FINAL FANTASY d6 RPG INTRODUCTION "The world is veiled in darkness. The wind stops, the sea is wild, and the earth begins to rot. The people wait, their only hope, a prophecy...." - Final Fantasy The FFRPG originally began life as a project founded by Scott Tengelin in February of 1995. Development began with a small initial group of designers and administrators consisting of Tengelin, Martin Drury, Chris Pomeroy, and Matthew Martin. After many years and changing of hands, it became a fully-realized dream – the current third edition is hosted at http://www.returnergames.com/ - a project spearheaded by Samuel Banner as the lead developer. I highly recommend it. However, I found that the ruleset presented in the Returner’s FFRPG was too difficult for tabletop use and frustratingly restrictive. Thus, I began a slow conversion of the rules systems into something that I felt was more conducive for casual play. But, as things often do, the more work I put into the system the more complex the rules became, until finally they took on a life of their own and became a total system modification. I forged on ahead. I attempted to replicate combat rules that accurately reflected the feel and style of the Final Fantasy series. I attempted to create a world of epic battles and grand possibilities, but most importantly, a world of heroic action. Titanic struggles between good and evil for the fate of the world is an accurate summary of the typical adventurer's day, and that's just before breakfast. Whether or not I succeeded is up for debate, but I find myself mostly content with this ebook in its current incarnation. At least for now. This work is free distribution and not for sale under any circumstances. I hope you enjoy playing the Final Fantasy 2d6 as much as I enjoyed creating it. The Final Fantasy Role-Playing Game is not affiliated with or owned by Square Enix or any of its affiliated companies. Much of the material here is copyrighted by Square Enix and its various contributors such as Yoshitaka Amano. A portion of the copyrighted material that appears here (such as images) are asserted to be Fair Use under international copyright law. ACCREDITATIONS I would like to thank the following contributors for their artwork and assistance: Kediodrick Artico Mikajima Pu-sama Moon Goddess Studios Arvalis B. Jador Aikurisu ni6htmare01 UdonNodu RJ. Palmer Zoken Nibelwolf Xiaman Stefana Tserk Lurazeda Rusty001 Inkvenom Jedi Art Trick Kanoe-Kun Rhineville Shadow-Shasuka Ex-HK CBJ3 Khaamar AnHellica Blurmage Chibiniko Dsasec Pamansaz Grrrod Amansazz Kurko Boltsi WhiteRaven90 Chris Hunsberger (http://questingraven.deviantart.com) graciously re-provided the images for the racial profiles used in this book, having previously been designed for the original Returners’ system. Additional very special thanks to Lovelydagger of deviantart.com, who is a true genius. “Black Mage” (p.23) and “White Mage” (p.64) images courtesy of Dustin “OZKai” Wilkinson (ozkai.deviantart.com/) Beta testing took place on http://www.rpol.net, and many enthusiastic members of the Giant in the Playground forums assisted greatly during the design process. I’d like to take this opportunity to thank the following users of both online communities for their support, interest, and feedback throughout. False Truce Shei-kun ArenTrel Ggrypwolf ThienCatVu Iron Pyrite Ironox Yurim Wings of War Yomandas Dark Siren Sally Kazuki Jack of Sticks The Daily Nissan RPGFantasySquare Tabby Kat Shogunboy Irish Ninja Chappu Vagrant Angel kckolbe Extra special thanks to Steph (Tacit), Monica (Mitsu), Derek (DirtyDeerock), Gabe (Tezghul), Joe (Phyrrus) and especially Josh (Uter). No thanks whatsoever to Troy. Index Chapter 1 – p.1 – Gameplay Chapter 7 – p.129 - The World ….…p.131 – Final Fantasy I Chapter 2 – p.3 – Character Creation ….…p.133 – Final Fantasy II ….…p.4 – Races ….…p.134 – Final Fantasy III ….…p.12 – Attributes ….…p.136 – Final Fantasy IV ….…p.15 – Characters Above 1st Level ….…p.138 – Final Fantasy V ….…p.139 – Final Fantasy VI Chapter 3 – p.16 – Jobs ….…p.144 – Final Fantasy VII ….…p.18 – Black Mage ….…p.146 – Final Fantasy VIII ….…p.20 – Blue Mage ….…p.148 – Final Fantasy IX ….…p.23 – Dark Knight ….…p.150 – Final Fantasy X ….…p.25 – Dragoon ….…p.154 – Final Fantasy XI ….…p.27 – Engineer ….…p.156 – Final Fantasy XII ….…p.30 – Entertainer ….…p.160 – Final Fantasy XIII ….…p.32 – Fighter ….…p.162 – Final Fantasy Tactics ….…p.34 – Freelancer ….…p.36 – Gambler Chapter 8 – p.165 – Magic ….…p.39 – Geomancer …….p.168 – Black Magic ….…p.44 – Monk ….…p.173 – White Magic ….…p.47 – Ninja ….…p.178 – Blue Magic ….…p.49 – Paladin ….…p.181 – Time Magic ….…p.51 – Ranger ….…p.186 – Arts ….…p.53 – Red Mage ….…p.188 – Summoning ….…p.55 – Samurai ….