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| Final Fantasy VII is one of the best console rpgs I have ever found. I'll assume you are already familiar with the world it has to offer. If you aren't, I highly suggest you find a copy of the game and play it. Warning, I will give spoilers on these pages, such as that AERITH DIES!!! If you didn't already know that, then you are as sheltered as those who don't know that Darth Vader is Luke Skywalker's father, and this page is not yet for you. |
| Skills |
| The one element that FF7 has that is not easily taken from the pages of the d20 Modern books is materia. It has proven to be the hardest part to incorporate into d20 Modern rules while staying as true to FF7 as possible and while keeping the game balanced. Keep in mind that these rules have yet to see much play testing, and so changes will likely be made as complications arise. As yet I don't have any mechanic for leveling up materia, but I plan on making that a special ability of an advanced class I have yet to make. The next hardest thing from FF7 were Limits. I have decided to deal with these by making them feats that all require the expenditure of an action point to use. This will allow them to stay powerful, while incorporating a reasonable limit to their use. |
| Materia Use Trained only. Use this skill to activate the magic stored within equipped materia, or identify an unkown materia. Check: A successful skill check allows you to use the magic stored within an equipped materia. Activating a Magic Materia is an attack action that provokes attacks of opportunity. Support materia requires no check to use since it's effects are passive, however at least one rank in this skill is needed to gain any benefit from them. Equipping and unequipping materia is a move action, which provokes attacks of opportunity. If, after activating but before completion, you take damage while using magic or summon materia, you must succeed at a Concentration check (DC 10 + damage taken) or the spell fails. Using materia is draining upon its user. As such, you may only attempt this skill [(wisdom modifier + character level) x 2] times in any 24 hour period. Identifying a materia merely requires holding it and at least on rank in this skill, and does not count as a useage of this skill. Special: You may take 10 when making a Materia Use skill check, but only in non-stressful situations. You may also take 20, but doing so requires a successful Concentration check (DC 10 + level of the materia) and takes 2 minutes of uninterupted concentration. |
| Equipment |
| Bangle: Increases a characters resistance against magic, granting a +1 to all saving throws to avoid the effects of magic. If more than one bangle is worn at any time, the character suffers a negatice level for each additional bangle past the first, and they recieve no benefits from any of them, including any materia which might be equipped. Negatice levels are removed after all bangles have been removed, and the character has had 8 hours rest. Masterwork bangles grant an additional bonus to saves against magic (+1, +2, and +3 respectively) at an equal increase in purchase DC. Base Purchase DC: 10 Weight: 2 lbs |
| Materia Slots: Materia slots can be added to bangles and weapons, allowing materia te be equipped on them. Each slot allows for one materia to be equipped. A linked pair allows for a materia to affect the other in the pair, allowing for incredible versitality and various effects. Each single slot added increases the items base purchase DC by +1, and each linked pair increases the purchase DC by +3. No item can have more than a total of 8 materia slots on it. |
| Materia: Bolt/Fire/Ice: Requires a successful Materia Use skill check to activate, and must be equipped in a slotted bangle or weapon. Once activated, these spells require a ranged touch attack to hit, and have a max range of 30 ft. Damage dealt is 2d6 per level of the materia, of the appropriate type (bolt is electricity, fire is fire, and ice is cold). The target may make a Fort save DC [13 + (materia level x 2)] for half damage. Purchase DC: 17 (each element is a seperate materia, requiring it's own purchase) Weight: 1/2 lb |
| Villains and Allies |
| Vehicles |
| Shin-Ra Dragon Flyer: This is a vehicle that Dirge of Cerberus has introduced. To use it, simply take the stats given for the UH-60 Blackhawk given on page 125 of the main book, change the top speed to 500 (50), and arm it with a forward mounted M2HB heavy machine gun, found on page 96 of the main book. |
| Shin-Ra Helicopter: This is the one seen throughout the game. The base version is the B1alpha, and the platform version is the B1beta. To use them, simply take the Bell Model 212 given on page 125 of the main book, change it's hardness to 10, it's hit points to 44, and restriction to Mil (+3). The platform provides space for up to 10 people, and provides it's own lift so as to not lower the ratings of the helicopter. The platform can act as a weapons platform, however it is not very stable, so you still count as shooting from a moving vehicle. |
| Other Vehicles: The other vehicles seen throughout FF7, Advent Children, Last Order, and Dirge of Cerberus can easily be represented by directly using stats for a similar vehicle directly from page 125 of the main rulebook. I have not yet made up stats for the airships, as they are not that common during the game, and the need has not yet arisen for my games. As examples, the bike cloud grabs from Shin-Ra tower can be represented as a Harley Davidson FLSTF, and the truck the party steals can be considered a Ford F-150 XL. |
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| Chocobos have raced here. |
| Feats |
| Braver: Perform a leaping chop that can split an enemy in two. Prerequisites: Power Attack, base attack bonus +2. Benefit: While weilding a sword and performing a charge, you may spend one action point to deal double damage. You must declare this at the begining of your charge; you cannot wait to find out if you hit or not. |
| Cross-Slash: Deal multiple attacks against a single opponent. Prerequisites: Power Attack, Braver, base attack bonus +4 Benefit: While wielding a sword and making a full attack action, you may spend an action point to make 3 attacks against a single opponent, all at your highest base attack modifier -2. You may not make any other attacks on your turn, other than attacks of opportunity, even if you are wielding a second sword. |
| Blade Beam: Strike a distant opponent with a beam of energy released from your sword. Prerequisites: Power Attack, Braver, Cross-Slash, Weapon Focus (any sword), base attack bonus +8 Benefit: As a full attack action, with the sword you have Weapon Focus with, you may make a single melee touch attack against an opponent who's up to 15 ft away. This attack deals energy damage. On a critical hit, damage is not multiplied, but instead is also dealt to all who are adjacent to your target, who get a Reflex save (DC 15) for half damage. Note, the original target does not get this save under any circumstance. |
| Cure: Requires a successful Materia Use skill check to activate, and must be equipped in a slotted bangle or weapon. Once activated you may make a ranged touch attack to hit, with a max range of 10 ft. Hit points restored to a living target is 1d8 per level of the materia. Against undead, this spell deals 2d8 damage per level of the materia. Purchace DC: 20 Weight: 1/2 lb |
| Big Shot: Blast a ball of energy from your gun, dealing massive damage. Prerequisites: Personal Firearms Proficiency, base attack bonus +2 Benefit: While wielding a firearm, you may spend an action point to make one ranged attack that deals double damage as a full attack action. You must declare this at the begining of your charge; you cannot wait to find out if you hit or not. |
| Mindblow: Blast an enemies ability to use materia right out of them. Prerequisites: Personal Firearms Proficiency, Big Shot, base attack bonus +4 Benefit: As a full attack action with a firearm, you may spend one action point to make one attack that deals temporary Wisdom damage instead of damaging their hit points. Damage enhancing feats, such as Double Tap, cannot be used in conjunction with this ability, although feats like Far Shot still apply. |