So, Final Fantasy has had a few fan-made tabletop pen and paper RPGs, whether they have been directly linked to FF (Returners, FFd6), or have been inspired in a sort of wink, wink, nudge, nudge sort of way (Super Console). However, I recently became aware of this game because of conversations on another site that I frequent along the lines of. "Yeah, this is the one to take a look at." So I am. Because Final Fantasy and tabletop games. Together.
So, Zodiac is a 91-page tabletop game that's zero frills, completely
free, single-column layout which uses some of the most defaultest tables Word can create. However, it also gets right into the thing with some brief acknowledgements, we head straight on into Character Creation. And they list the steps as follows, and here they are, along with my own personal interpretation.
Step One: Character ConceptYou may have had a concept for your very own FF OC burning a hole in your pocket for quite a while- Well, NOW IS THEIR TIME TO SHINE. But having some forethought as to what you'd like to play and what you'd like them to do make everything else easier, as it only follows.
Step 2: StatsLike many RPGs, there's a bit of freebuilding involved, and all characters have five basic stats.
Strength, or just STR: This is your punching stuff stats. It affects how much damage you do with normal weapon attacks and special abilities that do physical damage.
Magic, or just MAG: This is your spell stat. This affects how much damage magic-based abilities do, and also affects how many special abilities a character can have.
Vitality, or just VIT: This is your tough stat. It has a strong influence on how many HP your character has, as well as their ability to resist status effects.
Spirit, or just SPI: Like VIT, but for MP.
Agility, or just AGI: Affects evade, battle speed, Critical chance, and accuracy of normal attacks.
So, they all start at a minimum of 3, you get a bunch of points to add to that, and just generally do whatever. Try to have a goal, at least.
Step 3: Armor use. How do you protect yourself, and how much? The game offers three options, which actually line up pretty well with games like Final Fantasy Tactics.
Defense: Well, look at Mr. Tough guy over here. This Armor gives a big boost to HP, and not much else besides, but sometimes HP are all you need.
Enhanced: For the guy who prefers aforementioned Mr. Tough Guy to watch his back. Enhanced armor doesn't do too much for HP, but does boost that precious, precious MP which can make all the difference between having another Flare ready when you need it.
Balanced: Smack in the middle of these two.
Everyone has access to Guards, which are the things you wear to make you harder to hit- Gauntlets, magic rings, shields, all the stuff that you put in that slot that do the same job.
Step 4: Weapon Use.Is your weapon your primary damage delivery mechanism, or something that's just more generally used to boost your spell power? Make that decision here.
Step 5: Derived Stats.This is where you figure out how much HP, MP, Attack Power, Magic Power, Accuracy, Magic Accuracy, Evade, Status resist, and Speed you have. Don't worry, the math is pretty easy.
Step 6: Class PowersThis is actually a bit of misnomer for reasons I'll explain later, but this is where you decide what your MP is for and how you use it. First off, this is where you pick whether your character uses Techs, which are magic and abilities built by the player, or Blue Magic, which are spells and abilities learned from monsters in various ways. This si where you build them, too.
Step 7: Secondary SkillsThis is where you fill in the space in your action menu that isn't occupied by "Fight" "Magic", or "Item". It's divided into two categories: Command Skills, which are abilities that take up an action but don't cost any MP, like, say, Jump, and support skills, which are passives that either straight-up buff your stats or allow characters other strong quirks.
Step 8: Starting EquipmentThis is where you pick your Starting Equipment, based on what choices you made in step 3 and 4. Oh, and this is also where you design the
entire equipment progression of your character. That's right, character's gear progression is player-facing in this game. The player creates everything they use from when they get woke up in the morning by their mom to when they fight Zeromus or Xagor or the Seven Heroes- wait those last two aren't FF bosses rewind-
But yeah, the players are in the driver's seat on this thing this time.
Step 9: Final touches.These are the cosmetic things, like character backstory, appearance, class, race- little things like that.
Character advancementWhat you get when you level. Quite a bit, really. The level range is from 1-99, but most campaigns seem to be expected to end around Lv. 60-70. Leveling is faster than most games, in keeping with the source material.
So, some of you who do tabletop a lot may notice a couple of omissions.
The first is Class or Job selection. Pretty much any other FF-derived game has some kind of class mechanic involved, but not here, and I will tell you why I prefer it that way. Final Fantasy is not really a stagnant series, and is constantly tinkering with and adding types of characters and fiddling with the way characters go about things. Doing your character your own way is more in keeping with the series than having any kind of preset list.
The second is non-combat skills. I don't mind this omission either because the Final Fantasy games aren't known for being bristling with out-of-combat challenges (unless you're an avid Triple Triad Player). Anything that's not combat is either explorey time or talky time, save for the very occasional mini-game.
But anyway, next time: Techs and Abilities, or, Explosions: A How-To Guide.