
Welcome to the Final Fantasy RPG!
Please, read the Rules VERY carefully, for things can get a bit confusing.
Updates:
02/24/06:
Limit Breaks have been added to the Combat section.
Where to post up current EXP has also been added to the Combat section.

Alright, here's what we do... to make a character!
First off, you MUST choose your Final Fantasy character.
In this thread, please post the following first...
Character Name
Player's Name
Class
Race
Alignment
Deity (if any)
Size (humans are considered Medium)
Age
Gender
Height
Weight
Skin tone
Eye color
Hair color
Here is a list of classes you can pick...
Fighter
Black Mage
Long Range Weapon User (guns, etc.)
White Mage
Summoner
Knight
Sorcerer/Sorceress
Rogue/Thief
For Alignment, you are either Good (like Cloud), Evil (like Sephiroth), or Neutral (like Rufus).
Next, you will post another 7 times.
In each of the next seven posts, use the ROLL DICE action and roll ONE 20-sided dice in each post.
Once done, pick the lowest of the rolls to discard.
Next, assign the number from each roll to one of the following stats in your next post in this thread...
Strength
Desterity
Constitution
Intelligence
Wisdom
Charisma
Lastly, in the same post, please tell me the type of weapon you wish to use.
I will then PM you (so make sure your PMs are enabled) with your character sheet once I get it made.
Also, here's the way Modifiers are added, just for information...
0 - 1 = +0
2 - 5 = +1
6 - 10 = +2
11 - 15 = +3
16 - 19 = +4
20 = +5
Now, with character sheet in hand, please post it in the Character Bios, along with the Current Spells known (which I will provide) and, if it applies, Current Summons known (which I will also provide).
Lastly, I would appreciate it if you kept your characters limited to the worlds of Final Fantasy VII, VIII, IX, X, and X-2 (and XII when it comes out in the US). You don't have too, you can play your FFXI character if you want, but that makes it harder for me to find character images for the character sheet.

Now, on to how Combat works...
One round of combat is definied as when everyone (monster or party member, unless status effects keep them from attacking) use their turn.
When you wish to attack a monster/fiend/whatever you want to call it, here's what you do...
In your post, use the dice roll. If you are attacking with your weapon, PLEASE use the dice roll indicated in ATTACK.
For example:
Yuna's weapon does 1d6/1d6.
However, ALL attacks work off of a 20-sided dice.
In your post, roll ONE 20-sided dice.
If Yuna's attack is higher than the monster's AC (which is listed in the Enemies section at the end of this post), thenYuna will then roll, in two seperate posts (due to it being a two handed weapon) ONE sixed-sided dice.
The outcomes of those two rolls will then be subtracted by the monster's HP.
Next, it is the monster's turn (even if you have more people in your party. If there is an equal number of monsters to party members, then they take turns. If not, then the monster gets FIRST attack and then the party members attack in turn.
At the beginning of each combat, the DM (Dungeon Master, who is me) will post the order of combat.
When the monster attacks, it rolls ONE 20-sided dice. If it's number is higher than the character's (whom it is attacking) AC, then it hits. The monster will then roll a dice (determined by it's level, which can be found in the Enemies section) and the character who is affected will subtract that monster's roll from their HP.
SENSOR does not exsist, thus every monster's Hit Points will be in it's posts like this...
10/10.
If Yuna hits it for 5, it would become 5/10.
Once the monster is dead, the character gains the Experience Points (EXP) from that monster, as well as sometimes items and gold.
Monster Post Example:
Monster Name: Lvl #
HP - 10/10
MP - 10/10
AC - 15
EXP - 20
The above MUST be in every monster's post (when fighting a character).
Character Post Example:
Yuna: Lvl 1
HP - 10/10
MP - 10/10
AC - 13
Current EXP - 0
This also MUST be in every character post (when fighting monsters).
As added information, when a character attacks, if they have a BASE ATTACK BONUS, they add that to their damage roll (NOT the attacking roll itself).
Combat WORKS THE SAME with Magic as it does with Physical Attacks. This is explained more in the Magic section.
If you decide to Escape from battle, you must roll 1d10. If the number is 0-5, the escape doesn't work. If it's 6-10, then you successfully run away.
This CAN be done even if a member of your party's HP is at 0 (KO'd).
In order for injured party members to regain HP outside of battle, they must REST somewhere for a day.
How Skills work.
Combat WORKS THE SAME with Skills as it does with Physical Attacks.
When you want to use a skill, you roll EXACTLY as you would in combat. If you manage to hit the target, then your Skill works (even if it is a skill to help your team, you have to penetrate HALF of that team members AC for it to work).
If your skill does not go through, then you lose the MP that was spent on it.
Current IN USE Skills List:
Dark Attack - MP: 5 - Causes your enemy to lose one turn.
