Final Fantasy VII D20 Roleplaying Game

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Final Fantasy VII D20 Roleplaying Game D20 ROLEPLAYING GAME CORE RULEBOOK BY MARC WILKINSON CREDITS DESIGNER & EDITOR MARC WILKINSON ARTWORK PROVIDED BY SQUARE ENIX® SPECIAL THANKS TO… …Everyone over on Facebook and the Giant in the Playground forums WEB ADDRESSES www.officialmarcwilkinson.yolasite.com https://www.facebook.com/groups/1447039502267542/ CONTENTS INTRODUCTION 004 Ability Checks 088 World of Adventure 004 Using Each Ability 090 Using This Book 004 Saving Throws 093 CHAPTER 10: ADVENTURING 094 PART 1 007 Time 095 CHAPTER 1: STEP-BY-STEP CHARACTERS 008 Movement 095 Beyond 1st Level 013 The Environment 097 Level Advancement Benefits 014 Social Interaction 098 CHAPTER 2: RACES 016 Resting 099 Choosing a Race 017 Between Adventures 100 Human 017 CHAPTER 11: COMBAT 102 Moogle 018 The Order of Combat 103 Moomba 019 Movement and Position 104 Shumi 020 Actions in Combat 105 Tonberry 020 Making an Attack 106 CHAPTER 3: PERSONALITY & PROFESSION 022 Cover 108 Character Details 023 Damage and Healing 108 Professions 025 Mounted Combat 111 CHAPTER 4: EQUIPMENT 030 Weapon Store 031 PART 3 112 Armour Store 032 CHAPTER 12: CREATING ADVENTURES 113 Convenience Store 033 Themes 114 Pet Shop 035 Adventure Structure 115 Book Store 036 Adventure Types 115 Junk Shop 037 Complications 119 Mounts and Vehicles 039 Creating Encounters 119 Expenses 040 CHAPTER 13: CREATING NP CHARACTERS 123 CHAPTER 5: FEATS 042 Designing NPCs 124 Feat Descriptions 043 Extras 126 CHAPTER 6: MAGIC 048 Villains 126 Level and Type 049 CHAPTER 14: CAMPAIGN GUIDE 128 Casting Magic 050 Linking Adventures 129 Using Blue Magic 050 Campaign Tracking 129 Spell Saves 050 Rewarding Treasure 130 Magic Affinity 050 CHAPTER 15: LOCATIONS 132 CHAPTER 7: GUARDIAN FORCES 061 Location Descriptions 133 Guardian Forces and Junctioning 062 Garden 140 Junctioning a GF 062 CHAPTER 16: CREATING MONSTERS 142 Learning Abilities 064 Modifying a Monster 143 Guardian Forces Descriptions 064 Creating Quick Monster Stats 143 GF Ability Scores 073 Creating a Monster Stat Block 144 Refining Magic 073 Sample Monster Stat Block 148 Refining Items 074 GF Abilities 074 APPENDIX A: CONDITIONS 149 GF Special Items 078 CHAPTER 8: WITCHES 079 APPENDIX B: CUSTOMISATION OPTIONS 151 History of Witches 080 Sorcery Magic 081 APPENDIX C: MONSTER STATISTICS 154 PART 2 085 APPENDIX D: MECHA STATISTICS 178 CHAPTER 9: USING ABILITY SCORES 086 Ability Scores and Modifiers 087 APPENDIX E: NPC STATISTICS 182 Advantage and Disadvantage 087 Proficiency Bonus 087 APPENDIX F: LICENSES & DISCLAIMER 185 WORLD OF ADVENTURE INTRODUCTION The world of the Final Fantasy VIII game are places of magic and monsters, of high-tech civilisations and spectacular adventures. They begin with a foundation of Greek and Roman mythology and then add the creatures, places, and magic that make this world unique. The world of the Final Fantasy VIII game exists on its own unique planet very similar to our own, with the added fantastical elements that make it a fantasy setting such as magic and monsters. USING THIS BOOK The Final Fantasy VIII d20 Core Rulebook is divided into three parts. Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. It includes information on the various races, professions, equipment, magic, and other options that you can choose from. Part 2 details the rules of how to play the game, beyond the basics described in this introduction. That part covers the kinds of die rolls you make to determine success or failure at the tasks your character attempts, and describes the three broad categories of activity in the game: exploration, interaction, and combat. Part 3 is dedicated to the gamemaster (GM), providing advice and guidance on how to run a game, creating memorable NPCs and iconic villains, and inducing information on all of the major locations seen in the world of Final Fantasy VIII. HOW TO PLAY The play of the Final Fantasy VIII d20 game unfolds according to this basic pattern. 1) The GM describes the environment. The GM tells the players where their adventurers are and what’s around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the pub, and so on). 