Professional Documents
Culture Documents
TROD
DUC
CTIO
ON "Another drea
am is waiting too begin."
- Dissidia
a: Final Fantasyy
The ‘FFRPG’ project originally begaan as a bold unndertaking by SScott Tengelin in February off 1995.
Develo opment began with a small in nitial group of designers and administratorrs consisting off Tengelin,
Martin n Drury, Chris P
Pomeroy, and Matthew Marttin. After manyy years and changing of hand ds, it became aa
fully‐realized dream – the current third edition wwas spearheadeed by Samuel B Banner as the lead developer.
Howevver, at the time of this writin
ng, the project seems to havee been all but aabandoned.
Althouugh I was inspired by the Returners, I coulddn’t help but shhake the feelin
ng that it was fllawed for laid‐‐
back, aaround‐the‐tabble gaming, an
nd I naïvely beggan a slow con version of the rules systems into somethin ng
that I ffelt was more conducive for casual play.
But, ass things often d
do, the more w work I put into the system th e more complex the rules beecame, until
finally they took on aa life of their o
own and becam me a total systeem modificatio on. In too deep p to stop now, I
could only forge on aahead. I attem mpted to reprod duce combat t hat accuratelyy reflected the ffeel and style o of
the Finnal Fantasy serries, where batttles were dram matic, larger‐thhan‐life and grrand affairs; cin
nematic
oppossed to mechaniically monoton nous, if you willl. I endeavoredd to churn outt a system filled
d with grand
possibbilities and hero
oic action. I strruggled with a world where ttitanic strugglees between goo od and evil forr
the fatte of the world
d would be an accurate summ mary of the typpical adventureer's day, and th hat's just beforre
breakffast.
Whethher or not I succceeded is up ffor debate, butt I find myself m
mostly content with this pdf
f in its current
incarn
nation. At least for now.
This w
work is free disttribution and n
not for sale und mstances, and I hope you enjo
der any circum oy playing the
Final FFantasy d6 as mmuch as I enjoyyed creating itt.
ACC
CRED
DITA
ATIONS
I would like to thankk the following art contributo
ors;
Kedioodrick Artico Mikajima Pu‐sama Moon Goddess Studios
Arvvalis B. Jador Aikuriisu ni66htmare01 Cesar Sampedro
RJ. Palmer Zoken Nibelwwolf Xiaman Stefaana Tserk
Luraazeda Rusty001 Inkvennom Je di Art Trick Kaanoe‐Kun
Rhinneville Sh
hadow‐Shasuka Ex‐HK CBJ3 Khaamar
AnHellica Blurmage Chibin
niko Dsasec Pammansaz
Grrrrod Amansazz Kurko BBoltsi WhhiteRaven90 Farazz Shanyar
Udon nNodu Darkness127 HeroPPill Bill‐yii Solu
usUmbra
Chris HHunsberger (htttp://questingrraven.deviantaart.com) gracioously re‐provid ded the imagess for the racial
profile
es used in this book, having ppreviously beenn designed for the original Reeturners’ systeem.
Additional very speccial thanks to Loovelydagger off http://www.ddeviantart.com m, who is a truee genius.
“Blackk Mage” and “W White Mage” im mages courtessy of Dustin “O ZKai” Wilkinso on.
http://www.rpol.net, and maany enthusiastiic members of
Partial beta testing ttook place on h f the Giant in
the Plaayground forums (http://ww ww.giantitp.com
m/forums) assiisted greatly du uring the desiggn process. I’d
like to
o take this oppoortunity to thank the followin
ng users for th eir support, innterest, and feeedback
througghout.
/tg/ Creed ArenTrel Zooofman Kobold‐Baard
Iro
on Pyrite Shei‐kun m
Yurim Winggs of War Yomandaas
Darkk Siren Sally Ironox Jack of Stticks The D aily Nissan RPGFantasySquare
Taabby Kat Kazuki Irish Nin
nja Chhappu wiimanclasssic
Kckolbe
K Shogunboy False Truuce ThieenCatVu Vagrant An
ngel
Naki steelsmiter Temote ei Grrypwolf Mecharioous
Extra sspecial thanks to the poor so
ouls who repeaatedly enduredd playtesting; G Gabe (Tezghul), Joe (Phyrrus),
Monicca (Mitsu), Derek (DirtyDeero ock), and Josh ((Uter). And of ccourse, a hearttfelt thank‐you
u to Steph
(Tacit)), whom convinnced me not too throw this enntire project in the trash wheenever I wound d up insomnia‐‐
stricke
en with frustration, screaminng ‘MATH!’ in the early hourss of the mornin ng like it was a strained
battlecry.
No thaanks whatsoevver to the Moogle‐molesting Troy Wolfswiftt, wherever hee may be.
Chapter I: Gameplay 5 Chapter 6: TThe World (C
Cont.)
Characcter Creation 8 Final Faantasy I 185
Attributes 9 Final Fa ntasy II 187
Aboove 1st Level 13 Final Fanntasy III 1888
Final Fanntasy IV 1900
Final Fa ntasy V 192
Chapte
er 2: Jobs 14 Final Fanntasy VI 193
Black Mage 17 Final Fan tasy VII 195
Blue Mage 21 Mateeria List 197
Dark Knight 26 Final Fanttasy VIII 1988
Dragoon 30 Final Fanntasy IX 2000
Engineer 34 Final Fa ntasy X 202
Entertainer 38 B
Blitzball 2044
Gambler 42 Final Fanntasy XI 207
Geomancer 47 Final Fanntasy XII 2100
Monk 54 Final Fanttasy XIII 212
Ninja 58 Final Fantasy Tactics 2144
Paladin 62
Ranger 66
Red Mage 70 Chapter 7: M
Magic 217
7
Samurai 74 Black 2200
Thief 79 White 225
Time Mage 83 Blue 2300
Warrior 87 Time 233
White Mage
W 91 Summ
moning 2388
Chaptter 3: Definin
ng a Hero 95 Ch
hapter 8: Besstiary 254
4
Shared Abilities 95 Cat egories 256
Skills 102 Abilities
Biological A 2600
Destiny 110 Combat A Abilities 261
Summoning 114 Building A
Attacks 262
Sample Moonsters 267
Chapter 4: Eq
C uipment 118
Weapon n Categories 121 Conclu
usion 272
2
Universal Equ
uipment List 125 Blank Characteer Sheet 273
Universal PProperty List 128
Sampple Weapons 137
Sample Accessories 139
Sample Armor 141
Sample Consumables 142
Sample Food
S 143
Synthesis 145
Chapter 5:: Combat 147
Negative Sttatus Effects 156
Positive Sttatus Effects 158
Rewards 159
Components
List of C 160
Recoverry and Death 161
Leveling Up 163
Limit Breaks 164
Additionaal Challenges 171
Chapter 6: Th
C he World 174
Hume 176
Elvaan 177
Galka 178
Viera 179
Lalafell 180
Moogle 181
Android 182
Bangaa 183
Nu Mou 184
CH
HAPT
TER I:
I GA
AMEP
PLAY
Y "Know, and
d prepare for b
battle."
- Prrof. Bordam Da
aravon
The following few pages offer an overview of the basic mechanics oof the Final Fanntasy d6, and include many
important concepts and ggame terms. AAlthough some of these explaanations may b be familiar to eexperienced role‐
uch of the info
players, mu ormation prese
ented here will be expanded oon in the remaainder of the b book. We suggeest
taking a mo
oment to familiarize yourselff with this material before m oving on.
You alwa
ways round dow wn in the FFd6 system, but neever
round too zero. Half of oone is considerred to still be o
one.
5
Jobs
Every charaacter belongs tto a single ‘Job
b’ in the FFd6 to determine w what they can d
do, and how thhey’ll be able to
o
contribute to an adventuuring party. Black Mages are fformidable useers of destructive elemental energies, where
White Magges are healerss and protectorrs. Spear‐wield ding, gravity‐deefying Dragoon
ns soar the skiees even as
Geomancers tap into the very powers o of the earth.
Abilitiess
Each Job is distinguished from others by a unique poo ol of talents, coollectively calleed Abilities. Th
hese range from
m the
o cast magic, to
capacity to o being call fortth various effeects with a Gam mbler’s supernatural slot macchines, to strikke
with a suddden ferocity, or steal from a hapless foe. Alll characters sttart with a singgle ‘Innate’ Ability, which is pre‐
determined d by their choice of Job. Theyy also begin plaay with two otther abilities ch hosen upon character creatio on –
either from
m the Job Abilitty list, or the Sh
hared Ability list which all ch aracters have access to.
As they advvance in their aadventuring caareers, charactters may continnue to obtain m
more and more abilities from
m
these lists.
For skill che
ecks, however, such a roll do oes NOT autom matically countss as an automaatic success. Pllayers can do ttruly
prepostero ous things at hiigher levels witthin the rules o
of the system, and it takes m
more than just aa lucky roll to m
make
a characterr’s (possibly craazy) wishes a rreality.
6
When both h dice land on 1
1s, this is called a Complication. In combat,, a Complicatio
on means the mmonster or
character aautomatically m
misses their atttack no matterr how accuratee they might noormally be, but there’s never
more dire cconsequences..
On skill che
ecks, Complications get a littlle more…well, complicated. SSince Final Fan ntasy heroes arre often beyon nd
beginner’s mistakes, rolling nothing butt 1s means outtside influencee or fluke happ penstance ruineed whatever th he
character wwas trying to do ‐ such as the
e guards cominng to investigatte what all thatt noise is abou ut. This is a chance
for the GMM to spice up thhe story with new problems aarising to supp lement the old d ones. Not only is your airsh hip
spiraling ou
ut of control, b
but one of the engines is now
w on fire!...and so on! (See p.1002 to learn more aabout Complicatioons.)
7
CH
HARA
ACTE
ER C
CREA
ATION
N
"You
ur fate is in you
ur hands. This is your story."
- Au ron
The first an
nd most obviou us step is to staart giving somee thought to thhe character yoou are planning on playing. A At this
point you w will probably be painting with h fairly broad sstrokes ‐ 'neurootic Black Magge with a troubbled past' or
'narcissisticc, charismatic Thief' are some e basic examples of conceptss that could bee spun out into o a well‐defined
d
character wwith a bit of thought. Howeve er, a concept iss nothing moree than the base of a characteer; In order to start
fleshing ouut the person b behind the ideaa, details you should settle onn as early as po ossible includee:
Name: In aa universe poppulated by herooes with monikkers like Cloudd Strife, Zidane Tribal or Laguna Loire, a goood
name can ggo a long way ttowards makin
ng a memorablle character. Iddeally, a good n
name should b
be evocative an
nd a
little unusu
ual.
Age: Nearly always equaates to 'experieence'; often draawing the fine line between a fresh‐faced aadventurer braat and
a grizzled, w
world‐weary vveteran. Most cclassic Final Fantasy heroes aare just enterinng adulthood, tthough there aare
exceptionss on both ends.. Chances are good that extrremely youthfuul or elderly ch haracters will eencounter sociaal
discriminattion from same e‐species peop
ple around them m; comments like 'old‐timer' and 'squirt' are likely to follow
them everyywhere they go o, and some w
will actually refuuse to take theem seriously.
Race: Thhe world of Finaal Fantasy is poopulated by ann odd
assortmeent of humanoiids and monsteers. Over the ccourse
of many ggames, the maantle of world‐savior has variously
fallen on the shoulders of rat/lizard/eelephant/pig‐fo
olk,
cat‐robotts, feral sasquaatches, moon‐p people, and other
creaturess too strange too describe in ju
ust a handful o
of
words. Raaces are diversse and unique, but ultimatelyy,
nothing mmore than flavo or for your chaaracter. Whethher
you’re a ppowerfully‐buiilt Yeti or an ad
dorable Moogle has
no mechaanical difference save for onee;
All Humaanoids, your ch haracter includ
ded, are Vulneerable
to the da rk corruption ccaused by Shad dow spells and d
effects; thhey take 50% m more damage from such attaacks.
Normally, yyour characterr is automaticaally a Humanoid – but by chooosing to be an n Unusual Speccies (by taking the
p.101) you can make your chaaracter as a liviing plant or a p
special abillity found on p planar traveller, or just about
anything else you can imagine, and don n’t have to be aa Humanoid if you don’t choose to be.
Job: A character's chosenn Job helps dettermines his or her Abilities, their aptitudees in combat, and a whole sleew of
other facto most important decision a player makes durring the characcter
ors. For this reaason, choosingg a Job is the m
creation prrocess; but donn’t worry! You’’re not stuck in r after making tthis decision, aand characters are
n a Job forever
able to exp
plore other opttions as the gam me progressess. Jobs are pressented in full d
detail in Chapteer 2.
Appearan
nce: Although aa character’s pphysical featurees, height, wei ght, build, andd hair, eye and skin color are
important, remember thaat a character's appearance iis as a much a measure of their 'style' as an nything else. D
Do
they lean towards all‐con
ncealing black ccloth, or a warrdrobe consisti ng entirely of loud pastels? W
What about jew welry
8
or other distinguishing fe
eatures such ass tattoos? How
w does the charracter carry theemself, and wh
hat impression
n does
the charactter's general posture and exppression give o
others?
Quote: A ggood quote is jjust as effectivve at establishing a character r as any numbeer of descriptivve paragraphs. This
can be anyything from an often overused catchphrase ('...Whatever. ') to a short an nd pithy comm ment typical of tthe
character'ss general outlo
ook on life ('I’m
m not a thief, I’m
m a treasure h unter!'). Charaacters who fill o out a Quote on
n their
character ssheet are autommatically awarrded a single point of Destinyy. (See p.110 to leearn more about DDestiny.)
Backstoryy and Goals: As you’ll quick
A kly discover, this system puts very little emp
phasis on a chaaracter’s historry
before the game begins. Where your ch haracter is goin
ng and what yoou’ll become iss far more important than yoour
losses and accomplishme ents that took p place off‐screeen before the ggame begins. U
Ultimately the decision is up tto
each individual GM, but wwe strongly suggest keeping a character’s hhistory minimaal, to a paragraaph or two at m most –
just enough for the charaacter to have a handful of goaals. These goalls, however, arre pretty important; we’ll come
back and finalize these in
n a little while, but get started
d thinking ahe ad of time whaat drives your character, whaat
they fear, aand what they hope to achievve in their life.
Attributtes
Once you’vve got the basics of the charaacter figured out, it’s time to start getting innto the numerrical aspect, staarting
by assignin
ng their physicaal and mental p prowess a nummber rating fro m one to ten; one being terrrible and ten being
amazing. CCharacters have e a total of fou
ur primary Attributes, which aare;
Power (P
PWR): This scoore is a represeentation of how
w much energgy and strength
h you can bringg to a battle,
whether it be in the form
m of magical or melee might.
Resolve ((RES): This scoore representss endurance, coonfidence, drivve, and the abiility to take a hhit. Characters with
a high Reso
olve are likely tto laugh in the face of danger and press onn against adverrsity, whereas ccharacters with a
lower Reso
olve can heavilyy feel the weigght of failure orr the fear of thhe unknown.
Dexterityy (DEX): This attribute meassures speed, physical agility aand hand‐eye coordination. Characters witth a
high dexterity will often u
utilize weapons where their sspeed can reallly shine, and tthey will be ablle to consisten
ntly
evade enem
my attacks.
Mind (MND): This score represents yyour capacity ffor knowledge,, your speed oof understandinng, general meental
agility and knack for chan
nneling magic.
9
Each starting character has a total of 255 Attribute Poiints to divide bbetween the fo our Attributes ‐ Power, Resollve,
Dexterity, aand Mind ‐ as tthe player chooses. Attributee Points are sp ent at a one too‐one ratio andd each categorry
starts at 0, and a characteer cannot havee an attribute sscore of less thhan 1 or higherr than 10 after character creaation
is finished. As a method oof comparison,, a completely normal humann being has a sscore of about 3 in each Attriibute.
ers adventure and gain levelss, you’ll be able
As characte e to increase t hese attributee points.
Seconda
ary Attributes
From those
e four main staats we can deriive two other important secoondary factors;; Force and Fin
nesse.
Force: This secondary sccore representts how difficultt the characterr is to oppose pphysically. A chharacter with aa high
Force mighht be able to sh
hake off a basilisk’s deadly gaaze without sufffering any ill eeffects, or slicee through the ssteel
prison barss on the party’ss cell with a pie paper.
ece of folded p
To calculate a character’’s Force, add together their PWR and RESS attributes, theen divide the rresult by 4, rou
unded
down. For example, a character with 6 6 PWR and 7 R
RES would havee a total of 3 Fo orce.
Finesse: This secondary
T ents how difficult the charactter is to oppose emotionally and mentally. A
y score represe
character w
with a high Fine
esse could thin ugh to reflect tthe basilisk’s gaze with a poliished edge of m
nk quickly enou metal,
and smooth‐talk or infuriiate the prison guard enoughh to unlock thee cell door.
To calculate a charactter’s Finesse, add together
, their DEX and
d MND attributtes, then dividee the result byy 4,
rounded down. FFor example, aa character with 15 DEX and 111 MND would d have a total oof 6 Finesse.
Combat Statistics
Next up, wwe can slowly w work through thhe process of ddetermining al l the other releevant combat measurementss,
ranging fro
om how effective the charactter is at avoidin ng damage to hhow many spells they can un nleash before
needing to recharge. Befo ore being able to make these e calculations yyou’ll need to know which Jo
ob you want yo our
hero to staart out as; if you’re not entire
ely sure, you m
may want to flipp ahead a few p pages to Chapter 2 and
take a glance at the manyy options that are available. If you’re readyy to proceed, the six final
combat vallues your charaacter will need d…and how to calculate them m…are as follow ws;
Hit Points (HP): A reflection of the ccharacter's genneral physical ccondition. This number
represents their maximum Hit Points, aand damage de ealt to a characcter
temporarily reduces this value. If a character’s HP is e
ever reduced too 0 or
lower, theyy fall unconscio
ous and they b
become vulneraable to enemy y
attacks cap
pable of killing them.
To calculaate a characterr’s Maximum m Hit Points, add their RESS score with thee
HP Bonus granted d by their Job, and multiply tthe total by theeir Level.
Magic Po
oints (HP): Magic Points rep
M present a character's reservooir of spellcasting
energy. Cassting spells red
duce a characteer's MP by a se
et amount wheen used. (If youu are
don’t know
w any spells and are unable to o cast magic, then you are trreated as havin
ng
zero MP annd you can skip p this step entirely.)
10
ulate a charactter’s Magic Po
To calcu oints, add theeir MND score with the MP BBonus granted by their Job, aand
multiply thee total by theirr Level.
Avoidancce (AVD): The character's aaffinity for refleexively dodgingg or parrying inncoming physical attacks.
Avoidance is determined mostly by you ur Job (each Job grants an au tomatic value)), and for everyy 4 points you have
in the DEX stat, you add +
+1 to this value
e.
Whenever an attack roll iis made, it musst equal or surpass the targe t’s Avoid scoree to have any eeffect at all. If tthe
total attackk roll includingg Accuracy is lower than the ttarget’s Avoidaance score, thee attack ‘misses’ and nothingg
happens. CCertain attacks and status efffects are capab ble of ignoring or nullifying yo
our AVD score temporarily, b
but
characters retain their Avvoidance score e even if they d
don’t know thee attack is coming, or where iit originates froom.
ance, add 1/44th of their DEXX score with thee bonus granteed by their Jobb.
To calculate a charaacter’s Avoida
Accuracyy (ACC): The bbase likelihoodd of a characterr being able too land a blow w
with a conventiional weapon. This
stat is base
ed off of the Le m one to eightt. Individual Jobs may also grrant
evel of the charracter, a value anywhere from
an accuracy bonus of a fe ew additional ppoints.
When you make an attacck roll with a w
weapon, you roll 2d6 and add your ACC scorre – if the result would be eq
qual to
or higher than your oppo
onent’s AVD, thhe attack landss and you may calculate dam
mage using the same two dicee –
more on thhat later!
To calculatte a character’’s Accuracy, aadd half of the
e character’s Leevel, rounded down, with th
he bonus grantted by
their Job.
Armor (A
ARM): A sum of the charactter's protectionn against physiical attack. Thee
higher the number the le ess damage theey will suffer. W
Whenever a ch
haracter would
d take
physical daamage, their A
ARM score is suubtracted fromm the amount they would be dealt
– for exam
mple, a characteer with 5 ARM would reducee 30 damage do own to 25.
Armor iss simply calculaated by addingg up the total AARM granted bby your equipm
ment.
Some Job Abilities can give ppermanent bon
nuses to the ARM score.
Magic Arrmor (M.ARM): The charaacter’s protecttion against maagical attacks. The
higher the rating, the lesss damage theyy will suffer. W
Whenever a chaaracter would ttake
magical daamage, their MM.ARM score is subtracted fro om the amount they would bbe
dealt – for example, a chharacter with 220 M.ARM wou uld reduce 60 d
damage down to 40
instead.
Magic Arrmor is simplyy calculated byy adding up thee total M.ARM
M granted by yo
our equipmentt. Some Job Ab
bilities
can givve permanent bonuses to thee M.ARM scoree.
11
Job Abilities
Your character has begun to take shape, and now it’s time to start really getting into the customization process.
First, consult your Job Ability list, because you automatically receive the innate ability listed there. The next step is
to choose two additional abilities of your choice – these may be either from the list of Job‐specific abilities, or the
list of Shared Abilities that starts on page 95. You can’t choose a Limit Ability yet – those are earned later on.
This can sometimes be a daunting step due to all the options available – don’t worry! It gets easy with a little
familiarity.
The maximum number of points a character can have in any Skill is equal to their Finesse score, plus one.
For example, a newly‐created character with 3 Finesse may not have more than 4 points in any one skill. So, as a
character’s Finesse increases, so too will their maximum skill caps. The number of Skill Points you begin play with is
dependent on your Job, but is always enough to hit the maximum cap for the skills you want the most.
Finally, most MP‐using classes begin the game with at least one spell,
which can be found listed in Chapter 8. A typical Job may have a magic‐ Spell Level Levels Obtained
using chart that appears similar to the one seen here. This means that at Novice 1, 1, 2, 3
Intermediate 4, 5, 6
levels one the character begins play with two ‘Novice’ spells of his choice. Expert 7, 8, 9
At levels two and three, the character receives another Novice spell from Superior 10, 11, 12
their list. Upon reaching level 4, 5, or 6, they gain a new spell and may Ancient 13, 15
choose from either the Intermediate or Novice list instead, and so on.
Equipment
All newly‐created level one characters begin play with 500 gil, or the world’s equivalent. This is enough to purchase
basic equipment including a weapon and armor, as well as supplies or one‐time use items that can help a character
out of a tight spot. A complete list of equipment can be found in Chapter 5.
Even if your character is a blacksmith, tailor, alchemist, or someone else capable of turning money into usable
items through use of the Synthesis skill (which we’ll talk about more later), you cannot use any part of this 500gil to
craft items before the game actually begins.
12
Starting a Character above 1st Level
Characters won’t always withstand the rigors of the Final Fantasy world – some gracefully return to their old lives,
some are defeated in battle or perform legendary acts of self‐sacrifice. Sometimes, old villains can become new
allies, or long‐forgotten companions can return more powerful than before. Perhaps the heroes themselves are
already well‐established paragons in the world, not batting an eye at the lesser threats that plague the typical
adventurer. For all of these reasons and more, what follows is a quick set of rules designed to create characters
above first level.
Consult the chart below to determine the starting number of abilities (outside of the automatically‐earned Innate
job ability) attribute points, bonus skill points, gil and destiny a new character of any given level will begin play
with. Your GM will let you know if you also get to start with any Limit Breaks and Limit Abilities.
GM’s Note!
Characters who begin play at higher than first level generally shouldn’t have any Attributes with a value of less than
3, and definitely should not have any attribute higher than the value listed for their level, found again in the chart
above.
If a character begins play as a spell‐casting Job, they also gain a full list of spells as if they had been a member of
that Job all the way from level one. For example, a level 5 Black Mage will know and have access to four Novice
spells and 2 Intermediate ones. A level 12 Blue Mage will only know two spells; one Novice, and one Superior.
13
"You've alll heard this be
CHA
APTE
ER III: JOB
efore. How life has
BS
h infinite pos ssibilities. I don
n't believe that o
one bit. There weren't many ppaths
for me to choose. Sometiimes, there wou uld only be onee. From the lim mited possibilitie
es I faced, the choices I made
e have
broughht me this far. That's
T why I vallue the path I chose... I want tto hold true to tthe path that HHAD to be taken
n."
- Irvine Kinneeas
There are aa total of 18 Jo
obs, and you may choose any one Job you liike at Characteer Creation. Each has their
strengths aand weaknesse es; use the brie
ef descriptions on the followiing two pages to familiarize yyourself with the
different options availablle to you.
As you readd into each of the eighteen jo
obs in greater depth, you’ll nnotice the appeearance of the four elementaal
crystals. Th
he colors of the
ese icons deno
ote what each JJob specializess in, or what pu urpose a given Ability leans
toward. Ho owever, these are little more than suggestio ons, and a smaart player withh a few wisely‐sspent points off
Destiny cann transform AN NY Job into being able to fill aany ‘party role ’ they choose.
Once you’vve selected a Jo ob, here’s seve
eral phrases yo
ou’ll see and w hat they mean n.
HP Bonuss: This value iss added to your RES stat, andd multiplied byy your Level, too determine yoour character’s
maximum Hit Points.
MP Bonu us: This value iis added to youur MND stat, and multiplied by your Level, to determine yyour characterr’s
maximum Magic Points.
Innate: You automaticaally gains accesss to the first joob ability on thhe list when yoou select your JJob. An Innate ability
might be as simple as exttra Destiny when you overcome worthy advversaries, or ass complex as aa Geomancer’s
control of tthe terrain. Wh henever you chhange to a diffferent Job, youur Innate abilityy changes as w
well.
Job Abilitties: Most of tthe space on eeach Job page iis taken up by tthese important‐looking pow wers. These aree all
the Abilitie
es that are asso ociated with yo
our chosen Jobb, how they woork and what th hey do. You maay choose any two
Job Abilitie
es at first level.
Limit Abiilities: As your heroes grow in power theyy will unlock seeveral truly extraordinary abilities specific to
their job, in
n any order the ey choose. Youu may not choo ose a Limit Abi lity during character creationn.
14
Bla
ack Mage B
Blue Mage
A purely d
destructive casster that doesn n’t have much in Blue M
Mages are eniggmatic power‐sseekers sometiimes
the way of protection or subtlety – o only unmatched d knownn as the Immortals. They are renowned forr the
offenssive capability.. She assaults h
her foes with monsttrous magicks they wield, theeir metamorph hing
overwhhelming eleme ental attacks an nd a variety of physiical bodies, theeir ability to laugh in the facee of
negative
e status effectss. By exploitingg the elementaal ddeath, and theeir rapidly dwin ndling sanity.
weaknessees of their ene
emies, the dam mage Black Magges
can unleash is without pe eer.
Dragoon
TThe masters of the lance are ttacticians and
Darrk Knight comm manders of thee highest degreee. Between th heir
Combiningg vicious black magic that draains life and slaams aerial m
maneuvers and d their ability tto direct the flo
ow of
their e
enemies with vvicious status eeffects, these battlee, Dragoons rarrely need to rely on allies for aid.
o to every means necessary to
unrelentting fighters go
exploit their target an
nd leave a lastin
ng impression..
Engineer
Massters of clockwwork contraptio ons and peculiaar
Enttertainer gadgeets, Engineers kkeep themselvves and their allies
These arrtisans, mimicss and minstrelss contribute far outfittted with fantaastic – if somettimes improbable,
more than just song and swaying hips tto an adventurring tempoorary, and extrremely dangerrous – equipmeent.
With a unique set of tricks diirected through
troupe. W
their expre
essive arts, the
ey can inspire ttheir companio
ons
to unmaatched heightss of greatness aand leave theirr G
Geomancer
enemiees star‐struck. These ttough, peacefu ul nomads havve formed a strrange
conne ction to the po owers of creatiion and are able to
call fortth the very terrrain to do their bidding. Stan
nding
Gambler unrivvalled in their ccomplete mastery of the natu ural
Temptt fate, roll the d
dice, and shoott first and ask world, they can transsform the batttlefield into a pplace
questionss later. Devil‐mmay‐care swash hbucklers with a perfectlly suited for thhemselves and their allies to sshine.
knack for ggetting lucky w
when it really co
ounts, they plaay a
deadly game of chancce with their unique support
abilities tthat can either save the day o
or spell disaste
er. Ninja
A sub tle warrior whho is famed for his ability to fight
flawlesssly with two wweapons. Thesee swift and steealthy
Monk assasssins are known n for using poisoned blades aand
A melee ccombatant who seeks to makke their body tthe throown weapons tto ensure that their targets can
ultimate e weapon, esch hewing the use e of armor and d neither run nor hide, aand that the first round of coombat
other aaccoutermentss. Whether from decades of will bee their target’s last.
training oor supernaturaal aid in the waay of Ki, they arre
resilientt, powerful warrriors on the w
way to attainingg
physical perfection. Ranger
Archerss and gunslingeers that focus on a single weeapon
to delivver deadly longg‐ranged attaccks to unsuspecting
Paladin
P foes. TThese athletic generalists can swiftly combbine
Though these knights have harnesse ed the power of multiplle job abilities together and tturn their enem
mies’
White e Magic to provvide additional healing and missedd attacks back o on each other,, and they use their
restorativve abilities, don m to be sitting on
n't expect them natural aptitude for th he great outdooors to lay ambbushes
the back lines. With inh herent leadership abilities an
nd and stay suppplied on long journeys.
unrivaledd defense, Palaadins are holy sswordsmen wh ho
are often the first to kick down a doorr and charge in nto
the fray.
t
15
Sa
amurai Red Mage
A noble wwarrior who follows the code e of bushido annd Alsoo known as Ru une Knights and d perhaps mosst
transformms skill with a b blade into an art‐form as exottic infamouus as the Jack‐o of‐all‐Trades. EEschewing the belief
and beau utiful as it is de
eadly. Their suppernatural style that thhey need to ch hoose only onee path in life, thhese
can turn ann enemy’s stre ength into a weeakness, and thheir romanntic mages dab bble in swordsm manship, Blackk and
mastery oof the sword allows them to p perform amazing Whhite magic, and d irritating their allies by bein
ng
feats as they travel the land spreading hope to the e insuffeerable smart‐alecks. Preordained for greatn ness,
dowwntrodden. these seelf‐proclaimed heroes will un ndoubtedly sho ow the
world the truue meaning of versatility.
Timme Mage
Able to rreshape the forces of time an nd space, thesee Thief
unpredictable cosmic daabblers are as powerful as they These ffleet‐of‐foot co ombatants walk on the wrongg side
are scarcce. Shrouding tthemselves in m magical barrierrs of thhe law and posssess a variety of dirty tricks. As
and using the unlimited powers off the mind to comfo rtable explorin ng ancient ruinns and dungeon ns as
overcom me even physical challenges,, they can cast they aree in an urban ssetting, Thieves give new meeaning
formidaable spells thatt stretch secon nds into hours. to the phrasee ‘five‐fingered d‐discount’.
Warrior
W W
White Mage
Devoted d fighters who kknow their desstiny lies on the This deedicated healer is welcomed with open arm ms to
battlefield
d, Warriors are e the perfect blend of offensive any advventuring partty they choose to join, suppo orting
and defen nsive skills. Youu can rely on thhese myrmidons theeir comrades w with nigh‐endleess healing and d
to hit hard
d, hit fast, and hit often. Their combat abilitties resurreection abilities.. Though the jo ourney may bee long
allow them to adaptt to any situation, and their and diffficult, it will un
ndoubtedly bee safe thanks to o the
aggressive style spells d disaster for anyyone who gets in Whitee Mage’s singlee‐minded purssuit of protectiion.
th
heir way.
16
BL
LACK MA
AGE
E
黒魔道士
黒
Black Magic can be defined as the destrructive power of the elemen ts themselves,,
with effectts ranging from
m the ability to call forth smalll plumes of waarming flame tto
cataclysmicc, earth‐shatte
ering spells cappable of leavingg entire cities i n utter ruin.
Though oth hers may boastt the ability cast a selection o of offensive sp ells, only Blackk
Mages havve true masteryy over the full b breadth of devvastating poweer that magic ccan
offer.
Though the e spells associaated with this sschool are not practiced withh any degree of
secrecy, it is well known tto be an art ass dangerous forr the practitionner as it is their
enemies. TThere are far tooo many who h have lost themselves to the ddestructive forcces
they comm mand.
Because off this, Black Maagic is often taught in academ mies or magicaal institutes
where expe erienced wizarrds can keep a close eye on the younger geeneration
of developing spellslingerrs. Since the ab bility to cast m
magic naturally can
manifest att an extremelyy young age, th his often meanss that such insttitutes
are filled w
with impulsive, youthful wizarrds that have p personality (or physical) traits
associated with their elem ment of choice e. For example,, a black magee that favors firre
magic migh ht come to havve orange or brright red hair aand an irritablee temperament.
These traits often fade on nce the characcter becomes m more experiencced in his craftt,
and elderlyy Black Mages are almost universally patien nt, whimsical aand white‐
bearded fe ellows.
You arre a fount of po
ower, transcending the HP Bonus: 14 Spell Rank Levels Obtain ned
limits of mo ortality throug
gh your craft…sso long MP Bonus: 8 Novice 1, 1, 2, 3
as nothing interrupts you ur concentratio
on, of ACC Bonus: 0 Intermediate 4, 5, 6
AVD Bonus: 4 Expert 7, 8, 9
course.
Skill Points: 18 Superior 10, 11, 12
As long as yyou remain at 100% hit pointts, your
Ancient 13, 15
spell casts cannot be inte errupted (due tto
knockback effects, criticaal hits, etc.) andd you Weapons: Arcane
gain a +2 b bonus on oppossed rolls to infllict or Armor: Light
resist any e effect caused bby a spell. Magic School: Black
You’ree capable of im
mposing your wwill on colossal inanimate objeects, deadly arrtifacts and pro
otective wards,s,
turning theem all into piless of rubble.
Once per session, the Blaack Mage may activate Oblite erate as an insttant action eveen when it wouuld interrupt an
enemy’s tu urn, in order too make a Force check to destrroy any Large oobject (such ass a weapon wieelded by a titanic
creature, a towering marrble pillar fallin ng towards them, or even an entire town) aat up to a Long Range with a +4
bonus to th he check. At thhe GM’s discrettion, Obliteratee can also be uused to destroyy smaller, non‐‐sentient objeccts
that are predominantly m magical in nature. This ability may be taken multiple times, increasing thhe bonus grantted by
+4 each tim me.
17
With ttheir expansivee knowledge off the magical arts, the Black M
Mage is capable of striking back when theyy
become thee target of a ho ostile spell.
The Black M Mage gains Ma agical Countera attack (100%) – whenever thhe Black Mage is affected by any spell cast on
him by an e enemy, he mayy return fire with any spell he e knows autom
matically as a C
Counterattack. The spell still ccosts
MP, but is considered an Instant action. The Black Maage cannot usee Counter Maggic if he is occupied with a Slo ow
action of his own or if the e spell was Refflected, and he
e may only perfform one magical counteratttack each roun nd.
While some mages m may suffer from m dark circles u under their eyees after a nightt of poring overr ancient tomees,
many Blackk Mages are affflicted with a ffar more obvio ous side effect ffrom dealing w
with the darkerr arts. Their eyes
glow a dim m golden, green n or blue in coloor even in pitch
h blackness.
The characcter is able to see through maagical illusions (as per the Illuusion and Advaanced Illusion sspells), and alw ways
rolls an add ditional d6 whe en making one e specific type of skill check, cchosen from th he following lisst when this ab
bility
is gained; A Awareness, Lan nguage, Negotiation, or a single type of Lorre.
In addition, a Black Mage e with this abiliity can instantly glean the su rface thoughtss of any sentient creature (evven if
they don’t speak the sam me language), simply by spend ding one pointt of Destiny, making eye conttact with the taarget
and lookingg directly into their soul. In th his way, a charracter with Go lden Gaze is offten privy to seecrets that others
simply couldn’t know. Bo osses, Notoriou us Monsters, and other extreemely powerful individuals reequire a successsful
opposed Fiinesse check before the Desttiny can be spe ent, at the GM’’s discretion.
Likewise att the GM’s disccretion, the maage might sufffer from a slighhtly higher diffiiculty on futuree Stealth rolls due
to their con nstantly softly‐‐glowing eyes.
A runnic symbol form
ms in the air as you mumble w
words of powerr, stripping aw
way your foes’ m
magical resista
ance.
Declare you’re activating Elemental Seaal as an Instantt Action; your nnext Single‐tarrget spell or atttack will ignoree the
effects of tthe foe’s M.ARM score, remo ove the effects of Shell if theyy possess it, an
nd their M.ARM
M score is reduuced
to zero unttil the start of yyour next turn. This job abilitty may be usedd once per com mbat.
pells are so powerful that theey can literally blow your oppponents away.
Your sp
Whenever the Black Magge deals damagge to one or more enemies w with an offensivve spell of Expert rank or higgher,
he may maake an opposed d Force check; a success meaans the target(ss) suffer a Med dium Range kn nockback effect. In
addition, th he Elemental SSeal job ability may also trigger off of Groupp‐target spells and affect all ttargets struck.
Theyy say knowledgge is power; at the very least,, knowing thinee enemies helpps you survive ssuch encounteers.
After usingg a standard action to make aa successful Lore check regarrding one enem my or monster,, you also learn
n the
complete list of all their aabilities and sp
pells, and you m
may also choosse to learn whaat item can be Stolen from th he
enemy if yo ou so choose. YYou gain a +2 b bonus on all oppposed rolls aggainst any targget you have su
uccessfully used
Arcane Insiight on.
18
an do so much more than meerely create and manipulate tthe elements; when exposed
You ca d to a pure sourrce of
raw, prima al elemental en nergy, you can harness and w wield this elemeental power ass sure as a warrrior can wield a
sword. You ur supreme elem mental influence can transform even the m most deadly torrnado or raging g firestorm into
o a
mineral clu uster tiny enough to fit into yo our pocket, rea
ady to be unleaashed again laater whenever yyou choose.
By making a successful Fo orce check as aa Slow action w
when in an Elemmental Field, tthe character m may form an
Elemental Stone of the appropriate typ pe; for examplee, an Ice Stone from a raging blizzard. (see p.142 for more
information o es) Upon a succ
on Elemental Stone cessful usage o
of Storm Stonees, the Elementtal Field effect immediately eends.
This ability allows a luckyy and intellectu ually‐gifted mage to theoreticcally release annd re‐absorb the same Elemeental
Field effectt over and over ad infinium.
The difficulty of the Force e check is dete
ermined by the e GM based on how powerful and dangerou us the terrain iis;
that said, itt is rarely less tthan Challenging (11) or highher than Supre me (20). Failurre likely meanss a previously‐
released ellemental field dissipates befo ore the Black M
Mage can recappture it.
You hhave grown com
mfortably famiiliar with one p
particular spell,l, and now mayy cast it at a m
moment's noticee.
Upon takin ng this ability, d
designate any o
one spell you ccan cast as a Faavored Spell.
You may caast a Favored SSpell as an Instant action oncce per game seession. By spending one pointt of Destiny yo ou may
also cast a Favored Spell when a status condition (exccluding Charm)) would preven nt it, such as beeing under thee
Petrify or Seal.
effects of P
You may taake this ability multiple timess, gaining one aadditional Favoored Spell each h time. And finnally, you may
choose to cchange your Faavored Spell(s)) whenever you u defeat a Bosss‐type enemy.
You have a knack for a certain elemmental subtypee, and may eveen exhibit perssonality traits a associated withh your
chosen magical group. Peerhaps you’re a a coldhearted a and logical sorrt who prefers the sub‐zero teemperatures of offered
by Ice mag gic, a hotheadeed rebel that’s q
quick to start a a fight, or perhhaps you’re as sstoic and patieent as the earth
h
itself. Lightthearted magees are generallyy naturally drawn to water‐eelemental magiic, and the unp predictable andd
flamboyant ones tend to concentrate on the control o of electrical currrents.
Choose an element upon n gaining this ability; Ice, Fire,, Water, Earth,, or Lightning. YYou deal an addditional damaage
step whene ever you inflictt elemental damage of your cchosen type. FFor example, if a character th hat has taken aan Ice
specializatiion attacks witth an Ice Strike weapon that n normally dealss (PWR x 3) poiints of damagee, it would now w do
(PWR x 4) iinstead, and so o on. Furthermmore, whenever you roll maxi mum damage with a damage‐dealing spelll
(regardlesss of the spell’s normal elemental type!), you u gain an addittional advantage based on yo our chosen eleement;
Ice: Deadly cold freezes thee enemy in placee and inflicts the negative statuss effect Stun for one round.
Fire: You ignite the target aand cause them to burn. They suuffer (PWR x 0) ppoints of Fire damage which ignores M.ARM at the
start of eachh of their turns, until the flames are extinguished with a Standa rd action, expossure to liquid, orr the GM’s discreetion.
(Remember that due to you ur specialization,, the damage steeps of this immoolation effect aree actually higherr than zero.)
Water: A veeil of pure, flowiing liquid shimm mers into being aaround you, grannting a +2 bonuss on rolls to resisst the effects of
negative staatus effects until combat ends. TThis effect is cum
mulative.
Earth: You send the target hurtling upwardds into the sky w with a powerful eeruption. The target is thrown a Medium Rangee into
the air as a kknockback effect, and generally suffer 50% of th heir maximum hhealth in damagee when they colllide with the gro ound
from such a height.
Lightning: You are enervatted and filled witth a surge of eneergy. You may u se this burst of eenergy to move a short range, ggain a
+2 bonus to your next roll, o or shock one uncconscious ally wwithin a short rannge to return theem to 1 hit pointt.
19
Magicc is your purvieew, and you takke what belong gs to you.
The characcter gains accesss to the follow wing spell.
Osmose (1 MP)
Target: Single
Type: Non‐‐Elemental
Spheres of white light eru upt from the taarget as their m
magical reservees are stolen. O
Osmose destro
oys (PWR x Hallf
Level) + 2d6 points of the e target’s MP, aand the caster regains a num
mber of Magic PPoints equal to
o the amount lost by
the target.
20
BLUE
B E MA
AGE
青魔道士
青
Monsters h have a form of magic unknow wn in standard magic academ mies, and
Blue Mages have the cap pability, the dessire and the pssychotic tende ncies
required too learn their craft from these e monsters. Non‐blue mages have
been know wn to publicly ccondemn members of this Job, citing prove rbs about
those who gaze too long into the abyss. And unfortun nately, there iss a great
deal of trutth to this; Blue
e Magic often ccomes at an un nspeakable cosst. Many
practitione
ers of this school discover the emselves to be e mentally – annd
physically –
– changing in w ways beyond th heir control.
Your m
magic is beyond d classification
n, despite HP Bonus: 14 SSpell Level LLevels Obtained d
the name a and color besto owed upon it u up by MP Bonus: 2 Novice 1
anxious wizzards trying to o pigeonhole yo our style. ACC Bonus: 1 Superior 10
AVD Bonus:: 5 Ancient 15
With a worrd and a gesturre your skin exxudes
Skill Points: 20
powerful pheromones or waves of ultra asonic
energy, sea aring laser emiissions are firedd from Weapons: Arcane, Blaade, Concealed
your eyes, and from yourr mouth pours a a Armor: Light
petrifying b breath and a cu ursed melody. As Magic Schoool: Blue
unpredictable as it is pow werful, Blue Ma agic
remains the exclusive purrview of those
unfortunatte and crazy en nough to be exp posed to it
over and over again.
This Innate e Job Ability graants the user the aptitude too learn spells frrom the Blue M Magic school. TTo Learn a Bluee Spell,
a Blue Magge must be able to understan nd it. Without ttomes or teachhers to fall bacck on, 'understaanding' mostlyy boils
down to just one thing: e experiencing th he Spell's effect first‐hand. A Blue Mage witth this Innate A Ability will, if h
he so
chooses, au utomatically accquire any Blue Magic spell ccast on him by a monster (no ot another Bluee Mage!) durin ng a
battle in which the Blue M Mage is an actiive participant, regardless off the spell’s levvel. The Blue M Mage may not leearn a
spell cast o on him while he e is under the effects of Sleepp, Petrify, or R eflect.
In addition, a Blue Mage with the Learn ning job ability gains a bonus to their Langu uage and Lore ((Monster) skill
checks equ ual to the numb ber of Blue Maagic spells theyy know.
Players are e encouraged to speak to the eir GMs and disscuss spells thaat particularly aappeal to them m so encounters
may be plaanned accordin ngly.
21
n observation and a sharp an
Durability aside, keen nalytical mind are the Blue MMage's best frieends. By carefu ully
watching the magic woveen by an oppon nent, you can g
gather enoughh information fo for a kind of myystical reverse
engineering g, allowing you u to learn monnster magic witthout leaping ddirectly in harmm's way.
This special ability overw writes and supersedes the Blu ue Mage’s inna te ‘Learning’ p power, since a character with h this
ability no loonger needs to o be targeted b
by a Blue Magic spell to acquuire it – only see it used durinng a battle in w
which
the charactter is an active e participant. O
Observe has noo effect if the B
Blue Mage is Un nconscious or affected by Beerserk,
Blind, Conffuse, Sleep, or P Petrify. Furthermore, this ability allows thee character to ccontinue to leaarn Blue Magicc even
if they are no longer a me ember of this JJob.
Several Blu ue Magic spellss are defensive e instead of agggressive, and aare essentially o
only obtainable by a Blue Maage
with the Observe ability. Again, a Blue M Mage may not learn a spell f rom another B Blue Magic user – only the orriginal
monster.
Mages are reno
Blue M owned for being g extraordinarrily difficult to kkill. Some say tthis is because of the beast b
blood
that runs th hrough your veeins, others atttribute it to divvine ordinance.. Whatever thee reason, it’s a well‐known fa act
that, ever ssince the first B Blue Mage ado opted the title o
of ‘Immortal,’ tthe label has pproven to be wo orryingly accurrate.
Whenever a Blue Mage u uses Destiny po oints to ‘Cheat Death’ as desccribed in chaptter 4, the cost for doing so iss now
only 3 poin nts of Destiny instead of the u usual 7.
ansparent mag
The tra gical glyph hovvers around you u like a hungryy animal waitinng for the ordeer to strike.
The Blue M Mage can create a magical waard known as aa Blastbomb orr simply a ‘Blasster’ as a Slow action, which iis an
invisible, floating mine th hat can be set tto explode whe en a certain coondition is mett. This triggerin ng condition might
be anything from ‘this do oor is opened’ tto ‘I fall unconscious’, or simmply a comman nd word. A deto onated blastbo omb
deals a num mber of points of Non‐Eleme ental M.ARM damage equal tto the Blue Maage’s Maximum m MP score to aall
Local targe ets. It also allow
ws the Blue Maage to make a Force check w with a +2 bonuss to destroy any objects withiin
range of th he blast.
Blastbombs function no m matter the disttance between n their locationn and the Blue Mage, though only one such h
explosive m may be conjure ed at any time;; creating a seccond blastbom mb means the o older one simply vanishes witthout
a detonatio on. They leave a magical residue upon deto onating – muchh like gunpowd der – that allowws the Blue Maage to
be tracked down. Thus, B Blastbombs are e a poor choicee when stealth is called for. TThe Blue Mage’s equipment
properties – such as Impe eril – don’t app
ply when calculating damagee from this job ability.
Your sp mely difficult to divert or abssorb, and each weapon strikee rejuvenates yyour magical
pells are extrem
reservoirs.
After activaating Sapphire Seal as an Insttant action, the e next spell casst will ignore the effects of R
Reflect as well aas any
elemental Resistances, Im mmunities or A Absorbencies th he foe may po ssess. Furtherm more, the charracter’s next
physical atttack has the M MP Refresh prop perty – the Blu
ue Mage recoveers magic poin nts equal to 50% of the damaage
done.
Sapphire Se eal may be use ed once per combat.
22
The eleements flow deeep in your mo onstrous blood,, and provide yyou with additiional weaknessses and protecctions.
Choose one e of the six following elemen nts ‐ Fire, Ice, W
Water, Wind, EEarth, or Lightn ning. The Blue M Mage now Abssorbs
that Eleme ent, gaining HP instead of losiing it and when n affected by sspells or attackks of that type.. However, he must
then choosse a second ele ement from the e list, which he e will forever hhave a Weakneess to.
The Blue M Mage may take this ability up to three timess, choosing new w elements forr the Absorben ncies and
Weaknesse es each time. H He may never o obtain a resistaance or immunnity to the elem ment that he iss now weak to,, even
through eq quipment or job abilities such h as Metamorp phosis.
Monsttrous spells, wh hilst powerful, are often limitting – most nottably in the facct that most Bllue Magic is
designed to o battle individ
dual foes and n not large group ps. However, byy using your ow wn life essencee as fuel, you a
are
able to amplify your spellls beyond theirr conventional restrictions.
Whenever you cast a Blue Magic spell yyou can expend d 25% of your maximum HP to change the target type of the
spell to Gro oup instead of Single, affectin ng all enemies or allies.
Sharing is caring.
Once per combat when the Blue Mage is affected by a negative Stattus effect, theyy may immediately activate
Rippler as aan Instant actio on even if it means interruptting an enemy’’s turn. Ripplerr automaticallyy inflicts one
additional ttarget of the B Blue Mage’s choice with the ssame status th ey received, w with no opposeed resistance ro oll.
Targets wh ho are immune e to the status eeffect will still ignore the effeects of Ripplerr.
Rippler can nnot be activatted if the Blue Mage was alre eady in the midddle of a Slow aaction.
u thought that was flashy,” th
“If you he mage chuckkles weakly, staaggering to hiss feet and wipiing a sudden trrail of
blood onto o his sleeve, “Ju
ust wait ‘til you
u get a load of this…”
Upon casting a spell, you may choose to o voluntarily saacrifice a numbber of hit points equal to 25% % of your maxiimum
health. If you do so, the sspell deals two o additional dam mages steps O OR increases the difficulty to rresist its negattive
effects by + +2. Escalate may be used mu ultiple times on n the same speell, but you mayy not sacrifice a percentage o of
health greaater than whatt you currently possess. If you u are reduced to zero hit points from usingg Escalate, your
power is co ompletely drained and you are inflicted witth the Curse staatus in additio on to unconscio ousness. Auto‐Life or
immediate health gain do oes not preven nt the effects o of unconscious ness caused in n this way.
In addition, the first time e you cast any B Blue Magic spe ell in the same battle in which it was learneed, you may treeat
this spell ass though you sspent 50% of yo our maximum HP in order too amplify its efffects (thus incrreasing the dam mage
dealt by four steps, or graants you a +4 b bonus on your opposed roll tto apply a negaative effect). This one‐time
escalation does not cost health, and can be performe ed even if the B Blue Mage has less than 50% of his maximu um
HP.
23
opting the mag
By ado gical traits of m
monsters and leearning how too best defeat thhem, some blu ue mages have even
begun to su uccumb to biza arre physical chhanges and mu utations. Whetther the dangeerous gleam of f an aerial huntter
sparkles in your eyes, or tthey’re as cold and emotionleess as those beelonging to an ancient shark or long‐lost
construct, yyou are a pred dator amongst prey.
Choose one e of the 10 moonster categories listed beloww. You are treaated as being thhat type of creeature in additiion to
Humanoid (or whatever, in the case of unusual specie es), and you gaain the [Monstter] Killer propeerty, where thee type
of Monsterr is your chosen species. For example, a chaaracter with thhe Beast bloodline gains the Beast Killer
property. YYou also receivve the additional bonus listed d. This ability caan be taken multiple times, cchoosing a diffferent
Bloodline e each time.
Aerial: Whether through wings or other means, the ccharacter perm manently gains the effects of Flight while thhey
remain con nscious. In addition to the obbvious benefits of being able to stay aloft under your own n power indefin nitely,
short‐range e weapons sufffer a ‐4 penalty to hit you wh hile airborne.
Amorph: TThe Blue mage begins to lose discernable an natomy and thheir internal orggans begin to lliquefy as theyy
become more slime‐like. An Amorph‐m mutated characcter is capable of squeezing through openinngs a fraction o of
their normal body size – ssuch as puttingg an arm throu
ugh a keyhole oor slipping betw
ween the cracks in the
floorboards.
Arcana: Raaw magic flowss through the ccharacter’s bloo
odstream. Theey are immunee to all spells an
nd effects caussed by
enemies w
which attempt tto destroy or drain their MP ((Aspir, Rasp, a nd so on).
Aquan: The e Blue Mage iss as comfortablle in water as h
he is on land, aable to breathee and move no
ormally without
penalty. Th
he character re
eceives a +2 bo
onus to all Swimmming skill cheecks, never neeeds to make roolls for the purposes
of holding his breath und
derwater, and ccannot drown.
Beast: The character grow
ws long, wickeed claws and soometimes teet h, granting theem the effects of the Pugilistt
equipmentt property. Theey also deal one additional daamage step whhen fighting un
narmed.
Construct: The characterr is capable of ccommunicatingg with machineery without evven touching or seeing it, and
d may
use the Sysstems skill at a Medium Rangge. Furthermorre, a character with this Bloo
odline also gain
ns an Immunityy to
Poison, Fea
ar, and Zombiee unless anothe er Mutation orr Metamorpho sis grants one of these statuses.
Dragon: Th
he mage’s skin hardens to the
e point of almo ost being like aa draconian hid
de. The Blue M
Mage receives aa
permanentt bonus to his A
ARM score equual to (Level x 3
3).
Fiend: A Blue Mage with the Fiend type e has complete ely lost his hum
manity, sacrificing integrity an
nd righteousneess for
power. He gains a permanent Weaknesss to Holy, and all monsters –– regardless of f their normal aattitude – noww treat
Mage as if they w
the Blue M were Wary insstead. This is bo
oth a represenntation of the u unnatural kinshhip evil beings now
feel with th
he mage, as we
ell as an inhere
ent fear the Blu
ue Mage placees in normally‐ffriendly critters. Without
provocation, almost no mmonster will atttack the character on sight.
Plant: The character’s skiin takes on a greenish tint, alllowing them tto photosyntheesize nourishm ment. Wheneveer the
character rregains HP and
d MP through TTravel Rest, the ey recover as iff it was a Full R
Rest instead. (IEE; 50% recovery
y is now
100% recoveery. See p.161 fo
or more details o
on this.).
Undead: Th he Blue Mage gains the Undyying monster ffeature. Very siimply, this meaans that after a Blue Mage w with
this job abiility is ‘perman
nently’ killed, th
hey are resurreected and retuurn to 100% HPP and MP afterr a short period d of
time has paassed; usually, the start of th he following gaame session. Thhis is not foolp
proof, as it can be prevented with
even low‐leevel white maggic, but has see en more than o one Blue Magee survive for ceenturies and th hrough catastro
ophes
that wouldd slay lesser heroes.
However, tthey are also afflicted with th he curse of the
e Undead; the A Auto‐Zombie status. Cure speells, restorativee
items and hhealing of any sort other than regeneration n will now insteead deal damaage instead of restoring HP.
24
There are spells and abilities that eexist in the univverse that can never be harneessed by morta al mages, but BBlue
Mages drivven to extremees have found a a rather unorth hodox way to ccircumvent thiss. By taking on aspects of deffeated
enemies, yo ou can echo thheir power as wwell as their appearance.
Metamorphosis is a Slow w action that co osts one point o of Destiny to aactivate. Upon doing so, choo ose a non‐Bosss
monster th hat you have de efeated in batttle in the past; whether this m might be a low wly rabbit or a p powerful King
Behemoth is limited onlyy by the character’s experiencces. Upon chooosing a monsteer, the charactter’s appearance
twists and changes, they temporarily re eceive access to the creaturee’s entire spell list, they become the same
Species as the monster (U Undead or Aerrial, for examplle), and they gaain all of the fo ollowing Biologgical Monster
Abilities if tthe monster w would normally possess them: Regeneration, Flight, Swiftt Strikes, Unusu ual Defense,
Controlled Defense, Swarrm, Multiple Parts, Imperviou us, Fearsome, Large, Undyingg, and Specificc Habitat.
Along with the physical change in appearance, shapesshifting into a Humanoid opp ponent often ccauses the
character’ss voice and mannerisms to ch hange noticeab bly. This shouldd grant a substtantial bonus to Acting skill checks
for posing as a formerly‐d defeated adversary.
The Blue M Mage cannot acccess their normal spell list w while Metamorrphosis is in efffect, and the efffects of this
transmogriification last un ntil the Blue M
Mage is reduced d to 0 hit pointts, until the chaaracter willinglly chooses to
reassume ttheir normal fo orm, or the end d of the game session. Any e quipment or ittems the Blue Mage may havve
been carrying becomes p part of their new form; a maggical staff mighht become a To onberry’s knifee, and a clusterr of
elemental stones nothingg more than a scribbled desiggn on a Magic Urn.
While the dangerouss Malboros tha at roam the jun ngles of the woorld are rare, thheir most well‐‐known ability is not.
Passed dow wn through gen nerations of Bllue Mages, thiss technique cann be used to exxhale deadly to oxic fumes that
leave their foes…and som metimes allies… …crippled.
By taking aa Slow action and making a
successful opposed Force e check, the Roll EEffect
character ccan cause varying degrees of 2 Bad Breath ttargets all allies instead of one eenemy! Roll again.
illness with h his breath to one targeted 3‐4 PPoison
enemy within a Short Ran nge. Roll 2d6 5‐8 Poison, Blind, Zombie
and consult the table to d determine the 9‐11 Poison, Blinnd, Zombie, Stop p
effects of B Bad Breath. 12 Pooison, Blind, Conf fuse, Zombie, St
top, Seal
You reemain always o one step ahead d of the cold shadow of mortaality, forever juust out of reach h. The grim reaaper
holds no po ower over you and when you u do at last deppart this world ffor good it willl be at a time o of your choosinng.
Once per ggame session w when a Blue Maage would gain n one or more points of EXP, a Blue Mage ccan choose nott to
take any exxperience poin nts and receive one point of D Destiny insteadd.
25
DA
ARK KNIIGHT
T
あんこく
あ
Even as the ere is good in tthe world, so mmust there be e evil. Thus, evenn as the
Paladins arre the chosen o of light, so therre are the chossen of shadow to match
them.
Though the ey will never acchieve the sam me level of dom minance over B Black Magic
as a mage, Dark Knights aare capable of casting their share of spells tto cripple
their enem mies with negattive status effe ects, or raise an
n army of undeead allies…
Unlike the Paladin, the Dark Knight doe es not have to ggo through tessts of spirit
and emotio on to prove the eir worth, and in that respect they often claaim their
superiorityy to their shinin
ng brethren. Th he powers of d darkness gladlyy aid those
who wish tto serve them. Thought not aall Dark Knightss are corrupt, m many
possess an anger at the w world that simm mers just bene eath the surfacce.
Still, not all members of tthis Job can be e judged so eassily; it is said
that those who hate mosst fervently mu ust have once loved deeply; tthose
who want tto destroy the world must haave once embrraced what theey now set
ablaze.
Poetry asid de, Dark Knightts channel the unholy energie es of the mast ers of the
darkness th hrough their blades and are u unrelenting foe es in combat.
Your w
weapon is an a arc of blazing u
umbral HP Bonus: 18 Spell Rank Levels Obtain ned
fire, fueled d by your ceaseless rage. It cuuts down MP Bonus: 2 Novice 1, 2, 3, 4
lesser foes with ease and d allows you to quickly ACC Bonus: 2 Intermediate 5, 6, 7
AVD Bonus:: 4 Expert 8, 10
move on in nstead of havin ng to pause and d deal
Skill Points: 20 Superior 12, 14
with worth hless opponentss.
Ancient 15 (Scathe on nly)
After declaaring the use off Darkside as aan Instant
action, the Dark Knight’s next attack or spell Weapons: Blade, Braw
wl, Huge
deals Shadow damage instead of its normal type Armor: Heavy
and has its damage increased by an add ditional Magic Schoool: Black
three stepss. While powerrful, Darkside h has a price
– after the attack resolve es (whether it m
misses or
damage is dealt), the Darrk Knight loses 25% of
their maxim mum HP. If the e Darkside attack is a critical h
hit or causes a Limit Break, itt destroys 50%% of the user’s H HP
instead.
A Dark Knigght who is redu uced to 0 hit points by using Darkside oftenn inherits a phyysical souvenirr – blackened vveins
or hollow e eyes, a visual re
eminder of theeir inability to rremain in conttrol.
Instincct conquers inttellect.
You may usse your Force sscore in place oof your Finesse
e score to calcuulate maximum
m skill caps.
26
Somettimes, out of th
he corner of yo
our eye, you ca
atch the long shhadow you casst seeming to m move of it’s ow
wn
accord….an nd with each sw wing of your wweapon, creepinng tendrils andd multi‐legged shapes pour foforth from this shade
silhouette, writhing and sskittering acrosss the ground. These aspectss of darkness seeem to viciouslly attack the other
shadows in n the area, not discriminating g between frien
nd and foe.
By declarin ng the usage off Shadeblade as an Instant acction, your nexxt physical attaack has a rangee of Local and
damages all nearby targe ets…enemies, allies, unarmed onlookers, e veryone exclud ding yourself.
You beecome strongeer as you near death ‐ not weeaker ‐ and aree capable of maaking truly trem
mendous attaccks
even when you may be to oo injured to sttand.
When the Dark Knight is at 50% health or less all dam mage they deal is increased byy one step, andd all physical
damage they deal may be e treated as Shhadow damage e if they choosee. This ability m
may be taken u
up to three tim
mes,
increasing the damage sttep by one each time.
walk hand‐in‐ha
You w and with deathh and destructiion, your spellss powerful enough to bring en ntire legions to
o their
knees at on nce.
After activaating Black Skyy as an Standarrd action, the n
next time the DDark Knight cassts any of the ffollowing spells ‐
Arise, Bio, Curse, Poison, Blind, Melt, Drain, Virus, Berrserk, Zombie or the powerfu ul Scathe ‐ it iss treated as a GGroup
spell insteaad of targeting only a Single e
enemy.
pecialize in abu
You sp using the statu
us vulnerabilitiees of your foes,, corroding theeir bodies and wasting their m
minds
away. Afteer all, if you don n’t hit ‘em whille they’re downn, they might aactually get baack up again.
After obtaining this job ability your ene emies suffer a ‐‐2 penalty on oopposed Force rolls to resist any status effeects
you attemp pt to inflict upo
on them. This aability may be taken up to thhree times and penalizes your foes’ resistan nce
rolls by an increased ‐2 penalty each tim me.
ome people, ha
For so atred is a state of mind; for yo
ou, it’s a hobbyy. You hold succh malice, such
h rage toward a
an
entire phylum of monsterrs that whenevver one falls byy your hand youu find your bloodlust reneweed and your advvance
becoming iincreasingly relentless.
The Dark K Knight’s weapons are all treatted as having the [Monster] EEater propertyy of the charactter’s choice,
allowing th hem to regain hhealth whenevver they kill a m
monster of the chosen speciees. This ability m
may be taken
multiple tim mes, gaining one additional [[Monster] Eateer property eacch time.
