of casting. If the spell is an effect spell, such as Piggy or Toad, the Roll Versus rolls make use of the caster's statistics as though the caster were there casting the spell himself. Mp: 3 Casting Time: 5 Level 2 Sleep Venom Piggy Fear Warp Sleep: This spell may put one or more targets to sleep until they awaken on their own, or are physically struck. Other spells, even those that directly inflict damage, such as Fire or Bolt will not awaken those put to sleep with this spell. Targets put to sleep by this spell are at -200% on their evasion rolls. Sleeping targets also recieve no other Rolls Versus against other magical effects. A target that has been put to sleep may make a Roll vs. Wisdom once every three rounds in an attempt to wake up. A target that has just awakened loses his or her next turn regaining their senses. Mp: 12 Casting Time: 10 Venom: This spell may poison one or more targets. If a target (or targets) is affected, Venom will deal 1 point of damage to the victim upon being cast. The poison will deal 1 point of damage for each level the target possesses, plus an additional 4d6 damage. This will occur at the end of the affected target's turn, until he or she overcomes the affects of the poison by making a successful save, or until healed by magic or a special item. A target that has been poisoned may make a Roll Versus Vitality once every turn in an attempt to overcome the poison. After breaking free from the effects of the poison, the target does not suffer any after effects. Mp: 2 Casting Time: 7 Piggy: This spell turns a target (or targets) into a Pig. Affected targets lose any and all benefits of their armor, except shields. Weapon & shield use is unaffected. Magic use is restricted to only those spells that could restore the affected target back to his or her original form. (Piggy & Heal) Piggy may target one individual or an entire group (allies or enemies). Mp: 1 Casting Time: 15 Fear: Fear may cause a target to be consumed with terror from an unnamed source. The target of this spell, if it is successful, will attempt to flee by whatever means possible available to them. This is most commonly done by simply running away, but in some cases spells such as Smoke, Warp or Exit are also more viable means of escape. Fear may only target a single unit. Mp: 7 Casting Time: 10 Warp: Warp enables the caster and his or her group to return back to the entrance the caster last passed through of the current floor. In the event there are no discernable floors or levels to the current area, Warp will move the caster and company to the last location differing from the current caster/party location by 10 feet. Warp will only serve to move the caster/party a maximum of 250 yards from their current location. If the 10 foot difference in height is reached before the 250 yd. distance limit, then the caster is taken to that location. If the 250 yd distance limit is reached before the 10 foot height difference is, then the caster and his group are moved the 250 yards. If cast in battle, Warp has no effect. Mp: 4 Casting Time: 10 Range: N/A Area: N/A Ninja Magic Because Ninja Magic has no Level classifications, there is no 3 spell per level limit, and all the Ninja Magic may be learned by a practicioner of this art. Unlike other Magics, Ninja Magic is not obtained through books and study, but rather it is learned through instruction by a sensei or teacher. Ninja Magic does have a restriction however; it cannot be taught to an individual lower than 6th Level. For determining Roll Versus' the caster uses his or her Wisdom statistic. Flame: Flame deals Wisdom x20 + Level Damage in Fire Elemental damage divided among an entire group. If using the optional Range & Area rules, Flame is no longer divided among a group (Allies or Enemies), the targets in an Area of 2 are affected. This spell may be centered on an ally or enemy target, meaning the Area of effect will stay centered on the character when he or she moves, or it may be targeted upon a particular section of the battlefield, and remain unchanged as other units move in and out of the Area. Those targets in the Area at the time the spell is completed, are effected. The spell's effectiveness is then divided among the targets that are in the Area at the time of completion. Flame cannot be reflected by a Wall spell. Mp: 15 Casting Time: 15 Range: 4 Area: 2 Spellbooks Aquiring Spellbooks For some magics (Namely, White Black & Time Magics), spellbooks are required. Magic is not simply gained with experience, known spells must be sought out, and such knowledge is usually found in books. Lower level spells, which are more common, are easily obtainable at any shop dealing in the arcane, but as one progresses, higher level spells will become more and more difficult to obtain. In some cases, the Wizard may even feel he or she needs to go on a quest to obtain such books. Some books contain more than one spell, a spellbook may contain up to three spells. Most low-level books come with three spells, higher level books usually come with one. Some books cannot be bought, and some are even unique, making them all the more desirable. Memorization In time, your character will have practiced a particular spell so often that he or she will have committed it to memory. When this occurs, your wizard will no longer require the assistance of the spellbook to cast the spell. Unfortunately this means that for spells he or she is unfamiliar with, they will require their spellbook to cast it. A spell is committed to memory 5 (character) levels after having obtained the spellbook and access to the spells within. (Example: A White Wizard has a spellbook with Cure 1. Cure 1 may be learned at Level 1, therefore at Level 6, the wizard will be able to cast his spell without the assistance of the book, but up until then, he'll require the book if he wishes to restore anyone's Hp.) A wizard who has not yet committed a spell to memory cannot cast that spell without the assistance of a spellbook. Attempting to do so generally results in nothing more than an expendature of Mp with no resulting effect. Chapter IV - Weapons, Armor & Items These are the items of the various adventuring professions, some can be easily found, and others are rare, or even unique. All of these items help making one's adventuring life easier, either by enhancing one's attack power, increasing their defense, or curing some sort of ailment your character has become saddled with. Weapons Weapons are perhaps the most important tool of any class on the planet. For without them even the sturdiest warrior would fall. And mages out of magic would have nothing to