Darkside - MP: 10 - Causes your enemy to lose two turns.
Luck - MP: 5 - Allows for the next attack in your group to only have to hit at HALF the enemy's AC to hit.
Steal - MP: 5 - Gets you an item (at the DM's (Dungeon Master) choice) and does physical damage to an enemy.
Use - MP: 5 - Allows you to use an item on an enemy or party member.
How Limit Breaks work.
Every character has their own Limit Break. For some characters, their Limit Break will evolve.
Each Limit Break has been added to the Character Bio information in everyone's Chracter Bios in the same thread.
Combat WORKS THE SAME with Limit Breaks as it does with Physical Attacks and Skills. The only difference is that Limit Breaks can ONLY be used ONCE in combat. However, if the character is KO'd and brought back to life, they may once again use their Limit Break.
Limit Breaks can also ONLY be used if the character's HP is below half.
For example, if Yuna's EXP is, in the beginning, 10/10 and she gets hurt until her HP is down to 5/10, then she can NOW use her Limit Break.
When you want to use a Limit Break, you roll EXACTLY as you would in combat. If you manage to hit the target, then your Limit Break works (even if it is a skill to help your team, you have to penetrate HALF of that team members AC for it to work).
You DO NOT USE MP for Limit Breaks.
Current IN USE Limit Break List:
Aeris: Healing Wind = Heals everyone in the entire party to full HP.
Cid: Boost Jump = Does x2 the amount of damage to an enemy. Multiply the damage roll by 2.
Irvine: Shot = Does three physical attacks to the enemy. Roll 3 damage rolls against the enemy.
Laguna: Desperado = Does three physical attacks to the enemy. Roll 3 damage rolls against the enemy.
Rikku: Mix = Does three physical attacks to the enemy. Roll 3 damage rolls against the enemy.
Sephiroth: Slash = Does x2 the amount of damage to an enemy. Multiply the damage roll by 2.
Seymour: Grand Summon = Summon of caster's choice. Summon gets three physical attacks to an enemy. Roll 3 damage rolls against the enemy.
Yuffie: Greased Lightning = Does x2 the amount of damage to an enemy. Multiply the damage roll by 2.
Yuna: Grand Summon = Summon of caster's choice. Summon gets three physical attacks to an enemy. Roll 3 damage rolls against the enemy.
Now, onto the subject of Leveling Up.
First off, EXP is kept in the forum thread, "Experience Points Updates". The first post will hold a list of all the played characters and their current EXP status. Whenever a character earns EXP from battle, PLEASE remember to post how much your character recieved (and add the character name) in that thread so I may update the first post in the topic.
Lvl 1 good characters level up when they collect 100 EXP points from fighting monsters or bad characters.
If they kill a bad character, they recieve all of that bad character's EXP.
Lvl 1 bad characters level up when the combat their own monsters for practice, combat other characters, or one of their monsters kills one of the good characters.
If they kill a good character or if a monster sent by them kills a good character then the bad character (who sent the monster or killed the good character) gains ALL of the exp of the killed good character.
If the bad character destroys their own monster, they get the EXP from that monster.
Now, onto how one Levels Down.
FOR ALL CHARACTERS...
If a character is killed, they loose all of their exp.
If they die again, when they have EXP below the set limit (see bottom of this paragraph), then they level down.
Say that your character is Lvl 5 and has 100 EXP. They die and thus their EXP reduces to 0. However, they fight monsters and gain 20 EXP. However they die again and the character's MUST HAVE EXP level is 25, then they return to Lvl 4 with an EXP level of 20, causing them to have to gain 40 EXP to return to Lvl 5.
If they are at level 1, then they simply continue to loose their EXP.
EXP Limit Levels:
Lvl 1 - 5 EXP must be in the bar before death.
Lvl 2 - 10 EXP must be in the bar before death or they level down.
Lvl 3 - 15 EXP must be in the bar before death or they level down.
Lvl 4 - 20 EXP must be in the bar before death or they level down.
Lvl 5 - 25 EXP must be in the bar before death or they level down.
Combat's End:
At the end of combat, the DM (who is me, Nil) will decide on what items a party gets and what how much gold they get.
Gold can be used to buy items at shops, upgrade weapons, or buy new weapons altogether.
Items can be used during combat or outside of combat to do various things.
A list of items can be found in the Magic section (since most have effects that mirror magic in some way).

Now, for Spells...
Each Spell costs a certain amount of Magic Points (MP). For every spell you cast, you roll One 20-sided dice in your post.
Hitting a monster is the same with magic as with physical attacks. If you miss hitting it with your magic attack than you waste the used MP.
The amount of MP you have is the same as the amount of HP you have.
If you are using a spell that does a x2 or a x3, then you multiply your outcome of the roll by either 2 or 3 depending on the spell.