Each time tthe Dark Knigh ht defeats a Boss‐type enemyy, they may chaange the type of [Monster] EEater propertiees this
job ability ggrants. For exaample, upon ob btaining Vende etta, the Dark KKnight might cchoose Humanoid Eater. Afteer
killing a Boss, he might ch hoose to changge the bonus ggranted to Con struct Eater instead.
27
g your foes hellpless and vulnerable strengthens the dark energy that coourses through you, making yyour
Seeing
magic easier to access.
Whenever you interrupt an enemy targget’s Slow actio he Fear status or
on (such as witth a critical hit,, limit break, th
knockback effect) you maay cast your ne ext spell as a Sttandard actionn instead of a SSlow action.
oint your weap
You po pon at your adversary like an n accusatory m iddle digit, andd an ethereal rred spike rips
through them from below w. The life‐enerrgy stolen from
m the target fillls your veins annd renews you
ur unholy streng gth.
By activatin ng Night Sword
d as an Instant action once per combat, thee Dark Knight’ss next attack gaains the HP Drrain,
Lucky and ZZombie Touch weapon prope erties, and becomes able to ttarget enemiess even at a Lon ng Range.
actions have tra
Past a ansformed you mething caustiic and foul, andd your blood is a thick, black liquid
ur soul into som
that seeps ffrom your wou unds like boiling tar.
All Humano oids begin playy with a weakn ness to the Shadow element, player charactters included; after obtainingg Bad
Blood, you now absorb Shadow damage instead of be eing vulnerablee to it.
You riip through the ffabric of realitty and into the nether world bbeyond, callingg forth a well o of absolute darrkness.
The shadow wy vortex rapiddly drains yourr strength even n as it sucks thee life force from
m your foes. W When it has
consumed enough of you ur essence to leeave you a wea akened husk, itt seeks out a neew champion tto empower….
With a Stan ndard action yoou can taint th he battlefield and cause it to transform into o difficult terraain, dealing
Recurring D Damage to the e Dark Knight and all her enem mies each rounnd based on heer level; consult the chart on n
p.153. Thiss non‐elementaal damage is no ot reduced by M.ARM.
If the Dark Knight has the e lowest curren nt HP in the paarty, at the endd of each turn w while the Difficcult Terrain peersists
they may ggrant one other ally of their cchoice the HP D Drain propertyy. This benefit lasts until the sstart of the Dark
Knight’s ne ext turn.
Devouring Void ends imm mediately if the e Dark Knight is knocked unc onscious, or do oes not suffer this recurring
damage on n their turn.
28
guishing the sp
Exting park of life heig
ghtens your adrrenaline rush, making you strronger and fasster. In time, an nd
with enoug gh destruction left in your waake, you’ll beco
ome unstoppabble.
The Dark K Knight’s combat prowess is te emporarily auggmented for eaach foe she red duces to 0 hit p points. A charaacter
with Soul EEater receives aa +1 increase to ACC and their damage stepps (both physiccal and magicaal) per enemy tthey
personally deal the killingg blow to in combat. The effe ect is cumulativve – for examp
ple, a Dark Knigght who normaally
has 3 ACC aand deals (RESS x 2) damage w will have 9 ACCC and deal (RESS x 8) damage aafter killing 6 o
opponents.
The bonuse es granted by SSoul Eater last until the Dark Knight missess or otherwise deals no damaage with an atttack,
reduces an n enemy to 0 hit points and chooses to knocck them unconnscious instead d of killing themm, or until the end
of combat, at which point the values re eset back to noormal. Enemiess who don’t po ose a true threaat to the Dark
Knight don’t grant this bo onus, and oppo onents with the Swarm monsster ability only count as onee adversary.
You have the ability to leave a sup
pernatural or ph hysical ‘callingg card’ on your enemy. Some Dark Knights ffeel a
physical sca ar is the best w
way to make thheir opponent n never forget thhe encounter –– others mark ttheir targets with
magic thatt leaves a creep ping sensation of being watch hed. Either waay, this mark coonnects the Da ark Knight and his
target with h a sinister powwer.
With a stan ndard action an nd a successful opposed Forcce roll, the Darrk Knight may sspend three po oints of destinyy to
establish a powerful Marrk of Dominatio on on the targeet. Once the m mark has been eestablished, th he character an nd his
target are llinked and con nnected by dark magic, only b breakable withh equally poten nt holy energy.. This allows thhe
Dark Knight to always kno ow exactly where his target iis (even if sepaarated by hund dreds of miles) and he receives a
+3 bonus to ACC and AVD D against the m
marked target iin combat.
But this is o only the beginn ning. Once perr session as an Instant action the Dark Knight may physicaally take contro ol of
the target’s body – again, no matter the e distance betwween them. Inn combat the link acts as an u unresistible Cha arm
status whicch only lasts fo or one round, e
easily long enough to make thhe target hurl his weapon aw way, turn on his own
allies, or an ny number of o other things. O
Outside of combat, the possesssion is longerr; often up to several minutess at a
time, and aaffects even en nemies who wo ould normally be immune to the effects of Charm.
As normal, the dominated or charmed ttarget instinctiively resists anny direct comm mand that would cause needless
physical haarm to itself, an nd forcing a do
ominated oppo onent to hurl thhemself off a ccliff or attack th
hemself often
severs the connection.
A Dark Knigght may end M Mark of Dominaation at any tim me, and may o nly have one ttarget marked at a time.
ame of this rarrely‐spoken of ability is neitheer embellishmeent nor metaphorical. The ab
The na bility to devourr the
souls of theeir fallen foes iis the ultimate expression of aa Dark Knight’s
’s ruthlessness and utter lackk of compassion n.
Upon obtaining this job aability, a deathblow may be p performed on aany foe that haas been reduceed to 0 hit poin nts by
taking a Staandard action and spending a single point o of Destiny, oncce per combat. The description of the movee is up
to you, butt a successful ccompletion of aa deathblow is a horrific sigh t to behold and causes all foes to be afflictted
with the ne egative status eeffect Fear for one round (an nd the Dark Knnight’s allies miight be equallyy shocked). Usiing
Souleater aalso permanen ntly grants the Dark Knight a ++2 bonus to twwo different atttributes of theeir choice.
Enemies killed in this fash hion cannot be e revived with the expenditu re of Destiny, aand only creatures with the
Undying ab bility can possibly make a re‐appearance affter such a hor rific exchange..
29
DRA
D AGOO
ON
竜騎士
In the natuural world, no ccreature is morre uniformly feeared and resppected than
Dragons; itt should come as no surprise,, then, that som me
warriors struggle to battle more like the ese majestic
creatures. Some have spe ent years learn
ning to mimic tthese
ers are distantlly descended ffrom the drago
traits. Othe ons
themselvess or have made e a pact with a draconic ally.
Whatever tthe source of ttheir powers, these heroes have the
capability tto leap unbelie
evable heights, earning a placce in legends
as "those that fly like a drragon." Often tthey serve as ssoldiers positiooned within
an army's ccavalry or infanntry, but somee Dragoons mayy find it more ffeasible to
hone the supernatural asspect of their D Dragon arts outtside the realm m of the
hey often have
military. Th e a reputation oof completing even the mostt suicidal
missions, mmore willing to take leaps of ffaith than otheer martial classses. In
some regio ons, the Dragoo on almost alwaays acts in dire
ect service to rooyalty.
The gifft of the Drago
oon is to break the bonds of g gravity and leapp to HP Bonus: 16
incredible h heights with a single bound. They can use tthis to maneuvver MP Bonus: 0
around thee battlefield, do odge hostile atttacks and spellls when they hhave ACC Bonus: 2
AVD Bonus: 5
forewarnin ng, and even atttack their enemies from grea at heights.
Skill Points: 18
With a Stan ndard action thhe Dragoon maay leap a Long range – vertic ally,
horizontally, or both. Upo on doing so, thhe Dragoon’s tu urn immediateely Weapons: Reach
ends. Until the beginningg of the Dragoo on’s next turn tthe character iis Armor: Medium, Heavyy
considered d to be soaring through the air too quickly tto be targeted,, and
the Dragoo on is Immune tto any negative e or beneficial Single‐target
attacks or sspells. Status cconditions such h as Poison
continue to o affect the Dragoon while th hey’re Jumpingg, and the charracter can still be affected byy Group or Locaal
target attacks. When the Dragoon lands at the beginn ning of their neext turn, they m
may make an instant Force check
to destroy the surface they land on, or an Instantaneo ous melee attaack against onee enemy within n a Short Rangge –
however, tthis attack cann not be a criticaal hit or a limit break.
Spells and effects treat th he Dragoon as having the Auto‐Flight statu s during the usse of this innatte ability, preveenting
them from suffering fallin ng damage or b being affected by Earth‐baseed spells and ab bilities for the duration of Jump.
The Dragoo on may only usse Jump while on a reasonab bly solid surfacee, and while rid
ding a mount ccapable of Flight the
attack is ge enerally more o of a swoop thaan a jump.
Intenssive training with a single weeapon does havve its advantagges. By becomiing one with thheir lance, Drag
goons
are capablee of felling multiple enemies with a single, p powerful strikee.
A dragoon with this abilitty is treated ass having the Follow‐Through w weapon propeerty on all Reacch weapons hee
wields. This ability has no o effect if the D
Dragoon is dual‐wielding or ootherwise usingg more than a single weapon n in
combat.
30
This teechnique has bbeen passed on n through the aages from Draggon to Dragoonn; a rapid lancce strike, fasterr than
the eye can n see, causes thhe hazy spiritual quintessencce of your enem mies to spill forrth. ‘Borrowing
g’ this life‐forcee heals
the Dragoo on and his alliees.
By declarin ng the Dragoon n is activating LLancet as an Instant action, thheir next attacck deals (MND x Weapon Tier) +
2d6 points of damage witth a successfull attack, and th he Dragoon andd all their allies recover HP aand MP equal tto this
value. Lanccet cannot cause a critical hitt or a limit breaak.
This ability may normallyy be used only o once per comb bat; however, tthe Dragoon reegains the use of Lancet wheenever
they use th heir ‘Threaten’ ability.
Intensse training has given you insight into the vu ulnerabilities off the creaturess you imitate.
By activatin ng Ancient Circcle as a slow acction, the Draggoon and his al lies gain the D
Dragon Killer prroperty on anyy
weapon they wield until combat ends.
nhale deeply an
You in nd close your eeyes, envisionin
ng the powerfuul breath of thee draconic guardians who insspire
you. When you exhale it iisn’t air that flo ows from your r lungs, but a bllast of fire or liightning that ssuppresses youur
foes’ magiccal and physica al attacks.
You may pe erform either o of the attacks listed below ass a Standard acction. They req quire a successsful attack roll but
cannot cau use critical hits.
Fire Breath h: A cone of colorful flame jetts scalds all shoort‐range enem mies for (PWR x Half Level) ++ 2d6 points of
M.ARM Fire damage. In aaddition, unless your enemie es succeed on aan opposed Fo orce roll, Fire Breath inflicts th
he
negative sttatus effect Blin nd.
Bolt Breath h: White‐hot b bolts of energy electrocute all short‐range eenemies for (M MND x Half Leveel) + 2d6 pointts of
M.ARM Ligghtning damage. In addition, unless your targets succeed on an opposed d Finesse roll, Bolt Breath infflicts
the negativve status effectt Seal.
You’ree capable of ca
apable of directting the ebb an nd flow of com
mbat, forcing ennemies to turn and face you iin
order to prrotect more vullnerable party members.
Upon landiing a Critical Hit upon an ene emy, the Drago was a normal hit
oon can choosee to treat the aattack as if it w
instead. If h he does so, thiis job ability acctivates instead
d of anything aassociated withh a critical hit, and passively fforces
the target tto specifically aattack the Dragoon for 4 rounds, until the D Dragoon is Unconscious, or o otherwise no lo onger
a threat (fo or example, wh hen afflicted byy a status effecct such as Petri
rification, Charmm or Sleep). Alll offensive attaacks
must either be directed aat the Dragoon n, or include the Dragoon am ong the targetts. If the Drago oon cannot be
targeted (d due to Jump, foor example) or damaged the enemy may atttack freely, bu ut is treated ass being afflicted
d by
Power Brea ak and only deals 50% physiccal damage to tthe Dragoon’s allies. Spell daamage remainss unchanged.
Using Threaten rechargess the Dragoon’’s ‘Lancet’ abiliity if they posssess it.
31
The drragons may ha
ave been perceeived as arroga ant for their vieew that all otheer creatures were beneath thhem,
but in many ways this philosophy has m made its way in nto the fightingg styles of the D
Dragoons overr the millennia. You
have comee to accept thatt battle is not jjust bloodshed and magic andd steel; it is a ccontest of willss, and your streength
soars to neew heights wheen your adversaries begin to ffalter and fall.
The Dragoo on may activatte Rising Strenggth as an Instant action afterr reducing an eenemy to 0 hit points. After ddoing
so they maay re‐roll one d dice whenever they make a physical attack for the remain nder of combatt as if they werre
dual‐wieldiing. This bonuss dice does nott apply during Teamwork Atttacks.
The biigger they are……
When fightting an Aerial e enemy or a target possessingg the ‘Large’ bioological monstter ability, the Dragoon gainss a +1
bonus to ro olls to their AC
CC score and de
eals an additional damage steep with all attaacks to that tarrget. If the targget is
a Large Aerrial creature, then these effe ects stack, gran
nting a +2 bonuus to both ACC
C and a two dam mage step incrrease.
ain pours down
The ra n your face and d armor in steaady streams, buut you can’t heelp but smile. TThe downpour would
hide your eeastward appro oach until it wa
as too late, and
d the thunder w would obscuree the noise of yyour mount…
You have le earned how too use adverse e environments tto your advanttage. Wheneveer you fight in D Difficult Terrain that
would apply a negative m modifier to com mbat rolls (such
h as a raging bllizzard or paniccking crowd) th
hese are applieed as
bonuses instead. Furtherrmore, you mayy purchase anyy ‘Elemental Sttones’ listed in n the equipmen nt chapter for 50%
of their normal price.
You arre a dervish on
n the battlefield
d, striking apprroaching foes rreflexively.
Whenever an enemy makkes a Short Ran nged physical aattack against you, they autoomatically takee physical damage
equal to (Finesse x Level)), ignoring ARM M, Protect, andd Unusual Defeense. Damage ttaken from Wh hirling Spear do
oes
not provokke counterattaccks, and the daamage occurs b before the eneemy makes theeir attack roll.
32
orce yourself to
You fo o remain stand ding after even the most grievvous of injuriess, fighting with
h the unrelentinng
fury of the dragons themselves. And wh hen the battle sseems unwinnaable, you can ttake on the cou untenance of o one of
the great, a ancient beings you emulate a and persevere against even ttitanic adversaries.
The characcter passively receives the efffects of the Au uto‐Life status aat the start of eeach combat, aallowing them to
return to o one hit point affter any attack that would cause them to faall.
Furthermore, by spending 3 points of D nstant action a t any time, thee Dragoon can temporarily ch
Destiny as an In hange
his species from Humano oid to Dragon, negating his raacial weaknesss to Shadow an nd granting a w
whole slew of oother
abilities. Th he Dragoon gains the effects of Fear Proof, Curse Proof annd Seal Proof aand becomes immune to
Knockback effects. When never the charaacter uses the Threaten job aability, it affectts all enemies iin the targeted d
Group. And d finally, while in this state, aany attack that would reducee the Dragoon tto 0 hit points or less has a 5 50%
chance of leaving the Draagoon with 1 hit point remain ning instead.
The effectss of Dragonheaart last until the next time the e Dragoon is reendered uncon nscious or theyy gain a point o
of
Destiny.
You’ree a blur of mottion on the battlefield, capitalizing on your aawesome mobbility to constan ntly lunge at th
he
weak pointts of your adveersaries.
The Dragoo on’s critical hitt rate is improvved by one 1. TThus, when usi ng a single Reaach weapon, th he attacks from
m the
Dragoon w will result in a C
Critical Hit on a roll of 10‐12 innstead of the sstandard 11‐122. When using non‐Reach
weapons, aattacks from th he Dragoon willl result in a Critical Hit on a rresult of 11‐122 instead. This ccan be combinned
with the Lu ucky weapon p property to imp prove the Draggoon’s critical hhit rate even fuurther.
This ability has no effect if the Dragoon n is dual‐wielding or otherwisse using more tthan a single w weapon in com mbat.
Using your lance likee a lever, you ccan launch a friiend or an oppponent into thee air with you aand pursue theem
into the skyy.
The Instanttaneous attackk granted by th he use of the Ju
ump innate ab ility is treated as though the Dragoon has tthe
Aerial Killerr property and d has its damagge increased byy two steps; a Dragoon who lands and lashes out for (PW WR x 5)
would now w deal (PWR x 7 7), and so on.
If any alliess or enemies are within a Sho ort Range of yo
ou upon using tthe Jump abilitty, you may fling any or all off
them upwaard before you ur leap. Until thhe start of yourr next turn, thoose affected byy Highwind aree treated as if tthey
were Jump ping as well; they are forced into mid‐air an nd cannot be taargeted by attaacks or spells that focus only a
single indivvidual. The laun nched creature es may not beggin any Slow acctions while in mid‐air.
When the JJump ends, your foes are smashed into the e waiting grounnd below and immediately lo ose 50% of their
maximum health (unless they possess tthe Defy Gravitty ability or aree capable of Flight) – just in ttime for you to o
make your Jump attack roll, which is ussually capable o of including th e launched tarrgets. Any alliees affected by
Highwind m may land safelyy alongside you u.
Creatures w who are immune to Knockbaack effects are immune to thee effects of Higghwind as well, and Submergged
enemies ob bviously lose thhat benefit wh hen they’re thrown into low aatmosphere.
33
ENG
GINEE
ER
モーグリ
モ
ots, airships – the Engineer's mechanical wizardry conjurees any
Drills, robo
number of miracles from bolts, oil, and a little ingenu
uity. Though th eir
talents extend to all machines great and small, Engine eers channel mmost of
their energgy into temporarily augmentiing their allies’ simple gear w
with
mechanical and magical ‘‘features.’ Despite the occasiional explosivee
malfunction, failure only seems to redo ouble the Engin
neer’s determi nation
and these iindomitable inventors remain the intellectu ual backbone bbehind
more than one prosperou us party.
Throug
gh the wonderrs of SCIENCE th he Engineer ca an not only crafft HP Bonus: 116
fantastic w weapons and arrmor, but also transform them m into jetpackks. M
MP Bonus: 00
A
ACC Bonus: 11
As a Standaard action, you u may grant tw
wo bonus weap pon properties to
A
AVD Bonus: 44
any weapo on or piece of aarmor one ally has equipped. The first one oof SSkill Points: 226
these prop perties must bee Explosive, andd the second m may be any of tthe
following; W
Weapons: Brawl, Huge, Ranged
Alchemist, Auto‐Flight, Auto‐Protect, Auto‐Shell, [Elem ment] Enhanceer, Armor: Liight, Medium
[Element] SStrike, [Elemen nt] Ward, Skill B
Bonus (Enginee er’s Choice),
Therapeutiic, SOS‐Invisible, Glowing, and, with very exxplicit GM
permission n on a case‐by‐case basis, Spe ecial Ability.
Invent mayy only grant bo onuses to one p piece of equipm ment at a timee,
and the efffects have a 25 5% chance to e end at the end of said ally’s tuurn . Each weapon property (other than
Explosive) may only be ap pplied one time per game session – meaninng you could o only grant a +2 bonus to a roll via
Skill Bonus once, not oncce for every different type of Skill. This mighht be very bad news for the iindividual using his
newly‐convverted Auto‐Fliight equipmen nt to soar throu ugh the cloudss, or when an aally’s cloaking d
device starts fizzling
right as the ey start sneakin
ng through ene emy lines. Weaapon propertiees are discusseed in more detaail starting on p.128.
an Engineers kkeep a close eyee on their comrades' equipm ent, ensuring tthat it is alwayys in top condittion.
Vetera
And if it isnn’t, well…nothinng that a few m
minor adjustm ments and accouuterments cann’t fix.
Upon gaining this ability, choose one ally; the Enginee er and that allyy receive the Inndestructible p
property on all
weapons, aaccessories and have equipped. The equipmeent also loses the Fragile and Broken properties,
d armor they h
if applicable.
Upon defeaating a Boss….or, if the unthiinkable happen ns and the choosen ally dies….the Engineer m may choose a new
ally to keep p maintained.
This ability may be taken multiple timess, choosing one additional al ly each time. TTherefore, an EEngineer who h has
taken Main ntenance threee times may loo ok after three allies as well aas herself.
34
now exactly wh
You kn hich wires to yyank out when shutting downn dangerous coonstructs, and a are especially g
good
at using their spare partss to further you ur arsenal of Reefined weaponns.
With a Stan ndard action, tthe Engineer atttempts to disaable a consciouus, Construct‐ttype enemy wiithin a Short Raange.
The Engine eer makes an oopposed Force or Finesse che eck. If the Enginneer wins the cconstruct suffeers (MND x 10)) +
2d6 points of Non‐Elemental M.ARM daamage. Furthe ermore, the firsst time Salvagee is successful each game sesssion,
the Engineer automatically receives a tier‐appropriate e Component even if the target isn’t a Notorious Monsteer or
Boss.
ngineer has disscovered a blacck, crude oil th
The En hat works marvvelously for greeasing cogs in h her inventions – it’s
also a bit o of a fire hazardd. How fortunatte!
Chemical SSpill may be acttivated as a Staandard action at any time, orr Instantly wheenever the Enggineer rolls or ssuffers
a critical hit.
Make an opposed roll agaainst one targe et of your choice. If successfuul, the target lo
oses any Resisttance or Immuunity
to one elem ment of the Engineer’s choice e and gains a VVulnerability too that elementt instead. The eeffects of Chem
mical
Spill last un ntil the target ssuffers damage
e of the chosen n elemental tyype.
Your eexhaustive experience with thhe inner workinng of machiness allows you too easily point o out their ‘stresss
points’ to yyour allies.
By activatin ng Junkyard ass a slow action,, the Engineer and her allies ggain the Consttruct Killer propperty on any
weapon they wield until combat ends.
Normally, a synthesist who attemppts to create so
omething from m scratch sufferrs a penalty wiithout proper
mechanism ms and a feasib ble workspace. Amateurs! REA AL inventors caan cobble togeether a workingg scale model oof an
airship with h little more th
han a handful o
of twigs and leaves, antlion mmucus, and som me old‐fashionned elbow greaase.
The characcter with this ability never takkes negative peenalties to Synnthesis checks under any circcumstances. In
addition, th hey gain a +2 bbonus to Scave
enge skill checkks.
now how to co
You kn oax the most ou ut of your inventions, whetheer this refers too a troupe of sccuttling miniatture
robots, a bizarre mode off transportation, or simply yo our powerful baattle armamennts.
Each Animaal Companion and Special Ve ehicle – created
d with the sha red abilities off the same nam me – possessed d by
yourself orr the party gainns one addition nal talent from the list so lon g as the critterr or transport aare mechanicaal in
nature. Mo ore importantlyy, the Engineer deals an addiitional damagee step with anyy weapon she ssynthesized heerself,
representin ng an intimate connection with the sword o or blade or roccket‐propelled tuna that otheer warriors sim mply
wouldn’t have.
35
ngineer possessses a bizarre sstrongbox that can be openedd to release aggonizing noise, plumes of
The En
multicoloreed smoke, asto onishingly beau utiful music, toy Moogle headds on a spring, and various other eccentric
surprises. A Although dangerous and unreeliable, the Pan ndora’s Box caan be a powerfful tool as a lasst resort….not tto
mention a great conversa ation‐starter!
Upon takin ng this Job Ability, the Engineer obtains an iinventory item m known as Pan ndora’s Box. An nyone who opens
this fragile wooden contaainer as an Insttant action sets it in motion aand causes ran
ndom status efffects.
When Pand dora’s Box is used, the character that opened it
rolls 1d6 an nd consults thee chart to the rright for the status R
Roll Result
effect. Then flip a coin – ccalling it correcctly means thaat 1 Red Spriing: Poison
positive staatus effects are e applied to alll allies, and neggative 2 Blue Screew: Blind
status effects are inflicted d upon enemie es. Calling it 3 Green Gear: Stop
incorrectly means the revverse is true. 4 Silver Disc: Sleep
The Pandora’s Box may o only be activate ed once per co ombat, 5 Gold Batttery: Haste
and if the item is ever losst, it tends to fiind its way bacck into 6 Rainbow w Moogletron: Protect and SShell
the Engineer’s possession n over the course of several h hours. If
destroyed, another identtical Pandora’s Box appears to
replace it in n roughly the ssame frame of time.
They ccalled you crazzy when you gaave those propulsion rockets artificial intelliigence and hoooked them up to
your favoriite pair of loafeers. BUT WHO’’S LAUGHING A AND NOT ON FFIRE NOW?
The first tim me each game session that th he Engineer is reduced to 255% health or lesss, they may use their Inventt
innate ability as an Instan nt action even if it isn’t their turn. When ussed in this way, Invent functio
ons even if ano
other
companion n’s equipment is already bein ng modified.
now how to turn a profit with
You kn h your inventio
ons, and how too turn your oldd castaways intto prime goodss with
a bit of pollish and smooth h talk.
Although ittems that have e been Synthessized may imm mediately be soold for their full value, normally an adventurer
would be lu ucky to get 50%
% of the listed market price ffor well‐worn eequipment or miscellaneous treasure procured
during a long dungeon crrawl.
But a charaacter with this ability can chooose to make aa Mercantile skkill check once per session wh hen selling an item.
Success on this roll mean ns the item in q
question sells for 100% of thee normal goingg rate regardless of the normmal
value.
a moment’s ap
With a ppraisal you arre able to judgee minute detailils about any oppponent.
After usingg this ability as a Standard acttion, the charaacter automaticcally learns thee level, speciess, elemental
strengths aand weaknesse es, and Job (if itt has one) of a single target.
36
\
Gentleemen, BEHOLD D!
Upon usingg Clockwork To ools as an Instaant action, the Engineer choooses one effectt from the follo owing list and ggains
the benefitts of that Tool until the end o of the current rround. The higgher the Engineeer’s Systems sskill, the higher the
level of Clo ockwork Tool th he character iss able to choosse. For examplee, Auto‐Crossb bow requires th he character to o have
a minimum m of 1 skill in Syystems, where the Drill requires a minimum m skill of 13 to choose. Each ttype of Clockw work
Tool may b be used once per session.
Skill Gain
ned Propertiess
1 Auto Crosssbow: Launching arrows from a rottating spring‐loadeed clip that never seems to run dry, the character’s ph
hysical
attacks thiis round can deal d damage at a Medium Range. They ggain a +2 bonus to ACC when attackiing Short‐Range taargets.
3 Bio Blaster: Flesh‐eating baacteria in living slim
me and airborne ddiseases are not ju st interesting to sttudy, they’re also
effective! W
Whenever the Enggineer deals damage this round, ma ke an opposed Foorce check with a ++2 bonus; if successsful,
the target also receives the effects of the negative status effectt Poison.
5 Flash: Thee ‘ol stare‐directly‐‐into‐the‐bulb‐which‐ignites‐with‐thhe‐glow‐of‐ten‐th ousand‐suns‐trickk gets ‘em every tim me.
Wheneverr the Engineer deals damage this rou und, make an opp osed Force check with a +2 bonus; iif successful, the ttarget
also receivves the effects of tthe negative status effect Blind, andd then often annouunce this fact loud dly and repeatedlyy.
7 Noise Blasster: You knew yo ou’d find a use for this gizmo eventuually! Whenever thhe Engineer deals damage this round d, make
an oppose ed Force check with a +2 bonus; if su uccessful, the targeet also receives thhe effects of the neegative status effeect
Confuse.
9 Chainsaw:: Subtlety is for sisssies. Physical attaacks made this rouund deal an additioonal two damage steps.
11 Drill: Sharrp enough to piercce the heavens theemselves, all of thee Engineer’s attaccks this round com mpletely ignore all forms
of damage e reduction; ARM, M.ARM, Protect, Shell, Unusual deffense, and so on.
13+ but nuking your ta rget from orbit is the only way to evver really be sure. All
Micro Misssile: Some might call this overkill, b
attacks maade this turn treatt the Engineer as hhaving the Break DDamage Limit, Spe llburst: Flare and TTriple Critical prop perties
on her equ uipment, and may be made at a Lon ng Range. By spendding one point of D Destiny, you may aalso temporarily in ncrease
your critical hit rate by one. So, a character th
hat spends 4 point s of Destiny wouldd roll a critical hit on a result of 8‐122 this
turn.
This illlustrious abilitty separates the consummatee crafters from m the merely talented.
For every p point of Destiny that the Engiineer spends w when Synthesizzing a weapon or armor to ad dd a d6 to the
check, the equipment is ttreated as bein ng one tier high
her than it rea lly is for the pu
urpose of choo
osing weapon
properties.. The weapon sstill does not re eceive more thhan the standaard number of properties, on nly gains accesss to
properties that would oth herwise not bee allowed. For example, an Enngineer could spend six poin nts of destiny to
o roll
8d6 on the e Synthesis check, as well as ggrant the resulting Tier 2 weaapon the Breakk Damage Limiit property norrmally
reserved fo or legendary eq quipment.
You arre far more ad
dept than most t at utilizing potions and suppplies in the heaat of combat.
Whenever the Engineer u uses an item on themselves o or an ally, that target may alsso recover (Enggineer’s MND x Half
Level) poin nts of HP and MMP as regeneraation. This even n applies to iteems that normaally don’t heal,, such as a Pho oenix
Down.
Furthermore, whenever yyou or an ally ttake damage o or suffers a neggative status efffect, you may use nearly anyy
restorative e item currentlyy in your inven
ntory as an Insttant action by sspending one point of Destin ny, even if this
would interrupt an enem my’s turn. You m
may even use tthis ability wheen you would b be reduced to 0 0 hit points fro
om
the attack. The Engineer may not use ittems that do not normally fu nction in comb bat such as Ten
nts.
37
EN
NTER
RTAIINER
R
吟遊詩人
吟
It has been n said that all o
of life is but a dream. The Entertainer know ws better:
ng. A dance. A masquerade. A
Life is a son A wonder. Each person, plac e, and thing
has its own n sound, contriibuting to a graand orchestra tthat resounds through
the fabric oof reality. For ssome, the fantaastical tapestryy of the world – the art
within all things – is an exxpression of paassion, a miraccle, and a way oof life. For
the Entertaainer, it is all th
his and more; it is the key to power.
The Entertaainer is often aa strange sight on the battleffield. Dressed l ightly and
moving witth odd liquidityy, they seem out of place…un ntil they begin to perform
the mystic arts that are their livelihood. Then the trutth is easily disccernable –
ntertainer is on
that the En nly at full poweer when he's suurrounded by ssome
powerful frriends, enemie es, or throngs o
of admirers. WWhether jugglerrs, mimes,
photographers, bards, ro ock stars, tribal expressionistss or dancers, E ntertainers
are held in the utmost respect the worlld over.
neled through a songstress’
Wheether it is chann HP Bonus: 14
soothing m melody or a hea avy metal poweer ballad, throu ugh MP Bonus: 2
dance, pain nting, mimicry,, sculpture, jugggling or tumblling, ACC Bonus: 0
AVD Bonus: 6
the echoes of magic can a always be foun nd in your art.
Skill Points: 24
Wordless songs and ageless passions usse you as a living
conduit to empower yourr allies and stirr the souls of evven Weapons: Arcane, Braw
wl, Concealed, Raanged
the most hate‐filled entities. Armor: Light
The Entertaainer and each h of her allies p
passively receivve a
bonus to any attribute off their choice e equal to half off the
Entertainer’s Perform skill, rounded down. For examp ple,
an Entertaiiner with 11 Pe erform might ggrant +5 PWR tto the party Blaack Mage, +5 D DEX to the Ninjja, and so on. TThis
bonus is te emporarily lost whenever the e Entertainer iss not participatting in the batttle alongside her friends.
Even thouggh this bonus m might increase a character’s FFinesse, characcters may not spend skill poiints based on tthis
inflated and ‘fake’ Finesse score.
The Entertaainer may also o use their art tto generate a b breathtaking d isplay of diverssions. Make a standard‐actio on
Perform skkill check oppossed by one target enemy’s Fo orce or Finessee check, as cho osen by the GMM. On a successsful
roll, the Entertainer creattes a serene fie eld of Difficult Terrain; all loccal targets havee their disposittion toward th he
party incre eased by one sttep – from Hosstile to Wary, from Wary to N Neutral, or from m Neutral to Friendly. In addition,
all allies are e immune to the effects of FFear while upon n the terrain.
Maintaining this powerfu ul craft takes ann Instant action every round,, and thus it en nds immediateely if the Enterttainer
is ever unconscious or wo ould be afflicte
ed by a negativve status effectt that would prrevent this, such as Petrify or Stun.
38
o not need a m
You do microphone – yo our voice is simmply POWERFU UL. By belting oout a power cho ord you can seend
foes, admirrers, and articlles of clothing fflying by the sh
heer awesome ness of your vooice.
By activatin ng Power Chorrd as a Standarrd action once per session, yoou may roll youur Perform skill opposed by tthe
Force or Finesse of one e enemy within aa Medium Rangge. That targett immediately ssuffers (Skill Ch heck Result x LLevel)
points of N Non‐Elemental M.ARM damagge, and if you w won the oppossed roll, the unnlucky foe alsoo suffers a Meddium
Range knocckback and finds their equipm ment and item ms scattered. A ll items they possessed – weeapons, armor,
accessoriess, their inventoory and any iteem listed in the e drop section oof a monster’ss entry – are strewn about an nd
must be re‐collected befo ore they can be e used. Use the same rules aand common seense for this ass you would fo or a
standard D Disarm action.
You weere born to be in the limelighht, the star of yyour own persoonal epic. Your explosive perfformances help p
ensure that you never forr a minute stop p being the cen nter of attentioon, whether it bbe from hundreeds of cheering
g fans
or merely sshowing off forr your (obvioussly jealous) alliees.
Whenever the Entertaine er critically succeeds on a Perrform skill checck or spends a point of Destiny, they also
receive a + +2 bonus to all checks until th he end of their next turn. Thiss effect is cumulative, so an Entertainer wh ho
spends fou ur points of Desstiny would the en receive a +8 8 bonus to all cchecks until the end of their next turn.
Not the face! Time foor an exit, stag
ge left!
Once per session, you maay find a shelte where you can take cover and
ered location w d retreat from the chaos of
combat. Th his is an Instantt action that caauses the Ente
ertainer to be aautomatically rremoved from battle as if theey
made a succcessful Run Aw way check. The e Entertainer d
does not receivve any rewardss from battle iff it ends while she
was in hiding. However, sstatus conditio ons continue too affect the Enttertainer whilee they are hidd
den (such as Po oison
or Regen), and the Enterttainer can reap ppear and rejoin the battle a s a Standard action at the staart of any of th
heir
turns.
39
art could span generations; itt has changed lives and herallded you as a ttrue visionary o
Your a of your time, and
there are m millions in need
d of the leadersship of a vision
nary.
You may ch hoose to use your Perform skkill in place of yyour Negotiatee skill on all checks, and you may reroll anyy dice
that result on a 1 when m making a Perform or Negotiatte roll.
More than just pluckking a golden p piece of gil from
m a child’s ear,
r, you can wigggle your fingerss and transform m a
raging thun nderstorm into o an inferno…a at least, that’s w
what everyonee who sees youur trickery will b believe.
Once per combat when aan attack or spe ell would deal Wind, Ice, Firee, Water, Earth h, or Lightning elemental dam mage,
you may In nstantly activatte Illusionist to
o change the elemental Type to any of the o others listed. Iff the targets haave an
Absorbency to the new EElement, they aare treated as h having an Imm munity instead and regain no HP.
The characcter may also cast the Advancced Illusion spe ell for the standdard 30 MP.
Marveel Shoes? With
h that outfit? So
o last year.
A character with this ability is capable o of equipping a total of two acccessory‐type items at any time, and gainin ng the
benefits off both. This ability may be takken up to threee times, granti ng access to an
n additional acccessory ‘slot’ eeach
time; thus, a character w who has taken FFashionable the maximum off three times m may equip up to four accesso ories
simultaneo ously.
ur actions spea
You ak louder than your words.
Mime may be used as a SStandard action n once per rou
und. It allows thhe character to o repeat the laast action taken n
before his tturn by an ally – even if this m means using a spell or abilityy the Entertainer does not acctually possess,, or to
copy Slow A Actions in the span of only a few seconds. YYou may choo se a new targeet for whatever spell/attack/ability
is mimicked d. This is subje
ect to several im
mportant restrrictions.
Your stats aand attributes are used in alll calculations, sso there’s no gguarantee thatt mimicked mo oves will be as
powerful o or accurate as tthe original. W
Whenever a mim micked ability ccalls for a skill ccheck, use the Acting skill insstead
of the standard skill. If the Entertainer d does not have enough MP too cast a spell, then that spell cannot be used.
Any actions that involve tthe use of thro own weapons, consumables oor items that tthe user does n not have canno ot be
performed. And finally, M Mime cannot be used to duplicate effects caaused by spen nding Destiny, aactions perform med
by Espers, or mimicking tthe actual Espe er summoning itself.
Rarelyy do any two En
ntertainers batttle in the samee way; some foorm weapons oout of sonic or kinetic energy, y, or
blast targeets with the raw w power of mu usic. Some call fforth painted, abstract creattures, and otheers wield heavyy
chains as th hey dance. Reg
gardless how yyou choose to kknock ‘em deadd, Weapon of CChoice has you u covered.
Whenever you purchase or synthesize aa weapon, you u may also chooose to perman nently grant it tthe Unified
property, m making your methods of infliccting harm as m much a part off you as your vvoice or your im
magination.
40
Your frriend lies beateen and defeateed, unable to overcome the trrials that standd before them. They need to be
stronger, fa aster, and wiseer to overcomee these obstacles, and they neeed someone w who believes in n them to help make
this a realitty. They need yyears or perhap ps even decadees of training inin only a few mminutes. They n need…. a monta age.
A Montage e may only be p performed outtside of combat, and, unlike eevery other job b ability in the game, Montagge
may ever o only be used on nce. By using the power of yo our arts to the ir greatest effeect, you can dissrupt the norm mal
passage of time and use tthis rare opportunity to perm manently unlocck your true po otential, or thee potential of o
one
other indivvidual of your cchoice. The cho osen characterr may immediaately do any or all of the follo owing;
‐ Underrgo an immediate Job Change e.
‐ Re‐allo ocate their attribute points in any way theyy see fit, so lonng as no single score is reducced to 2 or lesss or
increaased higher thaan 30, and the character ends with the sam me number of p points they started with.
‐ ‘Trade e in’ as many Jo ob Abilities as they like for Sh
hared Abilities or Job Abilitiees belonging to o their new Jobb. The
characcter may not change their Lim mit Abilities in this fashion.
‐ Immediately gain 3 p points of Destiiny.
art isn’t just som
Your a me song and d
dance routine – – when you acttivate From thee Heart, you sta and as the epiccenter
of a churning orchestral vvortex of magicc and passion.
The Difficult Terrain created by your inn nate ability now has two addditional effects in addition to soothing
bloodthirstty enemies.
First of all, while the art lasts no other fform of Difficult Terrain can ddirectly deal damage to any individual, wheether
the entertaainer or her allies, or even the enemies and d monsters thaat oppose them m.
Secondly, d during the Art yyou or any allyy may choose tto spend five DDestiny to activvate the Blaze o
of Glory destinny
feature discussed furtherr on p.112, without any charaacter death invvolved. The po ower of your crraft really can
change the e world.
41
GAM
MBLE
ER
ギャ
ャンブラー
ー
You’re the gamer, the bigg spender, and the epitome o of luck and fatee.
Gamblers bbelieve in placiing objects or ssums of great vvalue on the linne,
hoping to w
win even greatter prizes ‐ both inside and ou utside the casi no
‐ and manyy a gambler has lost his life to
o the mere toss of a coin.
Despite theeir dangerous lives, long‐termm planning andd strategic
thinking mean nothing to o the carefree G Gambler since they perceive
everything in life as a wagger. When these risks pay offf, however, th ey
can bring the parties theyy accompany aanything from additional cashh
o bringing dyingg allies back to
reserves to o life.
The Gambler's abilities in
n battle are unp
predictable and rely heavily oon
What will Lady LLuck bring to th
chance. W he adventure? Press your betts
and keep yyour gun loaded – the stakes are all or noth
hing.
42
Explosive
e Reels
Bust: The GGambler must re‐roll all dice that result in aa 6 for the duraation of the Bu
ust.
Normal: Th he damage of aall allies is incre
eased by one ddamage step foor either magiccal or physical attacks – Gammbler’s
choice.
Jackpot: Thhe damage of aall allies is increased by two ddamage steps for either maggical or physicaal attacks, and all
allies receivve a +2 bonus to their ACC an nd AVD scores.
Valiant R
Reels
Bust: The p party cannot re ecover HP or M MP or receive the benefits of any healing – whether magiccal or non‐maggical
in nature –– for the duration of this effecct.
Normal: Alllies recover (G Gambler’s MND D x Half Level) HP or MP at thhe start of each h of the Gambler’s turns as
regeneratio on; each charaacter chooses w whether they’d d like to regainn hit points or m
magic points att the start of eeach
round, and d can alternate back and forth h freely.
Jackpot: Alllies recover (GGambler’s High hest Attribute xx Half Level) HPP and MP at th he start of eachh of the Gambler’s
turns as reggeneration. Fu urthermore, all allies receive the benefits off an Auto‐Life sspell which fad des when the eeffects
of this roll wear off. If an ally is already at zero health, the status acttivates instanttly to restore th
heir consciousness.
Reel of Fo
ortune
Bust: Slots may not be ussed again for th he remainder o
of the game seession.
Normal: If the Reel of Fortune is still acctive when commbat ends, all aallies instantly receive bonuss gil as defeated
d
enemies exxplode into a shower of coinss, or simply leaave behind theeir hoarded weealth. Consult the chart below w to
determine how much add ditional gil (or setting‐approp
priate currencyy) each ally getts.
Jackpot: If the Reel of Fortune is still acctive when com
mbat ends, a si ngle Componeent of an appro opriate tier level and
type is left behind as well as the bonus gil.
Level Add
ditional Gil Level Additio
onal Gil
1 20 9 5,0000
2 40 10 9,0000
3 90 11 16,000
4 200 12 28,000
5 400 13 50,000
6 800 14 85,000
7 1,500 15 150,000
8 2,700
of the Gambler’s roll‐alteringg abilities, not even Cheat Fatte, are usable on Synthesis skill checks. Theey
None o
cannot be used to alter ppercentile‐base ed effects (i.e.; 25% chance) oor to affect outtcomes causedd by Bad Luck.
Thosee who push their luck tend to ffind that luck p
pushes back.
Certain job b abilities cause
e the Gambler to accumulate e Bad Luck, a reepresentation of the karma tthey have com ming to
them by meddling with p powers beyond d their ken. Whhenever the GM M wishes, he m may ‘spend’ on ne of the Gamb bler’s
points of Bad Luck to cau use the charactter to suffer. Thhis Bad Luck caan cause a commbat roll to be treated as an
automatic miss/failure, allow a monster to re‐roll one e dice on an atttack or spell w
which targets only the Gambleer, or
force a skill check to auto omatically causse a Complication at an extreemely dangero ous moment.
Bad Luck iss cumulative, and accumulating a large amo ount could resuult in a charactter suffering frrom a string of
f back‐
to‐back pro oblems resultinng in injury or something worse…and perm manent.
43
Whetther pinning do
own opponentss with a hail off gunfire or thro
rowing himself f in danger’s wa ay to protect th
he
party mem mber with the thhickest wallet, a Gambler witth this ability iss an ally to keeep close…like itt or not.
The Gambler may reroll o one dice whenever he attempts to perform m a Teamwork aattack.
haracter mightt be a naturallyy auspicious hig
The ch gh roller, but eeven Lady Luckk needs a breakk sometimes.
Stacked Deeck ensures tha at things almosst always go acccording to plaan.
After obtaining this ability, the Gambler can make anyy ally or enemyy, including him mself, re‐roll. TThis ability mayy be
used a num mber of times pper session equ ual to half the Gambler’s Fineesse, rounded down – for exxample, a Gambler
with 7 Fine esse could use this ability 3 times per sessioon – but never multiple timess on the same roll, even by
different G Gamblers. Stackked Deck may be used at anyy time, even whhen it isn’t thee Gambler’s turrn.
There’s a one‐in‐a‐m
million chance o of you being ab ble to pull this off; pretty goood odds, if you do say so yourrself.
You may usse a Ranged weapon to targe et enemies at u up to a Long Raange without tthe standard ‐4 4 penalty for doing
so. Furtherrmore, you gain a +4 bonus to o combat or skkill rolls in any situation wherre you need a dice result of 1 12 or
better to su ucceed, wheth her this refers tto accuracy che ecks against exxtremely evasive foes, on opposed Force or
Finesse che ecks, or on extremely difficullt skill tests.
44
ne rarely smiless for long, and it’s up to you tto seize every cchance and eveery opportunitty when it doess.
Fortun
That’s how w you roll – win
nning.
Once per ro ound when the e Gambler rollss a critical hit o
or performs onne with his Savve the Day or W Wildfire job abilities,
gets a Jackpot effect on o one of his Slotss, or succeeds o on a skill checkk with a ‘Godlikke’ or ‘Impossiible’ difficulty, he
may immed diately take an
nother Standarrd action. This does not ‘stackk’ with the Follow‐Through w weapon properrty,
and, as perr normal rules, a character m may still never ttake more thann three Standard actions in a single round.
n things look th
When heir most grim,, your audacityy and overconffidence can oftten singlehand dedly turn the ttables.
This ability requires the G Gambler to make a heroic spe eech or suave one‐liner as a Slow action. A
After doing so, the
Gambler’s next skill checks rolls an additional 2d6 dice, OR the nextt attack roll maade during the turn is an
automatic critical hit if it successfully sttrikes the targe
et.
Using Save the Day imme ediately inflictss one point of B
Bad Luck uponn the Gambler.
Bravery and cowarddice are two sid
des of the samee coin, and wh en a fight breaaks out you alw
ways have yourr head
down and yyour tail up.
Then again blers embody the virtues of gallantry and daaring. The Gam
n, not all Gamb mbler may perfform Run Awayy
attempts in n combat as Instant actions, and may still e
earn experiencee (but not desttiny or other awards) when tthe
party defeaats foes after the Gambler haas ran away an nd is no longer an active participant.
You’ree a bit of a wild
d card when it comes to comb bat, but you’ree willing to do what it takes tto get the job d
done.
The Gambler activates W Wildfire as a standard action, d dealing large aamounts of dam mage but with the potential for
things to go o awry. Declare your target aand roll 2d6 insstead of makinng an accuracy check; then, cconsult the chaart
below to se ee how the atttack behaves and how much damage is deaalt. Rememberr that Wildfire ccan be combin ned
with eleme ental weaknessses and other m multipliers to cconceivably deeal up to 500% damage.
45
Gambler is able to alter the co
The G ourse of destinyy itself, unweaaving the strandds of fate and re‐spinning theem in
a more pleasing manner.
Upon usingg this ability as an instant acttion at any time e, the Gamblerr spends threee points of Desttiny to alter th he
result of an ny one die roll made by himself or an ally too any other ressult he likes. (TThat is, a Gamb bler could turn a roll
of 2 into a roll of 12 or vicce‐versa.) Obviously, a Gamb bler can’t increease a roll past its theoreticall maximum or
minimum.
After the ro oll resolves, the character maay take this onne step further and declare he would like to o gamble back the
three pointts of Destiny he spent in usin ng Cheat Fate. If he does so, fflip a coin and attempt to calll the result correctly
as heads or tails. If the Gaambler’s playe er calls the coin
n toss correctlyy, he receives tthe three pointts of Destiny back. If
he calls it inncorrectly, how wever, not onlyy will the Destiny be used upp, but the Gam mbler earns a po oint of Bad Lucck.
This Abilityy may be used at any time, evven when it isn n’t the Gambleer’s turn. Bad Luck cannot afffect the usage of
Cheat Fate.
ne‐eyed bountty hunter just w
The on wasn’t taking n no for an answeer, and it was hhard to argue properly with tthe tip
of her sworrd at your thro oat. You can onnly extend yourr hand and let hher snatch thee precious sapp phire eye from your
palm. The ssecond her serrrated blade lea aves your neckk you beat a haasty retreat bacck to your airsh hip; that fake w
would
only buy yo ou so much timme before disso olving back into o thin air, but tthe brief diverssion was all youur allies needed.
The characcter may now D Dual Wield, using multiple we eapons at a tim me for addition nal bonuses.
Better yet, as an Instant aaction, the chaaracter may cre eate a duplicatte copy of any non‐consumab ble item he hoolds,
from a sackk of gil to a rep plica copy of his weapon. The ese duplicate ittems vanish seeveral seconds after they leavve the
Gambler’s hand no matte er how real the
ey may initiallyy appear. The ccharacter may only have onee faux item in
existence aat a time, and items larger than the Gamble er could easily lift in one hand cannot be du uplicated.
Weapons ccloned in this faashion have th he same tier an nd properties aas the original item; for exam mple, a Ranged
weapon that grants a +2 DEX bonus wo ould split into aa second matchhing copy, gran nting a total bo
onus of +4 DEX X to
the Gamble er as well as th
he one dice rerroll granted froom dual wieldinng.
If it wasn’t for Bad LLuck, you’d havve no luck at alll.
Upon criticcally hitting an enemy, a Gam mbler may choo ose to give up oone of his poin
nts of Bad Luckk, instead
transferring the negative karma to his ttarget. Until the end of the e nemy’s next tu urn, the jinxed enemy sufferss a ‐4
penalty to every combat roll and autom matically fails skill checks. Thee enemy is nott usually awaree it has been Jinxed,
and generaally tries to batttle normally.
Jinx cannott be used if the e Gambler does not have anyy points of Badd Luck, and Nottorious Monsteers and Bossess are
able to avo oid this negativve karma by spending one po oint of their preecious Destinyy instead.
46
GEOM
G MANCER
R
風水士
The Geomaancer is something of an odd dity in a world w
where man ha s the
power to ddefy the laws of nature with m magic and science. Rather th an ignore
the natural order, he has learned to become one with h it, calling thee spirits of
or aid in his tim
the land fo me of need. Geoomancers beco ome capable off truly
amazing feeats as their boonds with the w
world increase ‐ summoning aa blizzard
within a vo
olcano, creatingg an oasis of w
water in the dessert, and stridi ng through
molten lava untouched.
Many of thheir abilities are
e keyed to ope erate in the willd, and Geomaancers enjoy
a natural caamaraderie with such placess. Most practitioners of geom mancy live
secluded livves far away frrom civilized arreas for precise
ely that reasonn.
Unlike manny other Jobs, G
Geomancers vary wildly in th heir appearancce. From
gigantic barbarian mounttain men to litttle girls wieldin
ng oversized beells, to
Moogles snnuggled up in b
bright blue snoowsuits and Vie era shamans, GGeomancers
run the gammut from physsically imposingg to downrightt unusual‐lookiing.
47
Geotrance effects that state they last ‘until the end of combat’ or cause Elemental Field effects end when the
Geomancer is knocked Unconscious. And finally, although the Geomancer is not a true caster in the traditional
sense, a character with the Geotrance ability may perform Intuitive Magic to perform mundane tasks outside of
combat, everything from coercing trees to ‘bend’ over and bridge a chasm to creating a pocket of shelter in a
desert sandstorm.
COSMIC DESERT
A blanket category for terrains that don’t fall under any of the Dry areas of often intense heat and relatively little plant
other ten types. Whether in the coldest reaches of space or a growth. Sand and dust is an omnipresent feature of the
dimensional rift between worlds, Cosmic energy empowers the landscape, particulates that are easily whipped up by passing
Geomancer in even the most far‐reaching of realities. winds.
Cosmic Flare (Offensive): A cannon blast of energy erupts Sandstorm (Offensive): A fierce gust of sharp wind and
from the Geomancer, ripping through a foe with the stinging sands sweeps up around the Geomancer, lashing out
tremendous force that comes from desperation. Make an violently. Sandstorm deals (Highest Attribute x Half Level) +
attack roll that deals (Highest Attribute x Half Level) + 2d6 2d6 points of non‐elemental or Earth damage to all targets
points of Shadow or Holy damage. If at least half of your party within a Short Range of the user (enemies and allies alike). All
is Unconscious or dead, Cosmic Flare deals (Highest Attribute targets that took damage from this attack are then are
x Level) + 2d6 damage instead. inflicted with the negative status effect Blind for one round
with no resistance roll.
Cosmic Embrace (Defensive): The clouds part and one ally
is bathed in the light of all creation. The target of this Quicksand (Defensive): The dunes beneath one enemy’s
Geotrance receives the positive status effect ‘Regen’ until feet become liquid goo, which tries to suck the opponent
combat ends. Furthermore, all his equipment is treated as beneath the ground. On a successful opposed Force or Finesse
having the Indestructible weapon property as long as the check, one enemy is automatically inflicted with the Stop and
Regen effect lasts. Equipment that already has the Fragile Slow statuses for one round.
property does not become Indestructible.
Desert Winds (Maelstrom): The desert storms howl,
Great Gospel (Maelstrom): The light of the cosmos shines plastering foes with a layer of sand. Moving becomes difficult
down upon the battlefield – if applicable, this is accompanied as flesh is slowly transmuted to stone. Make an opposed
by a light rain. All allies gain may perform Limit Breaks Force or Finesse check against each enemy; if successful, they
whenever they roll a critical hit, regardless of their current are permanently inflicted with the Petrify status.
remaining HP. Furthermore, choosing to automatically use a Furthermore, the Elemental Field of the current combat then
Limit Break only costs 1 points of Destiny instead of the becomes Wind. All Wind‐based spells and attacks in the area –
standard 3. whether wielded by friend or foe – do an additional two steps
of damage.
WATER
Large bodies of fresh‐ or saltwater, ranging from small lakes to great rivers and the mighty ocean itself. Smaller water‐based
features, such as a pond found in a forest or a mountain stream, generally do not qualify as Water terrain unless they are
prominently involved in a battle.
Sliprain (Offensive): Bright light refracts in a mysterious pattern through the water, disorienting and damaging an enemy for
(Highest Attribute x Half Level) + 2d6 points of non‐elemental or Water damage. If you possess the Water Strike property, then
Sliprain also inflicts the negative status effect Confuse upon the target with an opposed Finesse check.
Cascade (Defensive): A soft blue glow surrounds the Geomancer and one ally, restoring (MND x Level) points of MP to each
of them.
El Nino (Maelstrom): The anger of the ocean itself awakes, washing over all enemies in a surging tidal wave. All enemies take
(Highest Attribute x Twice Level) + 2d6 points of Water damage and are knocked back a Medium range.
Furthermore, the Elemental Field of the current combat then becomes Water. All Water‐based spells and attacks in the area –
whether wielded by friend or foe – do an additional two steps of damage.
48
FOREST LAVA
Terrain marked by extensive tree growth, Forests range in size Areas of extreme heat. Typically volcanic terrain, though fierce
from a small thicket to a sprawling rainforest and cover a wide blazes, industrial structures such as blast furnaces and magical
range of climate types. Arctic forests can use the Forest or conflagrations may qualify for this terrain set.
Snow terrain sets, while moist, waterlogged jungles might
qualify as Swamp terrain as well. Fire Whip (Offensive): A globe of constantly‐flickering red,
orange, and yellow streaks across the battlefield, dealing
Leaf Swirl (Offensive): An eddy of green foliage appears in (Highest Attribute x Half Level) + 2d6 Fire damage. If you
midair around a single enemy, whirling and buffeting them for possess the Fire Strike property, Fire Whip deals an additional
(Highest Attribute x Level) + 2d6 points of nonelemental or two steps of damage.
damage. Leaf Swirl automatically hits enemies with the
‘Skitterish’ or ‘Swarm’ abilities with no need for an attack roll. Shining Air (Defensive): Clouds of heat and steam fill the
area, adding atmospheric conditions that creatures native to
Wild Bear (Defensive): A large, blue‐furred bear spirit the area have never before experienced. All enemies
appears, blesses a single party member, and then vanishes. participating in combat no longer have an Immunity or
The spirit's blessing instantly cures the target of one negative Resistance to Fire damage. This effect lasts until the
status condition of the GM’s choice. remainder of combat.
Hell Ivy (Maelstrom): Thick‐vined ivy with sharp, barbed Prominence (Maelstrom): White‐hot fury begins to
thorns sprouts up all over the battlefield and strike at every explode all around you, searing the sky with crimson and
opponent standing in Medium range. The vines deal (Highest boiling the very ground itself. All enemies take (Highest
Attribute x Twice Level) + 2d6 Earth damage to all foes and Attribute x Twice Level) + 2d6 Fire damage. Furthermore, the
transform the current area into Difficult Terrain, causing all Elemental Field of the current combat then becomes Fire. All
enemies and allies who are susceptible to Earth damage to Fire‐based spells and attacks in the area – whether wielded by
suffer the effects of Speed Break for the remainder of the friend or foe – do an additional two steps of damage.
battle. Speed Break cuts the Finesse, AVD and ACC of a target
in half.
MOUNTAINS PLAINS
Rocky, elevated terrain with cooler temperatures and sparse ‐ Open areas of relatively level and dry ground where grass and
if not outright non‐existent ‐ vegetation. At the highest scrubland are the dominant plant life. Colder grasslands might
elevations, air temperature can drop to freezing levels and also be Snow terrain areas, while hotter, drier grasslands such
sharp winds frequently blow; these places may also qualify for as steppes may use the Desert set as well. This set is also used
the Snow terrain set. for conditions far away from solid ground, high in the clouds
or simply aboard an airship or other flying construct.
Local Quake (Offensive): The power of the Geomancer
causes the earth to shake violently, dealing (Highest Attribute Wind Shear (Offensive): Multiple blasts of cutting air are
x Half Level) + 2d6 points of Earth damage to all enemies launched through the sky toward the target, dealing (Highest
within a Short Range. If you possess the Earth Strike property, Attribute x Half Level) + 2d6 points of Wind damage to one
Local Quake deals an additional two steps of damage. enemy. If you possess the Wind Strike property, Wind Shear
deals an additional two steps of damage.
Stone Wall (Offensive): With a soft entreaty, the
Geomancer convinces the mountain spirits to protect the Sun Bath (Defensive): Golden light shimmers and dances
party. Jagged walls of thick stone burst forth and grant all over the battlefield, restoring (Finesse x Level) + 2d6 hit
allies additional ARM equal to (Level x 3) until the end of points to all party members.
combat.
Tempest (Maelstrom): An unstoppable cyclone fills the
Landslide (Maelstrom): This exertion of power causes area, bolts of thunder crisscrossing the sky. Tempest creates
stones, dirt, and debris of all kinds to be sent cascading across Difficult Terrain for four rounds, causing all enemies and allies
the battlefield. The wave of matter deals (Highest Attribute x to suffer a Short‐Range knockback at the start of each of their
Twice Level) + 2d6 points of Earth damage to all enemies, who turns while the difficult terrain persists, causing a ‐2 penalty
are also knocked back a Short range. Any ally affected by the to all Vehicles skill checks, and inflicting the Seal status upon
negative status effect Petrify is cured of this condition, and all enemies with no roll to resist. Furthermore, the Elemental
any enemy who took damage from Landslide is afflicted with Field of the current combat then becomes Lightning. All
the Stun status for one round. Lightning damage deals an additional two steps of damage.
49
SNOW SWAMP
Areas of extreme cold, typically at freezing point or below. Low‐lying wetlands with relatively little solid ground. A swamp
Includes environments with high levels of snowfall, though can be composed primarily of mud, slow‐moving, or stationary
cold tundra and terrain such as icebergs and glaciers also shallow water, and often features a rich array of vegetation.
qualify for this set. Jungles with high levels of rainfall or tree growth close to a
body of water can also exhibit swamp‐like terrain.
Icicle (Offensive): Blades of extreme cold sweep up from
underfoot, dealing (Highest Attribute x Half Level) + 2d6 Will ‘o Wisp (Offensive): A ghostly shape slowly
points of Ice damage to one enemy. If you possess the Ice materializes from the end of the Geomancer’s weapon,
Strike property, Icicle deals an additional two steps of dealing (Highest Attribute x Half Level) + 2d6 points of
damage. Shadow damage to an enemy. If you possess the Shadow
Strike property, this attack deals an additional two steps of
Snowdrift (Defensive): The ground is blanketed with damage.
powdered snow, and combatants who are sent tumbling find
themselves landing comfortably. Snowdrift creates Difficult Heavy Dust (Defensive): An eerie mystical haze rises to
Terrain that prevents the effect of Knockbacks, and no target envelop the battlefield, reducing the effectiveness of enemy
can be forcefully moved if they don’t wish to be. magical attacks. The Geomancer and all allies gain additional
M.ARM equal to (Level x 3) until the end of combat.
Freezeblink (Maelstrom): Snow, ice, and stinging cold
envelop all opponents as a veritable blizzard begins to form. Poison Mist (Maelstrom): A massive cloud of evil, vile‐
All enemies take (Highest Attribute x Twice Level) + 2d6 points smelling mist rises from the ground to choke out the air itself.
of Ice damage. In addition, Freezeblink causes a medium To breathe is to suck venom into your lungs, but enemies are
range knockback to all enemies. left with little choice. Poison Mist creates Difficult Terrain,
Finally, the Elemental Field of the current combat then automatically inflicting the Poison and Zombie statuses on all
becomes Ice. All Ice‐based spells and attacks in the area – targets – enemies and allies alike – at the start of each of their
whether wielded by friend or foe – do an additional two steps turns while they remain in the area.
of damage.
TOWN UNDERGROUND
Buildings and areas of habitation constructed by intelligent Covers subterranean areas both natural and artificial,
life. Because of its broad focus, this encompasses everything including ‐‐ but not limited to ‐‐ caverns, tunnels, and
from ancient temples to bustling metropolitan areas, underground complexes. These environments tend to see little
crumbling ruins and the wreckage of ancient civilizations. sunlight, making them both cool and frequently damp.
Plasma (Offensive): A cylinder of multicolored electricity Snare (Offensive): The earth beneath the target’s feet
rotates up from the ground, dealing (Highest Attribute x Half becomes a whirling vortex, sucking it down several feet before
Level) + 2d6 points of Lightning damage to one enemy. If you re‐solidifying. Snare deals (Highest Attribute x Level) + 2d6
possess the Lightning Strike property, Plasma deals an points of non‐elemental damage if successful, followed by an
additional two steps of damage. opposed Finesse check with the target to inflict them with the
negative status effect Stop for one round.
