Player's Handbook.Pdf
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FINAL FANTASY VII D20 ROLEPLAYING GAME COMPILATION EDITION (Version 1.21) PLAYER’S HANDBOOK BY MARC WILKINSON CHAPTER VI: ORGANISATIONS.................. 93 SOLDIER Secrets......................................... 164 CONTENTS Rank Points............................................ 93 CHAPTER XII: PRESTIGE CLASSES.................. 166 163 INTRODUCTION............................ 3 Joining a Faction...................................... 94 Prestige Classes.......................................... 166 What You Need to Play...................... 3 AVALANCHE........................................... 95 Ace Pilot................................................... 167 Dice.............................................. 3 DEEPGROUND......................................... 95 Bounty Hunter........................................... 169 The Three Eras of Play....................... 4 Fort Condor Resistance............................. 95 Corporate Agent…………………………………….. 171 The Basics...................................... 4 Shinra Electric Power Company................... 95 Crime Lord................................................ 172 CHAPTER I: ABILITIES....................... 6 World Regenesis Organisation.................... 96 DG SOLDIER Trooper................................... 174 Your Ability Scores........................... 6 Wutai Empire………............................... 96 Detective.................................................. 176 The Abilities.................................... 7 CHAPTER VII: MATERIA............................. 97 Elite Trooper............................................. 178 Changing Ability Scores..................... 9 Types of Materia..................................... 97 Gladiator………………………………………………. 180 CHAPTER II: RACES............................ 10 Using Materia......................................... 98 Gunslinger................................................ 182 Choosing a Race.............................. 10 Equipping Materia................................... 98 Independent Machine………………………………. 184 Race Characteristics.......................... 11 Magic................................................... 98 Infiltrator……………………………………………… 186 Human.......................................... 11 Summons.............................................. 104 Medic………………………………………………….. 188 Cetra............................................ 12 Enemy Skill............................................. 110 Melee Duellist………………………………………… 190 Gi-Na-Ka........................................ 13 Ability-Booster........................................ 114 Military Engineer…………………………………….. 192 Goblin........................................... 13 Materia Fusion........................................ 114 Officer..................................................... 194 Golem……………………………………….. 14 Fusion Magic Materia............................... 114 Priest…………………………………………………… 196 Grim…………………………………………. 14 Fusion Ability-Booster Materia.................... 116 Restrictor……………………………………………… 197 Magnade……………………………………. 15 CHAPTER VIII: LIMIT BREAKS..................... 117 Saboteur………………………………………………. 199 Moogle.......................................... 15 Using Limit Breaks.................................... 117 SOLDIER 2nd Class....................................... 200 Remnant……………………………………. 16 Limit Trees............................................. 118 SOLDIER 1st Class........................................ 202 Sahagin......................................... 17 Reaching your Limit without Limit Breaks...... 123 Sorcerer……………………………………………….. 204 Tonberry……………………………………. 17 Digital Mind Wave................................... 123 Tsviet...................................................... 206 Vajradhara..................................... 18 CHAPTER IX: HEROIC TRAITS………………….. 124 Wolfion......................................... 18 Details.................................................. 124 CHAPTER III: HEROIC CLASSES.......... 20 Difficulties……………………………….…………. 127 DISCLAIMER............................................. 208 Class and Level Bonuses..................... 21 CHAPTER X: EQUIPMENT.......................... 128 OPEN GAME LICENSE version 1.0a.......... 208 Level-Dependent Benefits.................. 22 Money.................................................. 128 D20 SYSTEM LICENSE version 3.0……………. 209 Class Descriptions............................ 22 Restricted Items...................................... 129 PLAYTESTERS AND CONTRIBUTORS........ 210 Fighter……………………………………… 24 Weapons............................................... 130 Mage............................................ 28 Melee Weapons...................................... 132 Noble............................................ 31 Ranged Weapons..................................... 135 Rogue........................................... 35 Explosives.............................................. 138 Scout............................................ 38 Armour................................................. 139 Multiclass Characters........................ 42 Accessories............................................ 141 CHAPTER IV: SKILLS........................... 44 Arm Pieces…………………………………………. 141 Skills Summary................................ 44 Equipment............................................. 142 How Do Skills Work.......................... 45 Headdresses…………………………………….…. 147 Types of Skill Checks......................... 46 Sources……………………………………………… 147 Trying Again................................... 46 Services and Expenses............................... 148 Favourable and Unfavourable Encumbrance......................................... 148 Circumstances............................... 46 Time and Skill Checks......................... 47 Creating Unique Weapons......................... 149 Checks without Rolls.......................... 47 CHAPTER XI: JENOVA AND THE CETRA..... 151 Combining Skill Attempts.................... 47 Rediscovery and the JENOVA Project............ 151 Ability Checks.................................. 48 Project G............................................... 152 Skill Descriptions.............................. 48 Project S................................................ 153 CHAPTER V: FEATS............................ 62 Stagnant Mako……………………………………. 153 Acquiring Feats................................ 62 The Lifestream........................................ 154 Prerequisites................................... 64 Mako Energy.......................................... 154 Feat Descriptions.............................. 64 Mako Points........................................... 156 Matera and Limit Feats……………………. 80 Extraordinary Powers............................... 156 Race Feats…………………………………… 82 Extraordinary Power Descriptions................ 157 Machine Feats………………………………. 88 Mako Talents………………………………………. 160 Era Feats………………………..……..……. 89 SOLDIER Techniques................................. 162 Page | 2 INTRODUCTION The Compilation of Final Fantasy VII depicts an amazing world of strange monsters, wondrous technology, mystical materia, epic struggles, great heroes, and terrible villains. From the moment that train pulled into Sector 8 station and Cloud Strife jumped onto the platform, the story of Final Fantasy VII captivated the world. With this book, you can recreate the story of the video games and films or craft your own adventures in the Final Fantasy VII world. All you need is some dice, a few friends, and your imagination. When you’re ready, flip through the rest of this book; it offers a wealth of options, allowing you to play in any era. It lets you play good guys, bad guys, or the guys in between if you want to add a little ambiguity. WHAT YOU NEED TO PLAY Here’s what you need to start playing The Final Fantasy VII Roleplaying Game: This book, which tells you how to play your character. A copy of the character sheet (found at the end of this book). A pencil and scratch paper. One three-sided die (d3), one or two four-sided dice (d4), five or more six-sided dice (d6), an eight- sided die (d8), five ten-sided dice (d10), a twelve-sided die (d12), and a twenty-sided die (d20). A small object to represent your character. A battle map with 1-inch squares to put your object on. DICE The rules abbreviate dice rolls with phrases such as “4d6+2”, which means “four six-sided dice plus two” (generating a number between 6 and 26). The first number tells how many dice to roll (all of which are added together), the number after the “d” tells you what type of dice to use, and any number after that indicates a quantity that is added to or subtracted from the result. Some examples: Page | 3 2d8: Two eight-sided dice, generating a number from 2 to 16. This is the amount of damage that a trident deals. 3d6: Three six-sided dice, generating a number from 3 to 18. This is the amount of damage that a shuriken deals. THE THREE ERAS OF PLAY The Final Fantasy VII Roleplaying Game supports adventures and campaigns set in three distinctive eras, all of which are described in detail in the Gamemaster’s Guide. You can set your campaign in the time of the prequel games (Before Crisis and Crisis Core). Known as the Sons of JENOVA era, this is a period when Shinra is at war with the independent nation of Wutai, and rebel factions have sprung up across the globe to stop Shinra’s destruction of the planet with their mako reactors. This time period pre-dates the Final Fantasy VII game, but includes the infamous Nibelheim