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                     Posted: Mon Feb 23, 2009 3:43 pm
		     
             
             
             
                    
                        
                            
                                                                    
        
        
        
			            If you have the space to spare, I suggest downloading a copy of the full rulebook at  the Returners Website (link) here.The download is a 5 megabyte .rar file and can be unrar'ed with most file compression programs.   RARLABs WinRAR is always a good choice. The following list recaps some of the most important concepts introduced for quick reference. Ability. A special power possessed by a Job. Ability Action. Any Action using Slow, Fast, or Magic Abilities, including Spells. Ability Set. All Abilities available to a given Job or character. Absorbance (A). Used to designate a combatant’s ability to absorb a given category of Elemental damage. Accessory. Enchanted relics used to boost a character’s capabilities. Accessory Slot. Equipment slot used to equip Accessories. Action Phase. Phase during which the participants act. Adventure. One-off quests or series of events with a fixed goal. Advantage. A character quirk that affects the character’s combat performance in a positive way. Adverse Terrain. Terrain that reduces movement by 50%. Arcane Magic. Any Spell that deals damage, but is not directly associated with one of the Combat Elements. Armor Base. Base value determining a monster’s overall ARM. Attack Action. Attacking an opponent with an equipped Weapon. Attribute. One of a number of stats tracking a character’s physical and mental capabilities. Attribute Cap. Maximum value an Attribute can have. Determined by Job and Race. Attribute Point. Points that can be spent on defining and increasing the character’s Attributes. Attribute Rating. Number measuring a character’s ability in a given Attribute. Artifact. A piece of equipment which may not be bought in stores, but can be found multiple times. Automatic Miss. A Botch in an Attack Action. Availability Rating. A numerical representation of an item’s general rarity. Availability Roll. A d% roll made to see whether an item is in stock. The target number is the item’s Availability Rating.
  Body Slot. Equipment slot used to equip Mail, Suits and Robes. Botch. A critical failure on a Percentile Roll. Occurs on unmodified rolls of 95 to 100. Brawling. Attack Actions without a Weapon equipped. Buff. Any effect that improves a character’s abilities or power, as with Status Conditions like Power Up. Build. A premeditated design or template for a character, usually developed around a specific set of Advantages, Attributes, and Equipment.
  Campaign. A continuous narrative built up from interlinking adventures. Charge Time. The delay between when a character decides to use a Slow Ability and its activation. Class. A generalised profession. Combat Elements. The Elements of Fire, Water, Wind, Earth, Ice, Lightning, Poison, Holy and Shadow. Combat Movement. Movement undertaken as part of an attack. Complexity Grade. Measure of a crafting project’s complexity. Conditional Modifier. Modifier applied to Task Checks based on how easy – or difficult – the task at hand is. CoS. Short for ‘Chance of Success’. A target number for most task resolution rolls in the FFRPG. Craft Point. Measure of raw materials. Consumed to create things. Critical Hit. A Critical Success in an Attack Action. Critical Injuries. Injuries severe enough to give characters temporary or permanent Status Conditions. Critical Success. An unusually good result on a Percentile Roll. Occurs on unmodified rolls of 1 to 10.
  d%. A die roll using two ten-sided dice to generate a total ‘percentage’. Damage Cap. Restriction limiting the amount of damage done by any one attack to 999 HP or MP. Damage Die. Die – or dice – rolled and added to an attack’s damage. Damage Scale. Multiplier that gives an attack’s basic damage. Default Attribute. The Attribute that has the strongest effect on a character's chance of success with a given Skill. The Default Attribute's Rating can substitute for a Skill Rating in certain cases. Debuff. Any effect that reduces a character’s abilities or power. The Weaken Status Conditions are one example of this. Defense Action. Giving up all Actions and bracing for damage. Difficult Terrain. Terrain that reduces movement by 25%. Disadvantage. A character quirk that affects the character’s combat performance in a negative way. Dot. Derived from the acronym DOT – ‘Damage Over Time’. Effects such as Poison and Sap fall into this category. Durability. A measure of how many hits it takes to destroy an environmental feature.
