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jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 4:22 pm


Before...

Through it monopoly over the energy source known as "Mako", the Shinra Corporation gained control over the world. With it, the megapolis known as Midgar sprung up- a monument to its status. It seemed no one could stop them.

How the mighty fall...

But that power came at a price. The people trampled by the Shinra began to revolt. One such rebel group, known as AVALANCHE, threw into motion a chain of events that would forever change the world. What began with the destruction of a Mako Reactor led to a raid on the Shinra HQ, a voyage around the world, and a climatic battle against the monsterous forces of Jenova and her 'son' Sephiroth. With the legendary Black Materia, Sephiroth was able summon Meteor- the ultimate black magic. While the meteor destroyed much of Midgar, the stray asteroid was mostly absorbed by the power of Holy- a power which could only be fueled by the death of an innocent soul.

The Aftermath...and a new threat

The legacy of the Shinra Corporation was gone. President Rufus Shinra and all the executives (with the exceptions of Reeve) were dead. As a year passed, a new goverment emerged with its eye on uniting the world under its benevolent rule. But there's more than meets the eye. Is there more than the new goverment's promises of a better tomorrow? And what is it in the ruins of Midgar are they so interested in?

Welcome to the Final Fantasy VII worldbook. Here you'll find some background material for the latest of the Final Fantasy series and the extra game mechanics that it requires to be properly "emulated" by the FFRPG system. Much of it is still in the works, but eventually you'll find material for playing before, during, and after the game took place. For now, most of the material (specifically the locations) are directed for the "Aftermath" portion of the worldbook. If you have any questions, be sure to ask the editors:Smith and Jeff

Important Note: We are asked this frequently. Final Fantasy VII does NOT use the normal character creation rules for the purpose of designing characters. In FF7, there was a wide variety of characters that would be either impossible or stupid to make races or classes around. Instead, use the point based character creation system below. It'll save you alot of headaches.
PostPosted: Fri Jan 20, 2006 4:25 pm


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jugh3ad
Captain


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 4:27 pm


The New Government



Introduction
1) Origins
2) Structure
3) Early Efforts
4) A Split in The Ranks
5)The Glenshadow Incident
6) Origins
7) The Present and Beyond

Players and Pawns
Silas Travers
Simon Leroux
James Reeve
Noah Gibson
Wyndon Greenleaf
Tarquin Walsh
Doctor Alexandra Rivera
The President
Vice President Castor Dioscuri

Conclusion
Credits

Introduction

Here it is folks, the New Government Sourcebook. Almost everything you did (and didn't) want to know about the men who stepped up to take control over the world after the fall of the Shinra corporation. Read on, and you may discover that thbey are not as all as evil as you may have imagined. Like any governing body, it has its good intentioned people and its ill-intentioned people. In this case, the ill-intentioned are more numerous and hold substantially more influential positions then the good-intentioned, though that does not mean that you can entirely overlook the good-intentioned.

Chapter 1- Origins

The foundation for the New Government was first laid shortly after the conclusion of the War of the Planet and the subsequent destruction of the world's unofficial capital, Midgar. At the heart of the movement for a new, more efficient governing system was four men. Silas Travers, political scientist and three time mayor of Midgar, Simon Leroux, a decorated veteran of the war against Wutai and strategic genius, who by the end of the war had reached the esteemed rank of General, James Reeve, Shinra's former Chairman of Public Safety for the City of Midgar, and lastly, Noah Gibson, a young Nibelheiman with a vision for the future and the intelligence and charisma to make that vision a reality. These four men were the cornerstones on which the new political system was built.

For several weeks following its inception, the 'New Government' existed only on paper. At first glance, the haphazardly constructed booklet that contained the preliminary outline for the new system seemed little more then a piecemeal jumble of elements from the previous government before the ascent of Shinra, the few worthwhile policies created during the reign of the same now defunct megacorporation, and longshot ideas drawn from the minds of its creators. But to the four men, this booklet embodied the hopes and dreams of the generation.

After nearly two months of maneuvering, a meeting between the four and the remaining world leaders was scheduled. Representatives from all corners of the world, from the hot, sandy beaches of Costa Del Sol, to the cold, windswept peaks of Icicle Inn, were in attendance. Three days of fierce debate followed. At the stroke of midnight on the third day, the New World Government Coalition Pact was signed by all cities save Wutai, who chose to opt for a limited form of representation, and therefore, much more autonomy. These were the first steps to forming a unitary, democratic worldwide system of government.

Chapter 2- Structure

Their first task completed, the Founders (as they came to be called) moved swiftly onwards to their second. Using the old government as a basis, the Founders constructed a two house legislature, an executive arm, and a judicial arm. The legislative houses were the Senate, comprised of forty members and thought to be the more 'powerful' as well as the more prestigious of the two, and the Representatives, which number four hundred and play a larger role in local politics then the worldwide politics that the Senators dabble in.

The judicial arm is headed by a Seneschal (who also serves as the President's Minister of Law and Order), who holds jurisdiction over national matters of justice and law by presiding over the "High Court". Furthermore, the Enforcers, the New Government's law enforcement division, report directly to the Seneschal, and he or she may at any time alter their orders as he sees fits. Below the Seneschal are Magistrates, who work with regional affairs in the "Middle Court". Generally, Enforcers in a given region may be commanded by that region's Magistrate, but as mentioned earlier, a single order from the Seneschal may override any a Magistrate has given to the Enforcer Corps in his or her region, Seven magistrates also serve alongside the Seneschal in the High Court, and because of this, are aptly named High Magistrates. In reality, the High Magistrates have little power in comparison to their "lower" brethren, but have access to a substantially greater amount of information. LLastly come the Arbitrators, who retain city-specific posts and thus only intervene in matters directly involving or isolated to their city. As their name suggests, Arbitrators are mainly regulated to settling meager disputes, and thus their particular office is seen more as a chore then anything else. A handful of Arbitrators are actually capable combatants, and are not adverse to leading a squad or three of Enforcers in fieldwork.

At the top rung of the Executive arm, which was once referred to the as the heart and soul of the New Government by Founder Noah Gibson, is two men. One, the current President, and his right hand, the man alternately referred to as the First Senator or the First Senator of Mideel, Vice President Castor Dioscuri. Together, these men oversee the operation of the New Government, and do their best to uphold the lofty ideals of the Founders.

The military arm of the New Government is perhaps the most well known, though all in all, is it not incredibly large in comparison to the armies that marched during the war with Wutai years ago. It consists mainly of the 50,000 members of the Enforcer Corps, the law enforcement agents of the Government, who report directly to the current Seneschal. The Enforcers are incredibly effective in preventing crime and apprehending perpetrators of the crime, though they do have a slight tendency to adminster a little on the spot justice through use of the machine rifles that are standard issue throughout the Corps. These incidents, along with many other ones brought about by the Enforcers in the service of justice (or however that wording is twisted at the time) tended to be overlooked by the New Government, which tends to inflate the Enforcers ego accordingly. Because of this, it is mainly through a reputation of brutality and their willingness to prove that reputation true that the Enforcers solve problems, and not their strong sense of justice.

As for actual military personnel, the New Government goes for quality and not quantity. The majority of these forces are various special ops groups, a category in which the New Government Marines are included. Each of these groups tends to be tailored to a specific purpose, so the Government will only have need to deploy its agents most talented in the necessary field in order to resolve a situation. The most well known of the New Government's special forces groups are the Praetors, the group which resolved the Glenshadow incident with such swiftness. Since then, the Praetors have become seen as a premiere black ops team under the New Government's command, a story which, unlike many others about the New Government, is very true. All members of the Praetors own battle armor uniquely crafted to fit their individual tastes, and many of them are skilled enough to perform their own modifications to the armor's designs. The unofficial emblem of the Praetors are their helmets, which are styled to represent the particular "personality" they have chosen as a member. Noted members of the Praetors include:

Abishai: The "leader" of the Praetors and the man responsible for the death of the ex-SOLDIER calling himself Acheron, Abishai is, simply put, the most efficient killing machine the New Government has to offer. Master of over a dozen styles of armed and unarmed combat, as well as demolitions and infiltration, there are few tasks Abishai cannot accomplish. Abishai's helmet is black and crimson and is shaped to resemble a scowling demon's face beneath a kabuto helmet. Massive black horns protrude from the helmet design, branching out and curling in foreboding patterns.

Shaman: Rumored to have been one of the handful of scientists to first experiment with Mako energy, Shaman has since become a formidable member of the Praetors, whose skill with materia of any type is unmatched. Furthermore, due to New Government backing, Shaman has access to just about any piece of materia in existence, and by pairing this with his well rounded skills, has become the most versatile and adaptable member of the Praetors. His armor is done in white and gold, with the helmet shaped into an elaborate ceremonial masks with all sorts of protrusions and markings covering its surface.

Mane: A hand to hand combat expert who has specialized in fine tuning his own armor, Mane has adapted a powerful set of claws that function equally well for climbing as well as rending his opponents limb from limb. He has also modified the armor's vocal distorters to be able to produce a variety of punishing sonic "roars" that can stun, maim or even kill a listener who is not properly protected. (As you may have already assumed, other Praetors are immune to the effects of Mane's roars.). His armor is done entirely in shades of gold, with the helmet styled to resemble a snarling lion's head, complete with the metallic red-gold "mane".

Lilith: A woman of unknown origin, and the female amongst those known as Praetors, Lilith specializes in operations involving stealth over brute strength. Rumored to be a superb sniper as well as a woman skilled in the uses of poisons and other dangerous chemical compounds, Lilith is the consummate assassin of the Praetors, the one who discreetly eliminates threats to the New Government, usually those that stem from a single person or thing. The fact that she can continue her work with the same rate of success even though she is one of the few identified Praetors is only further testament to her considerable skills. Her armor is black and white, sculpted to resemble the body of a nude woman with a seductive look splayed across her face. Mechanical black bat wings, easily concealed through folding, are attached to the back, though they are more for show then anything else. Lilith's flight capability is actually powered by jet boosters concealed in the feet and back of her armor.

Discord: Thought to be the most recent addition to the Praetor's line up, Discord's strength lies in his strong swordsmanship skills as well as equally impressive materia usage. His unpredictable nature and baffling fighting style, which he always manages to use to his benefit, has earned him his "name" amongst his teammates. He rarely, if ever speaks even outside of a mission, another trait which further befuddles those who would try to draw some profile on the Praetors. His armor is arranged in odd patterns of midnight blue and snow white, with the helmet being devoid of all adornment except for a single piece of V shaped tinted blue glass, which allows him to look outwards while still shrouding his eyes from the world.

There is little doubt in the minds of the public that there exist perhaps as many as a dozen more Praetors in the service of the New Government.

In terms of vehicular resources, the New Government is in excellent condition. Since their pact with Tetsuken Unlimited, a prestigious robotics and vehicle construction corporation, the New Government has been to purchase a number of craft, including skimmers, land rovers, and various other craft with an exceptional mix of speed and firepower, in order to cater to the small scale tactics which the New Government employs extensively. The New Government has also recovered the plans for the famous Shinra assault tanks, and modified them to fit their own purpose. To this day, the Shotel medium assault tanks are one of the most feared weapons in the New Government's arsenal, capable of dealing amazing amounts of damage without sacrificing speed, manueverability, or armor. The sight of one (or more) of these tanks is often enough to deter even the most foolhardy of individuals from attempting any sort of resistance whatsoever.

The Government also fields a sizeable naval fleet of 6 dozen submarines (a number of which were commandeered from various Shinra underwater docking facilities), a half dozen destroyers, one battleship (the Seadrake) and three enormous aircraft carriers, (the Elysium, the Arcadia, and the Asgard) each with enough docking space for one airship and a handful of airplanes of various sizes. The aircraft carriers are most often found wandering the oceans of the world on obscure "patrol" routes, generally accompanied by a detachment of faster skimboats or destroyers, while the Seadrake remains near Mideel and the surrounding islands.

Lastly, there is the New Government's airforce, which consists of a smattering of airplanes (fighters, bombers and the like) and three airships. The first, the Windghost, is mainly used to for reconaissance and observation, though it can be easily used as a lightning quick assault aircraft if the situation demands. The second, the Peregrine, is like many other vehicles found throughout the New Government, a balance between speed and firepower, and is equipped to provide critical fire support to both air, sea and land units in battlefield engagements. The third airship is the Harrow, a monstrous warship and mobile command center as well as the flagship of the New Government. Though its weapon systems have never been used outside of a field test situation, it is suspected that the Harrow possesses enough firepower to bring fair sized cities to their knees, though the casualties incurred in doing so would be quite significant. The New Government also keeps the Highwind and its Captain Cid Highwind on its payroll, though the Highwind does not see nearly as much as air time as the other three.

History

Chapter 3- Early Efforts

With the framework of the government established, and the necessary positions filled, The New Government had officially been brought into existence. It's first action was to choose a new "capital" from which to operate. Mideel, a quaint island town whose only claim to fame was it's superior medical care, was chosen for this, mainly because of the natural beauty of the island, and the small lake of lifestream that had surfaced in the city during the War of the Planet. An expert construction crew and architect were shipped off to Mideel, with plans to create a city that rivaled the former grandeur of Midgar. Meanwhile, during the construction effort in Mideel, the New Government operated out of the former Junon office of the Shinra corporation.

The next act was one that won them much support amongst the people of the world. The Mako Severence Act stated that all persons infused with Mako as part of the SOLDIER and RANGER processes were to be taken to a "Mako Severance Facility" where the Mako infusion would be removed, and the SOLDIER or RANGER member in question would receive a sizeable compensation in Gil. As widely supported as this was by the general public, many former members of SOLDIER and RANGER were reluctant to give up their Mako-enhanced abilities. Especially RANGER, whose infamous distrust of authority has led to almost none of their members taking part in, voluntarily at least, in the treatment. This came as no surprise to the New Government, who had been struggling with RANGER's insolence for some time, as the organization fervently and publicly opposed a great many of the Government's actions. Therefore, the Mako Severance Act was amended within days of its creation to decree that any SOLDIER or RANGER member, past or present, who failed to comply with the Mako Severance Act was branded a criminal, and was to be apprehended on sight. Furthermore, even now that the Mako Severance Act has existed for some time, rumors continue to circulate about the true purpose of the facilities. Everything from brainwashing to genetic alteration has been implicated by the conspiracy theorists, with the most popular being that the process drives the severed candidate to death or madness within months.

After the Mako Severance Act came a deluge of laws, ranging from the practical to the absurd. Luckily, some of the more outrageous, such as a law that outlawed any non-government licensed materia sales, were quickly shot down by either the Senate or the Founders, who used their own considerable political clout in order to stem the onrush of rules and regulations. It soon became apparent that the President, Horatio Grogan, was less then qualified for the position he held. Rumors began to circulate about his past, rumors concerning his lust for power, his willingness to sacrifice the lives of the people to do so, and his willingness to sell out to Shinra when the megacorporation first made its bid for power. Grogan was made to step down quietly, away from the public eye. His Vice President succeeded him, and Castor Dioscuri, a political unknown, took the office of Vice President. With Grogan's former Vice President's ascension to the presidential seat, the rush of inane laws came to a grinding halt. Though the Mako Severance Act remained, a number of the more brutal laws were repealed, replaced by ones that remained firm while still allowing the people of the world significant breathing room. Though the world was largely at peace, the presence of the New Government's law enforcement troops, the Enforcers, remained strong.

Furthermore, during this time Shinra's Far Riders, law enforcement agents once responsible for patrolling and defending the wilderness around Midgar had their jobs restored by the New Government, and were soon transferred south, to the forested island region surrounding the new capital of Mideel. Unfortunately for the New Government, though they may have purchased the Far Riders themselves, they were largely unsuccessful in purchasing the Riders' loyalty, and, as they did previously with Shinra, the Far Riders continue to pay only lip service to their employers, to the point where it has been rumored that the Far Riders are known to count Mako-infused RANGERs in their number. It is not a surprise amongst those of the New Government to find Far Rider reports to be sparse or lacking in one or more areas.

Chapter 4- A Split in the Ranks

It would be wrong to say that the swift removal of former President Grogan did not cause tension amongst the ranks of the New Government, and few suffered worse from this then Founder Silas Travers. At seventy-four years old, Silas hardly retained the youthful energy he had shown during his years spent as Midgar's governor. Worse, injuries sustained during the destruction of that same city left Silas largely crippled, and he had come to spend the majority of his years since the city's fall inside a motorized wheelchair. It was these things, coupled with a many others, that led Silas to one conclusion : His time had passed. This was no longer the politics he once threw his heart into. Such behavior was best left to younger minds, younger bodies. With these words, Silas Travers resigned from his position as chief advisor to the President of the New Government on August 4th of that year. Shortly after he turned in his resignation, Silas retired to a home in a quiet section of the Twin Cities, one of the three city-states which did not take part in the signing of the New World Government Coalition Pact.

Silas' self-exile brought about murmurs in more then a few circles. Some believed Silas had bailed out of the Government before his reputation was destroyed by scandals. Others took Silas' words as a sign of his displeasure with the current government, and his moving to an independent area like the Twin Cities an action advocating independent government for the cities of world. Styling themselves the Independent Republic Party, the second group began its life with passionate arguments for the devolution of the government to a state similar to that of the Twin Cities and Wutai, much to the chagrin of the rest of the political world. To this day, the Independent Republic Party remains an active thorn in the side of the New Government.