turn to. Below is a description of a weapon, with an explanation on each particular part of it's entry. Weapon Description: Weapon Type - Weapon Name Attack Power: The Attack Power of the weapon increases damage dealt through brute force, it is added to the character's strength score, and is multiplied by both the Level Damage and Hit Multiple statistics for that character. Hit Rate: This is the character's initial chance to hit a target with this weapon. Hit Rate essentially represents the wieldy the weapon is. SA: Special Attack. If the sword has a special ability, like inflicting double damage against a particular element, that ability is listed here. Ranged: Range defines wether or not this weapon is as effective on the back row as it is on the front. Most swords have "no" in this listing, whereas many bows have "Yes". This plays an integral role in combat, and more information on Rows, Range and it's effects can be found in the combat section. Cost: Simply the cost of the weapon. The price listed on the right-hand side of the slash represents that weapon's value should a character attempt to sell a weapon of that type. Note: Any other abilities, hindrances, requirements, etc. for the weapon can be found here. Equipped by: This is the listing of usage level required to wield this weapon. Swords: Iron Sword Attack Power: 10 Hit Rate: 80% Weapon Speed: 2 SA: None Ranged: No Cost: 400/200 Gp Equipped by: Common Scimitar Attack Power: 20 Hit Rate: 85% Weapon Speed: 3 SA: None Ranged: No Cost: 750/325 Gp Equipped by: Common Spears: Spear Attack Power: 9 Hit Rate: 99% Weapon Speed: 2 SA: None Ranged: Yes Cost: 300/150 Equipped by: Common Heavy Spear Attack Power: 18 Hit Rate: 90% Weapon Speed: 3 SA: None Ranged: Yes Cost: 600/300 Equipped by: Common Axes: Wood Axe Attack Power: 20 Hit Rate: 75% Weapon Speed: 3 SA: None Ranged: No Cost: 700/350 Equipped by: Common Bows: Short Bow Attack Power: 10 Hit Rate: 30% Weapon Speed: 3 SA: Double damage against air creatures. Ranged: Yes Cost: 220/110 Equipped by: Common Crossbow Attack Power: 20 Hit Rate: 30% Weapon Speed: 3 SA: Double damage against air creatures. Ranged: Yes Cost: 700/350 Equipped by: Common Arrows: Iron Arrows Attack Power: 3 Hit Rate: As bow Weapon Speed: ---. SA: None Ranged: Yes Cost: 10/5 Equipped by: As bow. White Arrows Attack Power: 10 Hit Rate: As bow. Weapon Speed: --- SA: Double damage against undead or "evil"-type creatures. Ranged: Yes Cost: 20/10 Equipped by: As bow. Whips: Whip Attack Power: 20 Hit Rate: 99% Weapon Speed: 3 SA: 25% chance to hold the enemy for 2 rounds. Ranged: Yes Cost: 3000/1500 Equipped by: Skilled Daggers: Stiletto Attack Power: 5 Hit Rate: 99% Weapon Speed: 1 SA: None Ranged: No Cost: 150/75 Equipped by: Common Poisoned Dagger Attack Power: 10 Hit Rate: 99% Weapon Speed: 1 SA: When struck, the enemy must make a save against being affected by a Venom spell, or be affected by that spell. Ranged: No Cost: 1500/750 Equipped by: Common Thief's Dagger Attack Power: 15 Hit Rate: 95% Weapon Speed: 1 SA: When struck, the ability Sneak is also used, and may take an item from that enemy as covered under the Sneak skill description. Ranged: No Cost: 2500/1250 Note: +15 to Agil. Equipped by: Common Katanas: Wakizashi Attack Power: 8 Hit Rate: 85% Weapon Speed: 1 SA: None Ranged: No Cost: 900/450 Equipped by: Common Boomerangs: Boomerang Attack Power: 20 Hit Rate: 80% Weapon Speed: 2 SA: None Ranged: Yes Cost: 3000/1500 Equipped by: Skilled Claws: Fire Claw Attack Power: 0 Hit Rate: 80% Weapon Speed: --- SA: Double damage against ice creatures. Ranged: No Cost: 350/175 Note: 1/2 damage against fire creatures. Equipped by: Skilled Ice Claw Attack Power: 0 Hit Rate: 80% Weapon Speed: --- SA: Double damage against fire creatures. Ranged: No Cost: 450/225 Note: 1/2 damage against ice creatures. Equipped by: Skilled Thunder Claw Attack Power: 0 Hit Rate: 80% Weapon Speed: --- SA: Double damage against water creatures & machines. Ranged: No Cost: 550/275 Note: 1/2 damage against electrical creatures. Equipped by: Skilled Hammers: Mallet Attack Power: 15 Hit Rate: 75% Weapon Speed: 2 SA: None Ranged: No Cost: 300/150 Equipped by: Common Rods: Rod Attack Power: 3 Hit Rate: 40% Weapon Speed: 1 SA: When used as an item, this staff inflicts 2d10 points of non-elemental damage to a single enemy. Ranged: No Cost: 100/50 Note: This weapon requires 2 hands to use. Equipped by: Common IceRod Attack Power: 5 Hit Rate: 45% Weapon Speed: 1 SA: Ice 1 when used as an item. Double damage against fire creatures. Ranged: No Cost: 220/110 Note: 1/2 damage against ice creatures. This weapon requires 2 hands to use. Equipped by: Common Flame Rod Attack Power: 7 Hit Rate: 45% Weapon Speed: 1 SA: Fire1 when used as an item. Double damage against ice creatures. Ranged: No Cost: 380/190 Note: 1/2 damage against fire creatures. This weapon requires 2 hands to use. Equipped by: Common Staffs: Staff Attack Power: 4 Hit Rate: 45% Weapon Speed: 1 SA: Heals poison when used as an item. Ranged: No Cost: 160/80 Note: This weapon requires 2 hands to use. Equipped by: Common Cure Staff Attack Power: 8 Hit Rate: 50% Weapon Speed: 1 SA: Casts Cure1 when used as an item. Ranged: No Cost: 480/240 Note: This weapon requires 2 hands to use. Equipped by: Common Armor: Shields: Iron Shield Defense Power: 1 Magic Defense: 0 Defense Rate: 20% Encumberance Penalty: 1 SD: None Cost: 100/50 Equipped by: Common Helmets: Cap Defense Power: 1 Magic Defense: 1 Defense Rate: 3% Encumberance Penalty: 0 SD: None Cost: 100/50 Equipped by: Common Leather Helmet Defense Power: 2 Magic Defense: 3 Defense Rate: 6% Encumberance Penalty: 0 SD: None Cost: 330/165 Equipped by: Common Iron Helmet Defense Power: 3 Magic Defense: 0 Defense Rate: 0% Encumberance Penalty: 1 SD: None Cost: 150/75 Equipped by: Common Gauntlets, Rings & Bracelets: RubyRing Defense Power: 0 Magic Defense: 3 Defense Rate: 10% Encumberance Penalty: 0 SD: The wearer is immune to Piggy. Cost: 1000/500 Equipped by: Common Iron Gauntlet Defense Power: 2 Magic Defense: 0 Defense Rate: 0% Encumberance Penalty: 1 SD: None Cost: 130/65 Equipped by: Common Iron Ring Defense Power: 2 Magic Defense: 2 Defense Rate: 10% Encumberance Penalty: 0 SD: None Cost: 100/50 Equipped by: Common Armor: Cloth Clothing Defense Power: 1 Magic Defense: 0 Defense Rate: 10% Encumberance Penalty: 0 SD: None Cost: 50/25 Equipped by: Common Prisoner Clothing Defense Power: 1 Magic Defense: 1 Defense Rate: 10% Encumberance Penalty: 0 SD: None Cost: ----/5 Equipped by: Common Leather Armor Defense Power: 2 Magic Defense: 1 Defense Rate: 10% Encumberance Penalty: 1 SD: None Cost: 200/100 Equipped