Back Alley (Defensive): The Geomancer concentrates and
moves walls and buildings, creating doorways where there Earth Heal (Defensive): Several speckled mushrooms
was nothing before, and shifting the streets and passways sprout and greenish‐brown dust swirls forth from nowhere
around the party. They are instantly separated from their foes before settling onto the party members, causing the
who vanish in the urban maze. This effect instantly removes Geomancer and all allies to immediately recover (Force x
the party from combat as per the white magic spell Escape. Level) + 2d6 hit points.
Imprison (Maelstrom): Walls of ivory and steel surround Cave‐In (Maelstrom): With a roar and a rumble, the ceiling
the Geomancer’s adversaries, crushing them. Imprison inflicts of the location begins to collapse, and huge boulders rain
the Stop effect on all enemies with no opposed roll, and the down from overhead. 1d6 boulders strike a single enemy
Blue Mage makes an opposed Force check against each target, each one dealing (RES x Level) + 2d6 points of Earth
enemy. If they fail they are inflicted with the same effects as damage. Furthermore, the Elemental Field of the current
the Degenerator blue magic spell, causing them to lose 10% of combat then becomes Earth. All Earth‐based spells and
their maximum HP whenever they attack and 10% of their attacks in the area – whether wielded by friend or foe – do an
maximum MP whenever they cast a spell. additional two steps of damage.
50
an take on asp
You ca pects of the envvironment to become undeteectable, malleaable, and nearlyy untouchable.. The
exact naturre of this abilitty varies depen
nding on the geeomancer; Som me force their sskin to take on chameleon‐likke
properties, some becomee millions of tin ny grains of san
nd, other dissollve into snowfl flakes. More urrban geomanceers
have been known to merg ge with stone w
walls undergroound or the briickwork of the city.
As a Slow aaction the Geomancer can gaain the effects of the Invisiblee status. This sttatus grants th hem a +3 bonus to
Stealth skill checks, their AVD score, and Escape skill cchecks to Run Away in combbat. This status effect is lost aas
soon as the e Geomancer ttakes damage o or uses anotheer job ability.
By beiing ‘tuned in’ tto the world, yo
ou can hear sounds far beyonnd their normaal auditory rang ge, possesses
perfect visiion even in pitcch blackness, a and boast a sen
nse of smell thaat is preternatuurally potent. AA geomancer w with
Heightened d Senses can peerform feats th hat border on p
precognition o r magic, able tto tell an objecct’s size by the way
the wind m moves around itt, or smell the M Malboro poisoon hidden in a ssignet ring from
m across the ro oom.
You gain a +2 bonus on A Awareness skill checks, and w whenever you sspend Destiny to add an additional dice to an
Awarenesss skill roll, you ggain two bonus dice instead of one. Furtheermore, the chaaracter is immune to the neggative
status effect Blind, and trreat Invisible enemies as thou ugh they didn’ t have any of tthe bonuses grranted by that status
effect; thou ugh the Geomancer’s sight iss gone, their otther senses moore than comp pensate for thiss loss.
This ability may be taken multiple timess, increasing th he bonus by +22 and the addittional dice by o one each time..
Therefore, a character who has taken this ability 3 tim mes would addd 4d6 by spend ding one point of Destiny.
an run with thee speed of a ca
You ca actuar, soar with the grace off a roc, and burrow through tthe ground witth the
strength off the antlions.
Choose one e benefit from the list below
w. This ability m
may be taken mmultiple times tto grant all threee effects.
Th he character mmay now move a Medium Ran nge instead of a Short Range each round
Th he characters ggains the effectts of Auto‐Fligh
ht while consc ious.
Th he character gaains the monstter ability ‘Submerge,’ allowi ng them to tun nnel beneath tthe earth with a
Sttandard action. While burrow wed the Geomaancer is Immunne to any negaative or beneficcial Group‐targget
atttacks or spells. They may retturn to the surfface as an Inst ant while burrrowed, and theey may move
unnderneath ene emies to attackk them with staandard attacks s as normal. A ssuccessful knockback also forces
th
he Geomancer back to the surface and endss this effect.
wind is always a
The w at your back, ru ushing water sseems less turbbulent for you aand your allies,, and even the
boughs in a a forest seem tto move on theeir own accord to cushion youur falls and givve your acrobattic stunts a leg g up.
Simply havving the Augme ent job ability ggrants a +2 bon
nus to all skill cchecks in a speecific skill for th
he Geomancerr and
his allies. TThe skill bonus depends on th he natural terraain around thee Geomancer. C Consult the listt below.
Mountain
ns: Climbing Forest: Athlettics Snow: AAwareness LLava: Synthesis Desert: Natture Water:: Swimming
Undergrou
und: Thievery Swamp: Stealth Plainss: Nature TTown: Vehicles Cosmic: All LLore skills
51
Geomancer is ca
The G apable of enterring a dreamlikke state of trannquility where his spirit becomes one with tthe
land itself, and he is conn nected to Creattion in a primal, utopic sensee.
After taking a Travel Restt in any area, th he Geomancerr has had a chaance to meditaate upon their surroundings aand
gains the te emporary ability to tell the pprecise locationn of every physsical object witthin a Long Rannge of where tthe
meditation n took place, from the tiniest pebble to the largest of ram mpaging monsteers. This grantss a constant +22
bonus on m most applicable e skill checks, ssuch as Stealth
h, Nature, Clim bing, and Awaareness.
Dreamstate e is often acco
ompanied by od dd rituals such as tossing hanndfuls of soil and interpretingg meaning from
m
how it settles and lands. Some claim that this is to pro otect themselvves, for some eextremely pow werful magical iitems
and beingss have a dangerous resonance e that can actu
ually inflict phyysical harm upoon the meditatting Geomanceer if
his spirit co omes into direcct contact with h it.
haracter has fo
The ch ormed a specia al kinship with an aspect of thhe world, and tthey can displaay their compleete
mastery ovver their chosen n element no m matter where tthey are.
Choose one e of the follow
wing ten types oof Terrain – Plaains, Forest, Deesert, Undergrround, Lava, To
own, Mountain ns,
Swamp, Sn now, or Water. The Geomanccer always has access to that terrain type w when using Geo otrance, in add
dition
to whateve er the current llocation provid
des.
Even iin the busiest m
metropolis the pulse of creatiion resonates, and you can hear its heartbeeat no matter w
where
in the world you travel.
Geotrance can now be ussed as a Standaard action instead of a Slow aaction. Furtherrmore, the gen ntlest touches of
displaced aair now warn th he Geomancerr when danger approaches, ggiving the character and theirr allies ample ttime
to prepare. This drastically reduces the risk of a Pre‐e emptive attack at the GM’s D Discretion.
Geomancer can urge the natural flow of the elements into his weapon, aallowing it to ta
The G ake on the
properties of the surrounding area.
Whenever there is an Ele emental Field aactive, the Geo
omancer can addd the same [EElement] Strikee property to his
weapon wiith an Instant aaction. For example, a Geomancer could ra ise his axe likee a lightningrod d in the middlee of a
thundersto orm, infusing th
his weapon witth the Lightnin
ng Strike propeerty. This lasts until Skyforged
d is used again
n.
You arre one with thee world, able to
o hear the whiispers of the crrackling flamess and taste thee change of thee
seasons carried on the four winds. Thou ugh the earth m
may defend itsself against its enemies, it willl never harm yyou.
The Geomaancer no longe er takes damagge or suffers an
ny negative pe nalties from Difficult Terrain, nor can they
drown while underwaterr. For example, they may wad de through lavaa without suffeering direct damage, or ignore the
harmful gases in a poison nous swamp.
52
53
MONK
K
モンク
It takes som
mething speciaal to be a Monkk.
Anyone can n wield a weap pon, given enough time and p practice. Likew
wise,
academies with hundreds of students d dedicated to learning the art of
magic dot tthe landscape.. Some Jobs are e simply born wwith their abiliities
and require e no effort. Others still are th
he result of happpenstance orr some
supernaturral entity looking out for their well‐being.
A Monk is d different. Theyy are forged byy years of hard exercise and
rigorous traaining. It is a lo
ong and difficult path to be sure; the hermeetic
lifestyle…w
with its emphassis on simple livving and a regimen of demannding,
repetitive labor…takes itss toll on the yo oung and impattient. The majoority
of would‐b be Monks breakk off their educcation with only a handful off kata
under theirr belts, culling the numbers o of this Job morre effectively thhan
any foe cou uld hope to.
But to thosse who do not stray from the e path, the rew
wards are greatt. Monks are
the masterr of the world'ss unarmed com mbat styles. Their discipline aand control
over their mminds and spirrit is no less absolute than that over their bbodies. The Mo onk's hands andd feet are as
dangerous a weapon as aany sword or spell, combiningg crippling barre‐handed blow ws, spectacularr energy attackks,
and spiritual discipline to o devastating effect. However, these talentss require the ttough, pugnacious Monk to remain
almost entirely unencum mbered, to the e extent of making armor moree of a hindrancce than a beneefit. An experieenced
Monk thus learns to rely on their own aagility and fortitude more thaan any piece of protective geear.
have studied lo
You h ong to become a master marttial artist, and now HP Bonus: 30
you have no need to rely on man‐made weapons. Whether you figh t with a MP Bonus: 0
sophisticatted knowledge of pressure po oints or simply possess fists ACC Bonus: 1
AVD Bonus: 5
reminiscent of wrecking b balls, your unencumbered strrikes are skilledd and
Skill Points: 18
devastating g attacks. The instant your ta
arget’s guard ffalters, even foor an
instant, you u can take advvantage of the opening to finish the battle w with a
Weapons: Brawl, Reach
powerful fiinal attack. Armor: None
Upon gaining this Innate Ability, you alsso permanently gain access tto the
uipment prope
Pugilist equ erty, causing yoou to deal a minimum of
(PWR x Hallf Level) + 2d6 points of damaage with unarm med attacks annd improbable weapons. Thiss property rem mains
even if you
u were to changge Jobs. In adddition, you noww use a special mechanic calleed Chain Pointts. Each time the
Monk hits a single target with a damaging attack theyy gain a Chain ppoint, up to a m maximum of fiive points; thesse
points can be used for poowerful maneu uvers known ass a Chain Finishher, which all M Monks have acccess to and arre as
follows;
Boost [1 Pooint]: The Monnk takes a mom ment to center himself. This iincreases the ccharacter’s ACC C and AVD scores by
+1 for the rremainder of the encounter and takes an In nstant action.
Mach Kick [2 Points]: The e Monk uses a series of powe erful kicking atttacks to strikee each present foe. As a Standdard
action, the character mayy make a norm mal attack which targets the eentire enemy G Group.
Sovereign Fist [3 Points]: The Monk leaaps into the airr and brings hiss fist down harrd, crushing a ssingle enemy aand
ignores theeir defense. As an Instant acttion, the monk may declare hhe’s using Soveereign Fist; afteer he does so, his
54
next attackk ignores ARM,, Protect and U Unusual Defensse, deals an ad ditional damagge step, and m may calculate
damage wiith the Monk’s best attribute e.
Exorcise [44 Points]: Afterr activating Exo
orcise as a Slow w action, the mmonk’s next succcessful attackk deals (MND xx
Level) poin
nts of Holy ARM M damage to any Undead or Fiend‐type eneemy. If Exorcise successfully deals damage,, it
also permaanently remove es the target’s Undying abilitty, even if the ttarget was a Notorious Monsster or a Boss.
Asuran Fistts [5 Points]: HHands faster thhan the eye can n see, the charracter brutalizees one enemy w with a series o
of
rapid‐fire sstrikes. By using Asuran Fists as a Standard action the Moonk may make tthree separatee attacks again nst a
single targeet. Whenever o one of these atttacks is a critical hit, the Moonk may immediately make aanother, additional
attack. Asuuran Fists can sstrike up to a m
maximum total of six times.
A Monk losses all their acccumulated Chaain Points whenever one of t he following th hings happens;;
‐ They m miss with an atttack.
‐ Their ttarget is reducced to 0 hit points
‐ Duringg their turn, th hey attack at le
east one differe ent enemy (or ally!) than theey attacked on their previous turn.
‐ They u use a Chain Finnisher. Chain Fiinishers never grant Chain Pooints under any circumstancee.
‐ They w wear armor of any sort.
]
Legen
nds speak of eld
derly martial a
artists ‐ sometiimes referred tto as White Moonks or Taoistss ‐ who possesss a
sliver of un nderstanding abbout the greatter workings off the cosmos. Itt is said that thhey have learned to strike at their
opponent’ss Ki directly, weeakening a foee’s spirit instead d of their bodyy. This ability ggives credence to such storiess.
A Monk with this ability m may choose to have his physical attacks deaal non‐elemen ntal magical damage instead of
physical daamage if he wisshes at any tim me, targeting thheir opponent’’s M.ARM scorre instead of th heir ARM. The ttype
of damage done must be e declared prior to making an n attack roll.
It hap
ppened so fast that a casual o
observer mightt have mistakenn it for a clumssy, accidental ffumble; no onee but a
fellow Mon nk could have ffollowed the qu
uick pressure p
point jab and thhe spin of the oogre’s arm. Its stone club tum
mbles
to the floorr with a heavy crash – and a ssecond later, itts owner does the same.
Seeking serrenity and one eness with the cosmos instead of different methods to infflict violence, yyour knowledgge of
internal me edicine allows you to overcome foes without fighting. Th is grants threee different bonuses. First, a mmaster
of this style e may automattically use the Disarm combaat maneuver ass an Instant acttion wheneverr he Counteratttacks
an opponent, in an attem mpt to separatee said opponennt from their w
weapons. In addition, the Mo onk gains the Slleep
Touch prop perty wheneve er he performs a Counterattack. And finallyy, you also gainn a +4 bonus to o your opposed d rolls
whenever yyou take the D Defend action in combat, until the start of yyour next turn..
55
Monk fires a preecise beam of b
The M blue‐white ligh
ht from their paalms, cutting innto the target without fail.
Aura Bolt iss a Slow action n, usable once per session, th
hat automaticaally deals (MND D x Twice Level) + 2d6 points of
M.ARM Ho oly damage to aa single target up to a Long R
Range away. Auura Bolt grantss two Chain Po oints instead off just
one.
You’vee undergone exxtreme physicaal trials to hone your body, b ut you don’t haave the scars tto prove it.
The characcter gains an ad dditional +10 H
Hit Points per LLevel. This abiliity may be takeen up to three times, increassing
the value b by an additionaal +10 each tim
me.
ntly striking yo
By gen our opponent’s armor in preciisely its weakeest point, you ccan cause it to ssplinter
uncomforta ably and force your opponents to fight on eequal footing.
As a Standaard action you may make a FForce or Finesse check againsst your opponeent’s Finesse ro oll; if successfu
ul, a
creature w who is wearing armor has the equipped arm mor destroyed, or a monster w who the GM deems is utilizin ng
protective gear has their ARM and M.A ARM scores red duced to 0 untiil combat endss.
Having mastered onne of the most rrenowned abillities of the Moonk, you’re ablee to take a deeep breath and
cleanse you ur body of impurities and dam
mage.
With an un ninterrupted Slow action once per combat, the character with this Job A Ability may purrge themselvess of all
negative sttatus effects an nd regain 50% of their maxim
mum HP and M MP. Chakra mayy be used regardless of any sttatus
effects (exccluding Charm) that would ottherwise preve ent it, such as PPetrify, Seal an
nd so on.
Your ffoe is momenta arily thrown off
ff‐balance – yoour cue to end tthis skirmish beefore your friends sustain an
ny
further inju uries. By puttin
ng your all into a single, incredible strike, yoou can lay yourr opponents ou ut.
By activatin ng Haymaker aas a Slow action once per session, the Mon k may make a normal attack action with a ‐6
penalty to ACC. If it connects, the blow deals (PWR x TTwice Level) + 2d6 points damage and causes the Stun an nd
Seal status effects for one round with n no roll to resistt. Haymaker caannot result in a critical hit.
Each ttime your oppo
onent strikes yo
ou’re able to reeturn the favorr, punishing thhem with a seriies of devastatting
counterattacks and leavin ng them wide oopen for poweerful Chain Finisshers.
Cross‐Coun nter allows thee Monk to use tthe Counteratttack property oon Brawl weap pons one addittional time perr
encounter.. This Job Abilitty may be take en multiple tim
mes, increasing the number of times Counteerattack may b be
used by on ne each time.
56
Your sspeed and vigo
or never for a m
moment leave yyou as you fluid idly weave in aand out of yourr enemies’ defeenses
and leave b broken bones a
as souvenirs.
Critical Hitss now award 2 Chain points instead of just the standard 11, and a Monk who is wearin ng no armor is
always treaated as though h he is dual wie
elding, allowingg him to reroll one die duringg every attack roll.
You have taken the ability to counterattack the sstrikes of your opponents to aan entirely new
w level, able to
o
anticipate these moves and respond with lightning‐fa ast retribution eeven before they land.
After obtaining Hamedo, rather than co ounterattacking after damag e is calculated, the characterr may perform a
physical Co ounterattack ass soon as a foee makes a meleee attack againnst them, priorr to damage beeing determineed or
accuracy being rolled. In addition, when never you perfform a Counte rattack you maay also make aan opposed Forrce or
Finesse che eck; a success ccauses your en
nemy to suffer a Short Rangee knockback, geenerally causin ng your opponeent to
lose their aattack altogeth her as they go ttumbling from your surprise sidestep and rretaliation.
The aiir seems to sta
and still as the M Monk draws ba ack their fist, aaccumulating ccosmic energy in the palm of
f their
closed hand. When they a at last strike, itt is a single, deecisive blow thaat sunders the wall of ignorance and helps the
monk temp porarily break ffree from the b bonds of huma an limitations.
The Monk unlocks the following Chain Finisher.
Final Heaven [5 Points]: Final Heaven iss a Slow attackk action that auutomatically deeals a critical h
hit if strikes thee
target. Furtthermore, simply using Final Heaven successfully helps u nlock a Monk’s true potentiaal, and all of th heir
abilities gain additional p
perks until the e
end of each gaame session, att which point tthe bonuses arre lost until Final
Heaven is u used again.
Formless Strikes: The Monkk gains the effectts of Auto‐Hastee while he remaiins at 100% HP.
Shockwave:: The Monk gains a +6 bonus on Force rolls when using Shockwaave to destroy oobjects.
Shatter Arm mor: The Monk m may even break aarmor with the IIndestructible p roperty when ussing Shatter Arm mor.
Haymaker: A A successful Hayymaker also causes the Speed Brreak condition, hhalving the targeet’s Finesse scorre, AVD and ACC C for 4
rounds.
Unbreakable Form: Upon being reduced to 0 hit points or less, the Monk m may continue to battle normallyy without suffering
unconscioussness until the end of their follow Monk may still bbe killed by bossees and notorious monsters while in
wing turn. The M
this state.
Cross‐Countter: All counteraattacks deal an additional damagge step.
Passive Fist:: Whenever the Monk is targete ed by an attack aat a Medium rannge or further, thhey may ‘catch’ the projectile orr spell
and return itt back to the atttacker gracefullyy with an opposeed Force or Finessse check. Such attacks keep thee same accuracyy and
damage rolls, but are treate ed as targeting thhe user of the atttack instead of the Monk.
Chakra: Chaakra now affects all allies within a Short Range.
Aura Bolt: U Using Aura Bolt iss now an Instantt action, and the
e damage may bbe calculated witth the monk’s hiighest attribute
instead of his MND score.
Hundred Fissts: Critical Hits n
now award 3 chaain points insteaad of 2.
Hamedo: Th he Monk no longger needs to make opposed checcks in order to ccause a knockbacck through the u use of Hamedo.
Final Heaven: The Monk maay spend one po oint of Destiny att the end of eachh game session to keep the bonnuses granted byy the
use of Final Heaven, essentiially allowing him m to gain any of all of the benef its indefinitely.
57
NIINJA
A
トウ
Underneatth a cover of all‐concealing bllackness, the
Ninja comb bines the talents of infiltratorr, spy and
assassin in one finely‐traiined body, ruthhlessly
independent by nature and owing alleggiance to no on ne.
Ninja are schooled from e early on in the virtues of silent
action and caution, the art of killing from a distance aas
well as a haair's breadth away. Their coldd‐hearted
attitude an
nd apathetic disregard for life e means a Ninja
would happily commit de eeds most othe er warriors would
balk at, maaking them unp predictable allies at best.
They often wear masks in n order to keepp their true
identity a ssecret even fro
om their closest friends. The
mask is theeir final resort ‐ they can alwaays remove it
and simplyy disappear, becoming an 'ord dinary' person.
Forever.
Then again
n, the Ninja’s mmask is just as ooften the identtity they’ve creeated for them
mselves, posing as a humble
servant or just another faace in the crowwd. By cleverly positioning th emselves overr the course of
f months and
preparing ffor a single mo
oment, they can evade suspiccion as easily a s their shadow wclad brethrenn can evade
detection. Either way, thee skills of the sshinobi can be summarized aas one of two things; deadly o or possibly deaadly.
never a fast and
When d inconspicuou us attack is neeeded, HP Bonuus: 14
the Ninja's natural affinitty for throwingg weapons com mes to MP Bonu us: 0
the fore. ACC Bon us: 1
AVD Bonnus: 7
Throw allow ws the Ninja too launch a singgle weapon or o object
Skill Poinnts: 22
with devastating force an nd accuracy at an opponent ‐‐ treat
this as a noormal attack acction that receives a +4 bonu us to ACC Weaponns: Blade, Co
oncealed, Dual WWield
and may taarget enemies up to a Medium Range awayy. Use Armorr: Light, Meedium
the thrown n weapon’s stats for calculating damage, no ot the
weapon the ninja currenttly has equippe ed (unless, of ccourse,
they are on ne and the sam me). Damage iss always calculaated
using the N Ninja's DEX Attribute, even inn case of weapo ons whose dam mage normallyy defaults to PW WR, RES, or MN ND.
For example, a ninja who o throws a Tier 4 Blade at the e foe would deaal (DEX x 4) + 22d6 points.
This technique does come with a price, however; anyything used in cconjunction wiith Throw will b be irretrievablyy lost
and destroyed for good. TThe only excep ption to this is items with thee Indestructiblee property, wh hich are still
unavailable e until after the
e battle is overr, at which point they can bee retrieved normally.
A Ninja maay throw Impro obable Weapon ns as well, dealing standard ddamage with them based on what Tier theyy
effectively act as – see p.151 for more o on this. As always, the GM iss encouraged tto rule that cerrtain Improbab ble
Weapons w would have add ditional special effects, and aa Ninja can onl y Throw what he can conceivvably lift with a
Force check.
58
You arre well‐versed in the use of a
all the (usually iillegal) ninja toools and know how to obtain
n them through
h a
network off underworld co ontacts. These methods havee been passed ddown from claan to clan for generations.
Smoke Bom mbs and all of tthe ‘Black Marrket Goods’ listted in the equi pment chapter can be purch hased for 50% o
of
their normal price. The ninja may carry any number o of these items aat a time; theyy don’t count to
oward the
maximum number of item ms a characterr may have in h his inventory.
Utilizing secret ninjaa magic you creeate a trio of shadowy simulaacra to absorbb enemy attackks. They move a and
act as you do, making it n nigh‐impossiblee to tell which silhouette is thhe dangerous oone.
Image creaates three self‐copies as an In nstant action oonce per game session, each of which grantts a bonus of +1 AVD
to the Ninja while they arre active. Each time the Ninjaa is targeted byy a Single‐target attack, one of the copies
vanishes (aafter the attackk roll is made) and reduces th his evasion bonnus accordinglyy. Each time th
he Ninja is targgeted
by a Group p or Local attacck, all of the co
opies vanish insstead of just onne.
Against one man, yo
ou are a terror.. Against manyy, you are untoouchable.
When fightting a Humano oid or a target tthat possesses the Swarm moonster trait, th
he Ninja gains aa +1 bonus to ttheir
AVD score and deals an aadditional damage step with all attacks to tthat target. If the target is booth a Humanoid d and
a Swarm, then these effe ects stack, gran
nting a +2 bonuus to AVD and a two damagee step increase.
You have practiced wwith various po oisons and nattural venom, annd your weapoons are all coatted with your
favorite po otpourri blend oof toxic fluid. EEven the smalleest scratch cann leave a woundd that never seeems to heal.
The characcter treats all non‐Improbable e Weapons the ey wield as thoough they posssessed the Spellburst: Virus
property. A As always, this means that ass a standard action or on a crritical hit the niinja can cast th
he Virus spell, w
which
negates all healing a foe could receive.
In addition, the Ninja can n cast the Hex sspell as a Slow action with noo MP cost, alloowing them to debilitate the health
of their tarrgets at‐will, so
oftening them up for a later aassassination oor even allowin ng them to pin the blame of d death
on natural illness.
magical darknesss suddenly po
The m ours into the weell‐lit room likee a viscous fluidd, extinguishin
ng every sourcee of
light as you u immerse yourself into the sea of shadowss. No trace of yyou remains; noot even the sou und of a footsttep.
Sunken Staate is an Instant action usable e once per sesssion that grantts the Ninja thee Invisible statu us, which is losst as
soon as the e Ninja takes damage or activvates another jjob ability. Inv isibility grants the Ninja a +3 3 bonus to Steaalth
skill checkss, their AVD sco ore, and attemmpts to Run Aw way in combat.
Although SSunken State m may only be use ed when the Ninja is under thhe cover of darkness, simply having this Job
Ability also o grants the Ninnja the ability tto cast the Twiilight spell as aa Slow action w
with no MP cosst.
59
Whilee many warriorrs believe that bbattles are besst enjoyed as loong, drawn‐ouut affairs, you in
nstead seek to
o
perfect thee art of the sing gle strike ‐ endiing combat with one precise cut before youur enemy can rreact or respon nd.
All attacks made by the ccharacter durin ng a pre‐emptivve round of coombat result in a critical hit on an accuracy roll of
8‐12 insteaad of the stand dard 12. This caannot be comb bined with otheer effects that increase a chaaracter’s criticaal hit
range, such h as the Lucky weapon prope erty.
a simple two‐fi
With a fingered gesturre, you strip your foe of his m
magical protecttions.
As an Instant action once e per game session, you may cast Dispel as for no associatted MP cost. TThis targets a siingle
enemy at u up to a mediumm range away aand, with a succcessful opposeed roll, removees all positive sstatus effects tthey
currently p possess.
ws you to halt yyour opponentss’ attempts to fflee by anchorring their shadows to the gro
This ninja trick allow ound,
ensuring th hey stay preciseely where you want them.
Whenever you successfully damage a fo oe who is a Meedium Range aaway or further, you may cho oose to deal haalf
damage in order to make e an opposed FFinesse check. If you succeed , the target is aautomatically inflicted with tthe
negative sttatus effect Sto op, lasting until the beginningg of your next tturn.
Yourr master taught you more thaan how to dodg ge a blade andd hide betweenn raindrops; you know the seccrets
of the five p primal fundam
ments that commpose the world d, and how to uuse your Ki to sstrike at these five points on an
enemy and d leave him help
pless. Only tho
ose who master the Ki of Fivee‐Movements ccan master thee way of the Nin nja.
Whenever you deal any ttype of elemen ntal damage wiith a thrown w weapon, or Shaadow damage ffrom a melee aattack,
you may ch hoose one effe
ect from the list below to actiivate as an Insttant action. Alll additional damage dealt byy
Ninjutsu ignores the effects of ARM and d M.ARM.
Wood Veil: A simple motioon makes it difficcult for the targeet to see, and m
moving too quickkly renders him m
momentarily sightless.
The next tim
me the target maakes a physical attack, they suffe er (MND x Level)) points of damaage after the attack resolves and d are
inflicted with the negative sstatus effect Blin
nd until the end oof their next turrn.
Fire Veil: You pluck at theirr heart, strippingg away the fiery passion neededd to work magic.. The next time tthe target succeessfully
casts a spell, they take (MND x Level) pointss of Fire damage e and are inflicteed with the effeccts of Seal until tthe end of their next
turn.
Earth Veil: After your attacck, your victim fiinds himself sudddenly exhaustedd. The next timee the target movves from his currrent
location, the
ey suffer (MND xx Level) points o of Earth damage (even if they aree normally immuune) and are infflicted with the
negative staatus effect Slow until the end of their next turn.
Metal Veil: By striking your opponent’s veery soul, you punncture their spiriit and cause their own Ki essencce to drift free; aa
deeply unse ettling feeling forr anyone. The neext time the targget expends Desstiny, they sufferr (MND x Level) points of
nonelementtal damage and aare inflicted with the negative status effect Conf nfuse until the ennd of their next turn.
Water Veill: The liquid in yoour target’s boddy becomes as coold as death, thee chill remindingg him of the inevvitable, inescapaable
end to this b
battle. The next time the target recovers health,, they suffer (MN ND x Level) poinnts of Water dam mage and are infflicted
with the neggative status effe ect Zombie untill the end of their next turn.
60
Before you have tim
me to shout ou ut a warning, your foe’s gasp becomes nothhing more than n a gurgle.
Though it ttakes a Standarrd action to use in combat, th he damage deaalt by Executio on is impossiblee to trace backk to
the Ninja – – they seem to do nothing. Pe erhaps this attaack takes the fform of a poiso
on discreetly placed in your
opponent’ss drink hours aago and just no ow taking effecct to cause cripppling pain, or perhaps it wass nothing moree than
a shocked ggesture….whicch signals an un nseen conspiraator to fire a crrossbow bolt frrom a nearby rrooftop. In thiss way,
the Ninja m may continue to seem like an ally or bystander even as th eir murderouss plan unfolds.
Execution rrequires an atttack roll as norrmal and no we eapon propert ies (such as [Ellement] Strike or Lucky) apply; it
deals (AVD D Score x Level)) + 2d6 points o
of ARM damagge, and the targget then sufferrs a penalty to their ARM and d
M.ARM sco ores equal to the Ninja’s MND attribute unttil combat endds. This effect is cumulative; aan enemy who o has
been struck by Execution n three times wwould have a pe enalty to their
r armor values equal to triplee the Ninja’s MND
score.
Because Exxecution’s dam mage is calculatted by using yoour current AVD D, any temporrary effects thaat would increaase
your Avoidance (such as being Invisible or under the e effects of Imagge) also improvve this limit ability.
Thosse who have seeen this techniqque cannot sayy for certain whhat it looks likee ‐ they are all dead. The secrret is,
in fact, tha at Army of One rarely manifessts the same w way twice. The mystically‐minnded ninja splitts his body into o two
identical veersions and battles alongsidee a shadowy do ouble. The clann leader needs only make thee slightest sign to call
for backup,, and dozens off lesser shinob bi appear in thee rafters to joinn him. Some claaim that the NNinja simply mo oves
with such sspeed and soun ndlessness that it is believed that no single person could eever kill so man ny so quickly, a
and
that there must be some other explanation. Others cla aim that seein g double is som me sort of poisson‐induced
hallucinatio on. Some partiies have even bbeen surprised to discover thaat the characteer they though ht was their
companion n all along was,, in fact, simplyy a well‐disguissed decoy…as the REAL Ninjaa appears to heelp.
Whatever tthe method, A Army of One allows the Ninja to effectively ffunction like tw wo characters for the remain nder
of battle. B By spending thrree points of D Destiny and an Instant action to activate thiis Limit Ability,, they gain an
additional Standard actio on each round, which deals half damage an d is incapable of limit breakss. Furthermoree, the
character m may perform TTeamwork Attaacks essentiallyy with themselvves, treating th his additional sstandard action as if
it was anotther player making an attack roll. The charaacter may alwaays take this Sttandard action each round, eeven if
they are affflicted with a n negative statuss effect that would prevent tthem from doin ng so.
Because Arrmy of One allo ows the characcter to function n like multiple individuals, th
he ninja may peerform actionss in
two entirelly different plaaces at once ‐ ssuch as engagin ng in an epic b attle inside an imperial airsh
hip while also
disarming ((or planting) a bomb in the city square mile es below.
Army of On ne lasts until th
he end of comb bat, or until the Ninja is reduuced to 0 hit pooints.
haracter moves so gracefullyy that even mag
The ch gic has difficultty scorching heer skin, much leess slow her do
own.
Whenever any spell would affect the Ninja, the Ninja may choose too make an opp posed Finesse rroll against thee
caster. If th he Ninja wins they are immun ne to the effeccts and damagee the spell wou uld cause, thouugh this doesn’t
protect the e character’s allies from the sspell. A Boss orr Notorious Moonster may exp pend one poinnt of Destiny too
negate thiss benefit for on ne round.
61
PAL
LADIIN
おとこだて
The Paladin n is a sacred kn
night, followingg in the footste
eps of the infinnite mercy
and justicee of creation, th
he powers of HHoly. They are cchosen by the light they
follow, nott the other wayy around. Altho ough there are e many who haave one or
several of tthe qualities th
hat make a Palaadin, only thosse who are tru ly the
epitome off purity are so blessed to beccome one of th hese famed knights. You
fight for higgher causes annd better days;; truth guides yyour sword andd chivalry
your every action, and th he Holy energy that flows thro ough your bladde and body
o create a brighter tomorrow
is certain to w.
Paladins arre symbols of h
honor and nobility and are welcomed wherrever they go,
usually clad
d in shining heavy armor and
d carrying a gre
eat shield. Theyy are capable
of shieldingg another party member from
m danger and ccan channel thhe rarest and
most sacreed type of magic in combat, m
making them awesome warri ors indeed.
You arre a living bulw
wark, protectinng the HP Bonus: 22 Spell Rank Levels Obtaiined
vulnerable and acting as their shelter in n the MP Bonus: 2 Novice 1, 2, 3, 44
storm of ba attle. The well‐‐being of otherrs is ACC Bonus: 1 Intermediate 5, 6, 7
AVD Bonus:: 5 Expert 8, 10
paramountt, and you wou uld sacrifice youurself in a
Skill Points: 20 Superior 12, 14
moment if another’s life w was at stake.
Ancient 15 (Holy on nly)
The Paladin n chooses an aally to be coverred as an
Instant action; Until the P Paladin choose es a new Weapons: Arcane, Blaade, Reach
target, theyy will keep a w watchful eye on n this ally Armor: Light, Mediium, Heavy, Shieelds
and guard them from inju ury. Magic Schoool: White
Whenever the Covered taarget would su uffer
damage, th he Paladin mayy leap in front o of that
character aas an Instant acction and choo ose to take that damage on t he ally’s behalf. This means tthat the damagge is
still reduce ed by the origin nal target’s ARM and M.ARM M scores and otther effects, an nd not the Palaadin’s.
Cover can o only be used iff the Paladin is not afflicted w
with an effect oor status that w would preventt them from
reaching th heir target or taking an imme ediate Instant aaction (such ass Stop, Slow, Seeal or Charm, aamong others), and
the ally mu ust be within a Medium Rangge and not obsttructed by obsstacles that wo ould prevent th he Paladin from m
reaching th hem (such as b being in anothe er section of the castle or anoother dimensio on). Finally, thee Paladin may only
Cover one ally at any time.
will combat evill even to the en
You w nds of the earth
h and are a sym mbol of hope ffor your comraades. If fear and
d
trickery aree the only toolss your enemiess wield, then th hey will fight yoou unarmed.
The Paladin n, all allies and
d friendly targe
ets are Immunee to Fear, Berseerk, and Charmm (if they so ch
hoose to be) wh hen
they are within a Medium m Range of you u. Former foes who have beeen Charmed to fight on your party’s side are
unaffected d by Leadership p.
62
whisper a singlle, solemn worrd that resonattes with convic tion, sheathingg one ally in th
Your w he golden light of a
magical shield.
Forming an n Astra shield is an Instant acction usable onnce per game s ession, and it aappears as a faaintly‐shimmerring
glow that ssurrounds the ttarget. The tarrget of Astra ne egates all effeccts and damagee from the nexxt attack they
receive, at which point th he benefit of A or can more than
Astra is lost. Thiis ability cannoot be used on tthe Paladin, no
one ally have the benefits of this abilityy at any given ttime. Howeverr, Astra can be used even when it is not thee
Paladin’s tu urn.
Stalwaart, chivalrous and steadfast,
t, the Paladin ccan amplify thee raw force of aan opponent’s spell and causse it to
harm him eexclusively insttead of allowin ng more vulnera able allies to s uffer the bruntt of the damag
ge.
By declarin ng they’re usingg Sentinel an In
nstant action oon an enemy’s turn, the Paladin may transfform any Group‐
target spell or Limit Break into a Single‐‐target spell orr break that is rredirected to sstrike him alone. Spells and liimit
breaks redirected in this way deal 200% % standard dam mage instead oof the normal vvalue, and if th he Paladin would be
Immune orr Absorbent to the elemental type of damage dealt, the ddamage is convverted into non n‐elemental daamage
instead.
A heavenly pearl ligh
ht seems to surround you as you drop into aa guarded stannce, bracing yo ourself. The mo oment
your enemies approach yyou seem to exp plode in a blind
ding, radiant aaura. Evil creattures hiss and rrecoil, shielding
g their
eyes as theeir skin disinteg grates in the asstral glow.
The Paladin n may declare he’s activatingg Shield of Ligh ht as an Instantt action once p per combat. Un ntil the start off the
Paladin’s next turn when Shield of Lightt wears off, the e character is ttreated as having the Indestrructible properrty on
all the Arm mor he’s currently wearing, caannot be affectted by Knockbaack effects, an nd cannot lose a spell he was in the
middle of ccasting due to a teamwork atttack, critical hit or limit breaak.
If any enem my would make e a physical atttack against the Paladin or thhe Paladin’s Co overed target bbefore the starrt of
the charactter’s next turn, the Paladin can retaliate with an abrupt bblast of holy en nergy. The attaacking enemy
immediately suffers (RES x Armor Tier) + 2d6 points o of Holy M.ARM M damage and aare inflicted with the negativve
status effect Blind with no resist roll, evven if they’d no ormally be imm mune to its efffects. This dam
mage and blind effect
occur as so oon as the mon nster’s attack iss declared, andd before accur acy is rolled.
Fight as long as you can stand. Sta
and as long as yyou can fight.
When the Paladin is at 25 5% or fewer HPP he receives 2
200% healing frrom all White Magic spells, jo ob abilities, iteems
and weapo on properties, e
excluding HP DDrain, Regen, and its superiorr version, Auraa. In addition, tthe Paladin maay
choose to d deal damage as though their weapon posse essed the Holyy Strike propertty when he fights at 25% of h his
maximum hit points or le ess.
63
gthened with tthe belief that tthe best defensse is a good off
Streng ffense, your weeapon burns wwith a celestial
intensity. A As you deftly slaash at an enemmy, the air arou
und the two off you erupts wiith light and seears your foe wwith
righteous w wrath. It will fa
ace you, or fall..
This is an aattack with man ny names, rangging from Nortthswain’s Glow w to somethingg as simple as ‘‘Split Punch’ orr
‘Crush Punch’ by non‐Paladins who’ve sseen it in actio on. Ultimately, most refer to it by the namee of the man w who
was said to o have created it.
Whatever tthe name, this attack is a Staandard action tthat targets a ssingle enemy, u usable once peer session. Makke a
standard w weapon attack; if the strike is successful, it d
deals (PWR x TTwice Level) + 22d6 points of H Holy M.ARM
damage to the target and d surrounds bo oth of you with
h white fire. If tthe enemy attaacks on its nexxt turn and doeesn’t
include you u as a target, yyou regain the use of Orlande eau’s Strike.
n an ally is wou
When unded or an undead abomina ation bears dow wn upon the innocent, there’ss no time for thhe
complex invocations of a spell. By using g your own life force as the soource for your magic, you’re able to cast su
udden
and impulssive spells to prrotect your frieends.
When casting a beneficiaal spell on yourr turn, you mayy choose to saccrifice 25% of yyour maximum m HP in order to
o turn
the spell innto a Standard action instead of a Slow action. The spell hhas no effect on the Paladin aand must targeet one
or more orr allies instead, and you may take no other actions on youur turn after th he spell resolvees.
unwavering ressolve helps you
Your u u withstand thee tests to comee.
The Paladin n receives a +2 esist the effectts of negative sstatus effects. This ability maay be
2 bonus to opposed rolls to re
taken multtiple times, increasing the bonus by +2 each h time.
using your will allows you to create an incorrporeal weapoon, which seem
Focu ms to be made o of noting but ssilvery‐
blue strand ds of light. It cu
uts a blazing pa
ath through yo our enemies as you focus on cchanneling prootective magic..
Although creating a spiritt weapon takess a Standard acction, the resuulting conjuration lasts until ccombat ends.
When the sspirit weapon is first summoned it Instantlyy lashes out at one enemy off the paladin’s choice. The sp pirit
weapon wiill thereafter atttack wheneve er the Paladin ssuccessfully ca sts a spell thatt deals no dam
mage. The palad din
must make e a standard attack roll; if it h
hits, the spirit w
weapon deals ((MND x Half Leevel) + 2d6 points of nonelem mental
M.ARM damage to one fo oe.
Although the phantasmal weapon can’tt deal a criticall hit or perform m teamwork atttacks, and isn’’t improved byy the
Paladin’s equipment prop perties or job aabilities, the sp
pirit weapon haas the Indestruuctible and MPP Refresh propeerties;
half of the final damage d dealt is returne
ed to the palad din in the form
m of MP.
aladin raises his blade to the sky, parting th
The Pa he clouds and eencasing the pparty in a beam m of divine lightt.
By activatin ng Holy Circle aas a slow action, the Paladin and his allies ggain the Undeaad Killer property on any weaapon
they wield until combat e ends. A Paladinn’s Spirit Weap
pon gains this pproperty as weell, if applicablee.
64
Of all the powers in all the world, nnone is as simp ple, and flawlesss, and all‐enccompassing as this.
By spendin ng 3 or more po oints of Destiny as a Standard d action, a Palaadin may beco ome invincible, negating all
damage an nd effects that he would rece eive from all atttacks. The effeects of this ability last for a nu
umber of roun
nds
equal to th he number of D Destiny expend ded in its usagee. In addition, aall damage deaalt from the Paaladin is treated as
Holy M.ARM damage for the duration o of Invincible. A
All damage takeen from effectss such as Cover is also nullifieed
while the P Paladin is Invincible.
When Invin ncible is activatted, the Paladiin is immediateely cleansed off all negative status effects. H He may use
Invincible e even if a statuss effect would normally preve ent him from ttaking any actions.
There was no feelingg left in your fin
ngertips at all. They appear tto have been turned to stonee from the
Adamantoiise’s breath, in n fact, as it tried
d to use its qua artz‐like jaws tto rip your shieeld away. Your only weapon llies a
few feet to o your right, bu
ut it wouldn’t do you any good d with this brooken arm anyw way.
Each time tthe primeval to ortoise smashees you and your friend into thhe cave wall at t your back, tw
wo things happeen; he
lets out a w whimper and m mutters someth hing about bein ng a better perrson, and your shield resonattes with a flash h of
angelic ligh ht. You want too tell him not to o worry, but th he sound of youur voice is drow wned out in the rumbling.
After all, yo ou’re a Paladin
n. You could do o this all day.
As soon as the Paladin su uffers damage ‐‐ or a negative e status effect ‐‐ caused by anyy foe, the Paladin and one neearby
ally of his cchoice recover hit points equal to (Paladin’ss MND x Half LLevel) as a Regeeneration effect. This healingg is
instantaneous and interrupts the enem my’s turn, thouggh does not occcur if the Paladin is reduced to 0 hit pointss by
the attack. The healing frrom Saint’s Cro oss can even occcur when the Paladin is affliicted by a statu us ailment thatt
would norm mally prevent iits use, such ass Stun or Seal. Saint’s Cross ccannot occur m multiple times o on the same atttack;
for example, if an enemyy caused both d damage and a negative statu s effect with aa single move, tthe Paladin wo ould
still only reecover health oonce.
aise your weap
You ra pon high and alllow it to accum mulate holy ennergy from the distant reachees of the cosmo os;
the size of the weapon seeems to grow a and it becomess almost imposssible to look diirectly at the b blade. Then, wiith a
clash of steeel you bring itt to bear againsst one fiendish
h foe, sending tthem back to thhe abyss wherre they belong a and
filling your veins with thee power of the light.
Climhazzarrd is a single po owerful blow that requires a Slow action too use and may only be activatted once per
session. Ho owever, whene ever the Paladiin suffers a crittical hit, they rregain the use of Climhazzard
d.
Climhazzarrd automatically deals ((PWR + RES) x Weap pon Tier) + 2d66 Holy ARM daamage and cannot miss or bee a
critical hit. After Climhazzzard is used, th
he Paladin’s total ARM and M M.ARM scores aare doubled un ntil the start off their
next turn.
65
RANGE
ER
かりうど
か
Rangers are also known aas Hunters or SSnipers – or, de epending on if
they utilize
e modern weap ponry, Gunners or Fusiliers – and they
specialize in fighting with
h ranged weapo ons. These pattient and
precise warriors hone the eir art through skill and a few
w subtle (and
not‐so‐subtle) tricks. Ofte
en protective o
of their homes, Rangers oftenn
prefer either the wilderness or a heavily urban settingg. They use
onment to their advantage to
their enviro o overcome much more
dangerous foes.
The ru
udimentary com mbat style of yyour enemies iss easy to analyyze, giving you ample time to o shout to your
friends and d warn them wwhen to dodge p predictable cou unterattacks oor clumsy magiical onslaughtss.
Use Advice e as a Standard
d action once p
per round by ro olling your Loree (Monsters) or Nature skill aagainst one eneemy
target of yo our choice, opposed by theirr Finesse. If you u win the roll, yyou and your aallies learn the complete list of the
combat abilities the monster possessess, such as Call ffor Help or Ma gical Counteraattack. Choose one of these; the
monster lo oses access to tthat combat ab bility until the ffight ends.
When Adviice is used in th he pre‐emptive e round of com mbat it is treateed as an Instan
nt action insteaad, though still only
usable once per round, and gains a +4 b bonus to the opposed roll.
66
You’ree so at home in
n your environmment that you’’re able to delivver precise shoots without beiing detected, aand
prefer to overcome your eenemies through the elemen nt of surprise.
The Ranger and all his allies deal an add ditional damagge step with alll physical attaccks in the pre‐eemptive round d of
combat – ffor example, an n attack that normally deals ((DEX x 1) pointts of damage n now deals (DEX X x 2) instead.
In addition, by spending o one point of Destiny, you maay add a bonuss equal to half of your Naturee skill as a bonu us to
the next Sttealth skill checck made by you u and each of yyour allies thiss game session.
The viirtue of patiencce helps you piinpoint the perf
rfect time to sttrike, and you aare able to tracck your target
perfectly an nd land your sh hots even in sittuations wheree success seemms impossible.
Aim is a Slo ow action that allows the Ran nger to make aa standard attaack with a +4 b bonus to the atttack roll.
This ability can also be ussed outside of combat for graanting a +4 bonnus to any skill that might invvolve a precisee or
silent aime ed shot, such ass firing a grapppling gun up a ccastle wall to aaid in a Stealthh or Escape cheeck.
You fire a well‐placeed, crippling shot that hampeers your foe’s fiighting ability.
Once per combat you maay declare thatt your next attaack will be a Diisabling Shot. C Choose one of four bonuses listed
below; if th he attack is succcessful, your ttarget(s) sufferr whatever addditional penaltyy was selected d. Obviously, so ome
creatures w will be unaffectted by aspectss of this ability…….take size, lacck (or excess!) of appendagess, and similar
considerations into accou unt.
Disarming Shot: The targget drops or is sseparated from m one carried oor held item, cchosen by the R Ranger. This co ould
by a weapo on or shield, orr an item such as a delicate p parchment mapp or set of diam mond earrings. Regardless off the
Ranger’s ch hoice, this generally acts as aa Disarm action n with no oppoosed roll.
Leg Shot: TThe target cann not escape from combat with h spells or abiliities, nor can they attempt too Run Away.
Vital Shot: The enemy su uffers a ‐2 penaalty to their ACCC or AVD scoree (Ranger’s choice) until the end of combat.
Head Shot: Your critical h hit rate is improved by 2 for tthis shot, whic h generally allo ows you to roll critical hits on
n a
dice result of 10‐12 instead of the stand dard 12. Head Shot may onlyy be used in co onjunction withh a Ranged weaapon.
oose a powerfu
You lo ul missile attack that sends a foe hurtling baackwards, pinnning them to a wall or the gro ound.
After usingg Sidewinder ass an Instant acttion, the Rangeer’s next attac k suffers a ‐4 p
penalty to the A
ACC roll, but iff
successful, deals one add ditional damage step, causes a Short Rangee knockback an nd inflicts Stop for one round, even
if the targe et would normaally be immune e to the knockback or the efffects of Stop. TThe Ranger maay also be affeccted
by a Short Range knockbaack if they so cchoose.
This ability may only be u used once per ccombat in conjjunction with aan attack from m a Ranged weaapon.
There are a myriad o
of targets on a
a foe’s body, bu
ut several of thhem are more aappealing than
n others.
The Ranger is treated as aalways having the Blind Toucch properties oon any weapon n he wields.
67
Whilee not all Rangerrs use arrows o
or bullets, thosse who do are aalways ready w with ammo for r any occasion. By
quickly dra awing differentt types of arrowws from their qquiver, reloadinng a pistol withh elementally‐aaligned shells,
magically a altering the pro
operties of their floating surffboard or whattever, the charracter is able too constantly exxploit
the weakneesses of his eneemies.
After quickkly producing aa special type o of ammunition as a Standard action, the Raanger may add any one of thee
following w weapon properrties to his nexxt two ranged aattacks; Fire Str
trike, Earth Striike, Water Strikke, Wind Strikee,
Lightning SStrike, or Ice Strike.
anger notches half a dozen a
The Ra arrows onto theeir bowstring oor unloads a cliipful of bullets,, punching holles in
every enem my in a 360 deggree radius.
By declarin ng the use of Baarrage as an in
nstant action, tthe next attackk the Ranger m
makes targets th he entire enemmy
Group. Thiss ability may be used once pe er session.
aron’s guards d
The ba me to react beffore you drew yyour pistol, butt they were not your targets –
didn’t have tim
instead, ea ach lantern they carry seems to shatter simu ultaneously, pllunging the alleeyway into commplete darknesss.
By declarin ng his next attaack will be a Triick Shot as an instant action and taking a ppenalty to theirr attack roll, the
Ranger is capable of ‘ban nking’ an attackk made with an n Arcane or Ra nged weapon off of up to multiple differen nt
surfaces be efore it reaches its target. For each surface or item Rangeer wishes to bo ounce a shot frrom, they suffeer a ‐2
penalty to their ACC roll. This might allo ow a Ranger to o bank a shot ooff three walls and hit a targeet they couldn’’t
possibly drraw a straight line to at a ‐6 A ACC penalty, orr simply make Force checks tto destroy objeects within range
before the shot strikes itss intended targget – such as light sources orr the thin chain n keeping a cryystal chandelier
dangling from the roof. Iff the attack roll would miss th he target, thenn Trick Shot haas no effect wh
hatsoever and iis
treated as missing every object the Ran nger fired at.
This ability may not be ussed in conjuncttion with attaccks that never miss, such as SSharpshot, but can be combin ned
with Disabling Shot to dissarm or hampe er multiple foes at once.
ugh you’re hap
Althou ppy enough witth a rock for a pillow and thee stars for a blaanket, some off your more hig gh‐
maintenan nce allies aren’tt nearly as com
mfortable in thee great outdooors as you are, and have the b bad habit of
forgetting to feed themseelves or getting g chewed on byy angry predattors. To save yoourself the heaadaches you do o
more than just lead your helpless party through the untamed wilds;; you constantlly keep an eye out for all‐natu ural
remedies, w wild game, and d sheltered plaaces to set up ccamp.
The first tim me you successfully make a N Nature skill cheeck to help youu and your alliees overcome a hostile
environme ent, you may also add one of the following iitems to your iinventory. Thee item vanishess at the end of the
game session if it wasn’t used and has n no market valu ue.
A single Food‐caategory item w with a tier no grreater than hallf your level
Exxotic medicinall fauna with the same effect as a ‘Phoenix Down’ item
En nough suppliess to construct aa rudimentary campsite, grannting the beneefit of a ‘Tent’ item
68
You arre a paragon oof ranged comb bat, capable off performing feeats beyond coomprehension. With a single arrow
you could p pluck an apple from a tree ten miles away, or tie a messagge to the shaftt and have it im mbed itself in the
wall next to o its intended rrecipient insidee a fortress witth only one winndow. You could make a bulleet follow the
curvature o of the entire pllanet in order tto strike a nearrby adversary iin the back. These exploits wiill live on in leg gends
and storiess for centuries, immortalizing g you as one of f the greatest m marksmen to ever exist.
By expendiing two points of Destiny the e Ranger’s nextt attack – if thee goal is to strike a target and d not simply seend a
message – deals (DEX x TTwice Level) + 2 2d6 points of ddamage which ignores ARM, cannot miss, ccannot be stopped
by the effe ects of the Barrrier or Wall spe ells, and cannoot result in a criitical hit or lim
mit break. If useed with a Rangeed
weapon, Sh harpshot can sstrike a target aat any distance e even if it is a beyond conceeivable firing raange. As long as the
character is not restricted d by walls or other barricade es, they can shooot anything, aanywhere.
Sharpshot cannot be neggated by other Job Abilities w with the singulaar exception off the Paladin’s ‘Invincible’.
Sharpshot cannot be com mbined with the Ranger abilitties Barrage orr Trick Shot, an nd cannot be m made to target
multiple en nemies under aany circumstan nces.
Your rranged attackss separate in mmid‐flight, splittting into multipple projectiles to lay low yourr enemies.
Activating X X‐Attack is a Sllow action usable once per se ession. After ddoing so, the Raanger’s next thhree normal atttack
actions are e treated as Insstant actions innstead and calcculate damagee with DEX instead of their no ormal attributee, but
cannot cau use critical hits and suffer a ‐2
2 penalty to AC CC. If the Rangeer misses an atttack, the effects of X‐Attackk
immediately end.
You find the greatesst challenge in pitting your skkill against the intelligent preedators spoken of in local folkklore,
monsters that lesser huntters fear to seeek out. Dragons and abnormaal, one‐of‐a‐kinnd beasts are ffar more stirrin ng to
your taste than woodland d creatures, annd you are paid d well by certaiin organizationns for these da angerous troph hies.
Upon gaining this ability or gaining a levvel, the Ranger’s weapons arre all treated aas having the [M Monster] Killerr
property of the Ranger’s choice, allowin ng them to deaal double the nnormal amount of damage to o any single typpe of
foe. Each time the Range er gains a level,, they may change the type oof [Monster] Kiiller property. FFor example, u upon
gaining thiss ability, the Raanger might ch hoose Aerial Killer. On her neext level‐up, sh he might choosse to change th he
bonus gran nted by Hunt too Dragon Killerr instead.
Furthermore, whenever tthe character kkills a Notoriou us Monster or Boss of the sam me species thaat their Hunt
[Monster] K Killer weapon property is attuned to, they may turn in prroof of the creaature’s demisee at any major city or
trade hub tto gain bonus ggil. This gil is based off the level of the defeeated enemy; cconsult the chaart below.
Monster Levvel Additional Gil Monsster Level Add
ditional Gil
1 40 9 10,000
1
2 80 10 18,000
1
3 180 11 32,000
3
4 400 12 56,000
5
5 800 13 100,000
1
6 1,500 14 170,000
1
7 3,000 15 300,000
3
8 5,500
69
RED
R MA
AGE
赤魔道士
赤
The Red Mage is the classsic jack of all trrades, a professsion whose
versatility sstands in stark contrast to the regimented, often restrictiive
training of other Mage Jo obs. Indeed, rather than keep ping their
examinatio ons confined to o a single schoo ol of magic, these versatile
spellcasters satisfy curiossity (and often,, boredom) by dabbling in a llittle
bit of everyything.
Still, as the
e manifesto goe es, they are the jack‐of‐all‐traades ‐ but massters
of none. Th heir versatility comes at the ccost of power; but power is
rarely the ffinal goal of a RRed Mage, as m most prefer to dedicate theirr
lives to thee constant purssuit of the unacchievable – and doing so witth
style. Afterr all, White andd Black are not ‘destruction’ aand ‘harmony..’
They're nott even diametrrically opposed d. True mages know how to ggrab
the reigns o of both, insteaad of being too o afraid to combine the awesoome
offensive p power of Black Magic with the healing and ssupport of Whhite
Magic.
The quintessential free sp pirits, Red Magges tend to dre ess elegantly a nd
flamboyantly, using the rromantic idealism of swashbu ucklers as a
template. TThis carries ove er into their ch
hoice of arms; tthey are
particularlyy adept with blladed weaponss, preferring to o fight with rappiers
sabers, and d other weapons that allow tthem to take fu ull advantage oof the additionnal mobility affo
orded by theirr light
armor. Tho ough other spe ellcasters may ffind Red Mages a little too fliighty for their liking, there is no denying th
hat
their palettte of abilities iss a potent one.
You ca
all yourself exp
perienced and w worldly, a HP Bonus: 14 Spell Rank Levels Obtain ned
hyper‐profi ficient intellectu
ual who has memorized MP Bonus: 4 Novice 1, 1, 2, 2, 33
even the m most obscure biits of trivia. Eveeryone ACC Bonus: 1 Intermediate 4, 4, 5, 6
AVD Bonus:: 5 Expert 7, 7, 8, 9
else just ca alls you a know w‐it‐all.
Skill Points: 22 Superior 10, 12, 14
The characcter may investt points into a unique
skill known n as Lore (Everyything) so longg as they Weapons: Arcane, Blaade, Reach
remain a Red Mage, whicch they may ro oll in place Armor: Light, Mediium, Shields
of any speccialized type off Lore check. This even Magic Schoool: Black, Whitte
includes no onexistent Lore e types such ass Lore
(Animal Hu usbandry) or Lo ore (Embarrasssing
Childhood Nicknames forr Members of tthe Royal Famiily).
70
aise your weap
You ra pon like a magiical lightning ro od, focusing a spell's energy into your bodyy.
Runic abso orbs and negate es the first spe
ell cast in the Red Mage's preesence, be it froom friend or fooe. Using Runicc is a
Standard action that lastss until the Red Mage either ssuccessfully abbsorbs a spell o or until the starrt of her next turn.
After a spe ell is absorbed by Runic, the RRed Mage gains MP equal to the spell’s casting cost.
Runic may be used once per combat.
wing up a dazzlling burst of m
Follow magic with a physical strike is standard fare for these versaatile casters, a
and it
gives them m a significant eedge in combatt.
By using th heir natural hyb bridization to ttheir advantage
e, the Red Magge can use magic to cloak an nd distort his acctions
while he en ngages in mele ee combat, or just use some o of the left‐ove r energy to givve his rapier strrike an extra boost.
Whenever the Red Mage e makes an attaack roll againstt a target that wwas affected bby one of their spells in the saame
round, theyy receive a +2 bonus to theirr ACC score or iincrease their damage by one step – player’s choice.
These bonu uses last until tthe start of the
e Red Mage’s nnext turn.
Most Red Mages sco
off at the notio
on that magic ttakes years of ddiligent study to understand,, and years mo
ore to
learn. Theyy wield raw eneergy with only limited undersstanding ‐ but aa great deal m more practice th
han the Magess who
garb themsselves in robes of black or wh hite ‐ with a tw
winkle in their eeye and not a w
worry in the wo
orld.
The characcter may now u use her DEX scoore for the purrposes of calcuulating of damaage with any w weapon category,
and she maay substitute hher MND score for her PWR sscore for the puurposes of calcculating damagge with spells.
of the best things about being
One of g a mage withoout limitations,, rejecting the notions of whaat is and isn’t
possible, is that there’s never anyone arround telling yyou what you’ree not allowed to do…like rending time and space
in order to get the king’s boring monolo ogue done fastter, for examplle.
You may no ow choose from the list of Time magic as w
well as White a nd Black when n creating yourr character, or
selecting yo our spells uponn leveling‐up.
71
With llittle more than
n a tip of their hat and a charming smile, thhe Red Mage ccan get preciseely what he or sshe
wants – evven if it means turning a newlly‐enraptured ffoe against theeir former alliees to save the m mage’s skin.
The characcter chooses a single Humano oid‐type foe off the opposite ssex (or otherwwise potentiallyy interested),
designates it to be the target, and then makes an opp posed Finesse ccheck as an Insstant action. Iff the Red Magee is
successful the target is afffected by the status effect C Charm until thee end of the gaame session, orr a few hours aafter
the Red Maage has departted the target’s presence. Th his effect is brooken if the Red Mage or any o of his allies attack
the creaturre in question. Allure even afffects foes who o are normally immune to the effects of Ch harm, although h
Notorious Monsters and Bosses still rem main nonplussed.
Allure mayy be attempted d only once perr game session, and simply haaving this job aability also grants the Red Mage a
+2 bonus o on all Negotiatiion checks.
Your d how. By whirlinng your cape arround your perrsonage you may
dashing, trend‐‐setting cloak iisn’t just for sh
vanish abru uptly, leaving b
behind a showeer of sparkling elemental connfetti or a lingeering mirage off yours truly.
After suffering or causingg a critical hit, llimit break, or a Complicationn on a skill cheeck, you may choose to activaate
Dazzling Diisplay. This alloows you to insttantly move a M Medium Rangee, treat a Comp plication as if it was rolled byy
another ne earby PC insteaad of yourself, and gain the SStun‐Touch andd SOS‐Invisible weapon propeerties until thee end
of your nexxt turn. In veryy rare cases ene emies and allie es may choose to clap apprecciatively.
a touch, you im
With a mbue the weap pon with an airr of magical poower. Though itt seems no mo ore tangible tha an
warm brea ath on a frosty morning, the ssimple equipmeent has becom me a powerful vvessel for your arcane spells.
The characcter can invest a portion of m magical energy in his or his all ies’ magical weapons as a Slo ow action, granting
them the SSpellburst property for any sin ngle spell of Tier 4 or lower tthat the Red MMage is able to cast. The character
using the e enhanced equip pment will be able to then caast the spell di rectly from thee weapon upon landing a crittical
hit, or as a standard actio on for no MP cost at a 25% ch hance of breakking the equipm ment, even if tthey are not
normally able to use maggic.
The Red Mage may only ggrant one Spelllburst propertyy to one weap on at a time, aand this job ability has no effect
when used d upon Improbaable Weapons or on weapon ns whose tier iss less than the tier of the speell. The effects of
Spellblade last until the R Red Mage choo oses a new spe ell to imbue thee weapon with h.
There are things – horrible things –– capable of deefying the grassp of the Farpllane, ripping th
heir way back ffrom
the clutchees of death to tturn the world into a living nightmare once more. These im mmortal aberrrations cannot be
destroyed; instead, they m must be lockedd away and traapped until thee end of time, tthe epoch when n all things com
me to
an end. You u know the seccrets to impriso on such creatures, making yoou a quintessenntial living legeend who alone must
bear the bu urden of strikin
ng the final blo
ow.
After a monster with the Undying property has been reduced to zerro hit points, the Red Mage m may banish thee
beast as an n Standard actiion…often send ding them to aa place beyondd reality, or trapping them insside a physical
object neve er again to esccape. This remo oves the creatu
ure’s Undying property perm manently and ggrants the Red Mage
one point o of Destiny.
