Final Fantasy (v2.01).pdf

(1654 KB) Pobierz
R E T U R N E R
F I N A L F A N T A S Y
R O L E P L A Y I N G G A M E
S E C O N D E D I T I O N C O R E R U L E B O O K
Version: 2.01 (2.04.01)
Project Leader/Editor
Robert Pool
Developed By
Matthew Bateman
Roger Burns
Wesley Carscaddon
Steven Chandler
Brandon Chapman
Jason Copen-Hagen
Mark Della-crose
Alex Devon
DL
Martin Drury Jr.
Elisha Feger
Steve Fortson
Richard Gant
Clay Gardner
David Huber
Andrew Hochstetler
John Keyworth
Minna Leslie
George Leonard
Katrina Mclelan
Blair MacKenzie
Matthew Martin
Allan Milligan
Jared Milnes
Paul Mulka
Myst Johnson
Curtis Monroe
Peter Pearson
Chris Pomeroy
Robert Pool
Robert B. Reese
James Reid
M R Sachs
Justin Schantz
Charles Smith
Wesley Smith
Jeff Taft
Scott Tengelin
Giovanni Tonelli
Clayton G. W
Justin White
Andrew Vickery
James Zoshak
A true list of all the people that have helped, in some way, this project over the years would be impossible to
produce. This book is dedicated to them.
Disclaimer: Final Fantasy, Chrono Trigger, Saga Frontier, Secret of Mana, Seiken Denetsu, and a number of other
games and their characters referred to in this role-playing game are copyrights of Square Ltd. This game should not
by any means be seen as a threat to those copyrights. This has always been a product of our affection for Square’s
games. Furthermore: The material presented in this role-playing game is under no circumstances to be sold for a
profit aside to copy the cost of printing or the disk used to store it nor should it be duplicated or modified in any
form. For more information, please refer to our web site at Http://www.returnergames.com/.
R E T U R N E R G A M E S I N C.
1
R E T U R N E R F I N A L F A N T A S Y R O L E P L A Y I N G G A M E
Table of Contents
The Introduction
From the Mouth of a Madman
Version History
What are Role-Playing Games?
The Fine Art of Dice Chugging
The Final Fantasy RPG Glossary
Chapter One: Character Creation
Step One: Character Concept
Step Two: Pick a Race
Step Three: Pick a Class
Step Four: Determine Stats
Step Five: Pick Skills
Step Six: Equipment
Step Seven: Pick Initial Spells*
Fill in the blanks
Character Advancement
Advantages & Disadvantages
Example Character: Andrew Mason
Chapter Two: Races
Dwarf
Elf
Half-Elf
Human
Imp
Matango
Moogle
Neko
Sprite
Werewolf
Yeti
Chapter Three: Classes
Fighter
Ranger
Thief
Engineer
Bard
Black Mage
White Mage
Red Mage
Blue Mage
Caller
Cosmic mage
Chapter Four: Skills
Weapon Skills
Non-Weapon Skills
Master Skill List
Weapon Masteries
Magic of Alchemy
Chapter Five: Equipment
Weapons
Armor
Accessories
Potions
Chapter Six: Combat
The Basics of Battle
Unarmed Combat
Miscellaneous Stuff
Status Conditions
Map Combat Mode
Abstract Combat Mode
Chapter Seven: Magic
White Magic
Black Magic
Red Magic
Ninja Magic
Grey Magic
Blue Magic
Summon Magic
Appendix I: Monsters
Monster Creation Process
Monster Combat
Monster Powers and Weaknesses
Examples
Appendix II: Engineer’s Manual
Inventions
Mixes
2
T H E I N T R O D U C T I O N
R E T U R N E R F I N A L F A N T A S Y R O L E P L A Y I N G G A M E
T H E I N T R O D U C T I O N
In 1990, the first Final Fantasy game saw an
American release and in the eleven years since, the
Final Fantasy has remained one of the best selling
role-playing games for each of the console game
systems that it has graced. This pen & paper role-
playing game, the Returner Final Fantasy RPG (often
abbreviated as Returner FFRPG or just FFRPG), was
designed to emulate the popular game series and
similar titles from the “SNES era” such as Secret of
Mana and Chrono Trigger. The Introduction includes
the editor’s words of ‘wisdom’: From the Mouth of a
Madman, the revision history that lists all the
important changes made, a brief explanation on what
a role-playing game is, how to roll dice (“the fine art
of chugging dice”), and the glossary of Final Fantasy
RPG terminology.