by: Common Bard's Clothing Defense Power: 2 Magic Defense: 1 Defense Rate: 10% Encumberance Penalty: 0 SD: The wearer is immune to Mute attacks. Cost: 700/350 Equipped by: Common Iron Armor Defense Power: 4 Magic Defense: 1 Defense Rate: 0% Encumberance Penalty: 2 SD: None Cost: 600/300 Equipped by: Common Items: Cure Potion: This item cures 100 + 2d20 hp in a battle situation and it cures 250 hp in a non-battle situation. It can be bought in many shops the world over. Gp: 30/15 Antidote: Another plant remedy. This one cures the status ailment Poison. Gp: 60/30 Ether1 Potion: This item recovers 40 Mp in any situation. However it is a very expensive potion and few can afford it. Gp: 10000/1 Elixir: This is a very handy potion. It recovers all the Hp and Mp of the person it is used on. It is the most expensive item to purchase for adventuring, but it does come in handy. Gp: 100000/1 Gisarl's Vegitable: This is a special large version of the common carrot used to summon Big Chocoboes so you can let them store items. Gp: 50/25 Tent: This item can be used anywhere in the overworld and in select locations in caves and other places. Spending a restful night in one recovers 1000 Hp and 100 Mp for the entire party. Gp: 200/100 Phoenix Down: This concoction restores vigor to a character, bringing them back to life with 1/10th of their Hp. Gp: 150/75 Chapter V - Playing the Game Most of the time in a well thought out role-playing game is not spent in the throes of battle, there are many other things to do, places to explore, treasure to find, people to talk to. It are things such as these that are covered in this section. The Roll Versus: Throughout this book, I refer often to the Roll Versus, as such, I think it's probably a good thing if you know what it is. The Roll Versus is used in virtually all areas of this game, and mostly for tasks that your character may wish to achieve but will meet with resistance. A Roll Versus is used in combat to determine if a status ailing spell succeeds, it is used to determine the success or failure of a heroic feat. If you were to arm-wrestle someone, a Roll Versus would be used to determine the winner and the loser. The Roll Versus functions as the mechanical core of all non-battle situations. Heroic Feats: Heroic feats are actions taken by a character in order to attempt a task that may not succeed 100% of the time. Attempting out outrun a powerful monster, attempting to pick locks, attempting to decipher an ancient text. All these are heroic feats, but they all draw upon different areas of your character's Base Stats. It is up to the GM what statistic should be used to modify the the character's Roll Versus. The stat should be relevant to the task at hand, however. Feats of strength using the Strength stat, mental feats requiring the use of the Wisdom stat, etc. Additionally, if the character has any proficiency in whatever it is he or she is attempting, that too as added to the modifying statistic There are varying degrees of difficulty to a feat that is used to determine the number the character has to beat with his or her Roll Versus. The list below is an apt description of the difficulty level. Difficulty: Roll Versus: Description: Simple Feat: 20 Kicking in an unlocked wooden door. Untieing a knot. Complex Feat 50 Stealing something, getting caught, and talking your way out of it. Challenging Feat 80 Taking a running leap of off a dock, jumping, and landing on a ship sailing away. Difficult Feat 100 Leaping from one moving vehicle to another. Mighty Feat 150 Halting a portcullis or drawbridge from lowering by holding the chain. Heroic Feat 200 Holding an airship to the earth holding two cut ends of a mooring rope. Legendary Feat 250 A undescribable feat so amazing, people would write poems, stories and songs about it. Of course, those are just guidelines. GM's may choose whatever Roll Versus number they wish, but those are an apt measure of difficulty. I don't advise going much over 250 however, since a roll of even only 200 can be obtained if the character has a proficiency that is applicable to the feat. Otherwise, the best he or she could possibly do is 199. (99 Stat with perfect 100 roll.) I don't imagine many feats exceeding the 150-160 range. Contests: What seperates a Contest from a Heroic Feat is the fact that Heroic Feats primarily involve either the challenges pitted against the character by terrain or inanimate objects (vehicles, books, etc.). This is where the Contest differs. A Contest is an active test of your character versus another person. (PC, NPC, or otherwise.) Like the Heroic Feat, the Contest also makes use of the Roll Versus. But this time there is no chart to refer to because the resistance factor has already been chosen. A Contest (unless the GM states otherwise) uses the same type of statistic for both sides. (If your character is using strength, the so is the other being.) An arm-wrestle, or a game of Chess is an ideal example of pitting two people against each other. For the arm-wrestle, both characters would roll percentile and add it to their Strength score. In the case of the Chess game, both would use Wisdom. Whoever's roll came out the higher, would emerge victorious. Using Battle Actions in a Non-Combat Scenario: In the console versions of the Final Fantasy games, characters were just simply "not allowed" to use things that were only designed to be used in combat. You couldn't cast fire on curtains, smash your axe through doors, or kill that person standing in your way. Fortunately, in this incarnation of the game, those prohibitions have been removed. Damaging with Magic & Weapons: However, if you look in the magic chapter, you will find that they lack description for their effectiveness outside of battle. This is primarily because even a spell as simple as Fire has practically countless application outside of combat. Had the out of battle effectiveness been listed for every spell, the magic chapter would easily be as large as the rest of this book itself. Therefore, it's simpler to define things in a non-combat scenario in combat terms. Although it's all GM's discretion, I find that assigning a door or a wall Hp when casting a damaging spell on it, is easier than trying to figure out how much structural damage the spell would actually cause. If attempting to attack that same door with a weapon, again assigning the door Hp is the best way to do it. Causing Status Ailments: Attempting to cause a status ailing effect is a bit different than trying to damage something however. First of, it's simply not possible to poison a wall or a door, even if they do have Hp. Solid and