Character Creation

Your character is your way to interact with the world that your GM has created for you. It is your avatar in the world, the being whose story you will be exploring over the next year or so. You get to dictate the thoughts and actions of this character, and they are yours to control. The events that swirl around them are in the GM's hands, but how your character reacts, and how they act, is totally up to you.

Step 1: Character Concept

The character concept is an organizing tool. It is perhaps best to think of it as comparing to other characters that exist: Do you want to be a wise old sage like Merlin, or more of a noble king like Arthur? Perhaps the FF games themselves inspire you: would you like to play a hard-edged warrior like Cloud? Or perhaps you would have more fun with a precocious kid-like character similar to Vivi or Krilie? You can check the archetypes page to get inspiration, or to take a look at a few of the archetypes that have occurred in the FF games and the fantasy/sci-fi genre as a whole, and either use them entirely, or adjust them to meet your needs. The concept can be very broad ("I want to be physically strong") or fairly specific ("I want to be like Tifa from FFVII, mixed with a little Kefka!"). The idea is to get a theme — even a very big theme — and use it to help you make choices about your character going forward.

Step 2: Archetype (and Tribe)

Based on your character concept, select an archetype (or several) that you think describes your character's concept well. If your concept is "I want to be strong," you might choose the Bangaa tribe, or The Strong One archetype. This will give you a baseline of statistics that you can employ in the future steps. Your baseline statistics will probably not change much over the course of the game, and serve to define what your character is good at, inherently.

You don't have to select an archetype or tribe, however, and you can define your own strengths and weaknesses simply by giving yourself a bonus to one statistic, and a penalty to another, up to four times.

Step 3: Starting Job

Select the job you will start as from the List of Jobs. Note that, when you choose a job, if you later change your mind, you can, but it will take either Gil or adventures to change your job, and you will normally only be able to change to the jobs next to you in the Job Cycle. Keep what jobs you might like to have in the future in mind in your selection, as well as what statistics they are likely to benefit from. Try not to take a job that really needs a statistic that you suffer a large penalty in — generally, you won't be very good at that. From your starting job, you gain some bonuses, and some starting equipment (the starting gear for your weapon and armor). You might also want to pick a default row for yourself at this point, based on whether you're a front-line kind of warrior or a back-line kind of warrior.

Step 4: Jot Down Your Numbers

Each of your statistics, in addition to your job bonuses, equipment bonuses, row bonuses, and your bonus from your first level, will provide you with your final combat numbers.

  • Your Hit Points come from your job. Include any bonuses from your armor, and add +5 hp per level. If you run out of these, you might die!
  • Your Weapon Power is a die roll assigned by your job. Add to it your level to it, and note that your weapon may affect the actual roll you make.
  • Your Stamina is your level, plus any bonuses from your armor. Stamina protects you from weapon attacks.
  • Your Magic Points work the same way as hit points: whatever your job gives you, +5 per level, with any extra bonuses from your armor. If you run out of these, you don't die, you just stop being able to use your most awesome abilities.
  • Your Spell Power is a die roll assigned by your job, just like Weapon Power. You add your level to it, and your weapon may affect other things about it.
  • Your Mind is your level, plus any bonuses from your armor. Mind protects you from spell attacks.
  • Your Speed is a die roll assigned by your job. Add to it your level, plus any bonuses from armor or weapons. A high Speed is what lets you go first in combat.

So if you were a level 1 character with no bonuses, your stats would be:

  • HP: 5 + your job's starting HP, including any armor modifications.
  • Weapon: Your job's dice roll, +1, including whatever weapon qualities you may have.
  • Stam: 1 + any modifications from your armor.
  • MP: 5 + your job's starting MP, including any weapon modifications.
  • Spell: Your job's dice roll, +1, including whatever weapon qualities you may have.
  • Mind: 1 + any modifications from your armor.
  • Speed: Your job's dice roll, +1, including whatever weapon or armor qualities you may have.

Step 5: Character Development

This final step helps you figure out how your character is connected to other characters, and to the overall world and the campaign itself. It's effectively a series of in-character choices you make for yourself.

The only thing the game assumes you have here two Hopes and two Fears. You define these for yourself, based on what you think your character might want, or might be afraid of. For instance, your character might have the Become Fabulously Wealthy goal, if your character works towards striking it rich. If your character also has the fear of Dying Alone, they may work towards making friends and relationships, so that they won't meet that fate. The DM will use these goals and fears to help hook you into adventures, and you may have a chance to actually accomplish some of your goals. You may not accomplish all of them, however, and you will undoubtedly have to conquer your fears to do it.

More Details

There are extra things you may give your character, depending on how deeply you want to develop them:

  • Your Feature is some element of your character that your character is very proud of. It is probably something they are good at, but more than that, it is something they take pride in. Perhaps your character is artistic, or thinks of themselves as a rebel. Perhaps your character is a good archer.
  • Your Flaw is some element of your character that your character isn't a big fan of (even if that dislike is subconscious). It's not just something your character isn't good at, it is something your character wants to be better at, some quality that they hide or avoid confronting. It might be that you are not a very good cook, or that you dislike thinking about your past because of some problem that it holds for you.
  • Your Motive is why you want to achieve your goal. Sometimes, this is obvious ("if my family continues under this curse, I will die before I turn 20"). Sometimes, it is less so ("I want fame because no one ever loved me growing up, and I want to be loved!").
  • Your Support Character is an NPC that you are close to. It might be a friend, a parent, a bartender you meet regularly, a lover, a child, a loyal dog, or any other person your character knows and trusts, for whatever reason.
  • Your Relationships come in two forms. The first is you determining your relationship to another character — how you feel about that character specifically, as a friend, as a romantic interest, as a mentor, as something to be protected, or as someone to be exploited. The player of the character you choose must approve this relationship, and you will approve a relationship that another character has with your character.
  • Your Rivalries come in the same bag. You choose a different character, and specify some point of contention with them. Perhaps you share a philosophical difference, or maybe you once stole that character's girlfriend. Like with a relationship, the other character must approve this rivalry. You will also be getting a rivalry from another character that you may approve. Perhaps a trait of yours you will be someone's pet peeve, or maybe you did something offensive that you've forgotten about, but that has stuck in the other character's craw.

That's The End!

With the information above, you have everything you need to play a game of FFZ. Your next step is to go on your first Adventure.

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