Chapter 5- The Glenshadow Incident

Glenshadow Laboratories was ought more then a small time scientific research firm, specializing in the study of Mako Energy and it's effect on human physiology. Glenshadow had been responsible for several research projects centered around the Lifestream Pond that had arisen in Mideel during the War of the Planet. Glenshadow Laboratories might have remained widely unknown to the general population, had not one event seared the name into the minds and hearts of the people. Three years into the New Government regime, Glenshadow's main research facility, a small cluster of buildings found near the Gongaga reactor, was overrun by a group of men and women claiming to be former members of SOLDIER and RANGER who had undergone the Mako Severance Project. Their leader, a man who identified himself as Acheron, related gruesome tales of death and insanity those who underwent Mako Severance, and urged all those who still possessed their Mako-given talents to defy the law and refuse treatment. Acheron also promised to reveal yet another surprise in 48 hours, before relinquishing control of the facility's broadcast antenna.

The New Government sprung into action. That night, a team of New Government Enforcers, led by several Praetors (The elite officers of the New Government's law enforcement wing), staged a raid on the facility. This too might have remained unknown, were it not for the work of a particularly intrepid hacker, who managed to tap into the broadcast antenna's system, and feed the events of the raid onto every station on every television set throughout the world. The people watched in horror as Acheron's co-conspirators, a group of some two dozen folk of various ages and heritage, were slaughtered to the last man by the brutal yet efficient tactics of the raiders. Acheron himself perished in a duel with the head of the Praetors, Abishai. Though the New Government was quick to cover up the Glenshadow Incident, as it came to be known, with stories of high treason and terrorist intent, the world had seen a new side of its leaders, and knew now that the ruthlessness suppressed with the destruction of Shinra could resurface at any time.

Chapter 6- A Boom Time

The political situation in the months following the Glenshadow Incident avoided reaching the melting point by a hairsbreath. More arrests were made during this period of time then any other in recent history, with the most popular charge being of course, treason. The President's Public Relations advisor turned up dead, followed shortly by a High Magistrate, both from a self-inflicted gunshot wound to the head. It seemed if as any moment, the system would collapse, giving way to worldwide anarchy. This was hardly the case as Vice President Castor Dioscuri appeared before the world at large, to announce a union that brought as many sighs of relief as it did howls of anguish. The New Government, Dioscuri said, would now accept aid in its effort to restore the glory of the pre-Shinra days from a number of privately funded business, among them IDC (Information, Data, Communication) and Tetsuken Unlimited, a weaponry and robotics company that was once Shinra's principal rival.

With the aid of the corporations, The New Government redoubled its efforts. The economy climbed steadily as the corporations and the Government itself drew hundreds into service. The science team which once worked the Bone Village Excavation, who were abruptly displaced with the construction of the Twin Cities, was sent south, and with the support of the New Government, began work on excavating the Cetra Temple found on another southern island in the vicinity of Mideel. A veritable boom time, ensued, and the world seemed willing to forget the horrors of the Glenshadow Incident, and the War of the Planet.

Chapter 7- The Present and Beyond

Currently, the New Government's yoke upon the people of the world appears to have been loosened instead of tightened, as one would except from a governing body. The wiser folk of the world, such as RANGER's founder, Tomas Reinhold, know this increase of freedom for a subtle craftly illusion it truely is. The New Government, for whatever reason, continues to maintain a veil of secrecy around its operations, and coverage of any legislation or impending rulings is kept to a nonexistent level, so that by the time the public learns of these events, it is powerless to oppose them. Likewise, the perpetrators of these injustices remain invisible to the eyes of the world, their natures known only through suspicion and rumor. Some claim that is the work of a single mastermind, the enigmatic and reclusive President of the New Government himself. Others point their accusing fingers at the Founders, Silas Travers, or some sort of internal struggle. Perhaps some day, in the future, the masquerade will be shattered, and all the cards lain out on the table.

Players and Pawns

"Who do you trust, when everyone's a crook?" -Queensryche, "Revolution Calling"

The Founders

Silas Travers
Retired

Appearance

Silas was never a tall man, now standing only five feet and four inches in height. His entire body gives the illusion of frailty, but in actuality, the man is in splendid shape for someone his age, exercising regularly and participating in various other physical activities. His thinning hair, now white, is cropped short and slicked back from his forehead, forming a dramatic widow's peak. He commonly dresses in clothes of higher quality, except when working in his garden which he so loves, where he wears a simple enough pair of jeans and a flannel shirt.

Background

After half a century of tireless service to his planet, both in the governments before and after the reign of the Shinra corporation, the seventy-seven year old Silas Travers is now retired from the political scene, having moved intoa spacious home in the independent Twin Cities of the north, with his wife, Meriel. Silas rarely entertains guests of any sort, preferring to live out a quiet life tending to his garden and writing his memoirs. His hermit's life has not dulled his wit and intellect one bit, however, and he continues to remain updated via a network of connections as long as a man's arm. A very large man's arm. Much to his chagrin, Silas is also constantly harrassed by the Independent Republic party, who view them as their unofficial and spokesman, leading many to believe that they are the reason for his reluctance to meet with guests of any sort.

Personality

Silas is the epitome of what it means to be a politician. He is shrewd beyond belief, an excellent planner, and possessed of large quantities of charisma and personal charm. Half a century in the political field has forged him into an intelligent and cunning gentleman, whose mental prowess and unwavering patience was instrumental in forging the New Government into what it is today. It is because of this Silas is constantly harassed by the media and those Independent Republics who call them the leader. Ironically enough, those two groups of people are the only ones Silas is known to show even the slightest discourtesy to.

Simon Leroux
Minister of Defense

Appearance

Simon is a tall, well-built man in his late fifties, with blonde hair cropped in the traditional military style, save for the thick and bushy beard he keeps, and flinty gray eyes. The stern, unyielding glare of those eyes of gray have only served to augment Simon's reputation as a man of adamant : a strict disciplinarian and strong willed individual like no other in the world. He is almost always found wearing his dress uniform, which he keeps immaculately clean, and his beret, upon which is pinned several of the many medals and awards he has received for extraordinary surface. The only time Simon removes the beret is during the occasions where he trains with his troops, during which he switches over to the traditional field uniform.

Background

Perhaps the single most acclaimed hero of the war with Wutai, Simon Leroux worked his way upwards through the military from grunt to his current position as Minister of Defense, earning exceptional note as a field marshal in the battle of Prism Falls. Since his service in the military began, Simon has managed to accumulate the most impressive total of medals and decorations ever seen amongst his branch, and has earned the reputation as a fearsome force in ground combat himself, as well as a tactical genius. It was this, as well as his intense loyalty and sense of duty that earned him his current position, in which he is mainly concerned with the construction of a worldwide peacekeeping force and the upgrade of the defense systems around the various cities, especially Mideel and the Sky Tower.

Personality

Those who have met Simon cannot mistake him for anything else then a military man, as it seems to be evident in every word he speaks and every action he takes. Those same people know that he possesses not an ounce of humor within his being, remaining solemn and serious minded under any circumstance. Men who have served under him for over a decade reliably testify to not having seen him laugh once during that entire period. Simon's adherence to the principles of duty and honor go far beyond those that any normal man could hope to attain, making him a figure to be admired by all, military minded or otherwise. On the other hand, Simon's sense of duty, coupled with own judgement, often override his sense of morality and, it is known that he would not hesitate one moment to commit an questionable act if he believed it to be in the best interest of the world.

James Reeve
Minister of Finance

Appearance

A tall, well dressed men often found wearing the most expensive brand of business suit currently in production, James Reeve's neck-length black hair is perpetually slicked back, exposing his often contemplative face. The beard he once kept during his time in the Shinra Corporation is now shaved off, though light stubble is often found on his face as much because of his own strange sense of personal style as well as laziness. Unlike a number of the other high ranking New Government figures, who devote a portion of their time to remain in top physical condition, Reeve is actually quite out of shape, and ill-suited to any sort of continuous and strenuous physical activity.

Background

Formerly Shinra's Director of Public Safety, as well as a hero of the War of the Planet, after the collapse of Shinra's empire, Reeve found himself without work, and without purpose. Thus, upon hearing news of a group of men working toform a new government, one that would benefit the people, he jumped at the chance. Upon signing on, Reeve's knowledge of the workings of Shinra were used extensively in order to reinforce the New Government's hierarchy with a strong backbone similar to that of a corporation. Since then he has accepted the role of Minister of Finance, and oversees the division of New Government wealth throughout its various branches and projects. Secretly, Reeve wages a shadow war against corruption within the New Government, determined to remove from it any possibility of becoming another Shinra.

Personality

Reeve's personality can best be described as...quixotic. Having disguised himself as the throughly absurd toyasaurus known as Cait Sith in order to aid in the overthrow of his former employers and the defense of the world against Sephiroth, many have come to believe Reeve to be little more then an eccentric visionary. This is only partially true. Though Reeve's behavior is obscure at times, his skill at bureaucracy is second to none, and his knowledge of the inner workings of the New Government unmatched. Reeve is also something of a workaholic when it comes to his position as Minister of Finance, and the number of time his personal secretary has found him slumped over his desk, asleep, after countless hours of work is staggering.

Noah Gibson
Minister of Trade

Appearance

The youngest member of the Founders, Noah retains a youthful appearance that makes him seem younger then his twenty-six years of age. His thick mop of strawberry blonde hair seems to be perpetually tousled, and falls to the nape of his neck in length. His light blue eyes dart about constantly, seemingly struggling to take in as much information as possible with regards to the world around him. He dresses casually, for one of his station at least, in dress shirts and pants, rather then the full suits preferred by most other high ranking New Government employees.

Background

Noah has been with the New Government from the beginning, having been recruited by Reeve for his charm and intelligence, as well as his excellent management skills. Noah was instrumental in repairing and reconstructing the economy of the world, transforming it from several large chunks of trade routes and exchange treaties into one coherent and efficient entity. Having accomplished this, Noah now serves as the Minister of Trade, overseeing the stability of the world economy he helped created. In doing this, he works closely with the Government's Minister of Finance, James Reeve, who allocates funding for the various projects Noah needs to put into effect to insure that very stability. Noah is also the most traveled of the Ministers, and has shown a preference for dropping in unannounced and performing on the spot inspections of various subjects relating to trade and the economy, much to dismay of those who happen to be inspected.

Personality

Though young, Noah is wise beyond his years, a fact necessary for one in his line of work. Generally cheerful and outgoing, Noah's natural charm keeps him well liked by those who he deals with, which prevents those who fall victim to one of his surprise checkups from conspiring to due him a large amount of bodily harm. His devotion to the New Government is great, and his determination to cut out and remove those aspects of the Government that are less then fair to the people they supposedly serve is greater still.

The Ministers

James Reeve
Minister of Finance

(See above entry)

Noah Gibson
Minister of Trade

(See above entry)

Simon Leroux
Minister of Defense

(See above entry)

Wyndon Greenleaf
Minister of Agriculture

Appearance

At first glance, one would never assume Wyndon Greenleaf to hold any sort of governing position, let alone one as minister. His lean, well-muscled frame and tanned skin seems better built for extended work outdoors then inside the confides of the offices within the Sky Tower, and wisps of his light brown hair always seem to escape to frame his weather-beaten face.He appears much more at home in the dusty clothes of a farmer or wanderer then the formal suits of the officials of the New Government, though this has come to be viewed as part of his nature as the Minister of Agriculture.

Background

Born and raised on the outskirts of Kalm, Wyndon Greenleaf seems to most just another farmboy who managed to rise above his sleepy home, and climb the political ladder to its upper rungs. However, not is all as it seems. Though only thirty years of age, Wyndon is a veteran RANGER operative, having been planted in his seemingly unassuming and less powerful position amongst the Ministers in order to monitor government activities. Thus far, Wyndon has managed to successfully deceive all of those he has encountered of his true employer, and presently remains above suspicion, as much due to disregard of him because of his position as well as his mannerisms.

Personality

Wyndon is quiet and reserved, rarely voicing an opinion at sessions or meetings concerning policy, law making, or implementation. He goes about his business as Minister of Agriculture silently and with little reporting, though this does not bother the other officials of the New Government. Their interest in farming and agriculture is very little if any at all, and they would be slow to react even if it was not. In times of strife and duress, however, Wyndon has proved himself to be an effective and level-headed leader, well versed in the arts of command.

Tarquin Walsh
Minister of Law/Seneschal of the New Government

Appearance

Neither Tarquin's height or build can be judged impressive at first, though his reputation tends to lend it's own impressiveness to his unextraordinary size, and his features speak for themselves. Two-thirds of the skin on the left half of Tarquin's body has a sort of reflective quality to it, as the light glances over the synthetic nature of it. His head is shaved completely bald, to accomodate more of the synthetic skin on his face and scalp, as well as the internal headware implants he has received. His eyes are brown, or at least were. The right remains that color, but the left is faceted gold, and obviously a cybernetic implant. Skin, bone and muscle lacings complete the package, making Tarquin a not so obvious poster boy for the best in prosthetic enhancements the New Government has to offer.

Background

Tarquin Walsh was originally the Chief of law enforcement for the city of Midgar, before its destruction at the climax of the War of the Planet. During the upheaval that was the mass exodus from Midgar, an explosion went off directly beneath Tarquin, pitching him through the air and shattering most of the left half of his body. Only through the kindness and compassion of other refugees was Tarquin brought forth from the hell that the city was rapidly becoming. Afrer that, the New Government was able to acquired Tarquin's broken body, and return him to functionality via the use of top line cybernetic enhancement. In return for this, Tarquin accepted position as New Government Seneschal. Tarquin now concerns himself with documenting and enforcing the laws of the Government worldwide, as well as occasionally standing to the judge cases of the highest order. The Enforcers report directly to Tarquin Walsh.

Personality

To put it simply, Tarquin has the emotional content of a block of ice. The prosthetic enhancements and headware, though bringing him back from death's doorstep, have stripped away most of his humanity, leaving him cold, apathetic and dispassionate. His impartiality and generally uncarning nature, however, as well as his numerous enhancements make him the ultimate judge. No trial ever proceeded over by Tarquin has ended in anything but the truth, thanks to his dogged persistence and the dipthong stress analysis software implanted within him that allows him to detect any lie simply by subtle variations in the speaker's voice. It is this, coupled with his lack of patience with those who would dare conceal the truth from him that inspire such fear in those he does business. For, in having lost his emotions, he has lost all sympathy and compassion, and anger a compassionless man such as Tarquin is to invite untold pain.

Doctor Alexandra Rivera
Minister of Health

Appearance

Alexandra is quite beautiful, standing five feet ten inches tall with flawless skin, long, thick jet black hair that falls to the middle of her back in length, and round, dark eyes. Her Costa Del Solian heritage is immediately apparent from her outward appearance, not to mention the accent in her lilting voice. She carries herself with grace and dignity, and an authority you would not immediately expect from one such as hers. She dresses in the traditional clothes of one who deals with high level government figures on a daily basis.

Background

Perhaps one of the greatest medical minds of the time, Alexandra was discovered at her private practice in Mideel (a practice which she maintains to this day) by Noah Gibson, who was scouting for a suitable Health minister at the time. Since then, she has worked dilligently to continue to improve the medical procedures of the world (one of the few obvious changes that has been put into effect since the New Government took office), and has apparently made great strides in curing a fair number of diseases found throughout the world. She has made little progress in discovering the nature of the blight that infects the humans who venture to close to the ruins of Midgar however, a fact which she finds disconcerting.

Personality

Alexandra is caring and benevolent, this stemming from her experience as a doctor. She sympathizes and relates to her patients, and almost seems to suffer as they suffer. This his bled over into her dealings outside her profession, making her seem at times to be the New Government's suffering servant, a woman willing to become a martyr for her cause. Most of those who know her personally can validate this. Alexandra is totally selfless, yet another quality which adds to her image. Alexandra is prone to becoming extremely frustrated with her work when things look grim, and nothing brings this about more than the loss of a patient that she was or has treated.

Miscellaneous

The President(Numerous aliases)
President of the New Government

Appearance

There exist as many if not more physical descriptions of the President then names. He has been described as anything from a short, balding middle-aged Wutaian to a tall, powerfully built Nibelheiman mountaineer. Of course, like the numerous names, none of these descriptions can be verified, since the Preisdent has never once been in the public.The President's appearance remains to this day a mystery.

Background

Almost no history on the current President is available whatsoever. All that is really known about him is that he succeeded Horatio Grogan after his brief period of power at the beginning of the Government's reign. (Though some extreme theories state that Grogan never left office, and remains President to this day).Other wild stories place him as an illegimate son of the now deceased president of Shinra Inc., or even Cloud Strife, hero of the War of the Planet.(Though anyone to suggest that would quickly be scoffed at and called several offensive names). Figuring out the President's identity has almost become a nationally played game to the citizens of the world, although a great number have given up entirely on finding out their President's identity, and simply see the guessing as another form of recreation.

Personality

The description of the President's personality seems to fluctuate with his current standing in the opinion polls. If he is disliked at the time, he is depicted as a harsh, unfeeling man who rules with an iron fist. If his standings are good and his laws beneficial to the public, he is seen as a father figure, a benevolent ruler from on high. Regardless, the mystery of his identity seems to inspire a sense of awe, perhaps even fear in the people of the world, which makes them wary to cross their Government.

Castor Dioscuri
Vice President of the New Government

Appearance

Castor is of average height, with a lean, muscular build and a thick head of russet hair, which is usually parted to one side to reveal his almost eerily bright emerald green eyes. His face is strikingly handsome and youthful, as is his overall appearance, which leads many to believe he is only in his early twenties, and not forty years of age as he actually is. His walk is one of determination and purpose combined with the graceful, gliding step of a swordmaster, and it makes quite clear the power he wields, physically, mentally and politically.