gaseous inanimate objects are immune to Status Ailments. Liquids are a different story. A liquid can be enchanted with a status ailment that it can pass on to another person. It's usually easier to simply use more mundane poisonous mixtures, but if one must use magic they can. All liquids have a Magical Defense% of 40. If the spell affects the liquid, it will enchant the liquid for as long as the spell would usually last in combat. One round equalling thirty seconds of non-combat time, one turn equalling 5 minutes. If no limit is given to the spell, then it will last a maximum of 15 minutes. After the time passes, the enchantment is ended and the liquid is restored to it's former state. In order for an enchanted liquid to be effective against another person, it must be imbibed. Once drank, the victim is then allowed his or her own Magical Defense% roll to resist the effects of the ailment. If successfully resisting, upon tasting the drink, the victim may also make a Difficult Heroic Feat (50) to taste a sour hint of the magical taint. If he or she succeeds, then the victim will recognize the attempt made and is alerted to the presence of the enchantment, otherwise, the taint goes unnoticed, and may take place again when the victim takes another sip. If the enchantement succeeded in affecting the victim, then the ailment takes effect as though it were used in a combat situation, lasting just as long as stated in the spell's description. Range, although optional in combat, plays a very important role outside of it. When casting a spell, be sure to consult it's range listing at the end of the description. A single point of Range in combat is roughly equal to 1 Metre (3 feet). Additionally, Area affects a 1 Metre square (three-foot square) area. Skills: Other various actions that might be taken out of a battle scenario, such as skills, may vary in effectiveness depending upon location, terrain, etc. Surely a skill such as Jump would enable a character to leap very high and land on an outcropping higher above. But questions like how high, how far, etc. are left to the judgement of the governing GM of that session. My best recommendation would also be to consult those various skills about their Range & Area effectiveness. Causing Harm to Another Outside of Combat: This is a difficult thing to govern, since it defines the line between a combat-scenario and a non-combat scenario. For simplicity's sake, directly attacking another being outside of a non-combat scenario is impossible. With the declaration of attack, the combat rules then take over, and a "starting conditions" roll is made. However, allowances are made for creeping up behind, attacking from a hidden place, etc. in the form of starting condition modifiers. Those are as follows: Condition: Modifier: Sneaking up from behind +20 Sneaking up on a sleeping target +70 Attacking from Above with a Ranged Weapon +50 Attacking from a hiding place +40 Attacking from the cover of darkness +30 Of course, your GM has the final word in any and all such bonuses. Nor are these the only bonuses, GMs should feel free to create more of them as he or she needs them. It may also only be fair that if the players expect to go sneaking around to gain advantages in battle that their opposition may do the exact same thing, incurring negative penalties in their favor. Damage Outside of Combat: Occasionally, events will happen that will cause your character to take damage from things ourside of a Combat Scenario. Damage like this is usually the results of traps, falls, extreme weather, and poisoning. Traps: Traps are not uncommon in places where one shouldn't be, and not surprisingly, your character will probably find him or herself in said places fairly often. How much damage a trap does, or the circumstances that activated the trap, are the designs of the GM, and there are no defined rules for such. Any defense conferred naturally, or by one's equipment, does not reduce the damage taken from a trap any, irregardless if the trap is magical, or non-magical in nature. (The GM may rule otherwise at his or her discretion.) Falls: Falling is probably the simplest way to get hurt while adventuring. The base damage for falling a distance of 9 metres (About 9-10 feet) is 10 damage. This escalates by another 10 points of damage for each 1 meter fallen thereafter. (20 damage at 4 metres, 30 damage at 5 metres, etc.) The maximum amount of damage that can be caused by a fall is 2500. But it's very unlikely that you'll ever be so heavilly wounded in such a manner. Exposure: Climatic extremes of heat and cold can wear any character down. A character unprepared for the weather can last 5 hours of in-game time before the effects of either cold or heat begin to take effect. After those inital 5 hours, the character will take 50 points of damage for every additional hour of in-game time unless he or she takes actions to better prepare for the environmental onslaught. Exactly at what point the environment becomes inhospitable to the character is up to the GM, but good base temperatures to work with are -10¼C and 35¼C. Of course, these are just suggestions, and also are not the most scientifically accurate figures in the world. As with all else, exposure resolution is up to the GM. Poisoning: Being poisoned, the spell continues to function according to it's listing in the Magic section, with all references to battle time lengths (rounds, turns, etc.) converted to non-battle terms. (minutes, hours, etc.) Recovering Hp & Mp: Your character is bound to get injured, either because of engaging in combat, or from one of the many ways to get harmed outside of battle. Irregardless, there are items, magic, and countless other ways to restore Hp. By using any one of the various healing spells, your character's Hp can be instantly restored. There is only one Mp restoring spell, Psych, which comes at the expense of Mp to another target. Additionally, there are a litany of various curing items, poitions, elixirs, ethers, etc. But there are also other items, which can restore both by a large amount with the passing of an evening. These items (Tents & Cabins) also prevent fatigue. Lastly, spending a night at an Inn or another place of rest can restore Hp, Mp and remove fatigue. Fatigue: Fatigue occurs when your character has gone without rest for an excessive amount of time. Since a good night's sleep is at least 6-8 hours, a person can function unhindered during the course of a day for 16-18 hours. After that, mild fatigue sets in. Only causing a -5 penalty to all rolls that character makes. After six hours passes, another -5 penalty is applied (A