Final Fantasy Working Document
Final Fantasy Working Document
Land Mounts 1
Vehicles 2
Weaponry: 3
Restorative 3
Item Descriptions 3
Weapon Statistics 5
Weapon Details: 5
Bestiary 8
This is the list of additions to the game for the sake of playing in a Final Fantasy Styled world:
Land Mounts
Name Price Rarity
Yellow Chocobo 5 gc
Blue Chocobo 50 gc U
Vehicles
2
****Any ship in the game can be converted into an airship by multiplying its cost by 10, including the
rowboat, All Airships have a Natural Flight Value of 12 when at full speed********''
Airship Rules:
When piloting an Air Ship the pilot needs a piloting skill with a final value of 40, to get anywhere
accurately the pilot requires a navigator whom has at least a final value of 40 and a map and compass to
guide them. When flying normally no checks are required as long as you meet the above requirements
unless you plan on navigating through dangerous terrain (Lightning Storm, Other Weather phenomnenon,
magical bull shit.)
You must also make piloting checks if you do not meet the minimum crew requirements for the airship,
the check difficulty is equal to the Minimal crew value x10, but reduced by 10 for every valid crew
member. For example if you were piloting a Single Masted Airship and only had a crew of 10 you would
need to make a difficulty 100 piloting check to compensate for lack for crew.
Name Minimal Crew
Personal Airship 1
Two-Masted Airship 25
Three-Masted Airship 35
For all airships that are not the personal airship they come equipped with crew bunks, a mess hall and a
place to eat with a large storage bay located at the bottom. Airships can land perfectly in water and if
they're large propellors are pulled in masts can be pulled up so the boat may sail as per its boat
counterpart. The Personal Airship is a single person airship, it's more like a helicopter and piloted by a
single individual it is designed for short flights and is incapable of going over mountains but is far faster
then most forms of travel. Finally every airship requires an ample supply of fuel, most airships are ran by
coal but some are ran by other sources such as magical gems which feed Zeon directly into the engines,
it really depends on how you want to operate it. Any character with the Gift can flow their Zeon into a
Zeonic Based Engine with enough Zeon per turn as their MA. An Airship requires 100 Zeon a day per day
of flight, and 0 Zeon per day whilst sailing. When using a more common coal operated air ship it requires
a large supply of coal to be shoveled into the engine, approximately 10 pounds of coal per day. Coal
luckily is relatively in expensive and one can buy coal at a rate of 5 silver per pound.
Weaponry:
Name Price Rarity
3
Revolver Pistol 75 gc U
Rifle 100 gc U
Restorative
Potion 50 GC U
Ether 100 GC U
Antidote 50 GC U
Eye Drops 50 GC U
Gold Needle 50 GC U
Remedy 200 GC R
Item Descriptions
Potion:
A basic alchemical creation that immediately restores 50 LP, this will not restore limbs but it will remove
up to 50 points of an All Action Penalty (AAP).
Ether:
A basic alchemical creation that immediately restores 100 Zeon, restoring any fatigue lost due to low
amounts of Zeon.
4
Phoenix Down:
The feather of a Phoenix, these items though rare do as advertised and raise the dead, however they are
only effective while the soul of the recipient is still on the prime material plane. If used on a body who's
soul has moved on to the Soul Flow it will have no effect. It also cannot revive those who have died of
natural causes. If used on an undead target it will immediately destroy it unless it's presence is greater
than 80
Antidote:
A near cure all when it comes to poisons, a swig of this will negate the effects of any poisons of VR 70 or
lower, if used on a stronger Venom it will be ineffective.
Eye Drops:
Is ones sight is lost due to magical means or the cornea has been burnt out or similar calamities it will
restore your sight and remove any AAP based on a blinding effect, however if you have physically lost
your eyes the eye drops will not re grow your eyes.
Gold Needle:
Tapping this against the stone body of a once living creature turned to stone will restore them to their
fleshy selves. however it will have no effect on normal stone statues and people who intentionally turned
themselves into stone.