Background

Castor is the son of a formerly prominent sea trader operating out of Junon, who up until his death, commanded a small but respectable fleet of trading vessels, which Castor now owns. His selection as Vice President came as quite a shock, since as far as anyone could tell, he was a relative unknown with no previous political experience. Castor assuaged their doubts within the first few months of his election, transforming an office that might have been otherwise cast aside and overlooked into one that demands considerable respect, thanks to knowledge gained through expensive work with his father's business. It was not only his mental prowess that impressed the skeptics, however, but his peak physical condition as well. Castor is among the greatest swordsmae in the world currently, and practices almost daily with the best and brightest practitioners of that art, often battling them all at once and succeeding. Because of this and many other things, Castor is greatly revered the public at large, as well as the other members of the governing body.

Personality

True to his reputation, Castor is generally very outgoing and considerate toward anyone he meets, willing to lend a sympathetic ear to the troubles of the world around him, as well as offer his advice on how to fix them. He is cultured and brilliant, which only further adds to his popularity. At times he becomes distant, brisk and almost cold, however, though most people tend to attribute this to the fact that his schedule is so full. No one is totally sure of the cause of this sudden mood swings, which thankfully tend to be brief, lasting only a day at best. Wise men and women tend to avoid Castor during this time period, and return with their business, unless it be critically important, the next day.
PostPosted: Fri Jan 20, 2006 4:38 pm


Map of the Northern Continent


The Northern Continent

The Northern Continent is 90% artic wasteland, and 10% tropical forest. The close border of the jungle and the snow are the result of a complicated phenomenon involving the currents and the many chains of mountains that dot the Continent. Once this continent was never visited by more htan 10 people a year, literally. Since the destruction of Midgar, two large cities immediatly sprouted up right next to each other. They soon grew so large in size that they practically merged. The occupants have claimed independance from the New Government. The other village, Icicle Inn, is far too small for the New Government to care about, so they have basically left this continent alone. The North Mountain is a frequently talked about natural phenomenon. Passage to the Forgotten Capital was lost due to the seismic activity of the lifestream erupting from the Northern Crater. The forest that led to it has once again gone into it's slumber, making it even more of a difficulty to explore.

Twin Cities
Goverment: Capitalist Democracy
Mayor: Sarah Loran
Population: 920,000
Military: 10,000 Civilian Police
Crime Rate: Medium (North) Low (South)

These two huge metropolitan areas are defined as commercialism and capitalism at it's peak. Their low tax requirements make about 75% of all businesses register there under their seperate government system. The southern city is, in general, much more sanitary and beautiful then the northern city, which is looks more like New York. Three out of four car companies in the world make their homes here, hence a lot of interesting and new car models can always be seen on the streets here. Another notable business that operates from the Twin Cities is IDC, the company that is the main benefactor of the Rocketown Zodiac/IDC Project. There is a large airport there that has constant outgoing and incoming flights to and from Port Junon and Mideel. These two cities are generally referred to as one now, because they are only about a quarter mile away from each other. And the way they are growing, that quarter mile probably won't last long. Combined, the cities have a population of 900,000; the second largest populus in the world. They are located in a moderate jungle that is surprisingly somehow smack in the middle of a snowy wasteland. Their beaches, however, still are no rival for Costa de Sol's. The most unique thing about this city is it's architectural diversity. Spend five minutes walking down the street and you'll see boring office buildings, gothic cathedrals, mansions shaped like sea shells, spiraling sky scrapers, a monotrain that looks like a dragon, and buildings that are so fantastic and abstract that you'll wonder how they stay up. These cities came about so quickly probably because the refugees from Midgar that took to the seas ended up here first, and decided to establish a seperate government so they'd never have the Shinra problem again. It seem's to be working so far...

The government established here works perfectly for their city, but would probably collapse anywhere else in the world. The laws are about as specific as the Ten Commandments, so the Judges and Courts basically decide whats right and whats wrong. Any citizen at any time is eligable for arrest by any of their officers, though they are expected to use good judgement. However, the city is lacking in the kind of police power that a city like Mideel has, and their crime rate shows it. Officials are elected by citizen vote every two years (no term limits), so there has only been one election. The current Mayor is Sara Loran, a young, charismatic politician. She is very popular with the people and is considered the ideal leader among many.

Icicle Inn
Goverment: Monarchy
Mayor: Art Icelo
Population: Under 1,000
Military: 50 Glacial Patrol Officers
Crime Rate: None

This small village is named after the only two story building in town, the Inn. It is still the most popular getaway for skiers and snowboarders alike, and there has been a lot of consideration to forming a global winter sports team there. The residents are all for it, because there is nothing else to do in their 365 day winter wasteland. As a matter of fact, everyone that lives there earns a living either running a shop or doing something involving snow.

The government is made up of three people. The mayor (for life), a Judge, and the head of the Glacial Patrol. The Glacial Patrol help stranded skiiers and snowboarders, and take responsibility for alerting people of avalanches, white outs, blizzards, and other things like that. It is a lot safer to snowboard down their coarses now that they have cleared out all the creatures that decided to make a residence there and keep an eye on the children who liked plopping snow men down in the most inconvenient places. There is also a ski lift to get back to the top. The Glacial Patrol are responsible for supervision from dawn till dusk. They also serve as police when neccessary.

Forgotten Capital
This location was made widely known in an article accidently released to the public by an Shinra executive. Before any efforts could be made to explore this region, the life stream that erupted from the North Crater caused enough seismic activity for an avalance to cover the area, making access impossible. Also, about a month after Meteo fell, the forest that granted passage to the city once again fell asleep and became impossible to navigate through, over, or under.

The North Mountain
The Northern Crater (now called the North Mountain) recently violently erupted into a volcano, which is still actively erupting now, nearly 3 months later. It is one of two active volcanos on the face of the planet. The other one is very calm and located in the fire caves of Wutai.

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 4:41 pm


Map of the Southern Continent


The Southern Continent

The Southern Continent is more of an tropical archipeligo, a very long one. About a hundred islands dot it from start to finish. There are three main islands that make up the continent, the West Island, Mideel, and the East Island. In the past, the Southern Continent was probably the least visited continent on Earth except for the snow covered Northern Continent, but since the fall of Shinra, all that has changed. A group of politicians and businessmen established the "Next Government of the People" about three months after Midgar was destroyed. They made their home in the ruins of the city Mideel, formerly known for only it's medical care. Since then Mideel became a large metropolican area covering about 50% of the island. It is now the busyest place in the world. On the East Island there is nothing of interest except a small village called Edinburrough. Despite being so close to Mideel, very little is known about Edinburrough. The West Island consists of the ruins of the Temple of the Ancients. Other than that there is one small mountain (that barely earns that name) and an little port on the islands south side.

Mideel
Goverment: The New Government
Mayor: The President
Population: 1,150,000
Military: 40,000 Government Enforcers
Crime Rate: Next to none

In the past, Mideel has been a small island village known only for the quality of it's medical care, and then not that widely. But since Midgar was destroyed by Meteo, this small island village has become the next Midgar, the capital to the New Government. It was picked mostly because of the natural beauty and ecology of the surrounded island, and the small pond of lifestream that erupted a year or so ago. Of course, with demolishonists and architects, the pond is now more of a perfectly circular lake. The city has branched off from this natural wonder, stopping only at either ocean. The most magnificent thing, however, is the Sky Tower. Its design is done in a way so that it appears to be howevering above the lake of lifestream, but in reality it is supported by eight semi-transparent arcs that stretch from the bank to the base of the tower. The base is about two hundred and fifty feet wide, and the full height of the tower is over a mile and a half. Small helicopters and other hovering vehicles constantly buzz under and around the Sky Tower, and a port at the edge of the lake services any number of ways to get to the tower. The bottom mile of the tower serves as offices and headquarters for many businesses (and high paying residents), but the top half mile is reserved strictly for the New Government, as are the domes. The domes are superstructures in their own sense, each half a sphere seemingly made of glass. The tower continues up in through the middle of the first dome to support the second, smaller dome at the pinacle of the tower. Very few men have stories to tell about the domes; only the most important people are allowed up, and usually it is obscured by the clouds. But the city around it is already rivaling what Midgar used to be, and is expanding quite rapidly under the shadow of the Sky Tower.

The New Government currently consists of one President who was nominated in by the rest of the "founding fathers" and is almost never seen in public. He has a group of seven advisors for Public Relations, Spending, Military Operations, Medical Welfare, Food and Agriculture, Business/Imports and Exports, and Law and Order. These advisors may command a great deal of respect, but the President's word is final. Each of the advisors runs they're department consisting of anywhere from 100-1500 people. The New Government currently commands 50,000 Enforcers (police), a small air force made of a few planes and three airships, a capable naval force made up of six dozen submarines and three enourmouse aircraft carriers, each capable of being the landing pad of an airship. There is very little in between.

The New Government hasn't done precious little to help anything except for various businesses, crime, and themselves. They do rake in a great deal of money from their taxes, which do not need to be high considering the large population of Mideel. Their law enforcement is top notch, very top notch. There is literally no crime in the city - except what various Enforcers decide they need to do in the name of the law. The Enforcers generally have a very high ego and are provoked to violence at the slightest violation of the law. However, they tend to do whatever they want, themselves, and the things that some of them want can be pretty inhumane.

There are currently 1,000 Government Enforcers given the job of hunting down all "Shinra renegades." Their definition of Shinra renegade means anyone who is: A member of SOLDIER that has failed to comply with their Mako Severing Process*, anyone that claims to be in connection to Shinra, and basically whoever they feel is their way and need a reason to arrest they call a Shinra renegade.

* - One of the first things the New Government did (what got them the support of the people) was pass a law stating that all persons infused with Mako by Shinra as a part of the SOLDIER process was to be immediatly taken in to one of their facilities, where they would remove the Mako from their body, and be compensated by a healthy amount of Gil. Now this is all well and good to the public that still fears a second Shinra, but the SOLDIERs arent too keen on losing all of their Mako-enhanced talents. Not to mention the rumors that are flying around about what really happens in the Mako Severing chambers...

The New Government has basically gotten a hold into all the cities that they are going to b able to. The Twin Cities, Fort Condor, Wutai, and Edinburrough will probably never change their forms of government, and the higher-ups in Mideel have accepted that.

Edinburrough
Goverment: Unknown
Mayor: Unknown
Population: Estimated little above 2,000
Military: Unknown
Exports: Weapons of all kinds
Crime Rate: None

A strange city located on the island north of Mideel. It isn't very large or tecnologically advanced, it is a simple village. It is a rarely visited place, but among swordsmen and collectors of tales it is supposedly the residents of the worlds best blacksmiths, and the creation of many of the legendary weapons of the world. It has attracted a little more attention since Mideel sprouted up, and this attention has come as unwelcome to the residence. Not much is known other than that, and not even that is known among your average Joes and Janes.

Cetra Temple Excavation
Goverment: The New Government
Mayor: None
Population: 20 friendly guys and gals
Military: None
Exports: Information and Artifacts
Crime Rate: None


The new home of the Bone Village Excavation. They were driven out rather rudely by the sprouting up of the Twin Cities and managed to salvage very little. So they decided to try their luck at whats left of the only known structure left behind by the Cetra. Of course, theres actually nothing left of the structure other than a large hole, but there are a lot of artifacts and relics in the surrounding area, and evidence of an ancient civilization. So far all findings have been reported only to the New Government, their main benefactor. A very generous one at that, too. There are 15 buildings on the south side of the island near a small port that serves as a permenant residence for the workers. They also have a lot more equipment now that they are backed by the New Government. The New Government claims that scientific curiosity is what makes them fund the project, which seems a little odd considering that they have done nothing else in the educational/scientific fields (they left the remains of the enourmous Diamond WEAPON north of Midgar, not even bothering to study it). But the workers arent complaining.
PostPosted: Fri Jan 20, 2006 4:42 pm


Map of the Eastern Continent


The Eastern Continent

The Eastern Continent is divided in two by a near impassable mountain range. The only way from one side to another on foot or in a non-flying vehicle is through the Mithril Mine, which offers employment for many miners. The northern half of the continent is mostly grasslands and plains, but there are a lot of forests and even a rocky coastline on southern side. The importance of the Eastern Continent has diminished greatly since the worlds biggest city, Midgar, was destroyed by Meteo. Kalm has remained almost exactly the same, except a small port now lies south of it. Bobs Chocobo Farm has had a surprising amount of business. As a result of this, the main way to get around on the Eastern Continent is your very own Chocobo. Fort Condor has become a popular place for those that are paranoid of all forms of government nowadays, and Junon Harbor boomed due to the amount of increased sea and air trade. Surprisingly, no new cities of note have been built on this continent.

Kalm
Goverment: Monarchy
Mayor: Alex Vanders
Population: 4,500
Military: 4 bouncers (those miners get rowdy)
Crime Rate: none

When people fled from Midgar to start new lives, the general concensus was to get as far away as was possibly in a short amount of time. So Kalm hasn't really changed much, with a couple exceptions. The first is that there is now some docks south of town, boats occasionally coming in from the Twin Cities. It is nothing spectecular, and the surrounding ocean is quite cold and forboding. So there isn't exactly a high demand for tourism, but there is a increased demand for fishing. That would be the other change. Kalm has not had much of a population change, but the mithril mines are almost sucked dry of anything valuable, and fact that the Midgar Zolom counted for a couple miner casualties per year (despite heavy use of the fastest chocobos) was never considered a good thing. Other than that, Kalm is the same as it always was, which is pretty pathetic.

Bobs Choco-Mart
Goverment: Umm...
Mayor: Bob?
Population: 70 employees and over 1000 Chocobos
Military: 10 New Government Enforcers (on payroll)
Crime Rate: Do chocobos getting loose count as crimes?

"Here at Bob's Choco-Mart, we sell you the absolute best Chocobo that you get for your money. No cheap imitations, just pure bread Chocobos are sold here. And at Bob's Choco-Mart, we care more about our customers satisfaction then making a sale, so come on down for all of your Chocobo needs, from Chobobo feeding to Chocobo breeding!"

Fort Condor
Goverment: None
Mayor: Closest thing to a Mayor: Commander Robert Marsh
Population: 10,000
Military: 5,000 Stock Troops
Crime Rate: Extremely Low

Once the eastern continents only organized resistance force against ShinRa, it has since managed to turn itself into more of a self-supporting community. They reside now not only in the natural fort inside Mount Condor, but more underground to. Their city has actual branched out quite a bit more now, and is well lit and comfortable. It goes four levels deep into the earth, with plenty of room for residents on the last level. It is walled in and insulated quite well. There is also a natural breeze that occasionally blows through. Recently there has been some talk among the troops of organizing resistance against the New Government for some of their policies. At the top of the fort, there is now a well maintained bird sanctuary where some of the worlds more rare species can be seen in a perfect replication of their natural habitat. People flock from all over the world to see this spectacle.

The government is nonexistant; the people rely on each other without any laws or regulations. If things do get out of hand, which they rarely do, they have an entire militia to straighten things out. The military is headed by the very morally and politically correct Commander Robert Marsh, who keeps a disciplined army, partially because hes obsessed with strategy and tactics, partially because the New Government is a government. He's the one who decide what constitutes the need for military action.

Port Junon
Goverment: The New Government
Mayor: Michael Carpenter
Population: 40,000
Military: 250 Gov. Enforcers, 300 man Navy
Crime Rate: Medium

Junon Harbor has evolved from the small fishing village bordering the large Shinra complex into a bustling port city, with constant trade between there, Mideel, and Costa Del Sol. The airport has been somewhat unattended, as people with knowledge of flight technologies and how to fix them are getting fewer and farther between. The water is cold and the weather is generally grey and wet due to certain patterns in the currents, so it has not become a major tourists attraction like its eastern counterpart. It is used almost strictly for shipping and fishing, a growth industry in this time. There is also the abandoned underwater reactor and a plethora of submerines and other submersible vehicles in the ShinRa complex, but there has been litte/no need to even try to use these complicated and dangerous devices. Other than that is the same small harbor it has always been, minus the small.

The Shinra military complex is now little more than an office building for the New Government. All the artilary, gas chambers, and anything else that could be considered dangerous were removed. The New Government has also shown no interest in the underwater reactor and all of it's maintainence and military vehicles, and some of the people in Junon want to turn it into something of an underwater aquarium to increase tourism and add some color to their dreary fisherman's lives.

Midgar Ruins
What was once the magnificent Floating City is now nothing more than hundreds of square miles of rubble supporting an unnatural, twisted ecosystem of geneticly mutated creatures. Few people that find a way inside come back out. Even fewer people even find an interest in the place anymore, as it is very dangerous and has nothing of known interest or value in it. What rumors are around tell of little red, goblin-like beings, rubble that moves of its own free will, small flying creatures with wings of metal, and any number of equally fishy stories. It has been proven, however, that remaining in the ruins for more than a day or so can result in harmful effects. No one knows why, but it has been described as emmisions from some power source similar to radiation. Other than the above it is an uninteresting land fill of metallic junk. A rather large one. Oh, one other thing of interest. The corpse of the Diamond WEAPON is lying a few miles north of the city, in pristine condition, shining like it was brand spankin' new.