72
Yourr grand crescen
ndo of power wwould make otther magic‐useers turn a bit paale and have to o sit down for aa
minute.
Often referrred to as a ‘do oublecast’, X‐M
Magic allows fo
or the rapid chaain‐casting of ttwo powerful sspells back to b
back
in a single tturn, usually fo ollowed up by a skillful melee
e attack. Upon using this abillity by expendiing three pointts of
Destiny, the Red Mage m may cast any twwo spells he kno
ows as Instantt actions.
However, tthe spells mustt be from two different schoo not cast two Bllack magic spells
ols of magic; a player could n
with a single standard acttion, but they could cast a Time magic spelll and a White magic spell in tandem. X‐Maagic
may only b be used once each combat.
You’vee found the dellicate phrases a
and careful gesstures that acccompany magiic are usually mmore tradition than
necessary, and thus your casting ritualss are composed d of equal partts convention, iimprovisation, and nonsensee.
One of the most coveted abilities of the e crimson‐robeed wizards, Fasstcast allows fo
or precisely wh
hat it sounds like;
you may caast one spell eaach round as a Standard actio on instead of aa Slow action.
To gazze upon the maage’s weapon was almost hyypnotic; each flflourishing cut bbuffeted us with an arcing bllast of
air, each pa arry sent scattering sparks off lightning and
d fire, and whenn we tried to fllee we were an
nchored in a
numbing clloud of frost.
When the R Red Mage is ussing a weapon with the [Elem ment] Strike, [EElement] Wardd, [Status]‐Prooof or [Status] To
Touch
property th hey may, as an Instant action
n on their turn,, change the wweapon’s elemeent or named sstatus to any o other
they like, so long as the rules would normally allow it. For example, a Tier 2 weapon may still no ot deal Holy daamage
with [Element] Strike, butt the Red Mage could transfo orm Blind Toucch into Poison Touch at will.
The Red Mage may not u use Fencer to change weapon n properties thhat are grantedd by other job aabilities; they m
may
only changge the properties that alreadyy exist on the w weapon normaally.
73
SAAMURAI
侍
Samurai arre tradition‐bound warriors w who almost alw ways follow a ccode of
martial connduct known as Bushido. Lite ng to 'the path of the brave
erally translatin
warrior', th
his lifestyle is o
one which stressses bravery, h honor, chivalry and self‐
discipline in as well as ou ough the ethics of Bushido p lace as much
ut of battle. Tho
emphasis o on nobility as itt does on stren ngth, a Samuraai is a versatile combatant
not to be reckoned with.
Though maany Samurai arre also trained in the arts of m mounted combbat and
archery, abble to engage their opponentts up close as w well as at a disttance, their
weapon of choice is almo ost always a blaade. In part, th
his is due to thee mystical
ed to the consttruction of their weapon; the
practice tie e metal of the kkatana
entraps a nnature spirit kn
nown as a kami, binding it to the weapon d uring the
forging proocess. Learningg how to free thhese imprisone ed spirits is an integral and
long‐winde ed part of the SSamurai's train
ning, and Samu urai who distingguish
themselvess through theirr accomplishments in battle w will eventuallyy learn to
expand this talent into haarnessing the ppower of free‐roaming spiritss. They are
often seen moving bare‐ffooted over lakkes on cushion ns of water Kam mi, or
travelling through the bittterest cold clo
oaked by fire Kaami.
Draw‐Out is a techniique not to be ttaken lightly; a
as much as HP Bonuus: 16
the Samura ai value their w
weapon, circummstances may fforce them MP Bonuus: 0
to shatter iit in order to unnleash the full force of the Ka
ami spirit ACC Bonus: 2
AVD Bonnus: 7
locked with hin.
Skill Poinnts: 18
By using th heir turn to draaw forth the poower from an e equipped
Blade or Re each category weapon as a Standard action n, the Kami Weaponns: Blade, Ranged, Reach
trapped wiithin is released in an explosive burst of splintered Armorr: Light, Meedium, Heavy
steel. The ccharacter auto omatically dealss ((PWR + RES + DEX +
MND) x We eapon Tier) + 22d6 points of eelemental M.AR RM damage
to a single target and cau uses additional effects based on the list
found on th he following paage. All damagge dealt is of thhe same
elemental type as the Kami within the B Blade.
A Samurai may choose to o use a lower tier Draw Out than the level oof his current w weapon tier if h
he so chooses,, and
a Samurai m may only use D Draw Out on a weapon that b belongs to the m.
After Draw w Out has been used, the weaapon gains the Broken propeerty until it is reepaired, reducing all damagee it
deals by tw wo steps and preventing the w wielder from m making critical hits. Even Indeestructible weaapons can be ggiven
the Broken n property in thhis manner.
74
Tier Efffect
1 Disspatch: An unseeen specter‐swoord slashes at the target. No addditional effect.
2 Bizzen Boat: Blue flame encircles the Samurai beffore engulfing onne enemy. The SSamurai receivess the effects of eeither
Sheell or Protect until combat ends.. Against an Und weapon properties that activatee upon a critical hit
dead target, all w
(su
uch as Spellburstt) so do before th he weapon is rendered broken.
3 Toornado: An enorrmous hurricanee sweeps over thhe battlefield. Alll enemies are afffected by the damage dealt witth this
Draaw‐Out and are Knocked Back a medium range.
4 Puurifying Blossom m: The Samuraii and one other aally are bathed iin a brilliant whiite light. All negaative status effects
(exxcept Fear and UUnconsciousnesss) are removed ffrom the Samuraai and one ally oof his choice, and d both the Samu urai
andd that ally immeediately regain 100% of their maaximum MP (if a pplicable).
5 Shooting Star: A beam of light bllasts one enemyy. The Samurai reeceives the effects of Haste until combat ends.
6 Baanishing Blade:: Five glowing sppheres of energyy decimate the ttarget. Make an opposed Force check; if successsful,
thee foe receives th
he effects of all the Samurai ‘bre eak’ abilities for oone round; Armor Break, Powerr Break, Magic B Break,
andd Speed Break. IIf the opposed check fails, the taarget only sufferrs one of the aboove effects of th heir choice.
7 Iai Strike: The Sam murai raises his weapon high be efore bringing it down in a graceeful arc, cleavingg a perfect line
thrrough an enemyy before the kataana shatters. Iai Strike deals 2000% damage and aall weapon prop perties that activvate
upon a critical hit sso do immediate ely.
8 Kaaiten: The skies churn with windd and lightning aas the Samurai reeleases the kam mi spirit from a leegendary blade. And
theen…nothing. No grand crescendo of power, no ccosmic strength to smite your enemies. Only peeace.
At last your mind is clear, emptied d of the battlefield’s distractionss. Concepts like ffear and weakneess slip away fro om
youu, and you realizze you have reacched the end of a cycle. Now, it is time to begin anew.
Aftter having used Kaiten, you perm manently gain th he effects of Imppervious (an immmunity to all neggative status effeects),
andd you gain a point of Destiny at the end of any tturn in which yo u defeated an eenemy without aany weapon high her
thaan Tier 1 equipped. Furthermore e, all Tier 1 weap
pons now deal ( PWR, DEX, or REES x 10) + 2d6 po oints of damagee on a
succcessful attack. TThe Kaiten Draww‐Out may ever o only be used aftter the Samurai hhas proved him or herself worth hy, at
thee GM’s discretion as always.
n each katana lives a Kami sw
Within word spirit – an
n elemental m anifestation off the Bushido a able to exercisee
slight contrrol over their eelement and aidd the Samurai when he needs ds it the most. TThough influen
ntial and often
mischievou us, the Kami arre far from omnnipotent, and nnever maliciouus.
When a Samurai synthesizes a Blade we eapon, he mayy choose
the elemen ntal type of Kami within his sword – otherw wise the Roll Kamii Element Associated Skills
elemental type is chosen randomly, and d does not natturally 1 Fire Synthesis, Vehicles
include Shaadow or Holy e elements. Whe enever you purrchase or 2 Earth Scavenge, Natture
find a Blade weapon, the player or the GM should roll 1d6 and 3 W
Wind Awareness, Lo ore
4 WWater Stealth, Swimm ming
consult the e table to the right to determ
mine its elemennt.
5 Ligghtning Athletics, Escaape
Weapons tthat have the EElemental Strikke or Element EEnhancer
6 Ice Inquiry, Negotiaation
property use a Kami of th he same type wwhere applicab ble, and the N/A Shhadow Acting, Thieveery
Elemental SStrike of the w weapon cannot be changed byy job N/A Holy Healing, Negotiation
abilities.
75
Falllen heroes andd the intangiblee Kami guide th he Samurai’s sstrikes, leaving foes struggling to stand aga ainst
the your rig ghteous assaullt. In your hand ds, weapon and warrior are uunited in spirit..
Choose one e of the follow
wing four styless of Break Arts which the cha racter perman nently gains acccess to. Using a
Break Art iss a Standard Action that requ uires a successsful attack roll tto hit your opp
ponent, but causes no damagge.
You may taake this ability multiple timess to add a new Break Art to yyour repertoiree each time.
Power Break: An unearth hly whisper seeems to flow froom the Samuraai’s blade, whicch brings even the strongest foes
down. A sin ngle enemy is aafflicted with PPower Break; h his physical dam mage dealt and d Force attribu
ute is halved foor 4
rounds. Power Break mayy only be active on one enem my at a time, annd some bossees may be imm mune to this ab bility.
Armor Break: A conflagraation of blue flames blazes th he enemy, sea ring flesh and bone. A single foe is afflicted d with
Armor Breaak, which redu uces their ARM and MARM to o zero for 4 rouunds. Armor Brreak may only be active on o one
enemy at aa time, and som me bosses mayy be immune to o this ability.
Magic Brea ak: Intangible ccherry‐blossomms swirl around d the target, b urning into hiss very soul. A single foe is affllicted
with Magicc Break; his maagical damage d dealt is halved for 4 rounds. Magic Break m may only be acttive on one enemy
at a time, aand some bossses may be imm mune to this ab bility.
Speed Brea ak: The world seems to darkken as the Samurai propels a glowing silver sphere of eneergy at the targget. A
single foe is afflicted with h Speed Break, which halves his Finesse, AV VD and ACC forr 4 rounds. Speeed Break mayy only
be active o on one enemy aat a time, and some bosses m may be immun e to this abilityy.
You grracefully sidesttep the clumsyy advances of yyour opponentss, or easily knoock aside their overeager and d
straightforrward attacks w with reflexive p
parries. Years o
of refined tacticcal knowledgee and experiencce guide mean you
can easily o overcome the b brutish beasts of the world, aand your confiddence in your oown abilities keeeps you fightiing
long after o other heroes w would falter.
Whenever the character successfully evvades an enem my’s attack, theey recover (MN ND x Level) hit points as a
Regeneratiion effect. Thiss value is increaased to (MND x Twice Level) if the Samuraii is wielding a B Broken weapon.
There is no greater b
blight on this eearth than the FFiends, creaturres of supernatural descent sserving the forcces of
evil. You seeek to rectify thhat.
By activatin ng Ancient Circcle as a slow acction, the Samu perty on any weapon
urai and his alllies gain the Fieend Killer prop
they wield until combat e ends.
76
weapon is as fa
Your w amiliar to you a
as an extension of your own body, and youu employ it to d
deadly effect.
The Samurai treats their equipped Blad de and Reach wweapons as thoough they posssess the Indesttructible and UUnified
properties.. The weapon d does not posseess these propeerties for anyoone else.
Two‐Hande ed grip, therefo
ore, prevents aa Samurai from
m being disarmmed as well as aallowing him to
o repair the
weapons th hat have been damaged by u using Draw Outt without needding a skill checck.
Samurai often speakk of Maia, whicch refers to thee critical distannce between oppponents, a seense of timing
intricate too battle, and ann understandin ng of how one'ss opponent mooves. It is the ddistance around d the Samurai where
his sword m may strike, andd senses even tthe smallest rippples of movem ment. Your ‘innner eye’ is one o
of the most pu
ure
manifestattions of this.
When Third d Eye is used aas an Instant acction at any tim
me, even whenn it isn’t the Sam murai’s turn, the Samurai will
negate all d damage and efffects from the e next Single‐taargeted physicaal or magical aattack they would receive. Th hird
Eye may be e used once pe er session, and is unfortunate ely ineffective against limit breaks and critical hits.
Furthermore, when the SSamurai is affliccted by the negative status eeffect Blind or iis otherwise att a penalty to aattack
due to a loss of vision (suuch as from Diffficult Terrain), this penalty iss completely negated; they still roll 2d6 as
normal. They also treat In nvisible enemie es as though thhe positive sta tus effect didnn’t grant any boonuses.
By strriking with the fflat of your weeapon or its pommel, or evenn with a nearbyy object, you m may disable onee of
your huma an enemies with hout causing a any lasting injury.
You may acctivate Pomme el Strike as an IInstant action aagainst any Huumanoid targett, once per rou und. Make a Fo orce
or Finesse check with a + +2 bonus againsst your oppone ent’s Force rol l. If you are successful, your target is
immediately inflicted witth the Sleep staatus, even if they’d normally be immune to o its effects. Th
his status effectt does
not wear o off in four rounds as normal aand instead lasts for several l ong minutes. M Magic and item ms can still heaal the
effect prem maturely, as no ormal. Pommel Strike has no effect on notoorious monsterrs or bosses.
You esschew the use of armor, garb bing yourself in
n humble, simpple garments thhat never hind
der your movem ments
– instead, yyou rely on sup perior swordsmmanship to parrry and deflect aattacks.
When not w wearing armorr of any type, tthe Samurai is granted bonuss ARM and M.A ARM based on his level; conssult
the table b below. The Sammurai may not b benefit from th
he effects of thhe Fortified equipment propeerty.
Level ARM
M/M.ARM Level ARM/M
M.ARM
1 4 9 35
3
2 6 10 40
4
3 8 11 55
5
4 12 12 70
7
5 15 13 85
8
6 20 14 10
00
7 25 15 12
20
8 30
77
hallenge your a
You ch adversary to ho onorable comb bat, and the loccal kami give sstrength to thiss avowal. The ttwo of
you are surrrounded by a wall of unbrea akable energy tthat locks you iinto a confronttation that onlly one will everr walk
away from.
By expendiing two points of Destiny as aan Instant actio on a Samurai m may choose a ssingle foe and battle him without
interruptio on, engaging thhem in one‐on‐‐one combat. D Duel lasts until either the Sam
murai or his chosen opponen nt is
reduced to o 0 hit points annd lies at the fe
eet of the othe er.
Duel is subject to a few im mportant restrrictions.
First, neither the Samurai nor his targett can receive aid from their aallies in any fasshion; whetherr this be througgh
group combat bonuses granted by Job A Abilities, spellss that strengthhen or heal, items tossed intoo the fray, or any
similar atte empt. They simmply have no efffect on the Saamurai or his o pponent.
Secondly, n no other individual may alterr the course of the Duel by daamaging or tarrgeting the Sam murai or his
opponent w with detrimenttal effects.
And finally,, neither partyy may end the D Duel prematurrely or Escape ffrom combat u under any circu
umstances.
However, tthe Samurai is rarely at a largge disadvantagge even when ffighting foes m much more pow werful than he..
While the D Duel persists, tthe Samurai may perform Lim mit Breaks wheenever he rollss a critical hit reegardless of his
current rem maining HP. Fuurthermore, choosing to auto omatically use aa Limit Break o only costs 1 po
oints of Destinyy
instead of tthe standard 3 3.
Once the fiight has ended d, the normal rules of reality reassert themsselves.
amurai has com
The Sa me face‐to‐facce with a truly d
dangerous foe,, and knows hee must end thee battle with a single
stroke. He draws his blad de and rushes hhis opponent, leeaving himselff completely deefenseless for a a single moment.
The sound of flashing steel fills the air, a and both the eenemy and the Samurai remaain motionless. And then one of
the two fallls to the groun nd, defeated orr dead and som metimes in piecces. The other sstands, triump phant.
Using Ichiggeki Hissatsu is a risky gambitt, but is capable of stopping eeven the most fearsome of eenemies.
The Samurai takes a Stan ndard action an nd makes an op pposed Finessee check. The lo oser of the roll is permanently
killed. Simp ply, cleanly, and instantly, afffecting even Boosses who wouuld be immunee to such instant‐death attaccks or
who possess the Undyingg property.
The Samurai may not spe end Destiny to increase the re esults of the Fiinesse rolls – h
however, Bossees and Notorioous
monsters ccan – and deaths caused in th his way cannott be altered viaa the expenditu ure of Destiny..
Iaido iis the smooth, controlled art of drawing a bblade from its ssheath, strikingg an opponentt, removing blo ood
from the bllade, and then replacing the sword in the sccabbard in a siingle motion. B By learning thiss art of gracefu
ul
strikes, you u have becomee more adept a at calling forth a blade’s true power withoutt damaging the sword.
Whenever a character wiith this ability u uses Draw‐Outt, there is now w a flat 50% chaance that the kkatana will not
become Brroken. Alternattively, by spend ding one pointt of Destiny youu can ensure that this will bee the case,
preventingg your weapon from being daamaged when iits true power is unleashed.
78
THIEF
シーフ
Most urbann communitiess have at least a handful of th hieves, skilled aand streetwisee
folk determ
mined to survivve in the metro opolitan world. Because puniishments for
thieves who are caught red‐handed can n be quite seve
ere, they have often been
known to ccluster togethe er in sheltered bands where tthey can look oout for one
another. Th
his might be an nything from splitting the dayy’s pilfered spooils to
orchestratiing daring jailb
breaks, or team
ming up for more elaborate h eists and cons.
The Thief iss a master of taking what theey like, though the exact skill set thieves
possess dooes tend to varyy. Some accom mplish this with h stealth, emerrging from the
shadows foor split secondss before fadingg back into neaar‐invisibility. OOthers are conn
men and wwomen who em mploy misdirection and honeyyed words, havving their
targets hap
ppily hand over the goods thaanks to a web of deception. SSome are
simply nimble‐fingered pickpockets and d cutpurses, street urchins w who have
learned thee art out of neccessity. Otherss still are little more than glo rified thugs or
back‐alley ruffians trying to muscle their way to wealtth. From piratees to
pickpocketts, courtesans tto charlatans, sstealing is the Thief’s forte, aand it is a gift
they have ttaken to an entirely new leve el.
allmark of the TThief is the abiility to steal fro
The ha om anyone, HP Bonuus: 14
anytime, anywhere – inclluding in the m midst of battle. MP Bonu us: 0
You may usse the Thieveryy skill to pickpo ocket in combaat, and with ACC Bon us: 2
AVD Bonnus: 6
a much wid der variety of p
possibilities at the GM’s discrretion;
Skill Poinnts: 22
often everyything from snatching your o opponent's weaapon to the
clothes off his back, provving once and ffor all that the hand is Weaponns: Brawl, Cooncealed, Ranged
indeed quicker than the e eye. Armorr: Light, Meedium
In order to Steal in the mmidst of combatt a Standard acction and
opposed ch heck is required – the Thief rolls her Thieve ery skill
versus the Finesse of one e opponent witthin a Short Raange. A
success me eans that the TThief managed to nab her cho osen prize, wh ere a failure m means that Steaal has no effectt. If
the Thief doesn't alreadyy have a specific object in min nd, the Bestiaryy lists the itemms that can be sstolen from an ny
given monsster; however, we’re certain that creative TThieves will finnd better uses ffor this ability than simply lin ning
their pocke ets and disarming enemies.
You have a gut instin
nct that rarely steers you wroong, helping yoou to spot danger and treasu ure before the rrest of
your party,, and letting yo ou know when its time to cut your losses annd get out whille the getting’ss good.
The characcter may now cchoose to use h her Thievery skkill in place of hher Awarenesss skill on all cheecks. In additio
on, a
character w with Treasure HHunter never h has to make Esscape checks too Run Away in combat – it is assumed that they
always automatically succeed if they ch hoose to do so..
79
hief moves thro
The Th ough her enem mies’ ranks and d vanishes into their midst, diisguising herseelf as one of theem.
As a Standaard action once per combat yyou may activaate Double Ageent to make an n Acting skill ch
heck, opposed by a
Finesse che eck by each of your enemies separately. Th he Thief gains aa +4 bonus to tthis check if she had previoussly
used Steal to grab a tuft o of hair, uniform
m, or other item in order to tthrow together an imprompttu disguise.
Each enem my who fails the
e check to see through Double Agent will b e convinced th he Thief is one of their own, aand
affected monsters will no ot attempt to eexclusively targget the Thief. CCollateral damaage (such as raandomly targetting
attacks) can still occur.
Furthermore, they will treat the Thief aas a member off their Group ffor the purposees of spells and d attacks that ggrant
beneficial e effects.
The effect of Double Agent is broken if the Thief attaccks any monsteer who had failed the finessee check or makkes
any other o obviously hostile actions tow
ward them, but otherwise lastts until the end d of combat.
With tthis unusual m
maneuver the Th hief is able to ssteal even the pprotective auraas possessed bby her foes and d use
them as heer own.
Upon obtaining Flimflam, the Thief can now use her SSteal innate abbility to pilfer p positive status eeffects. As alw
ways,
the Thief ro olls her Thievery skill versus tthe opponent’s Finesse attribbute. If she succceeds, one po ositive status eeffect
– Shell, Pro otect, Auto‐Lifee, Haste, or the
e like – of the ccharacter’s chooice is removed d from the foe and added to the
Thief insteaad. The remain ning duration oof the status efffect (if it has oone) does not cchange.
If the charaacter no longer possesses the m this maneuver by rolling
e Steal innate aability, they m ay still perform
Thievery ve ersus Finesse –– however, it fuunctions as a SSlow action insttead of a Stand dard action.
Whoeever said that ccrime doesn’t p
pay just didn’t kknow the resalle value of draggon scales andd Malboro mosss. No
longer conttent with simple larceny, you u have achieved d the pinnacle of armed robbbery and are ab ble to snatch
unprotecteed valuables wh henever you m
make a particula arly deadly striike.
Whenever you roll a critical hit you mayy also steal the e item carried bby the given mmonster as an Instant action,
without ne eeding to make e an opposed ccheck. If the moonster no longger has the itemm to Steal, a kind GM might aaward
the player a Component, temporary combat bonuses, or even gil. M Mug can be useed even if the ccharacter no loonger
has the Ste eal innate abilitty.
You’ree a master of m
misdirection annd deception, ccapable of direccting your targget’s attention elsewhere whilst
your rifle th hrough their poockets and reliieve them of th
heir valuables.
After obtaining this ability, Thievery skill checks can n no longer be oppposed with an n Awareness ro oll – proving th
hat
the hand iss indeed quicke er than the eye
e. Furthermore e, the Thief getts a +2 bonus tto his Thieveryy skill checks.
Last but certainly not least, the charactter has gained tthe ability to SSteal something at a Medium m Range by
expending one point of d destiny; she cann nab loot she couldn’t possiibly reach, such h as a golden cchalice on the iinside
of a locked d safe, or the se
et of keys hangging on the far wall. The difficculty for such SSteal checks is simply treatedd as if
there were e no distance bbetween the thhief’s hand and d the object shee wishes to pilffer.
80
g advantage off the opening ccaused by yourr ally’s sudden misdirection, yyou tumble intto melee rangee and
Taking
let the beast have it!
Whenever the Thief participates in a su uccessful Team mwork Attack thhey are treatedd as having thee Lucky properrty
(allowing fo or critical hits tto occur on atttack rolls of 11‐12) and their damage dealt is increased by two steps; fo
or
example, aan attack that w would normallyy deal (DEX x 3 3) + 2d6 would now deal (DEXX x 5) + 2d6 insstead.
I guesss that was an okay move…bu ut now watch tthis!
Whenever the Thief spen nds Destiny to add an additioonal d6 to any rroll, there is a 50% chance th hat the Thief w
will
receive the e bonus dice, bbut not actuallyy lose any Desttiny if the roll ssucceeds. For eexample, a chaaracter could spend
3 points of Destiny to increase her Steaal check up to 5 5d6 plus her Thhievery skill. If the check is suuccessful, the G
GM
flips a coin or otherwise ccalculates the 50% chance – if the Thief is l ucky, she retains the entire ssum of Destinyy she
would have e spent!
Your ccunning ruse th
hrows your opp ponent off‐gua ard and leaves their defensess unsteady.
You may acctivate Feint on nce per combaat session as an n Instant actionn, or as many ttimes as you like per combatt as
Standard actions. Choose e one enemy and roll your Accting skill oppoosed by their enemy’s Finessee roll. If the Feint is
successful, your opponen nt is treated ass having an effe
ective AVD of 00. The effects o
of Feint last un
ntil the start of the
foe’s next tturn.
pecialize in mo
You sp oving contraban
nd from place to place, but w whether this booils down to co ounterfeit gil orr even
people variies on the Thieff.
All of the character’s weaapons are treatted as though they were alsoo Concealed, allowing the Thief to deal
additional damage duringg the first roun nd of combat. AAny Special Veehicle owned b by the Thief or a member of tthe
party gainss the Smugglerr’s Hold feature e (or any otherr feature of yo ur choice if it aalready had access to a Smugggler’s
Hold). And finally, the Thief may add haalf of their Merrcantile skill too their Stealth rrolls, rounded down.
ake advantagee of your foe’s h
You ta helplessness to
o deliver an eleegant coup de ggrace.
When strikking a target that is affected b by the negative
e status effectss Stop, Petrify,, Stun or Sleep,, or otherwise
treated as having an AVD D score of zero,, your damage is increased bby one step. That is, a weapon n that would
normally do (DEX x 1) points of damage e would now do (DEX x 2), annd so on.
This ability can be taken up to three tim mes, increasingg the damage bby one addition nal step each ttime.
81
You deeliver a blindin
ngly‐fast strike that pierces th
hrough your oppponent’s defeenses before prreparing a real l one,
choosing offfense over deffense.
As an Instant action once e per round, yoou may make an additional atttack that onlyy deals (DEX x 1 1) + 2d6 pointss of
damage to the enemy thaat ignores ARM M. Although Qu uick Hit requirees a successfull attack roll, this additional atttack
cannot result in a critical hit.
Quick Hit’s damage stepss can be increased by job abillities, weapon properties and d spells as norm mal.
master’ Thief, the character iis a living legen
As a ‘m nd spoken of m mostly in whisppers. Stealing flleets of airship
ps is
impressive,, sure.…but a m master thief co ould steal someeone’s voice, m memory, or eveen their soul.
After gainin ng this ability, there is literally no longer anny limit to whaat can be stolen n with a Thieveery skill check aat
appropriately high difficu ulties outside o of combat, and characters aree encouraged tto be outrageo ous in the use o of this
ability. Be aaware the GM will undoubte edly set the diffficulty for suchh feats as ‘Godlike’ and ‘Impoossible’ – and rrightly
so!
During a co ombat situation however, the e Thief may still attempt to SSteal any of thee following from his enemiess:
Cool Stuff: The Thief can often nab craffting additionaal Components from Notoriou us Monsters an nd Bosses, tho ough
generally aat a much lowe er tier level than the party is uused to or wouuld obtain with h a successful SScavenge skill ccheck.
Essence: Th he Thief may in nstantly removve 25% of his o opponent’s maaximum HP and d MP with a suuccessful Steal,
which is then added to hiis current HP (aand MP, if app plicable) totals directly as a Regeneration efffect.
Destiny: Th he Thief may snatch a single point of Destin ny from his oppponent. There’’s no way to teell how many p points
of Destiny a monster has (if any!) beforre this maneuvver is attempteed, however.
Ability: The e Thief strips their monstrous target of their powers, gainn any one of th he following Monster Abilitiees if
the creaturre possesses th hem; Regenera ation, Flight, Unnusual Defensee, Controlled D Defense, Countterattack, Mag gical
Counteratttack, Status Touch, Flawless SSpell, Submerg ge or Inhale. Thhe enemy then loses access to this ability until
the end of combat.
If used on aan opponent w with Job Abilitie es, the same ruule of thumb aapplies; the tarrget loses accesss to one Job A Ability
of the thieff’s choice (thatt cannot be a LLimit Ability) an nd the characteer gains accesss to it.
Every man has a pricce; thanks to a a lifetime of tellling people exaactly what theyy want to hearr, you can
supernaturrally discern exxactly what thiss price is.
By spendin ng one point off Destiny, the TThief may learn n one minor shhort‐term goal of the target, as well as theirr Life
Goal; thouggh such phrase es are normallyy attributed to the PCs, even the lowliest citizen or most enigmatic vizieer’s
agenda is cclearly laid out for the thief w who uses this ability. The cha racter gains a +4 bonus to all Negotiation cchecks
and oppose ed rolls againstt their target from that pointt on.
Furthermore, by expending an addition nal point of Desstiny at any timme thereafter, the character may automatically
succeed at a Godlike (or less) Negotiation check again nst the target, as they use their silver tongu
ue to convince them
that the Th hief has the powwer to help fulfill the target’s ambitions annd life goal, and d make them aan offer they can’t
refuse.
82
TIMME MAGE
時魔道士
時
Sometimess called ‘Dimen nsion Mages,’ TTime Mages tap on the forcees
of time and
d space. In reshhaping the elusive power of tthe cosmos, thhey
can freeze an opponent in their tracks oor rain flamingg meteors dow wn
upon themm, force objectss to age thousaands of years inn the blink of aan
eye, or ban
nish someone iinto another re eality entirely. The most
powerful are capable of ffolding up histo
ory and travelling across the
eons by sheer willpower alone – a fact that makes mo ost other
spellcasters glad of the Time Mages' relative scarcity.
You bend and twist th
he dimensions,, HP Bonus: 16 Spell Rank Levels Obtain ned
snatching yyour possession ns away from a a smug MP Bonus: 4 Novice 1, 1, 2, 3
adversary… …and allowing yourself the brriefest of ACC Bonus: 0 Intermediate 4, 5, 6
AVD Bonus:: 4 Expert 7, 8, 9
smiles as th hey appear in m
mid‐air before you.
Skill Points: 22 Superior 10, 12
You alwayss have access to your possesssions,
Ancient 14
equipmentt and inventoryy, regardless off the
distance be etween you. W
With little more
e than a Weapons: Arcane
thought yo ou may summo on such items tto your Armor: Light
hand or send them away into some unkknown Magic Schoool: Time
dimension,, where they re emain safe andd out‐of‐
sight until tthey are needeed.
The grround falls awa
ay as you efforrtlessly propel yyourself upwa rd.
The Time M Mage receives the effects of A Auto‐Flight at all times, evenn when unconsscious. This preevents the Time
Mage from m taking falling damage as we ell as negating damage and efffects from Earth‐based spells and abilitiess.
83
You attach a metaph hysical anchor
r to your adverssary before shuunting them ouut of this realitty, or trap them
m in a
moment off unchanging tiime.
By taking aa standard actio on and makingg a successful o opposed Force roll once per ssession, you caan transport on ne
opponent iinto the vacuous space outsid de of time. The e chosen enem my becomes un ntargetable, immmune to all
damage an nd effects, affliccted by Stun evven if they’d normally be imm mune to its efffects, and ultim
mately removeed
from comb bat for one round. At the end d of the Time M Mage’s next turrn the monsterr comes staggeering back into o
reality, end ding the effect and automaticcally inflicting tthem with the Confuse statuus.
Creatures w who have spen nt a large amou unt of time in tthe Void or thee Farplane are generally imm mune to this ab bility.
Able tto twist pure m
magical plasma a into a type of f defensive bubbble, the Time M Mage can lesseen the physicall harm
caused by eenemy attackss.
You may de eclare the activvation of Magiic Shield as a Sttandard actionn – it then perssists until it is ccancelled as an
n
Instant action, the characcter’s MP beco omes 0, or whe en the characteer is knocked u unconscious, w whichever happ pens
first. While e Magic Shield is active, all ennemies who strrike the Time M Mage with phyysical attacks are treated as iff they
had the MP P Damage weaapon property – 50% of the total damage thhey deal targets the Time Maage’s HP, and tthe
other 50% targets their M MP. Damaging spells cast against the Time M Mage remain u unchanged.
may lift, manipu
You m ulate or even thhrow gigantic objects with thhe power of yoour mind alone.
The Time M Mage can use h his telekinesis tto physically in
nteract with noon‐sentient objjects up to a MMedium Range away
as a Standaard action – so he could, for e example, flip aa switch from aacross the room m, but he couldd not attempt to use
his telekine esis to ‘hold’ soomeone in placce with an opp posed Force chheck or lift himsself off the gro
ound, since thee
latter two w would both be e sentient targeets.
You may allso use your Te elekinesis to atttack enemies w with weapons or objects (in which case theey become
Improbable e weapons) at up to a medium range away. Such attackss calculate dam mage with yourr MND attributte
instead of ttheir default, aand you do nott suffer penaltiies to your roll s for attemptin ng to use Imprrobable weapo ons
without the e Brawl skill. Remember thatt you must stilll be able to ‘liftt’ an object with a Force roll to use it as an
Improbable e weapon, and d such improvissed attacks usu ually come wit h additional efffects as decideed by the GM (such
a gigantic b boulder havingg Earth Strike o or a storm of fe eathers Blindin g the target).
You prroject a bubblee of liquid timee to intercept a
an oncoming sppell or encapsuulate one of your own, effectiively
sending it iinto the future.
As an Instant action afterr a spell is cast with the Time Mage as the ttarget or caster, you may imm mediately use Delay
Inevitable tto stop the spe ell from resolviing, even if thiss would mean interrupting an enemy’s turn n. At the end o
of the
Time Mage e’s next turn th
he spell ‘goes o off’ as normal.
If the Time Mage (or any other characte ers) are no longer valid targeets when the sppell resolves, ssuch as being
outside of the spell’s rangge, it fails and has no effect.
Delay Ineviitable may affe ect only one sp pell at a time, aand this ability may be used o
once per comb bat.
84
A Tiime Mage at reest tends to staay at rest, and a Time Mage in motion tendds to make his allies nervous..
You may ch hoose to gain eeither the SOS‐‐Slow or SOS‐H Haste propertyy when reduced d to 25% health or less, allow
wing
you to beco ome Slowed, HHasted, or neither, as the situ uation calls forr.
Whenever the character is affected by tthe positive status affect Hasste, he also beecomes immun ne to the statuss
effect Stop p and may perform one skill ccheck each round as an Instannt action fasteer than the eyee can see, regarrdless
of how long it might norm mally take. You u may use this skill check eveen if it would innterrupt an eneemy’s turn, allo
owing
you to perfform feats such h as catching aa bullet with an
n extremely higgh Athletics roll…or just plainn cheat at cardds.
Whenever the Time Mage is afflicted byy the positive sstatus affect Sllow, he becom mes immune to all Knockbackk
effects and d deals an additional three daamage steps w with all spells annd attacks. Likee the cosmos, it sometimes sseems
to take you u millennia to aaccumulate energy…but whe en you do, the result is a specctacular explossion of power.
ability to control the flow of g
Your a gravity and thee dimensions aallows you to peerform feats off strength with
h
nothing bu ut the power off your mind.
The Time M Mage may use his Finesse sco when interacting
ore in place of his Force scoree for all opposeed checks, or w
with objectts – moving, th hrowing, or bre eaking them, and so on.
The Tiime Mage twissts the flow of time and casuaally strolls out of the way of ooncoming bulleets.
Blink may b be used as an IInstant action o on at any timee, even when itt isn’t the Timee Mage’s turn, to
once per sessio
grant the u user an immediate Standard aaction. It also ggrants a +2 bonnus to the Tim me Mage’s AVD until the startt of
their next tturn, due to the sudden disorientating movvement. Since tthis Standard aaction can actu ually interrupt a
foe’s turn, Blink can be fu urther combine ed with Haste to allow for enntire spells to b
be cast during an enemy’s round.
85
The Tiime Mage’s total understand ding over the primal forces thhat drive the unniverse itself alllow him to do the
unthinkablle – stop time. The entire univverse comes to o a quiet halt wwith the Time M Mage at the center of everyth hing,
giving the u user of this gallaxy‐altering m magic a few preecious minutess outside the floow of reality.
Upon takin ng a Standard aaction and spen nding three or more points oof Destiny to usse Cosmic Stan ndstill, the Time
Mage immediately takes a number of aadditional turnss equal to the number of poiints of Destiny spent. They m may
perform an ny abilities, acttions or skill checks they like during this timme, even action ns that may not normally be
performed while in comb bat. Every othe er object and livving thing in thhe galaxy is Stoopped and Stun nned until Cosm mic
Standstill e ends, even if th hey’d normally be immune to o these status eeffects.
Attacks maade and Spells cast during this Epic Ability aare all treated aas Standard Acctions that hap ppen
simultaneo ously; a charactter cannot, forr example, use Cosmic Standsstill, dispel a fo oe’s Reflect staatus and THEN begin
to blast aw way with magic. Characters caannot cast the ‘Hyperdrive’ s pell, land criticcal hits or causse Limit Breakss to
occur durin ng the effects o of Cosmic Stan ndstill, and Hasste does not afffect the number of turns a Time Mage getss
while Cosm mic Standstill iss active. Since o objects don’t vvisually changee on their own during Cosmicc Standstill, thee GM
is not unde er any obligatio on to answer q questions like ‘Is he defeated yet?’ until thee effects of thiss limit ability end.
n awe‐inspiring
With an g ability that leesser mages ca an only dream of, the Time MMage actually ccreates a
dimensiona al vortex that a
allows them to o travel backwa ards through thhe timestreamm.
Upon activvating Rewind aas a Slow actio on for two poin nts of Destiny, tthe character aand his allies ccan travel backwards
in time; the e group will arrive at the sam
me geographic location they’rre currently at,, merely earlier. Because of tthe
imprecise n nature of Rewiind, successful Lore checks are highly recom mmended for llonger leaps baackwards. Such h
checks help p ensure the party winds up in time to intercept the noteeworthy eventss such as coron nations, deaths of
important individuals, or other significaant activities.
Time Mage es have learnedd that the future is stubborn and refuses too change – it caannot be used to ‘re‐do’ events
that happe ened in the mage’s recent past, such as hop ping for a differrent outcome from a decisive battle. Insteaad,
Rewind is b best used to alter events thatt occurred furtther back in thee world’s or paarty’s history, ssuch as saving a PC’s
older sisterr from a myste erious illness du uring their childhood, or stowwing a key to aa jail cell beneaath the cobblesstones
when an im mportant prison was first being constructed d. The GM is thhe ultimate jud
dge of what wo ould be an
acceptable e use of Rewind d.
When the p party has eitheer accomplishe ed or failed to aaccomplish theeir intended go oal, they are reeturned to the
present ‐ th hough generally with noticeaable difference es caused by thheir meddling aand alterationss.
owing preciselyy when and wh
By kno here a major ddisaster will occcur in the futurre, the character is capable of
of
linking the two locations and times via a shuddering p portal. With th e disaster virtuually only seconds away, all
enemies will undoubtedlyy be forced to fflee their fate… …lest they find themselves dissintegrated in a a sudden floodd of
liquid magm ma, or pulled tto the center off an exploding star.
The Time M Mage may now w cast the Doom msday spell forr no associatedd MP cost. Sincce using Catasttrophe often caauses
massive an nd irreversible damage to the e local terrain, most Time Maages suggest ussing it only in tthe direst of
circumstan nces.
86
WAR
RRIO
OR
戦士
Embracing their abilities and constantlyy improving, thhe Warrior has
become a ttrue soldier ‐ thhe kind that legends are born n from. Whethher
they're figh
hting to protecct themselves, to protect others, or just for
r the hell
of it, no maatter where a W
Warrior goes, sstories follow.
Even through the divvinitive powers of magic,
it remains iimpossible to kknow what thee future
holds for th he heroes of ouur time. Some m may start HP Bonus: 18
MP Bonus: 0
or end warrs, seek their foortunes, find reedemption,
ACC Bonus: 3
and discoveer true love in the most unlikkely of
AVD Bonus: 5
places. Ma any Warriors, h
however, believve these Skill Points: 18
fates belon ng to other cha
ampions and no ot to
them; theirr true calling iss as obvious as the Weapons: Blade, Brawl,, Concealed, Hugge, Ranged, Reacch
weapon they grasp in theeir hand. Armor: Light, Mediumm, Heavy, Shield
ds
Whenever Destiny is awaarded to the paarty for
defeating aa Boss or major enemy, the W Warrior
receives on ne additional p
point automaticcally.
ned Warrior leearns to preparre themself for combat at anyy and every oppportunity; accordingly, when
A train n the
time for ba attle arrives, yo
ou are always a
amongst the firrst to strike a bblow.
After obtaining this ability, the characte er may always act in a Pre‐em mptive round o
of combat befoore battle actually
begins. Furrthermore, the e Warrior may make an imme ediate physicall Counterattack whenever th hey take damagge in a
Pre‐Emptivve Round.
87
body is temperred and extrem
Your b mely resistant to o pain, giving yyou the ability to shrug off atttacks and wadde
through ho ordes of enemiees. Until the ad
drenaline fadess, a few nicks aand minor injurries can’t distrract you.
Whenever you would takke damage from m a Critical Hit or a Limit Bre ak caused by aan enemy, you may make an
opposed Fo orce check agaainst your attaccker. If you are
e successful, thhe attack deals no damage an nd has no effecct.
In addition, whenever en nemies outnum mber the Warrior and his con scious allies, yyou may summon reserves off inner
strength to o receive the efffects of Auto‐Regen as an In nstant action. TThis effect lastss until the enemies no longer
outnumber the party.
You have trained to fight no matteer the condition
n your body is in, and indeedd find an inner p
peace throughh
suffering. P Pain just means you’re still allive.
When affliccted with any n negative statuss effect the Waarrior’s damagge is increased by one step ‐ iif an attack waas to
do (PWR x 1) points of daamage, it would now do (PWR x 2) instead, and so on.
Trauma maay be taken up to three timess, increasing th he damage ste p by one each time.
88
There will always bee villains with w
world dominatiion on their miinds ‐ but if theey want the wo orld, they'll havve to
go through h you.
Through th he choice use oof a few taunts as an Instant aaction once peer combat, the Warrior can sttir an enemy in nto a
rage. The target of Provo oke will change e tactics specifically attack thee character forr 4 rounds or u
until the Warrio or is
Unconsciou us/defeated. TThere is no resttriction in how the target cann do this, but aall offensive atttacks must eithher be
directed att the Warrior, o or include the WWarrior amongg the targets. IIf the Warrior ccannot be targgeted or damagged,
the enemy may attack fre eely, but will co
ontinue to go aafter the Warrrior if the oppo ortunity presennts itself.
battle cry can b
Your b be heard for miles around, a powerful shouut that gets youur blood pumping and spurs o on
faltering alllies.
The characcter bellows a loud war cry ass a Slow action n, which grantss the Warrior and all his alliess the effects off
Haste until the end of the e round. Furthermore, all dammage they deaal until the end
d of the round is increased byy one
step. Mad Rush may be u used once per ggame session.
Your sstrikes are so p
powerful that thhey crack whatever crude toool your opponeents use to block with. One h heavy
blow can sp plinter such infferior weaponss as if they werre no more durrable than glasss.
You may m make an oppose ed Force checkk against one adversary as a SStandard actioon or in place o
of a physical
Counteratttack; if successful, all of their equipped weaapons are desttroyed. This ab bility may only be attempted once
per combat and weaponss with the Inde estructible prop perty can’t be broken with th
his attack.
In a flawless displayy of speed, stren
ngth and accurracy, you bringg your blade too bear against each enemy in n turn
and harry ttheir attempts to flee.
By activatin ng Cyclone as aan Instant actioon, your next pphysical attackk will deal half normal damagge but will targget all
enemies w within a Short RRange. Any ene emy who sufferrs damage from m Cyclone mayy not attempt tto Escape com mbat
while the W Warrior remain ns conscious an nd able to batttle.
89
gh the name is unassuming, a
Thoug a Warrior with this ability cann do more thann just block inccoming attackss; they
can cleave spheres of ma agical flame in two, knock asiide arrows in m
mid‐flight, and deflect city‐razzing lasers with h the
rounded sid de of a silver sp
poon.
The Warrio or is always tre
eated as being under the effe ects of the Walll spell, able to block projectiles or slice a saafe
path through a burst of m magic. If the ch
haracter ever shhows a momennt of distress b by willingly and
d intentionally
moving aw way from his tarrget, attemptin ng to create sp
pace between tthem, the effects of Parry are lost until thee end
of combat.
n lives are on th
When he line you mayy stress your w
weapons nearlyy to the breakinng point in ord der to perform
devastating g physical attaacks.
By declarin ng the use of Bo onecrusher as a Slow action once per combbat, your next short‐range atttack will be a
frighteninggly powerful sw wing and treate
ed as an autom matic critical hitt if successful, activating weaapon propertiees and
even activaating limit breaaks if applicable. If the Boneccrusher attack misses or otheerwise deals no o damage, youur
equipped w weapon is imm mediately destrroyed. If the weeapon used is IIndestructible, the Warrior im mmediately suffers
damage eq qual to 50% of his maximum hit points as th he powerful strrike reverberattes throughout his body and
damages him instead, and he is immediately disarmed in whatever way the GM d deems approprriate.
By cleeaving a path thhrough the eneemy group and d raining a haill of blows uponn them, the lasst thing your fo
oes
will ever kn now is a storm of physical desstruction.
Meteorain is a Standard aaction usable o once per sessio on which causees the Warrior to strike each enemy once in
whatever m manner he cho ooses – whethe er this is repressented as a bu rst of sonic energy erupting from the tip off a
sword, a w wild charge thro ough the rankss, simply the firrst of many perrfectly‐executeed strikes. How wever, the Warrrior
may choose to spend anyy amount of De estiny to ampliify the effect.
Each of the ese attacks deaals ((Force + Fin
nesse) x Twice Level) points oof M.ARM or A ARM damage (W Warrior’s choice),
striking all enemies autom matically. After the attack resolves, the Waarrior may choo ose to expend one point of
Destiny in o order to repeaat this process. There is no limmit to the nummber of times th he Warrior may attack in thee same
Standard action by expen nding multiple destiny in this way.
90
WHIT
W TE MA
AGE
E
白魔道士
白
From the m moment their ttraining begins, White Magess are taught to be
peaceful, hhumble, and kin nd. No matter the road that lies ahead of t hem,
these virtues are taught tto be the mostt important things in the worrld.
These defe enders of life are capable of u
using their spellcraft to knit t ogether
wounded fflesh or create glowing defen nsive charms arround their alliies.
Given timee and experiencce, White Magges can cure alm most any ill, raaise the
fallen backk to fighting strength, or even
n create barriers utterly impeervious
to physical damage.
Far more ppatient in deme eanor than thee headstrong, ttemperamentaal
Black Mage e, these dedicaated healers haave given theirr entire life to
working wiith – not maste ering – the pow
wers of Holy.
healer is no eassy feat; all too many White M
Being a battlefield h Mages have waatched their speells fizzle when n their
allies need it most. To thiis end, they have learned metthods to empoower their maggicks by putting g more of
themselvess into their spells.
Whenever a spell would be interrupted d due to a knocckback, limit brreak, critical hiit, or teamwork attack, you m
may
pay the MP P cost for the sspell a second ttime. If you choose to do so yyou may continue casting un ninterrupted annd the
spell is not cancelled.
You have been trained in the use o
of shields in add
dition to your bbasic magical eeducation.
Upon gaining this job ability, the characcter gains acce ess to the Shiel d armor type rregardless of th
heir chosen Job.
91
ng one’s allies alive and kickiing while an arrmy of undead bears rushes ttowards them is a full‐time Jo
Keepin ob;
White Mag ges who like deevoting less tim me to healing –
– or who know they’ll need thhe extra powerr in a pinch – piick up
this ability to give their sppells a little exttra oomph.
Activating Divine Seal takkes a Standard Action; your n next healing sp ell is imbued w with far more p potency than
normal, inccreasing the he ealing it providdes by two step
ps. For examplee, if it was to h heal all allies fo
or (MND x 2) hiit
points, (MN ND x 4) would be restored instead. In addittion, your next t Cure, Cura, Cuuraga, Curaja o or Esuna spell m
may
be cast as aan Instant actio on at any time, even if it isn’tt your turn. Thhis job ability m
may be used on nce per session
n.
White Mage is w
The W welcomed with h open arms wh herever they m may travel, andd their pleas to be heard are
enough to give pause to eeven the coldest hearts – eveen the most vilee of individualss know that W White Mages ha ave
the best intterests of the m
masses at hearrt.
You may ad dd a bonus equ
ual to half of your Healing skill to your Inquuiry and Negotiate skill checkks.
Simplyy by keeping th
heir mind and sspirit pure, thee lifestream conntinues to flow
w into the chara
acter, rejuvena
ating
them with magical energ gies.
The White Mage recovers 25% of their total maximum m magic pointss back passively and the end of each combaat.
Upon partaaking in Travel Rest, the Whitte Mage also regains 100% oof their MP insttead of the norrmal value. If this
ability is taken a second ttime, the White Mage restores 100% of theeir maximum M MP at the end of each encounter
instead.
houlder your friiend’s burden b
You sh and on their brrow, purging alll thoughts of w
by placing a ha weakness from m their
mind with a simple prayeer.
As an Instant action the W White Mage may lay a hand u upon a willing ally within a Short Range and d cleanse themm of
any single n negative status effect. Howeever, the negative effect is appplied to the usser of Sacrificee instead. Sacrifice
automaticaally fails if the u
user is immune e to the status effect in quesstion.
You prefer to smite your foes insttead of makingg a fuss over tinny scrapes, using the full pow
wers of white m
magic
to bring evven the stronge est of evil creattures to their kknees.
All spells an Wind damage now deal one increased step
nd attacks thatt deal Holy or W p of damage; iff such attacks w
were
to inflict (PPWR x 1) pointss of damage, th hey would now w do (PWR x 2)) instead, and sso on.
This ability may be taken up to three tim mes, increasingg the damage step by one eaach time.
92
now that your patient undersstanding and sselflessness isnn’t for nothing; by remaining altruistic and ccalm
You kn
throughout your adventu ures, you leave a lasting imprression that eveen begins to innspire your alliees.
Thanks to tthe character’ss guidance, thee party begins tto discover a sstrength and un nity they didn’t know they haad.
The White Mage can emp power her allie
es by spending 2 points of Deestiny at any time; the characcter and all party
members tthen receive a permanent +1 bonus to any two different aattributes of th heir choice.
Floweers bloom at yo gle of inspiratioon when you paass, and when you actually sspeak
our touch, artissts feel the ting
the benison ns to summon fforth white ma agic to heal someone, they’vve begun to feeel better even b before you’ve
finished channeling magiic. The fact tha at you’re less likke a conduit foor holy magic, aand more like a
an overflowingg
reservoir, a allowing you to
o quickly aid yo
our wounded frriends.
Whenever you begin castting a single‐taarget White Maagic spell on ann ally, your target may instan ntly regain HP eequal
to 25% of yyour maximum m health. This bbonus HP recovvery is grantedd immediately, not when the spell actually
resolves.
Your sstern words of reproach causse even the most evil beasts tto hesitate andd pause in theirr violent advan nce,
feeling the awkward stirrrings of regret. Your admonisshment means they won’t doo anything you wouldn’t apprrove
of….probab bly.
As a Slow aaction you mayy give a good sccolding to the nasty monsterrs intent on rip pping your alliees to shreds. Taarget
one enemyy, then make a Negotiation check opposed by their Finessse check. If succcessful, the taarget is consideered
to be ‘Scold ded’.
A White Mage can also ch hoose to affectt all targets in the targeted G
Group instead o of just a singlee target by taking a
‐4 penalty tto their Negotiation roll, as ggiving non‐speccific talking‐toss are rarely as effective.
Whenever the GM wishes to take an acction with a Sco olded enemy, he must inform m the White M Mage of what th he
monster intends to do – tthis might be tthrough body language (“Thee dragon lungees forward, jaw ws agape, but sseems
to pause ju ust before closing down on yo ou as if searchiing for approvaal to use his Viccious Bite atta ack.”) or througgh
more direcct description. (“The ghast heesitates mid‐inccantation, befoore hissing outt an embarrasssed ‘Er…would d a
Firaga spelll be alright?’””) Then, the Wh hite Mage mayy choose to eitther approve o of the action orr deny it. If the
White Magge informs the GM that action is not okay, tthe monster m may still go thro ough with it…b but suffers from
m the
effects of P Power Break an nd Magic Break until the begginning of its neext turn as thee uncertainty becomes
overwhelm ming. Alternativvely, the monster may insteaad choose any oother spell or aattack it posseesses and use that
with no penalty.
The effectss of Reprimand d last until the end of combatt, and Notoriouus Monsters an nd Bosses mayy expend one p point
of Destiny to end the effe ects of Reprimand and rende er themselves iimmune to furrther uses of th his ability.
GMs may cchoose to grant additional bo onuses to the N Negotiation rolll if it is role‐played especiallyy well.
93
ng into an imm
Tappin mense reservoirr of Holy energ
gy, the White M
Mage becomess a living condu uit for healing
energy. A ssymphony of beeautiful, otherworldly music resonates acrooss the battlefiield, and the W White Mage’s b body
glows with an astral bluee‐white light. Foor a moment, o one might evenn be able to seee a pair of sem
mi‐translucent wings
spreading o outward from the mage’s sho oulders.
Benediction is an Instant action that costs 3 points of Destiny. Uponn use, the HP o of every conscious party mem mber
is instantly returned to m maximum, and all negative staatus effects aree removed. Un nconscious chaaracters are revvived
with 1 hp instead. This Ep pic Ability may be used at anyy time, even w
when it isn’t thee White Mage’’s turn.
Furthermore, Benediction may even be e used when th he White Magee is unconsciou us.
White Mage lea
The W ads a charmed life, avoiding hharm in mundaane, day‐to‐daay activities witth unsurprising
g
alacrity. Th his same quiet p
protection cann also be extend
ded to the Wh ite Mage’s alliies to protect them from
distressing failure.
The White Mage and eacch of their party members maay reroll one skkill check per ssession. Blessed Existence cannot
be used to negate autom matic failures from such things as a Gamblerr’s Bad Luck.
“Lightt shine strong, our woes bego one!”
The characcter gains accesss to the follow wing spell.
Esuna (1 M MP)
Target: Single
Type: Reco overy
Reflectablee
A standard d spell in almosst every healer’’s repertoire, EEsuna fully cleaanses the targeet of all negativve status effeccts,
with the exxception of Unconsciousness and the counttdown caused by the ‘Doomssday’ and ‘Lv.?? Doom’ spells..
Particularlyy powerful maggical effects, su uch as eons‐long Petrificationn, or bloodlinee curses are ou utside the poweers of
this spell. A At the GM’s disscretion, Esunaa may also rem move the ongoiing effects of o other unhelpfu
ul spells, such aas
Melt, Addle e, Time Slip, orr Gravity.
A character at 25% health h or less may ccast this spell aas an Instant acction instead.
94
CH
HAPT
TER III:
I DEFIN
D NING
“It’s not th
GAH
HERO
he net result th
hat matters, it’s the day-to-day
y struggles peo
ople go through
h that makes on
ne’s life importtant.”
- Te
erra Branford
Although h having a name and a Job is a ggreat start for a character, thhis chapter will explore how yyou can furtheer
develop yo our hero’s uniqueness througgh skills and qu uirks – and get some great bo onuses along thhe way.
We’ll start with Shared A Abilities. These are Abilities thhat every charaacter has accesss to regardlesss of their chossen
Job, and fo ollow all the usual rules.
You arre accompanieed in your journ neys by a faithfful animal, succh as a trained dog or a chocoobo, or someth hing
more exotiic such as a you ung cactuar, an n absentmindeed pixie, or a hoorde of mind‐liinked machinees.
An animal companion is aa tagalong creaature that provvides various bbonuses while being small, aggile, or thick‐skkinned
enough to avoid being hu urt in combat. They are versaatile and skilledd, able to follow w simple instructions and relay
information to their owner nonverballyy. The companiion is loyal enoough that it can n never be perrsuaded to act in any
way contraary to the direcct wishes of the e PC. If the ow
wner controllingg an Animal Co ompanion is reduced to 0 HP or
otherwise incapacitated, it will generally not act until its owner has been revived.
Choose two o special trickss from the list b
below to impro ove your Anim al Companion. Throughout tthe game, yourr pet
may learn additional trickks and talents at the GM’s discretion.
Bonded: Booth you and youur companion aree of shared mindd; you have an uunderstanding thhat far exceeds intuition. You reeceive
a +2 bonus tto Nature skill chhecks when your companion is aacting as the moount, and you ass a player can choose to take con ntrol
of your animmal companion in non‐combat siituations.
Flying: The Animal Compannion has wings oor the ability to ssoar under its ow wn power and gaains Flight. Depeending on the
creature’s siize and relative sstrength, they caan carry one or more people alooft when acting as a mount.
Skilled: Thee Animal Companion has a certaain talent that coomes in handy foor its owner – a monkey trainedd in Stealth, for
instance, maakes an ideal picck‐pocketing acccomplice with a b budding Thief. CChoose one skill – once per game session, the player
may grant a bonus 1d6 whe nks to the helpfuul companion lennding a hand/paaw/claw/fin/etc.
en any player rolls this skill, than
Talkative: The Animal Com
T mpanion is capab ble of understanding the same laanguages your ccharacter does, aand can respond d with
sign languagge, meaningful sounds, or body language. Often n, this allows for animal compannions to get inforrmation to and ffrom
NPCs when their owner isn’t around to help p.
Cheer: The companion is oddly comfortingg when things seem dire, and cann provide encouuragement even in the face of
overwhelming adversity. The character gain ns a +4 bonus on n the next roll m ade after suffering a Complicatiion.
Search: Thee Animal Compaanion is constanttly sniffing arounnd for usable iteems. After defeating a Notoriouss Monster or a BBoss, a
character thhat has an Animaal Companion with the Search taalent gains one ffree Item of the GM’s choice, with a value or ussage
appropriate to the character's current Level. This does not reduce any otheer item rewards the character obtains.
Aggressive e: The companioon is able to helpp its master in coombat by spittingg poison, breathhing small boutss of flame, tramppling,
pecking, or oother such abilitties. Smart owne ers take the timee to learn how too fight alongsidee their companio on, aiding one another
to help defeeat even the mosst dangerous of monsters.
When the Aggressive talent is taken, choose e whether the attack will deal A ARM or M.ARM ddamage, and wh hether it will be o
of a
certain elemmental type; Ice, Wind, Thunder,, Earth, Water, o or non‐elementaal. Then choose oone of the follow wing status effeccts;
Berserk, Blinnd, Confuse, Trannsform, Poison, Curse, Sleep, Sto op, or Zombie. TThe attack deals (Owner’s Highesst Attribute x Naature
skill) + 2d6 p
points of damage e automatically. The animal com mpanion’s owne r and the targett may then makee opposed rolls –– if the
player wins, the target is affflicted with the cchosen status efffect for one rouund.
Commandin ng your animal co ompanion to perform the attackk is a standard aaction usable oncce per combat. If this trick is takken
additional times you may co onstruct more tyypes of attacks to add to your peet’s arsenal, butt it may still onlyy be commanded d to
attack once per combat.
Rejuvenatiing: The creaturre is able to assisst the party by bbolstering their sspirits with an am musing display, by using a small
amount of w white magic, or just calling out w
with encouragingg noises. You maay command youur companion to o use this healing
power as a SStandard action once each comb bat; it removes o one negative staatus effect and rrestores (Owner’’s Highest Attribbute x
Half Nature skill) + 2d6 poinnts of HP or MP, chosen when th his talent is takenn, to one target of your choice.
95
Most people never rrealize how valluable a strateggically bent pieece of wire is uuntil they’re sta
aring at the insside of
a locked prrison door. In kkeeping with thhis philosophy, you have an oodd or an end ffor every situattion.
You can ‘co onjure up’ mun ndane items, no questions assked, provided said items aree small enough h for your charaacter
to be carryying around. Evven if they have e no logical reaason to be hauuling around arrmor polish, teen feet of rope or
invisible ink, the rest of the party can re
est assured it’ll be there wheen they need itt the most. Theese items grantt no
inherent bo onus to skill ch
hecks, cannot b
be sold or equipped as Armo r, and are all trreated as imprrobable weapo ons if
used in com mbat, but just having such ite
ems can often turn Godlike oor Impossible cchecks into som mething more
manageable.
an sprint acrosss the surface o
You ca of water and ba alance on the bblade of a swoord.
This multip purpose shared d ability allows for almost com
mplete freedo m of movement, ignoring graavity and physsics for
sheer mobility. Your charracter no longe er takes damagge from jumpinng or falling, no o matter the distance (witho out
this ability,, falling from a Medium Rangge causes the ccharacter to ta ke 50% of their maximum HP P in damage, and a
Long Range e is immediate e unconsciousn ness). You also gain a +2 bonuus to Athletics skill checks, heelping you
(eventuallyy!) run directly up sheer, verttical cliffs, or le
eap from fallingg object to falling object even if they’re
hundreds o of feet apart.
You’ree capable of ta
aking out walls,, objects, anythhing that gets in your way.
When makking a Force che eck specificallyy to destroy an
n object or equ ipment (and n not as part of a resistance roll to
avoid a status effect or siimilar), the chaaracter always receives a +4 bbonus to their roll.
She slammed her foo ot into the gro
ound hard enou ugh that a loosse floorboard w
was knocked uppward, intercep pting
all three off the deadly pro ojectiles in mid
d‐flight, accompanied by a saatisfying soundd of thunk‐thun
nk‐thunk. By th
he
time the m makeshift shield
d landed uncereemoniously on the ground, thhe would‐be asssassin had alrready turned ta ail and
fled.
Once per session as an In nstant action, eeven when it issn’t your turn, you may descrribe a combat stunt your chaaracter
performs that would aid you or an ally in avoiding dam mage from an attack. Doing so grants a +2 bonus to one
target’s AV VD for one attack.
“Stick with me, kid.. I grew up in sslums just like tthis…”
Some indivviduals have ho oned their skills and combat capabilities in one particularr environment,, whether from m
simple fam miliarity or some other reason n entirely. Upon taking Favorred Terrain, cho oose one of th he following eleeven
locales; Plaains, Town, Forrest, Mountain ns, Desert, Swamp, Water, Unnderground, Sn now, Lava, or C Cosmic. The
character rreceives a +2 bonus to all skill checks, oppo osed rolls and aattack rolls while in this envirronment.
96
Many mages a magic is more usseful – the desstructive powerr of Black, the
argue over whiich school of m
peerless su upport of Whitee, the unique in
ntensities of Bllue, or the indisspensable mannipulation of Ti
Time. But all ag
gree
on one poin nt ‐ that none can compare tto the near‐limitless potentia l of Summoninng.
You possesss a supernaturral pact with a Summoned crreature ‐ it migght have taken the party und der its wing for
reasons un nknown, or manifest due to b being spirituallyy tied to an agees‐old memennto in the charaacter’s possesssion,
or anythingg else the playe er can dream u
up! The Esper cchosen by Gra nd Summonerr may be a Partty Esper or an
Individual Esper, a decision made by th he character when taking thiss ability – see pp.114 for moree information o on the
difference. A character m must be level 4
4+ to pick a Rannk 2 Esper to aaccompany theem, level 8+ to choose a Rankk 3
creature, and level 12+ to o obtain a Rank 4 Esper.