Remedy:
The ultimate cure all, it heals all negative effects, states, all action penalties, poisons and everything in
between short of death it self.
Weapon Statistics
Gun Blade:
5
Revolver Pistol:
Damage Speed Damage Type Special Properties Fortitude Breakage Presence
Rifle:
Damage Speed Damage Type Special Properties Fortitude Breakage Presence
Weapon Details:
Gun Blade:
These blades are a fusion of a Short Sword and a Revolver Pistol, it holds a 6 shot cylindrical holder of
ammo the weapon is integrated fully into the blade, the barrel pokes out of the side of the blade so it
doesn’t interfere with the stabbing and slashing of the weapon and the trigger is placed just behind the
crossguard. When you make an attack roll with this weapon due to the unstable nature of guns in general
and the wear and tear of those materials due to the vigorous swings of the sword on a roll between 1-10
you must make a Fortitude check with your weapons presence, on a failed check your weapon misfires
and explodes dealing damage equal to the failiure level. This explosion renders the gun portion of the
weapon useless and gives the blade itself a -5. The number which you must surpass or equal with your
check depends on how bad the misfire is. For example if you rolled a 10 and ‘misfire’ you would only need
to beat a Fortitude check of 10, where as if you roll a 1 you must defeat a 100. Whether you pass or fail
the misfire check you still lose that attack to ‘fixing’ your gun.
Revolver Pistol:
6
This pistol is a standard six shooter made out of Mithril, it’s light weight and the perfect weapon for
dispatching foes when ones combat prowess is less than desirable. Like all firearms whenever you fire
the weapon and roll a fumble you must resist a misfire of the weapon, due to the near perfection of the
weapon the PHR check ranges from 30, if you roll a 3, 40 if you roll a 2 and 50 if you roll a 1, increase all
these numbers by 10 if you have bad luck and the 30 and 40 values will respectively be appended to the
4 and 5
Rifle:
The rifle is the big brother of the revolver pistol, capable of holding a five round clip before reloading it
shoots out at farther ranges and deals considerably more damage, it also uses the same kind of rounds
as the Revolver Pistol and follows all of its same rules except that a Rifle can have a bayonet attached to
it, when you do so add the Pole Weapon quality to the weapon and the bayonet may be used at the same
initiative penalty as the rifle itself. Bayonets deal Short Sword damage and will have all other short swords
stats, excluding the initiative bonus. You may also append other weapons, such as axe blades and similar
implements to the end of a bayonet, adding it’s damage to the weapon, the only restriction is it must be a
one handed weapon, and any negative initiative modifiers are added to the weapon.
General Note on all guns.
Increasing the quality of any fire arm will also increase its reliability, for every +5 on such a weapon
decrease its misfire chance by one tier. So a +5 Revolver Pistol or Rifle would have no misfire chance
where as a Gunblades Misfire chance would be reduced to 1-5 instead of 1-10.
three tests. First it the beginner test, one skipped by many casters, it simply tests to see if one has any
sort of magical talents. The second test if simply known as the advanced test, where a Mage, Mentalist.
Summoner and Martial Artist are tested for their appropriate skill level. This test is designed for a level
one character, so they test a Mage on casting spells of level 40 or lower, a Mentalist would cast a 1st
level Psychic Power at a Moderate intensity or higher. A summoner however has more stringent
requirements, requiring the summoner to be able to complete at least 50% of the test. Summoning a
Level 1 Creature, Controlling it, Binding it, then Banishing it, though a summoner must only be able to
complete half of the test. Finally a Martial Artist must show they have developed their very own custom Ki
Technique of level one or higher. The master test is much more difficult, something that would earn
anyone Arch Mage status. A Wizard would cast a level 80 or higher spell, a Summoner would Summon,
Control Bind and Banish a level 10 creature, A Martial Artist would display a 3rd level custom ki technique
or multiple level 2 techniques and a mentalist would conjure forth a 3rd level Mentalist Ability at an
Inhuman level. Beyond that most only pass the advanced test and the master test is left for only the
legendary among the spell casting community. Finally all wizards must fall into a school upon taking the
Advanced test, the most common schools are:
Black Mages: Combat Casting specialists, joining up with them other Black Mages will happily teach you
their techniques at a discount, or potentially even free.