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 4:43 pm


Map of the Western Continent


The Western Continent

The Western Continent is made up of many different climates and landscapes, including both deciduous and tropical forests, deserts, mountains, grasslands, and even rocky canyons. It is sprinkled with cities, the most of any continent, and has probably changed the least overall since the fall of Shinra. Costa del Sol, the continent's eastern most city is still the prime vacation spot at any given time. The Gold Saucer remains the prime entertainment spot, although a rather disreputable city has sprung up about it. Cosmo Canyon and Corel are trying to rebuild themselves; but while the Cosmo Candle in everyones favorite observatory still burns brightly, Corel has nothing to turn it's face to. Nibelheim is now the permanent residence of all the ex-Shinra actors, and Rocket Town has earned the rank of City. The citizens of Gongaga, however, ditched their town made of burnt, twisted metals and decided to move onto new lives. The influence of the New Government is strong in most of these places.

Costa del Sol
Goverment: The New Government
Mayor: Arnold Smith
Population: 1,000 permenant residents, 20,000 visitors at any given time
Military: 750 Government Enforcers
Crime Rate: low

While tourists come in and tourists come out, there has been literally no change in the way things run in this beachside town other than government (see below). There is a slight increase in traffic from Junon, but this goes unnoticed by the majority of the population. It serves as a permenant residence for almost no one except the people that work there, it is more of a place for some R&R and through traffic. If there is a change in society or economy, it rarely goes noticed here.

Shinra used to provide some form of law and order here in exchange for vacation rights, but that job has shifted to the New Government now. The New Government now reserves the right to refuse admitance to any person or docking to any boat. The New Government now appoints all of the officials who have the right to close any business or comfiscate any land. So far they have never felt the need to use any of their authority. Costa del Sol gains what they need most, a little law and order to keep everyone from getting drunk and trashing the beach.

The New Government has also proposed that an airport open up south of the town to make it more accessable and thus increasing business. They have offered funding, but so far no effort has been put forth to move the project forward. Some Costa del Sol residents and frequent vacationers are a little worried that the town might be overrun by the New Government, thus losing all sense of freedom and relaxation.

Cosmo Canyon
Goverment: None
Mayor: None
Population: 500 permenant residents, +/-100 researchers
Military: None
Crime Rate: None

Some of the greatest mysterious of the universe and answers to the deepest questions about the meaning of life lie somewhere in the libraries of the worlds largest source for information pertaining to rhetoric, history, and the stars. Cosmo Canyon's population has seen a little growth, mostly by theoligists and archaeoligists who want to learn as much as they can about their particular field. Knowledge of hundreds of generations of observers and recorders lie in the books and scrolls that covered the walls of the inner canyon. When Bugenhagen, one of the greatest astronomers/philosophers to ever live, died a week after the War of the Planet, there was no one to take over for him. The entire village was morbid and depressed for quite a while, until the earthquake struck. No one knows what caused it (though it was almost certainly natural causes), but nearly the entire library was crushed beneath several tons of rock. The observatory collapsed remained intact, but hundreds of years of wisdom and knowledge were lost. The town held a council around the Cosmo Candle that day, and decided to start anew their quest for truth. So they live in a total anarchy, relying on each other when neccessary, rewriting the secrets of the heavens. The legend of Cosmo Canyon continues...

A young boy by the name of Andrew is the communities jem right now. He was a prodigy ever since he learned to read, and had already assisted Bugenhagen in many experiments and theories by the time he was 10. He is 15 now, and all of that is well gone, but his greatest gift of all is his photographic memory. He has spent hundreds of hours copying down what he remembered from the books in the library that now lays ruined, and many more devising his own theories from his recollections. He commands greater respect than anyone else in the village, and may very well be the most intelligent human being to walk the planet in the last century. Nanaki was seen around Cosmo Canyon for a short period of time, but has disappeared without a trace. Residents say he is taking a journey of self-discovery. Another resident of note is Barret Wallace and his daughter Marlene, who are living the life they always dreamed about.

Rocket City
Goverment: The New Government
Mayor: Sheila Highwind
Population: 30,000
Military: 400 Government Enforcers
Crime Rate: low

Rocket Town has become much more well known since the launching of the Shinra Rocket into the depths of space, but the residents still complain that it's as as boring as ever. There has, however, been a developing interest in restarting the space program. Although the New Government hasn't offered any support, various private enterprises are seeing the advantages of the new technologies. The main contributor is a company by the name of IDC (Information, Data, Communication), already known for their PHS system across the world. The project has been dubbed the "Zodiac/IDC" Project. However, no attempt has been started at rebuilding the launch site, so naturally the citizens think it's a load of bull. That hasn't stopped the growth, though, because the city has tripled in size.

Rocket City asked the protection of the New Government after the War of the Planet due to a surprisingly high destructive actions caused by excessively bored citizens. The crime rate has improved a lot, but the amount of Enforcers that the New Government sent in isn't enough to handle the problem completely. Sheila Highwind (was secretly engaged to Cid before he vanished) was elected mayor after the old one died of a heart attack shortly before Meteo fell, and remains the Mayor even though the town has to abide by New Government laws and regulations. The New Government can take credit for the increase in population, however. Cid has to keep up a long distance relationship with Shiela from Mideel, for the time being. He is currently teaching a flight school and doing the mechanics on improved airships and other spaceworthy vehicle designs.

Nibelheim
Goverment: Monarchy
Mayor: Mark Strife
Population: 50,000
Military: 200 Civilian Police
Crime Rate: medium

If ever there was a city with a story hidden behind its welcoming smiles and open doors it was Nibelheim, and if ever there was a game where you spent a large percent of your time in one city, past and present, then it was FF7. The information gets so entangled that I figure I'd have to end up explaining to you guys the entire of Final Fantasy 7 starting with... oh, the Jenova virus thousands of years ago. So instead of doing that, I'm going to assume that you know the basics and tell you whats happened since the War of the Planet. The Shinra Imposters decided to hell with acting, they were going to make this town their permenant residence and destroy any evidence that they had been there. So the Shinra Mansions basement was burnt to a crisp and then sealed off, and some people were hired to kill all the monsters that dwelled there.

While it is a peaceful community, everyone has a slightly different idea of how things are done. But they comprimised and appointed a man named Mark Strife (yes, Strife) mayor for life. A police training program has started, but it is not nearly as good as it should be, and this is reflected in the crime rate of this otherwise calm town. Another notable thing that has been done is the sealing off of the bridge to the Nibelheim mountain caves. It was a dwelling of far too many monsters that were far too close. It is also said that Tifa and Cloud came into Nibelheim for a couple days, but left suddenly one night due to some incident with the mayor.

Corel
Goverment: None
Mayor: None
Population: 500
Military: Every man for himself...
Crime Rate: very high

The people of Corel tried to rebuild their town. Tried very hard. But they just didn't have the rescources, so the town became more like the Prison Town that used to be around the Gold Saucer. Various gangs and mobs have tried to band up with both intentions that cover all parts of the spectrum, but nothing has really changed. There probably isn't a decent citizen left in Corel. The Golden Saucer train ride even moved to closer to Costa del Sol, at no small cost. Everything thats bad about run down cities can be found here. Prositution, a few mercenaries, constant robbery, constant brawling, etc. You get the picture.

The Gold City
Goverment: Um, sure. We've got government...
Mayor: That guy over there
Population: 5,000
Military: Where?!
Crime Rate: medium

A city that sprung up from the prison town below the Gold Saucer (Which hasn't changed at all. Literally.). It is a town that leaches off the entertainment and gambling involved in the Gold Saucer, and they do it well. It is full of lying, cheating, stealing, and all that good stuff. There are, however, very few acts of actual violence, just a lot of general deceit. It isn't that large, and the climate is unbearable. As far as how it looks like, just think of Vegas, except smaller.

Due to petitioning, the elevator to the Gold Saucer was reopened. So basically every cheating backstabbing gambler in the world either lives or spends a great deal of time around the area. Although this has increased the Gold Saucer's business, it has descreased it's reputation signifigantly. It is beginning to be more of a casino and less of a casino/disneyland.
PostPosted: Fri Jan 20, 2006 4:44 pm


Map of the Far East


The Far East

The Far East is not a very accessible region. It consists of a continent about the size of the southern archipelago, but is much more geographically disverse. There is a towering, rocky mountain range smack in the middle of the continent. It is dotted with some very long bridges, none of which are very sturdy. It can take weeks to get from the north end to Wutai. Many brave souls have been lost in those mountains. On the extreme north and south, there is mostly grassland, with a little forest. There are no sea ports connecting to the Wutai area, so the only way to get there is find a boat capable of docking at the very shallow beaches on the south, then hiking through several hundred miles of rugged mountain. The only city and location of interest on this continent is Wutai.

Wutai
Goverment: Theocracy
Mayor: Godo Kisaragi
Population: 17,000
Military: 1000+ Samurai, Martial artists, etc
Crime Rate: none

The town that lost it's faith and religion during the Great War against Shinra seven years ago has regained both prosperity and state of mind. The citizens have restarted their prayers and spiritual rituals at the fire caves. There is once again a small and elite warrior cast, that train very extensively in the ways of the Samurai and various martial arts techniques, and they are the best in the world at it. There are, however, many youths who come to the city to train as warriors or elderly people who come there because of their deep spiritual traditions. They once again live in interesting times.

The Wutai religion is based on elevating yourself on a higher plane (and closer to the Gods) by inner focus. Their prayer rituals involve a group focus that elevates them high enough to supposedly converse with the Water God, the principle deity of Wutai. Some exceptionally focused priests can elevate themselves high enough to draw on power directly from the Gods, transforming themselves into half-mortal, half-avatars. Every fifteen years these warrior priests gather and hold combat to see who will rank the highest on the pagoda, consisting of five levels. Godo Kisaragi has been the head of the religion for twenty nine years and is still the most promising candidate during for this years tournament. Their religion is their government for all intensive purposes.

Zangan currently resides here, and is the head instructor of his own martial arts school that teaches a completely different style than the Wutai technique. The Wutai teachers actually encourage this technique, and many of them learn it themselves. They say the more diverse they can be in combat and the more they can focus, the better. Zangan is also currently training in the Wutaian technique. There is only one center for samurais-in-training, but it is very large and of exceptional quality. It is also the only one in the world. There are many rumors flying around about Godo's daughter Yuffie. Some say she still resides in an unknown secret hideout in Wutai, always keeping a sharp eye out for materia. Others say that she hasn't even come back to Wutai, and she currently has in her possession all the materia possessed by Cloud and Co. Who can say?

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 4:47 pm


FFRPG Materia System



Written by: Robert Pool
Special thanks: Expo, for submitting the original materia article that a portion of this is based on. The author also wants to thank K. Megura for his excellent FF7 FAQ, which was often used as a refrence when the article was being written (and was often often plundered from for Support, Command, and Independant materia descriptions. The author also owes Blair MacKenzie alot of credit for pointing out the japanese materia names. Besides that, Kudos to the usual suspects (Rodger, Mindy, Dave, Teucer, and others) for tossing ideas about for Materia.

In Final Fantasy 7, players are introduced to the phenomenon known as Materia. A spin-off from the previous magic system used in Final Fantasy 6, magicite, materia is a step-up as far as flexibility and game balance. In FF6, a character could easily learn every spell in the game by the time your group is stong enough to beat Kefka. Materia is much different however. Rather than passing the spell to the character, the materia is stuck in slots in the character's weapons and bracelets that we will refer to here as "Materia Bangles". Each Materia gives the character a special benefit depending on what type it is but if removed it's gone. On top of this, magic and summon materia cost a percentage of the character HP and a portion of their Strength or Vitality while increasing the character's maximum Magic Points and Intelligence. In the game, it's quite possible to have a high level character loaded with materia have around 3000 HP.

There are five types of materia: Magic (green), Summon (Red), Command (Yellow), Support (Blue), and independant materia (Purple). Each classification gives whoever uses it a special ability. Magic materia gives the character spells, Summon materia allow for the summoning of monsters, Command materia give characters a special ability (such as steal, deathblow, slash-all, ect), Support materia increases the power of a materia that it is connected to in a connected slot, and Independant materia has a special ability not covered by the other 4 materia types.

Good new, folks. This is the first revision (v. 1.1) of the materia list. What does this entail? Some modifications were made to fix the many problems in the initial draft because of the author's rush to get it finished and into the hands of the Returner mailing list. The refrences to the original Japanese materia names have been fixed (big thanks to Blair) and most of the Command materia have actual game mechanics to handle their use. The only real blind spot in the article is that the Enemy Skill Command materia is unfinished. If anyone's interested in trying to tackle them, mail me muy Pronto since I'm still busy getting other materia and FF7 junk together.

The ol' email adress is mechaboy@mindspring.com for those that have forgotten it and wish to mail the author feedback.

Revision History

* v. 1.1: Started cleaning up problems that showed in the first draft- most of them due to rushing to get the draft finished. Improved or provided rules for many command materia and corrected refrences to japanese names for materia. Some spell names were also changed.
* v. 1.0: First Draft of the new Materia rules

Table of Contents

What is Materia
Materia Rules
The Types of Materia Slots
Stat Changes
Calculating all the Percentages
Ability Point (AP) advancement
A Warning to GMs
Format Notes
Magic Materia
Fire
Ice
Lightning
Earth
Poison
Gravity
Contain
Comet
Ultima
Restore
Full Cure
Healing
Revive
Barrier
Time
Exit
Seal
Destruction
Transformation
Mystify
Summon Materia
Chocomog
Shiva
Ifrit
Ramuh
Titan
Odin
Leviathan
Bahamut
Kjata
Alexander
Neo-bahamut
Phoenix
Hades
Typhoon
Bahamut Zero
Command Materia
Steal
Throw
Continuous Slice
Slash-all
Sense
Morph
Deathblow
Manipulate
Enemy Skill
Mime
W-magic
W-item
W-summon
Support Materia
HP Absorb
MP Absorb
MP Turbo
All
Sneak Attack
Magic Counter Attack
Counter Attack
Final Attack
Additional Slice
Steal as well
Added Effect
Elemental
Independant Materia
HP Plus
MP Plus
Magic Plus
Speed Plus
Gil Plus
XP Plus
Pre-Emptive
Long Range Attack
Cover
Counter Attack
Mega All
Author's Notes
Cut-out Materia
Other Materia Related Material

What is Materia?

In order to understand what materia is and how it is created, One must understand the phenomenon known as "Spirit Energy". When any living thing dies, its spirit returns to the planet giving it the power to live and breed new life. In some places, spirit energy is naturally strong and materia can be found in its natural form. Often, this is the only way that powerful materia such as Ultima, all summon materia, Mime, Mega-all, and so on are created. The other way materia is created is through the use of Mako Reactors. Mako Reactors are built in area with strong spirit energy and slowly suck that energy out to generate Mako power. Mako power can also be used to create minor materia such as Restore, fire, ice, bolt, quake, poison, and so on.

(Author's note: This is one of the harder philosphical events in the game to describe- something that will more than likely need more clarifications in the future.)

Materia Rules

This section deals without some miscellaneous rules about Materia that the Author wished to explain in further detail.

The Types of Materia Slots

In almost all weaponry and Materia bangles available in Final Fantasy 7, each one has a slot for sticking a materia in. There are two forms of materia slots: a Single slot and a Connected slot. A Single Slot differs from a Connected slot only in that a Support materia can be used with another materia in a connected slot only.

Stat changes

Through using magic & summon materia, your stats change. Since there is roughly a stat limit of 30, some of the stat changes had to be reduced. Under _no_ circumstance can the Magery or Willpower attribute ratings for a Player Character be raised above 30 through the use of magic or summon Materia (otherwise it's possible that a heavily armed magicsummon materia user could have a magery rating into the 40's or even 50's). GMs that want an even stricker limitation could cut off materia magic bonuses at 50% the character's natural Magerywillpower ratings. The stat changes used in the this article are roughly 12 of those used in the original game. Percentages for HPMP were kept the same. Only the bonuses for Summoned spells were kept the same.

Calculating all the percentages

It's a hassle having to find out the percentages for HP & MP when stocking up on Magic & summon materia. To make this easy, remember that 10% of a number can be reached by taking of a zero at the end. Thus 10% of 100 is gonna be 10. A good idea would be to add up the total of all the percentages, then do the math. Keeping track of the total HPMP modifier and original stats for HP, MP, and attributes in parenthesis would be a wise decision. Reguardless of its value, equipping any Magic or Summon materia costs at least 1 Hit Point.

Ability Point (AP) Advancement

Each time your group successfully wins a battle, they gain an amount of Ability points (AP) that go toward strengthening your Materia. All materia have a level (a mininum of 2) and by reaching a set amount of APs, your materia can reach its next level. As the materia grows, characters can gain access to more spells, can summon monsters more, gain access to more powerful commands, and so on depending on the type of materia- the exact result of the level gain is included with the materia's description. Upon reaching the materia's highest level, it is considered 'mastered' and you gain a new materia of the same type that starts at zero AP.

The AP worth of a monster is roughly 15th of its XP worth. Thus, a monster that give 100 XP will give players 20 AP (this is before the XP is divided by the number of players). All 'boss' monsters are worth double the normal AP.

(Note: in the original draft, the XP to AP rate was 110th rather than 15. Since Characters aren't going to fight anywhere near as many times as they do in the original game, I thought upping the amount of AP gained per battle would be better).

A warning to GMs

If at all possible, try not to give all the characters great materia too soon since you may wind up unbalancing your game. Obviously, you should wait until they're into their 30's or 40's level wise before giving them super-stuff like Ultima, Comet, Full Cure, or some of the mightier summon spells.

Format notes

This is the way the descriptions of the materia were set up, just in case you were wondering what some of these terms meant.