This ability may be taken multiple timess, gaining an additional Espe r as an ally eacch time.
ame from a lifee of luxury, or p
Maybe you ca perhaps you juust possess an iitem handed d down througho out the
generation ns. Either way, you have a cerrtain treasure tthat serves as aa keepsake froom your upbrin nging.
The characcter gains any w weapon, armor, shield, comp ponent or graftt with a Tier eqqual to (Half Leevel + 1), for no
o
associated cost. For exam mple, a level 1 ccharacter migh ht own a Tier 22 sword passed d down from faather to daugh hter. A
level 9 character might find themselvess in sudden posssession of a TTier 5 bejeweleed neckpiece, b bequeathed un nto
them to paay for old gamb bling debts.
Heirloom ccannot grant a character Tier 8 equipment.
97
There’s just so
ome things you u won’t stand ffor.
When you take this share ed ability, workk with your GMM to come up w with a few diffeerent scenario os that would in
nvoke
feelings of extreme anger or fear in you ur character – ssuch as someoone striking a cchild, the preseence of a poweerful
demon, your Special Vehicle being attacked, or an enemy using thatt nickname you loathe so mu uch. Once during
each game e session in which one of thesse outlined sce enarios occurs,, your characteer may respond d by using any Limit
Break theyy know as a Standard action o on their turn. TThey may activ ate this uniquee move regardless of their cu urrent
hit points aand without sp pending Destinyy.
If your character is a natu urally furious sort, the eventss that drive theem over the ed dge would have to be
appropriately more extre eme, such as th he death of a ccompanion or aa bad guy layin ng a hand on a family membeer
And finally,, if the charactter doesn’t actually have a Lim mit Break wheen this job ability triggers, theey may choosee to
gain the effects of Auto‐H Haste for one rround and a +4 4 bonus to theiir next roll insttead.
GMs are en ncouraged to w watch out for sscenarios that ccould be triggeered by the chaaracter’s comp panions, allowiing
the charactter to use staggeringly‐powe erful Limit Breaaks whenever itt would be app propriate.
“Onion Knight” is a title besstowed on thosse heroes who ffight for what is right despitee the many settbacks
of the worlld; poverty, desspair, failure. In this way such h heroes get too know who thhey truly are. Soo the saying go oes,
they “peel away each layyer, crying all th he way.” Althoough it might nnot sound like ssomething to a aspire to, for m
many,
becoming a an Onion Knighht isn’t a choicee. These are th
he individuals w who have yet too decide their ffuture; squiress,
children an nd normal peop ple sucked into o a world of dan nger against thheir wishes. Buut by dabbling in many differrent
jobs, they ccan eventually forge their ow wn unique path.
Whenever the character defeats a Bosss‐type enemy, they may perfform a Job Change without any associated ccost
(normally, a Job Change rrequires 3 poin nts of Destiny tto be spent).
ossess a reperttoire of useful abilities and ta
You po alents, known ffor great proficciency in one oor more fields o of
study, syntthesis, or even simply a naturral flair for the physical.
Upon takin ditional 5 skill ppoints to distriibute anywherre she sees fit. Skill
ng this ability, tthe character rreceives an add
points do n not have to be spent immediately. Furtherm more, the max imum numberr of points you can have in an ny skill
is now limited by your (Fiinesse + 3) insttead of your (FFinesse + 1).
This ability may be taken multiple timess, granting 5 ad dditional skill ppoints and incrreasing the capp by two each ttime.
not easy being this popular, you know. Hang
“It’s n g on to somethhing,” the gammbler shouted frfrom the helm o of the
airship, turrning the wood den wheel hard d to one side. TThe engines roaared loud enouugh you could sswear the
floorboardss were almost shaking loose as the sails cattch the wind annd the ship beggins a hard verrtical climb…
The characcter is the prou ud owner of an airship, land vvehicle, drillingg machine, cybernetic armor system or the like,
which allow ws for speed and/or maneuvverability across different typpes of terrain. TThough there aare exceptions, the
vehicle is ggenerally big en nough to carry the character and his entire party, plus on ne or two extraa comfortably. Work
with your G GM to describee a vehicle andd define whether it is designeed to travel excclusively on lan
nd, sail across w
water,
98
soar through the air, dig through rock and stone, or travel beneath the ocean waves. Then, choose two extra
properties from the list below that your vehicle possesses.
If forced into a combat situation, a Special Vehicle has the same ARM and MARM values as the character that took
the ability, and 50% of that character’s maximum hit points. Enemies can still target the pilot of the vehicle, but at
a ‐4 penalty to hit due to their added speed and protection granted by the vessel. When a Special Vehicle is
reduced to 0 hit points it is unable to function (and often crashes), and can only be repaired after a sufficient
amount of time has passed with a Synthesis (Tinkering) or Systems skill at an appropriate difficulty. The GM may
even rule this repair requires special parts.
Although your special vehicle only begins play with two of the qualities from the list below, you may obtain more
as the game progresses – finding or purchasing new parts, getting a tune‐up or a nifty paint job through an
appropriately high skill check, and so on. This is always at the GM’s discretion.
Superior Handling: This unique quality may be taken multiple times, and should be considered a key attribute to consider when
building your ride. Superior Handling grants the pilot a +2 bonus to their Vehicles skill check, and this special property helps a
vehicle go from slow and steady to blazingly fast and maneuverable.
Power Source: The vehicle is powered by a unique or renewable power source and is entirely self‐sufficient. Whether it be
through hot air, solar power, sheer willpower or a Crystal core, the vehicle never needs to land and/or refuel.
Smuggler’s Hold: The vehicle is outfitted with hidden compartments, granting all characters a +6 bonus to Stealth checks to
hide objects or people (or themselves) aboard it.
Iconic: This quality represents your vehicle is associated with certain connotations, and provide a +2 bonus on Negotiation rolls
in which the image would be an asset ‐ whether you're a state senator making a grand entrance, or raising the pirate flag high,
your vehicle helps achieve the desired effect. Iconic can be taken more than once, increasing the bonus by +2 each time.
Unorthodox Travel: It's a fact of life ‐ airships can't usually sprout wheels, and motorcycles have trouble running in waist‐deep
sand or water. This vehicular feature puts a stop to that; choose an additional movement type (land, sea, air, or underground);
the vehicle can travel just as well in these conditions as it does normally. For example, an airship could drill through the earth’s
crust or sink beneath the sea.
Magic Touch: No other user than the initial owner is capable of utilizing the vehicle. Whether this is a case of security
precautions or simply "Nobody else can fly this baby but ME!" is entirely up to the player.
Good Night’s Sleep: The Special Vehicle has resting quarters or perhaps even a team of White Mages on standby to heal the
party’s wounds. While aboard the vehicle, the party may take a Full Rest at any time.
Stealthy: The Special Vehicle can shrink down to fit inside a pocket, activate cloaking devices to become invisible, produce
clouds of billowing smoke or hydrophobic adhesive to mask an area, or it might simply masquerades as a stationary structure in
plain sight. A Stealthy Special Vehicle can grant the Invisible status to itself and everyone aboard until it takes damage, at which
point the benefits are lost. This can only be used once per session as a Standard action by the vessel’s driver.
Weapon Systems: The vehicle is affixed with turrets, gigantic drills, cannons, world‐destroying lasers or the like. The passengers
of the Special Vehicle may use these weapon systems to attack whilst in the vehicle, using their standard accuracy rolls. Weapon
Systems deal (DEX x Half Level) points of physical ARM damage to all enemy targets within a Short Range, or M.ARM based Fire,
Lightning, or non‐elemental damage to one enemy at up to a Long Range away, chosen when the Weapon Systems are first
installed. Weapons Systems do double damage against other Special Vehicles. They may also have other additional features
determined at the time of creation, such as being gigantic harpoon guns that allow passengers from your Special Vehicle to
board an enemy ship. These Weapon Systems can never fire of their own accord – they must always be manned stations.
Space Travel: The vehicle may now add one additional movement type to its repertoire, able to carry its passengers safely out
into the darkness of space. It also comes equipped with a handful of special suits that allow heroes to move and breathe in low‐
gravity, atmosphere‐free locations. Be warned; exploring the cosmos is one of the more dangerous things an aspiring hero
could possibly do. Colonies of horrific beasts have often settled on the moon, and even worse things drift aimlessly waiting for
prey.
Indestructible: The vehicle is nigh unbreakable, reinforced with special materials and carefully protected from harm. Magic and
heavy weaponry barely even scratch the paint, and it could descend into an active volcano with no ill effects. In combat, the
vehicle receives double the standard ARM and MARM values and if it is ever reduced to 0 hit points, the special vehicle is only
rendered inoperational for the remainder of the game session. Unless it also possesses the Power Source feature, however, the
vehicle still could run out of fuel.
Throttle: Your vehicle is loaded with a special fuel source that you can ignite for a boost of speed, or you just know how to
temporarily kick the engine into high gear when it matters most. You can declare that you’re using the Throttle perk once per
game session to immediately give every PC aboard the vessel an additional turn.
Fortress: A ‘Fortress’ vessel is often an imperial dreadnaught airship or something as extravagant as a floating island. This
provides several bonuses; First, the vessel can now hold a nearly unlimited number of passengers. Secondly, individuals outside
the Special Vehicle can no longer target anyone inside.
99
Finally, when a Fortress is re
educed to 0 hit ppoint, it remainss operational andd does not crashh. Being damageed in this way insstead
merely allowws the attackers inside, where th hey can potentiaally disable the vvessel by taking out the enginess or simply attacking
the PCs.
At the GM’s discretion, takinng a vehicle withh Fortress qualitty often providess a loyal crew off buccaneers, myystics, scientists,
other individualss capable of help
soldiers, or o ping keep the thhing operational .
haracter has deeveloped a nattural immunityy to certain staatus effects. Whhether the resiistance is from a
The ch
supernaturral boon, causeed by prolonged exposure, seelf‐taught vigilaance or somethhing else entireely varies.
Choose two o of the follow
wing status effe
ects ‐ Berserk, B
Blind, Charm, CConfuse, Cursee, Fear, Petrify, Poison, Seal, SSleep,
Slow, Stop,, Stun, Transform or Zombie ‐‐ the characterr is permanenttly Immune to their effects. TThis resistance will
often exten nd past the obvious combat benefits and in nto other facetts of the characcter’s life; for eexample, a
character w who is Immune e to Poison cann chomp down some toxic su bstances witho out ill effects, and is forever
unable to b become intoxiccated. A fearless character is quick to devellop a local reputation.
100
Have you travelled aa great distancce to a strange land where yoour species is uunknown, or do o you even know
who your p parents were? A Are you the lasst of your kind of the first of m
many? Were yyou once a persson before a
mystical tra ansformation?? These are thee questions on eeveryone’s lipss as they see yoou pass, but th he real query iss
always the first one that springs to theiir mind; What A ARE you?
Choose fro om one of the ffollowing speciies; Aerial, Amorph, Arcana, A Aquan, Beast, Construct, Draagon, Fiend, In nsect,
Plant, or Undead. You are e considered to o be a member of that speciees instead of H Humanoid. Theen, choose onee
attribute and grant it a pe ermanent +2 b bonus to represent your speccies’ unnatural strength, beauty, grace, inteellect,
vitality, et ccetera. Although you don’t a automatically gget any of the oother major racial features o of the species –– such
as the Auto o‐Zombie statu us possessed by all Undead o or Flight for beiing an Aerial crreature – a goo od GM will also o try
to work witth their playerrs to establish aany other mino or benefits or ddownsides thiss might impart. This might include
the charactter no longer n needing to eat or drink, becoming a strict c arnivore, gainiing the ability tto hover, theirr
Swimming skill not being limited by the eir Finesse scorre, allowing thee PC to treat a specific Abilityy as if it was on
n their
Job’s list, eet cetera. This racial change aalso means you u no longer sufffer from the rracial vulnerab bility to Shadow w
damage that comes with being a Humaanoid.
Alternative ely, you may ch hoose to remaiin as the same species, simplly much larger or smaller thaan the average
citizen.
A tiny charracter is usuallyy less than thre ee feet in height, standing eyye‐to‐eye with a Moogle or p possibly even h having
to look up to one. They ggain a permane ent +1 bonus to o their AVD scoore, a +2 bonus to Stealth, an nd a
+1 bonus to all Force or FFinesse rolls wh here his or herr size could posssibly be advanntageous.
A huge chaaracter usually hovers around d the 12‐foot mmark, and has ddifficulty usingg standard
mounts, ve ehicles, and eve en fitting throu
ugh most doorrways. They ga in a permanen nt +2
bonus to th heir PWR and R RES attributes,, but will foreve er suffer from a ‐1 penalty to
o
their AVD sscore. This job ability can be taken multiple e times.
ne can swing a stick, but learning to take on
Anyon n the armies off the empire
or a horrific beast with th
hat same stick takes considerrable time and dedication.
You gain acccess to two ad dditional Weap pon categoriess or one additioonal Armor
Category excluding shield d (so Light, Medium or Heavyy) regardless off your Job.
101
SKILLS
"You think your skills will save you against me? Allow me to shatter your illusions of grandeur."
- Amarant Coral
Skills are highly important – they allow your character to act innocent under scrutiny, leap and scurry across
rooftops and through hidden back alleys, know when to hold ‘em and when to fold ‘em, ride a chocobo and a
multitude of other things. Whether you intend for your character to spend his time managing the finances of a
troupe of Moogle Entertainers, or piloting an airship with the other kind of troops hot on your proverbial heels,
your skills will be what make the difference between success and failure.
The maximum number of points you may have in any skill is equal to your Finesse stat, plus one. A character
with 6 Finesse, for example, could therefore have skills at a +7 bonus but not higher.
Characters receive two skill points at each level up. At the start of the game, a newly created character receives
the number of skill points listed in their Job description.
Task Difficulty
When a skill check is required, the GM assigns the task a difficulty from ‘Elementary’ to ‘Impossible,’ and informs
the player. The player, now knowing his target number of the skill check, rolls 2d6 and adds their appropriate skill;
if the result is equal to or higher than the task difficulty, the player’s character succeeds. Job abilities, equipment
and other factors can sometimes cause such skill checks to gain a bonus or penalty to the roll, and the nine
standard difficulty values are as follows;
Elementary (5); spot a Dragon amongst a crowd of panicking people, get directions to the nearest town.
Easy (7); create a rudimentary shelter in the wild, pocket an apple in a crowded marketplace.
Moderate (9); pick an average lock, see the Tonberry hidden in the shadows, lie to an imperial guard.
Challenging (11); cook a meal for a royal family, disarm an ancient trap, climb a high stone wall.
Impressive (14); drive a motorcycle across a collapsing bridge, slip out of a pair of locked manacles.
Heroic (17); pilot an airship through a hurricane with both engines on fire, find a cactuar needle in a haystack.
Supreme (20); swim up a waterfall, memorize every word in a massive tome, catch a blade with your bare hands.
Godlike (25); catch a bullet with your bare hands, successfully challenge your arch‐nemesis to a dance‐off.
Impossible (30); collapse a fifty‐story building by ‘putting your back into it,’ leap from snowflake to snowflake as
they fall.
Complications
No situation is ever so bad it can’t possibly get worse.
When a hero rolls 2d6 for a skill check and gets a pair of natural 1s as his result, this creates a Complication. Not
only does the initial skill check not solve the problem regardless of what the total roll result would have been, but
the character now finds him or herself dealing with a new, unexpected problem. They might be secondary issues
that must be resolved for the group to succeed, or they might completely change the focus of the skill check.
102
Because th
he roll must natturally result in
n a pair of 1s, aa clever Gambller manipulatin
ng dice cannott force
complicatio
ons to occur.
Here are so
ome further (and less horrifyying) examples..
One‐Eyed d Jack has disg
guised himself a as an imperial solider and is ttrying to pick tthe lock on a prrison cell to geet his
friends freee, and the GM rules that this is a Challenginng task. This mmeans Jack has to roll 11 or beetter on his Thievery
skill. Norm
mally this would
d be no problem m for the mastter thief, but a pair of 1s on hhis roll means tthe situation ha as just
gotten more complicateed. The GM tellls Jack that in the middle of hhis attempt he hears a set of f footprints com ming,
and pockkets the picks ju
ust in time befoore a pair of so
oldiers show upp. They tell Jack it’s time for aa shift change, and
now Jack has to use Neg gotiate to convvince them otherwise and gett a few more m minutes with th he lock. Just likke the
previous chheck, the GM sstates that thiss will be a Challlenging task foor Jack, made m moreso by the ffact that socia al skills
aren’tt his strong suitt!
If the GM aallows it, the fo
ollow‐up skill check caused by a Complicati on can be mad de by the unluccky PC’s allies
instead. Fo
or example, a complication on n a Synthesis skill check mighht mean that th
he crafter is m
missing a few vittal
components, and a Merccantile check att the same diffficulty would bbe needed to trrack them dow wn. There’s no
reason the crafter can’t sstay behind and d work while someone else hheads to the m market to wheeel and deal.
In a moree modern Final Fantasy gamee, Devi and Kelllos are racing ddown a metroppolis highway iin hot pursuit o of an
armoreed car. Devi is d
driving and rollls his Vehicles ccheck to try annd catch up, buut gets a Comp
plication. The G
GM
announcees that their ta arget takes a hard right and g goes out of sighht, turning intoo oncoming traaffic. Now a sim
mple
chase haas become far more dangerous for the hero oes, and the GM M requests thaat Devi use his A
Awareness skiill to
keep ann eye on the caar they’re chasiing. Kellos announces that hee’s the more obbservant of thee duo and he’ll l be
keeping
g a lookout for their quarry
instead. AAlthough Kelloss rolls well, he,
too, gets a Complication. He’s so
focused on n his goal that he completelyy
misses thee vehicle that ccomes up from
behind an nd rams them, sending their
sports carr smashing into o the side of a
building. DDevi is barely cconscious from
the crash, but isn’t too ddazed to noticee
d pooling underneath them;
the liquid
they have only seconds tto Escape from m
before it goes u
the car b up in flames.
103
The Big List of Skills
Don’t assume that the following few pages include every possible skill out there. Rather, this is just a sampling of
standard adventuring aptitudes that have served many leading men and women well over the years. If you decide
you want a skill that doesn’t appear on this list, just go ahead and add it to your character sheet with GM
permission.
Without further ado….
Athletics
The ability to climb, tumble, jump, balance, and take falls. A character with this skill has refined their coordination,
balance and flexibility to the point of being able to execute complex acrobatic maneuvers as if they were second
nature. On a successful skill check you can perform a difficult feat of agility, such as leaping through a two‐foot‐
square window without hurting yourself, scaling a vertical surface, or sliding down a thin cable just in time to crash
a wedding.
Acting
A character with this skill has the ability to lie, fake emotions and devise new personalities. With a successful skill
check the character may attempt to use Acting to deceive, improvise, keep one hell of a poker face, or just rattle
off a steady stream of bald‐face lies.
Acting also covers the ability for a character to assume a new appearance through a disguise, ranging from a simple
change of clothing to a full‐blown transformation.
Awareness
Characters with this skill possess a certain sixth sense when it comes to spotting potential dangers or noticing when
something isn’t quite right – whether in the form of a con‐man attempting to swindle the party with counterfeit
Elixirs, or a dozen slavering beasts waiting in ambush around the corner. Awareness is one of those skills that sees
a lot of use, so it’s generally wise to invest at least a few points into it.
Escape
Everyone gets caught sometimes ‐‐ for this reason, the ability to slip out of a tight bind can prove to be a valuable
asset. A character with this skill can worm his way out of rope, manacles, or grapples, get out from the inside of a
locked safe, crawl from the wreckage of a crash landing, have the good fortune to leap through a second‐story
window and land safely on a passing carriage, or take advantage of a brief distraction to vanish mysteriously into
thin air. Although a failure simply means a character is forced to remain where they are, a Complication can just as
easily result in injury, tangled bonds, or suspicious captors checking in to see what all the banging around is about…
This skill also allows characters to flee from combat if faced with overwhelming odds, and it’s recommended that
fledgling adventurers expend a few points to raise up this skill. (See p.148 for more information about Running
Away in combat.)
104
Healing
A character with this skill knows enough about the body and its workings to diagnose and treat most kinds of
sickness and injury. Failure in either could have drastic consequences for the patient. It also doubles as a helpful
tool in allowing an injured party to get a better night’s rest in adverse conditions, or popping joints back into place
in the thick of battle. Complications that arise during Healing checks are rarely pleasant things.
Inquiry
Whether it’s the location of an ancient tomb, an obscure local legend, or just the address of the nearest inn,
characters with the Inquiry skill are adept of digging up the information they need as quickly and painlessly as
possible. The amount of time taken for an inquiring search can vary between a few minutes and several long days
or more, depending on the breadth of resources available to the character. A failure simply means the character
has not been able to locate the information; a Complication may indicate the character has stumbled into serious
trouble during the course of searching. Wherever there’s a good mystery, there are undoubtedly people who want
it to stay that way.
Language
A character can understand and communicate in various different languages; at lower levels, fluently enough to
converse with others, at higher levels with the proficiency of a skilled orator and writer. All characters can generally
speak their own racial language as well as the standard language spoken the world over (if such a thing exists), but
whenever the PCs encounter a language they’ve never heard before, Language is rolled to determine which of the
PCs – if any – are fluent in it! Once a character encounters a new language and rolls this skill, success or failure
permanently determines if they’ll have the language in their repertoire for future game sessions.
Following is a short list of languages that may appear in your world, as well as an approximate difficulty for the
associated Language check.
Ancient (Heroic): The spoken or written tongues of the world’s precursor races, sometimes known as Lufenian or
Lefenish. Ancient languages see very little usage in the world’s day‐to‐day affairs, particularly in their spoken
forms; these are usually the domain of scholars and adventurers canny enough to realize that sooner or later
everything comes down to mysteriously‐inscribed slabs and relics.
Bhasa Mithra (Challenging): The Mithran/Viera language is constructed around a relatively limited set of words,
placing heavy emphasis on prefixes and context instead. The flowery, flowing language is learned by instinct, not
social saturation. This causes the dialect to be hard to learn and follow as it does not have roots in any other
language.
Common Tongue (Moderate): The standard Human – or ‘Hume’ – tongue, lingua franca on most continents. Most,
if not all, adventurers will be fluent in this language to one degree or another.
Elvaan (Impressive): Complex and florid, Elvaan has its roots in antiquity. Like all other aspects of Elvaan culture, it
is a source of racial pride and jealously guarded against dilution from outside sources.
Galkan (Challenging)): Few Galka are capable of speaking their blunt, unsentimental native language, let alone
writing it; adventurers are most likely to encounter it in ancient, Galkan‐built structures and on racial artifacts.
Mogri (Impressive): The language used by the Moogle race. Though most non‐Moogles may wonder how much
communication can be achieved solely using the word ‘Kupo’, Mogri is surprisingly subtle; though untrained
listeners will only hear that one word, those fluent in the language know it's all about slight variations. Few non‐
Moogles are fluent in this speech.
105
Monster Talk (Heroic): Used to communicate with beasts and intelligent creatures that cannot utilize Common
Tongue, this language is typically non‐verbal in nature. Though scholars would balk at calling the resulting
collection of grunts, growls and posturing a ‘language’, there is considerable study involved in mastering it.
Lajargon (Moderate): Used by the enigmatic little folk, this language sees great use in the scholarly world due to
the vast amounts of lost magical artifacts and rune‐embedded treasure that is unearthed.
Planar (Supreme): This is used by the strange creatures that traverse the wholly‐magical planes, such as The Void
or the dreams of the Gods themselves. How any mortal would know how to speak this remains a mystery.
Binary (Heroic): Binary is a language of zeros and ones, usually written, but can be spoken with a crude vocal
processor that emits boops and bleeps. Androids may have attempted to pass the language on to others, but it
ultimately remains nigh‐impossible to follow in conversation to all but the most practiced listeners.
Lore
Skills which cover a character's understanding of a particular concept or area, abstract or not – facts, figures, and
essential information relating to a subject the character has studied in at least some detail. Better skill checks mean
the GM can provide more quality, quantity, and detail in terms of information granted, but you cannot make
multiple Lore checks regarding the same bit of information; you either know or you don’t. A GM might make Lore
checks privately, and a Complication represents the information you receive is probably incorrect as opposed to
simply a 'I don't know.' Learning that this particular species of Dragon is not dangerous to people with a failed Lore
roll may be an awkward situation for your party to find itself in....
Lore (General): Detailed knowledge of the world the characters live in; geography of a particular area, major
landmarks and guilds, current events and local customs.
Lore (History): General knowledge of key events in history, including dates, personalities, and other minutiae. Also
includes popular mythology, ranging from ancient sagas to contemporary 'urban legends'
Lore (Monsters): What is a Malboro's preferred food source? Just how fast does a Cactuar actually run? A
character with Monster Lore is a treasure trove of facts and trivia on the planet's inhuman inhabitants.
Lore (Magic): A primer on all forms and colors of magic, of both ancient and current varieties. Also includes
knowledge regarding Espers, such the histories, strengths, weaknesses and personalities of the Esper society, as
well as routes and passages taken on a summoner's pilgrimage and the like. This does not cover the exact
properties of magical items, which is instead handled by the Mercantile skill below.
Mercantile
A character with the Mercantile skill knows her way around buying cheap and selling high, making a profit
wherever people are to be found, and obtaining anything the group might need. They can pawn long‐forgotten
family heirlooms back to the family in question, or discover the potential magical properties of a jewel‐encrusted
sword. They might travel the world filling their pockets with coins, or this might simply be residue know‐how from
growing up in the streets.
A successful skill check can be used to locate a particular piece of equipment, haggle a price with a reluctant dealer,
or contact a shady, black‐market vendor. A character with Mercantile will have a good eye for details and can easily
appraise items of mundane value to determine their true worth and authenticity. Finally, this skill allows players to
determine the exact magical properties of a given item, at a difficulty determined by the GM on a case‐by‐case
basis.
Nature
A character with this skill is able to locate drinking water, forage food and avoid natural hazards that could easily
take the life of a less‐experienced traveler, and have an instinctual rapport with the natural creatures of the world.
106
Nature is ro
olled when the e character wisshes to ride a C
Chocobo or pe rhaps even a D Dragon, use lan
ndmarks to findd
their way in hostile territory, follow the
e tracks of an e
enemy or conceeal their own, convince the m marquis’ viciou
us
pets that you’re a friend and there’s no o need for the ssnarling and biiting, or even d
direct the temp
per of those veery
same pets on their beloved owner.
If the charaacter is foragin
ng for an entire
e group out in tthe wild insteaad of just tryingg to sustain heerself, the difficculty
is generallyy increased.
A character with this skilll trying to win over an animal in combat is rrarely ever lesss than a Slow aaction.
Negotiattion
The fine art of getting your way. A charracter with thiss skill can use ttheir powers off persuasion too do anything ffrom
bartering for an item to cconvincing thatt troublesome Captain of thee Guard that, n no, they really
mperial sympathizer, thank yyou all the sam
aren’t an Im me. This skill covvers everything from
seduction tto intimidation n to begging for your life...and, like Awarenness and Escapee, is
generally aa good skill to h
have at your disposal.
Perform
m
A character with this skilll can express h herself in a mulltitude of wayss – song, dancee, playing almo ost
every instrument ever cre eated, giving rousing speeches, or just haviing a reverence‐worthy stagee
presence. G Generally, this skill is utilized by Entertainers – miming, d ancing and sin nging are a big
part of their repertoire – but music as aa form of enterrtainment is coommon in mosst worlds, and
many inns and pubs often include a piaano where wan ndering musicaally‐minded advventurers can
tickle the ivvories and makke a few gil. A character with h this skill can ttune a violin, kknow the propeer
time to stage dive, and be able to transsition fluidly fro om a waltz from m a gavotte without stepping
on the arch hduke’s toes in
n the process.
Scavenge
e
With this hhandy skill, a ch
haracter can usse bits and piecces of defeatedd enemies to aacquire Compoonents for craffting,
aiding in th
he construction n of everythingg from weapon Notorious Monsters
ns to food. Scavvenge can onlyy be used on N
or Bosses tthat the party hhas defeated, aand may only b be attempted oonce per charaacter regardlesss if the roll waas a
success or failure. Note that this isn’t always as straigghtforward as j ust grabbing b
bones and fanggs and scales; aa
blacksmith could stumble e across a rare vein of ore in the lair of an uundead dragon
n, and a botaniist could find uuse for
the moss ggrowing on the back of a centturies‐old Adam mantoise.
n the party disccovers something they know possesses valu
A Complicaation on a Scavvenge skill checck might mean ue,
ering evil presence or be nearr‐impossible too transport. Taking the item m
but might ccontain a linge might even earn the
PCs some ffurther enemie es, such as angry environmen ntalists calling tthe heroes ‘po
oachers,’ or perhaps even a b
band
of rough‐annd‐tumble thugs who are anggered the grou up wound up w with the treasuure they’ve beeen after.
107
Stealth
This Skill gives the character a basic understanding of subterfuge, allowing him to secrete himself in darkened
corners to escape detection and sneak around without arousing too much suspicion. It’s rolled to hide objects
upon your person or tucked discreetly away in hidden alcoves, and for impressive sleight‐of‐hand tricks and the
like. If you attack an opponent who doesn’t know that you’re there, you’re almost always entitled to a pre‐emptive
combat round.
Swimming
A character with this skill has the training to float, swim and dive, as well as hold their breath underwater for far
longer than most people. Skill checks are required if a character is attempting to reach a particular location
underwater, to stay afloat in rough current or for long periods of time, as well as for actions undertaken while
underwater. (See p.171 for rules regarding holding one’s breath and drowning.)
Synthesis
A character with this skill can create items of varying size and complexity from scratch using a wide range of
materials and methods, as well as repairing damaged equipment.
A successful Synthesis check will successfully create an item for 50% of the normal market price. A failure means
that no item is created but the gil is used up in the attempt. Characters can sell newly‐crafted stuff items for 100%
of the normal price when in major cities, allowing enterprising individuals to actually make a living and a profit with
their trade. This is subject to GM discretion, and players should be aware that the prices fluctuate in some areas
due to factors such as distrust of the character, prohibited goods, competition, and more.
Such crafting is specific to a type of manufacture, the most prominent of which are as follows;
Synthesize (Alchemy): Through their intimate knowledge of the reactions of compounds, a character with this skill
can attempt to brew up (and blow up) a wide variety of useful mixtures and potions known as Consumables.
Synthesize (Armor): This synthesis skill allows the user to create, reinforce, and repair all defensive equipment,
ranging from full‐plate suits of armor to elegant gowns or heavy shields.
Synthesize (Cooking): Though some may question the value of haute cuisine in adventuring life, they're liable to
change their tune when the only alternative is another week's worth of dried meat. A character with this skill
knows how to prepare and identify all types of dishes, and some iron chefs (masters of meals, titans of taste,
emperors of edibles!) are able to augment their comrades’ abilities in battle with appropriate Foods.
Synthesize (Tinkering): The least useful of the crafting types in day‐to‐day affairs, Tinkers work with glass and
clockwork and usually keep a bizarre assortment of gadgets and inventions at their disposal. This category covers
accessories as well as expansive projects such as airships, land vehicles, and other large technological leaps.
Synthesize (Weapons): Every adventurer needs one of these at some point, and these illustrious artisans are the
ones that make it happen. Blacksmithing, stonecutting, woodworking, and boneworking are all facets of weapon
synthesization, and this skill handles everything one might need to bring his enemies low.
Systems
A multipurpose skill that allows a character to work with complex mechanisms, including electrical wiring, robots,
constructs, and computers. It covers everything from hacking into a secure mainframe to knowing which piece of
steel to pull in order to separate moving train cars. A successful skill check can be used to either set up, interrupt,
108
or tamper with a system.. It is possible ffor a Complicattion to trigger unintended reesults such as aa small armadaa of
security drones being acttivated when the main computer core shutts down.
Thievery
y
A character with this skilll can open perfform an entiree repertoire of illegal activitiees with speed aand style. Theyy can
open locks on doors, treaasure chests an nd anything elsse others consiider worth seccuring, given a few simple too ols, a
little elbow
w grease and a successful skill check. They m may rummage through pockeets undetected d and snatch sm mall
valuables, fforge importan nt documents, cheat at dice ggames, and dissarm – or set –– traps of varying complexity and
lethality. A
A failure generaally means the lock refuses to o budge or tha t they weren’tt able to snatch h their prize,
whereas a Complication ggenerally mean ns a trap is trigggered or the ppocket actuallyy belonged to aa member of th he
city watch that’d been ke eeping a close eeye on the chaaracter for somme time.
Vehicles
This Skill en
nables a character to helm m most vehicles wwith a reasonabble degree of reliability, thou ugh in adverse
conditions things might b be a little bit m
more difficult. TThis skill governns everything ffrom motorcyccles to Magitekk
Armor to A Airships. Speciaal maneuvers n naturally requirre an advancedd level of abilitty to pull off without wreckin
ng the
vehicle in qquestion in the
e process. It can n also be utilized to repair daamaged vehiclees to which thee Systems skill
doesn’t apply.
109
DESTINY
“Your actions have meaning only if they hold true to your ideals.”
- Ramza Beoulve
Destiny Points are a metagame representation of a Character’s impact on the world. They’re what separates the
movers and the shakers of the world from the masses, what the player characters – and their most fearsome
opponents! – possess that nobody else does.
By filling out a quote on your character sheet you may earn a single point of Destiny right off the start; otherwise,
all characters generally begin play without any reserves of this important resource. Characters created at levels
higher than first often already have Destiny ready for action.
Destiny Points are earned through a completion of a character’s goals, and when the character performs a
dramatic (though not necessarily life‐threatening) action. The watch‐word here is ‘dramatic’ – this means
disarming a city‐leveling bomb at the four second mark, leaping a fifty‐foot drop to catch a rope dangling from the
side of a getaway vehicle, supporting an entire two‐story house with nothing but muscle power while it burns AND
a party members rushes inside to save the trapped occupants….y’know, that sort of thing.
Earning Destiny
Though some GMs may choose to alter these methods slightly, the standard ways to receive Destiny are as follows;
Having a Quote on your character sheet, as discussed, generally starts you off with one automatic point of
Destiny.
Defeating a Boss awards each member of the party one or more points of Destiny, Members of the ‘Warrior’
Job class always receive an additional point for this due to their innate ability.
Dramatic Heroism, as described above, generally awards each member of the party one point of Destiny.
Certain Job Abilities can allow the character to earn Destiny here or there by meeting various criteria.
Completing Goals allows individual characters to gain Destiny, as well. Two points are awarded for a small,
short‐term goal, and FIVE are awarded for seeing the end of a lifelong dream (such as building the world’s first
airship, becoming a Chocobo knight, finding true love, taking the throne, and so on).
GMs are encouraged to talk with their players before the game begins to discuss their three short‐term goals as
well as their lifelong one. Some players may simply choose three semi‐comical short‐term goals they could
complete within a game session or two, such as ‘Be born a Dwarf’, and ‘Dig a hole.’ If the GM is unable to deter the
character from these goals, don’t fret too much. Once a goal is completed, a player can’t invent a new one to take
its place…and thus, the 6 Destiny points granted from short‐term goals are a one‐time bonus. If a character
chooses to design their goals in such a way that they’ll get immediate gratification instead of the destiny spread
out over the course of the campaign, this certainly has its own downsides.
110
Spendiing Destin
ny
Destiny hass six primary uses, discussed below.
Enhancin
ng a Roll (1): A single pointt of Destiny willl further allow
w a character to
o add an additional d6 to anyy roll
of his choicce, whether it iis to resist a de
eadly status efffect, maximizee their accuracyy, or smooth‐talk a longstand
ding
archenemyy. Players may spend as manyy points of Desstiny as they likke on a single rroll to add more and more dice.
They can choose to do th his after
seeing the result of the rooll, and if
they like, e
even add more d6s one
at a time until they achieve their
desired ressult.
A characteer who spendss valuable
Destiny in
n order to keep p the plot
moving is the best sort oof player a
GM can ho ope for. Make sure that
their contrribution is remembered!
Changingg Jobs (3): Foor a trio of poinnts the charactter may becom
me a member o different Job. This is
of an entirely d
a process that requires caareful planningg and good deccision‐making oon the player’ss behalf, as it p
possible such aa
change couuld hurt a character’s effectivveness instead of spurring thhem to greater heights.
Upon spending Destiny fo or a Job Changge, an act that may only be peerformed out o
of combat, thee character
es her HP, MP, ACC and AVD tto be appropriiate for a mem
recalculate mber of that new Job. The Inn
nate Ability of tthat
Job replace
es their formerr Innate Abilityy.
The characcter does not o obtain (or lose) skill points, sp
pells or their sppellcasting ability, or access tto abilities she has
learned. W
Whenever the character learns a new abilityy, she only has access to her ccurrent Job’s standard abilities (as
well as shared abilities).
The characcter does not automatically gain spells when switching to a magic‐usingg job. Instead, uupon gaining aa level
when in a sspellcasting Job
b such as Blackk Mage, the character can peermanently leaarn a spell of th
he appropriatee rank
if the Job w
was to learn on
ne.
Finally, a ch
haracter neverr loses access tto Weapon typ
pes she had preeviously, but th
he list of armor they’re proficcient
with is deppendent on theeir new Job. So for example, aa Samurai whoo became a Blaack Mage would still be able tto
wield her B Blade‐type weaapon, but would only be ablee to equip Lightt Armor without penalty.
Using Ab
bilities and Limit Breaks (3): Upon reaaching significaant milestones during gamepplay, characterss can
create powwerful signature wn as Limit Breaks. Able to tuurn near lossess into clear victtories, these m
e attacks know mighty
attacks can
n only be accesssed when the character is neear death. By eexpending 3 Deestiny when th heir character iis at
25% or fewwer Hit Points (but conscious!), a player may use any Limitt Break they kn now as a stand dard action on their
111
turn. Regarrdless of how m
many Destiny P
Points the charracter possessees, this option may not be ussed more than once
per round.
In addition, there are a handful of job aabilities which request pointss of Destiny as a price for theeir activation. SSuch
e usually astronomically pow
abilities are werful.
Blaze of G
Glory (5): The character haas been reduceed to 0 HP or evven killed, or ddeath is imminent, and the pplayer
doesn’t havve enough Desstiny saved up to Cheat Death as describedd below and savve their characcter. But the
sacrifice will not be in vaiin – by expending 5 points off Destiny at anyy time, the chaaracter may go
o out with a baang.
A player who has used Blaze of Glory caan
make a decclaration, any llast desire theyy
might have e that then beccomes canon in n the
game world, so long as th he majority of
players agrree with the de ecision. For
example, the party could be sailing thro ough
the skies on an imperial aairship, defeateed by
who now looms over them. TThe
a general w
party Enginneer looks up, winks to his
comrades, and reveals on ne last inventio
on – a
‘Time Bomb,’ as he calls iit. The player then
he Engineer finds the strength
declares th h to
stand and ccharges the ge eneral, sendingg
them both tumbling overr the side and o out
into the airr. There, he use
es the Time Boomb to rip open a portal in thhe space‐time ffabric, suckingg the general, tthe
character, and even seve eral of the enemmy airships into the void. Thee character is ggone, never to be seen again
n, but
has foreverr altered the sttory.
Blaze of Glory can be use ed for just abouut anything, up
p to and includ ing preventingg the death of o other PCs by
sacrificing yyourself insteaad. After the De
estiny has been used, the ch aracter is alwaays killed in a d
dramatic fashioon –
however, ccharacters thatt have stockpile ed HUGE amou unts of Destinyy could conceivvably combinee this with Cheaat
Death to reesurface later.
GMs mightt find Blaze of G
Glory to be a frrustrating mecchanic as they ssee their careffully‐laid plot ddisrupted, but w
we
encourage them not to sttifle their playe
ers’ creativity. After all, thesee are the scenees that will maake a game
memorablee long after thee fact.
Cheat De
eath (7+): Death is a fact off life in the worrlds of Final Fa ntasy – after aall, no saga is trruly complete
without at least one tragic demise or innspiring sacrificce. However, thhe death of a lleading character in a storylin ne can
have majorr repercussions on the story as a whole, particularly for thhe unfortunatee player now leeft scrambling for a
replacement. With at least 7 points of DDestiny, a player can restore their deceased d character to life, or escapee a
situation th
hat would otheerwise kill the ccharacter outright.
112
However, aall the characte
er’s Destiny is cconsumed whe
en Cheat Deat h is used, no m
matter how maany points theyy had
saved up.
This ‘resurrrection’ will ne
ever be an imm mediate one; if engaged in a bbattle, the character will not revive until affter
the battle iis long since ovver. If caught in
n a certain‐deaath situation, t heir survival w
will not be appaarent until som
me
time has paassed – and the rest of the party has alread dy given them up for dead. H How the characcter manages tto
escape thee reaper is left tto the player to explain.
Summon
ning (Varies): As the characcters progress in their advennture they mayy obtain the asssistance of an
otherworlddly being know wn as an Esper, an entity withh strength rival ing – and derivved from ‐ the entire group o of
heroes. This is no easy feat. The most p powerful of Esp
pers require ennormous amou unts of effort aand Destiny to
remain in tthis world. But the payoff is e
extraordinary; healing, statuss effects, suppoort spells, and all types of
damage, in
n magnitudes that eventuallyy surpass even the most advaanced spells of the standard sschools of maggic.
Summoning and Espers aare discussed m
more on the following pages.
113
SU
UMM
MON
NING
G “Old man’s
m still got itt!”
- Sazh Katzroy
How Summ mons appear inn each game is ultimately up tto the GM. Thiis is a completely stand‐alone system; the ggame
generally wwon’t be any eaasier or harderr for the PCs noo matter if theey start with a p
patron Esper aat their side or never
once befrieend one. Some e games will see the heroes searching out t he powers of tthe Espers on aa journey know wn as
a ‘Pilgrimagge,’ where the
eir mettle will bbe tested in dangerous and soometimes even horrifying ways. Some gam mes
will see the
e characters ass heirs of a greaat power in the
eir own right, eeach with their own divine guardian Summ mon.
Some game es will never se
ee Summons e even mentioned.
Once the pparty acquires tthe assistance of a Summon in whatever m manner, it will u
ultimately fall iinto one of two
o
categories,, depending on
n the game; Paarty Espers are watchful guarrdians of an enntire group, and d may be
summoned d and controlle
ed by any mem mber of the advventuring trouppe. On the other hand, Individual Espers
‘belong’ to only one charracter, a person
n often referre
ed to as a Summmoner in reverrent tones.
114
Devotio
on
There is, ho
owever, a loopphole to this – by helping an EEsper achieve its objective, tthe Destiny cosst required to
summon it is permanentlly reduced by o one (or, in the case of a Partyy Esper, two). These causes, goals, ambitio ons,
and ideals that the Esper hopes the chaaracters will pu ursue are knowwn as Devotion ns, and might b
be anything froom
protecting a sacred placee of the wild to
o an act of suprreme selfishne ss. Building a ‘‘working relatio
onship’ with a
celestial gu
uardian is key tto making such
h powerful entiities more williing to come to o the Summoneer’s aid.
Actively wo en have the oppposite effect, and these unkknowable entities
orking against an Esper’s Devvotion can ofte
specificallyy granted by the GM (as oppoosed to the Graand Summonerr shared abilityy) can choose tto leave for go
ood at
any time.
Even better, completing aan Esper’s Devvotion will perm manently grantt what is knowwn as a Pact Booon – this migh
ht be a
new attackk, an increase in damage agaiinst an entire sspecies of monnster, or a varieety of other things. Most
commonly of all, howeve er, it is a bonuss given directly to the Summooner(s) – the ability to breath
he underwaterr or
turn dull ge
ems to glowingg shards of crysstal, and so mu uch more.
If an Esper doesn’t actually cost any points of Destinyy to summon (ddue to being a Rank one creaature whose
Devotion hhas been fulfille
ed), they may sstay in the phyysical world inddefinitely if thee Summoner so o chooses withhout
being dism
missed/re‐summ moned constan ntly. Though th his lets them acct as tagalongss to the troupee of adventurerrs,
they cannoot absorb damaage for the chaaracters outsid de of combat thhe way they no ormally do in th
he thick of batttle.
Calcula
ating Espe
er Attribu
utes
No matter whether the SSummon associates itself with h the entire gr oup or a singlee character, there are some
characterisstics that neverr change. Theyy do not possesss attributes off their own, an
nd utilize their summoner’s sttats
for their caalculations – so
o a dexterous aand agile Summ
moner will worrk best with nim mble and fast EEspers, and so on.
Espers ccan be damaged and attacked
d like any othe
er
e, and have a Hit Point tot
creature H al equal to thee
Summon
ner’s Maximmum HP, multiplied by the
Summo
on’s Rank. Soo if a Blue Magge with only 1550
m hp summoned Yojimbo, a Rank 3 Esper, it
maximum
wo
ould enter the battlefield witth 450 hp.
Their ARM and MARM sccores are alwayys 0, their level is
treated as being 15, theyy have the same AVD as their
Summonerr, and all of the eir spells are caast as Standard
d
actions thaat do not cost M
MP.
115
Knockback or Disarm, cannot have their equipment targeted or broken, do not take falling damage, cannot have
their spells interrupted, cannot be swayed or affected by skills of any sort, such as an attempt to intimidate or
coerce, and cannot receive the effects of Haste (unless they already have the Auto‐Haste property).
An Esper may act immediately upon being Summoned. The Esper can stay on the battlefield for up to three rounds
before automatically being dismissed. An Esper can be dismissed sooner than this if the battle ends, if it loses all of
its HP, or if the characters choose to send it away. Once an Esper is dismissed, the summoners rejoin battle,
become active targets for damage and attacks, and all status conditions inflicted continue to take effect.
On the Esper’s third turn, they may Instantly utilize a powerful ability known as an Astral Flow before they depart.
These attacks are of immense potency, capable of altering entire landscapes with their destructive and restorative
properties.
Espers in Combat
After the Esper has been summoned forth to the battlefield from their distant and alien realm, they take on a
physical form that can be damaged and deal damage in return just like any player character.
If the Esper was Summoned by only one character – that is, the creature is an Individual Esper – then the single
character who summoned it vanishes from battle after completing the Slow‐action summoning process and paying
the requisite Destiny. That character becomes untargetable and protected by the guardian creature’s powerful
magic. The player is then able to take a normal turn using the Esper that has been summoned – they may move,
cast spells, and use any of the attacks on the Esper’s list, using the character’s normal attributes. All damage by
Espers is automatic, not requiring an attack roll, and considered nonelemental magic damage that is reduced by
M.ARM as normal unless specified otherwise (such as in the case of an elementally‐aligned spell). For example, an
Esper that states it deals (RES x 5) damage on an attack would deal 55 nonelemental damage if its summoner had a
RES score of 11.
If the Esper was Summoned by an entire Party, then things work a little differently. Although it costs the same
amount of Destiny to summon a Party Esper, all of the PCs complete an uninterrupted Slow action to call it into
existence. If even one party member is rendered unconscious or has their action interrupted, the Esper can’t be
summoned.
Once the summoning is complete, any PC can ‘chip in’ to help pay for the Destiny cost. The group chooses which
single character will control the Esper, and once again, only that character vanishes. The main difference here is
that the Esper’s stats are calculated by whichever player in the group has the highest attribute. So to calculate the
Esper’s health, the group might decide to multiply its hit points from the party Monk. It’s AVD score may mirror
that of the group’s Ninja. And even if the team Entertainer is the one controlling the Esper, they might use the
party Black Mage’s PWR score to figure out damage when casting a spell or using a powerful attack.
Regardless of what sort of Esper is summoned, whether Party or Individual, an Esper only has three rounds before
it returns to wherever it came from. At the end of the third turn, if the Esper is still alive and hasn’t been dismissed
by the group, they may use their powerful Astral Flow ability instantly and automatically.
116
Know Your Cosmic Allies!
A brief description of each of the standard Espers can be found on the following page. You can find the detailed
versions of each Summon in Chapter VIII, starting on p.238.
117
CHA
APTE
"Hmph. I daresay
d
ER IV
V: EQ
QUIP
I've so
PMEN
NT
oiled my cuffs. If
I a dungeon's waiting for us a at the end of th
he night, it had best have a ch
hange
of wardrobe. Incidentallyy, what IS the going
g rate for rescuing
re Prince
esses these dayys? Food woulld be a good sttart --
the good d stuff, mind yoou."
- B althier Mid Bun
nansa
The 500 Gil characters re eceive during character generration are onlyy the tip of the iceberg; beforre long, they'll have
the moneyy to set about sseriously arminng and armorin ng themselves against the dangers that awaait them in theeir
travels. Thiis chapter cove
ers the most esssential portions of an advennturer's gear, frrom the humbblest longsword d to
the finest G
Genji Armor ‐ aand beyond.
Curren
ncy
The Gil (g) is the standardd currency of the Final Fantassy universe. Geenerally, a singgle gil piece is p
pocket changee, but
prices flucttuate wildly fro
om world to wo orld ‐ and even
n from region tto region ‐ in aaccordance to tthe demands o of
scarcity and prosperity.
world comparison, you could
For a real‐w d imagine one sstandard gil to have about th
he same value as one North‐
American d dollar.
Store T
Types
No matter where you are e in the world,
d stores exist fo
specialized or nearly everyy form of
merchandise imaginable ‐ even in the remotest
mall traders and
regions, sm d traveling merchants
will be morre than happy to do businesss with
anyone ablle to afford theeir goods. Sample types
characters may run into o over the course of their
adventuress include:
Weapon SStores stock w
weapons of all sshapes
and sizes. A
A good portion
n of these store
es
manufacture their inventtory in‐house,
118
incorporating separate fo
orges and workkshops beneath the premisess.
Armor Sto
ores cover protective gear off every type, frrom Light clothh robes to Heavvy plate and shhields. As with
Weapon Sttores, it is not u
uncommon to find skilled me
etalworkers annd craftsmen attached to thee store's premises.
General SStores service tthe populationn at large, sellinng recovery annd support Item
ms as well as m
miscellaneous
equipmentt. In smaller tow of basic weapons and armor iif no
wns, a General Store may alsso stock a limitted selection o
other store
es in the area ssell them.
Relic Store
es tend to be rrarer fixtures inn settlements; most of their stock comes frrom items recoovered by
adventurerrs and explorerrs. As the name implies, theyy deal in curioss and unusual items, including Accessories o
of all
shapes and
d sizes.
Bazaars are stores with a twist – you nnever know quuite what you'rre going to get.. Generally onlly found in largger
cities, bazaaars offer a wid
de range of straange and unussual goods, rannging from gen nuine rarities annd powerful
artifacts to
o the buffed‐up p junk sold by uunscrupulous ccon men lookinng to make a q quick Gil. Unlikee normal shops,
players don n't come to a bbazaar with a sshopping list – rather, they wwill get a numbeer of purchasee options, each given
a descriptioon rather than a firm name. A A Tier 3 bow foound in a townn bazaar mightt be described as 'a well‐polisshed
ancient cro ossbow, shiningg like the sun,' while an Arcane weapon maay be called 'an n iron‐shod stick made of durable
wood.' The ere are generallly only three wways to positively identify a ggood: buy it, m
make a successfful Mercantile roll
with the ap ppropriate mod difiers, or find some way to gget the truth o ut of the bazaaar proprietor –– assuming eveen he
knows the item’s true wo orth.
So why botther with bazaars? Not only
do they hidde some amaziing pieces of
gear, bazaaar goods can saave players
some coin, assuming theyy're careful
enough to avoid the scam ms – that 'bag
of ten dustty bottles with illegible labels'
retailing fo
or 50gil could bbe a budget‐
priced packk of potions... oor simple
colored waater. Because the GM decidess
what's on o offer, it can be difficult to
achieve the e right balancee between
money‐wasters and genu uinely good
buys – aim for unpredictaability, but let
the playerss score some bargains if theyy play their card
ds right.
Auction H
Houses are thee preferred hauunts of the nobble and well‐too‐do. They allow
w selected members of the p
public
to bid on a variety of rarities and antiqu
uities. Generally speaking, orrdinary equipm ment and itemss are unlikely to end
up on the aauction block – o run the gamuut from useless bric‐a‐brac like model airsh
– what's up forr grabs tends to hips
and collecttible porcelain to dungeon ke eys and artifactts of mystic siggnificance. Aucction house items can easily bbe the
start of a great adventuree or change the course of the e current one, but they’re rarely found outtside of major ccities.
Even then, access isn't a ggiven – some hhouses may on nly cater to thee upper classess, making it diffficult for rough
h‐and‐
tumble advventurers to ge et in without th
he right connections.
119
Selling Equipme
ent
As characte ers upgrade to o better equipmment, they mayy wish to sell thheir older gearr to merchantss. These will typically
pay 50% off the listed pricce for items, thhough this mayy be adjusted ddownward for w wear and tear ‐ or any numb ber of
other factoors ‐ at the GM's discretion. FFor example, a dagger purchaased for 700g w would only be worth a maxim mum
of 350g if ssold, provided it was still in go
ood condition at the time. Brroken equipmeent can generaally only be sold for
a fraction oof its original cost.
Newly‐syntthesized gear –– that is, equip
pment and item ms created by tthe player thatt have never beeen used – miight
sell for 100
0% of the markket rate in prossperous cities.
Carryin
ng Equipm
ment
In order to simplify the process, all charracters have fo which can be fillled by various items
our basic equippment 'slots' w
ourse of the gaame ‐ in the FFd
over the co d6, such items are said to bee ‘equipped’, annd allow the chharacter to benefit
from any and all propertiies they offer. TThese slots are
e Left Hand, Right Hand, Arm mor, and Accesssory.
One Hand might hold aa
single weeapon of any siize, a
shield or an item, but nnever
multiple things at the same
time. Arm mor is, of coursse,
the garmments and proteective
gear desccribed later in this
chapter, and again, onlyy one
type of armor may be w worn
at a time; a character mmay
not, for eexample, don aa set
of robes over heavy plaate in
order to ggain the beneffits of
both.
All other items which a ch
haracter may h
have stocked in
n his or her poockets, bags and backpack is kknown as a
character’ss Inventory.
Regardless of a characcter’s strength er may only ca
h, any characte arry a combin
ned total of 10 items in their
inventoryy; once the lim
mit has been reached, the chaaracter must d rop or sell som
me of their equ
uipment beforee they
are able
e to take on moore.
120
Weapon Categories
Whether you’re using a gigantic two‐handed plasma blade, a broken barstool, or the sound produced by a jewel‐
studded harp, every form of weaponry can be fit into one of the following broad categories. Most weapons use
PWR for their damage‐modifying attribute, though there are exceptions to this rule. Concealed and Ranged
weapons use DEX, Arcane weapons use MND, and Blade weapons and utilize either PWR or RES as the wielder sees
fit.
Arcane
The first selection of weapons is also the most diverse. Arcane weapons have been crafted for the magically‐
inclined in mind, but rarely do any two look the same. The most common Arcane weapon is a staff, a lightweight
wood or metal pole that doubles as a walking stick, but this category includes everything from musical instruments
to oversized bells, from living dolls to floating energy crystals, Magitek cannons to magical paintbrushes, ancient
tomes to tribal drums. They are best used by characters that prefer brains over brawn, such as most mages, and
use the user's MND attribute instead of PWR to calculate damage.
Regardless of how they look, all Arcane Weapons possess the special property ‘Quick Cast.’ Once per combat a
character using an Arcane weapon may activate this property as an Instant action, causing the next spell they cast
to be treated as a Standard action instead of a Slow action.
Blade
The weapon of choice for most adventurers across the globe. While Blades come in many shapes and sizes, from
the humble longsword to the elegant rapier, an expertly‐crafted katana to the wickedest‐looking scythe, the keen
edge and versatility of these weapons go a long way to accounting for their popularity. Quite a few experienced
heroes have come to think of their blades as extensions of their own bodies.
Blades are unique weaponry in that they may calculate their damage either with the PWR attribute or the RES
attribute, whichever is more beneficial to the user. They also possess the special property ‘Reliable,’ allowing the
wielder to reroll one attack per combat and use whichever roll result they prefer.
Brawl
Whether a simple unarmed strike, a padded leather glove, foot‐long steel claws, or a heavy chair smashed over
your opponent’s head, Brawl weapons run the gamut from improvised tools grabbed as a last resort to weapons
designed for hand‐to‐hand combat.
Standard Brawl weapons possess the ‘Counterattack’ special property; Once per combat, after the character is
dealt physical damage by an opponent within Short Range, they may choose to strike back with a physical
Counterattack at the enemy that struck the blow. Although redundant, a character cannot counterattack a
counterattack, and a counterattack cannot be a Limit Break. Characters may only not use a Counterattack when
they’re already in the middle of a Slow action.
121
Randomly‐grabbed makeshift weapons, known as ‘Improbable Weapons’ from here on out, instead possess the
‘Temporary’ special property; they break after only one attack roll.
Concealed
Often represented by daggers, thrown needles or a deck of sharp‐edged playing cards, Concealed weapons can be
easily secreted up a sleeve or underneath a cloak to give the wielder an unexpected edge in combat. Concealed
weapons are generally rather small, making them nearly impossible to spot when hidden even with very high levels
of Awareness. Alternatively, concealed weapons might be displayed in plain sight, posing as commonplace,
innocuous items that the character’s enemies won’t even realize are a threat until it is too late.
Concealed weapons calculate damage with the DEX attribute instead of the wielder’s PWR.
They also possess the special property ‘Backstab;’ the first attack made each combat by a character wielding a
Concealed Weapon does one additional damage step.
Huge
The ultimate representation of the physically powerful warrior, years of training are required to use Huge Weapons
with any degree of grace or elegance. Their weight requires considerable effort on the wielder’s part, but the
results can be devastating. Huge weapons might include mauls, sledges, heavy bludgeoning mallets, two‐handed
axes, hefty engineering wrenches and more.
They possess the special property ‘Heavy Swing’ and are able to send foes flying. Once per combat after making a
successful attack, the wielder of a Huge Weapon may choose to make an opposed Force check. If the roll is
successful, the targeted enemy suffers a Short Range knockback. Thus, Huge weapons are renowned for their
ability to disrupt spellcasters.
Ranged
Specializing in attacking enemies from a distance, Ranged weapons include bows, guns, juggling balls and oversized
shuriken, and everything in between. Ranged weapons require their share of patience to master, but a good
marksman’s ability to deal damage from a distance can prove invaluable in many situations. They require precision
instead of raw power, and thus use the user's DEX instead of PWR to calculate damage.
Finally, they have the aptly‐named weapon property ‘Distance’ which allows the character to attack enemies up to
a Medium Range without penalty, and can attack foes at Long Range by taking a ‐4 penalty to attack rolls. Ranged
weapons do not suffer any penalties for attacking flying targets.
122
Reach
The basic p
principle behind the Reach weapon is to gain an advantagge over one’s o opponent by keeeping distancce
between thhe two of you ‐‐ Spears, lance
es, pikes, whipss, heavy chainss and umbrellaas are all primee examples of tthis
type of weapon.
They posseess a special prroperty known as ‘Critical Atttack.’ Reach w
weapons cause critical hits on
n attack rolls th
hat
result on a dice result of 11‐12 instead of just the stan
ndard 12.
Dual Wielding
This very raare weapon skill is unlike the
e others; it is no
ot a weapon caategory itself. Rather, it reprresents the
specialized
d training needed for a characcter to fight wiith more than one weapon at a time. In praactice, this means a
character mmay equip a weeapon in each hand, provided a Shield is noot equipped.
This grantss the following benefits; first,, the characterr may equip tw
wo unique weap pons, gaining tthe weapon
properties of both. A character using tw wo Blade weap pons, for exam ple, can use th
he Reliable Striike property tw
wice
n instead of once. If the charaacter was usingg a Ranged weeapon that gran
per session nted +2 PWR aand a Reach weeapon
that granteed the HP Drainn property, the e character cou uld make healtth‐restoring attacks from a distance with an
improved ccritical range and bonus dam mage, and so on n.
Secondly, wwhenever the ccharacter makes a 2d6 attack roll while duaal‐wielding, hee may choose tto reroll one diice in
hopes for aa better result.. This benefit d
does not apply when the charracter makes aa Teamwork Atttack.
Finally, whenever a charaacter using two o weapons rolls a critical hit oor uses a Limitt Break, the damage is calculaated
owest Tier of w
using the lo weapon he currently has equipped. Thus, itt is in a player’ss best interest to keep both
weapons equally well‐maaintained in ord der to maximizze damage, an d the constantt money sink o of dual‐wieldingg is
the primaryy trade‐off for incredible acccuracy and consistently moree damage.
Characters who spend an ny amount of time as a Ninja are capable off dual‐wieldingg, and some rare job abilitiess and
items can ggrant the abilitty to do so as w
well.
123
Nonpro
oficiency
A character who doesn’t have access to o the weapon o or armor categgory they are trying to equip CAN still attem mpt to
use such eq quipment, andd this includes d
dual wielding, although the pperks rarely ou utweigh the peenalties. A charracter
who wearss a type of armor their Job do oesn’t provide access to, or hhas a weapon eequipped they’’re not trained d with,
suffers a ‐2
2 penalty to the
eir ACC and AVVD scores until the start of thheir next turn, and a ‐2 penalty to opposed
checks. Theey also do not gain access to any of the pro
operties the weeapon or armo or would otherrwise offer. Thiis
effect stackks.
Finally, tho
ough it probablly goes without saying, a character cannot wear more thaan one set of aarmor at the saame
time or usee multiple shields simultaneo
ously.
Changiing Equipment
A character may stow a ccurrent item an
nd equip a diffeerent weapon or accessory aas a Standard aaction. Though
Armor cannot b
normally A be changed in ccombat at all, ccertain circumsstances may reequire a speciaal GM ruling.
Weapon prroperties are tied to the cate egory of weapo
on as opposed to individual p pieces of equip
pment. This meeans
that, after using a blade’ss Reliable Strikke, you may not switch to a d ifferent blade in order to be able to use Reeliable
Strike a seccond time in onne combat. You could, however, swap to a Brawl weapon n and use the CCounterattack
property thhat it grants.
124
Univ
versall Equiipmen
nt Listt
This is the important bit, right here. Over the next thrree pages you’ ll find a handfu ul of essential‐‐looking chartss, each
one giving information on n every possible tier of equip pment. Whetheer you’re lookiing to purchasee a run‐of‐the‐‐mill
dagger or ccook a banquet fit for a princce, the price, syynthesis check d properties of anything you might
k difficulty, and
need can b be found here.
After we baaffle you with these charts, w ment property and what Tier of
we’ll provide a list of every poossible equipm
item is required. Then, w
we’ll demonstraate just how eaasy these chartts are to use byy providing sam
mple lists of
commonplace and not‐so o‐common geaar.
Weapo
ons
Standard Crafting Type
e: Weapons
Weapons d deal physical damage equal to (Attribute x W Weapon Tier) + 2d6, where tthe attribute in
n question is
normally th
he wielder’s PW WR. Arcane we eapons use MN ND instead, Co ncealed and Ranged weapon ns utilize DEX, aand
Blade weappons can use R RES or PWR as the user choosses.