total of -10.). Another 6 hours results in another -5 penalty. After the passing of this last period of 6 hours, the cumulative penalty now applied is -10. This cumulative -10 penalty will continue to occur at six hour intervals until the total penalty is equal to or lower than your character's Vitality stat to 0, at which point in time, the character will collapse with exhaustion. This sleep must last at least 4 hours, but if any restoration of Hp or Mp is to occur, the rest must last at least 10 hours. Movement: Unless using the Optional Range & Area rules, movement has very little bearing on the game. The average character can walk a kilometre in about ten minutes. A solid day of walking will usually yield somewhere between thirty to forty kilometers in hospitable terrain. Realistically, on a map of the world, this would probably amount to 6-8 tiles of terrain covered. In the more traditional Final Fantasy sense, the limit is more considerably more exagerrated, becoming about 50-60 tiles, virtually enabling travel between one major location to another during the course of the day. Of course, if your group elects to travel by ship, air, or by other vehicles, this simple movement rate is drasically altered. A good rule of thumb is that seagoing ships have four times the standard walking rate, and an air vessel has a movement ten times that of a walking person. Random Attacks How often the adventurer or party is attacked is mainly up to the GM. For the most part, the rules listed below are optional, generating random attacks varying by terrain and by the roll of dice. GMs should feel free to create their own random attack tables, or they can simply declare that the party is attacked, and not bother at all with rolling dice. It is important to note, that if you are to use the random attack table listed here, you are required to have the maps of the places your characters will be visiting, since the random attack table here relies heavily upon the grid employed by the maps. If you don't have the maps, then I suggest spontaneously deciding when the party is attacked. Terrain Type: Attacked in X Moves: Plains 4d20 Moves Forest 2d20 Moves Desert 3d20 Moves Water 2d20 Moves Cave/Dungeon 3d20 Moves City/Castle 3d20 Moves I suggest keeping the amount of moves available to the characters before they are attacked secret, to try and maintain the feeling of surprise that being attacked in the actual video game may have given you. Just be sure to keep a tab on how often they move about. Chapter VI: Combat Combat will often play an integral role in RPGs wether you like it or not. Sooner or later, you will come face to face with anything from an unruly drunk to a blood-crazed dragon that will want to prematurely end your existence. It is times like these that the combat rules are used. Standard Battle Rules: These rules are used for resolving battle in the traditional Final Fantasy format. Before A Battle Even Starts: Long before your characters should even consider getting into battle, there are a few things they should (and must!) do first. A mandatory action each member of the group must decide upon is their Row. For the player characters, there are two rows available, the Front and Back Rows. Other important things they should do is make sure they have all their weapons and armor equipped properly, because once a battle starts, it will take an action to switch. Even then, they may only switch the items they have equipped in their hands. (Commonly: Weapons & Shields) Rows: As mentioned, there are two rows for the player characters, and the attacking enemy group may possess up to three rows. Normally, it would then look something like this: Typical Battle Formation Diagram: E. Row 1 E. Row 2 E. Row 3 C Row 1 C Row 2 Character 1 Enemy 1 Character 2 Enemy 2 Enemy3 Character 3 Enemy4 Enemy 5 Character 4 Enemy 6 Character 5 Front Row Player Characters (C2 & C4) are unaffected by range penalties if they are using melee weapons when engaging the current enemy front row ( E. Row 3). If in the above diagram, one of the Characters on C. Row 1 tried to attack a target on E. Row 2 or 1 while enemies were still on E. Row 3, their damage would be halved unless they were equipped with Ranged weapons. However, if the party was able to eliminate all the forces on E. Row 3, then E. Row 2 automatically becomes the enemy's front row, and are now subject to full damage dealt to them by the party. E.Row 1 could still recieve the benefits of being in a back row until E. Row 2 was eliminated. Back Row Characters (C1, C3 & C5) are affected by range penalties if they are using melee weapons to engage any of the enemy rows. Fortunately, if they are equipped with Ranged weapons, their damage will be unmodified if they attempt to attack any of the rows. The major benefit to being on the back row however, is just like that of the enemys: damage dealt to you is reduced by half. (Unless the attacker is also making use of a ranged weapon, or magic.) The benefits of being on the back row will last as long as at least one party member still stands on C. Row 1. Ranged weapons, such as a bow & arrows are not affected by rows at all, nor are magical effects (either damaging, or status-affecting) reduced any. Enemies in their rows recieve identical benefits & penalties as the PCs, only enemy formations are able to recieve the benefit of a third row. Enemy formations, like PC party formations, do not have to take advantage of all the rows made available to them. Now with that determined well in advance of a battle, we can move on... Determining the Starting Conditions: If you are not using the Optional Range & Area rules, a percentile roll is performed at the beginning of battle to determine if any special circumstances are in effect. Roll - Battle Condition 00-10: Surprised! 11-20: Standard Battle 21-25: Attacked From Behind! 26-47: Standard Battle 48-53: Trapped! 54-75: Standard Battle 76-80: Pincer Attack! 81-90: Standard Battle 91-00: Strike First! Standard Battle: A Standard Battle has no special conditions applied. Rows for both the party and the opposition are as normal, and all members from either side are facing each other. Surprised!: The party is surprised by the opposition. The opposition gains the advantage of a free action for each of it's members. Afterwards, the battle is pretty much standard. Attacked From Behind!: The Party is attacked from behind. The declared rows of the character's are reversed, and will remain so for the rest of the battle, or unless a character in the party elects to spend his or her turn changing rows. The party members are still facing the attacking enemy force, however. Trapped!: The characters are caught between two groups of enemies. 