Name: self-explanitory Rarity: how common the materia is. Common means you find the materia in many materia shops and that they aren't hard to find or cost alot. Uncommon materia are often those that cost alot of money or you can find them multiple times (these are marked with an * after uncommon). One of a Kind materia is just that- one of a kind. You won't be find- ing a second OOAK materia.... Total AP: This is the amount of Ability Points (AP) that you must aquire to master that materia. Maximum level: This is the amount of levels the materia has.

The rest of the article is self-explanitory.

Magic Materia

Also known as 'Green Materia' due to its green color, Magic materia allows those using it to cast magic spells at the cost of a specific number of Magic Power (MP). The stronger the spell, the higher the amount of MP is necessary to cast the spell. Note that with the exception of Ultima and Comet2, no magic spell can effect multiple enemies without use of the All support materia.

Fire

Rarity: Common
Magic Type: Offensive
AP total: 35000
Max. level: 4

Level Ability AP needed

1 Fire 1 0

2 Fire 2 2000

3 Fire 3 15000

4 Mastered 35000

Stat changes:
Str: -1
Mag: +1
HP: -2%
MP: +2%

Ice
Rarity: Common
Magic Type: Offensive
AP total: 35000
Max. level: 4

Level Ability AP needed

1 Ice 1 0

2 Ice 2 2000

3 Ice 3 15000

4 Mastered 35000

Stat Changes:
Str: -1
Mag: +1
HP: -2%
MP: +2%

Lightning

Rarity: Common
Magic Type: Offensive
AP Total: 35000
Max. level: 4

Level Ability AP needed

1 Bolt 1 0

2 Bolt 2 2000

3 Bolt 3 15000

4 Mastered 35000

Stat Changes:
Str: -1
Mag: +1
HP: -2%
MP: +2%

Earth

Rarity: Common
Magic Type: Offensive
AP Total: 40000
Max. level: 4

Level Ability AP needed

1 Quake 0

2 Quake 2 6000

3 Quake 3 20000

4 Mastered 40000

Stat Changes:
Str: -1
Mag: +1
HP: -2%
MP: +2%

Poison

Rarity: Common
Magic Type: Offensive
AP Total: 38000
Max. level: 4

Level Ability AP needed

1 Bio 0

2 Bio 2 3000

3 Bio 3 16000

4 Mastered 38000

Stat Changes:
Str: -1
Mag: +1
HP: -2%
MP: +2%

Gravity

Rarity: Uncommon
Magic Type: Offensive
AP Total: 40000
Max. level 4

Level Ability AP needed

1 Crush 0

2 Demi 6000

3 Quarter 20000

4 Mastered 40000

Stat Changes:
Str: -1
Mag: +1
HP: -2%
MP: +2%

Contain

Rarity: One-of-a-Kind
Magic Type: Offensive
AP Total: 60000
Max. level: 5

Level Ability AP needed

1 Freeze 0

2 Break 5000

3 Tornado 10000

4 Flare 15000

5 Mastered 60000

Stat Changes:
Str: -2
Vit: -1
Mag: +2
Wil: +1
HP: -10%
MP: +10%

Comet

Rarity: One-of-a-Kind
Magic Type: Offensive
AP Total: 60000
Max. level: 3

Level Ability AP needed

1 Comet 0

2 Comet2 12000

3 Mastered 60000

Stat Changes:
Str: -2
Vit: -1
Mag: +2
Wil: +1
HP: -5%
MP: +5%

Ultima

Rarity: One-of-a-kind
Magic Type: Offensive
AP Total: 100000
Max. level: 3

Level Ability AP needed

1 None 0

2 Ultima 5000

3 Mastered 100000

Stat changes:
Str: -2
Vit: -1
Mag: +2
Wil: +1
HP: -10%
MP: +10%

Restore

Rarity: Common
Magic Type: Healing
AP Total: 40000
Max. level: 5

Level Ability AP needed

1 Cure 0

2 Cure 2 2500

3 Regen 10000

4 Cure 3 25000

5 Mastered 40000

Stat Changes:
Str: -1
Wil: +1
HP: -2%
MP: +2%

Full Cure

Rarity: one-of-a-Kind
Magic Type: Healing
AP Total: 100000
Max. level: 3

Level Ability AP needed

1 --- 0

2 Full Cure 5000

3 Mastered 100000

Stat Changes:
Str: -2
Vit: -1
Mag: +1
Wil: +2
HP: -10%
MP: +10%

(Note: The Full Cure materia is the sole exception to the rule that any magic materia linked to an all support materia can be cast on all allies. Full cure will only function on one single target).

Healing

Rarity: Common
Magic Type: Healing
AP Total: 60000
Max. Level: 4

Level Ability AP needed

1 Antidote 0

2 Remedy 2500

3 Resist 30000

4 Mastered 60000

Stat Changes:
Str: -1
Mag: +1
HP: -2%
MP: +2%

Revive

Rarity: Uncommon
Magic Type: Healing
AP Total: 50000
Max. Level: 3

Level Ability AP needed

1 Life 0

2 Life 2 40000

3 Mastered 50000

Stat Changes:
Str: -1
Vit: -1
Mag: +1
Wil: +1
HP: -5%
MP: +5%

Barrier

Rarity: Uncommon
Magic Type: Indirect
AP Total: 45000
Max. Level: 5

Level Ability AP needed

1 Barrier 0

2 MBarrier 5000

3 Reflect 15000

4 Wall 30000

5 Mastered 45000

Stat Changes:
Str: -1
Vit: -1
Mag: +1
Wil: +1
HP: -5%
MP: +5%

Time

Rarity: Uncommon
Magic Type: Indirect
AP Total: 42000
Max. level: 4

Level Ability AP needed

1 Haste 0

2 Slow 5000

3 Stop 20000

4 Mastered 42000

Stat Changes:
Str: -1
Vit: -1
Mag: +1
Wil: +1
HP: -5%
MP: +5%

Exit

Rarity: Uncommon
Magic Type: Indirect
AP Total: 30000
Max. level: 3

Level Ability AP needed

1 Exit 0

2 X-zone 20000

3 Mastered 30000

Stat Changes:
Str: -1
Mag: +1
HP: -2%
MP: +2%

Seal

Rarity: Common
Magic Type: Indirect
AP Total: 20000
Max. level: 3

Level Ability AP needed

1 Sleep 0

2 Silence 5000

3 Mastered 20000

Stat Changes:
Str: -1
Mag: +1
HP: -2%
MP: +2%

Destruction

Rarity: Uncommon
Magic Type: Indirect
AP Total: 45000
Max. level: 4

Level Ability AP needed

1 Debarrier 0

2 Dispell 10000

3 Doom 25000

4 Mastered 45000

Stat Changes:
Str: -1
Vit: -1
Mag: +1
Wil: +1
HP: -5%
MP: +5%

Transformation

Rarity: common
Magic Type: indirect
AP Total: 24000
Max. level: 3

Level Ability AP needed

1 Toad 0

2 Mini 10000

3 Mastered 24000

Stat Changes:
Str: -1
Mag: +1
HP: -2%
MP: +2%

Mystify

Rarity: Common
Magic Type: Indirect
AP Total: 30000
Max. level: 3

Level Ability AP needed

1 Confusion 0

2 Beserk

3 Mastered 30000

Stat Changes:
Str: -1
Mag: +1
HP: -2%
MP: +2%

Summon Materia

Also known as Red materia because of it color, Summon Materia allows a person equipped with it to call upon the power of a Summoned Monster. Unlike magic materia, Summon materia can only be used a limited number of times in combat- 1 per AP level. Summon materia effect all enemies and _all_ summon materia are one-of-a-kind materia.

ChocoMog

AP total: 35000
Max. level: 5
MP cost: 14

Deathblow!: A chocobo with Mog on its back plows across your enemies for 3d8 + (level x 2) + magery damage. Also has a 30 + (level/2) + (magery)% chance of stunning the targets for 1d6 rounds.

Fat Chocobo Splash: A fat chocobo falls out of the sky but lets saftely on top of all your opponents doing 5d8 + (level x 2) + magery. This happens 30% of the time you use the summon materia.

Level AP Needed

1 0

2 2500

3 5000

4 15000

5 35000

Stat Changes:
Mag: +1
HP: -2%
MP: +2%

Ifrit

AP total: 50000
Max. level: 5
MP cost: 34

Fire of Hell: Ifrit errupts from the ground and menacing glares at your opponents. Without warning he bring up his firey aura to an infero and dashes through them for 6d8 + (level x 2) + magery of fire damage.

Level AP Needed

1 0

2 3500

3 10000

4 25000

5 50000

Stat Changes:
Mag: +1
HP: -2%
MP: +2%

Shiva

AP total: 50000
Max. level: 5
MP cost: 32

Diamond dust: The Ice queen gathers her power and unleashes a blast of artic air, freezing your opponents to the bone. The attack does 6d8 + (level x 2) + magery of Ice damage.

Level AP Needed

1 0

2 3500

3 10000

4 25000

5 50000

Stat Changes:
Mag: +1
HP: -2%
MP: +2%

Ramuh

AP total: 70000
Max. Level: 5
MP cost: 40

Lightning of Judgement: The gnarled old god of lightning creates a small mountain from which he punishes all below enemies with a viscous Lightning attack for 8d8 + (level x 2) + magery of Lightning damage.

Level AP Needed

1 0

2 7500

3 15000

4 30000

5 70000

Stat Changes:
Mag: +1
HP: -2%
MP: +2%

Titan

AP total: 80000
Max. Level: 5
MP cost: 40

Anger of the land: The mighty emerges from the ground and with all his might pickup a large portion of the ground beneath your opponents and flips them over, doing 10d8 + (level x 2) + magery points of Earth damage.

Level AP Needed

1 0

2 8000

3 16000

4 35000

5 80000

Stat Changes:
Mag: +1
HP: -2%
MP: +2%

Odin

AP total: 90000
Max. Level: 5
MP cost: 80

Iron-Cutting Sword: On his horse, Odin charges into the fray with a wicked looking curved blade. There's a base 75% that after he charges off into the sunset that your opponents will be toast. Creatures immune to fatal attack are safe from this assault.

Gungir Spear: The mighty odin tosses his spear into the sky above and it comes down with an explosive furry, doing 8d8 + (level x 3) + magery points of damage.

Level AP Needed

1 0

2 10000

3 20000

4 40000

5 90000

Stat Changes:
Mag: +1
Wil: +1
HP: -5%
MP: +5%

Leviathan

AP total: 100000
Max. Level: 5
MP Cost: 78

Great Ocean Collide: The King of Sea launches a huge tidal wave again your foes, doing 8d8 + (level x 3) + magery points of water damage.

Level AP Needed

1 0

2 10000

3 25000

4 50000

5 100000

Stat Changes:
Mag: +1
Wil: +1
HP: -5%
MP: +5%

Kjata

AP Total: 140000
Max. level: 5
MP cost: 110

Tri-Disaster: A gigantic warthog emerges smashing your enemies with all 3 major elemental attacks for a total of 10d8 + (level x 3) + magery points of damage.

Level AP Needed

1 0

2 22500

3 45000

4 90000

5 140000

Stat Changes:
Mag: +1
Wil: +1
HP: -5%
MP: +5%

Bahamut

AP total: 120000
Max. Level: 5
MP Cost: 100

Megaflare: The King of all monsters descends from the heavens to lay waste to everything with his mighty megaflare attack for 9d8 + (level x 3) + magery points of fire damage.

Level AP Needed

1 0

2 20000

3 40000

4 80000

5 120000

Stat Changes:
Mag: +1
Wil: +1
HP: -5%
MP: +5%

Alexander

AP total: 150000
Max. level: 5
MP Cost: 120

Holy Judgement: The great silver and black mecha Alexander emerges from the ground and lays waste to all with a litany of laser beams doing 10d8 + (level x 3) + magery points of damage. The attack counts as lightholy damage.

Level AP Needed

1 0

2 25000

3 50000

4 100000

5 150000

Stat Changes:
Mag: +1
Wil: +1
HP: -5%
MP: +5%

Neo Bahamut

AP total: 200000
Max. Level: 5
MP Cost: 140

Gigaflare: Another incarnation of Bahamut, his neo version lifts your opponents into the skies where he blows the s**t out of them for 10d8 + (level x 5) + (magery x 2) points of fire damage.

Level AP Needed

1 0

2 25000

3 50000

4 100000

5 200000

Stat Changes:
Mag: +2
Wil: +2
HP: -10%
MP: +10%

Phoenix

AP total: 180000
Max. Level: 5
MP cost: 180

Fire of Judgment: The legendary phoenix appears in and dies in one motion, doing 10d8 + (level x 3) + magery points of fire damage to your opponents and cast life2 on all of your party.

Level AP Needed

1 0

2 20000

3 45000

4 90000

5 180000

Stat Changes:
Mag: +2
Wil: +2
HP: -10%
MP: +10%

Hades

AP total: 250000
Max. Level: 5
MP Cost: 150

Cauldron of Darkness: Hades appears and summons a gas from within his cauldron which will affect enemies with various status ailments (slow, confusion, stop, Poison, sleep, ect.), in addition to nflicting 10d8 + (level x 3) + (magery x 2) points of poison damage.

Level AP Needed

1 0

2 35000

3 70000

4 15000

5 25000

Stat Changes:
Mag: +3
Wil: +3
HP: -10%
MP: +15%

Typhoon

AP total: 250000
Max. Level: 5
MP Cost: 160

Collapse of Heaven and Earth: Chupon creates a wind vortex, then turns the ground upside-down and all the enemies fall down into the sky. This attack has a 75% chance to kill foes instantly and those that it misses take 12d8 + (level x 5) + (magery x 2) points of damage when they fall back to earth.

Level AP Needed

1 0

2 35000

3 70000

4 150000

5 250000

Stat Changes:
Mag: +3
Wil: +3
HP: -10%
MP: +15%

Bahamut Zero

AP total: 250000
Max. Level: 5
MP Cost: 180

Terraflare: Bahamut's ultimate form and subsequent attack is an orbital bombardment that does a huge 15d8 + (level x 7) + (magery x 3) points of damage to all opponents.

Level AP Needed

1 0

2 35000

3 700000

4 150000

5 250000

Stat Changes:
Mag: +3
Wil: +3
HP: -10%
MP: +15%

Command Materia

Also known as Yellow materia because of its lemon color, Command materia allowed characters to access special commands or modified existing ones. For instance, a character with a sense materia can check a monster's HP, MP, and weaknesses.

Steal

Rarity: Common
AP total: 50000
Max. level: 3

Steal: Attempt to steal an item from an enemy. It doesn't always work, and you can't steal if an enemy has no items. The chance to steal is 50 + (level/2) + (agility) and the target's defense rating is subtracted from the CoS.

Example: Rob the mecha-king is trying to steal the prized Cait Sith stuffy from the Archmage Blair and his legion of Imps. Rob is a 30th level character with an agility of 15 giving him a base chance of 80% (50 + 15 + 15). If Blair has a defense rating of 30, his chance of successfully nabbing the stuffie go down to 50%.

Mug: As above, but you can attack and steal at the same time.

Level Ability AP Needed

1 Steal 0

2 Mug 40000

3 Mastered 50000

Stat Changes:
Agility: +1

Throw

Rarity: Common
AP Total: 60000 AP
Max. level: 3

Throw: You can throw one of the weapons in your inventory at an enemy. You'll lose the weapon you throw, however. The only items you're allowed to throw are: Axes, Books, Boomerangs, Knives, Ninja Knives, Swords, Rods, Katanas, and polearms.

Coin Toss: Coin toss allows the user of the throw materia to toss their Gil to inflict damage. The exact amount used is up to the player, but the conversion rate 20 Gil to 1 point of damage with a maximum damage equal to the character's level x 10 (a 50th level character could toss up to 10000 Gil in order to deliver 500 points of damage).

Level Ability AP needed

1 Throw 0

2 Coin Toss 40000

3 Mastered 60000

Stat Changes:
Vit: +01

Continuous Slice

Rarity: One-of-a-kind
AP Total: 150000 AP
Max. level: 3

Double slash: You can make make two physical attacks on one enemy. If the the target is killed, the second attack does not go over to another target.

Quadra Slam: You can attack 4 times, with each slash delivering half damage. Each enemy that you attack is picked at random.

Level Ability AP needed

1 Double slash 0

2 Quadra slam 100000

3 Mastered 150000

Stat Changes:
Speed: +01

Note: Continuous slice will not function with the mega-all independant materia.

Slash-All

Rarity: One-of-a-Kind
AP Total: 150000
Max. level: 3

Slash All: You can make one attack which will hit all enemies. It's possible to hit and miss at the same time with this command. Despite its name, this materia can be used with any form of weapon.

Flash: All enemies facing you have a 30 + (level/2) + (magery)% chance to be instantly killed. This power won't function against bosses or any monsters immune to fatal attacks.

Level Ability AP needed

1 Slash-all 0

2 Flash 100000

3 Mastered 150000

Sense

Rarity: Common
AP total: 40000
Max. level: 2

You're shown an enemy's HP, MP, experience level, and any weaknesses they may have. The materia works much like Cid's peep ability in FF4 or the PeepScan spells in FF4 and FF6.

Morph

Rarity: One-of-a-Kind
AP total: 100000
Max. level: 2

This command materia allows you do a physical attack at roughly 12 damage. If your foe is killed with this hit, it will transform into an item for you to take. Not all enemies can be morphed (bosses and monster immune to fatal attacks being notable examples).

Deathblow

Rarity: Uncommon
AP total: 40000
Max. level: 2

When used, the character can attempt to make a critical hit. This attack reduces the weapon skill rating for the attack by 12, but a character armed with the deathblow materia still hits more frequently than a regular critical attack does. Any rolls that end up as critical hits are ignored (you don't do x4 damage, just plain double damage).