Weapons h have the most properties of aany piece of eq quipment, makking them invaluable when itt comes to
customizing your charactter’s fighting sttyle.
For example, a Tier 5 Rannged weapon h has three total equipment prroperties; one o of these HAS to be Distance,
which was discussed on tthe previous fe ew pages, and two of these ccan be anythingg found on thee Universal
Properties List that requires a tier 5 weapon or less.
Name Example Cost Propertiees Craftingg Difficulty
eapon
Tier 1 We Practice Blade 150g 1 Eaasy (7)
eapon
Tier 2 We Irron Broadsword 700g 2 Moderate (9)
eapon
Tier 3 We Flametongue 2,400g 2 Challeenging (11)
eapon
Tier 4 We Rune Saber 8,500g 3 Impreessive (14)
eapon
Tier 5 We Ancient Gladius
A 28,000gg 3 Herroic (17)
eapon
Tier 6 We Mythril Edge 90,000gg 3 Supreeme (20)
eapon
Tier 7 We Sword‐Chucks 280,000gg 4 Godlike (25)
eapon
Tier 8 We Excalibur N/A 9 Imposssible (30)
Armorr
Standard Crafting Type
e: Armor
Angry mon nsters, unscrup pulous soldiers,, bandits, rogues, traitors, orr the occasionaal weekend braawl with the
ultimate evvil – an adventurer can find themselves in aany number off scrapes, given n enough time and surprisinggly
little effortt. In the heat of battle, even tthe most skilled fighters or d emure mages will find themselves taking tthe
odd hit; wh hether or not tthey survive the results is enttirely down to their armor.
Just like we
eaponry, armo or can look like anything the ccharacter wish es, ranging fro om snazzy business attire to sspiked
steel that b
barely covers aa scantily‐clad ffemale villain. It isn’t always as simple as protective layerrs of cloth or stteel,
either; ‘Arm
mor’ might be different scentts of perfume, emotive maskks, gargantuan battlesuits, orr different typees of
wildflowers worn in the h hair. How each h unique characcter gets thesee defensive bonuses is totallyy up to them!
125
That said, A
Armor always ccomes in three e distinct flavors, each one faavoring a differrent type of deefense; Heavy A
Armor
is best agaiinst purely phyysical attacks and has the besst ARM score, Light armor heelps weaken m magical onslaugghts,
and Medium armor is a n nice balance be etween the two o. The exact vaalues of ARM aand M.ARM forr each tier are listed
on the secoond table.
Tier Ligh
ht Armor Medium Arm
mor Heavy Armor
ARMM M.ARM ARM M.ARRM ARM M.ARM
1 2 6 4 4 6 2
2 4 12 8 8 12 4
3 10 20 15 15
5 20 10
4 15 35 25 25
5 35 15
5 25 50 35 35
5 50 25
6 30 70 50 50
0 70 30
7 40 100 70 70
0 100 40
8 60 140 100 1000 140 60
d
Shield
Standard Crafting Type
e: Armor
Utilized priimarily by Warrriors, Paladins, and Red Magges, these rangge in appearancce from lightwweight bucklerss to
heavy metaal panels to protect one’s entire body. Theyy occupy a hannd slot to grantt both ARM an nd M.ARM in equal
measure, aas well as addittional Avoidancce. Like armor,, the exact valuues can be fouund on the follo
owing few pages.
Name Examp ple Cosst Propertties ARM M.ARM A
AVD Craftiing Difficulty
d
Tier 1 Shield Buckleer 500g 0 2 2 1 Easy (7)
d
Tier 2 Shield Shell Shiield 1500g 1 4 4 1 Mo oderate (9)
d
Tier 3 Shield Heavy Taarge 5500g 1 7 7 2 Challlenging (11)
d Venetian Armguard 2,00
Tier 4 Shield 00g 1 12 12 2 Imppressive (14)
d
Tier 5 Shield Hero’s Shhield 6,50
00g 1 18 18 3 Heroic (17)
d
Tier 6 Shield Diamond G Guard 20,0000g 1 25 25 3 Suppreme (20)
d
Tier 7 Shield Kaiser W
Wall 65,0000g 1 35 35 4 Goodlike (25)
d
Tier 8 Shield Aegis Shield N/A 2 50 50 5 Imppossible (30)
Consu
umables
Standard Crafting Type
e: Alchemy
In addition to equipmentt, characters haave access to aa variety of deffensive and offfensive one‐use items that caan
give a partyy a considerab
ble edge in a figght. Using a consumable takees a Standard aaction that can
n generally onlyy
126
target the user, or an ene
emy/ally withinn a Short Range. Consumablee Items requiree a free hand tto use during
combat – sso a character wwould have to drop or sheath one weapon when dual‐wiielding to prod duce a potion –– and
are remove ed from the chharacter’s Inven
ntory once the
ey’ve been use d.
Accesssories
Standard C Crafting Type: TTinkering
Ranging fro om leather boo
ots to rusty me edallions and m magical clockwwork timepiecess, accessories aare trinkets annd
knickknackks that grant th
heir wearer add ditional bonuse es. Although geenerally priceyy and rare, these items are
invaluable to adventurers who wish to face off againsst the best the world has to o offer. Moreso tthan other piece of
equipmentt, the exact prooperties found on an accesso ory can vary wi ldly.
Name Example Cost Propertiees Craftingg Difficulty
essory
Tier 1 Acce Sprint Shoes 250g 1 Eaasy (7)
essory
Tier 2 Acce Battle Boots 600g 1 Moderate (9)
essory
Tier 3 Acce Elemental Ring 2,000g 1 Challeenging (11)
essory
Tier 4 Acce Echo Bangle 7,500g 1 Impreessive (14)
essory
Tier 5 Acce Tetra Elemental
T 25,000gg 1 Herroic (17)
essory
Tier 6 Acce Reflect Ring 80,000gg 1 Supreeme (20)
essory
Tier 7 Acce Experience Egg 250,000gg 2 Godlike (25)
essory
Tier 8 Acce Ribbon N/A 3 Imposssible (30)
Food
Standard Crafting Type
e: Cooking
Most food items are fairly mundane. Gingerbread Cacctuar, glazed ccarrot cake and d roasted chimera may fill thee
stomach, b but don’t exacttly win battles on their own m merits. Howeveer, truly skilledd chefs can putt a little something
extra into ttheir creations, turning an ottherwise ordinaary dish into a repast capablee of spurring eeven jaded warrriors
on to greatter achievemen nts. A characte er may only consume a Food item outside o of combat, afteer which point it
grants its b
bonuses until thhe end of the ffollowing game e session.
Name Example Cost Propertiees Craftingg Difficulty
ood
Tier 1 Fo Striped Apple 20g 1 Eaasy (7)
ood
Tier 2 Fo Hoomemade Bread d 50g 1 Mod erate (9)
ood
Tier 3 Fo Moogle Pie 200g 1 Challeenging (11)
ood
Tier 4 Fo Ocean Sushi 600g 2 Challeenging (11)
ood
Tier 5 Fo Dragon Steak 2,000g 2 Impreessive (14)
ood
Tier 6 Fo Raainbow Croissant 6,500g 2 Impreessive (14)
ood
Tier 7 Fo Elysian Éclair 20,000g g 3 Herroic (17)
ood
Tier 8 Fo Whitte Truffle Omele ette N/A 4 Supreeme (20)
127
Universal Property List
The following pages describe all Equipment Properties, which are special keywords granted to the user through the
use of equipped items or consumed potions and food. Each one grants different benefits.
Each heading in the following section consists of a property’s name (such as Lucky or Indestructible), as well as a
second heading that notes if the property can be given to a Weapon, Armor, type of Food, a Consumable such as a
potion, or an Accessory.
Many items on this list can apply to multiple types of equipment, and note that weapon properties cannot ‘stack’
unless explicitly stated – for example, a character could not have Humanoid Killer on both his Weapon as well as
his Accessory in order to gain the effects of it multiple times. Likewise, such effects cannot occur simultaneously.
For example, a character may not use both Lightning Strike and Fire Strike simultaneously to do both types of
elemental damage; he must choose one or the other before attacking. If a character is dual wielding and each
weapon has the Spellburst property, he may only cast one of the two spells on a critical hit. And so on.
Tier Properties
1 Auto‐Status, Pugilist, Broken, [Element] Ward, Explosive, HP Restore, Limited, MP Restore, Special Ability,
[Status] Heal
2 Accurate, Attribute Bonus, [Element] Strike, Fragile, Gemini, Glowing, Impact, Jagged, MP Damage, [Monster]
Eater, Sentient, Skill Bonus, SOS‐Status, Status Proof, Status Touch, Unified, Virulent
3 Alchemist, [Element] Enhancer, [Element]‐Proof, Fortified, Indestructible, [Monster] Killer, Spellburst,
Variable
4 Follow‐Through, Stoic, Resurrection
5 [Element] Field, HP Drain, MP Refresh, [Monster] Slayer, Triple Critical
6 Imperil, Overdrive, Party Effect, Piercing, Remedy, Therapeutic
7 Lucky, Precision
8 Break Damage Limit, Impervious, Peerless
Accurate: Tier 2/5 Accessory
Wearing this relic confers a +1 bonus to the user’s ACC score, +1 bonus to their AVD score, or a +2 bonus on all
opposed rolls. A Tier 5 or better version of this property doubles these values.
This property may be added multiple times, but a different bonus must be chosen each time.
Alchemist: Tier 3 Weapon, Accessory, Food
A character that possesses this property may improve the healing capacity of any item with the HP Restore or MP
Restore property, treating it as if it was two tiers higher than it really is. An item that normally restores 25% health
restores 50% instead, an item that restores 50% MP now grants 75% instead, and so on.
Attribute Bonus: Tier 2 Weapon, Armor, Accessory, Food
(example; +2 DEX)
The item increases the indicated Attribute by +2 as long as it remains equipped ‐ thus, a character with PWR 14
using a +2 PWR weapon would have an effective PWR of 16. This ability can be added multiple times and ‘stacks’
from multiple pieces of equipment. If applied from a Tier 8 Food item, the bonus granted is doubled.
128
Auto‐[Status]: Tier 1/6 Weapon, Armor, Accessory, Food
(example; Auto‐Haste)
The item adds the indicated Status Condition to the character using it at all times. Status Conditions added in this
manner cannot be removed through the use of Spells or Abilities such as Dispel. The exception to this is Auto‐Life,
which cancels as normal if used to resurrect the character and will not be re‐added for the remainder of a battle. A
Tier 1 weapon is required for Negative status effects, and a Tier 6 weapon is required for Positive status effects.
This ability can be added multiple times, with a different Auto‐Status each time.
Break Damage Limit: Tier 8 Weapon, Accessory
This ability is only found naturally on Artifact‐level weapons, though a skilled Engineer might be able to craft a
weapon or piece or armor with this property. It allows the user of such equipment to do more than 999 damage in
a single round, whether the damage is magical or physical (or both!) in nature.
Broken: Tier 1 Weapon/Armor
While Broken equipment remains equipped on a character, the user cannot utilize any job ability that requires a
weapon/armor (as appropriate) or calculates damage with a Weapon/Armor Tier, such as a Samurai’s Draw Out or
a Warrior’s Meteorain. When wielding a broken weapon, a character is unable to perform critical hits and they
deals two fewer steps of damage on all attacks, to a minimum of one (For example, a character with a Tier 4
broken weapon might deal PWR x 2 damage instead of PWR x 4).
Ruined armor is treated as having ARM and M.ARM values of zero.
A character may attempt to repair Broken equipment once per session outside of combat with a successful skill
check – usually Synthesis (Weapons/Armor), but some strange cases might call for Healing or Systems instead – at
the same difficulty required to synthesize an item of that tier from scratch. After Broken equipment is repaired,
this property is removed. Broken does not count toward the maximum number of armor/weapon properties that
equipment is allowed to possess.
[Element] Enhancer: Tier 3/5 Weapon, Accessory, Food
(example; Fire Enhancer)
The item is sympathetic to a particular kind of elemental energy, raising the power of all attacks associated with
that element. Any attack, Job Ability or Spell that deals elemental damage belonging to the type enhanced by the
item inflicts an additional one step of damage; in the case of Holy Enhancer, this also allows all recovery spells to
restore an additional step of HP. Characters can combine Element Enhancer and Element Strike for powerful basic
attacks.
Shadow or Holy Enhancer‐type weapons require the base equipment to be Tier 5, not Tier 3.
[Element] Field: Tier 5/7/8 Weapon, Armor, Accessory, Consumable
(example; Fire Field)
This item is so in tune with a singular element that it can cause the environment around the holder to change
appropriately; swirling sandstorms, piercingly‐cold blizzards, rolling thunderstorms….or perhaps the pitch‐black
tendrils of shadow.
As a consumable, using this item instantly creates the appropriate Elemental Terrain type, chosen when the item is
created or purchased; Fire, Ice, Wind, Water, Earth, or Lightning. A Tier 7 item is required to create Shadow or Holy
terrain instead.
The effects of this terrain last until the end of combat, and while the Elemental Field lasts, all spells and attacks of
the same elemental type deal an additional two steps of damage.
As equipment, this property works a little differently. You receive the effects of the Elemental Spikes spell for the
chosen elemental type, and whenever you score a critical hit with an Elemental Field weapon, or suffer a critical hit
while wearing Elemental Field armor or an accessory, you create the appropriate Elemental Field. Again, this effect
lasts until the end of combat or until the field is changed by another spell or effect.
As a Tier 8 effect, the character using such equipment can create the appropriate Elemental Field freely as an
instant action.
129
[Element]‐Proof: Tier 3/5 Armor, Accessory, Food
(example; Fire Proof)
Such equipment provides total Immunity to a single element. Fire, Ice, Wind, Thunder, Earth and Water can be
negated with Tier 3 or better gear; Tier 5 equipment is required for Holy or Shadow Proof. This ability can be added
multiple times, with a different elemental immunity each time.
[Element] Strike: Tier 2/5 Weapon, Accessory, Food
(example; Fire Strike)
The weapon has an affinity to one of the eight Elements: Fire, Earth, Water, Wind, Lightning, Ice, Shadow, or Holy,
and all damage dealt by the attack is of that elemental type.
A Tier 2 or better weapon can be attuned to most of the elemental types, but Holy or Shadow weapons require a
Tier 5 or better piece of equipment. Characters with access to multiple different Elemental Strikes – from job
abilities, for example – choose one of the elements whenever they make an attack roll.
[Element] Ward: Tier 1/4 Weapon, Armor, Accessory, Food
(example; Fire Ward)
Wearing this piece of equipment confers the character Resistance to the indicated Element. A Tier 4 weapon is
required to obtain Resistance to Holy or Shadow. This ability can be added multiple times, with a different
Elemental resistance each time.
Explosive: Tier 1 Weapon, Armor, Consumable
Generally a detrimental effect applied by the Engineer’s ‘Invent’ ability, an Explosive item that is destroyed – or, in
the case of a consumable item, thrown – deals (User’s PWR x Item Tier) + 2d6 points of Fire or nonelemental
damage, whichever is more effective, in a local area.
Fragile: Tier 1 Weapon, Armor, Accessory
The equipment is made from an easily‐damageable material, such as a delicate golden adornment or a finely‐
crafted robe. Whenever the wearer of Fragile equipment deals a critical hit or is dealt critical damage, suffers
falling damage or is reduced to zero hit points, the Fragile equipment is instantly destroyed.
However, there is an upside to this; any equipment with the Fragile property gains one additional property, and is
treated as being one Tier higher than it really is for the purpose of adding properties. Thus, a character with a Tier
3 sword could have Fragile, Follow‐Through and Shadow Ward on this weapon.
Fragile cannot be combined with the Indestructible property.
Follow‐Through: Tier 4 Weapon, Food
On a successful Critical Hit, the wielder may make another immediate attack action on the original target, or on a
second target within Short Range of the first. Follow Through will not activate again if this second attack is a Critical
Hit. Limit Breaks do not activate Follow Through.
Fortified: Tier 3/7 Armor
This exclusive‐to‐armor property increases the ARM and M.ARM scores granted by the armor by 25%, or 50% if
possessed by the Tier 7 version.
Gemini: Tier 2/4 Weapon, Armor
The equipment is highly irregular, either a combination of standard weapon types, or able to change its shape or
form for multiple different purposes. For example, it might be a spiked shield that both provides defense as well as
being usable as a Blade weapon, or it might be a powerful magic rod which the wielder can swing to release a half‐
dozen wires with hooked tips which latch onto enemies like a fishing rod. It might be a large cannon that can fire
130
ranged bullets capable of knocking its opponents backwards, or it might be a spear that can break down into
several lesser weapons.
A Gemini weapon is generally two different types of weapons, and gets the automatic weapon properties of both;
for example, a Gunblade might serve as both a Piercing weapon as well as have the ability to fire rounds of
ammunition or explosive bursts of pressurized air at range, making it also a Ranged weapon.
If a character is proficient with one of the types of weapons the Gemini equipment is treated as, he may use the
Gemini weapon normally. For example, a Black Mage could use an Arcane/Huge weapon and suffer no penalties,
even though Huge equipment isn’t something they’re proficient with normally.
As a Tier 4 or better piece of equipment, the distinction changes.
Design two different pieces of equippable gear that may or may not be the same weapon category. Each one may
have entirely different weapon properties, but they must both have the Gemini property. The character may
transform his weapon from one to the other as a Standard action.
For example, a character might utilize a classical violin (a tier 6 Arcane weapon) with the Spellburst, +2 Perform and
Gemini properties. However, the stringed instrument can also act as a bow with only a few changes, a Ranged
weapon with the Gemini, Piercing and Triple Critical properties.
Gemini armor is always Light or Heavy armor, and as Standard action, the user can swap their ARM and M.ARM
values. This allows them to be either heavily resistant to physical attacks or magical attacks as different situations
require.
Glowing: Tier 2 Weapon, Armor, Accessory, Consumable
The item sheds a constant dim light that can be increased with a command, illuminating even the darkest of
locations. Glowing equipment negates penalties caused by Difficult Terrain relating to darkness.
Impact: Tier 2 Weapon, Accessory
With the Impact property, your attacks are so powerful they can sunder through walls and obstacles. Whenever
you target an opponent that’s protected by a non‐magical barrier of some sort – such as being encased in a vehicle
or hiding behind a thick stone wall – you may make a Force check to destroy that object as part of your attack roll.
If the Force check succeeds, you are able to damage your opponent normally AND your damage step for the attack
is increased by one as your opponent is showered in debris.
Imperil: Tier 6 Weapon
Having this weapon equipped allows the user to rip through the supernatural defenses of their enemies. When the
user of this weapon calculates magical damage, they ignore the M.ARM score of their targets.
Impervious: Tier 8 Armor, Accessory
Wearing this equipment grants the wearer the Impervious monster ability, generally reserved for bosses and their
ilk. Impervious renders the wearer immune to all negative status effects other than Fear and Unconsciousness.
Indestructible: Tier 3 Weapon, Armor, Accessory
Weapons and Armor with this ability cannot be destroyed with normal means. No forge can reshape them, no spell
or attack can break them. In some rare cases, such items CAN be destroyed, but the means to do so are usually
campaign‐based. Indestructible cannot be combined with the Fragile property.
Jagged: Tier 2 Armor
The equipment is covered with sharp spikes, protrusions or even thorns. Whenever you’re struck by a Short Range
spell or attack, your opponent takes (Force x Half Level) points of damage that ignores ARM, Protect, and all other
types of damage reduction.
131
HP Drain: Tier 5 Weapon, Accessory, Food
In addition to dealing damage, every successful Attack with this weapon restores the wielder's Hit Points by an
amount equivalent to 50% of the damage inflicted by the Attack after modifying for Armor. Because you can’t
actually inflict more damage than a target foe has HP, the value restored by HP Drain will never exceed 50% of a
target’s remaining health.
Undead opponents reverse this ability, causing the character to suffer 50% of the damage dealt as M.ARM damage.
HP Restore: Tier 1/3/5/7 Food, Consumable
When consumed, this item immediately restores a flat percentage value of hit points. Tier 1 consumables and food
restore 25% of a character’s maximum health, Tier 3 restores 50%, Tier 5 restores 75%, and Tier 7 restores 100%.
HP Restore has no effect on unconscious targets.
Limited: Tier 1 Accessory
The item only works in specific situations, such as when deep underground or when the user is at full MP. You may
add two additional equipment properties to the item, OR you may add one additional equipment property and
treat the equipment as if it was one Tier higher than it really is. Limited accessories can only be created with GM
approval.
Lucky: Tier 7 Weapon, Armor, Accessory, Food
A Lucky character has an improved chance to strike his enemies’ weak points, and the character’s critical hit rate is
increased by 1. They generally roll critical hits on results of 11‐12.
MP Damage: Tier 2 Weapon, Accessory
Rather than doing normal damage, each successful Attack made with this weapon inflicts 50% damage to the
target's HP and 50% to its MP. If the target does not have an MP score, then this weapon property
is ignored and all combat damage is dealt to HP, as normal.
MP Refresh: Tier 5 Weapon, Armor, Accessory, Food
In addition to dealing damage, whenever a character with this property deals physical damage, they regain magic
points by an amount equivalent to 50% of the damage inflicted.
MP Restore: Tier 1/3/5/7 Food, Consumable
When consumed, this item immediately restores a flat percentage value of magic points. Tier 1 consumables and
food restore 25% of a character’s maximum MP, Tier 3 restores 50%, Tier 5 restores 75%, and Tier 7 restores 100%.
MP Restore has no effect on unconscious targets.
[Monster] Eater: Tier 2 Weapon, Armor, Accessory, Food
(example; Dragon Eater)
Whenever a character equipping a weapon with this ability slays a monster of the appropriate type, the wielder
gains back an amount of HP and MP equal to the amount of damage done in the same round. This ability can be
added multiple times, with a different Monster Eater each time.
[Monster] Killer: Tier 3 Weapon, Accessory
(example; Dragon Killer)
The weapon is designed to assist with not‐so‐natural selection. All damage done to creatures of the appropriate
type is increased to 200%, whether magical or physical in nature. This property can be added multiple times, listing
a different type of monster each time.
132
[Monster]‐Slayer: Tier 5 Weapon, Armor, Accessory
(example; Dragon Slayer)
The equipment is designed for those heroes with a score yet to be settled. Just like the [Monster] Killer property
noted above, Monster Slayer causes all attacks made by the character to deal 200% damage to creatures of that
species. Furthermore, any adversary of the listed type who attempts to strike the character must succeed at an
opposed Finesse check; if the attacker succeeds, they may continue with their turn normally. If the character with
the [Monster] Slayer equipment succeeds, their foe is inflicted with the negative status effect Fear until the start of
their next turn.
Overdrive: Tier 6 Weapon, Armor, Accessory, Food
It is said that this weapon is tied to its wielder's spirit, and that the color and capabilities of the blade will shift to
reflect the heart and mind of a strong‐willed fighter. When using this weapon, a character may utilize Limit Breaks
at 50% or less health, as though they had the Limit Breaker job ability.
Party Effect: Tier 6 Accessory, Food, Consumable
This property does nothing by itself, but instead allows the wearer/user to grant all the other effects of this item to
his allies. For example, a Party Effect amulet might bathe the hero’s comrades in a quiet halo of light at all times,
granting them a fraction of his power. A Party Effect food might be a banquet large enough to feed dozens, an
inspiring feast before the day of battle.
Peerless: Tier 8 Food, Consumable
When this item is used, it grants the user immunity to all damage and effects caused by hostile Limit Abilities, Limit
Breaks, and critical hits caused by enemies. If Peerless is granted by a consumable, the effects last until the end of
combat.
Piercing: Tier 6 Weapon
This weapon is designed to pierce defenses both natural and man‐made. The target's ARM value is ignored when
calculating damage from a weapon with Piercing.
Precision: Tier 7 Weapon, Armor, Accessory, Food
The item is both supernaturally accurate and also grants its wielder a sixth sense when it comes to avoiding
attacks. The wielder of such a weapon receives a bonus to ACC equal to half his Force score and a bonus to his AVD
equal to half his Finesse score.
Pugilist: Tier 1 Weapon, Armor, Accessory
A character who has access to the Pugilist equipment property is skilled at fighting unarmed, equally adept into
wading into a fight barehanded as a warrior armed to the teeth. You gain access to the Pugilist weapon category
while this item remains equipped. Instead of unarmed attacks dealing (PWR x 1) + 2d6 points of damage, they are
calculated as (PWR x Half Level) + 2d6 instead. And finally, the user may choose to deal (PWR x Half Level) + 2d6
points of damage when using an Improbable weapon if the size and lethality of the weapon would otherwise cause
it to be calculated as less than that.
Remedy: Tier 6 Food, Consumable
This item immediately heals the eater/drinker of all negative status ailments except Fear. Unfortunately, some
status ailments can actually prevent a character from being able to use a Remedy item; for example, a petrified
target might have their mouth closed or covered, and a zombified target is often more interested in eating your
brains than any other delicacy.
133
Resurre
ection: Tier 44 Consumable
When this item is ingeste
ed by an unconnscious ally (no
o easy feat!), it immediately rreturns the falllen target backk to 1
be combined w
HP. It can b with the HP Resstore effect to grant more heealth than just the default on ne point.
Sentient: Tier 2/5/7 W
Weapon, Armo
or, Accessory
The weapo on or piece of eequipment hass a mind of its o own, capable oof forming – annd often, voicinng! – its own
opinions.
While a louudmouthed spe ear with a heavy accent and a hatred for sttealthy approaaches might no ot always be the
most belovved travelling ccompanion, having an extra sset of eyes (or whatever!) is aalways beneficcial. Wheneverr you
fail an Alertness skill checck, you may re‐roll the checkk with a total b onus equal to the tier of you ur Sentient weaapon
or armor.
If the Sentiient property iss on a weapon n of Tier 5 or higher, the weappon or armament also allowss this skill rero oll to
occur on a failed Languagge or Lore skill check; again, w with a total boonus equal to the weapon’s tier. An Elvaan
or example, wo
gauntlet, fo wn language as well as a smatttering of others, and would have
ould likely be ffluent in its ow
much ancie ent knowledge e at its disposall. Furthermore e, a Sentient weeapon of Tier 55 or higher can
n continue to aattack
even when n it’s wielder is afflicted with the negative status effects FFear or Stun, orr unconscious. They cannot m move
from the hand of their usser, however.
A Tier 7 of higher piece o of Sentient gear will avoid striking the charaacter’s allies whenever possible; the playerr may
always cho oose to turn a w weapon‐based physical attacck roll into a criitical miss wheenever they choose.
Skill Bon
nus: Tier 2/77 Weapon, Arm
mor, Accessoryy, Food, Consum
mable
(example; ++2 Scavenge)
The item provides a +2 to o rolls for any ssingle skill, such as a short m etal blade designed to cut pu urse strings an
nd
garments ggranting a +2 too Thievery che ecks. The Tier 7 7 version of thi s item providees a gigantic +5
5 bonus to the skill
instead, representing a suupernatural inspiration more e than any munndane level of skill.
As a consumable, the bon nus granted is doubled; thus,, an ancient, Tiier 7 Rosetta stone might graant a +10 bonu us to
Language sskill checks for a one‐time usage.
This property cannot be u used to improvve a character’’s Synthesis skiill check, but th he effects do sstack.
SOS‐[Sta
atus]: Tier 22 Weapon, Arm
mor, Accessoryy, Food
(example; SSOS‐Reflect)
The item adds the indicatted Status Con ndition to the ccharacter usingg it if they are rreduced to 25% % of their maximum
during the course of a battle.. Status Condittions added in this manner caannot be remo
Hit Points d oved through tthe
use of Spells or Abilities ssuch as Dispel; they will only be cancelled iff the characterr's current Hit Points are raissed
beyond 25% of their maxximum value orr the battle ends. The excepttion to this is SSOS‐Auto‐Life, w which cancels as
used to resurrect the characte
normal if u er and will not be re‐added ffor the remaind der of that batttle. This propeerty
can be addded multiple tim mes, with a diffferent SOS‐Staatus each time .
Special Ability: Tierr 1 Weapon, AArmor, Accessoory, Consumabble, Food
The weapo on possesses a unique talent outside of those described hhere. It may allow a character to use a Job A Ability
they would d not normally have access to o, enhance a cu urrent one, or be something altogether new. As a Special
Ability could be almost an nything, it is hiighly recomme ended that GM Ms use cautiouss judgment wh hen allowing
characters to purchase and describe ge ear with this we eapon propertty.
Following is a few examp ples;
Josh wantss his android to o have an arm‐‐mounted pulse cannon, com mplete with
computer ttargeting syste em. After some e discussion, th
hey settle on thhe ‘Lock‐On’
feature; Affter a foe is stru
uck in combat by a ranged atttack by Josh’s pulse cannon,,
the gunnerr receives a +2 temporary mo odifier to their ACC against thhat target until they miss.
Meg wantss her Geomanccer to use a wh hip, with more concern aboutt defense than n offense. Theyy sit down and
decide thatt a good prope erty would be tto give Meg an n automatic 50 % chance to au utomatically suucceed on a Diisarm
check without needing to o make an opposed roll.
134
Spellburst: Tier 2/8 W
Weapon, Acceessory, Consum
mable
Upon a crittical hit, a weapon with the SSpellburst will ccast a specific magical spell. TThe wielder m
may also choosee to
cast the spell directly from the item forr no MP as a Sttandard Actionn, with a 25% chance to destrroy the item (1 100%
if the item is a Consumab ble). Only one sspell can be cast on a critical hit, and a character who purchases or creaates
an item witth the Spellburrst property must be able to cast the choseen spell themseelves, without the expenditure of
Destiny. Soome GMs may allow specific SSpellburst item ms to be purch ased on a casee‐by‐case basiss.
If an Indesttructible item w
would be destroyed by force efully using Speellburst, it doess not break ‐ ho
owever, the
Spellburst property is forrever removed.
Only legendary Spellburst equipment iss capable of casting Rank 5 m magic, the Osm mose or Esuna sspells.
[Status]] Heal: Tier 11/2 Food, Consumable
(example; PPoison Heal)
When this item is ingesteed, it immediattely heals the u user of the listeed status effecct. A Tier 2 or b
better item can
n
remove the e effects of Berrserk, Blind, Co
onfuse, Transfo orm, Poison, Cuurse, Sleep, Stoop, or Zombie. A Tier 3 or bettter
item is required for the sttatus effects PPetrify, Seal, Slo
ow, Charm, or Fear. This prop perty can be ad dded multiple
h a different staatus healed eaach time.
times, with
[Status]]‐Proof: Tieer 2/4/6 Weapoon, Armor, Acccessory, Food
(example; PPoison Proof)
Wearing thhis piece of equ uipment confers the characte er Immunity too the indicatedd Status Condittion type. A Tieer 2 or
better weaapon can preve ent the status e
effects Berserkk, Blind, Confusse, Transform, Poison, Curse, Sleep, Stop, or
Zombie. A TTier 4 or better weapon is reequired for the status effects Petrify, Seal, SSlow and Charm
m. A Tier 6 piece of
equipmentt can grant Imm munity to the sstatus effect Feear, or you mayy choose an immmunity to anyy two of the lesser
status effects listed. This property can b
be added multtiple times, witth a different status immunitty each time.
[Status]] Touch: Tieer 2/5 Weaponn, Accessory, CConsumable, Foood
(example; PPoison Touch)
You can atttempt to add tthe specified negative status condition to thhe target on a successful weapon attack byy
choosing too deal 50% dam mage, or by using a Consumaable item on ann unwilling targget. The foe m must make an
opposed Fo orce or Finesse
e check. If you win, the statuss condition is aapplied to the ttarget for the standard four
rounds.
A Tier 2 or better weapon n can cause the status effects Berserk, Blindd, Confuse, Curse, Poison, Sleeep, Stop, or
Zombie. A TTier 5 or better weapon is re
equired for the status effects Petrify, Slow, Transform, Sea al, or
Charm. Thiis property cann be added multiple times, with a different Status Touch eeach time.
Stoic: Tieer 4/7 Armor, AAccessory
Whenever an opponent sspends one or more points of Destiny durinng combat,
the wearerr of Stoic equip
pment recoverss 25% of their total maximum m HP and
MP. This efffect can only ttrigger once pe
er round. At Tie
er 7 or higher, the
character rrecovers 50% oof their max HP P and MP insteead.
Triple C
Critical: Tier 5 Weapon, Acccessory, Food
Any criticall hits caused byy this weapon inflict 300% ph
hysical damagee, rather than
the normal 200%.
Therape
eutic: Tier 6 Weapon, Acceessory
Even the m
most menacing‐‐looking blades exude a healing light when combined witth this propertyy, and arrows fired
from a Theerapeutic weap pon explode intto clouds of iridescent dust uupon connectin
ng with a solid surface. Whennever
a characterr with the Therrapeutic prope
erty deals damaage to an enem my, whichever PC has the low
west current hit
point value
e regains 25% oof their max HP
P.
135
Since Therapeutic weapons draw strength from both their wielder and their owner’s powerful foes to function,
they cannot be used to heal allies between fights.
Unified: Tier 2 Weapon, Armor, Accessory
The weapon or armor is a part of you, and it is nearly impossible to separate you from such ‘equipment’ without
extraordinary means. This generally manifests as biomechanical appendages or prosthetics, such as a massive
steam‐powered arm or a gun replacing a hand. In more rare circumstances, this might be a powerful singing voice
used as a weapon, a tattoo that infuses the character’s arms with strength, or a jewel embedded into a hero’s
forehead.
A Unified weapon or armor cannot be separated from the user whether through spells, limit breaks, or combat
maneuvers such as a Disarm attempt, though it can still be Broken (even if this manifests as a physical injury such
as a damaged windpipe). Unified weapons can be automatically repaired at the start of every game session (or, at
the GM’s discretion, after several in‐game days have passed) with a need for a skill check or gil investiture.
The downside is that Unified equipment rarely uses any of the usual Synthesis skills to create, and players using
such weapons or armor would probably find it wise to invest in something akin to Synthesis (Tattoos) or Synthesis
(Lyrics) instead, as appropriate.
Variable: Tier 3 Consumable, Food
Add one additional property to the consumable or food, with various different effects within the category; for
example, [Status] Touch, which could apply a variety of different status effects. With the Variable property, you
don’t need to choose the specific status ahead of time, and instead may make the decision when the consumable is
used. Variable items are treated as being one Tier higher than they really are for the purposes of determining the
purchase/synthesis cost.
Virulent: Tier 2 Weapon
You prefer to overcome your foes by crippling them with negative statuses and other detrimental effects. With this
weapon equipped, your enemies will still suffer a magical backlash when they manage to shake off the effects of
your spells.
Whenever the wielder of this weapon casts a spell that requires a successful opposed roll, they may deal (PWR x
Half Level) point of non‐elemental M.ARM damage if they fail the roll.
Legendary Equipment
Legendary weapons are the pinnacles of power when it comes to heroic armaments; they often possess special
abilities that puts lesser equipment to shame. Players should never stumble across Legendary gear in dusty
treasure chests or abandoned storerooms; rather, these powerful items have stories and histories of their own,
and might even serve as the focal point for high‐level quests.
In addition to the listed properties, all Legendary Weapons, Armor, and Accessories have a few additional perks.
First, such an item ‘finds’ an owner, it cannot be used by anyone else unless the current user passes away, or
chooses to willingly give it to another owner. In the hands of anyone other than the weapon’s true owner, it acts as
a Tier 8 item with only the ‘Indestructible’ property and standard ARM and M.ARM values if applicable.
Furthermore, the character that owns the item can cause it to instantly appear in their hands as a Standard action,
no matter the distance or obstacles between them.
136
Sample Weapons
Name Type Cost Effect Difficulty
Petalchaser Tier 2 Arcane 700g Transform between weapon and rose with Instant action Challenging (11)
Sage’s Staff Tier 2 Arcane 700g Spellburst: Varies, Fragile Challenging (11)
Soul Saber Tier 2 Blade 700g Runic has a 25% chance of failure instead of 50% Challenging (11)
Regal Cutlass Tier 2 Blade 700g +2 Negotiate Challenging (11)
Vigilante Tier 2 Blade 700g +1 AVD at the start of each combat until you take damage Challenging (11)
Ironside Tier 2 Brawl 700g +4 PWR when you have 3 or more Chain Points accumulated Challenging (11)
Mage Masher Tier 2 Concealed 700g MP Damage Challenging (11)
Blackjack Tier 2 Ranged 700g Jinx job ability may be used even without Bad Luck Challenging (11)
Kotetsu Tier 3 Blade 2,400g Fiend Killer Impressive (14)
Dragon Claws Tier 3 Brawl 2,400g Dragon Killer Impressive (14)
Aura Lance Tier 3 Reach 2,400g Spellburst: Flash Impressive (14)
Valiant Tier 4 Blade 8,500g SOS‐Protect, grants access to First Strike job ability Impressive (14)
Kikuichimonji Tier 4 Blade 8,500g Earth Proof, Instantly grants Flight for two rounds/session Impressive (14)
Berserker Axe Tier 4 Huge 8,500g Auto‐Berserk, +2 PWR Impressive (14)
Blood Sword Tier 5 Blade 28,000g +2 PWR, HP Drain Heroic (17)
Assassin Knife Tier 5 Concealed 28,000g Humanoid Slayer, grants access to Assassin’s Kiss job ability Heroic (17)
The Ogre Tier 5 Huge 28,000g Triple Critical, emanates growl when wielder is being lied to Heroic (17)
Scarecrow Tier 5 Huge 28,000g HP Drain, MP Refresh Heroic (17)
Coffinmaker Tier 5 Ranged 28,000g Seal Touch, Spellburst: Seal Heroic (17)
AncientSword Tier 6 Blade 90,000g Petrify‐Proof, Petrify Touch Supreme (20)
Defender Tier 6 Blade 90,000g Holy Enhancer, Auto‐Protect Supreme (20)
Heartbreaker Tier 6 Ranged 90,000g Charm Touch, Piercing Supreme (20)
Obelisk Tier 6 Reach 90,000g Overdrive, +4 PWR if you are smaller than your target Supreme (20)
Ascalon Tier 7 Arcane 280,000g Auto‐Life, Alchemy, Therapeutic Godlike (25)
Genji Blade Tier 7 Blade 280,000g When dualwielding; Break Damage Limit, Auto‐Haste, Lucky Godlike (25)
Destroyers Tier 7 Brawl 280,000g Follow‐Through, Overdrive, Auto‐Haste Godlike (25)
Illumina Tier 7 Huge 280,000g Indestructible, Holy Strike, Blind Touch Godlike (25)
Yoichi Bow Tier 7 Ranged 280,000g Lucky, Precision, No ACC penalty caused by Difficult Terrain Godlike (25)
Mop Tier 7 Reach 280,000g Follow‐Through, Water Strike, Spellburst: Mighty Guard Godlike (25)
Nirvana Tier 8 Arcane N/A See information below Impossible (30)
Excalibur Tier 8 Blade N/A See information below Impossible (30)
Masamune Tier 8 Blade N/A See information below Impossible (30)
Final Heaven Tier 8 Brawl N/A See information below Impossible (30)
SaveTheQueen Tier 8 Concealed N/A See information below Impossible (30)
Apocalypse Tier 8 Huge N/A See information below Impossible (30)
Deathbringer Tier 8 Huge N/A See information below Impossible (30)
Artemis Bow Tier 8 Ranged N/A See information below Impossible (30)
Gungnir Tier 8 Reach N/A See information below Impossible (30)
Mop: Known only as the weapon of ‘that guy who hit people with a mop,’ this object appears to be little more than a long
wooden pole topped with a slightly‐damp mass of coarse yarn. In the right hands, however, it is of nearly unparalleled power.
(Seriously, you should have seen the guy, he was mowing down legions with this thing.)
Artemis Bow: Named after the goddess of the hunt, this cold steel bow was destroyed in combat and its pieces were returned
to the dwarves who first created it, hoping that it could be re‐forged. As the dwarves had forged the weapon, it was concluded
that only they could repair it. Whether or not they succeeded is the stuff of legends. Properties include Indestructible, Break
Damage Limit, +4 DEX, Beast Slayer, Plant Slayer, and Spellburst: Angel Snack. It also allows the user to use the Ranger’s limit
ability, Sharpshot, once per game session with no associated Destiny cost.
Apocalypse: While the origins of many legendary weapons are shrouded in mystery, the story of Apocalypse is surprisingly
simplistic. It was designed as a weapon to be used in the war between an ancient civilization and the Espers, capable of
defeating both sides should the need arise. What Apocalypse lacks in sheer destructive power it more than makes up for with
its unparalleled magical defenses. The wielder of this blade is immune to all damage from all elemental types.
Deathbringer: Many any legends surround this ominous scythe, spoken in hushed voices and whispered terrors, and told and
retold by all of the intelligent races. The legends tell of one of the legendary Heroes in ages past that took up arms against a
great demon. Upon their victory he crafted this weapon from one of the claws of the fallen devil, tempered in hellfire and
137
cooled it in the waters of the Styx; the river of death itself. In the aftermath, the wielder of the Deathbringer residence atop the
throne of the demon the four heroes had battled against so bravely. The demons and monstrosities that did not bow to him
were crushed mercilessly, and he ruled with fear. Some legends say that the Deathbringer brought the surrounding area into an
unending darkness as it absorbed the very light from its surroundings, and tendrils of black shadow began to encroach the
nearby lands. The ending to this ill‐omened tale has become little more than a children’s bedtime story; Parents tell of the
White Knight, one of the evil man’s former friends who came to find him. Whatever they may have spoke of matters little and is
known by none, but the battle that rocked the demon’s citadel for two days and nights is spoken of often. In the end, the white
knight emerged, barely alive and unarmed, and passed away in peace.
Folklore states that the Deathbringer and Excalibur lie together in the heart of the obsidian citadel, one emanating perpetual
light, and the other, forever devouring it. But these are, of course, merely legends.
Deathbringer possesses the following properties; Indestructible, Break Damage Limit, Shadow Strike, Shadow Enhancer, HP
Drain, SOS‐Berserk, Spellburst: Death, and grants the user the ability to absorb Shadow damage.
Excalibur: Many legendary weapons have been carried into battle in ages long past, but none so hallowed or oft‐spoken of as
the Excalibur, the blade of the gods themselves. How it came to be is unknown; stories say that it was first used by a dusty‐
haired youth, innocent and unarmored and with eyes unprepared to see the world pass away, carrying only a sword forged
from an unknown metal and pulsing with white‐hot light.
Excalibur has the following abilities; Indestructible, Break Damage Limit, Holy Enhancer, Glowing, MP Restore, Auto‐Protect,
Spellburst: Holy, and when a character with Excalibur uses the Holy Circle paladin job ability, the damage is increased to 300%
on Undead foes instead of the usual 200%.
Final Heaven: Monks of great age and wisdom speak freely about this weapon, citing its immense power and ability to bring
much good into the world. When questioned about prior owners, however, they grow silent, insisting only that “there is much
we do not know.” Unlike all other weapons, the monks say, the Final Heaven will find you – if you are truly worthy to bear it. Its
properties are generally Indestructible, Break Damage Limit, Follow Through, Auto‐Haste, +4 PWR, Triple Critical, and Overdrive.
Gungnir: Forged in the fiery breath of the first dragon herself, Gungnir possesses the Indestructible, Break Damage Limit,
Piercing, Overdrive, Dragon Eater, and Precision properties, and its current whereabouts are unknown. When a Dragoon
wielding Gungnir uses Ancient Circle, the effects of Dragon Killer remain on the Dragoon until the end of combat, although they
fade from all affected party members after several rounds, as normal. In addition, whenever a character that attacks with
Gungnir misses their mark, they gain a +10 bonus to their ACC score for their next attack. This effect is cumulative ‐ two misses
in a row grants a +20 bonus, etc. As soon as an attack hits, the effects of this enormous bonus are lost.
Masamune: The Masamune is currently in the treasure trove of a great and cunning beast, who spreads rumors of its
whereabouts in order to gleefully devour and slaughter those that seek it out. The weapon possesses the Indestructible, Break
Damage Limit, Triple Critical, Piercing, Overdrive, and Spellburst: Barrier properties. Anyone who uses the Masamune
automatically receives one additional Standard action every round; this can be combined with the Haste status to allow a single
character three standard actions every round, the maximum allowed.
Nirvana: In addition to granting the usual Indestructible and Break Damage Limit properties, this shimmering staff topped with
a perfectly‐cut fragment of crystal increases the damage dealt with every sort of magical spell and effect under the sun by 50%,
including non‐elemental effects such as most Time Magic or the Ultima spell. It practically pulses with energy when held by any
casting Job. Most importantly, Nirvana has the Special Ability ‘One MP Cost’, reducing the MP cost of all spells of less than
Ancient rank to merely one point of MP. Ancient spells are unchanged.
Finally, all friendly Summons Rank 3 or lower deal 200% damage at all times when a character has obtained the Nirvana, and all
Espers – no matter their Rank ‐ also gain the Break Damage Limit ability.
Save The Queen: Only six inches in length, smaller than most daggers, Save the Queen is by far one of the most delicate weapon
to ever demonstrate usefulness in combat – as well as one of the most powerful.
Created entirely out of a single piece of Orichalcum, this artifact dagger is currently carried by a greedy merchant with only the
faintest idea of its true worth. Its properties are Indestructible, Break Damage Limit, +4 DEX, Lucky, Auto‐Life, Precision, and the
user gains access to the paladin job ability known as Sentinel.
138
Sample Accessories
Name Cost Effect Tinker Difficulty
Choco Whistle 250g A high‐pitched whistle capable of calling friendly Chocobos Easy (7)
Elemental Cape 250g Grants resistance to one elemental type except Holy/Shadow Easy (7)
Gauntlets 250g You are immune to disarm effects if you so choose Easy (7)
Oxygen Ball 250g A metal sphere that allows for underwater breathing Easy (7)
Rage Ring 250g Fills wearer with hatred, giving them the Auto‐Berserk status Easy (7)
Saint’s Rune 250g Negates the holder’s racial vulnerability to Shadow damage Easy (7)
Slave Crown 250g Wearer obeys the Slave Crown’s owner through Auto‐Charm Easy (7)
Sprint Shoes 250g Grants +2 bonus to Escape checks for Running Away in combat Easy (7)
Transform Pin 250g Adds the Auto‐Transform status Easy (7)
White Belt 250g Wearer gains Pugilist, allowing them to fight while unarmed Easy (7)
Barrier Ring 600g Adds the SOS‐Shell status Moderate (9)
Battle Boots 600g +2 bonus to DEX attribute Moderate (9)
Chocobo Outfit 600g Dress like a Chocobo, gaining a +2 bonus to Nature. Kweh! Moderate (9)
Dark Bandana 600g Adds Auto‐Blind status. While blind, wearer also has +2 ACC Moderate (9)
Glowstone 600g A nearly‐depleted shard of crystal that sheds constant light Moderate (9)
Goggles 600g Immunity to the Blind status Moderate (9)
Hermes Sandals 600g Adds the SOS‐Haste status Moderate (9)
Magician Shoes 600g +2 bonus to MND attribute Moderate (9)
Muscle Belt 600g +2 bonus to PWR attribute Moderate (9)
Peace Ring 600g Immunity to the Berserk status Moderate (9)
Protect Ring 600g Adds the SOS‐Protect status Moderate (9)
Zephyr Cape 600g Grants a +1 bonus to AVD score Moderate (9)
Elemental Ring 2,000g Grants immunity to one element type, excluding Holy/ Shadow Challenging (11)
Echo Bangle 7,500g Immunity to the Seal status Impressive (14)
Atlas Armlet 25,000g Immunity to all knockback effects Heroic (17)
Collector’s Code 25,000g 50% chance to earn the ‘Steal’ item from enemies after battle Heroic (17)
Empyreal Band 25,000g All other equipment is all treated as being Indestructible Heroic (17)
Tetra Elemental 25,000g This jeweled broach has the Spellburst: Tetra property Heroic (17)
Aegis Jewel 80,000g +4 bonus to RES if your Force is higher than your Finesse Supreme (20)
Angel Ring 80,000g Grants the wearer the Auto‐Life status Supreme (20)
Formaldehyde 80,000g Undead creatures regain health each round Supreme (20)
Germinas Boots 80,000g +4 bonus to DEX if your Finesse is higher than your Force Supreme (20)
Magus Crest 80,000g +4 bonus to MND if your Finesse is higher than your Force Supreme (20)
Reflect Ring 80,000g Grants the wearer the Auto‐Reflect status Supreme (20)
Titan’s Gloves 80,000g +4 bonus to PWR if your Force is higher than your Finesse Supreme (20)
Experience Egg 250,000g +5 bonus to Lore, +1 bonus EXP after defeating a Boss Godlike (25)
Fortune Egg 250,000g +5 bonus to Scavenge, +1 bonus Destiny after defeating a Boss Godlike (25)
Gold Hairpin 250,000g Overdrive property, spells cost half standard MP value to use Godlike (25)
Mog’s Amulet 250,000g You now cause critical hits on a roll of 11‐12 Godlike (25)
Artemis Arrow N/A +4 DEX, +2 PWR and Special Ability if wearer is a Ranger Impossible (30)
Black Belt N/A +4 PWR, +2 RES and Special Ability if wearer is a Monk Impossible (30)
Crimson Chapeau N/A +4 MND, +2 DEX and Special Ability if wearer is a Red Mage Impossible (30)
Crystal Eye N/A +4 MND, +2 PWR and Special Ability if wearer is a Time Mage Impossible (30)
Flower Crown N/A +4 RES, +2 MND Special Ability if wearer is a Geomancer Impossible (30)
Genji Gloves N/A +4 ACC, +2 AVD, and you gain the ability to Dual Wield Impossible (30)
Knight’s Crest N/A +4 RES, +2 PWR and Special Ability if wearer is a Warrior Impossible (30)
Magus Steeple N/A +6 PWR and Special Ability if wearer is a Black Mage Impossible (30)
Minerva Bangle N/A +6 MND and Special Ability if wearer is a White Mage Impossible (30)
Orb of Minwu N/A +4 PWR, +2 RES and Special Ability if wearer is a Blue Mage Impossible (30)
Rat Tail N/A +4 PWR, +2 DEX and Special Ability if wearer is a Dragoon Impossible (30)
Ribbon N/A Possesses the Impervious, Stoic, and Indestructible properties Impossible (30)
Rosetta Ring N/A +4 DEX, +2 MND and Special Ability if wearer is an Entertainer Impossible (30)
Samantha Soul N/A +4 RES, +2 DEX and Special Ability if wearer is a Samurai Impossible (30)
Sasuke’s Sheath N/A +6 DEX and Special Ability if wearer is a Ninja Impossible (30)
Sniper Eye N/A +4 MND, +2 RES and Special Ability if wearer is an Engineer Impossible (30)
139
Solomon Ring N/A +6 RES and Special Ability if wearer is a Paladin Impossible (30)
Thief Gloves N/A +4 DEX, +2 MND and Special Ability if wearer is a Thief Impossible (30)
Trump Card N/A +4 DEX, +2 MND and Special Ability if wearer is a Gambler Impossible (30)
Undying Rage N/A +4 PWR, +2 MND and Special Ability if wearer is a Dark Knight Impossible (30)
Artemis Arrow: A Ranger with this accessory may use the Barrage job ability one additional time, even if they don’t possess it.
Black Belt: A Monk with the Black Belt equipped is immune to all damage and effects caused by Improbable weapons and
unarmed attacks made by Humanoids. Furthermore, the Monk deals three additional damage steps with all Chain Finishers.
Crimson Chapeau: By spending two points of Destiny outside of combat, the character may permanently lose access to any one
Red Mage job ability they possess to gain one ability from any different Job of their choice. Limit Abilities and Innate Abilities
cannot be acquired or lost in this manner.
Crystal Eye: The Time Mage exists in many simultaneous quantum states; they have access to one Innate Ability of their choice,
as well as all of the Innate Abilities belonging to the Jobs the character has spent any time as.
Flower Crown: The Geomancer may cast the white magic spell Teleport for no MP as an Instant action once per round. Unlike
the standard version of this spell, it may be used in combat and is treated as a Local spell instead of a Party spell; the
Geomancer’s enemies are pulled along for the ride as well, and the battle continues normally.
Knight’s Crest: Prior to the start of any game session a Warrior with the Knight’s Crest equipped may rewrite any of their limit
breaks. Furthermore, they gain an additional 5 points with which to build each of their limit breaks.
Magus Steeple: The Black Mage may now counter any physical attack made against him with a spell he knows, so long as the
mage isn’t already preoccupied with a Slow action or a status condition would prevent him from making said counterattack.
Minerva Bangle: White Magic spells and consumable items now always heal the White Mage in addition to the listed target.
Orb of Minwu: After defeating a Boss, the Blue Mage may choose to automatically obtain any Blue Magic spell of his choice.
Rat Tail: The first time the Dragoon activates Dragonheart or lands a critical hit in combat, they gain the effects of any
[Monster]‐Slayer property of their choice until combat ends or until the effects of Dragonheart wear off.
Rosetta Ring: The Entertainer’s innate ability now grants its bonus to two different attributes instead of only one.
Samantha Soul: Whenever the Samurai deals damage to a target suffering from any Break art (Power Break, Speed Break,
Armor Break, or Magic Break), they roll a critical hit on a result of 10‐12 and gain a +1 bonus to their AVD score. This AVD bonus
is cumulative over the course of a battle; a Samurai who has attacked weakened targets 3 times would gain +3 AVD.
Sasuke’s Sheath: The Ninja receives one additional standard action per turn. The Ninja still cannot exceed the maximum of
three standard actions per turn, as normal.
Sniper Eye: Using a consumable item or the Invent innate ability is now only an Instant action for the Engineer.
Solomon Ring: When using Cover, the Paladin may now calculate damage received based on his attributes instead of the
original target’s, and there is a 25% chance for the attack to be automatically negated.
Thief Gloves: Using the Thievery skill – and by extension, the Steal innate ability – now only takes an Instant action.
Trump Card: Once per round, you may reroll any Slots result that would cause a Bust effect.
Undying Rage: The use of Darkside cannot reduce the Dark Knight to below 1 HP. Whenever the wearer of Undying Rage is
targeted by an enemy’s attack while at 1 HP, they may immediately use Darkside as an Instant action against the triggering foe,
before the attack against them is rolled.
140
Sample Armor
Name Tier Type Cost ARM MARM Property Synth Difficulty
Cotton Robe 1 Light 100g 2 6 None Moderate (9)
Leather Garb 1 Medium 100g 4 4 None Moderate (9)
Chain Vest 1 Heavy 100g 6 2 None Moderate (9)
Snow Muffler 2 Light 450g 4 12 Ice Ward Challenging (11)
Rubber Suit 2 Medium 450g 8 8 Lightning Ward Challenging (11)
Knight’s Mail 2 Heavy 450g 12 4 +2 RES Challenging (11)
Mage’s Robe 3 Light 1,500g 10 20 +2 MND Impressive (14)
Power Sash 3 Medium 1,500g 15 15 +2 PWR Impressive (14)
Dwarf Armor 3 Heavy 1,500g 25* 12* Fortified Impressive (14)
Red Jacket 4 Light 5,400g 15 35 Fire Proof Impressive (14)
Scorpion Mail 4 Medium 5,400g 25 25 +2 ACC Impressive (14)
Mirage Plate 4 Heavy 5,400g 35 15 SOS‐Invisible Impressive (14)
White Cape 5 Light 18,000g 25 50 Shadow Proof Heroic (17)
Gaia Gear 5 Medium 18,000g 35 35 Earth Field Heroic (17)
Dragon Plate 5 Heavy 18,000g 50 25 Dragon Slayer Heroic (17)
Safe Surplice 6 Light 57,000g 30 70 Auto‐Life Supreme (20)
Brave Vest 6 Medium 57,000g 50 50 Fear Proof Supreme (20)
Kaiser Armor 6 Heavy 57,000g 87* 37* Fortified Supreme (20)
Bard’s Tunic 7 Light 175,000g 40 100 +4 opposed rolls Godlike (25)
Maximillian 7 Medium 175,000g 70 70 Lucky Godlike (25)
Edincoat 7 Heavy 175,000g 100 40 Auto‐Protect Godlike (25)
Robe of Lords 8 Light N/A 60 140 See below, Indestructible Impossible (30)
Genji Gear 8 Medium N/A 100 100 See below, Indestructible Impossible (30)
Aegis Armor 8 Heavy N/A 140 60 See below, Indestructible Impossible (30)
*Denotes a higher‐than standard value due to the Fortified armor property
Robe of Lords: Choose one element. All spells of that Elemental type cost 50% of the normal MP to cast and deal an additional
damage step.
Genji Gear: A Dual‐Wielding character gains an additional 25 ARM and M.ARM, as well as a +2 AVD bonus when this armor is
worn.
Aegis Armor: Whenever any attack deals damage equal to 25% or less of the wearer’s health (after all damage reductions are
calculated), that character may make an immediate counterattack.
Sample Shields
Name Tier Type Cost ARM M.ARM Property Synth Difficulty
Wooden Buckler 1 Shield 50g 2 2 +1 AVD Easy (7)
Boomerang Shield 2 Shield 150g 4 4 Gemini (Ranged), +1 AVD Moderate (9)
Chemist’s Targe 3 Shield 550g 7 7 Alchemy, +2 AVD Challenging (11)
Ruby Wall 4 Shield 2,000g 12 12 Stoic, +2 AVD Impressive (14)
Prism Guard 5 Shield 6,500g 18 18 Fragile, Auto‐Shell, +3 AVD Heroic (17)
Mirror Shield 6 Shield 20,000g 25 25 Auto‐Reflect, +3 AVD Supreme (20)
Crystal Shield 7 Shield 65,000g 35 35 Spellburst: Dispel, +4 AVD Godlike (25)
Aegis Shield 8 Shield N/A 50 50 See below, Indestructible Impossible (30)
Aegis Shield: The character gains +5 AVD and an Immunity to the damage and effects of the following spells; Death, Doomsday,
Break, Lv.? Doom, Degenerator, Roulette, Quarter, Demi, and Black Hole. They are also Immune to Limit Breaks and monster
abilities that attempt to cause an instant‐death effect.
141
Sample Consumables
Name Cost Effect Alchemy Difficulty
Potion 20g Restores 25% of a target’s maximum HP Easy (7)
Hi‐Potion 200g Restores 50% of a target’s maximum HP Challenging (11)
X‐Potion 3,000g Restores 75% of a target’s maximum HP Impressive (14)
Ether 20g Restores 25% of a target’s maximum MP Easy (7)
Hi‐Ether 200g Restores 50% of a target’s maximum MP Challenging (11)
Turbo Ether 3,000g Restores 75% of a target’s maximum MP Impressive (14)
Eyedrops 20g Removes the negative status effect Blind Easy (7)
Maiden’s Kiss 20g Removes the negative status effect Transform Easy (7)
Antidote 20g Removes the negative status effect Poison Easy (7)
Revivify 20g Removes the negative status effect Zombie Easy (7)
Gold Needle 50g Removes the negative status effect Petrify Moderate (9)
Echo Screen 50g Removes the negative status effect Seal Moderate (9)
Remedy 8,000g Removes all negative status effects Impressive (14)
Bomb Core 600g Explodes, dealing (PWR x 4) points of Fire/nonelemental damage Challenging (11)
Gysahl Greens 50g Grants a +4 bonus to one Nature check regarding Chocobos Moderate (9)
Phoenix Down 600g Revives an unconscious character with one HP Challenging (11)
Phoenix Pinion 20,000g Revives an unconscious character with 100% of their max HP Heroic (17)
Cupid’s Arrow 3,000g Inflicts Charm on one enemy with an opposed roll Impressive (14)
Smoke Bomb 50g Casts the Escape spell, allowing you and your allies to flee Moderate (9)
Tent 200g The party may take a Full Rest when used outside of combat Challenging (11)
Deceptisol 20,000g Makes all party members Invisible when used Heroic (17)
Skeleton Key 20,000g Grants a +10 bonus on a Thievery skill check Heroic (17)
Elixir 20,000g Restores 100% of a character’s HP and MP Heroic (17)
Megalixir N/A Restores 100% of the party’s HP and MP Supreme (20)
Scarletite N/A The user’s next Synthesis skill check always succeeds Supreme (20)
Tent: These not‐so‐rudimentary canvas shelters have been treated with a special alchemical mix of monster pheromones.
Although most races can’t smell a darn thing and the special concoction will only last for seven or eight hours before dissipating
for good, sleeping in a Tent allows the entire party to get a Full Rest (once!) even in the most dangerous of locations.
Elemental Stones
Generally reserved for only the most affluent of adventurers, elemental stones are crystalline shards and clusters
produced in areas where pure elemental energy gathers. They can be found in the deepest, darkest parts of the
sea, unearthed along with rare metallic alloys, and discovered twinkling in the aftermath of a lightning strike.
They’re simple enough to use; merely shattering the delicate crystal with a good downward throw is enough to
release the free‐flowing magic confined within. Doing so could cause anything from the spontaneous ignition of
nearby buildings, to a crack of thunder and black clouds rolling in overhead, to a steady stream of saltwater
pouring from the fragments of broken crystal. Regardless of the visual effect, using an Elemental Stone in combat
causes the temporary creation of Elemental Terrain, lasting for only a few minutes and fading when battle ends.
142
Because Elemental Stone es are unstable
e things, a charracter may onlyy have one in h
his possession at any given tiime.
o Elemental Sto
Having two ones in close p
proximity with one another caan often causee them to annu ul each other…….or
worse yet, react and explode, dealing d
damage to anyo one unfortunaate enough to bbe caught in th
he blast radius.
Sample
e Food
Whether a roasted rarab over the group’s campfire, o or a gourmet mmeal worthy off a king,
food can offten be an unliikely source off power. The acct of sharing a meal unites a party for
a time, andd bolsters moraale and well ass soothing aching stomachs. FFood cannot b be stored
for long pe
eriods of time aand must be co onsumed within a few days oof being createed. After that,
food spoilss and, needlesss to say, loses aall of its magicaal properties… short of perhaaps Poisoning
the eater.
Name e Cost Effect Cookking Difficulty
Popoto Panncake 20g A starrchy vegetable b
breakfast dish. RRestores 25% HP. Easy (7)
Chamomile e Tea 50g A delicatee infusion brewed from tiny yelloow flowers. +2 M MND. Mooderate (9)
Spicy Kab
bob 200g Grilled over an open flame. Grants an immunity to Firre. Challlenging (11)
Wizard Cookie 600 Deliciouus ginger desertss. Heals Seal andd restores 50% M MP. Challlenging (11)
Rice Dump plings 2,000gg Steamed rice that grantss HP Drain and aa resistance to H Holy. Imppressive (14)
Love Choco olate 6,500gg A heart‐sshaped gift. Causes Auto‐Charm m and Charm Touuch. Imppressive (14)
Sautéed Drragon 20,000
0g A gourmet meal grants the e entire party Draagon Eater and Lucky. Heroic (17)
Ambrossia N/A Platinum m‐colored liquid tthat gives a +4 bbonus all attribu tes. preme (20)
Sup
Black M
Market Go
oods
Used almost exclusively b nufacture, buy, sell,
by Ninjas and ttheir Throw ability, Black Ma rket Goods aree illegal to man
or have in oones possessio on.