  Elemental. See Combat Elements. Elemental Magic. Any Spell that deals damage associated with one of the Combat Elements. Equipment Ability. Special properties tied to a given piece of equipment. Equipment Tier. A number from 1 to 10, measuring an item's general rarity. Equipped. Term used for equipment the character wears or keeps to hand. Escape Action. Action resulting from a combatant’s attempts to withdraw to a safer position. Extreme Initiative. An Initiative of 35 or higher. Entitles a combatant to additional Actions.
  Fast Ability. An Ability that requires no preparation time. Flat CoS. A chance of success that always remains the same. Fudging. Ignoring the result of a roll and deciding what the outcome should be, even if it is different from what the roll would have normally produced. Generally done by the GM if the roll would cause serious problems for the game at hand, though some will use it to 'cheat' the players. Full-Move Action. An Action spent entirely on movement.
  Gamemaster (GM). 'Leader’ of the game. Sets challenges and details the world. Grognard. Nickname for older, more conservative gamers who tend to be deeply involved in their hobby.
  Hands Slot. Equipment slot used to equip Armwear and Gauntlets. Head Slot. Equipment slot used to equip Hats and Helmets. Hit Base. Base value determining a monster’s overall HP. Hit Die. Die rolled to determine a character’s Hit Points. Hit Points (HP). A reflection of the character's general physical condition. House Rules. Tweaks and changes made to a basic RPG ruleset.
  Immunity (I). Used to designate a combatant’s immunity to a given category of Elemental damage or Status Condition. Initiative. Score that determines when actions are taken. Initiative Phase. Phase during which the order of the participants’ actions is determined. Intuitive Magic. 'Minor' Spells created on the fly by casters. Intuitive Skill. A Skill whose Default Attribute's Rating may be used in place of a Skill Rating if the character does not possess the Skill in question. Invention Level. Measure of an Invention’s overall power. Inventory Slot. Equipment slot used for potions, throwing weapons, ammunition and other ‘loose’ items. Item Action. Action involving using items or changing equipment in-battle.
  Job. A specialised profession.
  Key Item. Item significant to the plot or adventure. Key Points. ‘Currency’ used to shape the progress of a story. Key Traits. Positive and negative words used to describe a character’s personality.
  Learned Skill. A Skill whose Rating cannot be replaced by a Default Attribute's Rating if the character does not possess it. Legendary. A piece of equipment that only exists once on any given world. Level. A reflection of a character's experience level. Based on the total number of XP that character possesses.
  Magic Abilities. Spells and spell-like Abilities. Magic Armor Base. Base value determining a monster’s M. ARM. Magic Base. Base value determining the monster’s overall MP. Magic Die. Die rolled to determine a character’s Magic Points. Magic Points (MP). The representation of a character's reservoir of spellcasting energy. Magical. Magical damage not associated with a Combat Element. Min-Maxing. The practice of juggling character Attributes, Skills and equipment for maximum effectiveness in combat. Modifier. Any additional property attached to a basic Attack to enhance its effects. Can also be used in conjunction with Abilities in some cases. Monster Family. A grouping of monsters who share similar characteristics. Monty Haul. Derisive nickname for adventures that exist allow characters to acquire increasingly ludicrous levels of money and overpowered equipment for relatively little effort. Munchkin. Nickname for players preoccupied with finding ever more elaborate means of boosting their characters’ power to obscene levels.  Munchkins may often take advantage of loopholes in the rules to do this; for this reason, the most effective munchkins will also be relentless Rules Lawyers. Non-Player Character (NPC). Any character whose actions are controlled by the GM rather than the players. Not Reflectable. A spell that is unaffected by the Status Condition Reflect. Designated as NR in Chapter 8: Magic. Nuke. To deal a large amount of damage in a single attack. 'Nukers' usually tend to be Mage Jobs.