Manipulate

Rarity: Uncommon
AP Total: 40000
Max. Level: 2

You have a 50 + (level/2) + (magery)% chance to take complete control of an enemy with this command. If it works, your character can't do anything aside from controlling the enemy because of the mental effort required to keep the monster under your will. Not all enemies can be controlled (monster immune to confusion and similar mind spells are also incapable of being manipulated). While an enemy is under your command, you can do nothing aside from direct it (you can't perform other actions, only command the monster to do what you want). Through this, you can use any special powers the monster has against other monsters. This is also an excellent way to learn enemy skills for the Enemy Skill materia.

Enemy Skill

Rarity: Uncommon
AP total: NA
Max. level: Special

You can learn certain skills normally available only to your enemies with this materia equipped. To learn a skill, the enemy must use it on you (even if you dodge it or are killed by it), and you must then proceed to win the battle. Using enemy skills costs MP, in most cases and the attacks cannot be learned by another character using an enemy skill materia. Click on the header for a full list of all the enemy skills.

Mime

Rarity: One-of-a-Kind
AP total: 100000
Max. level: 2

You can mimic the last action one of your allies made when using this command, whether it was spell-casting, using up an item, activating a Command Materia, summoning a monster, changing rows, etc. You won't lose any HP, MP, items, or anything else that would be used up or depleted normally. Since this materia mimics the last action made, you can skip through the other allies until it is your turn again to repeatedly imitate yourself. And while you can't mimic Limit Breaks, you can imitate your own Breaks. What's really cool about this materia is that you will imitate the person's combination materia, too. So if someone casts Fire 2, and it's combined with an all support materia, then you will use the all materia as well when you mimic them without having to have it equipped!

W-Magic

Rarity: One-of-a-Kind
AP total: 250000
Max. level: 2

This command lets you cast two spells, one right after the other. MP consumption remains normal and you have to have enough for both spells. The great thing about this materia is that you can still use All, Mega-All, MP Turbo, or any other materia that affects magic along with this to affect both spells that you're casting.

W-Summon

Rarity: One-of-a-kind
AP total: 250000
Max. level: 2

You can summon two monsters, one right after the other, when this Materia is equipped. You have to have enough MP to perform the summons, and if you've already called a monster the maximum number of times, you can't call it again using this materia.

W-Item

Rarity: One-of-a-Kind
AP Total: 250000 AP
Max. level: 2

You can use two items, one right after the other, with this command. You must have enough items to use, though.

Support Materia

Also called blue materia because of the its color, Support materia boosts the ability of another materia that it is connected to. The materia can only function properly if placed in a connected slot with an another materia that it is compatible with. For instance, an all support materia will not function with any type of materia other than magic materia. Each materia description includes which types that it will function with.

HP Absorb

Rarity: One-of-a-Kind
AP Total: 100000 AP
Max. level: 2

Every time you hit an enemy with the ability of the materia this is connected to, 1/10th of the damage you did is given back to you in the form of HPs.

MP Absorb

Rarity: one of a Kind
AP Total: 10000
Max. level: 2

Every time you hit an enemy with the ability given by the materia you have connected this materia to, 1/10th of the damage you did is given back to you in the form of MPs.

MP Turbo

Rarity: One of a Kind
AP Total: 120000
max. level: 5

When paired with a Magic or Summon materia, the MP cost raises by (10% x materia level) the original amount. However, the effectiveness of the spell cast is increased by (10% x Materia level) as well, whether it is damaged inflicted or HP restored.

Level AP Cost

1 0

2 10000

3 20000

4 40000

5 120000

All

Rarity: Uncommon
AP total: 35000
Max. level: 5

When linked to a magic materia, you will target that spell on all allies or enemies instead of just one. This allows you to hit them all with that spell. The more levels you raise this materia, the more times you can do this; after enough uses of that spell, you'll have to target one enemy again until the next battle. Note that All will not work with the following materia: Ultima, Healing Resist only), Full cure, Contain, Comet, Exit, or Shield.

If the optional hex map combat rules are used, the spell equipped with the all materia has a greater area of effect as the all materia gains power.

Level AoE AP needed

1 R:3 E:2 V:0 0

2 R:4 E:2 V:1 1500

3 R:4 E:3 V:1 5000

4 R:5 E:3 V:2 15000

5 R:5 E:4 V:3 35000

Sneak Attack

Rarity: One of a Kind
AP Total: 150000
Max. level: 5

If you have a Magic, Summon, or Command materia attached to the Sneak attack materia, then the character wearing them will instantly use the attached materia before the allies or enemies can attack. However, there is only a small chance of this working, but you can increase it by raising this materia's levels. The chance is 15% x the materia level.

Level AP Total

1 0

2 25000

3 50000

4 75000

5 150000

Magic Counter Attack

Rarity: one of a kind
AP Total: 300000
Max. Level: 5

Despite it's name, you can attach a Magic or a Summon materia to this materia orb. If you are attacked, there is a chance that you will Counterattack with whatever spell or summon you have equipped, providing you have the MP for it. The chance of you making a Counterattack increases 20% per level you earn.

Level Counter% AP Needed

1 20% 0

2 40% 50000

3 60% 100000

4 80% 200000

5 100% 300000

Counter Attack

Rarity: One of a Kind
AP Total: 100000
Max. level: 5

This materia will only work if it is attached to a Command Materia. Furthermore, it will will only work with the following Materia: Manipulate, Morph, Deathblow, Sense, Mimic*, Throw, and steal. If you have the Master Command materia linked to this one, then one of the eight commands will be picked at random. When you are attacked by an enemy, you will Counter Attack with the command materia you have equipped. The chance of you counterattacking increases by 20% for each new level you earn.

* Since Mimic will make you imitate what you or your allies just did, you can use Mimic to Counter Attack with continous slice, a Summon spell, or any other Materia ability. It's probably the best Materia to have when using the Counter Attack because you can strike back with just about any ability you can think of.

Final Attack

Rarity: One of a Kind
AP total: 160000
Max. level: 5

This works just like the ability that many of your enemies have; when your HP is reduced to 0, you will activate whatever Materia is attached to the Final Attack Materia, but that Materia has to be a Magic, Summon, or Command materia. Be careful, though, since if one of your allies kills you, you'll attack them with the Materia you have equipped! You can equip a Materia like revive or Barrier to revive yourself or protect your party once you pass away, though, making this useful as both an offensive and defensive tactic. The more stars you've earned, the more times you can use this Materia when you are killed.

Additional Slice

Rarity: one of a Kind
AP total: 200000
max. Level: 2

After using the materia that this is combined with, you'll perform a single physical attack on the enemy affected by the materia. This means that if you use a materia on yourself (like Barrier), you'll attack yourself or your allies!

Steal as well*

Rarity: One of a Kind AP total: 200000 Max. level: 2

After using the materia that this is combined with, you'll attempt to steal from the enemy affected by the previous materia (you won't move or anything--you simply receive a message telling you if you were successful or not). Combining this with the Steal materia is obviously pointless unless you're having a hard time stealing from a particular foe.

Added Effect

Rarity: One of a Kind
AP Total: 100000
Max. level: 2

This materia only functions with indirect magic materia such as destruction, seal, barrier, and Time. If used in a weapon's slots, it has a 25 + (level/2) + (magery)% - the target's M. defense chance to inflict that materia's power on the monster. If the materia has multiple indirect spells, use the highest spell that it has reached. If used in a materia bangle, the character becomes immune to that type of magic (for instance a character using a time materia & added effect materia would be immune to slow and stop).

Elemental

Rarity: Uncommon*
AP total: 80000
Max. level: 4

Like Added effect, this materia affects the weapon or armor it is attached to as well as the materia it is combined with. Elemental only works when paired with elemental attack Magic or Summon materia (Fire, Ice, Bolt, Earth, Poison, wind, Light, Darkness, ect). If it is attached to a weapon, the type of damage you inflict is the same as the Materia combined with Elemental (so if you have Phoenix attached to your weapon and it is combined with this materia, you'll hit for fire damage. And if you have the poison materia attached to you armor along with this materia, you will be protected from Poison attacks). This Materia has no additional power when linked with a weapon, but if it is combined with a bracelet, it has the following abilities:

LV1: Damage inflicted is reduced to 1/2 if it is the corresponding type.

LV2: No damage is received if it is the corresponding type.

LV3: Gain HP if you are struck with the corresponding type of attack.

Level AP needed

1 0

2 20000

3 40000

4 80000

Independant Materia

Also known as purple due to its violet sheen, Independant materia could be considered a grab-bag of leftover materia that doesn't fit with the concepts of the other 4 materia types. For purposes of game balance, stacking 2 idependant materia that increase stats (ala HP plus) will not be cumitalive. Attribute increasing materia were also toned down from 10% up to +1 per 10% bonuses.

HP Plus

Rarity: Uncommon
AP total: 50000
Max. level: 5

When worn, this materia increases the character's maximum Hit Point rating. The exact amount increased is equal to 10% x the materia's level.

Level HP UP AP needed

1 10% 0

2 20% 10000

3 30% 20000

4 40% 30000

5 50% 50000

MP Plus

Rarity: Uncommon
AP total: 50000
Max. level: 5

When worn, this materia increases the character's maximum Magic Point rating. The exact amount increased is equal to 10% x the materia's level.

Level MP UP AP needed

1 +10% 0

2 +20% 10000

3 +30% 20000

4 +40% 30000

5 +50% 50000

Magic Plus

Rarity: Uncommon*
AP total: 50000
Max. level: 5

This materia raises your magery attribute by an amount equal to the level of the materia. Thus a level 3 magic plus materia would offer a +3 magery bonus. If de-equipped, your magic score returns to normal.

Level AP needed

1 0

2 10000

3 20000

4 35000

5 50000

Speed Plus

Rarity: Uncommon*
AP total: 100000
Max. level: 5

Another attribute increasing materia, the speed plus when used gives the character a bonus to their speed attribute equal to the level of the materia. Thus a level 3 materia grants a +3 speed bonus.

Level AP needed

1 0

2 10000

3 25000

4 50000

5 10000

Gil Plus

Rarity: Uncommon
AP total: 150000
Max. level 3

When used, the amount of money the character (only the character) gains is increased by either 50% (level 1) or doubled (level 2)

Level AP needed

1 0

2 75000

3 150000

EXP. Plus

Rarity: Uncommon*
AP total: 150000
Max. level: 3

LV1: Receive 1.5 times more EXP than usual when you win a battle. LV2: Receive twice as more EXP than usual when you win a battle.

Level AP needed

1 0

2 75000

3 150000

Pre-emptive

Rarity: One of a kind
AP total: 80000
Max. level: 5

n worn, this materia gives your party an increased chance of getting a free round of fighting, just as if you had made an initial attack. However, the materia doesn't function in planned attacks or boss fights that have already been planned by the GM.

Level Chance of Surprise AP needed

1 15% 0

2 30% 10000

3 45% 20000

4 60% 40000

5 75% 80000

Stat Changes:
Speed: +1

Long Range Attack

Rarity: one of a kind
AP total: 80000
Max. Level: 2

You may attack from the back row without any reduction in your attack power. This materia has no effect if you are in the front row.

(Note: this materia has little use IMO for the FFRPG unless you can somehow deliver damage from long distances rather than the usual up close and personal melee).

Cover

Rarity: Uncommon
AP total: 40000
Max. level: 5

The character wearing this Materia will block an enemy's attack by standing in front of one of his allies when they are attacked. It won't always happen (unless you're at 100%), and that ally will keep guarding even if his HPs are low. This only works when another ally is hit by a physical attack, not by magic or certain enemy abilties.

Level Counter% AP needed

1 20% 0

2 40% 2500

3 60% 10000

4 80% 20000

5 100% 40000

Status Changes:
Vit: +1

Counter Attack

Rarity: One of a Kind
AP total: 100000
Max. level: 5

The character wearing this will Counter attack using his weapon if he is targeted by an enemy (the attack doesn't have to be physical, and it doesn't have to be aimed specifically at the person wearing the Counter Attack Materia. In fact, it doesn't even have to hit or do damage in order to trigger a counterattack). Damage is the same, just as if you had attacked normally (it's even possible to miss).

A counterattack is made only against the enemy you hit; combining this materia with mega All, continuous slice, or any other materia that affects your ability to attack will have no effect. However, I'm not sure how Long Range attack would affect this materia. The chance of you Counter Attacking when hit raises at 20% per level up to 100% at level 5.

Level AP needed

1 0

2 15000

3 30000

4 50000

5 100000

Mega All

Rarity: one of a Kind
AP total: 160000
Max. level: 5

Like All, this materia allows you to target all allies or enemies instead of just one. However, the Mega-All affects _every_ ability your character possesses. The ability must be a selectable one (in the Battle Window), and not an ability such as Counter Attack or Cover. This Materia doesn't work with Summon Spells or the ability to use Items (even with W Item equipped).

Level AP Needed

1 0

2 20000

3 40000

4 80000

5 160000

Author's notes

The below are just some crap the author wanted to include just so you folks, the reader, are aware of it.

Cut-out Materia

Simply put, not all of the materia from FF7 would make it in the FFRPG and were removed from it. They were cut out largely because they were too powerful and would unbalance the FFRPG almost as bad as they did in the original game (Knights of the Round (summon) and Quadra magic (support) come to mind), weren't right for the game (Chocobo Lure), or they support something that isn't in the current game system (what use is a Luck up materia if we don't have a Luck Attribute?). Here's a full list of what was cut out:

Magic materia:
None

Summon materia:
Knights of the Round

Command Materia:
None

Support Materia:
Quadra Magic

Independant Materia:
Enemy Away
Chocobo Lure
Luck up
HP <-> MP
Enemy Plus
PostPosted: Fri Jan 20, 2006 4:49 pm


Final Fantasy 7 Enemy Skills

The following spells are recieved by equipping the enemy skill materia. Any time an enemy uses a enemy skill on the character with it equipped, they learn that spell automatically. The risk is that the character has to suffer the attack, although they don't necessarily have to survive- that's the way it worked in the game. GMs that want a little more control over this materia can change it to where the player must survive the attack.

Frog Song
MP Cost: 15
Range: R: 4 E:1 V:0

Casts Sleep & Frog on one enemy. 50 + (level/2) + (magery)% chance for either to work.

L4 Suicide
MP Cost: 20
Range: R:3 E:3 V:1

Casts Mini & Critical on enemies with a level that is a multiple of 4 (4, 8, 12, ETC.) 50 + (level/2) + (magery)% chance for mini to take effect while the critical (which reduces the victim to 10% of their HP total) is 25 + (level/2) + (magery)%.

Magic Hammer
MP Cost: 3 Range: R:3 E:1 V:0

Drains 2d6 + (level) + (magery) from the enemy and the character gains it back.

White Wind
MP Cost: 43
Range: R:4 E:3 V:1

Restores an ammount of HP equal to the character's current HP/2 and heals any negative status condition. For instance, a character with 60 HP would restored.

Big Guard
MP Cost: 65
Range: R:4 E:2 V:0

Casts Barrier, MBarrier & Haste on All recipients.

Angel Whisper
MP Cost: 150
Range: R:3 E:2 V:1

Restores Full HP, Revives Dead, and Cures any Status Ailments

Dragon Force
MP Cost: 19
Range: R:3 E:1 V:0

Increases Defense and Magic Defense by an amount equal to the caster's magery.

Death Force
MP Cost: 13
Range: R:4 E:1 V:0

Protects one member from Sudden Death attacks (Like Death for example)

Flame Thrower
MP Cost: 10
Range: R:4 E:1 V:0

Creates a blast of fire pour from the character's hands for 4d6 + (level x 2) + (magery) damage.

Laser
MP Cost: 26
Range: R:4 E:1 V:0

30 + (level/2) + (magery)% chance to cuts the enemy's HP in half

Matra Magic
MP Cost: 8
Range: R:4 E:3 V:1

Does 4d6 + (level) + magery of Non-Elemental damage to all enemies.

Bad Breath
MP Cost: 58
Range: R:4 E:2 V:0

Casts Mini, Frog, Confu, Silence, Sleep and Poison. 50 + (level/2) + (magery)% chance for each one to succeed.

Beta
MP Cost: 35
Range: R:3 E:3 V:1

Does 8d6 + (level x 3) + (magery x 2) Fire Damage.

Aqualung
MP Cost: 35
Range: R:3 E:3 V:1

Does 8d6 + (level x 3) + (magery x 2) Water Damage.

Trine
MP Cost: 25
Range: R:3 E:3 V:1

Does 6d6 + (level x 2) + (magery) Lightning Damage.

Magic Breath
MP Cost: 85
Range: R:3 E:3 V:1

Does 10d6 + (level x 4) + (magery x 3) Fire-Ice-Lightning Damage.

????
MP Cost: 10
Range: R:3 E:2 V:1

Does damage = to the number of HP you lost

Goblin Punch
MP Cost: 0
Range: R:1 E:1 V:0

A normal physical attack, but will do +1 DC higher damage if the target is of equal level to the attacker.

L5 Death
MP Cost: 99
Range: R:3 E:2 V:1

Kills any enemy with a level that is a Multiple of 5 (EX. 5, 10, 15, ETC.). Doesn't work against bosses.

Death Sentence
MP Cost: 50
Range: R:3 E:1 V:0

Begins a countdown to doom. Roll a 1d6- if the battle isn't over by this many rounds the character will croak.