From the Mouth of a Madman
The Foreword by Robert Pool
happens, a few months later I was already starting to
put together ideas for a version 1.2. This was roughly
around late July, early August of 2000. As time
passed, the list and I generated more new ideas to the
point that in December I had dropped the previous
1.2 title and changed it to 2.0. There was that many
new changes as you can see by the nearly page long
version history below for version 2.0 or Second
Edition.
This new edition, the Returner FFRPG Second
Edition, or just FFRPG2 as I like to call it, represents
a crucial turning point for the game system. There
have been many major changes to the game system
itself as well as these files. I could sit here for days
and go over all of them and why we made them.
Perhaps the biggest changes were that to character &
monster HP and character armor. Before with the
older formula, you would be lucky if your fighter got
to see 300 to 500 HP. Now with FFRPG2, 700 or 900
HP by level 60 is not impossible. High-level
characters are stronger now and have a better
likelihood to survive long battles. We increased the
HP for monsters as well so they would be able to live
longer and put up more of a challenge. The damage
done by monsters now depends directly on its level
and size, rather than just their size or by the type of
attack they perform. These are but the tip of the
iceberg, folks. It is my hope that these new rules will
make playing the Final Fantasy RPG more fun for
both new & old fans of the game alike.
In the past, the FFRPG Complete has been the main
focus for the system’s advancement. I am cautiously
optimistic that this will be the last version released
for at least a year and that any other new versions
will be minor fixes and not complete overhauls like
this version has been. Following the FFRPG2 will be
a series of different sourcebooks that will go outside
the basic rules you will find in this rulebook. Among
some of the sourcebooks being discussed are a
Player’s Companion, a Gamemaster’s Guide, a
Vehicle Manual, and a Tome of Monsters. When
these books will surface or be completed is hard to
say, but they will happen.
If you have any problems, comments, or
questions about the FFRPG, feel free to drop me a
line or two at mechaboy@earthlink.net.
Since we’re going with a new edition, I figured
it was time to update the older foreword. From now
on, I’ve decided to update the foreword each time I
update the FFRPG Complete. Hopefully, I won’t
have to do this very often. This foreword is mostly
my place to mouth off about whatever I feel like
mouthing off about in terms of what’s going on with
the FFRPG at the time.
I hate new editions.
When I set out to create this set of documents
that are we on the Returner mailing list like to call the
“FFRPG Complete” (a kind of joke on Working
Design’s Lunar Complete games, which have never
been released on time), it was my hope that I could
finally put to end all the long years of constant
tweaking that hounded the FFRPG’s system. So
when I put the finishing touches on the first edition of
the FFRPGC, I thought it was done & over with.
There was just one problem though….
A 425 page count.
That was just plain unacceptable, I thought. So a
few months later I started putting together what
would become version 1.1. Version 1.1 introduced
the columns and smaller font that is used in this
version as well as all future editions. In between all
the reformatting I did, I also put in different material
from the list that had been brought up. By the time I
was finished with 1.1, there were still some things
that annoyed me such as the armor formula. High-
level characters needed a higher Armor stat to keep
them alive when attacked by monsters. So, as it so
Robert Pool
1/27/01
T H E I N T R O D U C T I O N
3
R E T U R N E R F I N A L F A N T A S Y R O L E P L A Y I N G G A M E
Version History
Chapters re-arranged. Character Creation is now
Chapter One. Introduction and Basics combined
into a single mini chapter. FAQ removed since
it’s readily available via link from the front page
of the web page. Besides it will keep down any
inconsistencies between the “FFRPG Complete”
FAQ and the “web page” FAQ.