…p.58 – Thief Chapter 9 – p.204 – Beastiary ….…p.60 – Time Mage ….…p.62 – White Mage A blank character sheet is provided at the end of this book. Chapter 4 – p.64 – Defining a Hero ….…p.64 – Shared Abilities ….…p.68 – Skills ….…p.74 – Destiny ….…p.76 – Summoning Chapter 5 – p.79 – Equipment ….…p.81 – Weapons Categories ….…p.83 – Buying and Building Weapons ….…p.87 – Rare Weapons ….…p.91 – Legendary Weapons ….…p. 95 – Armor ….…p. 97 – Sample Adventuring Gear ….…p. 101 – Accessories and Ammunition ….…p. 104 – Synthesis ….…p. 106 – Cooking ….…p. 107 – Grafts Chapter 6 – p.110 – Combat ….…p.113 – Improbable Weapons ….…p.117 – Status Effects ….…p.119 – Leveling Up ….…p. 121 – Recovery and Death ….…p. 123 – Limit Breaks ….…p.127 – Non-Combat Challenges For Awtan CHAPTER I: GAMEPLAY "Know, and prepare for battle." - Prof. Bordam Daravon The following section offers an overview of the basic mechanics of the Final Fantasy d6, and includes many important concepts and game terms. Although some of these explanations may be familiar to experienced roleplayers, much of the information presented here will be expanded on in the remainder of the book. We suggest you take a moment to familiarize yourself with this material before moving on. What Is Final Fantasy, Anyway? Final Fantasy is a series of more than thirty console RPGs and two MMORPGs that currently ranks as sixth-best selling video game series in the world. Though each story in the series is independent, there are numerous recurring themes and elements such as airships, well-known monsters and heroic save- the-world storylines. It is a series where the fundamental well-known limits of human capability are casually ignored and androgynous villains threaten the world with fully functional relics from lost civilizations, and only a ragtag team of heroes almost universally under the age of thirty are competent (or incompetent) enough to make a difference. They are stories about good versus evil, twisted technology and heroic perseverance, duality, self-sacrifice, camaraderie and love, and taking on truly legendary enemies with your seven-foot sword and magical umbrella. What Do I Need To Play? Other than this free PDF, you mean? Like most pen-and-paper RPGs, you need dice – in this case, a handful of common, run-of-the-mill six-sided dice will do the trick. You’ll usually want two per player but having extras is a good idea, and perhaps a single four-sided dice to calculate percentile chances if you want to get fancy. 1 When do I Roll the Dice? Throughout the game, your character will likely try to do things that aren’t exactly everyday mundane tasks. We rely on the random results of dice rolls for determining everything from how injured your enemies become after hitting them with your sword, to whether or not your character is able to swim against the current. From now on, we’ll abbreviates all dice rolls as d[number of sides]; thus a 6-sided die would be called a 'd6'. A number before the 'd' indicates that more than one die is used – '2d6' simply means two six-sided dice are rolled and their totals are added together. A number after the type of die, like 'd6+2', means that that number is added to the result of the roll. If the d6 comes up as a 5, for example, the total score would be 7. Complications In many game systems which use d20s, a result of 1 is a spectacular, automatic failure, where a roll of 20 is an automatic success. In the FFd6, which uses a 2d6 roll for the majority of checks, there is a chance that the result will come up with both dice landing on sixes. In combat, this dice result means that the character performs a never-miss Critical Hit and possibly a Limit Break. More on this later…for now, all you need to know is that a pair of sixes is usually great news when it comes to combat. For skill checks however, such a roll does NOT automatically counts as an automatic success. Players can do truly preposterous things at higher levels within the rules of the system, and it takes more than just a lucky roll to make a character’s (possibly crazy) wishes a reality. When both dice land on 1s, this is called a Complication. In combat, a Complication means the character automatically misses his attack no matter how accurate he might normally be, but there’s never more dire consequences. On skill checks, Complications get a little more…well, complicated. Since Final Fantasy heroes are often beyond beginner’s mistakes, rolling nothing but 1s means outside influence or fluke happenstance ruined whatever the character was trying to do - such as the guards coming to investigate what all that noise is about. This is a chance for the GM to spice up the story with new problems arising to supplement the old ones.
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