This is the wiki for Final Fantasy Zero, the tabletop Final Fantasy game fan project by Jacob Driscoll. It contains the Work-In-Progress entries that will eventually be collected into the FFZ PDF documents. The table of contents at the left should help you navigate wherever you need to go. Primarily, this site is currently a reference, rather than an instruction manual — the PDFs are for that.
Recent Updates
08/21/09
- Wizard is basically done. I've started tinkering with some Tribes, too. I'll probably go back to the Archetypes and present them in a similar style. Also: First piece of fan mail today! I didn't know people were watching this thing! :blush: HELLO INTERNET! I REQUEST PIE FROM YOU! Pie and encouragement! Tell your friends!
08/12/09
Messed with the Alchemist a bunch — re-formatting and such. Mix is now gloriously complex, but it might be a while before I fill in all the gaps. Related, I'm tinkering with Items. The list might get severely curtailed to make Mix less complex, but most anything I'd remove would be re-located into a Mix formula. Moving on to the Astrologer, and probably handling the Wizard before the end of it.
07/25/09
- Better Speed rules! Huzzah! I did these after seeing an example of FFXIII in play, and I think it's quite a bit simpler, flows better, but still meets (most) of my goals.
07/20/09
- Trying out some undercarriage updates: no longer must you roll to hit! And I'm working out how ailments, attacks, and defenses work based on that decision. Also screwin' with the Alchemist to prepare for the playtest.
07/15/09
- Look at the pretty new Items page! I like the table format a lot better than the block-quotes I was using for powers, abilities, and effects, and will probably be employing it going forward.
07/07/09
- Fleshing out the Campaign Timeline with Arcs, Adventures, and Locations. Getting a much better handle on how terrain should be used in the game. The Battlefield article may take a while to reach full completion; I'll probably leave it half-built for a while before coming back to it. Just about ready to finish up the Geomancer, though he's gonna take a while…
Current Project
I'm screwing around with some of the underlying mechanics. I'm removing the need to roll to hit, adjusting Speed, and then running through the current jobs, re-formatting their pages to be a little more legible.
I might be good to tackle the Geomancer soon, but I've also been playing with how I handle job abilities — I'm thinking of making character creation less about "selecting a job" and more about "selecting basic job abilities" with very customizable characters…I might add it as an option, or go with it as a default…I also plan on adding default abilities (the trade-offs that different jobs get at first level) as I've been exploring the idea of every job functioning capably in every role. The purpose of those attack and defense options is to ensure that no party is without what it needs to protect and attack, so I might end up greatly diversifying those powers.
Tinkering with Accessories. Accessories going forward will be basically universal (though there will still be job-exclusive accessories), making "accessory proficiency" pointless. Currently forming a working list of FF accessories and their effects.
Gambler will likely be last job finished, mostly because it will reference the abilities of other jobs.
Burning Questions
- How am I going to afford to buy a PS3, PSP, and FFXIII?! ARGH.