  Opposed Task Check. Task Check in which two or more participants make a d% roll. Optional Rule. Rules designed to be used at a GM’s discretion.
  Percentile Roll. A roll made using a d%. Phase. Segments of a Round. Most Rounds have three phases. Pincer Attack. Battle in which one side complete encircles the other. Player Character (PC). Any character whose actions are controlled by one of the players. Preemptive Round. Specialized Round resulting from ambush.
  Racial Maximum. A hard limit on starting Attributes defined by a character’s choice of race. Racial Modifier. A modifier imposed to a Task Check as a result of a race's unique physiology. Reaction Ability. An Ability that only triggers under certain circumstances. Recovery Magic. Spells that restore HP or MP, or remove harmful Status Conditions. Reflectable. A spell that can be affected by the Status Condition Reflect. Designated as R in Chapter 8: Magic. Resistance (R). Used to designate a combatant’s resistance to a given category of Elemental damage. Round. Basic unit of time in FFRPG combat. A battle will often be made up of multiple Rounds. Rule of 1. Rule stating that the smallest amount of damage any one attack can inflict is 1 HP. Rule of 10. Rule stating that the lowest a CoS can be reduced to is 10 – making the roll under these circumstances is not a Critical Success, but an against-all-odds one. Rules Lawyer. Nickname for players with an encyclopedic knowledge of the rules and habit of arguing their minutiae at every possible turn.
  Scale. A measure of large an environmental feature. This value is used to calculate damage inflicted by the feature. Scene. Basic unit of time in the FFRPG. A scene ends with a change in location or the passage of time. Shield Slot. Equipment slot used to equip a Shield, second Weapon or two-handed Weapon. Size Grade. Measure of a crafting project’s size. Skill. A particular body of knowledge used by a character, measured via a numerical rating. Skill Aptitude. A category of Skills a character can learn at a reduced rate due to their training in that field. Skill Point. Points that can be spent on defining and increasing the character’s Skills. Skill Rating. Number measuring a character’s proficiency in a given Skill. Slow Ability. An Ability that requires preparation time. Spam. Repetitive use of a single attack over and over. Spellblade Magic. Spells that primarily affect a Weapon rather than a target. Spontaneous. Used to describe a Trait effect that can be used at any time. Status Conditions. Special conditions – positive or negative –that can affect a character’s capacities and abilities. Status Magic. Any Spell which adds harmful or gainful Status Conditions to one or more targets. Status Phase. Phase during which book-keeping for Status Conditions takes place. Support Ability. An Ability that is always active. Support Magic. Spells which do not directly affect combatants or their opponents, or which bypass magical Evasions by default. Synergy Bonus. A bonus to a Task Check granted by compatible Skills and Attributes.
  Tank. Character or Job whose primary role in a battle is to fight on the front line and absorb the bulk of the damage dealt. This role is usually filled by Warrior Jobs. Task Check. A Percentile Roll used to determine the success or failure of a task using one of a character’s Skills or Abilities. Tied. Used to describe a Trait effect that requires advance planning to use. Timer. Expression used for the duration of a Status Condition or special effect. Trigger Action. An Action involving a Task Check. TPK. Acronym for ‘Total Party Kill’ – a disastrous event in which every PC dies. Sometimes also known as Game Over. Trait Package. The ‘package’ of personality attributes every character possesses. Traits. Certain qualities of a character that can’t be represented through Skills, Attributes, or Abilities.
  Unconscious. Condition in which a PC or NPC has been reduced to 0 or fewer HP.
  Wait. Delay acting for a certain number of ticks. Wainscotting. Over-describing trivial environmental details (e.g. the wallpaper in a room). Weakness (W). Used to designate a combatant’s weakness to a given category of Elemental damage. Weapon Slot. Equipment slot used to equip a Weapon. Workshop Hour. One hour of uninterrupted work in a space that has all the materials and equipment needed for the crafter to do his work.
  XP. A measure of a character's growth in experience and personal capabilities, increased by certain actions and achievements within the game.         
        