Roulette
MP Cost: 42
Range: R:3 E:2 V:0

Randomly Kills one enemy or team member. Make a little chart with each character or monster taking one spot. Example: Jean uses Roulette. There are four players altogether and four monsters.

1 Jean

2 player 1

3 player 2

4 player 3

5 monster 1

6 monster 2

7 monster 3

8 monster 4

If the number is a odd number (say, 5 monsters), the 5th monster becomes the 6th also on a d6 roll. Players should always be the first on the table and monsters in the later portion.

Shadow Flare
MP Cost: 100 Range: R:4 E:1 V:0

Summoning a huge amount of dark energy, the target is blasted to bits for 5d10 + (level x 5) + (magery x 3) points of damage. Considered a 'dark' elemental attack.

Pandora's Box
MP Cost: 120
Range: R:3 E:3 V:1

A portal to hell opens up and the targets are blasted by the evils released from pandora's box- depspair, hatred, anger, ect. for a total of 5d10 + (level x 5) + (magery x 3) points of damage.

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 4:52 pm


FF7 Spell List

Based on the works of Blair MacKenzie

This could be called a "cheat-sheet" for FF7 magic. It includes some new spells, but is mostly the spells from the regular FFRPG spell list that are used in FF7. The author, the stupid b*****d that he is, thought a list of just FF7 spells would be handy for players and GMs that use the (eventual) FF7 worldbook so that they can look at the spells given by the use of magic materia without looking through the various spell lists which all the spells are scattered in. All the spells are split into three groups just as they are in the game: Attack, Healing, and indirect. All MP costs are directly from FF7.

Revision History

v. 1.2: Did the HTML version. Changed all the damage codes to use MDC.

v. 1.1: Included the new spells from the original materia list article.

v. 1.0: First draft of the FF7 spell list.

Attack Magic

Fire

MP Cost: 4
Materia: Fire

A light burst of fire burns the target for 2d6 + magery x MDC points of Fire Damage.

Fire 2

MP Cost: 22
Materia: Fire

A moderate burst of fire burns into the target for 4d6 + magery x MDC points of Fire Damage.

Fire 3

MP Cost: 52
Materia: Fire

The world around the target explodes, burning the target for 6d6 + magery x MDC points of Fire damage.

Ice

MP Cost: 4
Materia: Ice

A light artic wind freezes the target for 2d6 + magery x MDC points of Ice Damage.

Ice 2

MP Cost: 22
Materia: Ice

A frosty wind blows into the target for 4d6 + magery x MDC points of Ice Damage.

Ice 3

MP Cost: 52
Materia: Ice

The target is engulfed in a blizzard that would scare the hell out of Eucorne Cornelius! The assault freezes the target for 6d6 + magery x MDC points of Ice damage.

Bolt 1

MP Cost: 4
Materia: Lightning

A small lightning bolt from the heavens blasts the target for 2d6 + magery x MDC points of Lightning damage.

Bolt 2

MP Cost: 22
Materia: Lightning

A medium sized lighting bolt from the heavens blasts the target for 4d6 + magery x MDC points of Lightning Damage.

Bolt 3

MP Cost: 52
Materia: Lightning

God himself hurls down a bolt from the heavens that could whipe a small third world country off the map. The strike blasts the target for 6d6 + magery x MDC points of lightning damage.

Quake

MP Cost: 6
Materia: Earth

A small portion of the earth underneath the spell's target bursts up for 3d6 + magery x MDC points of Earth damage.

Quake 2

MP Cost: 28
Materia: Earth

A medium-sized chunk of earth undernearth the spell's target bursts up for 5d6 + magery x MDC points of earth damage.

Quake 3

MP Cost: 68
Materia: Earth

A small mountain of rock explodes up from the ground, doing 7d6 + magery x MDC points of earth damage.

Aero

MP Cost: 6
Materia: Wind

The caster creates a strong gust of wind that strikes the target for 3d6 + magery x MDC points of air damage.

Aero 2

MP Cost: 28
Materia: Wind

The caster creates a mighty gust of wind that strikes the target for 5d6 + magery x MDC points of air damage.

Aero 3

MP Cost: 68
Materia: Wind

The caster creates a gust of wind powerful enough that it could send Dorothy's house to Oz. The blast inflicts 7d6 + magery x MDC points of air damage.

Bio

MP Cost: 8
Materia: Poison

A weak spray of poisonous gas inflicts 2d6 + magery x MDC points of poison damage. Has a 50% + (level/2) + (Magery) chance of poisoning the target for 1d10 rounds. Damage done per round is 12 of the damage done initially by the spell.

Bio 2

MP Cost: 36
Materia: Poison

A strong spray of poisonous gas inflicts 4d6 + Magery x MDC points of poisonous damage. Has a 50% + (level/2) + (Magery) of poisoning the target for 2d6 rounds. Damage done per round is 12 of the damage done initially by the spell.

Bio 3

MP Cost: 80
Materia: Poison

A deadly spray of poisonous gas inflicts 6d6 + magery x MDC points of poison damage. Has a 50% + (level/2) + (magery) chance of poisoning the target for 3d6 rounds.

Crush

MP Cost: 14
Materia: Gravity

A globe of Gravitic force crushes the target with a 50 + (level/2) + (magery)% chance of reducing the opponent's current HP (not Maximum HP) by 14th. Thus a monster with 100 HP would reduced to 75 HP.

Demi

MP Cost: 33
Materia: Gravity

A globe of Gravitic force crushes the target with a 40 + (level/2) + (magery)% chance of reducing the opponent's current HP (not Maximum HP) by 12. Thus a monster with 100 HP would be reduced to 50 HP.

Quarter

MP Cost: 48
Materia: Gravity

A globe of Gravitic force crushes the target with a 30 + (level/2) + (magery)% chance of reducing the character's current HP (not Maximum HP) by 34th. Thus a character with 100 HP would be reduced to only 25 HP.

Doom

MP Cost: 30
materia: Destruction

The grim reaper himself descends on the target with a 20 + (level/2) + (magery)% chance to instantly kill them. Doesn't function against monsters immune to Fatal Attacks.

X-zone

MP Cost: 99
Materia: Exit

A black hole opens up with a 20 + (level/2) + (magery)% chance to instantly kill all enemy targets.

Freeze

MP Cost: 82
Materia: Contain

The air around the target entombs them in a ball of ice, inflicting 8d6 + magery x MDC points of Ice damage and has a 20 + (level/2) + (magery)% chance to inflict the Stop status ailment on the target.

Break

MP Cost: 86
Materia: Contain

A large rock appears over the target, crunching it for 8d6 + magery x MDC points of earth damage and has a 20 + (level/2) + (magery)% chance to inflict the status ailment stone on the target.

Tornado

MP Cost: 90
Materia: Contain

A mighty tornado rips into the target, tossing them around for 8d6 + Magery x MDC points of air damage and has a 20 + (level/2) + (magery)% chance to inflict the status ailment Confusion on the target.

Flare

MP Cost: 100
Materia: Contain

A mini-fusion bomb is unleashed, torching the target for 8d6 + magery x MDC points of damage.

Comet

MP Cost: 70
Materia: Comet

A single meteor falls from the sky, impacting for 5d6 + magery x MDC magery damage.

Comet2

MP Cost: 110
Materia: Comet

four meteors fall from the sky barraging enemies for 5d6 + magery x MDC damage each. Each meteor can randomly in a R:5 E:4 V:2 range and may hit different monsters but each comet can only effect a single foe.

Saint Beam

MP Cost: 70
Materia: Light

By pointing their index finger at the target, the caster creates an energy beam of pure holy energy. The beam does 6d6 magery x MDC points of holy damage. Saint Beam only effect one target.

Luminaire

MP Cost: 120
Materia: Light

Following a blinding laser-light array the likes not seen by even the most spectacular of rock bands, the caster unleashes a growing bubble of holy energy that erradicates everything that it comes in contact with. The spell does 10d6 + magery x MDC points of holy damage.

Dark Beam

MP Cost: 70
Materia: Darkness

By pointing their index finger at the target, the caster creates an energy beam of pure evil energy. The beam does 6d6 + magery x MDC points of darkness damage. Saint Beam only effect one target. Dark Beam can only effect a single target.

Dark Matter

MP Cost: 120
Materia: Darkness

Following the flexing and shifting of a clear glass pyramid, this spell creates a flowing bubble of evil energy that seems to wash away everything that it touches. The spell inflicts 10d6 + magery x MDC points of holy damage.

Ultima

MP Cost: 130
Materia: Ultima

The Ultimate attack magic, ultima is first unleashed as a bright green ball of light but then explodes like a nuclear bomb inflincting 11d6 + magery x MDC points of damage.

Healing Magic

Cure

MP Cost: 5
Materia: Restore

A light rain of glittery green sparkles shower down on the recipient, restoring 2d6 + willpower x MDC HP.

Cure 2

MP Cost: 24
Materia: Restore

A moderate rain of glittery green sparkles shower down on the recipient, restoring 4d6 + willpower x MDC HP.

Cure 3

MP Cost: 64
Materia: Restore

a ton of Glittery Green sparkles shower down on the recipient, restoring 6d6 + willpower x MDC HP.

Full Cure

MP Cost: 99
Materia: Full Cure

A gentle green mist settles on the character, relieving the recipient of all damage. Will _Not_ function with an All Support Materia.

Life

MP Cost: 34
Materia: Revive

Angels from the heaven descend on the unconcious character and bring them back to conciousness. In game terms, the spell will bring a character who has fallen beyond 0 HP back to 110th of their Max. HP (a 100HP character will wake up with 10HP for example). This will not work if the character has fallen beyond negative 12 their HP. At that point the character is really dead and requires Life 2 to resurrect.

Life 2

MP Cost: 100
Materia: Revive

As is the case with the life spell, a group of angels descend on the unfortunate character and bring them back to life. Life 2 is much more effective, restoring an unconcious (0 to -12 HP) or Dead Character (-12+) to full HP.

Regeneration

MP Cost: 30
Materia: Restore

The recipient is enveloped by a soft yellow haze, causing the character to regenerate 10th their total HP every round for 2d6 + willpower rounds.

Antidote

MP Cost: 3
Materia: Heal

Cures the poison status ailment.

Remedy

MP Cost: 15
Materia: Heal

Removes any negative status condition.

Indirect Magic

Barrier

MP Cost: 16
Materia: Barrier

A silver colored barrier appears in front of the character, asorbing half of all physical damage taken by an attack. The barrier lasts for 2d6 + magery rounds.

Mbarrier

MP Cost: 24
Materia: Barrier

a rainbow colored barrier appears in front of the character, asorbing half of all magical and energy based damage. Note that the use of an Mbarrier will also cut the effects of cure spells by 12 (with the exception of Regeneration and Full Cure). The Barrier will last for 2d6 + magery rounds.

Reflect

MP Cost: 30
Materia: Barrier

A bright green barrier appears in front of the character, bouncing any magic spell that the character is attacked with back at the original caster of the spell. Reflect also so functions with enemy skills and is ineffective against Comet, Ultima, and summon spells. It will also bounce off cure spells to enemies. Reflect lasts for 2d6 + magery rounds.

Wall

MP Cost: 58
Materia: Barrier

Casts Barrier and Mbarrier at the same time.

Barricade

MP cost: 50
Materia: Barricade*

Three layered silver colored barriers appear in front of the character, fusing into one single barricade. The Barricade is a stronger form of Barrier, capable of completely absorbing all damage rather that deflecting a portion of it. However, it can only take so much damage before cracking. The exact amount is 5d10 + (level x 10) + (willpower). Like Barrier, Barricade will only absorb physical damage. Any magical or energy based attacks will slip through it. The barricade materia cannot be combined with an all materia.

M. Barricade

MP cost: 60
Materia: Barricade*

Three layered rainbow colored barriers appear in front of the character, fusing into a single magical barricade. M. Barricade works like the regular barrier, save that it absorbs damage from magical and energy based attacks. It can absorb up to 5d10 + (level x 10) + (willpower) damage.

Mega Barricade

MP cost: 99
Materia: Barricade*

The ultimate Barricade, it can absorb both magic and physical damage. However, both types of attacks will wittle it down (as compared to a character casting barricade followed by m. barricade in their next action). It can absorb up to 5d10 + (level x 10) + (willpower) damage.

Debarrier

MP Cost: 12
Materia: Destruction

A sortuv magic hammer, debarrier has a 40 + (level/2) + (magery)% chance of breaking any of the 4 barrier spells.

Dispel

MP Cost: 20
Materia: Destruction

Dispel gives its caster a 40 + (level/2) + (magery)% chance to negate the effect of _any_ spell.

Drain

MP cost: 14
Materia: Drain

The Target's Hit poitns materialize as orange colored energy which caster then absorbs. The spell drains 3d10 + (level) + (magery) Hit Points. This spell will work backwards if cast on an Undead monster (you lose HP, they gain them).

Osmose

MP cost: 1
Materia: Drain

The target's magical power materializes as blue-white energy which the caster then absorbs. The spell drains 3d10 + (level) + (magery) Magic Points. Osmose is useless against non-magic using opponents.

Rasp

MP cost: 30
Materia: Drain

The caster charges up a glowing purple light on their index finger which becomes a small purple laser beam when pointed toward the target of the spell. This destroys 5d10 + (level x 2) + (magery) of the target's MP.

Exit

MP Cost: 16
Materia: exit

Allows to teleport out of a random fight. The GM has a fair saying as to when the spell will work and when not.

Flight

MP cost: 10
Materia: Flight

This spell allows a character to move in any direction with no problem whatsoever. While in flight, the character is effectively "aerial", meaning that they are immune to Quake spells and take double damage from wind attacks. Through the flight spell, characters can fly 3 yards per point in the Magery Attribute or 10 x magery in Mile p. Hour.

Comet Rush

MP cost: 25
Materia: Flight

Similar but different from flight, Comet rush allows a character to move in a single directions at phenomenal speeds. It's quite possible that a character using Comet Rush could fly around the world in a matter of minutes. Aside from being able to fly (ala the flight spell- characters using it may switch between the Rushing and remaining in float as they prefer), martial artists have found that this spell grants a +1 DC bonus due to the momentum created by the spell.

Jump

MP cost: 3
Materia: Movement

Through this spell, the caster or an ally can jump extremely high- 5 times the caster's magery horizontally or 4 times the caster's magery vertically. Aside from RPG uses (jumping over obstacles for instance), It can also be used for Dragoon like jumps that offer a +1 DC modifier (not double damage, as is the case with dragoons and characters using the jump command materia) with a melee weapon.

Super Sprint

MP cost: 5
Materia: Movement

The target of this spell will suddenly feel that their movement is much faster. Characters can now run 3 yardsmeters for every point they have in the speed attribute per round instead of attack or walk 2 metersyards per Speed Attribute point.

Quick

MP cost: 99
Materia: Movement

The ultimate movement spell, Quick increases the number of actions a character can pull off in one round from one to two.

Confusion

MP Cost: 18
Materia: Mystify

A strange mist descends on the character with a 40 + (level/2) + (magery)% chance to confuse them.

Beserk

MP Cost: 28
Materia: Mystify

Has a 40 + (level/2) + (magery)% chance to drive the target of the spell completely beserk (as in the Status Condition Beserk).

Sleep

MP Cost: 8
Materia: Seal

Tiny purple motes surround the target and coalesce into a haze that induces a deep sleep. Chance of Success is 50% + (level/2) + (magery) and the targets will stay in dreamland until they are physically hit or awakened through other methods. The target will awaken naturally after (level/3) + (mag/2) rounds.

Silence

MP Cost: 24
Materia: Seal

A puff of powdery grey smoke surrounds the target's head and when it's gone, the target has a 50 + (level/2) + (willpower)% chance of being silenced and thus, unable to cast spells.

Haste

MP Cost: 18
Materia: Time

The flow of time for the recipient speeds up, doubling their speed attribute for purposes of deciding initative. Lasts for 1d6 + magery rounds.

Slow

MP Cost: 24
Materia: Time

The flow of time has a 50 + (level/2) + (magery)% chance for the target slows down to a crawl, cutting their speed attribute temporarily by half for the purposes of deciding initative. lasts for 1d6 + magery rounds.

Stop

MP Cost: 30
Materia: Time

The flow of time has a 20 + (level/2) + (magery)% chance to stop completely for the intended target, making them incapable of doing anything for the 1d6 + caster's magery duration of the spell.
PostPosted: Fri Jan 20, 2006 4:53 pm


Limit Break Design System

Written by: Robert pool (rpool@bayserve.net)

Special thanks to Matt, Dave, Rodger, Bleach, and Blair, who have been tossing around ideas for how to resolve the use of limit breaks. Many of their ideas were the basis for this article or helped fill in the blanks.

In the last couple years, an odd sort of game mechanic has shown up in video games. In lufia 2, the more you got hit the more your IP gauge would go up and you could unleash special powers depending on the type of weapon you use. In Wild Arms, each character had 'force' powers they could activate that they could use the more they were hurt or pulled off critical hits. Final Fantasy 7, however, introduced its own sort of 'anger attack' mechanic with Limit Breaks. Limit breaks allowed you to pull off incredible attacks and each character had their own range of unique attacks. This purpose of this article, as you might have already guessed from its name, is to help out players and gamemasters that use the Final Fantasy RPG to design their own unique breaks for their characters. Although it was meant to be used for games set in the Final Fantasy 7 worldbook, limit breaks have the potential for use in the other Final Fantasy games. The Gamemaster has the last say in using them though.

Revision History
V. 1.0: First Draft of the Limit Break Design System.