White Mages: The polar opposite of black mages, casting healing, supportive and restorative magics, like
with black mages, white mages will happily teach other white mages their spells.
Red Mages, or Generalists as they're sometimes referred to as cast all schools of magic, however most
other spell casters distrust them and will generally not teach them spells without being bribed with coin or
showing their trustfulness.
Blue Mages: These wizards are strange indeed, a special classification of wizard who may only know one
or two actual spells, but these spells augment their bodies, allowing them to learn and use the abilities of
monsters they observe. Powerful indeed and very dangerous, very few walk the world for many are ripped
asunder by the very creatures they study. Summoners using Incarnations fall under this Category as well.
Bestiary
LP 170
Appearance 5
STR 8
DEX 8
8
AGI 12
CON 12
INT 5
POW 3
WP 3
PER 7
PhR 55
MR 25
PsR 25
VR 55
DR 55
Initiative: 20
Attack Ability: 10
Defense Ability: 20 Dodge
Wear Armor: 10
MK: 40 (40 unallocated)
Secondary Abilities: Acrobatics 120, Athleticism 100, Jump 140, Notice 75, Swim 95
Unarmed Combat:
Initiative: 40
Attack: 10
Defense: 20 Dodge
Damage: 70
Size 25 Large
Regeneration 5
Movement Value 15
Fatigue 14
LP 175
Appearance 5
STR 8
DEX 8
AGI 12
CON 12
INT 5
POW 3
WP 3
PER 7
PhR 60
MR 30
PsR 30
VR 60
DR 60
Initiative: 65
9
Attack Ability: 10
Defense Ability: 20 Dodge
Wear Armor: 10
MK: 60 (60 unallocated)
Secondary Abilities: Acrobatics 100, Athleticism 170, Jump 140, Notice 110, Swim 115
Unarmed Combat:
Initiative: 85
Attack: 10
Defense: 20 Dodge
Damage: 20
Size 25 Large
Regeneration 5
Movement Value 12
Fatigue N/A
Initiative: 65
Attack Ability: 10
Defense Ability: 10 Dodge
Wear Armor: 10
Zeon: 1475
MA: 75
Magic Projection: 10
Magic Level: 150
MK: 50 (50 unallocated)
Secondary Abilities: Athleticism 105, Jump 100, Magic Appraisal 45, Notice 70, Swim 95
Unarmed Combat:
Initiative: 85
Attack: 10
Defense: 10 Dodge
10
Damage: 20
Size 16 Medium
Regeneration 2
Movement Value 8
Fatigue N/A
LP 225
Appearance 10
STR 13
DEX 12
AGI 14
CON 14
INT 6
POW 6
WP 6
PER 8
PhR 90
MR 70
PsR 70
VR 90
DR 90
Powers: Natural Flight Value: 12
Initiative: 85
Attack Ability: 20
Defense Ability: 25 Dodge
Wear Armor: 25
MK: 160 (40 unallocated)
Ki Abilities: Inhumanity, Use of Ki, Zen
Secondary Abilities: Acrobatics 105, Animals 15, Athleticism 150, Composure 15, Etiquette 35, Feats of
Strength 110, Herbal Lore 25, Hide 100, Intimidate 85, Jump 125, Navigation 25, Notice 110, Search 20,
Stealth 120, Style 90, Swim 125, Withstand Pain 85
Unarmed Combat:
Initiative: 105
Attack: 20
Defense: 25 Dodge
Damage: 55
Size 27 Enormous
Regeneration 7
Movement Value 15
Fatigue N/A