There will be more spells added as I surf through my FF players guides for new ones. As a note, if you're a white mage (summoner, white mage, etc) and you master the White Magic, you can move on to learning Black Magic and vice versa. Here is a quick list of the spells allowed thus far, their MP cost, and a quick description...
White Magic:
Cure - 5 MP - Gives back 100 HP.
Cura - 15 MP - Gives back 500 HP.
Curaga - 30 MP - Gives back 1,000 HP.
Esuna - 10 MP - Gets rid of status effects.
NulBlaze - 5 MP - Fire spells have no effect.
NulShock - 5 MP - Thunder spells have no effect.
NulTide - 5 MP - Water spells have no effect.
NulFrost - 5 MP - Blizzard spells have no effect.
Life - 10 MP - Restores Life to an ally.
Full-Life - 30 MP - Restores Life to an ally and health.
Haste - 10 MP - Allows a character to attack twice before a monster can.
Hastega - 30 MP - Allows the entire part to attack twice before a monster can.
Slow - 10 MP - Causes the monster to miss one turn.
Slowga - 30 MP - Causes the monster to miss two turns.
Shell - 10 MP - Halves the damage of a physical attack.
Protect - 10 MP - Halves the damage of a magical attack.
Reflect - 10 MP - Returns the magical attack upon an enemy.
Dispel - 15 MP - Causes an enemy to lose it's spells.
Regen - 25 MP - Allows a person to regain lost Hit Points (1 point per comabt round).
Holy - 30 MP - Kills the undead.
Auto-Life - 40 MP - Allows for a person to be brought back to life immediately after death.
Black Magic:
Fire - 5 MP - Standard Fire Spell, does 6 damage.
Fira - 15 MP - X2 the damage.
Firaga - 30 MP - X3 the damage.
Thunder - 5 MP - Standard Thunder Spell, does 6 damage.
Thundara - 15 MP - x2 the damage.
Thundaga - 30 MP - x3 the damage.
Water - 5 MP - Standard Water Spell, does 6 damage.
Watera - 15 MP - x2 the damage.
Waterga - 30 MP - x3 the damage.
Blizzard - 5 MP - Standard Ice Spell, does 6 damage.
Blizzara - 15 MP - x2 the damage.
Blizzaga - 30 MP - x3 the damage.
Bio - 5 MP - Poisons the enemy, making them lose 1 HP each turn.
Bio 2 - 15 MP - x2 damage.
Bio 3 - 30 MP - x3 damage.
Quake - 5 MP - Standard Earth Spell, does 6 damage.
Quake 2 - 15 MP - x2 damage.
Quake 3 - 30 MP - x3 damage.
Comet - 5 MP - Standard Non-elemental Spell, does 6 damage.
Comet 2 - 15 MP - x2 damage.
Comet 3 - 30 MP - x3 damage.
Tornado - 5 MP - Standard Wind Spell, does 6 damage.
Freeze - 20 MP - Freezes the enemy in place for 1 combat round.
Sleep - 10 MP - Puts the enemy to sleep for 1 combat round.
Silence - 10 MP - Forces the enemy to no longer use spells.
Confuse - 20 MP - Confuses the enemy, making it hurt itself.
Berserk - 40 MP - Makes the enemy hurt itself x2.
Demi - 30 MP - Cuts the enemy's HP in half.
Death - 50 MP - Kills the enemy.
Drain - 20 MP - Takes 5 HP from an enemy.
Osmose - 5 MP - Takes 10 MP from an enemy.
Flare - 50 MP - x4 the damage to an enemy.
Ultima - 100 MP - X5 the damage to an enemy.
Lastly in Magic, I am giving a list of ITEMS that can be won in combat (at the DM's choice) or purchased.
Current Items List:
Ether - 500 gold - Fully restores MP.
Phoenix Down - 100 gold - Brings a party member back to life instead of them losing their EXP in battle or losing their Lvl in battle.
Potion - 50 gold - Restores 3 HP.
Remedy - 50 gold - Cures any status ailment.

Here is a list of summons available.
If you are playing a character who has the ability to summon (Yuna, Aeris, Rinoa, Garnet, Eiko, Kuja, or Sephiroth) then you will be given one Summon, by me, to begin with.
Once you level up 5 levels, you will be able to choose ONE new summon from any of the following catagories: Wind, Fire, Ice, Water, NE 1, Thunder, or Earth.
Once you collect one summon from each catagory, your next summon will be allowed to come from NE 2.
Once you have collected all from Wind, Fire, Ice, Water, Thunder, and Earth, you will be rewarded from, at that moment on, choosing summons from Reflect, Holy, Triple, NE 1 or NE 2.
Once you complete Reflect, Triple, Holy and NE 1, you may choose summons from NE 2 and Sub-Master summons.