2) The players describe what they want to do. Sometimes one player speaks for the whole party, saying, “We’ll take the east door,” for example. Other times, different adventurers do different things: one adventurer might search a room while a second examines a symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the GM Some ten-sided dice are numbered in tens (00, 10, listens to every player and decides how to resolve 20, and so on), making it easier to distinguish the those actions. tens digit from the ones digit. In this case, a roll of Sometimes, resolving a task is easy. If an 70 and 1 is 71, and 00 and 0 is 100. adventurer wants to walk across a room and open When you need to roll dice, the rules tell you a door, the GM might just say that the door opens how many dice to roll o f a certain type, as well as and describe what lies beyond. But the door might what modifiers to add. For example, “3d8 + 5” be locked, the floor might hide a deadly trap, or means you roll three eight-sided dice, add them some other circumstance might make it together, and add 5 to the total. challenging for an adventurer to complete a task. The same d notation appears in the In those cases, the GM decides what happens, expressions “1d3” and “1d2.” To simulate the roll often relying on the roll of a die to determine the of 1d3, roll a d6 and divide the number rolled by 2 results of an action. (round up). To simulate the roll of 1d2, roll any die 3) The GM narrates the results of the and assign a 1 or 2 to the roll depending on adventurers’ actions. Describing the results often whether it was odd or even. (Alternatively, if the leads to another decision point, which brings the number rolled is more than half the number of flow of the game right back to step 1. sides on the die, it’s a 2.) This pattern holds whether the adventurers are cautiously exploring a tomb, talking to a devious politician, or locked in mortal combat THE D20 against a mighty monster. In certain situations, Does an adventurer’s sword swing hurt a monster particularly combat, the action is more structured or just bounce off its iron-hard scales? Will the and the players (and GM) do take turns choosing shumi believe an outrageous bluff? Can a and resolving actions. But most of the time, play is character swim across a raging river? Can a fluid and flexible, adapting to the circumstances of character avoid the main blast of a fire spell, or the adventure. does he or she take full damage from the blaze? In Often the action of an adventure takes place cases where the outcome of an action is uncertain, in the imagination of the players and GM, relying the Final Fantasy VIII game relies on rolls o f a on the GM’s verbal descriptions to set the scene. 20-sided die, a d20, to determine success or Some GMs like to use music, art, or recorded failure. sound effects to help set the mood, and many Every character and monster in the game has players and GMs alike adopt different voices for capabilities defined by six ability scores. The the various adventurers, monsters, and other abilities are Strength, Dexterity, Constitution, characters they play in the game. Sometimes, a Intelligence, Wisdom, and Charisma, and they GM might lay out a map and use tokens or typically range from 3 to 18 for most adventurers. miniature figures to represent each creature (Monsters might have scores as low as 1 or as high involved in a scene to help the players keep track as 30.) These ability scores, and the ability of where everyone is. modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character’s or monster’s behalf. GAME DICE Ability checks, attack rolls, and saving throws The game uses polyhedral dice with different are the three main kinds of d20 rolls, forming the numbers of sides. You can find dice like these in core of the rules of the game. All three follow game stores and in many bookstores. these simple steps. In these rules, the different dice are referred 1) Roll the die and add a modifier. Roll a d20 to by the letter d followed by the number of sides: and add the relevant modifier. This is typically the d4, d6, d8, d 10, d12, and d20. For instance, a d6 is modifier derived from one of the six ability scores, a six-sided die (the typical cube that many games and it sometimes includes a proficiency bonus to use). reflect a character’s particular skill. (See chapter 1 Percentile dice, or d100, work a little for details on each ability and how to determine an differently. You generate a number between 1 and ability’s modifier.) 100 by rolling two different ten-sided dice 2) Apply circumstantial bonuses and numbered from 0 to 9. One die (designated before penalties. A feature, a spell, a particular you roll) gives the tens digit, and the other gives circumstance, or some other effect might give a the ones digit.
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