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Tabletop Game / Returners Final Fantasy Roleplaying Game

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A Tabletop RPG developed by Returner Games Inc. It is based on the Final Fantasy video game series, though it is only a fan-made work, with no official ties to Square Enix. Development of what would become FFRPG began in 1995. In 1999, the First Edition of FFRPG was released, followed by a Second Edition in 2001. 2E was far from exemplary, however, with many issues of balance, consistency, and accuracy to the source material. After many years of development and testing, the completed FFRPG Third Edition was finally released as a free .pdf in 2009. There also exists a spinoff by the name of SeeD, effectively an unofficial fourth edition since after over a decade of work, most of the developers considered FFRPG finished. The original website no longer exists, but a new site can be found here.

This roleplaying system provides examples of:

  • An Adventurer Is You: Many of the core Jobs in the system fit within these archetypes.
  • Anti-Magic: The Rune Knight's abilities focus on cancelling magic, either by absorbing spells with Runic, or using Return Magic to send any hostile spells back at the user.
  • Black Mage: Black Mages focus on causing large amounts of elemental damage and inflicting status effects.
  • Cast from Hit Points - The Dark Knight's signature Darkside ability hits the target for double damage at the cost of 25% of the Dark Knight's HP.
  • Cat Folk: Ronso are enormous bipedal cats with lion-like features. Males grow horns on their heads.
  • Cat Girl: Mithra are a race of women with the ears and tails of a cat, along with some feline facial features.
  • Class and Level System: 31 jobs, 64 levels, with little in the way of class feature customization, instead favoring balance among the jobs.
  • Combat Medic: The Paladin can cause respectable damage with Holy and Lightning based weapon attacks and use a couple of unique healing spells.
  • Dance Battler: Dancers have special dances that can cause damage to the enemy. These dances use the agility stat.
  • Ditto Fighter: The Mime job can copy single actions, and eventually gains the ability to mimic entire jobs, although they can not access the most powerful abilities of the person being mimicked.
  • Fragile Speedster: The Thief has high speed but low vitality, and gains a permanent +20 to initiative at high levels. Dancers have vitality scores as low as a dedicated mage's, but high speed and agility which they can use to damage enemies.
  • Glass Cannon: Most mages have very low vitality scores, but can cause larges amounts of damage with their spells.
  • Healing Potion: A number of potions with various restorative effects.
  • Health/Damage Asymmetry: Player characters and monsters are created with very different systems, leading to massive differences in HP and damage dealt.
  • Life Drain: Black Mages, Dark Knights, and Magic Knights all have the ability to drain an enemy's HP to heal themselves.
  • Lizard Folk: The Bangaa are a race of bipedal lizards.
  • Magic Knight: Several variations. The Paladin and Dark Knight jobs can use heavy weapons while unleashing Holy and Shadow based powers respectively. Red Mages can use both swords and mid-high level magic of multiple types. Blue Mages, in addition to the ability to use a variety of weapons and magic, have spells that rely on their physical strength. The actual Magic Knight class fights by channeling elemental attacks or status effects into their weapons.
  • Magic Dance: Dancers have special dances that can cause status effects to enemies.
  • Magic Music: Bards sing various songs that magically damage the enemy, buff the party, or cause status effects to the enemy.
  • Mighty Glacier - The Monk has below average speed and agility, but very high strength and vitality. Paladins and Dark Knights also have below average speed and agility, but above average strength, vitality, and magic defense.
  • Musical Assassin: Bards can use instruments as weapons, using their magic stat to cause damage.
  • Our Dwarves Are All the Same: Three varieties. One that dwells in the deepest bowels of the Earth, resulting in coal-black skin and glowing yellow eyes. Another that lives closer to the surface and fit the description of short bearded men. A third lives on the surface, resulting in an ugly olive complexion.
  • Our Elves Are Different - Elvaan are actually pretty bad at magic and are much more likely to just hit you with a sword. Also, they have great suntans.
  • Our Werewolves Are Different: Vargs are bipedal wolves with no ability to transform or infect others.
  • The Paladin: The Paladin class fights with a mixture of physical attacks powered with Holy, unique healing spells, and defending others via taking hits or boosting defense.
  • Playboy Bunny: The Viera are an entire race of women with rabbit ears.
  • Power Copying: Blue Mages learn monster spells either by being hit with them, or simply observing them in action.
  • Rat Men: The Creimire race are bipedal, hairless rats that have lost their whiskers and perpetually growing incisors.
  • The Red Mage: Red Mages and Sages can both select from the White, Black, and Time schools of magic. Red Mages are limited to only four spells per level, and sacrifice the highest level spells for the ability to use swords. Sages are restricted to five spells per level, and have less magic power and MP than their specialized counterparts.
  • Spell Blade: Magic Knights fight by expending MP to cause elemental damage, status effects, or just a superpowered attack for a single round.
  • Spoony Bard: Practically inverts this trope, especially in relation to the Trope Namer. They can endlessly throw around group affecting buffs and debuffs for free while still doing decent magical damage and they can use Hide to avoid predictable attacks making them very valuable against both tough mobs and bosses. Their main weakness, just to further separate them from Edward, is a tendency to go last.
  • Squishy Wizard: Most mages have very low vitality bonuses. The one exception is the Red Mage, who is merely below average.
  • Summon Magic: The Black and White Callers have limited summoning ability. The Summoner has full summoning access, and it’s pretty badass.
  • Time Master: Time Mages can speed up time to make their allies go faster, slow or outright stop time for their enemies, make their enemies age to make them weaker, teleport, and employ cosmological phenomena to deal non-elemental damage.
  • White Mage: White Mages focus on healing their allies and protecting them from damage. They can also serve as nukers using Wind and Holy spells, and the ability to substitute magic for strength when using a staff allows them to cause damage when forced to fight in melee.