The following is a long list of all the changes
that have been incorporated with each new version of
the FFRPG Complete. The older updates are kept so
to show newer members and nostalgia freaks at what
points certain developments were made.
New HP and MP formula for characters. The
new formula will result in higher scores when
the characters reach into high level territory (50-
60). Characters now get a HP and MP bonus per
level-up equal to their Vitality (HP) or
Willpower (MP) divided by two.
Version 2.01 (2/03/01)
This is a quick & dirty clean-up version done so
to fix a few gaping holes. Before you rush off to print
this, be warned that a 2.1 is in the works. No, it will
not be a big revision like the jump from 1.1 to 2.0. It
will essentially clean up all the bad grammar and
make the game look more presentable. Please check
the web page for the latest news on the next version.
New Armor & M. Armor formula instituted that
includes the character’s XP Level. Gives
characters at high levels, which need the armor
boost, a better chance to live when going up
against more powerful monsters.
New Monster HP formula to go along with the
higher formula for players.
Made some fixes to the Chapter Three: Classes.
Added the missing Underground terrain effect
(Doh!), fixed the level up HP for the Geomancer,
fixed the damage codes for Geomancer to use
Magery rather than Willpower, and removed
references to power%. Also corrected the
damage formula for the Thief’s Thievery power.
Instituted a new Defense and M. Defense
formula for the MCS, which should raise the
difficulty to attack monsters greatly. The
monster’s experience level is directly factored
into the equation for both combat stats.
Damage for monsters streamlined. Size now
determines the die type used while experience
level determines the amount of dice used.
Tried to explain skills a bit better and tidied up
some of the more embarrassing glossary
explanations (Player Character: A character
controlled by a Player?).
Skill defaults are factored directly into the skill
and improve if the default score increases. The
“classic” option for skills has been removed to
prevent confusion.
Fixed several affinity and weapon ability
discrepancies. Removed Holy & Evil affinities
(hopefully) and added MP Attack.
XP rules completely re-written. Characters now
require 500 x next level in order to increase their
experience level. Defeating a monster gives 200
x level and Bosses give 400 x level in
experience. Rewards for role-playing &
completing sub-plots now 50 x level. This new
XP formula should make character improvement
more ‘even’ than the previous chart that made it
hard at first and very easy later. Also added a
new optional rule added for attribute increases
per level-up and ‘level points’.
Fixed a few minor left over changes to chapter
seven. I removed Haste 2 & Slow 2 from the Red
Mage and White Mage spell lists. Reduced the
effectiveness of Haste and Slow to double
initiative rather than triple. Haste 1 & Slow 1
have a longer duration than Haste 2 & Slow 2.
Changed the Haste & Slow status condition
descriptions in Chapter Six: Combat so they
match up with the effect of the spell.
Version 2.0 (1/27/01)
With the XP rule changes, Monsters powers no
longer give a bonus to their XP value.
Magic effectiveness boosted. All magic was
increased by one die. The magic damage formula
is now (magic level + 2)d6. Thus a magic level 5
spell does 7d6 damage ((5+2)d6).
Previously referred to as version 1.2, we
decided there were enough changes made with this
version to warrant a 2.0 moniker. Hopefully, this will
be the last ‘big’ update in a long time.
As a warning, this version has several very
major changes to the basic formulas (HP, MP,
Armor, M. Armor, etc) that don’t jump out say
“here!” It may be a good idea to take a good look at
the files where the changes were made below.
Importance of Magery & Willpower has been
changed. Magery is used exclusively to
determine effectiveness (damage, duration, etc)
of all spells. Willpower determines M. Defense
and Magic Point Progression
4
T H E I N T R O D U C T I O N
R E T U R N E R F I N A L F A N T A S Y R O L E P L A Y I N G G A M E
Version 1.0 (10/99)
Magic% stat implemented to fix problems with
conflicting Chance of Success formulas. New
formula implemented to determine success of
limited effect spells such as Sleep, Mute, and so
on.