This has noot stopped them from being ccommonplace,, however, andd more than on ne adventurer has started finnding
stealthier ssolutions to hiss problems with illegal waress.
Namee Cost Effect Alchem
my Difficulty
Dart 100gg When Thrown by a Ninja, causes additioonal status effeccts Challeenging (11)
Toxin 100gg Three types of poison can bringg foes low Challeenging (11)
Skean/Scroll 100gg When n Thrown by a N
Ninja, causes elemmental damage Challeenging (11)
en
Shurike 250gg Whhen Thrown by aa Ninja, causes h eavy damage Challeenging (11)
Amnesia DDust 150gg When Thrrown by a Ninja, causes instantaaneous memory loss Challeenging (11)
Fireworks 100gg When used, causes a comm motion Challeenging (11)
Dart: A popu ular choice in coonjunction with ccontact poisons,, Darts are hollo w, and have thee ability to be fillled with various
liquids or gaaseous materialss, which are released through a hole in the tip u pon contact witth a target. By th hemselves, Dartss only
deal (DEX x 1) + 2d6 damage e with a Ninja’s TThrow command, but may also be filled with anny of the Poisonss listed below.
Toxin: Three e types of highlyy‐illegal materials are listed below, each equally priced, difficult to obtain and ddangerous to han ndle
for someone e who isn’t trained in their use.
Malboro Po oison ‐ Extracted from the tentaccle‐like roots of a vicious Malbo ro, this thick, greeen toxin has grreat effect if ingeested
or penetrate es the skin. It is n
nearly impossiblle for a victim to o drink this poisoon unaware duee to its overwhelming stench. If
consumed o outside of battle, the unfortunatte soul is affected with a debilitaating illness thatt will leave them
m bed‐ridden unttil
cured. When n used in conjun nction with a Darrt, it inflicts the Poison status wiith an opposed FFinesse check.
143
Dream Dustt ‐ This slick, glasssy yellow pollenn is refined from
m Funguar. If inhaaled, it causes m most humanoid rraces to instantlyy fall
into a deep, coma‐like sleep p. This powder iss employed mostly by thieves annd kidnappers. W When used in co ombat via a Dart, the
target autommatically receive es the effects of the negative staatus effect Sleepp with a successfful opposed Fineesse check. Outsside of
combat, Dre eam Dust leaves its targets snoriing softly away ffor hours at a tim me, or until distuurbed.
Loco Weed ‐‐ Growing only in vast, uninhabitable desert plains, these barbeed roots are deadly for lost hero oes desperate fo or food.
If somehow ingested duringg combat or forced into the bloo odstream with a filled dart, it cauuses madness and irrational beh havior
and applies the negative staatus effect Confu use to the targett for the usual duuration. Outsidee of combat, ingeesting Loco Weeed
causes the sstatus effect to laast several hourrs at a time.
Skean/Scrolll: Skeans are do ouble‐edged dagggers that break as soon as they strike a target w with sufficient sttrength, but who ose
curved blade es afford the thrrower additional distance and accuracy, and aree filled with danggerous substancces to ensure op ptimal
stopping power for minimall cost. Skeans de eal (DEX x 2) + 2dd6 damage and are purchased w with an elemental affiliation of EEarth,
Fire, Water, Wind, Ice or Ligghtning. They have the [Elementt] Strike weapon property accorddingly – for exam mple, a Fire Skeaan
would have Fire Strike, dealing additional daamage against targets that are w weak or vulneraable to that elem ment. They calculate
damage usin ng the target’s MM.ARM score.
Scrolls are m
mechanically identical – they are e ancient manuscripts filled withh ninjutsu secretts, which are reaad aloud and theen
hurled at the target before e exploding spectaacularly.
Shuriken: A classic Ninja we eapon, this is a small, sharp metaal disc with multtiple cutting edgges that can be tthrown at a target. A
trained hand d can turn them into an accurate and deadly we eapon thanks to the (DEX x 4) + 2d6 damage theey inflict.
Fireworks: TTubes filled withh black powder o originally designe ed in the far easst for entertainm ment. When the fuse is lit with fiire the
Fireworks exxplode a few secconds later into a great pyrotech hnics display of llight, noise and smoke. They bu urn with multicolored
sparks and pproduce explosivve plumes of con nfetti and may eeither sit on the ground or rockeet into the air.
When used in combat as a SStandard action Fireworks create e Difficult Terraiin; all individualss in the Local areea suffer a ‐4 peenalty
to their Awaareness skill checcks.
Amnesia Du ust: Cynical scholars are quick to o point out that tthe original verssion of this fine ppowder was mad de by grinding uup the
lucent wingss of harmless fae eries. While such h barbaric practices have long siince ended and modern‐day Am mnesia Dust is just a
chemical compound, it still sserves as a good d prejudice again nst its wide‐spreead use.
When used in combat, any H Humanoid targe et (oddly, it doessn’t seem to worrk on other speccies) automaticaally receives the
effects of th
he negative statu us effect Seal forr one round. Outtside of combat,, Amnesia Dust lleaves the last tw wenty seconds o or so
of the unforrtunate individuaal’s life a blur, m
making them com mpletely unawarre of the events that passed. Theey remain in thiss
addle‐minde ed state for a few
w seconds longe er, often giving tthe user of the ddust enough timee to sneak past o or make their
getaway.
After an individual has been n exposed to Am mnesia Dust once e, they are immuune to any repeaated uses of thiss chemical for seeveral
hours. Some e scholars have n noted that such exposure to Am mnesia Dust can ccause long‐lastinng effects insteaad of short‐term m ones,
producing absent‐minded in ndividuals years down the road.
Vehicle
es
By successffully synthesiziing one of the types of vehicle below, you aand your partyy can temporarrily gain accesss to
that form oof transportation – but unlike e the Special V
Vehicles granted by the shareed ability of thee same name, bad
rolls and un
nfortunate com mplications cou uld see them d
destroyed perm manently over the course of tthe campaign.
Since weekks or months of effort are invvolved in the co onstructing of any vehicle, on nly when the bbuilding is nearring
completion n should the ch haracter attemmpting the Syntthesis make hiss skill roll. A faiilure doesn’t n
not mean the craft
fails completely in this caase. Rather, it implies a solvable problem thhat could be fixxed with additional time and d
resources ssunk into the p project – usually adding 20% more gil to thee cost and a feew more weekss of labor.
Name Travel Tyype Cost Special Vehiccle Properties Tinkering Difficulty
Drilling Machine Land 8,500g Stealthhy, Unorthodox Travel (Undergrround) Impressive (14)
Airship, Baasic Air 8,500g Sm
muggler’s Hold, SSuperior Handlinng 1 Impressive (14)
Floating Citaadel Air 280,000gg Fortress, Indestructible, Pow
wer Source, Weaapon Systems Impossible (30)
144
SYNT
S THE
"I like the look in you
ESIS
ur eyes; take th
his with you. I cconsider it my ffinest work yet.."
- The Leegendary Smith h
Having a crrafter who can create almostt any item in th
he game for 500% of the storee price is unargguably one of aany
adventurinng party’s bigge
est assets, but having the abiility to whip upp a skeleton keey from scraps when locked wwithin
the castle d
dungeons, or repair the warrrior’s weapon aafter a brief dipp in molten lavva? Priceless.
Crafting
g Basics
This is prettty straightforw ward. First, dettermine the cost of
the item yo ou want to make – it is alwayys half of the lissted
going pricee for an item if you were to ju ust buy one outright.
Then, desiggn it from the gground up and d get GM appro oval.
Use the charts at the starrt of the equipment section tto
determine how many pro operties a certaain item can haave,
how good tthose properties can be, and d so on. When yyou’re
ready, makke your skill check and see if yyou meet or exxceed
the target d difficulty for a Synthesis of a given tier leve
el.
Failing a
a Synthesiss Check
A failed roll indicates that the final resu
ult is unstable,
unworkable, or simply po oor quality. Thee item is no beetter
than scrap metal, fumingg liquids or spare parts.
In game terms, this mean ns that althouggh the characte
er(s)
spent 50% of the original item’s cost to o attempt to create it,
they’re ultiimately left witth nothing – th
he money and item
are both lo
ost.
Compon
nents
From rare aalloys to mystical fauna, the natural world is full
of strange things that woould serve a craafter well. A
character tthat has found a Component – whether as
treasure from a recent ad dventure or froom a successfu ul
Scavenge sskill check afterr defeating a B
Boss or Notorioous
Monster – may attempt aa synthesis skilll check using tthat material w without any additional cost. FFor example, a
blacksmith who finds a sttrange, frost‐co overed ore thaat’s cold to thee touch – in thiss case, a Tier 2
2 ‘Ice’ Component ‐
may use thhat to create a Tier 2 item witth a successful check withoutt any gil investtiture.
While this should definiteely sound like aa sweet deal, tthere is one sm
mall loophole in
n using Compo onents for a
synthesis ccheck. Due to the inherent naature of the iteems, at least onne of the propeerties of the final item MUSTT be
chosen from the specific Components list that the GM M should provi de, which can be found in th he Rewards secction
on p.160.
145
Creating a piece of equipment with unique propertiess can sometim es be a little m
more complex. The price is still
50% of the normal cost, bbut crafting po
owerful items ssometimes reqquires a speciall item to be consumed in thee craft
above…and d beyond the nnormal prerequ uisites.
The difficulty of obtainingg this item, of course, varies based on preccisely how pow
werful the inten
nded craft wou
uld be.
A suit of mail with a few unique abilities might require ore from a n earby undead‐‐filled mine, wwhereas a weappon
with near‐llegendary statu us might require the horn of a behemoth.
Plying y
your Trade
A newly‐crafted, never‐used item sells ffor 100% of the listed price, ggive or take sliightly due to m
market fluctuattions.
This allowss characters with the time and desire to maake a profit witth their craft, tthough this sho
ould be done rarely.
Players are
e discouraged tto find ‘downtiime’ with whicch to specificallly use to makee money.
Pre‐Gam
me Synthesis
Often, playyers with crafting‐capable chaaracters will re
equest that theeir ‘starting’ geear is synthesizzed, thus allow
wing
them to joiin play with moore bang for thheir buck. Unfoortunately, chaaracters cannot roll dice…and d therefore, caan’t
make synth hesis checks….before the gam me starts, or be efore their chaaracter has joinned play.
A player co
ould theoreticaally not spend aany of their staarting money aand attempt to o turn raw cash h into powerful
items, weaapons and armo or shortly after being introduuced, but failurre on such cheecks could certaainly mean a b brand‐
new characcter could wind d up subpar annd item‐less.
146
CHAPTER V: COMBAT
"Why not? I don't have anything to lose but my life... and I got that for free!"
- Setzer Gabbiani
Given the sheer number of fiendish monsters and evil empires waiting to be vanquished in the name of justice,
combat is an unavoidable part of day‐to‐day life in the worlds of Final Fantasy. This section covers these
encounters – and more importantly, how to emerge from them alive.
Instant Actions include speech (even long‐winded monologues!), quite a few job abilities, and non‐skill effects that
have no major impact on combat.
Standard Actions include certain job abilities, using consumable items on yourself or a party member, switching
between weapons, attacking, or moving a Medium Range instead of a Short Range. Most actions characters take
will be Standard actions.
Slow Actions are longer effects that require concentration, time, or both. A character has to declare that they are
initiating a slow action, which takes their entire turn. Slow Actions then resolve at the start of the character’s
following turn unless interrupted by a critical hit, limit break, Teamwork Attack or a knockback effect.
Slow actions don’t count towards any of the character’s actions on the second turn. Thus, a Black Mage could begin
casting Fire on his first turn and on his second turn, if uninterrupted, the spell would be cast, allowing him to take a
standard action or begin a second Fire spell in the same round. This second cast would finish in the third round of
combat, and so on.
Skills may either be Instant, Slow or Standard actions in combat, depending on the GM ruling. For example, using
Nature to command the chocobo you’re riding on to leap over an obstacle might be an Instant action because it
requires no concentration normally, whereas to aid an injured soldier by using the Healing skill would likely be a
Slow action.
A character under the influence of the Haste status essentially gets an extra half‐turn. They may move an
additional range increment OR take a second standard action, OR they may allow a Slow action to begin and finish
in one turn.
For example, we’ll use a spear that deals (PWR x 1) + 2d6 points of damage. If the character wielding this weapon
had a PWR attribute of 15, then the damage his basic attacks deal would be read as 15 + 2d6 in total. If the same
character switched to a (PWR x 2) weapon, then such attacks would deal 30 + 2d6 damage.
147
When a character rolls his attack on his turn, he only rolls a total of 2d6 dice that are used for both determining if
the attack hits, as well as how much additional damage the attack does if successful. We casually call this the ‘Roll
and Keep’ method, and it goes like this;
Allison, playing a Thief, is using a Tier 3 weapon. She rolls her two six‐sided dice and ends up with a result of 7. She
quickly mentally adds together the result of 7 with her Accuracy score of 4, for a total of 11. Since her opponent’s
AVD score is also 11, and her attack roll met or exceeded that number, Allison knows she hits the target.
Now that she’s discovered her attack was successful, she goes ahead and calculates damage with those same two
dice. Her Tier 3 weapon does (PWR x 3) + 2d6 points of damage and she has 12 Power, so she is able to figure out
that her total damage will be (36) + 7. She grins at her fellow players and announces her character ducks and rolls
forward under the monster’s arm, slicing tendons for 43 damage before leaping back to her feet and posing.
Target Types
Four types of targets exist in combat:
Self is the user of the ability, or the caster of the spell.
A Group is the entire formation of monsters or the character and all his allies. A Group should be limited to a dozen
or so at most for balance reasons.
Local refers to everything except the originator of the attack, spell or ability – all enemies, all allies, all defenseless
pedestrians, the terrain in the area, everything within range ‐ is affected by this blanket maneuver.
Finally, a Single target is – as the name implies – restricted to only one person, whether friend or foe. Such targets
may be picked out of a larger formation, or exist simply because the Party is fighting against only one powerful foe.
Running Away!
Not every challenge the PCs encounter will be winnable, and sometimes discretion really is the better part of valor.
There are a myriad of ways for players to remove themselves from combat – a Smoke Bomb item, the white magic
spell ‘Escape’, and others. But the players can always try to flee on foot if magic and misdirection fail.
With a Standard action in combat a unconscious character may roll his Escape skill at a varying difficulty; generally
the difficulty never exceeds Moderate (9), but some Notorious Monsters and Bosses are much more difficult to
escape from. On a success the character flees the battle and leaves combat, and does not receive any gil,
experience or Destiny for the battle.
Characters who are inflicted with the negative status effect Stop cannot make Run Away checks, and there must be
some conceivable way of escaping battle for this to work – a character cannot, for example, run away when inside
a locked cell or soaring through the clouds on the deck of an airship. At least, not without a very nasty fall involved.
If the entire group of heroes runs from a Notorious or Boss monster, then it’s assumed that the creature is still out
there, lurking and waiting for them to return. Fleeing from a regular monster group effectively means the
encounter was nullified, and the players probably won’t encounter the same creatures a second time.
148
Descriptive Attacks
Combat in the FFd6 is fast‐paced and furious, often pitting the heroes against near‐impossible odds. The players
will need to think quickly and stay on their toes.
A player who, on their turn, simply says “I attack” and rolls the dice is a character without strategy, and an attack
without an attempt at description is predictable and easy to dodge. Such lackluster strategies might impose a ‐2
penalty on the accuracy roll at the GM’s discretion.
The GM’s creatures are exempt from this rule, unfortunately.
Sometimes, a player may wish to make highly cinematic attacks, and such actions are to be rewarded for their
creativity and resourcefulness as opposed to reducing the overall effectiveness of the attack. A character who
spends a round climbing up the metal arrows imbedded in a massive dragon to reach a vital point (then attacking
on the following round), should be allowed to treat the foe as having 0 EVA at the very least. A character that
plunges their Indestructible blade into molten lava before striking should gain the Fire Strike weapon bonus, and so
on. Inspired GMs should be able to come up with other appropriate benefits.
Short Range refers to anything conceivably the characters could reach or attack without much movement required
beforehand. It generally denotes that an enemy is easily within melee distance.
Short Range weapons are common, and include everything from swords to unarmed brawling attacks. Such
weapons are versatile and plentiful, but limited in situations with much more mobile combatants – for example,
hitting Flying enemies with a Short Range weapon imposes a ‐4 penalty on the attack roll. Characters can move a
Short Range as an Instant action once per round.
Medium Range is a little harder to measure because its exact distance varies. Medium Range is the distance a
character can move in a single round at a hard run, or how far a gun or bow can be comfortably fired. Medium
Range could be a city block or from one side of an Airship to the other, for example. Almost all Ranged and thrown
weapons possess a Medium Range – though there’s no reason a gun or shuriken couldn’t be used to its fullest at
point‐blank. It normally takes a character a Standard action to move a Medium Range, but if the character can
somehow move two ‘Short’ distances – say, one as an instant action on their turn and a bit of extra movement
from a job ability or special move – this counts as moving a medium range instead.
Long Range denotes a distance greater than medium range, but still able to be seen. This could represent anything
from a few city blocks to a few miles, depending on circumstance. Characters cannot normally move a Long Range
without beneficial magic or without being aboard a vehicle or mount, and characters can only use Ranged weapons
at a Long Range – albeit with large penalties to attack rolls.
149
Defending
On their tu
urn, a character may choose tto go into a defensive stancee instead of takking any action ns. This reducess all
damage taken (after armor) by 50% as if the player haad the effects of Protect and Shell, and lastts until the starrt of
the charactter’s next turn. If the charactter already had
d the effects off Protect or Sheell (as approprriate), the dam
mage
sustained w
when defendin ng is reduced to o only 25% instead.
Preemptive Round
d
At the begiinning of comb bat, all allies orr enemies who have the elem ment of surprisse may act firstt. Characters m
may
not use abiilities or attackks when it is noot their turn du
uring the Pre‐eemptive round,, even if the ab bility says otheerwise.
However, tthey retain the eir AVD scores, able to dodge e reflexively.
After the P
Pre‐emptive rou
und is completted, the heroess act first. (seee Initiative Ordeer below)
Initiativ
ve Order
Many game systems dete ermine in whicch order combaatants act by roolling. This is n
not the case in the FFd6 – after the
Pre‐emptivve round of commbat, the ‘herooes’ (generallyy the player chaaracters) almoost always go fiirst. After all th
he PCs
have taken
n their turns the monsters atttack, after which the next rouund begins.
If neither side is clearly th
he ‘good side’ – due to party infighting or aa morally grey campaign, for example – theen you
can settle w
who acts first b by having the ccharacter with the highest Finnesse on each team make an n opposed Fineesse
roll.
Monsters wwith Destiny caan use these po oints to take co
ombat actions at any time, h
however, and ssome high‐leveel
adversariess will exploit th
his fact to go first.
150
Improbable Weapons and Unarmed Combat
A hero who is disarmed or otherwise being forced to rely on his fists and crude, temporary weapons follows some
special rules. Unless they have Abilities or equipment properties to help them out in such a situation, unarmed
strikes deal damage as though they were Tier 1 weapons – thus, PWR + 2d6 points of ARM damage – with no
additional bonuses. Improbable Weapons are more complicated, because their damage Tier varies depending on
what, exactly, is being used, based on both the object’s size as well as its inherent lethality – consult the chart
below for general suggestions. Regardless, most improbable weapons have the weapon property ‘Temporary,’
causing them to break after only one round of normal use.
Improbable Weapons (such as chandeliers or, you know, the moon) are often able to target more than one enemy.
Use your best judgment for determining the size and scale of such attacks.
You must make a skill or attribute check at the listed difficulty in order to use the desired Tier of Improbable
Weapon. For example, a character wishing to slice through a tree and send it falling on enemies would have to roll
his Force attribute as a skill check and hope for a result of 13 or better – not an easy task for someone of moderate
strength, but likely a worthwhile gamble if it pays off! And even after making the appropriate check to utilize the
weapon, a standard attack action is still required to hit the target.
If your character doesn’t have the Brawl skill, remember that you suffer a ‐2 penalty to your ACC, AVD, and
opposed roles for using Improbable weapons!
Not all Improbable Weapons calculate damage with PWR – for example, it wouldn’t make much sense to factor a
user’s strength into account if he’s using his airship to ram an enemy vessel. Use whatever stat you can argue is
remotely appropriate – in the previous example, DEX or MND (to spot and aim towards a weak spot on the ship’s
hull, for example) might be a good substitution.
Remember that the ‘Pugilist’ weapon property, usually found on accessories and armor, allows a character to wield
improbable weapons with much greater proficiency.
Teamwork Attacks
Think about your closest friends. If you know them well enough, you also know their strengths and weaknesses.
You know how they think, how they react, how they tick. You trust them to know the same about you, too. And
when it comes to combat, going back‐to‐back with a partner and fighting in tandem is often the key to victory.
It is assumed that all attacks in a round happen nearly simultaneously. However, two or more players can
coordinate their attacks against a single foe, attempting to ruin his concentration and leave him (or it) staggered
151
from the flurry of attacks. These are most often referred to as Teamwork Attacks, but are also known as
Concurrences or band attacks. On his or her turn, each player interested in participating in a teamwork attack must
declare this intention ahead of time. Each player then makes an attack or casts a spell as normal, and compares the
2d6 they rolled for accuracy/damage, looking for paired numbers. For example, if the first player rolls a 4 and a 6,
and the second player rolled a 2 and a 4, the teamwork attack would be successful.
If the Teamwork Attack is unsuccessful due to no matching pairs, both of the attacks are negated and instantly fail.
Spells that fail in this way still cost MP. If there’s a matching pair but one of the attacks would miss their target due
to the value simply being too low, the Teamwork Attack fails and again, both attacks are nullified.
A successful Teamwork Attacks grant the following benefits:
o The monster targeted by the Teamwork Attack loses all of their Combat Abilities until the end of their
next turn; Counterattack, Magical Counterattack, Final Attack, Status Touch, Call For Help, Inhale, Call
Minions, Multiweapon, Flawless Spell, Item Use, Submerge, Combination attack, and Job Ability.
o Whenever any character that successfully helped perform the Teamwork Attack is targeted by an enemy
over the course of the next round, any other party member involved in the teamwork attack may redirect
the attack so that it targets them instead.
o Single‐target Teamwork Attacks deal normal damage to a Swarm instead of being reduced by half.
o Teamwork Attacks interrupt the target’s Slow actions without fail.
A character that is affected by a Knockback is hurled in whichever direction makes the most sense and does not
land until the end of his next turn. This rarely has any real in‐game effect other than for the sake of description.
Final Fantasy heroes are well‐known for their ability to fight flawlessly even in mid‐air, almost appearing to hover
as they clash with foes a few dozen feet above the ground.
152
of bomb cores sits in the middle of the room, capable of causing a massive explosion if accidently nicked with a
Fire‐based spell or attack.
We refer to all of these things as Difficult Terrain, something that turns a straightforward battle into a more
delicate or complicated affair. There’s three different ways this could play out.
The first penalty difficult terrain might cause is penalties to rolls, generally a ‐2 or ‐4 penalty to specific checks such
as Stealth or accuracy. This could be anything from sand traps to high winds; effects that hinder, but do not
physically harm.
The second way Difficult Terrain might adversely affect battle is with One‐Time Damage, such as a set of crumbling
ruins collapsing on the battlefield. One‐Time damage can almost always be avoided with a successful Force of
Finesse check depending on the situation, and generally deals (Party level x 10) + 2d6 points of damage to one
individual or an entire group, on a case‐by‐case basis. It may or may not be tied to a certain element, and may
target either ARM or M.ARM or completely ignore all defenses.
Finally, Difficult Terrain might cause Recurring Damage, such as battling in a cactus patch, or taking a pleasant dip
in the planet’s molten core. Recurring damage is dealt at the end of each player’s turn, and just like the previous
example, may or may not be tied to an element and may target either ARM, M.ARM, or ignore defenses depending
on the complication. The severity of the recurring damage depends on the situation the players have gotten
themselves into, and we suggest consulting the chart below for examples. Depending on the situation, some GMs
may rule a successful Force, Finesse, or Skill check (made as an instant action of course) can avoid one round’s
worth of damage from a recurring source. For example, a trapped hallway that shoots a steady stream of arrows
into combat could still be dodged, and a particularly machismo hero might be able to wade uphill against a
landslide without winding up battered and unconscious.
Combat Multipliers
This rule is brief, but important. Often, characters will gain large bonuses to their damage – a critical hit (200%
damage) with a Fire‐based against an enemy weak to fire (200% damage) for example. These bonuses are additive;
in this situation, 400% damage would be dealt. However, no attack may ever gain a total combat multiplier of
higher than 500% for any reason. And finally, attacks that deal ‘half’ damage always total up the multiplier before
cutting the final score in half. So in the above example involving a fire‐based critical hit against a fire‐weak enemy,
the 400% damage would be reduced down to 200% if the enemy also had Unusual Defense.
153
Two We
eapon Fightting
Characters who Dual Wie eld gain some ffantastic bonusses, increasingg their accuracyy and critical h
hit rate
exponentiaally. They also ggain the magiccal enhanceme
ents on both w weapons. The fo ollowing restricctions do applyy,
however.
First, Disarmed effects caause the playerr to lose both w
weapons insteaad of just one.. Until they reccover both weaapons,
the charactter is in seriouss trouble.
Secondly, ccharacters thatt fight with two
o weapons can nnot ‘stack’ weeapon propertiies to get doub
ble the effect. FFor
example, aa character couuld not have HP P Drain on both weapons to ggain 100% of tthe damage infflicted back as
health. Norr could they gaain quadruple hhealing instead
d of double heaaling when utilizing two weaapons with Alch hemy,
and so on. Having +2 PWR on each weaapon for a total of +4 is fair g ame.
Critical Hits
When a character rolls a critical successs on his accuraacy roll, the hit is assumed to
o automaticallyy land and dealls
double (200%) damage. If the character is at 25% or less heath, theyy may perform m a Limit Breakk instead. (see p1166 for
more informa aks)
ation on Limit Brea
Counterrattacks
Sometimess, weapon or abilities call for a player, monster or creaturre to make a physical Counteerattack. This m
means
that the ind
dividual may u
use an attack in n the opponen t’s turn, againsst the foe that caused a
nstantly and on
counterattack to occur.
Counterattack m
Only one C may take place
e each turn andd characters m
must still roll for attacks as no
ormal. A characcter
cannot cou
unterattack the
emselves or an
n ally under anyy circumstancees.
Magical Coounterattacks ffunction the exxact same way,, instead allow
wing the counteerattacker to reespond with a spell
cast as an IInstant action w
whenever theyy are targeted by, or take dam hem by an enemy.
mage from, a sspell cast on th
154
Creatures and characters may not perform Counterattacks when they’re concentrating on a Slow action.
Unusual Maneuvers
No hard‐and‐fast rules are specified in the FFd6 for maneuvers such as tripping, grappling, charging and the like.
GMs should handle such situations on a case‐by‐case basis, possibly calling for opposed Force/Finesse checks or
even rolling skills against the standard set difficulties. However, they are encouraged to remember that in the Final
Fantasy universe, even heavily encumbered warriors are capable of incredible speed, rapidity and technique, able
to often ignore such mundane combat techniques or situations like prone fighting.
Disarming
The world of Final Fantasy is filled with enemies as diverse as they are dangerous. While some battle with fists of
iron, poisonous spines and magical blasts, other foes – especially Humanoids ‐ use tools as their primary means of
attack. But whether this is a great tree torn out of the ground or a set of futuristic guns attached to a hulking mech,
characters can always attempt to separate their opponents from their weapons.
Attempting a Disarm is a Standard action wherein both parties make a Force or Finesse check, of their choice,
attempting to oppose the other roll – if the disarmer wins the weapon is knocked aside, and if the foe wins there is
no effect.
If the disarming character has a hand free and is within a Short Range of their target, they can hang on to the item.
Otherwise, the weapon is merely knocked aside. How long an opponent remains without his weapon after being
Disarmed can vary drastically.
For example, there is generally nothing stopping the disarmed opponent from moving to his lost weapon and
retrieving it as a Standard action on the following turn. However, the player may state that they attempt to
forcefully send their opponent’s sword hurtling, lodging it in a nearby tree; in such a situation the GM may rule that
a check is required to pull it free. If the weapon is knocked off the side of a mountain or into lava, retrieving it will
prove more difficult and the weapon may even be destroyed. Using the above example, if the character literally
‘disarmed’ an M‐Tek Mecha of its double arm‐cannons, the war machine has no way of even picking them back up,
much less re‐attaching its weaponry. Use common sense and fairness when dictating the results of a Disarm – for
example, opponents who have been affected with, say, the Sleep status, shouldn’t be allowed to make an opposed
roll.
155
NEGATIVE STATUS EFFECTS
There are many different things that can happen to a character besides taking damage. Negative Status Effects can
do anything from inconvenience your character to completely cripple him.
Generally, when a spell or attack attempts to cause a Status Effect, the victim has a chance to resist the effects.
This often entails an opposed roll between the target and the user of the status effect. Most of the time, status
effects require an opposed Force roll, representing very physical, tangible and material changes in the target.
Status ailments that are opposed completely on an emotional or mental level and require an opposed Finesse roll
are more rare, but might include things such as Charm or Confuse. Which type of opposed roll will be used is
ultimately up to the GM’s jurisdiction.
All negative status effects normally last for exactly 4 rounds, but the GM may choose to rule that they wear off
prematurely for dramatic effect. Stun and Fear are special cases. The list of negative status effects follow.
Berserk: You go berserk and can do nothing on your turn but attack the nearest enemy, though you will not
mistake friend for foe. A target that is Berserk also ignores 50% of their opponent’s ARM score.
Blind: You only roll one dice when making attack rolls. This both lowers the character’s accuracy and prevents
critical hits from occurring, although characters that Dual Wield may still reroll this one dice and hope for the best.
Charm: The character is placed under the control of whoever caused the Charm status, fighting for that side even
against former allies until the effect fades. Charmed characters still retain their understanding of the world and
won’t inflict direct self‐harm; for example, ordering a Charmed character to hurl themselves off a cliff would be
ignored, but you could order a character with the Cover ability to protect you at all costs. Charmed characters
cannot spend Destiny or activate Limit Breaks, nor will they use items or take actions that might cause their
equipment to break. Taking damage has a 25% chance of removing the Charm status.
Confuse: You are confused and disoriented, causing you to take random actions each round. At the start of each of
the Confused character’s turns, roll 1d6. On a result of 1 or 2, the character attacks his allies or heals his enemies,
acting as if he was fighting on the enemy’s side. On a result of 3 or 4, the character performs nonsensical actions
such as trying to use Inquiry on a tree. On a result of 5 or 6, the character may act normally. The GM may
determine the character’s random actions, or he may allow the player to do so. Taking damage has a 25% chance
of removing the Confuse status.
Curse: The character is afflicted by an ominous hex, and cannot spend Destiny while the status effect persists.
Fear: Exactly like the effects of Stun; you can take no action whatsoever and your AVD score is effectively zero until
the end of your next turn – or the end of your current turn, if applicable (if it was applied on your action, by
attempting to attack a Fearsome enemy or the like).
Transform: You are forced into a physical form that is not your own, usually that of a harmless animal. You are now
considered to be a Beast in addition to your normal species, all physical damage you deal is halved, all physical
damage you take is doubled, and you are only able to communicate with other Beasts; for example, a hero
156
transformed into a frog could speak to a rabbit, but not to a human. Transformed targets also gain a +2 bonus to
skills which their new form might excel at – such as Athletics for a cat or Swimming for a fish.
Petrify: You are transformed into a stone statue, losing awareness of everything that goes on around you. You are
completely immobile and can take no action. However, being made of stone does grant some protection. Your
Force attribute, ARM and M.ARM scores are doubled, you are immune to all further negative status effects, and
you gain a +6 bonus to Stealth checks. Targets who are petrified for a significant period of time do not age, not do
they require oxygen or sustenance while Petrify lasts. Cured by the ‘Soft’ item.
Poison: When poisoned, you lose 20% of your max HP at the end of each of your turns. This can reduce your HP to
zero.
Seal: Your special abilities are sealed. You cannot use Magic of any sort, or Job Abilities that are activated with an
Instant, Standard or Slow action. Passive abilities, skills, equipment properties and basic attacks can still be used, as
well as Job abilities that involve you commanding a companion or operating a device, such as using an Animal
Companion’s special attack.
Sleep: You are magically put to sleep, and can do nothing until the effect ends. Your AVD score is effectively zero.
Taking any amount of damage has a 100% chance of removing the Sleep status, and you can rouse a sleeping target
with a successful Standard action.
Slow: Your actions take longer than normal. Instant actions become Standard actions, Standard actions become
Slow Actions, and Slow actions resolve at the end of the player’s next turn instead of the beginning, essentially
taking a full two rounds to use. This is one of the nastier status effects, and as such it is quite uncommon. Slow
overwrites and cancels the Haste status.
Stop: You cannot move. You can still take actions, but cannot cover any distance and are stuck in your current
location unless moved by a third party. Furthermore, your AVD score is effectively zero.
Stun: Your turn is skipped completely and you can take no action whatsoever. Your AVD score is effectively zero,
but you may still make opposed rolls if prompted to do so. Unless stated otherwise, Stun lasts for only one round.
Zombie: Your body is infused with negative energy, partially transforming you into a creature of darkness. All
curative spells, effects, and potions are reversed, dealing damage instead of healing it.
157
POSITIVE STATUS EFFECTS
Luckily, not all status effects are bad. Positive status effects can bestow great advantages on your character‐ while
they last. If your character is knocked unconscious, any positive status effects they possess disappear immediately
– although Auto‐Statuses are re‐applied the second the character regains consciousness.
If a character wishes, they can prevent themselves from receiving a positive status effect with the same sort of
opposed Force or Finesse resistance check as mentioned above. While rare, situations where such normally
beneficial spells are a hindrance DO pop up…such as a Zombied character trying not to receive the effects of Regen.
It should be noted that even a character with Immunities to status effects can choose to be affected by them if he
or she wishes. Thus, a character with a Ribbon equipped – and thus Immune to all statuses – could still operate
under the effects of Protect and Haste if they liked, or even allow themselves to be Charmed.
Auto‐Life: If your HP is reduced to 0 while under an Auto‐Life spell, you are immediately revived with 1 HP. Auto‐
Life is then removed for the remainder of the battle; this is a one‐time deal.
Flight: Whether hovering several inches off the ground or soaring through the air, characters with Flight gain a
variety of bonuses. They have far greater maneuverability than their ground‐bound allies, which in combat
translates to a ‐4 accuracy penalty to short‐range attacks that target them. They also negate all damage and effects
from Earth‐based spells and abilities and take no damage from falling. The benefits of Flight are lost upon
unconsciousness, however, so characters must always be careful they don’t black out from a strong hit, and wind
up plummeting to the hard ground below.
Haste: You may make two Standard actions instead of one on your turn, or you may have all the Slow actions made
on your turn act like Standard actions instead; they occur immediately after being used instead of activating at the
start of your following turn. Haste overwrites and cancels the Slow status.
Invisible: Your physical form is almost completely translucent, making you able to move around undetected and
more difficult to hit in combat. You gain a +3 bonus to your Stealth skill checks, a +3 bonus to your Avoidance
score, and a +3 bonus to Run Away in combat. Taking damage or using a job ability removes Invisible.
Protect: All physical damage dealt to you is halved for the duration of the effect. The damage is halved after ARM
reduces the initial amount.
Reflect: Most magic that would otherwise affect the target is instead redirected towards a random target on the
opposite side. For example, this means that casting Fire on a Reflected enemy will result in you or one of your allies
being damaged instead.
Regen: The literal opposite of Poison. While under the effects of Regen, a character gains 20% of his max HP at the
end of each of his turns.
Shell: All magical damage dealt to you is halved for the duration of the effect. The damage is halved after M.ARM
reduces the initial amount.
158
"The
REW
t
WARD
ese days, all it takes
DS
for your dreams
d to com
me true is moneey and power."
- President Shinra
A party’s m
main source of Gil varies drasttically from campaign to cammpaign. It mighht come from ssuccessfully
defeating m
monsters, in thhe form of treaasure obtained during the couurse of an adveenture, moneyy given to the p party
by NPCs annd other allies in exchange fo
or services and other tasks, o r even an allottted ‘allowancee’ granted by tthe
organizatio
on to which thee heroes belon ng. Use the following chart too determine hoow much gil sh hould be award ded to
each memb ber of a group over the coursse of an entire level, based oon the average level of the paarty.
For example, in a group w
with 4 characte
ers – all of who
om are level 111 – the GM sho ould ensure thaat each and evvery
character in that group earns roughly 8
80,000 gil piece
es (or the local equivalent) beefore they reacch level 12.
GMs lookin ng to make theeir campaigns aa little tougherr than usual miight choose to give a good poortion of this w
wealth
in the form
m of equipmentt, consumable items, or othe er material rewwards. Even so,, we recommen nd that at least 50%
of a characcter’s wealth per level should
d be in the form wise, GMs who’re shooting for a
m of straight cuurrency. Likew
higher‐powwered game (or who already employ lots off mean tricks aagainst their players, such as constantly
destroying their gear or ddenying them CComponents) m might increasee the wealth peer level by as m
much as 25%.
The idea heere is to create
e a situation where players are generally ouutfitted with a Tier of equipm ment that’s equual to
about half their level. Thu
us, upon hitting level 4 a character should bbe mostly weaaring Tier 2 geaar. At level 5, th
hey
should havve a bit of both Tier 2 and Tier 3, and at leve
el 6, they shouuld be almost eentirely in Tier 3 gear.
Compon
nents
Whether obtained from aa successful usse of the Scavenge skill upon felling a dangeerous enemy, ffound deep wiithin
an ancient treasure chestt, or simply giftted by the GM at the end of a long and diffficult story arc,, Components are
omponents fro
the base co om which powe erful equipmen nt can be madee without spen nding a single ggil. Components are
used in pla
ace of money w when attemptin ng to Synthesizze an item. Thee catch is that at least one off the created ittems
properties must be from the associated d list. For exam
mple, a Tier 4 ‘CCursed’ Compoonent could maake a Curse To ouch
sword. Andd just like with money, a faile
ed synthesis roll destroys thee Component.
The chart oon the followin
ng page lists a ccommon selecttion of Compoonent types, ass well as the lowwest possible TTier
they can apppear as…thou nd, say, Tier 6 Iron (normally Tier
ugh there’s abssolutely no reason adventureers couldn’t fin
2). Experienced GMs are certainly welcome to invent their own typees of Componeents to grant to o their playerss.
159
Component Type Min. Tier Properties
Adamantite 8 Piercing, Indestructible, Stoic, Impervious, Auto‐Protect, Party Effect
Ancient/Petrified 5 Indestructible, Petrify Proof, Petrify Touch, Resurrection
Berry 1 HP Restore, MP Restore, [Status] Heal (Any)
Blood/Flesh/Skin 5 SOS‐Regen, HP Drain, Unified, Transform Proof, Resurrection
Bone/Skull 2 Undead Eater, SOS‐Regen, Zombie Heal
Brain 2 Attribute Bonus (MND), Sentient, Auto‐Confuse, MP Restore
Carapace/Scales 2 Attribute Bonus (RES), Skill Bonus (Scavenge), [Element] Ward (Any), HP Restore
Coral 5 Stop Touch, MP Damage, Water Field, Water Proof, Jagged, MP Restore
Crystal 7 Glowing, Indestructible, Spellburst (Dispel), Lucky, Overdrive
Cursed 2 Curse Touch, Auto‐Curse, Skill Bonus (Thievery), Curse Heal
Darkness/Demonic/Shadow 2 Auto‐Blind, Blind Touch, Fiend Eater, Skill Bonus (Stealth), Blind Heal
Death/Rotting/Zombified 6 Zombie Touch, Spellburst (Death), Shadow Field, Undead Slayer, Resurrection
Diamond 6 Attribute Bonus (RES), Indestructible, Auto‐Protect, Party Effect
Dragon 5 Triple Critical, Dragon Slayer, HP Restore
Egg 6 Auto‐Life, Fragile, HP Restore, Remedy
Elemental 5 [Element] Enhancer (Any), [Element]‐Proof (Any), Arcana Eater, MP Restore
Eye 2 Blind Touch, Blind Heal, Spellburst (Blank Gaze), Blind Proof, Skill Bonus (Awareness)
Fang/Horn/Incisors 5 Attribute Bonus (PWR), HP Drain, Jagged, Skill Bonus (Nature), SOS‐Haste, Stop Heal
Feather/Down/Molting 6 Attribute Bonus (DEX), Skill Bonus (Athletics), Auto‐Float, Resurrection
Fire 2 Fire Strike, Fire Ward, Spellburst (Melt), Glowing, Auto‐Berserk
Flower/Fruit/Mossy 3 Confuse Touch, Spellburst (Pollen), HP Restore, MP Restore, Variable
Fragmented 4 Gemini, Broken, Seal Proof, Transform Heal
Giant/Shell/Husk 2 Attribute Bonus (PWR), Insect Killer, Fear Heal
Glass 2 Fragile, MP Restore
Goblin 3 Humanoid Killer, Spellburst (Goblin Bomb), Skill Bonus (Mercantile), Charm Heal
Goddess’/Deity 6 Imperil, Overdrive, Fiend Slayer, Auto‐Life, Holy Field, Fear Proof, Remedy
Healing 2 Alchemy, Skill Bonus (Healing), HP Restore, MP Restore
Ice 2 Ice Strike, Ice Ward, Fragile, Stop Heal
Imperial 4 Follow‐Through, Skill Bonus (Inquiry), Confuse Heal, HP Restore
Incense 3 Attribute Bonus (MND), Spellburst (Addle), Confuse Proof, MP Restore
Iron/Metal 2 Attribute Bonus (RES), Stop Touch, Skill Bonus (Vehicles), SOS‐Protect, MP Restore
Jewel/Gem/Ore/Gold 6 Arcana Slayer, Accurate, Overdrive, Remedy, Special Ability (Gillionaire Job Ability)
Holy/Sacred 6 Glowing, Holy Field, Therapeutic, Holy Strike, Holy Proof, Resurrection
Knowledge 5 Attribute Bonus (MND), MP Refresh, Confuse Touch, Skill Bonus (Any Lore), MP Restore
Lunar/Moon 2 Glowing, SOS‐Reflect, Sleep Touch, MP Restore
Magic/Ether/Luminous 2 Lightning Strike, Spellburst (Aspir) MP Damage, Arcana Eater, SOS‐Shell, MP Restore
Mythril/Gemsteel/Pearl 6 Auto‐Haste, Auto‐Reflect, Party Effect
Nature/Plant/Leaf/Needle 3 Jagged, Earth Strike, Plant Eater, Skill Bonus (Nature), Attribute Bonus (DEX), Variable
Nectar/Ambrosia/Wool 6 MP Refresh, Sleep Touch, Sleep Proof, Therapeutic, Remedy
Onion 2 Skill Bonus (Any Synthesis), Special Ability (Onion Knight shared ability), HP Restore
Orichalcum 7 Stoic, Triple Critical, Auto‐Protect, Auto‐Shell, Fear Proof, Party Effect
Pelt/Leather/Hide 3 Beast Killer, Beast Eater, Skill Bonus (Scavenge), Berserk Heal
Poison/Tentacle 2 Poison Touch, Poison Proof, Spellburst (Poison), Virulent, Poison Heal
Powder 2 MP Damage, SOS‐Shell, SOS‐Invisible, MP Restore
Prismatic 5 MP Refresh, SOS‐Reflect, SOS‐Shell, Resurrection
Purified 2 Alchemy, HP Restore, Poison Heal
Rage 2 Berserk Touch, Auto‐Berserk, Berserk Heal, SOS‐Berserk, Pugilist, Fear Heal
Rainbow/Runic 6 Fragile, Auto‐Regen, Remedy
Robotic 2 Unified, Construct Eater, Skill Bonus (Systems), Glowing, Confuse Heal
Royal/Noble/Calm 2 Skill Bonus (Negotiation), HP Restore, Berserk Proof, Charm Heal
Silk/Thread/Cloth 2 Skill Bonus (Mercantile), Skill Bonus (Perform), HP Restore
Slime/Oil 2 Amorph Eater, MP Restore, Special Ability (Chemical Spill Job Ability), Stop Heal
Soul/Halcyon 6 Holy Strike, Overdrive, Auto‐Shell, Remedy
Stone/Rock/Earth 3 Earth Strike, Earth Ward, Petrify Heal
Tainted 5 Spellburst (Hex), Shadow Strike, Zombie Heal
Tears 2 Curse Touch, Skill Bonus (Acting), [Status] Heal (Any)
Tyrant 5 HP Drain, Auto‐Berserk, Confuse Heal
Whispering 2 Sentient, MP Damage, Sleep Touch, Skill Bonus (Language), Sleep Proof, MP Restore
Water/Liquid 3 Water Strike, Water Ward, Aquan Killer, Skill Bonus (Water), [Status] Heal (Any)
Weapon 5 Spellburst (Temper), Attribute Bonus (PWR), Follow‐Through, Triple Critical, Fear Heal
Wild 2 Auto‐Transform, [Monster] Eater (Any), Skill Bonus (Animal Ken), MP Restore
Wind 2 Wind Strike, Attribute Bonus (DEX), Wind Ward, SOS‐Flight, Stop Heal
Wings 6 Auto‐Flight, Aerial Killer, Party Effect
Wood/Lumber 3 Accurate, Spellburst (Chivalry), SOS‐Float, HP Restore
Zodiac/Sun/Star 8 Break Damage Limit, Spellburst (Flare Star), Spellburst (Lux), Peerless
160
RECOVERY AND DEATH
"With each passing day, the world finds new and exciting ways to kill a man."
- Balthier Mid Bunansa
Even the most cautious heroes will take a few lumps on the road to glory, and as the battles start coming in thick
and fast, the injury tally is likely to rise in turn. This section looks at the aftermath: healing, resting, recuperating,
and getting back to fighting fitness.
Getting K.O.’d
When your HP reaches zero, you are completely incapacitated. You can take no actions until revived and you
become vulnerable to Notorious Monsters and Bosses that can outright kill characters in such a weakened state.
Although curative Potions and healing spells that restore flat values of health generally have no effect while you’re
in this state, you can return to the battle if an ally uses an item with the Resurrection property on you – such a
Phoenix Down – and a handful of white magic spells and specific job abilities.
After combat ends, all characters who had been knocked Unconscious get back to their feet and are treated as
having one hit point. The White Mage’s innate ability can even automatically bring the entire party back to 100%
HP after combat ends – a remarkably useful ability for any adventuring troupe.
Resting
The ability to recover lost Hit Points is crucial to a party’s long‐term survival. Magic and items can patch up injuries
on the go, but can drain the party's resources if there's a lot of hurt to go around. The alternative is to let injuries
heal up the natural way – with rest. To rest, characters need just two things: time and space. Time is self‐
explanatory – the longer the party has to kick back and relax, the more beneficial the rest will be. In order to
benefit from a rest period, a character cannot undertake any complex or physically exerting activities during that
time period unless they are directly related to the recovery process. In other words, taking the time to make splints
and sewing wounds is fine; forging a sword or clearing boulders is not.
Space is a little trickier. The default space requirement for rest is an area where the party can stretch out without
fear of being attacked by marauding monsters and the like. In practical terms, this means that long stretches of rest
are impossible in the middle of a dungeon thick with enemies unless the party can find some way to keep itself
completely protected during that time ‐ it's difficult to really relax when there's a perpetual fear of monster
ambush.
A Full Rest is the best kind of relaxation a group can get, normally accomplished through an Inn or other
establishment that caters to adventurers – though price can sometimes be a deterrent. Using a Tent or a Special
Vehicle (with the Good Night’s Sleep property) to spend the night snoozing in dangerous wilderness also counts as
a Full Rest.
Travel Rest is typical of the kind of night's sleep a party will get on the road or when they’ve found a safe
location deep within a dungeon. Assuming the party can rest for a full night without interruptions, they recover
50% of their maximum HP and MP.
161
Healing Skill
Characters with the Healing Skill can usse their talentss to assist the nnatural healingg process, increeasing recoveryy
gains in both the short an nd long term. D
During rest perriods, characteers may make aa skill check at varying difficuulties –
usually Chaallenging – to sspeed up the healing processs. If the party wwas taking a Travel Rest, theyy recover 100% % of
their HP an
nd MP back insstead of the no ormal value, as if it was a Full Rest.
A failure m
means the charaacter’s ministraations are veryy time‐consum
ming; not only ddoes the party still only recovver
the normal 50% HP and M MP, but the user of the skill ddoesn’t get a w
wink of sleep an
nd doesn’t gett the benefits oof any
sort of restt at all.
Consecrrated Areass
Ordinarily, resting in the middle of a daangerous dunge eon is out of thhe question. But in some casses, the PCs maay
discover smmall patches off consecrated gground in othe erwise dangeroous territory, uusually marked by unusual features
or simply aa noticeable auura of magic ennergy. In addition, characterss with access to o a certain White Magic spell have
the ability tto consecrate the earth. Suchh areas naturally repel monssters and otherr hostile creatu ures, making it
possible too rest there for at least short periods of time.
Injuries
All characteers suffer a few
w scratches and scrapes during the course of their careerr, but some injuries can’t justt be
shrugged ooff with a Potio on and a good n night’s sleep. TThings like bro ken arms, trau
uma and severeed vocal cords are
all example
es of these kind ds of major injuries, generally caused by reepeatedly beingg knocked uncconscious, nearr‐
death expeeriences, or exccruciatingly‐paainful failures oon Complicatioon skill checks. Injuries can beestow negativee
attributes aas determined by the GM forr as long a periiod as the injurry remains. It ccan usually be treated by intu uitive
white magic over a period, and lesser in njuries such as broken boness heal in weekss of game timee.
Death
D
If the entire paarty gets kickedd around by a p
pack of normal enemies and ends
up being defea
u ated, don’t worrry – this doesn’t mark the end of the camp paign.
Most of the tim
M me the party w will wake up in aa nearby safe llocation, losingg all
EXP they had s
E aved up.
However, battl
H ling a Boss or aa Notorious Mo onster makes tthings a little m
more
dangerous. Suc
d ch creatures arre capable of ttaking an action to permanen ntly
end the existen
e nce of unconsccious PCs. Therre is absolutelyy no resurrection for
dead character
d rs without spe nding a large aamount of Destiny.
Enemies an
E nd Death
When foes are
W brought to ze ro hp, they aree considered ‘d defeated.’ Whaat this
MEANS, exactly
M y, is up to the player and thee GM to come tto a conclusion n on
together. Dece
t eased? Unconsscious? Lackingg any will to figght? Generally, foes
are killed – but
a t players shoul dn’t feel this iss morally wronng. The proven
existence of a l
e life‐after‐deathh state in the FFinal Fantasy u
universe generaally
means that dea
m ath is peacefull for all races, aand defeated m
monstrosities aare
absorbed back
a into the univeersal holy enerrgy of the cosm mos.
162
LEVELLING UP
"The way I see it, as long as you make it out of a battle alive, you're one step closer to fulfilling your dream."
- Seifer Almasy
Upon gaining a level, the character gets the following bonuses.
o The character gains Attribute Points! If the new level is odd, the character gets one point to put in any of
his four attributes; PWR, RES, DEX, or MND. If the new level is even (for example, level 4 or 12), the
character gains two ability points instead. He puts one point in two different attributes of his choice – for
example, one point might go into MND, and one into DEX. A character cannot put both points into the
same attribute.
o The character gains 2 new skill points to put in any skill he likes. The player may also choose to hang on
to them, and add them to his character sheet later after he’s decided what’s appropriate.
o Every even level, the character gains a new ability, chosen from either their job list or the shared ability
list.
o Finally, they get additional HP and MP; the bonus granted by their current Job.
o Now, just recalculate all of the character’s combat scores, such as avoidance, accuracy, HP, Finesse and
Force and so on. And you’re done!
Combat (1 EXP): To defeat your foes, whether through direct combat, a successful plan, or other means awards a
singular point of experience. Sometimes sneaking past foes will not award this EXP, as they were not 'defeated,'
merely temporarily overcome….however, outsmarting your foes to avoid conflict generally counts as deserving of
an EXP reward, at the GM's discretion.
Fights where the foes are greatly below the party’s level or ability ‐ or aren’t fighting back ‐ do not award EXP.
Major Enemy (1 or 3 EXP): To defeat a Notorious Monster or a Boss in an epic struggle will award an additional
point of experience, or three if the villain was a truly titanic, save‐the‐world level End Boss. Generally, the foe must
be defeated permanently for this EXP to be retrieved ‐ in a skirmish in which a Boss manages to flee the GM might
rule that the bonus EXP isn’t awarded – however, the party does still receive the normal 1 EXP for Combat.
Quest (1 to 3 EXP): Completing a minor mission or side quest will award one point of experience, and finishing a
longer story arc or a major quest will award two or three points. A good rate for Quest experience to be distributed
is usually about every second game session.
Session (1 EXP): At the end of every single gaming session, all players who attended will be awarded 1 point of
EXP. Just for showing up!
163
LIMIT BREAKS
"You just don’t get it at all. THERE ISN’T A THING I DON’T CHERISH!!"
- Cloud Strife
Limit Breaks are special maneuvers which and are only accessible after a character sustains a substantial amount of
damage, and are unlocked as the game progresses instead of right from level one. Although normally considered to
be rarely‐seen attacks possessed by the PCs, some powerful foes may also have access to a Limit Break.
Although granting these Limit Breaks and Abilities is ultimately best saved for dramatically‐appropriate moments,
we’d like to mention that ten‐point limit breaks are most effective when the party is level 3‐5, that twenty‐point
breaks are solid in the level 7‐9 range, and that you probably don’t want to hand out powerful thirty‐point limit
breaks until levels 12‐14.
First, they can be randomly accessed while making your attack's attack accuracy roll. When a character rolls a pair
of sixes, this represents a Critical Hit, and a possible Limit Break. If the character has 25% of his maximum health
remaining or less, the character may use a Limit Break of their choice instead of his regular attack. Characters with
the Shared Ability ‘Limit Breaker’ or the ‘Overdrive’ equipment property may perform such techniques at 50% or
less of their health instead.
Secondly, a character can use a Limit Break by spending three points of Destiny. Limit Breaks used in this way
require a standard action to perform and can only be used on the character’s turn.
Regardless of how the Limit Break is used, a character may only use one Limit Break per round.
A Limit Break may have almost any effect. It may simultaneously heal allies and cause damage to enemies, or any
number of other things. Characters retain older Limit Breaks when they gain a new one. Thus, the character may
choose to use any one of the Limit Breaks in his possession when they become accessible.
164
Limit Break Creation
The Limit Break Creation System that follows will help you design the special moves your character will learn over
the course of their career. It uses a point‐buy method to determine the exact effects of a given Limit Break. Point
costs are listed in each section, and vary from effect to effect. A complete list follows over the following pages.
There are three types of limit breaks – straightforward moves built with 10 points, more powerful breaks that use
20, and truly staggering expressions of power that use 30. It’s up to the GM what sort of Limit Breaks you’ll receive,
and when.
Area Effect (5 Points)
The limit break affects either all enemies or all allies. This ability cannot be combined with the 5‐point Refund
version of Random Target.
Attack: Weapon (3 Points)
The Limit is designed to inflict heavy damage on the target using your equipped weapon. This sort of Limit break
may either deal ARM or M.ARM damage, and uses your normal attack to determine how much damage is dealt –
with some modifications. First, Attack: Weapon always deals non‐elemental damage unless paired with the
Elemental property – even if your weapon would normally deal elemental damage of a specific type. Secondly, the
damage dealt is increased based on the rank of the Limit Break; consult the chart below.
Limit Break Rank Damage Step Increase
1 +2
2 +4
3 +6
Thus, if Cid was to wield a Sword that did (PWR x 1) + 2d6 points of damage, a Rank 1 limit break would alter this
damage to be (PWR x 3) + 2d6. A Rank 3 limit would alter this damage to be (PWR x 7) + 2d6.
Limit breaks are considered to be Medium‐range attacks, no matter the weapon with which they are performed,
and Attack: Weapon cannot be combined with Attack: Magic.
Attack: Magic (3 Points)
Attack: Magic is the spellcaster’s version of Attack: Weapon. Rather than elaborate blade dances or crushing axe
blows, you use the power of your magical arts to burn, freeze, disintegrate, or otherwise destroy your foes in
spectacular ways. Choose one damage‐dealing spell you know, which is cast at this time for no MP as an Instant
action. Just like Attack: Weapon, the spell’s damage is increased by 2 steps for a Rank one Limit Break, 4 steps for a
Rank two limit, and 6 steps for a Rank three.
In addition, damage dealt in this way is Non‐elemental despite its normal type, unless you also take the Elemental
effect. It is also still reduced by M.ARM as normal, and Attack: Magic cannot be combined with Attack: Weapon.
Backfire (3 Point Refund)
The limit break is dangerous to its user as well as to his enemies, for every time the power is used, there is a 25%
chance that it backfires affecting the user instead of its intended target. May not be combined with beneficial
165
Primary Effects such as Revive, Healing or Clear, and may not be used in conjunction with Random Target. If
combined with Area Effect, a Backfire causes all allies to be affected.
Break Arts (4 Points)
Break Arts damage an opponent's attributes in battle. Multiple Break Arts of the same type are not cumulative. 4
points will allow any of the following, of your choice.
Power Break, which reduces a foe's physical attack damage and Force score by half for 4 rounds.
Armor Break, which reduces a foe's ARM and M.ARM scores to zero for 4 rounds.
Magic Break, which reduces a foe's magical attack damage and healing power by half for 4 rounds.
Or Speed Break, which reduces a foe’s Finesse, AVD and ACC scores by half for 4 rounds.
Clear (5 Points)
Clear removes all negative status effects from the target.
Death Attack (10 or 20 Points)
This requires a successful opposed check. Death Attack slams a single opponent with a maneuver reduces their
health by 50% of the maximum value. For the 20‐point version, Death Attack reduces the target to 0 hit points
instantly, but does not work on Bosses or Notorious Monsters.
Debilitate (2 Points)
Debilitate infuses the enemy with a random elemental weakness. Roll 1d6 and consult the following table to
determine which one. If cast a second time, the new weakness will replace the first. Lasts until the battle ends or
the weakness is overridden by a new attempt to Debilitate. If the target already possesses an Immunity or
Absorbency to the resultant element, roll again. Taking this ability twice will allow for the user of the limit break to
choose a weakness instead of rolling one randomly, and also allows the user of the limit break to choose Shadow
or Holy as an elemental weakness.
Die Roll (d6) Inflicted Weakness
1 Fire
2 Ice
3 Water
4 Lightning
5 Wind
6 Earth
Drain HP (3 or 6 Points)
The limit break, which must deal damage of some type to the opponent, returns 50% of the damage dealt back to
the user as health, restoring his HP. For 6 points, Drain HP allow the user to return 100% instead. HP Drain may not
be combined with Healing.
Drain MP (3 or 6 Points)
The limit break, which must deal damage of some type to the opponent, returns 50% of the damage dealt back to
the user as magical energy, restoring his MP. For 6 points, Drain MP will allow the user to return 100% instead. MP
Restore may not be combined with Healing.
166
Elementa
al (1 or 3 Poin
nts)
The attack carries a certaain element witth it ‐ Fire, Ice, etc., and doess damage of th hat type. If the limit break is u
used
with a weaapon that has aan elemental property, the ellement of the limit overridess the element o of the weapon. If
your eleme ental choice is Holy, then the
e cost of this efffect is increaseed from 1 to 3. If the target is immune or
resistant to
o the Element of that type, normal damage e is dealt insteaad. As always, if multiple Elem
ments are used d in
the Limit Break, treat thee attack as whicchever elemen nt would be moost effective.
Elementa
al Mastery (2 or 5 Points))
Grants one e target an Abssorbency to one element for two rounds (A All damage dealt by that elem ment is reversed,
restoring H HP instead of re
educing it). The
e element musst be chosen wwhen the abilityy is learned, annd Undead targgets
still only ge
et an Immunityy instead of an Absorbency. FFor 5 points, thhe Absorbencyy lasts until thee end of combaat.
Healing (5, 10, or 20 Pooints)
For 5 pointts, a target of yyour choice reggains 50% of th
heir HP or MP, chosen when this Effect is ad dded to the lim
mit
break. For 10 points, the target either rrecovers 50% o of their total H P and MP, or 1100% of either,, decided when
n the
Limit Breakk is used. The 2 20‐point versio
on fully recoverrs a target’s HPP and MP to th
heir maximum values.
Movemen
nt (1, 2, or 5 Points)
or its target to move
The Limit Brreak causes eitther the user o
a distance bbased on the n
number of poin nts spent – Sho ort
Range for oone point, Meddium Range forr 2 points, and Long
Range for 5 points.
Multi‐Atttack (6 Pointts, See Below
w)
The Limit B
Break now requ uires an attackk roll, and mustt be combined with the Attacck: Weapon efffect. For 6 poiints,
the charactter using the Limit Break now w attacks twice e, potentially ddealing its damage twice. Forr 12 points, thee
character aattacks 3 timess. For 18 pointss, 4 times; so fo
orth and so onn. Each attack mmay target a different enemyy.
Multi‐Spe
ell (6 Points, See Below)
Break must be combined with
The Limit B Magic effect. Foor 6 points, thee character using the Limit B
h the Attack: M Break
may cast th dditional time. For 18 points, the character casts the spell three times in
he spell one ad n rapid successsion,
and so on.
Neutralizze (3 or 8 Points)
For 3 pointts, Neutralize removes all Weeaknesses and Resistances froom the target until combat eends, and reduuces
all Immunitties and Absorrbencies to Ressistances. For 8
8 points, Neutrralize completeely removes all Weaknesses,
Vulnerabilities, Resistancces, Immunitiess and Absorbencies from thee target until coombat ends
167
New Form (1+ Points)
The character or the limit break’s target adopts a completely different form when the Limit Break is used, changing
its type from the standard ‘Humanoid’ to any of the following categories; Aerial, Amorph, Arcana, Aquan, Beast,
Construct, Dragon, Fiend, Insect, Plant, or Undead, chosen when the Limit Break is created.
If the user of New Form is the one targeted by this limit break, they gain a passive benefit; For every point spent in
New Form, you may temporarily increase one attribute by 2 and decrease another by 2. Thus, New Form 10 allows
you to increase one or more attributes by a total of twenty points, and decrease one or more attributes by twenty
points as well for the duration of the shape change.
You may use the points spent to purchase Biological Monster Abilities for this shape, the effects and costs of which
can be found in the table below. New Form lasts until the character chooses to end the effects, gains a level, or is
reduced to 0 hit points.
Piercing (4 Points)
The attack, which must deal damage in some fashion, is able to penetrate even the strongest of enemy defenses.
The Limit Break ignores ARM and M.ARM.
