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New Final Fantasy RPG

New Final Fantasy RPG

Greetings Myth Weavers!

First, let me introduce me. My name is Bruno Carvalho and i've been playing and GM'ing since the nineties (1994, to be exact). I'm from Brazil and a huge fan of the Returner's FFRPG (been playing it since the First Edition - and yes, it was EVEN WORSE than the dreaded second). Upon the death of the Returner's group and SeeD's decision to move to computer-assisted gaming (as they openly recognize FFRPG SeeD is optimized for IRC gaming and not for tabletop), there were a Brazilian game designer called Fernanda Parker who took the third edition and translated it to Portuguese, maintaining it alive here in Brazil... until last year. Last year, she decided to abandon the project to real life issues.

So I decided to keep the steam going, and to do that I'd rather adress some of the glaring problems with Third Edition. And after looking at it for a while, it seemed that the best course of action was to start it anew and create a new game, instead of trying to fix its myriad of problems. So, since January this year, I've been creating what I (without any modesty, i confess) call the FFRPG Fourth Edition. I've taken inspiration not only on Returner's FFRPG, but also in SeeD, Zodiac, FFd6 and other FFRPG sources available.

And it's about done. It's playable - I've run some playtest campaigns and there is other campaigns run by other GMs popping around , but I've reached the point that the project is getting bigger than I can tackle it alone. So here I am, looking for help! Let me detail my key points:

1) System Features (these are already done)

a) Compact, rules light gaming
The actual game book around 100 pages total, in comparison to 3rd Edition's over 400. And it is written in Portuguese and English.

b) Collaborative narrative
In character creation and during play, the players can use the built-in collaborative mechanics to drive the story foward. This way, the GM get inputs before and during play to what story better suits its players - and while the GM still have the final word, the players have the tools to really feel in the driver's seat of the story.

c) Intuitive task resolution
The task resolution mechanics uses a intuitive system, without tables or abitrary difficulty scales. Characters of all levels can contribute to meet the party's goals, without creating the situation where only optimized characters can have a chance of sucess in their area of expertise.

d) Customizable characters
Albeit still working on a class/level structure, the job system presents 18 unique jobs with multiclassing rules that allow over 80 unique job combinations. Also, the job descriptions present several different abilities and spells who can be chosen or not - no more "every swordmaster knows the same skills" from 3rd Edition. Geomancy, Blue Magic and Summon are descripted in the first expansion pack: Forces of Nature.

e) Inverted leveling up system
Instead of the traditional "Gain XP -> Level Up -> Improve Stats", you invert the logic, and you "Gain XP -> Improve Stats -> Level Up", akin to systems like L5R (but simpler). In this way, characters of distinct levels can exist even with the same XP, and that leads to better balanced spels and skills that use Character Level (no more Lv.5 Death kiling either no one or your entire party)

f) Fluid combat initiative
Instead of having fixed combat initiative orders, the system uses a phase-based system(akin to the 7th Sea combat mechanics) that allows for another level of tactical combat. Due to the increased complexity of this mechanic, the combat movement is very simplified and the use of tactical maps and miniatures is not needed.

g) Character-driven advancement system
Instead of just awarding XP for "killing monsters and completing missions", the character advancement system depends on the players character's motives and personality. This allows the players, as a group, to signal to the GM the kind of adventures they want to play. "Killing monsters" and "Completing Missions" are still valid options to earn XP, but it's not mandatory or the sole way.

h) Racial mechanics, Monster Construction guidelines and a sample Bestiary
The main Final Fantasy Races are there in the first expansion pack, called Forces of Nature, along with monster construction help and some sample monsters ready to use.

2) Current Works (I'm working in these points right now)

a) The Complete Edition
I recently (this november) got word from Dust, the creator of FFd6, and she let me use some descriptions and art from her book. So I'm working in rewriting the core books with better descriptions and with art. No rules will change (barring some needed clarifications and errata), so the new books will be fully compatible with the existing ones.

b) Job Changing rules and Tactical-map based combat
Next in request is the FFT and FFV-like job changes rules.

3) The much needed help (Wished I could do but I simply can't)

a) Art and Editing
I simply have absolutely NO art skills. Can't draw a stick figure for good. That includes not only interior drawings in the book, but also a good-looking character sheet. Also, I'm sure the book can have a better layout and editing - I just lack the skillz to do it.

b) Worldbooks
No RPG is complete without great Scenarios. And few games have better worlds than the Final Fantasy series. So I'll need help writing down these worlds and converting them to this system, to enable Game Masters to jump at their favourite worlds.

c) MOAR playtest
No ruleset is good without notes from the field. This one is the point I'd like more to see going. Without playtester feedback, it's very hard to see what's good and what's broken in the rules.

d) Assorted critcism and suggestions
Of course, any help in this direction is good, no matter how small it may look.

If you're interested, come to join us at or use the dowload section below!

Anyway, thanks for your patience reading this long post! Hope you all have fun and good games!

DOWNLOAD SECTION (I'll try to keep this updated)


FFRPG Complete 4th Edition: Archived

FFRPG Revised 4th Edition

June 2019 Errata for Revised 4th Edition

Final Fantasy IV Worldbook:

Final Fantasy VI Worldbook:

Final Fantasy Tactics Worldbook:

Chaos in Cornelia - An Adventure for FFRPG 4e :

Character Sheet:

Version History:
2019-06-24: Uploaded a big errata for the Revised 4th Edition book.
2018-08-29:Uploaded the Final Fantasy RPG Revised 4th Edition book. Final Fantasy RPG Complete 4th Edition book archived. Also uploaded the starter adventure Chaos in Cornelia.
2016-09-25: FF VI Worldbook published
2016-03-01: Complete Edition published
2015-12-30: Original Post

New book to download! FFRPG Complete 4th Edition is a relaunching of the corebooks (Disk 1 + 2), along with the Forces of Nature expansion, with better formatting, some balance adjustments, optional rules, GM advice, several grammar fixes, art, and much more! You may download it at the link .

New book published today.

Come download the latest DLC for the FFRPG 4th Edition! The Final Fantasy VI worldbook brings the tales of Aeolus, a new world for your campaigns, and some new rules suited to the FF VI gameplay!

Download link: Final Fantasy VI Worldbook:

Greetings! In Feb 29th, 2016, I published the Core Rulebook of the game. Now, 2 and a half years later, I present you a Revised versionof the book. Main features of this version are:

* Lots of gramar *bugs* corrected;
* Reorganization of the book chapters to make it more easy on new players;
* Inclusion of the Freelancer and Squire Jobs (originally presented in the FFT Worldbook);
* Inclusion of all Errata and lots of new balance changes, including the Druid rework;
* Katanas now presented as a weapon type.

Also, I proudly present you the conversion of the original Omega Fantasy starter adventure, Chaos in Cornelia, to the FFRPG 4th Edition rules! Many thanks to its creator for his help with this adventure and I hope you enjoy it!

As the work continue, now I present a big errata, with reworks to four Jobs: Adept, Monk, Fencer and Dervish.

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