Untold numbers of grammar and spelling errors
have been fixed. (Yes. It was even worse before
the 1.0 release….)
Several class powers tweaked if not overhauled.
Among them include the Beastmaster, Dragoon,
Geomancer, Healer, and Thief. Several other
powers were changed slightly.
The Half-Lunarian and Half-esper races have
been moved to the Optional Rules Depot on the
Returner HQ. The stat chart in chapter four:
races have been thoroughly revised so that all
races balance out. The race powers by George
Leonard have finally implemented.
Minor equipment fixes. Several duplicate items
renamed.
Weapon Codes for damage have been heavily
modified. Rather than having a +1 to +5 range
then a bump in the die value (ie, Swords do
2d10+1 to 2d10+5, then 3d10+1), weapons now
have a +1 to +3 and then bump up one die (ie,
Swords go from 2d10+1 to 2d10+3, then 3d10).
Revised all fighter powers. Most of the energy
based attacks such as shocks and draw outs use a
“weapon damage + attack bonus + Willpower x
MDC” formula. The powers of the Magitek
Knight, Gambler, Artist, Healer, and Dancer
have been revised. Revised versions of the
Fighter, Ranger, Magitek Knight, Artist, and
Traveler aspects are included.
Moved Advantages & Disadvantages into the
Chapter One: Character Generation. Appendix I
removed and Appendix II & Appendix III
renamed accordingly. Elemental/Magical
Aptitude and Elemental/Magical Defense added.
The FFRPG now uses one single XP chart for
level advancement rather than four separate
charts for the non-magicians, White, black, &
callers, Blue & red mages, and Callers. The
previous charts will still be available in the
Optional Rules Depot from the Returner HQ.
Unarmed Combat rules from Chapter Six:
Combat moved into its own ORD article. The
rules look out of place with the rest of the
material in the chapter.
The hex map combat rules are now located in
chapter eight: combat rather than their own
appendix. They are an optional rule and are not
mandatory to use in anyway.
The Vehicle construction rules were removed
from Appendix II: The Engineer’s Manual.
Before any one blows a blood vessel, the rules
for vehicles are going to be overhauled and
placed in its own sourcebook, the Vehicle
Manual.
Summon magic is complete. Blue magic, and
ninja magic now use MDC. Blue magic, ninja
magic, and sword magic sport new spells.
Appendix I: Advantages & Disadvantages have
been updated with several new ads & disads. The
ambidexterity advantage has been removed and a
large number of new advantages make taking
disadvantages worthwhile.
Version 1.1 (5/1/00)
New paper friendly formatting! The FFRPGC is
nearly ½ its original page count thanks to a lower
font size and the split column format.
Added the Random Treasures section like I was
supposed to months ago to the monster
construction system. Thanks go out to ShivaFang
for re-posting the article.
Part of the Combat system re-written to make the
game function more like the e-games. Rules for
disarming, dodging, and parrying added to
chapter six as skills.
The Invention rules, vehicle construction system
(VCS), and chemist mixtures have been
combined into Appendix III: Engineer’s manual.
All three have been updated. The phrases
Systems and Defects are now used for any
invention or vehicle related advantage or
disadvantage.
Mindy’s Weapon Mastery System loaded. Also
added the “Magic of Alchemy” section in
chapter six to supplement the uses of the
Alchemy skill.
New class powers for the Monster Trainer added.
Artist and Beast Master powers revised &
updated.
The Vehicle Construction has been updated with
a load of new systems & defects written by
Richard Gant & a few by Jeff Taft. Movement
types rule added to add various between different
types of vehicles.
Chemist mixes updated by author Jeff Taft.
T H E I N T R O D U C T I O N
5
Zgłoś jeśli naruszono regulamin