        
		        
		         
     
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                     Posted: Mon Feb 23, 2009 3:50 pm
		     
             
             
             
                    
                        
                            
                                                                    
        
        
        
			            Character Creation Flavoring! The following serves as extra flavoring for the Player Character in FFRPG.  And yes!  Appendix 4 Counts!
  Quote
  Optional, but just as effective at establishing a character as any number of descriptive paragraphs. This can be anything from an often overused catchphrase ('...Whatever.') to a short and pithy comment typical of the character's general outlook on life ('You thought a little thing like the end of the world was gonna do me in?').
  The Beginnings of Key Points, Read Here!
  "Basic Traits The use of Traits allows FFRPG characters to develop complex, challenging quirks and hooks to further flesh out the party's adventures. However, as with all things, it’s best to start small – for this reason, the first Trait every character takes is the one defining their basic personality. This is called their Trait Package, and bundles together ten one-word attributes – such as ‘Naïve’, ‘Argumentative’, ‘Valorous’, or ‘Inquisitive’ – that describe the character’s general attitudes and responses. – These ten –ideally, five positive and five negative – attributes are called the Key Traits, and can be generated either by brainstorming or by defining them using the character’s birthdate and blood type as a shortcut. "  -FFRPG
 
 Quote: ZODIAC TRAITS Many cultures believe the stars a character is born under determines their personality – and destiny. Decide the day and month the character was born, then consult the list below to find what star sign the character falls under, noting down one or more of the Key Traits given for that sign’s profile to add to your character’s Trait Package.  Capricorn (December 22 - January 19) The pragmatic Capricorns are typically ambitious, hard-working, conservative and scrupulous, but can also easily be stubborn, overbearing egotists prone to sulking and fatalism. Notable Capricorns include Laguna Loire, Cyan Garamonde, Strago Magus and Seifer Almasy. Aquarius (January 20 - February 18 ) The Aquarius is inventive, independent, logical, and understanding; however, they tend to be aloof, dispassionate, unpredictable and eccentric, and act withdrawn towards others. Two notable Aquarii are Aeris Gainborough and Setzer Gabbiani. Pisces (February 19 - March 20) A Pisces is a sympathetic character; intuitive, compassionate, emotional and sacrificing. On the downside, characters under this sign tend to be pessimistic, overly chatty, emotionally constrained or impractical. Notable Pisces characters include Celes Chere, Rinoa Heartilly, Zell Dincht, Cid Highwind and Ward Zabac. Aries (March 21 - April 19) Aries characters are eager, courageous, independent and impulsive, but quick to anger, impatient and often violent. One notable Aries is Gau. Taurus (April 20 - May 20) A Taurus character is stable, dependable, practical and thorough; however, they can be short-tempered, bull-headed, possessive, selfish, and materialistic. Notable Taurii include Tifa Lockheart and Mog. Gemini (May 21 - June 21) Geminis are versatile, sociable, expressive, inquisitive, inventive and intelligent. On the other hand, they also tend to be absentminded, conniving and fidgety, and lack an attention span. Cancer (June 22 - July 22) Cancers are supportive, sensitive and emotional characters, but can be overly selfish, moody and manipulative. Notable Cancers include Kiros Seagull and Selphie Tilmitt. Leo (July 23 - August 22) Leos are proud, romantic, charismatic, ambitious, self-assured and idealistic, but have a cruel, conceited, childish streak running through them. Notable Leos include Squall Leonhart, Cloud Strife, and Edgar and Sabin Figaro. Virgo (August 23 - September 22) Virgos are perfectionists; practical, analytical, exacting and diligent. However, they can easily turn picky, cynical, snobbish and self-centered at a moment's notice. Relm Arrowny is a notable Virgo. Libra (September 23 - October 23) Libras are sociable, tactful, persuasive, peace-loving, sophisticated and fair. They can, however, be indecisive, inconsistent and easily-deterred. Notable Libras include Locke Cole, Quistis Trepe and Terra Branford. Scorpio (October 24 - November 21) At their best, Scorpios are intense, motivated and resourceful individuals, but come across to others as temperamental, intolerant, domineering, distrustful and secretive. One notable Scorpio is Yuffie Kisaragi. Sagittarius (November 22 - December 21) A Sagittarius is a freedom-loving spirit; straightforward, open-minded, philosophical, ethical, optimistic and enthusiastic. On the downside, they can also be quarrelsome, blunt, impatient, self-indulgent and hot-headed. Notable Sagittari include Barrett Wallace and Irvine Kinneas. 
 
 
 Quote: Blood TypeA character's Blood Type may seem like a trivial detail, but in Japanese popular culture, it is considered an important factor in determining a person’s personality and temperament. For this reason, characters in games, television series, and comics will invariably have Blood Type listed along with their other ‘vital statistics’. Select one of the Blood Types below and note down one or more of the Key Traits given for that Blood Type’s profile to add to your character’s Trait Package.  [A] TYPE Key Traits: Conservative, reserved, patient, conformist, punctual, introverted, obsessive, stubborn, self-conscious, uptight.  Representatives: Yuffie Kisaragi, Vincent Valentine, Quistis Trepe, Irvine Kinneas, Ward Zabac   TYPE Key Traits: Creative, passionate, optimistic, flexible, forgetful, irresponsible, individualistic. 
  Representatives: Tifa Lockheart, Cid Highwind, Zell Dincht, Selphie Tilmitt, Laguna Loire 
  [AB] TYPE Key Traits: Cool, controlled, rational, outgoing, popular, emphatic, aloof, critical, unforgiving, indecisive. 
  Representatives: Cloud Strife, Squall Leonhart 
  [O] TYPE Key Traits: Ambitious, robust, self-confident, vain, insensitive, ruthless, arrogant. 
  Representatives: Aerith Gainsborough, Barret Wallace, Kiros Seagull, Seifer Almasy 
            
        
        
		        
		         
     
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