50% of the characters are facing one direction, and the other 50% are facing the other. Rows are negated, and no bonuses for rows are used. If an enemy attacks a party member from behind, double damage is inflicted. It is not possible to flee from a battle in which you have been trapped unless you use a spell such as Smoke or Exit. Pincer Attack!: The party is split into two groups, and has surrounded the enemy force. Rows bonuses are negated. Approximately half the enemies will be facing one portion of the group, and the other 50% will be facing the second portion. If an enemy is attacked from behind, the party member will deal double damage. Strike First: The party has surprised the enemy. Each member of the group gains the advantage of a free action. Afterwards, the battle is pretty much standard. Other Special Conditions: The GM may at any time use any of the above conditions or create his or her own. Most of the time, GM-induced battle conditions are used in major battles. Determining Initiative: After the conditions for the battle have been decided upon, the initiatiave for all those involved in the battle (including enemies) is determined. After all the character's have declared their actions (Attack, Special Skill, Cast Magic, Use Item, Etc.) subtract the speed penalty of that action from their speed score. Speed penalties for spells are listed as "Casting Time" and for weapons as "Weapon Speed", otherwise they are referred to as "Speed Penalties". (For Skills, Item use, etc.) Equipped armor's speed penalties (called "Encumbrance") should already be factored into your character's speed score. Subtract the speed penalty of your action from your speed score to determine your initiative. After all the characters & enemies have done this, perform their actions in the order of the highest initiative to the lowest. If the action a character is performing has a penalty greater than their speed score, (Most commonly spell casting times.) then they may still perform the action, but they will spend all the rounds up until the action is completed preparing to perform said action. At the beginning of each new turn, the character may elect to cancel the action and begin the current turn anew. Any incomplete ability preparation is lost and cannot be resumed if the character cancels that action. Example of penalty greater than Speed stat: A Time Wizard is going to cast Meteo. The Wizard has a Speed of 54 after encumberance, and Meteo has a casting time of 200. Therefore, for the first three turns are spend casting, each one reducing the casting time by 54, until the casting time would reach 0 on the fourth turn. On that fourth turn, the Wizard would have completed the casting cost with 16 speed left over. So his initiative on the fourth turn would be 16, at which point in time he would then finally complete the devastating spell. Attacking: If you elect to attack during your action, you declare the target you wish to strike, and roll percentile adding your character's Hit%. At the same time, the target also rolls percentile and adds their Defense%. Whichever total is higher, determines if the attack is a hit, or a miss. (If the attacker's roll is higher, the attack hits, if the defender's roll is higher, the attack misses.) If the attack misses, no damage is dealt, and the attackers action is expended until the beginning of the next turn. If the attack hits, damage is dealt equal to the amount of Total Damage of the attacker after having subtracted the Total Defense of the target. After that, the attacker's action is expended until the beginning of the next turn. Casting a Spell: If you are casting a spell, you are not limited in methods of targeting or effect as you may be if you had attacked. For the individual effects of spells, you shall have to consult the individual listing of the spell you wish to cast. you should immediately be able to discern if the spell is of the sort that inflicts damage, or causes a change to status. There are two different magic resolution methods depending upon the nature of the spell. Damage Dealing Spell: After having declared the target (or targets) of the spell, you then tally up the Total Damage of the spell. This is most commonly Wisdom or Will multiplied and added to Level Damage; but not always. (Refer to the individual spell for more information.) If targeting a multiple individuals, the total damage is then divided equally among the targets. After that (or if targetting only a single unit.) the Total Damage assigned to the target(s) after having subtracted the Total magic Defense of the target. After that, the caster's action is expended until the beginning of the next turn. Status Changing Spell: After having declared the target (or targets) of the spell, a Roll Versus Magic Defense% is required. (Unless otherwise listed by the spell.) If the caster rolls over theMagic Defense% listing of the target(s), then the spell succeeds, but if the roll is equal to, or lower than said Magic Defense%, then the spell fails. If targeting multiple units, Rolls Versus Magic Defense% are performed for each target of the spell individually. After that, the caster's action is expended until the beginning of the next turn. Using a Skill: Because Skills can vary so much, it is important that you consult the listing of the Skill you intend to use. Most commonly, it's as simple as adjusting your character's Speed with a Speed Penalty, but some other skills may have additional requirements. After completion of the Skill, the character's action is expended until the beginning of next turn. Using an Item: All items, unless specified otherwise in their own entry, have a Speed Penalty of 1. This penalty also takes precedence over any Weapon Speeds or Armor Encumberance listings of weapons & armor if said items are being equipped in the midst of combat, or being used to generate a special magical effect. After using an item, the character's action is expended until the beginning of the next turn. Parrying: Electing to parry, doubles your character's Defense and Defense% for the rest of the turn, and the beginning of the next until your character's next action. If your character is situated on the Back Row, the benefit of the Defense & Defense% doubling is still applied. After declaring that the character is parrying, their action is expended until the beginning of the next turn. Changing Rows: Changing a row will move a character from the Front Row to the Back Row or vice versa. Like all other actions, this one also takes a round to perform, and