Break Basics

All limit breaks are categorized into 3 different types: Physical attacks, indirect effects, and healing effects. Each category is fairly obvious- Attacks involve both weapon based or power based attacks, Healing effects restore HP or MP, and indirect effects cause status changes to either enemies or allies. The first step in making your breaks are choosing which category the break will fit under. For instance, a limit break that involves jumping high into the sky and then coming down on top of your opponent with your weapon of choice would be an attack limit. Some Category have subtypes (such as the consecutive hit style or Gambler method for attack limits) but we'll worry about that later.

All limits breaks (with some exceptions) are also split up by levels ranging from one to four with each level possessing 2 limits save for the 4th limit level which possesses one limit break (the character's ultimate super attack). The higher the level, the more powerful the limit break is. The catch, however, is that higher level limit breaks require more damage to charge up for the limit break then the lower level ones. The way we measure the charge-up for limits is called the 'Limit Gauge'. For each point of damage sustained, one point goes toward your limit Gauge. When the gauge reaches its peak, you can unleash your limit break of choice. So just how much damage does it take to reach the limit on the Gauge? It depends on the level of the limit and your current Maximum HP.

Limit level Total HP
1 12 HP (50%)
2 HP (100%)
3 HP + 50% (150%)
4 HP x 2 (200%)

Instead of switching Limit levels and your limit gauge set back at 0, (Which can be used...) here is another way. Think of it like using a Sword Technique in FF6. You can do the less powerful ones right off, or you could wait until you've taken even more damage, and choose to do higher level ones. So if a character has taken 195% of his Max Life in damage, he could:

Do 1 LB Level 1
Do 1 LB Level 2
Do 1 LB Level 3
Wait 5% more and do a LB Level 4.

If you are at 195%, and perform a Level 1 Limit, then your meter is reset, just like normal. Also, unlike the video game, if your Limit Breaks, you have the option of performing a normal attack instead of only being able to do other commands. That only makes logical sense (I can cast a spell, but I can't swing my sword...)

Special Status Conditions

There are two particular status conditions that are detrimental or beneficial to limit breaks.

Fury
Cure: Tranquilizer

The character is enraged yet can still remain in control of themselves. They gain 2 LP toward their limit gauge for every point of damage taken.

Sadness
Cure: Hyper

The alternate of Fury, the character becomes almost overwhelmed by depression. They only gain 12 the normal amount of LPs toward their limit gauge when damaged.

Beserk
Cure: Tranquilizer Same as the regular beserk, characters beserked also have the same benefits of the Fury conditions.

Building the better Limit Break

Back to business at hand- creating limit breaks. Each of the different forms of limit breaks possess their own section below. Each category has their own unique game system options and you are alloted 15 x creation points to purchase whichever ones you want for that limit. The idea is we provide you the game mechanics to do it and you provide the visual effect of pulling it off.

Attack Breaks

As explained earlier, Physical attack limits involve the use of weapons or martial art moves. Usually, they are modeled for one specific type of weapon that the character is fond of. Using limits with different weapons is okay as long as it isn't something completely different from the original weapon for the limit.

Okay: Cloud using a Katana instead of a sword.
Not: Cloud using a butter knife instead of a sword...

Attack Break Styles

Since physical attacks were the most commonly used type of limit break in FF7, they also sport the most different styles. Most physical limits are simple- you attack with whatever special move you want. The styles offer something different from the norm. They are:

Consecutive Hit
This is mostly used by martial artist and are modeled after Tifa's limit breaks. With Consecutive Hit breaks, you deliver one attack after another for a combination of moves. The drawback of this style is you only get 12 the normal amount of Creation Points (CP) for designing techniques (since you're pulling off a series of attacks, they start off doing less damage then similar level limit breaks) and there is a potential to miss with each attack as well as deliver extra damage. The way this works is that for each attack, the GM secretly rolls a d6. The results depend on the level of the break- the higher level the break, the more likely you'll miss.

level 1 Level 2: Level 3 & 4:
1: miss! 1-2: Miss! 1-3: Miss!
2-5: Hit! 3-5: Hit! 4-5: Hit!
6: Yeah! 6: Yeah! 6: Yeah!

Miss! results in a miss, a Hit! results in a hit, and Yeah! results in a +1 DC bonus for that attack. I'd like to stress that the limits should come out as a 7-hit Combo. For instance, tifa starts off with an uppercut (beat rush), then a Kick (sommersault), then a sweep kick (water kick), then a suplex (meteo drive), a follow-up uppercut (Dolphin Blow), another strike (meteo Strike), and then the final strike (final heaven).

Transformation
All character that take the transformation style possess only one limit break per LB level (as where most others gain 2 every limit level). This style causes the character itself to transform into a different being when the limit break is unleashed. For design purposes, you get 25 x limit level for design purposes but 10 points is automatically deducted for the auto-beserk and +50% HP* options that come on automatically when the character transforms. The rest of the points may be spent as they please on limit techniques as usual but there should be at least 2 attacks- normally one physical and one magicalenergy based.

Players who take this style should put some thought into how and why they can transform. A couple examples include half-esper's alternate forms, a robot that can transform into bigger nastier forms, and guys like vincent that were genetically messed with.

(* I decided on +50% rather double HP temporarily since I thought it would be a bit more balanced).

Gambler
Built after Cait Sith's limits, The Gambler Style only possesses one level 1 limit (Dice) and one level 2 limit (Slots). Other styles could be made up if the player wants (one based on cards for instance), but it would have to replace Slots.

Dice
The character rolls 1d6 for every 10 levels they gain. The result, multiplied by 3, is how much damage is inflicted on the target. Dice only effect a single target.

Slots
Suprise- it's just like the normal Gambler class power except much more effective. To determine the result, roll 3d6. If you get 3 of a kind, something special will happen.

1 Face
2 Bars
3 Heart
4 stars
5 Crown
6 Moogles

Summoned monster (3 bars)
A randomly chosen summoned monster shows up to attack your foes. Damage is dependant on the character's own level and magery rating.

Toy Soldier (3 crowns)
A unit of 5 toy soldier appear to blow the snot out of your enemies. The attack delivers 3d10 + (level x 3) + (willpower x 2) damage.

Moogle Dance (3 stars)
A cute moogle appears and casts Heal X on all players.

Lucky Girl (3 hearts)
A catgirl appears, granting all allies of the character a 100% chance to attack monsters (no missing possible).

Combine (3 moogles)
All the players fuse together into a big giant mogre, maxing the mega moogle's HP to 999. The Moogle's stats other wise are:

Defense: level
M. defense: level
Armor: level x 1.5
m. armor: level x 1.5
Strength: level x 0.5 (limit 30)
Damage: d6 per l0 levels
DC: as character

All over (3 faces)
The enemy side is killed (instantly)

Death joker (2 faces and a bar)
All allies are knocked unconcious (nothing else)

Toy Box (any other combination)
Something really heavy (be it a fat chocobo, a giant crate, a mogre, a piano, a giant 2 ton safe, ect) falls out of the sky and whams a single target of the character's choice. Does 3d10 + (level x 4) + (magery x 3) damage.

(author's note: the chances of rolling 3 of any one die is pretty unlikely. Could probably move the dice from d6 to 10 for a better chance of a 3-of-a-kind).

Attack options

+50% damage
CP cost: 10

The character pulls off an attack, inflicting 50% more damage than usual.

Double Damage
CP Cost: 20
Notes: Only available to level 2 limits

The character pulls off an attack, inflicting Double damage.

Triple Damage
CP Cost: 35
Notes: Only available to levle 3 limits

The character pulls off an attack, inflicting Triple damage.

Extra Damage
CP cost: 7
Notes: for level 1 consecutive hit style LBs only

The character delivers a strike for an extra 2 dice of damage. (a punch would do 3d6 damage, for instance).

Extra attack
CP Cost: 10
Notes: 3 attacks at level 3, 4 at level 4 max.

The character pulls on a second attack and may be multiple times extra attacks for another 10 points per attack (ie, 4 attacks would require 40 CP). Cannot be combined with multiple damage or Ranged damage powers.

Ranged Damage 1
CP Cost: 10

The character can pull off a long ranged attack- a laser beam, a lighning bolts, a stream of energy, and so on. The attack does 3d10 + (level x 2) + (magery) damage.

Ranged Damage 2
CP Cost: 20
Notes: Level 2 limits only

Similar to Ranged Damage 2, but the attack does 5d10 + (level x 3) + (magery x 2) damage.

Ranged Damage 3
CP Cost: 30
Notes: level 3 limits only

The next to ulimate Ranged damage, it does 7d10 + (level x 4) + (magery x 3)

Ranged Damage X
CP Cost: 40
Notes: level 4 limits only

The ultimate Ranged Damage attack, it does 10d10 + (level x 6) + (magery x 4)

Elemental Affinity
CP Cost: 5
Notes: none

The strike has an affinity to a certain elemental.

Status attack
CP Cost: 5

The strike has a 30 + (level/2) + (magery)% chance to inflict a certain status condition. May be purchased multiple times to inflict more status conditions at once.

Fatal Attack
CP Cost: 25
Notes: limit level 2+ only

The character pulls off an attack that has a 30 + (level/2) + (magery)% chance of instantly killing the target.

HP Drain (minor)
CP Cost: 5

The character drains 10% of the damage done in an attack as HP.

HP Drain (major)
CP Cost: 15

The Character drains 25% of the damage done in an attack as HP.

MP Drain (minor) CP Cost: 10

The Character drains 10% of the damage done in an attack as MP.

MP Drain (major) CP Cost: 25

The Character drains 25% of the damage done in an attack as MP.

Area Effects
CP Cost: Varies

This is a 'meta-option', since it adds onto other attack options. Through buying it, the attack gains different area effect status.

+5: Beam, Area Effect level 1
+10: Cone, fragmentation
+15: Area Effect level 2
+25: Area Effect level 3

Fragmentation effects works ala Cloud's 21 Blade Beam limit. The attack inflict 12 the original damage onto all targets in a 2 yardmeterhex radius.

Healing Limit breaks

Cure 1
CP: 5

The limit restores 3d10 + (level x 2) + (willpower) HP.

Cure 2
CP: 15
Note: level 2 limit only

The Limit restores 5d10 + (level x 3) + (willpower x 2) HP.

Cure 3
CP: 25
Note: level 3 limit only

The Limit restore 7d10 + (level x 4) + (willpower x 3) HP.

Cure X
CP: 35
Note: level 4 limit only

The Limit restores the target(s) to full HP.

Remedy
CP: 10

Same as the spell- restores any negative ailments.

MP Charge
CP: 15
Note: level 2 limits only

Restores 2d10 + (level2) + willpower MP.

Life
CP: 15
Note: level 2 limits only

Same as the spell.

Life 2
CP: 30
Note: level 3 limits only

Again, same as the spell.

Area Effects
GP Cost: Varies

This is a 'meta-option', since it adds onto other options. Through buying it, the limit gains different area effect status.

+5: Area Effect level 1
+15: Area Effect level 2
+25: Area Effect level 3

Indirect Limit Breaks

Status condition
CP cost: varies

The character automatically gains a beneficial status condition or indirect spell. You can buy multiple also by buying them seperately except for +25 conditions for game balance.

+5: Haste, Regen, Barrier, Mbarrier, super sprint
+10: Reflect, flight
+15: Wall, Comet Rush
+25: Vanish, Quick

(am I forgetting any?)

Area Effects CP Cost: Varies

This is a 'meta-option', since it adds onto other options. Through buying it, the limit gains different area effect status.

+5: Area Effect level 1
+15: Area Effect level 2
+25: Area Effect level 3

Other options

There's probably plenty of other potential options I've left out. If you want to translate an existing class power or spell into a limit, divide the level requirement by 2 and round the result _up_ to the next multiple of 5. Damage is also increased- +1 to (level x #). The reason for this is that limit breaks are _much_ more effective than if the spell was cast normally.

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 5:01 pm


Final Fantasy 7 Bangle list Due to developments in firearms and the metallurgy, most armors common to the Final Fantasy games are useless in FF7. This article details the bangles used throughout the game and gives stats for using them in the FFRPG.

Format notes:

Name: suprise! The name of the bangle
Cost: How much the Bangle costs in Gil
Ar: The Armor rating of the bangle. This was figured by dividing the original value by 3, rounded up.
M.Ar: The Magic armor rating of the bangle. This was figured by dividing the original value by 3.
Slots: How many materia the bangle can hold at any one time. S stands for single and C stands for Connected.
AP: The growth rate for the bangle. APx2 means that the materia in the bangles get 2 AP for cost of 1 and None means the materia doesn't grow while hooked up to the bangle. A blank entry means that it increases normally.

Name Cost AR Def MAR MD Slots AP
Bronze Bangle 50 3 0 0 0 none Normal
Iron Bangle 150 4 0 1 0 1s Normal
Titan Bangle 300 5 2 2 0 2s Normal
Mithril Armlet 450 6 3 3 0 2c Normal
Carbon Bangle 800 9 3 5 0 2c/1s Normal
Silver Armlet 1300 12 4 8 0 2c/2s Normal
Gold Armlet 2000 16 4 9 0 4c Normal
Diamond Bangle 3200 19 6 13 0 4c/1s Normal
Crystal Bangle 4800 23 8 15 1 6c Normal
Platinum Bangle 1800 7 0 4 0 2s APx2
Rune Armlet 4000 12 5 8 0 4s APx2
Edincoat 8000 17 0 11 0 7s Normal
Wizard Bracelet 12000 2 3 29 3 8c Normal
Adamant Bangle ---- 31 0 8 0 2c Normal
Gigas Armlet ---- 30 0 0 0 4c/1s APx0
Imperial Guard ---- 28 0 25 0 6c Normal
Aegis Armlet ---- 19 15 29 50 4c Normal
Fourth Brace ---- 25 3 35 3 4c/1s Normal
Warrior Bangle ---- 32 0 7 0 4c APx0
Shinra Beta ---- 10 0 0 0 2c/2s Normal
Shinra Alpha ---- 36 0 12 0 6c Normal
Four Slots 1300 3 0 4 0 4s Normal
Fire Bracelet ---- 34 8 14 3 4c Normal
Aurora Armlet ---- 36 8 14 3 4c Normal
Bolt Bracelet ---- 35 8 15 3 4c Normal
Dragon Armlet ---- 35 3 16 2 6c Normal
Minerva Band ---- 20 8 19 0 6c Normal
Escort Guard ---- 21 5 19 0 6c Normal
Mystile ---- 22 50 24 60 6c Normal
Zeidrich ---- 35 15 32 18 none None
Precious Watch ---- 0 0 0 0 8s Normal
Chocobo Bracelet ---- 12 10 13 10 4s Normal

Notes: This is a pretty short list with more than I expected of them being "find-only" (any entry with a ---- means you gotta find it and can't buy it). Might give some more of them a cost and add extra entries later.
PostPosted: Fri Jan 20, 2006 5:06 pm


FFRPG Point based Character Creation

In the past FF games, it was pretty straight and narrow for how you want to create a character- you pick his race, roll his stats, pick the class you want, ect. But Squaresoft has flung us a solid curve ball- Final Fantasy 7. How in the world do you include things like talking cat that ride a stuffed Moogle or a lion that speaks with the eloquence of a harvard grad? It's simple, you can't with the current character creation system.

That's where this comes in.

This essentially eradicates the current class system. You pick whatever HP, MP, DC ratings, skills, attributes, and powers you want from a single pool of points. The way it works is you have 100 Ability points, these are assigned for what HP, MP, DC, ect. you get as you increase in level. Skills are bought at a 10% to 1 ability point and Attributes translate to a straight 1 to 1 point conversion. Because of the possibility for abuse, GMs should recommend setting aside at least 60 ability points: 40 for attributes and 20 for 200% of skills (preferably more). No skill may start higher than 75% (This is one unofficial rule of Scott's that should be made official).

Hit points
d4: 4
d6: 6
d8: 8
d10: 10
d12: 15

Magic Points
d4: 4
d6: 6
d8: 8
d10: 10
d12: 15

As a strong recommendation to GMs, no character can start with a combined die total more than 16 points. Thus, characters with d10 HP could take d6 MP at most.

Damage capacity
+1 DC every 7th level: 10
+1 DC every 8th level: 8
+1 DC every 9th level: 6
+1 DC every 10th level: 4

Magic Damage capacity
+1 MDC every 7th level: 10
+1 MDC every 8th level: 8
+1 MDC every 9th level: 6
+1 MDC every 10th level: 4

As a recommendation to GMs similar to the one regarding HP and MP, no character can start with a combined MDC total less then 16 points. For example, a character who purchases +1 DC every 7th Level can only opt for +1 MDC every 9th level, which would make a total of 6, or +1 MDC every 10th level, which adds to 17.

Skill affinities
12: 5
double cost: +5

Advantages & disadvantages
1 Advantage: 5 CP 1 Disadvantage: +5 CP

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Fri Jan 20, 2006 5:09 pm


Character Name

==============



Appearance:



Background:



Personality:



Possesions:



Goals:



Victory Dance:





Name:

Player:

Race:

Level:

XP:



Strength: ( )

Agility: ( )

Vitality: ( )

Magery: ( )

Willpower: ( )

Speed: ( )



HP: ( )

MP: ( )

Defense:

Armor:

M. Defense:

M. Armor:

Damage Capacity: x



Skills



Equipment



Materia

Name Type AP Total Level Stat Changes



Spellspowers



Limit breaks



Advantages/Disadvantages



Point System notes

HP:

MP:

DC Advancement:

XP Advancement:
Reply
Returner's Final Fantasy RPG Guild

 
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