Once you complete all of the summons, you will be given the ability to choose new summons from the Master list.
As stated, you get a new Summon every 5 levels.
Each summon from an Elemental category (Fire, Ice, Water, Wind, Earth, and Lightning) costs 10 MP and use 1d10 for damage rolls.
Each summon from NE 1, Reflect, Holy, and Triple costs 30 MP and uses 1d20 for damage.
Each summon from NE 2 costs 50 MP and uses 2d20 for damage.
Each summon from Sub-Master costs 75 MP and uses 3d20 for damage.
Each summon from Master costs 100 MP and uses 4d20 for damage.
Summons affect ALL monsters, meaning that the monster dice MUST be rolled for EACH monster.
Example: If there are 2 monsters, you have to roll TWO 20-sided dice to see if you hit and, if you hit on both, roll TWO 4-sided dice.
NOTE: When you use a summon, to HIT a monster, you only have to equal or make your roll greater than HALF it's AC.
Wind Summons:
Valefor
Pandemona
Typhoon
Fire Summons:
Ifrit
Phoenix
Lightning Summons:
Quezacotl
Ramuh
Ixion
Earth Summons:
Brothers
Titan
Kjata
Fenrir
Ice Summons:
Shiva
Water Summons:
Leviathan
Holy Summons:
Alexander
Reflect Summons:
Carbuncle
Triple Summons:
Cerberus
Non-Elemental Summons 1 (NE 1):
Choco/Mog
Jumbo Cactuar
Tonberry King
MiniMog
Moomba
Boko the Chocobo
Doomtrain
Siren
Non-Elemental Summons 2 (NE 2):
The Magus Sisters
Atomos
Odin
Diablos
Hades
Yojimbo
Bahamut
Sub-Master Summons:
Neo Bahamut
Madeen
Gilgamesh
Anima
Master Summons:
Bahamut ZERO
Eden
Ark
Knights of the Round

Lvl 1 Enemies Information:
All Lvl 1 enemies are level 1-10 enemies from Final Fantasy VII.
All Lvl 1 enemies DO NOT HAVE MP.
Lvl 1 enemies will use ONE 4-sided dice for their damage rolls.
With each enemy, there will be it's HP, AC, and EXP in this list.
I have determined Armour Class (AC) by rolling one 20-sided dice for it's constitution, taken that modifier, and added it to 10.
I have determined Hit Points (HP) by rolling one 20-sided dice for it's strength, taken that modifier, and added it to 10.
I have determined the amount of Experience Points (EXP) recieved by the level of the enemy.
Enemies with 10 - 12 HP are 5 EXP Point.
Enemies with 13 - 15 HP are 10 EXP Points.
Lvl 1 - Enemy List:
1st Ray - HP: 14 / AC: 14 / EXP: 10
Blood Taste - HP: 14 / AC: 14 / EXP: 10
Blugu - HP: 13 / AC: 12 / EXP: 10
Ceasar - HP: 12 / AC: 13 / EXP: 5
Chuse Tank - HP: 11 / AC: 14 / EXP: 5
Corneo's Lacky - HP: 14 / AC: 11 / EXP: 10
Cripshav - HP: 12 / AC: 10 / EXP: 5
Deenglow - HP: 14 / AC: 12 / EXP: 10
Ghost - HP: 14 / AC: 13 / EXP: 10
Grashtrike - HP: 13 / AC: 11 / EXP: 10
Grenade Combat - HP: 12 / AC: 12 / EXP: 5
Grunt - HP: 12 / AC: 14 / EXP: 5
Guard Hound - HP: 12 / AC: 14 / EXP: 5
Hedgehog Pie - HP: 12 / AC: 14 / EXP: 5
Kalm Fang - HP: 12 / AC: 14 / EXP: 5
Mandragora - HP: 13 / AC: 14 / EXP: 10
Mono Drive - HP: 14 / AC: 11 / EXP: 10
MP - HP: 13 / AC: 11 / EXP: 10
Proto Machinegun - HP: 14 / AC: 13 / EXP: 10
Rocket Launcher - HP: 13 / AC: 13 / EXP: 10
Sahagin - HP: 13 / AC: 12 / EXP: 10
Smogger - HP: 14 / AC: 11 / EXP: 10
Soldier - HP: 13 / AC: 12 / EXP: 10
Special Combatant - HP: 11 / AC: 12 / EXP: 5
Sweeper - HP: 13 / AC: 14 / EXP: 10
Vargid Police - HP: 11 / AC: 15 / EXP: 5
Vice - HP: 12 / AC: 11 / EXP: 5
Whole Eater - HP: 11 / AC: 12 / EXP: 5
I think that's about it for now. I hope you guys understood.
If you have any questions, feel free to PM me!
Laters, and good luck!
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