the character is unable to perform any other actions. Upon changing Rows, the character is immediately subject to any bonuses or penalties incurred by his or her new position on the battlefield. Running Away: In declaring your flight from the field of battle, you may now elect to expend a portion of your Speed stat on adding a bonus to the Roll Versus Speed that is required to flee. Your roll is made whenever your left over speed is reached in the initiative order. While attempting to run, your character cannot perform any other actions, his or her back is turned to the enemy forces (Damage to him or her is doubled when attacked from behind.), and any advantages to being on either Row is lost. The enemy(s) that the character is running from does not expend any of it's Speed for it's half of the Roll Versus Speed. The enemy used to determine the Roll Versus Speed is the enemy with the highest Speed stat. If the attempt is successful, the battle is ended for the character, and he or she escapes safely. The battle scenario (as far as the character is concerned) is over. He or she may elect to re-enter it again after running, however. If the character plans to do so, he or she consumes a turn attempting to perform actions outside of the battle before resuming it. If the roll was unsuccessful, the character returns to facing the enemy forces (in order to prevent the back-turned penalty) for the rest of the turn. He or she may make another attempt to flee at the beginning of next turn. After failing the roll, the character's action is expended until the beginning of the next turn. Example: A Thief with a Speed Score of 50 attempts to run from battle. He elects to spend half of his Speed in adding a bonus +25 to his Roll Versus to escape. That leaves the remaining 25 Speed as his initiatve score. Initiative is resolved as normal. If the monster has an initiative greater than 25, then it would attack before the attempt to run takes place. If it was lower, the Thief would have his chance to run take place first. Critical Attacks: A Critical Attack is an attack so well placed that it deals more damage than a normal attack. A Critical attack occurs if the successful attacking roll beats the unsuccessful defending roll by a difference of 150 or greater. Critical attacks may be caused by Skills or by standard attacks. Magic and items cannot cause critical attacks. In the event a Critical Attack occurs, it doubles the damage calculated before the addition of the Level Damage. (Attack Power x Attack Multiple x Critical Attack + Level Damage = Total Damage) Optional Damage Randomizer: Up until this point, damage dealt is inflexible and not randomized, leaving nothing but the attack itself to chance. This was primarily to hasten the speed of combat so that it did not detract any from the plot going on outside of the battle. The Randomizer applies to all damage dealing sources. (Attacking, Skills, Magic, Items, Etc.) If you wish, you may simply add one of the Level-corresponding randomizing dice rolls below to whatever roll you make that deals damage. Although the impact of the random rolls is somewhat limited, I do believe that an experienced warrior will deal more damage because of skill (Level Damage) rather than luck (Randomization). Randomization is also included when tallying damage dealt by a Critical Hit. Level: Damage: Lv. 1-3: 1d4 Lv. 4-7: 1d6 Lv. 8-10: 1d10 Lv. 11-15: 2d6 Lv. 16-20: 3d6 Lv. 21-30: 3d10 Lv. 31-40: 4d10 Lv. 41-50: 3d20 Lv. 51-60: 1d100 (or 2d10 Percentile Form) Lv. 61+: 2d100 (or 2d10 Percentile Form Twice) Status Ailments: During your character's many battles, he or she will inevitably be plagued with some sort of status changing effect, most of them will unfortunately be bad. These are effects like Poison or Stop. Information about the effects and effectiveness of the individual ailments can be found under the spells for which those Ailments are named. If an enemy has a special ability that emulates one of those ailments, it will often default to the spell's description of the effect for determining effectiveness, etc. One status ailment that isn't covered in the magic section however is Death. Death: Adventuring is a hazardous profession, and may cause an untimely end to your character. Death happens when your character is reduced to 0 Hp. Fortunately, there are a variety of items such as a Phoenix Down, or spells like Life that are capable of restoring your character back to health. With such easy solutions to death you might believe your character immortal, but such is not the case. True Death: True Death occurs when your character is reduced to a negative number of Hp equal to that which his or her Maximum Hp sits on the positive side. True Death also happens if your character willingly sacrifices him or herself. (Such as Tellah's incident, changing Hp to Mp to cast Meteo) True Death can also simply come about from old age. True Death is a state that is unrecoverable by conventional life saving techniques. (Life spells, Phoenix Downs, etc.) However, it is possible for a Divine Being, such as Bahamut, to restore a character from True Death. Don't get your hopes up, however; this rarely, if ever happens. If it does, there probably has to be a really good reason for it. After The Battle: Having resolved the conflict, the surviving party members are privy to the spoils of war. Every enemy has a set amount of value in Experience Points, and generally carry some Gil and occasionally an item. Under the enemy listings in this book, you can find listed the Experience Point Value and the amount of Gil an enemy was carrying. The experience is always divided equally among those characters that survived the conflict. Gil is somewhat different.. the party members may pool it, or divide it however they wish. Occasionally an enemy was carrying an item of note. That item can be found listed right alongside the Exp. & Gil entries. Next to the item is a percentage chance that the enemy might have been carrying said item. in some cases, many items are listed, each with a progressively smaller percentage chance listed. Roll percentile for the first item, if successful, the group may salvage that item, if unsuccessful, then roll again for the item located next to the first. If unsuccessful, then roll for the third. If you progress though all the items without a successful roll, then no items are found. The item roll is performed for each individual enemy. Part II - Bestiary Chapter VII - Using Monsters Monsters form the majority of opposition in any RPG, this one is no different. It's not uncommon for these monsters to be under the control of a non-monster character, such as an NPC wizard, but there are also random battles, where a bestiary is needed for reference. This is such a listing. Monsters of a similar type have been grouped into one category, and have one description for that group. Additional information on a specific monster can be found under that grouped listing. Monster Statistics The layout for a monster writeup is not all that different than those found in the Important Characters chapter, with the addition of categories such as Special Attack or Special Defense where abilities unique to such creatures are listed. Here is a short breakdown of a monster writeup: Imps(Monster group type, there are several monsters under the "Imp" designation) Name: Imp (Name of monster, in this case, Imp) Level: 1 (Level of Monster, used to determine Level Damage) Hp: 6 (Monster's Hit Points) Mp: 1 (Monster's Magic Points) Str.: 15 Agil.: 10 Vit.: 15 Wis.: 6 Will: 15 Attack Power: 5 x 1 (Attack Multiple) Hit%: 80% Defense Power: 5 x 1 (Defense Multiple) Defense%: 15% Magic Defense: 2 x 1 (M.Def. Multiple) Mag. Def.%: 5% Total Attack: 15 (Attack Power x Multiple + Level Damage) Total Defense: 5 (Defense Power x Multiple) Total M.Def.: 2 (Magic Defense Power x Multiple) Special Attack: None (Special Ability) Special Defense: None (Special Defense) Experience: 20 (Experience Points gained for defeating this creature) Gil: 10 (Gil gained after beating this creature) Treasure(s): Cure1 Potion (40%), Cure2 Potion(5%), Tent(5%), kImp(1%) (After victory, treasure is rolled for, see below for more information on finding treasure) Monster Damage Monsters have their own Level Damage, unlike that of any of the character classes, this is namely to compensate for their usual lack of hand-held weaponry. However they gain Attack Multiples like any other character class, one multiple for every five levels. Like the character classes, monster Level Damage is added after the Attack Multiple has multiplied the monster's base attack power. Monster Level Damage Level: Damage: 1-10 +10/lv. Gaining Treasure At the end of each battle, roll 1d100 to see if the victorious group has won a treasure from the battle. Roll for each enemy. If there are multiple treasures listed, roll to see if they gained the treasure that is first listed. If successful, then do not roll again. If they fail to gain that treasure, there is a chance they may have found a more rare treasure, roll 1d100 again, and consult the next treasure's success percent. If the characters succeed in finding a more common treasure, they do not roll again to see if they got a more rare one from that same monster. If the characters fail all the rolls, they don't get any treasure that battle. If they succeed, then they gain whatever treasure was rolled for. Chapter VIII - Bestiary Bird, Common Name: Eagle Level: 2 Hp: 18 Mp: 1 Str.: 6 Agil.: 11 Vit.: 5 Wis.: 1 Will: 9 Attack Power: 1 x 1 Hit%: 95% Defense Power: 5 x 1 Defense%: 15% Magic Defense: 2 x 1 Mag. Def.%: 1% Total Attack: 21 Total Defense: 5 Total M.Def.: 2 Special Attack: None Special Defense: Flight (Immune to Quake & Titan) Weakness: Arrows Experience: 30 Gil: 10 Treasure(s): Phoenix Down (40%) Bird, Magical Name: Cockatrice Level: 7 Hp: 100 Mp: 6 Str.: 15 Agil.: 22 Vit.: 12 Wis.: 3 Will: 12 Attack Power: 5 x 2 Hit%: 95% Defense Power: 11 x 1 Defense%: 20% Magic Defense: 8 x 1 Mag. Def.%: 4% Total Attack: 80 Total Defense: 11 Total M.Def.: 8 Special Attack: Stone (Turn Target to Stone. Roll Will vs. Wis. to determine success.) Special Defense: Flight (Immune to Quake & Titan) Weakness: Arrows Experience: 280 Gil: 120 Treasure(s): Phoenix Down (40%) Bombs Name: Bomb Level: 4 Hp: 50 Mp: 1 Str.: 12 Agil.: 10 Vit.: 11 Wis.: 2 Will: 5 Attack Power: 4 x 1 Hit%: 85% Defense Power: 12 x 1 Defense%: 10% Magic Defense: 3 x 1 Mag. Def.%: 2% Total Attack: 44 Total Defense: 12 Total M.Def.: 3 Special Attack: Explode (Kills itself, dealing damage equal to it's Hp remaining to one target.) Special Defense: Flight (Immune to Quake & Titan) Weakness: None Experience: 370 Gil: 80 Treasure(s): Cure1 Potion (40%) Cells Name: WaterBug Level: 3 Hp: 110 Mp: 28 Str.: 4 Agil.: 11 Vit.: 24 Wis.: 3 Will: 21 Attack Power: 1 x 1 Hit%: 80% Defense Power: 11 x 1 Defense%: 20% Magic Defense: 3 x 1 Mag. Def.%: 2% Total Attack: 31 Total Defense: 11 Total M.Def.: 3 Special Attack: None Special Defense: Remedy (Cure Spell cast on self after being attacked) Retreat (Run from combat scenario) Weakness: Lightning Elemental Attacks Experience: 230 Gil: 55 Treasure(s): Antidote (30%) Eyes Name: FloatEye Level: 1 Hp: 20 Mp: 5 Str.: 8 Agil.: 13 Vit.: 10 Wis.: 12 Will: 15 Attack Power: 2 x 1 Hit%: 80% Defense Power: 5 x 1 Defense%: 10% Magic Defense: 5 x 1 Mag. Def.%: 4% Total Attack: 11 Total Defense: 5 Total M.Def.: 5 Special Attack: None Special Defense: Flight (Immune to Quake & Titan) Weakness: Arrows Experience: 40 Gil: 10 Treasure(s): Antidote (15%) Imps Name: Imp Imp Captain Level: 1 3 Hp: 6 37 Mp: 1 1 Str.: 15 16 Agil.: 10 11 Vit.: 15 16 Wis.: 6 7 Will: 15 16 Attack Power: 5 x 1 5 x 1 Hit%: 80% 85% Defense Power: 5 x 1 5 x 1 Defense%: 15% 15% Magic Defense: 2 x 1 3 x 1 Mag. Def.%: 5% 5% Total Attack: 15 35 Total Defense: 5 5 Total M.Def.: 2 3 Special Attack: None None Special Defense: None None Weakness: None None Experience: 20 30 Gil: 10 50 Treasure(s): Cure1 Potion (40%), Cure1 Potion (40%), Cure2 Potion (5%), Cure2 Potion (5%), Tent (5%) Tent (5%) Mages Name: TinyMage Level: 6 Hp: 69 Mp: 121 Str.: 3 Agil.: 21 Vit.: 12 Wis.: 28 Will: 29 Attack Power: 2 x 2 Hit%: 75% Defense Power: 6 x 1 Defense%: 15% Magic Defense: 15 x 1 Mag. Def.%: 9% Total Attack: 64 Total Defense: 6 Total M.Def.: 15 Special Attack: Fire 1, Ice 1, Bolt 1 Special Defense: Counter with a Hold Spell. Weakness: None Experience: 260 Gil: 100 Treasure(s): Rod (15%) Silver Ring (10%) Slimes Name: Cream Level: 5 Hp: 50 Mp: 1 Str.: 12 Agil.: 14 Vit.: 21 Wis.: 6 Will: 21 Attack Power: 4 x 1 Hit%: 80% Defense Power: 150 x 1 Defense%: 4% Magic Defense: 7 x 1 Mag. Def.%: 2% Total Attack: 54 Total Defense: 150 Total M.Def.: 7 Special Attack: None Special Defense: None Weakness: Lightning Elemental Attacks Experience: 150 Gil: 35 Treasure(s): Cure1 Potion (25%) SwordRats Name: SwordRat Level: 2 Hp: 30 Mp: 1 Str.: 15 Agil.: 13 Vit.: 15 Wis.: 3 Will: 9 Attack Power: 5 x 1 Hit%: 80% Defense Power: 5 x 1 Defense%: 4% Magic Defense: 3 x 1 Mag. Def.%: 1% Total Attack: 25 Total Defense: 5 Total M.Def.: 3 Special Attack: None Special Defense: Counter (Counter attack for double damage when attacked.) Weakness: None Experience: 70 Gil: 20 Treasure(s): Cure1 Potion (25%) [End of File]