Power Item (1 Point Refund)
The Limit Break cannot be performed unless the character has a certain item available in their inventory, whether
it be a crystal shard, a set of pointed red sunglasses, the ashes of their fallen comrade, or even just access to their
weapon.
Random Target (1 or 3 Point Refund)
The attack is chaotic in nature and cannot be completely controlled. For the 1 point refund, the technique targets a
random enemy (or ally, if the limit break is beneficial). For the 3‐point refund the target is completely random, and
may be either an enemy or a friend. If combined with Area Effect, the limit break targets a random Group.
Revenge (4 points)
A Revenge attack – which must be combined with Attack: Weapon or Attack: Magical – has greater effect as your
health declines. A limit break with this effect does additional damage equal to half the difference between your
max HP and your current HP‐ i.e., half the amount of damage you have taken so far. If Revenge is taken twice, it
instead does additional damage equal to the entire difference between your maximum HP and your current.
168
Revive (3 points)
A companion finds the strength to rise and fight on thanks to you. This effect revives a character whose Hit Points
have been depleted, returning him to consciousness and restoring 1 HP. Revive cannot be used on an Undead
enemy.
Self‐Only (1 Point Refund)
The effect, which must be beneficial in nature, works in such a way so that it can only affect its user ‐ no other ally
or enemy may be targeted. May not be used in conjunction with Area Effect, Short Range, or Random Target.
Short Range (1 Point Refund)
Normally, all Limit Breaks are considered Medium Ranged, meaning they can target flying creatures or without
penalty. However, with this effect the attack or is restricted to melee range. Must be combined with an offensive
ability and cannot be combined with Self‐Only.
Specialized Target (1 or 5 Point Refund)
One or more types of monster is unaffected by attack. For one point, choose one type of creature from the
following list that is Immune to the Limit Break; Aerial, Amorph, Arcana, Aquan, Beast, Construct, Dragon, Fiend,
Humanoid, Insect, Plant, or Undead.
For a 5 point refund, ALL types of monsters are Immune to the attack except for one chosen category.
Specialized Target cannot be taken more than once, and the user cannot choose a specialized target for a species
that he belongs to. For example, a Blue Mage with the Dragon mutation could not choose a Humanoid or Dragon
specialized target.
Stat Boost (4 points)
A Stat Boost augment the subject's normal abilities, making them stronger, tougher, faster, or smarter. When
taking this effect, choose an attribute such as DEX or PWR or MND, and increase the damage dealt and healing
provided by all attacks and spells of that type by one step. For example, if a weapon was to do (PWR x 1) points of
damage, it will now do (PWR x 2) instead, and so on. This effect remains until the end of the game session and may
not be combined with Backfire, but may be taken multiple times to increase the damage steps by an additional one
each time.
Status Effect (Varies, consult chart below)
The limit break attempts to bestow one or more positive or negative status effects on the target with an opposed
Force or Finesse roll. The power of the limit break determines which positive or negative status effects are
available. By adding multiple status effects the costs are cumulative for example, inflicting an enemy with Zombie,
Poison and Sleep would cost a total of 9 points.
Positive status effects last until combat ends. Negative status effects last for a total of 4 rounds, except for Stun,
which, as always, only lasts until the end of the monster or character’s next turn.
169
Stylish (11 point)
The Limit B
Break is combin ned with a dazzling display off light, color, oor raw power to
o awe allies an
nd enemies alikke.
After the Limit Break is used, all allies re
eceive a +1 bonus to ACC andd AVD until thee beginning off your next turnn.
ely, all enemiess suffer a ‐1 pe
Alternative enalty to ACC and AVD for thee same duratio on.
For each time Stylish is taaken after the first, the cost iincreases by 1.. (So to give alll allies a +3 bonnus, Stylish woould
need to be taken three times and cost 6 6 points in totaal; 1 for the firsst, 2 for the seecond, 3 for thee third) Sinkingg 28
points into Stylish would grant a total bbonus or penalty of 7 ACC andd EVA.
Upgrade (Varies)
on or armor prroperty at the cost of two po
You may gaain the benefitts of any weapo oints per Tier reequired. For
example, iff you wished to
o gain the HP D
Drain property – which requi res Tier 5 equiipment – you w would need to
purchase U
Upgrade for 10 points. Break Damage Limit would cost 166, and so on. Th he effects of Upgrade last un ntil the
end of com
mbat.
Worldsha
aker (Varies))
Your limit bbreak carries such fury that the ground trem mbles and the tides change, volcanoes exp plode and the wwind
becomes sttill.
For 3 pointts, the terrain b
becomes active ely hostile. The
e air nearby beecomes superh heated, meteors break through the
atmospherre and slam intto the earth’s ccrust nearby, th he air become . The terrain deals damage to o all enemies aand
allies at the
e start of each of their turns, based on your level – take aa look at p.153 for the Recurrring Damage cchart
regarding tterrain.
For 3 pointts, you can alsoo create Fire, Icce, Wind, Wate er, Earth, or Ligghtning Elemental Terrain in the current arrea,
lasting until combat endss. For 6 points, you may creatte Holy or Shaddow elemental terrain insteaad.
For 9 pointts, you can makke the damage e and detrimen ntal effects cauused by Worldsshaker affect o
only enemies innstead
of all Local targets.
170
ADDITIONAL CHALLENGES
"As I grew up, everyone I knew died, one by one, until eventually it was just me. And all of their dreams fell on my
shoulders. I was their’ last hope’."
- Noel Kreiss
Not every difficulty the PCs will face can be as easily defined as a horde of evil foes brandishing weapons. This
section discusses traps, breaking objects, and more.
Social Challenges
A smart group of adventurers doesn't get in a fight with every living thing they meet. Unfortunately, there are
times when others block the way forward – uncooperative guards, recalcitrant informants, enemy spies, and
prowling monsters will test the characters’ bartering, sneaking, and role‐playing skills to the limit. Unlike physical
challenges, social challenges hinge on what a character says as much as how they roll. If a PC attempts to use a
persuasive skill like Negotiation, the player must act out the attempt as well as simply rolling for it. Good
performances might net the player a bonus or waive the roll entirely, assuming this is in character; no amount of
smooth talking on the player's part can compensate for a Complication on that Negotiation roll. Here’s some
examples of how difficult Negotiation checks might be.
Negotiation Difficulty Situation
Elementary (5) Convince an admiring fan that you really are just that amazing.
Easy (7) Haggle a deal with a shopkeeper in a backwater village, seduce a Gambler.
Moderate (9) Impress a diplomat or noble with your well‐reasoned arguments.
Challenging (11) Insult an imperial soldier until he opens the prison door to come strike you.
Impressive (14) Leave a monster trembling in fear from your intimidating stare.
Heroic (17) Lie to an Esper or a Judge and get away with it.
Supreme (20) Rally a small army for your cause, lie to a mind‐reader and get away with it.
Godlike (25) Have the king agree to step down and give you the throne instead.
Impossible (30) Befriend a Tonberry.
A character can hold their breath for a total number of full rounds equal to (2 + half their Swimming Skill,
rounded down), after which time they are considered to have run out of air. After this point, at the start of every
round they have a flat 25% chance of being Stunned and losing 25% of their maximum HP, able to do nothing but
swim toward the surface to the best of their ability.
A character who succeeds on a Godlike or Impossible swimming skill at any point in time during the game
permanently gains the ability to breathe underwater and suffer none of the previously‐mentioned penalties.
A character can only be killed by prolonged submersion and suffocation under extreme conditions.
171
Objects and Hardn
ness
Whether itt be as complexx as a suit of M M‐Tek Armor orr as simple as aa tightly‐packeed clay cell wall, players and
characters alike will always find reasons to destroy baarriers and ina nimate objectss. Although characters with tthe
Destructive e Strike ability are better suitted to rip a patth through the ir surroundinggs, anyone mayy destroy an ob
bject
or structure if they succeed at a Force sskill test. Thus, objects cannoot slowly weakken under a con ntinued assault of
attacks; it’ss all or nothingg.
he same as anyy other check –– the characterr must make a successful Forrce
The difficulty of breakingg an object is th
roll equal tto or greater th
han an object’ss difficulty valu
ue to destroy itt. Consult the cchart below for information o
on
typical – annd not‐so‐typiccal – materials and objects.
Equippable
e items – armo
or, shields, weaapons, accessories, etc. – cannnot be broken
n or damaged w
with a simple FForce
check.
Object Difficultyy to Break
Glass and P Pottery Elementaary (5)
Wood Easy (7)
Crystal Moderate e (9)
Flimsy Mettal Challenging (11)
Stone Impressivve (14)
Reinforced d Metal / Steel Heroic (17)
Diamond Supreme (20)
Adamantite / Orichalcum m Godlike (2 25)
A Toweringg Skyscraper Impossiblle (30)
Elementtal Field
From howling snowstorm ms to blisteringg heat, the
environme ents that playerrs will find themselves fightinng in is
nearly endless. But such cconditions mean more than jjust
running the e risk of develo
oping a case off heatstroke orr the
sniffles. Other chapters mmention Difficu ult Terrain, andd the
suggested ruling of recurrring or one‐tim me damage, orr
penalties too rolls and deffenses. But parrticularly strongg
weather orr terrain condittions – like thee inside of a volcano or
in the midddle of a hurricaane – can warp p and accumulaate large conceentrations of EElemental enerrgy. Magical atttacks
made in an n Elemental Fieeld have their d damage increased by two steeps if they sharre the same eleement. For
example, characters battling in the free ezing tundra mmight discover ttheir Ice elemeental spells or IIce‐Strike weap
pons
deal additioonal damage.
Traps
Traps can ggive a party pleenty of headacches without evver straining thheir sword arm
ms. They can deeal damage dirrectly,
inflict statu
uses, sound alaarms that summmon or releasee monsters for the PCs to figh
ht, and more.
A common trap is a ‘Mon nster‐In‐A‐Box’, a creature off almost any tyype that lives w
within the dark confines of a
treasure ch
hest, bursting o
out to attack unsuspecting addventurers. Oddds are pretty good that you can describe m most
172
traps as an aspect of Difficult Terrain; taake a look at p
p.155 of this boook and glancee at the one‐tim
me damage ch
hart to
see what le
evel of injury itt might be appropriate for a ttrap to cause.
Alternattive uses fo
or Magic
Aside from
m causing directt damage, inflicting status efffects and healiing allies, charaacters may also use the pow
wer of
the elemennts to manipulaate the environnment. Possiblle effects incluude:
Earth: Can cause tremorss that can quickly damage an
nd destroy smaaller environmeental features,, opening up
previously inaccessible se
ections.
Fire: Settin
ng things on fire
e is the easiestt way to make a battle a littlee more interessting. Structurees and vegetatiion
burn up sloowly enough th hat they’ll mosst probably be ablaze for the rest of the batttle; combatan nts, however, aare far
less durable. Anyone caught in the middle of a fire will suffer fire eleemental damaage for each ro ound spent in the
blaze; conssult the Recurrring Damage ch hart for Difficu
ult Terrain on pp.153. Environm
mental featurees set on fire an
nd
then riggedd to fall on opp
ponents might deal physical ffire damage ra ther than maggical.
Ice: Ice Elemental attackss have the ability to freeze bo
odies of water or ice over sogggy ground, tu
urning previoussly
traversable e areas into Diffficult Terrain.
Lightning: Capable of pow wering – or overloading – heavy machineryy and electroniic devices. Thee exact results o
of
ns depend on tthe device in question, but co
such action ould easily rangge from destro
oying a shield ggenerator
protecting a major villain to activating aan elevator to high ground.
Wind: Knock things over or blow smalle would normally be
er objects away – a good wayy for retrievingg things that w
beyond the
e party's reach. It may also disperse other aatmospheric coonditions, like snow and fog.
173
CHAPTER VI: THE WORLD
"No matter how dark the night, the morning always comes. And our journey begins anew.”
- Balthier Mid Bunansa
One of the largest problems with the Final Fantasy series – at least where tabletop gaming is concerned – is the
lack of a recurring setting. There are repeated fundamentals that appear in most games in the series, such as
Chocobos, Moogles, and magical crystals tied to a heroic prophecy, but even these common elements are absent in
a handful of titles.
You can base the game in any location or world you wish. More than one Final Fantasy game has seen the cast
board a shuttle to the moon or descend deep into the dwarven caves beneath the earth – however, some GMs
specifically wish to run their games while using one of the canon worlds as a backdrop. In this chapter we’ll discuss
most of the Final Fantasy game settings as briefly as possible, suggest several adventures that could take place in
the world, and give suggestions on how to modify the standard rules to replicate the setting.
What you won’t find, however, are plot synopsizes or descriptions of places in the games. No matter how detailed
a world’s description might be, we believe that distilling all the energy and fire that made a game interesting down
to dry facts and descriptions is a terrible thing. (We also don’t want to see this already long book get even longer.)
Consider this chapter more a repository of additional/optional rules than any attempt at helping the GM build a
campaign world. And speaking of optional rules…
Leveling‐Up takes place during story events. With this method, players don’t worry about experience points at all
and instead gain a level whenever the GM deems it to be appropriate. The benefit to this is that everyone levels‐up
together at the end of a session, reducing downtime during games and making sure nobody feels ‘left behind’ for
missing a few sessions. It also allows you to pace the game to be as slow or as fast as you and your group like.
Change the amount of EXP needed to gain a Level. This is almost an easy fix as the above suggestion. Some players
don’t want to stop tracking EXP completely, and instead feel the best solution would be to increase the amount of
experience needed per level from 5. Changing it to 10, for example, effectively assumes characters will still gain a
level every three to four game sessions, depending on how combat‐intensive your games might be.
Distant Places
Outside of the familiar world our heroes likely inhabit, isolated dimensions and secluded realities give birth to
powerful monsters and are home to cosmic wanderers, Espers, and even the souls of the dead. Below is a sample
of two possible alternate dimensions that may appear in your Final Fantasy games.
174
The Void
d
The Void re efers to an actu
ual, physical diimension that can often takee a form familiaar to those who traverse it, o or can
be reshape ed at will by the
e current denizzens thereof. EEntire deserts, fortresses, forrests, caverns aand so forth haave
been birthe ed within the VVoid, interconnnected through h a series of paassages that offten seem to co ontradict logicc. The
rules of spaace and time ddo not necessarily seem to ap pply the same w way as they doo in the normaal world, and time
does not se eem to flow at all for any inhabitants of this place. In its uunchanged statte, the Void is a dimension o of
infinite notthingness.
The Void iss known to be aa connective dimension, thro ough which othher realities an
nd worlds can b
be reached. Du ue to
this fascinaating feature about the Void, countless num mbers of poweer‐hungry magees have soughtt to control it aand
wield the ddimension as a cosmic weapo on – and at tim
mes, they have come close to succeeding. The Void seemss to
possess the e power to disttort or destroyy matter, consuuming it utterlyy.
The rampant nihilistic atttitude of those
e seeking to maake use of its ppower is well‐reecorded. Often n times, this starts
out as a sim
mple desire forr incredible powwer but inevitaably leads to a n intense desire to reduce all of everythingg to a
state of non‐existence. So ome scholars sspeculate that this is becausee The Void is an intelligent, sentient being
instead of tthis merely being the result oof gaining use of such destru ctive power; they speculate that the Void
controls itss users just as m
much as they influence contrrol over it.
o the Void is ass simple as stepping through a Dimensiona l Gate created
Entrance to d with the Timee Magic spell o
of the
same name e. However, lea aving has alwaays been muchh more difficultt, which makess the Void a suitable
prison…fro
ozen in time…fo or the most feaarsome beasts in existence. SSome beings –– such as Ultima Weapon and d
Gilgamesh – reside within n the Void andd use the powe
ers of the dimeension to hop b
between world ds.
The Fa
arplane
The Farpplane is where tthe souls of the
deceased d reside, a peaceful afterlife tthat
remains a mystery to all those but itss
permaneent inhabitantss. Only souls th hat are
at rest trravel here – thee dead who stiill
harbor reesentment or h have yet to acccept
their fatee still wander tthe world, ultim
mately
becoming Fiends suffussed with the powers
of hatred d.
The Farpplane can be vissited by the livving,
and oftenn images of the deceased – little
more thaan figments – ccan appear to tthose
who seekk them.
Races
Although aa character’s Raace doesn’t usually provide aany mechanicaal benefits or detriments, GM Ms and players who
are lookingg for informatio
on on a specific ‘playable speecies’ in the Finnal Fantasy wo worse than browse
orld could do w
the next se
ection. We’ve ccompiled triviaa on over half aa dozen races rranging from M Moogles to Hummans (often caalled
Humes or H Hyur) that should help spur rroleplaying quirks or even sugggest possible character goals.
175
HUME
H
Wildly diverse and infinitelyy tenacious, their ability to make
e a home in evenn
the most inhhospitable of environments has made Humes th he standard agaiinst
which all oth
her races are me easured. Resourceful, stubborn and proud, thei r
goals and deesires are as diveerse as they are..
Typical Heigght Typical Weigght
1.6 – 1.8m (Male) 68 – 102kg (MMale)
1.5 – 1.7m (Female) 52 – 91kg (Feemale)
Hair Colors Lifespan
Blond, blackk, brown, Young is 5 ‐16 years old.
auburn, white Average is 177 ‐ 59 years old.
Old is 60 ‐ 90
0 years old.
Eye Colors
Brown, bluee, green
Society
As it develop ps, Hume society inevitably gravvitates towards
governmentt of the masses h headed by a singgle leader. In primitive
societies, this may be an eld der or high priest; in more advan nced
esident, King, or Emperor. As a rresult, the aspeccts
circles, a pre
of a given Hume society ten nd to reflect in its leadership; an
altruistic kin
ng begets a bene evolent populace e, whereas
power‐hunggry emperors typ pically breed a harsh and
militaristic o
one. Stratification is a common ffeature of Hume e
civilization, pitting rich again
nst poor, believe ers against
non‐believers, aristocracy against peasantryy, education
against igno orance. This often leads to deep and powerful
inequalities;; ‘class’ can be as much of a iden ntifying and
motivating ffactor as a sparkk for conflict.
Roleplay
ying
Hume perso onalities are largely shaped by upbringing and
social backgrounds, and can n be as varied an
nd complex
as the culturres that spawned them. Backgro ound, too, affectts choice of proffession; characteers from rough‐aand‐tumble
surroundinggs may turn to th he sword – or a llife of crime – to
o make ends meeet, while those w with wealth andd education seekk out
loftier callings. Interaction b
between differennt social strata ccan be fraught w
with tension; for rich sophisticatees, the lower claasses
are ignorantt boors, while th he poor view thee wealthy as arro ogant and utterlyy detached from
m reality.
Language
e
Humes invented the Commo on Tongue, withh regional accentts ranging from the mild to the iincomprehensib
ble; a trained earr can
often pick out a speaker’s nationality and ed
ducation with onnly a handful of sentences. Humme scholars who dabble in variou us
other languaages often pointt out how the Coommon Tongue has picked up a smattering of sllang, curses, andd exclamations ffrom
different lan
nguages altogethher and incorporrated them into everyday speecch.
Jobs
Humes run tthe gamut from sly and crafty to
o noble and virtu
uous, and there’’s no distinct Jobb that the race faavors over any o other.
Gamblers arre more commonly Hume than aany other race – – perhaps this is a direct link to tthe carefree, chaaotic lives they lead.
176
EL
LVAAN
N
Though theyy resemble Hum mes, Elves are taller, slightly thinn
ner, with more m muscle definition, long necks, an
nd oval faces. Th
heir
skins are darker than the avverage Hume’s, rranging from ligh ht tan to a bronzze or copper color. Their best‐kn
nown features,
however, arre their pointed ears, which prottrude from theirr heads at lengthhs between
fifteen and ttwenty centimetters. Neither gen nder could be re eferred to as fraiil
or delicate, and the Elvaan aas a whole are p physically powerfful and indepen dent
creatures coompared to man ny of the other raaces.
These proud d humanoids havve been involved d in bitter civil w
wars and protraccted
conflicts witth other races sin
nce the dawn off time, and it is o only now that thhey
have finally laid their swords to rest and alloowed themselve es the luxury of
several gene erations of peace.
Typical Heigght Typical Weigght
1.8 – 2.1m (Male) 51 – 87kg (MMale)
1.7 – 2.0m (Female) 45 – 69kg (Feemale)
Hair Colors Lifespan
Blond, blackk, gray, white Young is 12 ‐20 years old.
Average is 211 ‐ 80 years old.
Eye Colors Old is 81 ‐ 12
20 years old.
Gray, green,, blue
Society
developed and regimented to exxtremes – a dracconian
Elvaan civilizzation is highly d
perfection aachieved centuries ago and perp petuated ever sin nce. For its citizeens,
lawfulness, o order, and obed dience to the state are the cardin nal virtues; to thhis end,
most Elvaan n nations sport an extensive arm my. All able‐bodie ed Elvaan citizenns
receiving at least some level of training in arms; should the time come for aan
Elvaan natioon to march to w war, the line is he
eld not by the kn nights of the royyal
families but by the citizens’ militias.
Leadership w within Elvaan soociety is strongly aristocratic, divvided clearly intoo the
Haves and H Have‐Nots. Prodiigious Elvaan life espans mean thaat rulers’ reigns can
stretch fifty years or more, lleaving eligible rregents and heirrs with plenty of f time to
engage in co ourtly intrigue ovver the succession.
ying
Roleplay
Pride is at th
he root of the Elvvaan psyche. Fro
om early on, Elvaan are taught tto be
proud of the eir race's accomplishments, the culture and achievements in waarfare that
predate other races' by centturies at a time. As a result, theyy treat other racces with a
haughty con ndescension – on ne that turns to out‐and‐out furry should that 'Ellvaan superiorityy' ever be challeenged. Tellingly, Elvaan
have just as little patience fo
or their own kind; duels over slights and insults – both real andd imagined – are a common
occurrence in their society, and can set the stage for familyy feuds destined to last for a cenntury or more.
Language
e
eedlessly compliicated language but an oft‐spoken one, though years of study aare required to u
Elvish is a ne utter even a singgle
word withou ut deeply offend
ding any Elvaan llisteners.
Jobs
Elvaan are renowned for the batants – Samurai, Warriors, Moonks, Dragoons, and Dark Knightts primarily. Verry few
eir martial comb
Elvaan chooose the aestheticc life that comes with a magical upbringing – thoough those that do often avoid tthe ‘pure’ schoo
ols, and
choose Red Magic instead.
177
GA
ALKA
The heavyse et Galka are quitte an interestingg sight. Smooth ggreenish‐gray skkin, a rigid tail, a hint at reptilian ancestry, and
expressive faces are covered d with short fur.. Despite this bru
utish outward a ppearance they are not stupid b by any stretch off the
imagination, excelling in minning, metalworkk and other mattters of engineeriing. Unlike mostt other
races, Galka have no genderr, though their m manner is distincctively male.
Typical Heigght Typical Weigght
2.5 – 2.8m 160 – 220kg
Hair Colors Lifespan
Black, brownn, gray, red Young is 16 ‐24 years old.
Average is 255 ‐ 50 years old.
Eye Colors Old is 51 – 900+ years old.
Blue, green, brown
Society
The Galka m may have once haad a culture to ccall their own; if so, it has been llost to
history sincee the race's gloryy days, leaving aa nomadic people that makes itss home
in any societty willing to acce
ept them. Findin ng such hosts is rrarely difficult; aas
architects, aartisans or simple physical labor,, Galka have the e potential to eassily
drive an enttire economy. Du ue to a lack of w
written language,, the passage of
history and culture is entrussted to ‘Talekeep pers’ who act ass a repository of
ancestral me emory. Few are aware that the Galka undergo aa cycle of reincarrnation;
the details oof this process arre nebulous even to the Galka th hemselves. Thouugh they
visibly age, tthe Galka do nott die of natural ccauses. Rather, uupon reaching a certain
age, a Galkaa simply bids his friends and fello ows farewell and d sets out into thhe
wilderness. The timing of th his journey is carrefully calculated
d through
consultation n with the Taleke eeper over a perriod of several w weeks, during whhich time the
leave‐taker is invited to speak freely and at length of his life e, his insights annd achievementss in the spirit of closure. Thus
unburdened d, the Galka depaarts as is never sseen again. Mon nths later a juvennile Galka will arrrive to seek thee Talekeeper’s co
ounsel,
still innocent to the ways off the world and h his people. For their part, Talekeeepers seem to be possessed off almost unnaturral
longevity, reeliably serving th
heir purpose for generation afte er generation.
Roleplay
ying
Though som metimes seen as slow‐witted or aapathetic, Galka are creatures oof deep emotion and rigid self‐co ontrol. From earrly on
they are tauught to bottle upp negative feelings such as angerr, frustration, annd hatred, releassing them only in their final meeeting
with the Talekeeper. In this manner, Galkan n wisdom goes, tthe race is proteected from feelinngs that could ultimately destro oy it.
Faced with aa potentially infinite lifespan, Gaalka try to adoptt a detached wo rld‐view, outwaiting and outliving hardships insstead
of tackling them head‐on. To this end, mostt grievances are simply swalloweed and disagreeements rarely voiced – a fact thaat
encourages other races to ccallously exploit the uncomplaining Galka.
For the adve enturing Galka wwho do not unde erstand the conccept of permaneent death, confli ct is rarely avoid ded and often pllunged
into head‐firrst, and their sellf‐control after aa lifetime...or po
otentially multiplle lifetimes....finnally gives way to
o unmitigated,
ragingly powwerful emotions.
Language
e
Though theyy have a complex spoken tongue e, no written Galkan language eexists. When livinng among other races Galka rareely use
their own to ho speak it tend tto do so in a halting, awkward m
ongue; those wh manner.
Jobs
Galka are a bit of an oddity; These gentle giants are commo
on as peaceful w
warrior Jobs suchh as Samurai and
d Monk as well aas
casters of all types – especiaally White Mage
es.
178
VIERA
V
The Viera arre an almost exclusively female race composed of slender fores t‐dwellers. Theyy exhibit animaliistic features succh as
rabbit or feline characteristiics. In fact, the rrace is split evenly between two sub‐races, eachh exhibiting one set of these animal‐
like appearaances; the tempe erate forest‐dwe elling Viera sport a pair of rabbitt‐like ears sprouuting almost a fo
oot from their heeads,
where the ju ungle‐dwelling, AAmazonian Mith hra are possess ccat‐like ears, eyees, noses, and taails. Both sub‐races have bodies that
are smooth‐‐skinned and humanoid in propo ortion.
The Viera an nd Mithra are alsso distinguishedd by their deeplyy skewed genderr ratio; out of evvery ten births, o only
one on average will be male e. Centuries of evolution have le eft the females t oned and slendeer, physically
superior to ttheir male countterparts in everyy respect. Face‐p paint and tattooos, marks of statuus and
accomplishm ment in Viera tribes, are commo on among older ffemales. Even V Viera living in moore
‘civilized’ co
ountries generally use these deco orative devices; old traditions d ie hard.
Typical Heigght Typicall Weight
1.6 – 1.8m (excluding ears) 49 – 66 6kg (Male/Female)
Hair Colors Lifespaan
Universally ssilver or red. Young is 8‐17 years old d.
Averagge is 18‐90 years old.
Eye Colors Old is 991‐180 years old d.
Silver, red, ggreen, blue
Society
Viera come together in small tribes dominated by a matriarrchal governmennt, usually in thee
form of a tribal Chieftainnesss or village wise e‐woman. The trribe's day‐to‐dayy affairs, too,
are entirely in the hands of its females. Thiss structure is a product of simplee necessity; due
to their scarrcity, a tribe’s maales are too valu
uable to expose to the dangers oof the world.
Viera tend to be distrustful of advanced tecchnology, particu ularly anything tthat involves
the use of non‐renewable re esources; to them, maintaining harmony with nnature is more
important th han fleeting com mfort or convenience. In fact, theeir rigid laws de mand that natu re be treated wiith
care and resspect, and outsid ders who cannott be trusted to aabide by these laaws are rarely w welcomed.
Due to theirr physical beautyy, Viera have little trouble meltin ng into Hume soocieties – thoughh they
rarely strike up relationships with other races. Many Viera b believe that oth er races are weaak, and by
establishing friendship or evven staying too llong in the comp pany of such creeatures, they, tooo, will become
inferior. Currious female Viera who leave the eir secluded hommelands are connsidered ‘troubleed’ by their Tribee (or Pride, in the case
of the Mithrra) and leaving to learn of the ou utside world is o
often a one‐way journey. Viera w who leave their homelands are rrarely
permitted to o return, treated d as outcasts or even publicly deeclared forbiddeen to return. Male Viera generally must leave th heir
native soil seecretly, lest a group of irritated females set out to bring their wwayward man baack home.
Roleplay
ying
Viera are naatural adventurers despite the sttigmata that commes with leavingg their homelandds. They combin ne curiosity and eenergy
with a wise, thoughtful natuure that makes tthem amenable company on lonng journeys. Vierra love games an nd stories, have an
affection forr dancing and th
he theatre, and aa deep‐seated reespect for artisanns. Though theirr animalistic nature may lead soome to
believe that Viera hate wateer, they are exceellent, nimble sw
wimmers.
Language
e
Due to the rrelative simplicity of Bhasa Mithra, most Viera te
end to need a ruunning start wheen it comes to leearning Common
n
Tongue. Alm
most all Viera stilll speak with a th
hick accent even
n after spending years away from
m home.
Jobs
Viera Geomancers tend to b be the only oness that rise to possitions of power within their tribbes. Outcasts wh
ho find themselvves
forced to ad
dapt to city life sometimes choosse to follow the career of a Thieef or Entertainer in order to get by, and male Vieera
who have fleed from their tribes often choosse a job that alloows them to ‘bleend in’ with socieety.
179
LAL
LAFELL
L
A diminutive e race of magicaally active beingss. The Lalafell are
e characterized by babyish face s, large eyes, pronounced ears aand
bear‐like feaatures. Their bod
dily proportions are equivalent tto those of Hum me children, withh large heads ato op a short‐limbeed
body, a commbination that ap ppears utterly haarmless up until the point the fi reballs start flyinng. Some specullate the small
creatures' m
mastery of magicc is a kind of acquired survival trait; as most lackk the endurance and
strength to be serious warriors, they have liittle else to prottect themselves from the
dangers of tthe world.
Typical Heigght Typicall Weight
0.8 – 1.0m (Male / Female) 34 – 388kg (Male)
32 – 366kg (Female)
Hair Colors
Brown, blon nd, red, grey, gre
een Lifespaan
Young is 2 ‐6 years old..
Eye Colors Averagge is 7 ‐ 20 years old.
Brown, blue e Old is 2
21 ‐ 40 years old.
Society
The Lalafell live in a geniocracy, a society ruuled by scientistss, sages, thinkerss, and other
experts on w worldly matters. In the eyes of the Lalafell, whatt one knows deffines everything –
prestige, soccial standing, and privileges. Acccordingly, compe etition for
wisdom is fierce and those iin positions of au uthority are ofte
en usurped
by younger, more knowledggeable individuals. This in turn creates
enormous p pressure to pursu ue new ideas and innovations, setting up the inttellectual 'enginne'
that allows LLalafell society to progress.
While Lalafe ell scholars turn their attentions to many subjects, the study of magic is by far tthe
most prestiggious; spellcasters are the geniocracy's first line of defense, reveered for their
capabilities and respected fo or their intellecttual accomplishmments.
el mainly for soccial advancemen
Lalafell trave nt, lured by the p
prospect of lost spells, rare
alchemical ingredients, or ancient relics of legendary power.
As may be e expected, magic is an everyday ffact of Lalafell liffe; it powers me chanical
constructs, eenhances crops, and even prote ects tools and clo
othing from weaar and tear. Thouugh somewhat m menial compared to
the glamourr of hurling offen nsive magicks in the name of the e Lalafell nation,, many able magges make profitaable careers out of
these mundane applicationss. Only metalwo orking is generallly shunned; as a rule, Lalafell favvor organic mateerials such as wo
ood
and cloth, finding such resources far easier to alter with maagic than their inntractable metalllic counterpartss.
Roleplay
ying
Though childdlike in body, Lalafell are highly intelligent beinggs, albeit ones ppossessed by an inexhaustible cuuriosity about an
nything
and everything in life. No se
elf‐respecting Lalafell will miss thhe chance to obttain new knowleedge – or show off the fruits of ttheir
studies whenever opportunity allows. Though they make litttle distinction bbetween the trivvial and the life‐ssaving where
information is concerned, th he little creature
es' intellectual posturing does coome in handy.
While not ass outright distrustful of advance ed technology ass the Viera, Lalaffell do tend to bee wary in the presence of non‐mmagical
machinery; tto them, grindinng gears, steam, and clockwork aare ruthless, souul‐less things, laccking the innate warmth and vittality
of a magic‐d
driven device.
Language
e
Many scholaars and collectorrs of ancient lore
e have dabbled in Lajargon, des pite the convoluuted intricacies o
of the language. The
Lalafell them most exclusivelyy, finding Common to be simply too lacking in deescription for th
mselves use it alm heir purposes.
Jobs
Magic is the nd accordingly, they boast an impressive array oof most types of spellcasters – Time, Black, Whitte, and
e Lalafell way, an
Red. Geomaancers are more rare, but still exxist among the fo
orest‐dwelling foolk.
180
MO
OOGLE
E
Moogles are e furry little semi‐magical creatuures ‐ one‐part cat, one part beaar cub; a race forr which the word ds ‘disarmingly ccute’
are all but taailor‐made. Theyy sport tiny, bat‐‐like wings that allow them to p erpetually hoveer and fly for sho
ort periods
of time. Win ngs aside, the Moogles' most disstinguishing charracteristic is the curious buoyannt 'pom‐pom’
connected to the top of their heads by a sm mall, thin stalk, re
eferred to by thee Moogles as a 'Deely‐Bopper.' Its
true purpose is unknown, th hough some spe eculate that it maay have reproduuctive or telepatthic properties.
Moogle fur iis generally whitte and downy, th hough variationss exist in the woorld; striped, broown and purple
are among tthe most commo on, but many others have arisen n over the years.. Some Moogless also
sport a thickk 'ruff' of fur around their neck; this feature tends to evolve in ccolder climates, and
is usually accompanied by a correspondingly denser coat off fur.
Typical Heigght Typiccal Weight
Varies by species 18 – 30kg (Male / Female)
Fur Colors Lifesppan
White, grey,, brown, purple Younng is 1 ‐10 years o old.
Averaage is 11 ‐ 28 years old.
Deely‐Bopper Colors Old iss 29 ‐ 35 years o
old.
Red, white, green, yellow, p purple
Society
Traditionallyy, Moogle tribes seclude themse elves in small villages hidden aw way in forests or
caverns, sub bsisting on foragged nuts and roo ots, their location
ns known only too those select
outsiders wh ho have earned the tribe's trust. Such groups nu umber anywheree between ten
and fifty; the
e oldest Moogle e in the tribe usu
ually acts as a no
ominal leader, thhough group
consensus gguides most decisions. This buco olic, carefree exisstence is balanceed by a love of
travel and adventure. Once they come of agge, many Moogles leave the safeety of their villagges,
embarking o on journeys thatt can easily span the breadth of tthe globe. Whatt happens next ddepends on the individual. Somee find
the outside world too chaottic, too confusingg for their liking; disenchanted, they return to tthe stable familiaarity of their villages.
Others are ccaptivated by the e sights and oppportunities of the eir wanderings, and settle downn in the company of other races.
Moogles havve an innate gen nius for social ad
daptability – no mmatter how alie n the society theey find themselvves in, it is only aa
matter of timme before they learn its ins and outs, picking up p all the trappinggs of civilization along the way. Every Moogle iss given
the rights to
o pursue its own idea of happine ess, whether blisss is found in thee boughs of an aancient tree or th he guts of an airrship.
In spite of th
heir scattered naature, Moogles sstill manage to m maintain a close‐‐knit social netw work by regularlyy trading news aand
gossip from city to city.
Roleplay
ying
Though miscchievous, sassy, and occasionally sarcastic, Moo ogles are incapabble of genuine m
malice or crueltyy – a rarity amon
ng
intelligent beings. Base emootions such as haatred and violence are unheard of among the primitive Mogri ‐ however, they h have
been known n to ‘get even’ w
with anybody who tries to take advantage of theeir good nature.
Language
e
Despite the fact that their native tongue of Mogri uses just a single word, M
Moogles have a ssuperb aptitudee for languages. Most
know the Coommon Tongue,, though they haave a tendency to slip in the worrd ‘Kupo’ in at raandom intervals, a linguistic quirk that
even experie
enced speakers can't seem to sh hake.
Jobs
Entertainerss make up the VA Moogle race, esppecially the sort that focuses on mystical dancess or
AST majority of the fun‐loving M
juggling. The oogles make excceptional thieves and they boastt an aptitude for Geomancy, Reed, Black, and Blu
e charismatic Mo ue
magic. Quitee a few Moogle Engineers have been known to e exist as well.
181
AN
NDROID
D
Androids and cyborgs are th he result of mad experimentatio on between mann and machine, aand are empty shells fueled by aa
functional brain. Most have proportions sim milar to that of a normal Hume, tthough many spport obviously m mechanical appen ndages
or features, such as conduitts and wires peeking through the eir ‘skin.’ Their cclothes are oftenn little more than rags, and theirr eyes
cannot disguuise their true natures; empty and often pupil‐le ess black pools, they
offer no reflection, and beliee no spark of life
e.
Typical Heigght Typiccal Weight
Varies. Usuaally 1.6 – 1.9m. Variees. Generally 2000kg+
Hair Colors Lifesppan
Any Unkn nown
Eye Colors
Black
Society
The origins o of Androids or ro obots, if they exxist, will likely vary wildly from caampaign
to campaign n. Perhaps they aare the result off tinkering by scientists who didnn’t know
when they tthe line had been n crossed, or perhaps they are aa natural producct of a
highly techn nological world w where many peo ople have begun to rely more annd more
on cybernettics. Perhaps the ey are the cadave ers of soldiers w who had fallen inn battle
during some e great war, rean nimated, reinforrced and rebuilt..
Regardless o of their origins, tthe crude hybrid dization of man aand machine rarrely yields
a happy, fulffilled individual. Many struggle w with feelings of anger or have d ifficulty
finding a purpose. Some discover joy for briief periods, but h have to watch a s the
passage of ttime erodes their homes into du ust and rob them m of their loved oones.
Because of tthe diverse nature of the androids, one can never really be suree how they
will fit into ssociety. Some fie ercely defend the poor and the ssick, while otherrs can be
found actingg as hired muscle, cutting down their foes with e emotionless, robbotic
efficiency. Some can be found working almo ost as slaves in mmajor metropoli tan areas,
are able to h handle levels of heat, pressure, and severe workkloads that otheer races
simply could dn’t deal with. The death of an A Android in an un nsafe work envir onment,
as well, is a little‐mourned o occasion.
Roleplay
ying
The drives and goals of an A me seek love, othhers, a place to call home. Somee seek to learn m
Android are alwaays peculiar. Som more
about their creation. Some have lost memo ories, and seek th
heir own pasts. SSome adventuree simply for the thrills of doing sso, to
be free of mmonotony, no maatter how brieflyy. To love and inevitably lose oftten takes its toll on the remainin
ng psyche of an
Android. Maany become callo ous and hollow, and truly robotic. Still, some Anndroids possess a hope for the ffuture; they imagine a
city built by their hand or a new age of tech
hnology with the eir people at the helm.
Language
e
Androids speak Common, but many pursue additional langu o matter where they
uages in attemppts to fit in with ppolite society no
han a series of zeroes and ones)) may be spokenn by highly‐traineed linguists, but never
go. The Binaary language (being little more th
as nearly as fluently as when utilized by an A
Android.
Jobs
Androids maake the best Enggineers without question, and m many of their kindd pursues this joob choice.
Having beenn forever torn fro
om the embracee of the lifestreaam, Androids rarrely find themse lves able to utilize magic. Some
Android Blue Mages have discovered that they can integratte bits and piecees of slain enemiies to use monstter abilities insteead of
merely learn
ning them.
182
BA
ANGAA
A
A gruff, athletic lizard renow
wned for its temperament. Banggaa are burly, muuscular creaturees caught in a peermanent stoop;; hard
scales coverr their bodies, while their snoutss are jammed wiith razor‐sharp tteeth capable off rending and teaaring with terribble
ease. Despitte their reptilian ancestry, Bangaaa tend to grow 'whiskers' or faccial hair as they age; females haave a prominent ruff of
downy fur th hat covers their chests, a rare diifference between the two gendders.
Bangaa are e excellent scoutss and trackers, faavoring smell and hearing over ssight. As a resultt, it is not uncom
mmon to see Ban
ngaa
wearing blinndfolds as a fashion statement. TTheir long, loose e‐hanging ears aare split in two, ggiving
them superiior directional he earing; the tips aare often pierced or encased in metal. Facial annd
body tattoos are another co ommon decoratiive device, particcularly among yoounger Bangaa;
they often ddenote rank or accomplishment..
Bangaa are usually all but feearless, sufferingg extreme injuriees without shirk ing back or
retreating. TThey might lose a body part or tw wo, but eyes areen’t
really that essential anywayy, their tails grow
w back, and
Bangaa chicks dig scars.
Typical Heigght Typical Weigght
1.6 – 1.9m 90 – 120kg
Skin Colors Lifespan
Black, ochree, brown, green, Young is 10 ‐20 years old.
blue, white Average is 21 1 ‐ 70 years old.
Old is 71 – 800+ years old.
Eye Colors
Black, Blue, Red
Society
Since ancien
nt times, Bangaaa have used a riggid caste system. Once born intoo a profession orr role in Bangaa society, it is neaarly
impossible tto change one’s lot in life. In recent years the yo
ounger memberss of this race havve begun to shun this traditionaal
hierarchy, ch
hoosing to instead become merrcenaries and waarriors who fightt fiercely to makke their own wayy. Thanks to their
strength andd tough‐as‐leathher constitution, Bangaa choosin ng to live in hum
man circles can easily find emplo
oyment as soldiers,
guards, glad
diators, and – in the case of the m more dim‐wittedd specimens – bbrute physical labbor.
Roleplay
ying
Bangaa tend d to be arrogant and boastful cre eatures, acting aas if in the throees of a permanennt ill temper. Though sometimes
characterizeed as slow‐witted d or primitive, th
heir intelligence is on par with t hat of humans. Furthermore, th hey can be extreemely
spiritual creatures, with a piious edge that m may surprise those who think of them as barely‐‐restrained berserkers.
Unsurprisinggly, ‘lizard’ is the
e most insulting thing one could call a Bangaa – on par with callling a human 'monkey,' though o only
the fiercest of men could match the violencce of a Bangaa's reaction in this regard.
Bangaa nam mes are always co omposed of two o syllables, and ttend to have a sllightly harsh souund to them. Sam mple monikers innclude
Rinok, Batah hn, Eleono, Mou uni, and Burrogh. In some cases, a two‐letter ho norific may be aadded before thee name, separatted by
an apostrop phe; examples off this include Ba''Gamnan and Vaa'Kansa. The lettter 's' is almost nnever used in Baangaa naming.
Language
e
Bangaa in huuman societies q
quickly pick up their hosts' mann nerisms and gesstures, resulting in body languagge that occasionally
borders on tthe comical. Due
e to their vocal sstructure, Bangaaa tend to speak
k Common Tonguue in a slurring o or guttural fashio
on.
Jobs
Most Bangaa find their way as Warriors, putting their naturral skill in battle to good use. Otther have discovvered that they h
have
more in com mmon with fearssome dragons off yore than just aa scaly hide; botth species share a fondness for cconfrontation ass well
as a more co ontemplative, in
ntroversive side. Bangaa Dragoons are thus far ffrom uncommonn.
Still others h
have brought a fform of their trib
bal shamanism to an adventurinng party, calling tthemselves ‘bishhops’ and using White
or Red magic.
183
NU
U MOU
U
Bound by ph hysical limitation
ns, the elusive Nu Mou are a socciety of first‐ratee sages and inte llectuals, channeeling the energyy other
races put intto honing their bbodies into sharpening their min nds. Like the Vieera, the Nu Mou are composed o of two entirely
separate spe ecies. The most commonly‐enco ountered Nu Mo ou are gray‐or brrown‐skinned,
with long, floppy ears, eleph hant‐like hides aand sunken nostrils on either sidde of the face.
Others are ssmaller and lightter‐skinned, with h brown, button‐like noses, earss like
a beagle's, aand prominent faacial hair.
Typical Heigght Typical Weigght
0.8 – 1.1m 80 – 100kg
Hair Colors Lifespan
White, blond de Young is 8 ‐35 years old.
Average is 366 ‐ 150 years old
d.
Eye Colors Old is 151 – 4
400+ years old.
Brown
Society
Nu Mou civilization is based d upon the found dations of educaation. Young
members off the race leave ttheir families at an early age and d find an older,
more experiienced mentor, ttraining under h his tutelage until they are themsselves
capable of eeducating otherss. These mentorss do not necessaarily have to be N Nu Mou themseelves; almost anyy being of excep ptional
wisdom and d learning can steep into this role,, provided they aare willing to addopt the studentt as one of their own. The relatioonship
between insstructor and pup pil is expected to
o be a familial on
ne – the studentt is given a new nname and cared d for as kin, whilee the
teacher is acccorded the resp pect and obedience due to any p parent. It is not uncommon for oolder Nu Mou to o practice a craftt or
trade alongsside their intellectual pursuits, m
making a living wwith alchemy, thee appraising of aancient relics, orr crafting enchan nted
items. Others may become magical mercenaries, hiring their services out too adventurers eager for added ssorcerous punch h on
their expeditions. However,, the Nu Mou are e careful to keep
p this kind of freeelancing within ethical boundarries – profit is
ultimately a secondary conssideration.
Not every Nu Mou is sedenttary; many adultts embarking on grand odysseyss across the world in search of knowledge and
guidance. Soome choose the nomadic lifestyle for other reassons ‐ just as a roolling stone gathhers no moss, a roaming Nu Mo ou
rarely has to
o worry about w well‐meaning app prentices begging to learn the inns and outs of saagehood.
Roleplay
ying
The Nu Mou u are gentle, almmost dispassionate creatures. If ppressed to defennd themselves, tthey prefer magic or diplomacy,,
particularly through intellecctual bribery. Theeir enormous wealth of knowleddge gives them significant leverrage with other rraces,
and they do not shy away frrom using it if the need arises. A As they grow old er, Nu Mou are likely to becomee more concerneed
with the 'bigg picture.' Their longevity allowss them to bear fiirst‐hand witnesss to how one seeemingly innocuous event can affect
the course oof history, establlish a great natio
on or bring ruin tto an entire peooples. For this reeason, they may take on the mantle of
history's she
epherds, safeguaarding ancient artifacts, observing obscure rituaals, and intervenning – albeit disccreetly – in the n
natural
flow of evennts to ensure thaat dark powers aare not allowed tto gain sway. Beecause of this, thheir actions and motives often sseem
inscrutable tto other races thhat lack the Nu MMou's long‐termm vision.
Language
e
Nu Mou beaar no language o o quickly pick up the
of their own, insttead having a naatural fluency fo r linguistics thatt allows them to
accents and dialects of the w
world.
Jobs
Unsurprisinggly, Nu Mou findd themselves as spellcasting jobss almost exclusivvely, with Time Mage being the most prominen
nt.
magic however, most members of this obscure race find Blue M
Despite theiir natural penchaant for White, Black, and Time m Magic
to be an utte
er abomination.
184
FINA
AL FANT
F TASY
YI
"WA
ARRIORS! Rev
vive the power o
of the ORBS!"
The first off the game seriies takes place in a world where the eleme ntal forces of eearth, fire, watter and wind are
governed b by four magical orbs. Over the past four hundred years thhey have grown dark, turningg the world into a
nightmarish place where nothing can grow, wildfires tear across thee land, and thee wind is still. Just when the
people havve lost all hope
e, the sage Lukaahn speaks of aa prophecy thaat four Light W
Warriors will come to save thee
world in this time of darkkness.
Thousands of years ago, aan empire wagged war on the e scientific utoppia of Lufenia. In desperation
n and fear, theey
used the po owers of The V Void and the Fo our Crystals to create a child to be their ulttimate weaponn. The child waas
named Garrland, and did indeed end the e war with barrely‐
understood d powers of disscord. Howeve er, Garland wass
betrayed bby the civilizatioon he had been n birthed to
protect, an
nd in his anguissh and rage, un nconsciously
created a rrift in the fabricc of the universe which pulleed
him througgh.
He wanderred the Interdimensional Riftt for years and his
mind becam me twisted witth bitterness, m
madness and h hate.
It is said that he met the archdragon Sh hinryu in his
wanderings, who took intterest in the haapless superso oldier
and offered d him power and escape from m the void. In
desperation, Garland agrreed and inadvvertently begun n the
cycle of eviil that would le
eave the worldd in ruin.
Garland waas ejected from m the Interdimensional Rift and
found himsself in a city kn
nown as Cornellia. Without
knowing w what else to do,, he began servving as a knight
within the royal army. Th his would not laast, however –
– his
mind had b been twisted frrom the infusioons and years oof
drifting in tthe Void, and h
he kidnapped tthe princess an
nd
185
fled to the ruined castle north of the city – the Temple of Chaos.
Garland is stopped and nearly killed in the Temple of Chaos, but the Four Fiends intercede on his behalf. By
focusing their energies on a single focal point, they manage to create a hole in time and pull Garland back in time
by two thousand years.
This is where the paradox begins. As Garland is pulled backwards in time, his hatred merges with the power of the
four crystals as well as Shinryu’s malicious energies. He himself is transformed into a new entity altogether, and
creates four servants to do his bidding ‐ the Four Fiends. Garland realizes that his life could not be saved by the
Fiends unless he himself commanded them to do so; and to this end, sends his newly‐created elemental minions
into the future. They, in turn, funnel elemental forces to him and allow him to transmute into something far more
powerful ‐ Chaos.
Thus, the loop effectively sustains itself with Garland dying in the present, but being reborn in the past, repeating
over and over and over again. He is a splinter of Chaos, capable of growing back into the whole if the need should
arise.
Defeating Chaos in the past prevents him from sending the Fiends to the future. Without the fiends in the future,
Garland can't be sent back to the past. This breaks the time loop, and the paradox, unable to sustain itself, reverts
time back to its original state.
Numerous different races appear in the first game, including humans, elves, dwarves, mermaids, dragons, and
robots. Though humans populate most of the world, each of the other races has their own town or city where they
live peacefully.
Adventure Ideas
A piece of ancient Lefenish technology is discovered – a working robot. It immediately begins tilling the soil,
purifying the water, and cleaning the planet. The citizens of all the nearby towns are ecstatic…so why do the
heroes have such a bad feeling about this seemingly‐innocent device?
A young boy from the port town of Onrac has gone missing, and a witness says mermaids pulled him underwater.
The playful denizens of the underwater shrine nearby would never willingly kidnap someone, would they?
Enterprising explorers have stumbled onto an island that seems almost like a paradise amidst the rest of the
world’s problems; fresh water and rich soil abound, and colonists start flocking to the tropical paradise in droves.
But when the island inhabitants discover that they’re not alone on the island the PCs are called in to help.
The Mirage Tower, an ancient structure that lies hidden somewhere in the great desert, was made magically
invisible thousands of years ago. Now that the enchantment is wearing off, the tower has a distorted, indistinct
look. But the enchantment going haywire isn’t something to be ignored; a nearby town is slowly being turned
invisible, and unseen monsters stalk to desert and surrounding plains. How long before the entire world is lost in
the mirage?
186
“When the
FINA
AL FA
ANT
TASY
Y II
e battle is overr, I want to fill th
he world with wild
w roses. A wo orld where we can overcome what we have
e lost,
where even th he rain and the
e wind can provvide us with strrength...”
- Firion
In the original games, the
e heroes found d themselves taaking out the i mperial airship
p known as thee Dreadnoughtt by
hurling a le
egendary flamee into its engine, befriending kings and arm mies of Dragoon ns, battling behemoths in a
coliseum, aand unlocking powerful magiic spells. At the e climax of the game The Emperor creates a powerful cycclone
that destrooys a handful o
of cities and thrreatens to tearr the world asuunder before raaising his new,, unassailable
citadel from
m the depths oof Hell; Castle P
Pandemonium.
Who is ‘T
The Emperror?’
Emperor M Mateus is a rath
her enigmatic ffigure. So the legend goes, thhe
once‐charm ming Emperor of Palamecia cchallenged the world, promissing
his beautiful daughter’s h
hand in marriage to any man who could
er from the top
retrieve he p floor of his caastle. Many attempted but feell to
the beasts that Mateus h had added as obstacles, until one man usedd a
hot air balloon to overcome the challen nge. The Emperor was furiou s
and embarrrassed by this and in a fit of rage, killed theem both. He
became reclusive and dangerous, spend ding his days studying how too
summon th he dead and reetrieve a soul from the bowels of Hell with
magic. At first the Emperror’s mages believed Mateus only wanted tto
save the so
oul of his daughhter, but as the e years passedd the experimeents
and rituals became more e and more dan ngerous.
Jobs and
d Races
Players batttling the empiire of Palameciia should be abble to choose aany job they likke; and unlike tthe first game,, FFII
is predominantly a human population w with little to no
o mention of o ther species.
Adventu
ure Ideas
Minwu wass a powerful an nd courageouss white wizard known for creeating more thaan a handful of powerful item ms.
Most noticceably of these is the Orb of M
Minwu, which is said to housse a fragment o of his soul. Witth the world
distrustful of such magic due to The Emmperor, what w
will become of tthis artifact?
187
FINA
F AL FA
“You’re going
g
ANT
TASY
Y III
off to sav
ve the world? What,
W did you ge
et hit on the he
ead or somethin
ing?”
The story oof Final Fantasyy II opens with an
earthquake e near the villaage of Ur on the
floating continent. The ru umbling opens a
hidden cavve wherein the first crystal off
light reside
es. When the h heroes discoverr this
strange cryystal, they receeive a portion o
of its
power and very specific instructions fro om a
disembodie ed voice; go fo
orth, restore th
he
other crysttals and bring eequilibrium bacck to
the world. Not knowing w what to make o of
the crystal''s pronouncemments, but
nonethelesss recognizing tthe importance of
its words, tthe four heroes tentatively seet
out.
Over the coourse of the gaame the heroes assist a clan oof nomadic vikkings with their angry water ddeity, restore tthe
Elder Tree from the Livingg Woods, drinkk with dwarvess, deal with gruumpy Moogle bodyguards an nd a mad king, and
leave the floating contine ent to explore the world belo
ow – discoverinng their tiny ho
ome pales in coomparison to tthe
size of the rest of the planet, which hass been ravagedd by the eleme ntal forces of tthe Dark Crystaals.
The primarry antagonist oof the game is tthe misguided wizard Xande,, who has the rrather lofty goal of stopping time
to escape h
his own mortality. He has sett up his operations in the Cryystal Tower, an nd is the force aattempting to drain
the crystalss of power for his own uses, though it is latter revealed thhat he was insp
pired and guideed by an even more
malicious e
entity from beyyond The Void…
188
Jobs and
d Races
Final Fantaasy III was the ffirst in the serie
es to feature the full scope oof the Job systeem, as well as ffeatures that w
would
later becomme a staple of the games succh as summone ed creatures annd special abiliities for each Job. Time Magees and
Geomancers especially w will find themse elves right at home in this cam mpaign world..
Humans, MMoogles, Dwarvves all make ap ppearances, ass well as a cyclooptic blind race known as thee Gulgans. Nattural
prophets and clairvoyantts, the Gulganss are believed tto be distant d escendants of the Lufenians.
Optiona
al Rule: Wan
ndering To
own
Final Fantaasy games enco ourage the playyers to chat upp random stranngers, saunter into buildings,, and poke their
noses into vases, woodpiiles, and anything else that m might hide valuuables. If you wwant to simulatte this, give plaayers
the option of simply wandering around town for a few w hours, then ggive them a ruundown of the rumors, storiees, and
otherwise inconsequential information (“Aurora Castle has many guuards!”) they'vve picked up along the way. A At
your discreetion, you can aalso have wand dering players roll their Inqu iry, Mercantilee or Awarenesss skill with an
appropriate difficulty – iff successful, the player's charracter has founnd important in nformation, a ggreat barter onn
equipmentt, or a few gil o
or a recovery Item hidden som mewhere in th e town. Apart from being geenre‐appropriate,
this also allows GMs to boost recovery item stockpiles if the adventture ahead is p particularly tou
ugh or demand ding.
Adventu
ure Ideas
A band of tthieves have broken into the Temple of Tim
me and stolen N
Noah's Lute, ann artifact capable of waking Unie,
the guardiaan of the Dream
m Realm, fromm her eternal slumber. What are they plann
ning and how ccan the heroes stop
them?
The forbiddden land of Eureka was once a prosperous ancient kingdoom destroyed in some great disaster. Now it is
little more than a necrop
polis, populated
d by restless sp
pirits unable too depart their fformer home. What great secrets
and treasures await anyoone courageous enough to exxplore this danngerous place??
189
FINAL FANTASY IV
"Some fight for law...some fight for justice. What do you fight for?"
- KluYa
The fourth installment of the Final Fantasy series sees the world slowly become more technologically‐advanced, a
trend that would continue for many more games in the series.
The story opens with the most powerful nation in the world, the Kingdom of Baron, utilizing its unparalleled air
force and its legions of Dark Knights to attack peaceful nations in search of four Crystals, each corresponding to a
different classical element. The story follows the leader of the air force who begins to question the king's motives.
It is a story of betrayal and repentance, where the ex‐general is forced to uncover the King of Baron’s secret and
must race to collect the crystals before they fall into the hands of a half‐Lunerian sorcerer and an entity named
Zemus. Zemus plans to annihilate all life on the planet with a giant walking machine known as the Giant of Babil,
thus allowing the Lunerian race to populate the world instead.
The party battles the four elemental archfiends, descends deep into the underworld and the land of dwarves, and
finally teleport to the moon’s core in their pursuit of Zemus.
Two major technological breakthroughs escalated Baron's rise to prominence around the middle of the tenth
century. First, a mysterious portal between Baron and the mystical town of Mysidia was created, known as the
Serpent Road. For the first time, mages were welcomed into the kingdom, and eventually would even be given
limited roles within Baron's military. Second, a brilliant young engineer unveiled an amazing new device known as
the steam engine, which used boiled water to generate power. This technology allowed Baron to increase the
speed of their naval vessels, giving them a significant edge in trade and a clear naval superiority. Over the next
eight years, this same engineer enhanced this discovery further, using these steam engines to give Baron's navy the
power of flight through a concept similar to a gyroplane. The King was awestruck at the potential of such airships,
and ordered most of the kingdom's navy retrofitted immediately. The result was a fleet of flying galleons that
would be dubbed the Red Wings, and prove themselves to be the single most powerful military force on the
planet.
Recently, dark rumors have begun surfacing within the town. The guard has been noticeably increased around the
castle perimeter, and the King is often closeted with his most trusted advisors. Over the last few months, many
have remarked that the King seems a changed man. Although renowned for his kindness, generosity, and honor as
a knight, it is whispered that the King is preparing for war. The airship hangars resound day and night with the
sounds of construction, and all the smiths in town have been closed to all non‐military personnel. For the first time
in its history, there is growing dissent against Baron's powerful monarchy...
In addition to the standard humans and dwarves, the Lunerian race is heavily involved in the story of Final Fantasy
V. They are an extra‐terrestrial species that looks indistinguishable from humans. Their planet was destroyed, so
190
they took refuge on Earth. There, they taught the secrets of magic and basic technology to the still‐evolving
humans, before realizing that the still under‐developed planet was not ready for them. Many went to sleep deep in
the moon’s core, though some still wander the planet, agelessly observing all things.
The regions and the associated bonuses are listed below.
Baron: +1 PWR, ‐1 DEX
Damcyan: +1 DEX and MND, ‐1 PWR and RES
Fabul: +2 PWR or RES, ‐2 MND
Mysidia: +2 INT, ‐1 PWR and DEX
Toroia: +2 DEX, ‐1 VIT and MND
Eblana: +1 DEX and PWR, ‐1 RES and MND
A Dark Knight who has lost sight of his own, selfish goals and instead pursues a life of altruism may be granted a
free Job Change by the GM. But there’s a catch – instead of spending Destiny, the character must actually exchange
their Dark Knight abilities and spells for Paladin abilities and white magic at a one‐for‐one ratio.
Similarly, a Paladin who loses their way may be forced to adopt the mantle of Dark Knight. As before, they trade
their abilities in and gain access to Black Magic instead of White.
GM’s may allow the characters to alter Limit Breaks at this time as well to make for a more thorough and aesthetic
change.
Adventure Ideas
The only known cure for Desert Fever is a Sand Pearl, which is produced by the world’s only known Antlion. A
scheming merchant realizes that by capturing the Antlion and keeping it in captivity, he’ll be able to make a fortune
exploiting those in desperate need of a cure.
The Devil’s Road is a psuedo‐mystical passage between Mysidia and Baron. The road is said to exact an extreme toll
on those who use its portals for travel, but the precise nature of the ‘toll’ is unknown. Months after taking the
Devil’s Road, the PCs begin hearing stories about a band of adventurers matching their exact description, attacking
the innocent and leaving destruction in their wake…
191
FINA
AL FA
ANT
TASY
YV
"The world
w still needs
s you! Warriors of the Crystal…
…"
- King Tycoon
In ages long past, an anciient evil warlocck known as Exxdeath was seaaled away by the four Warrio ors of Dawn ussing
the powerss of the elemen ntal crystals. In
n this day and aage, however, the crystal seaal is treated ass a children’s faantasy
or even forrgotten. Unforttunately, each crystal is being used to imprrove people's living, effectiveely draining theem of
their poweer and causing tthem to shatte er.
The game iis centered on a group of straangers brought together by ccircumstance tto save the Cryystals that havee
mysterioussly begun shatttering one by o
one. Eventuallyy it is revealed that the villain
n Exdeath is beehind this, as p
part of
a plan to both release him
mself from his imprisonmentt, and to gain t he power of th he Void, a realm
m of nothingneess
which could bestow abso olute power on n one able to re
esist being abssorbed by it.
Despite thee best attemptts by the heroe es to prevent th
his inevitable ddestruction, all four of the elemental crystaals
shatter and
d Exdeath is released. He retaakes his seat oof power and bbegins to open an Interdimen nsional rift, infu
using
himself witth the limitlesss but unstable power of The VVoid.
Jobs and
d Races
Final Fantaasy V is an exclu
usively human‐populated wo
orld, save for thhe strange talkking turtle thatt is Sage Ghido
o.
Being the ffirst game in th
he series to excclusively promo ote the job‐chaange system, G GMs who wish to get particularly
fancy mighht restrict certaain Jobs until affter the playerrs obtain shardds of a shattereed crystal. For TTRUE nostalgiccs, the
following ccrystals could b
be ‘tied to’ the following Jobss:
Wind: Warrrior, Dragoon, Thief, Black MMage, White Mage, Blue Magge
Water: Mo onk, Time Mage e, Entertainer, Paladin
Fire: Ninja,, Red Mage, Gaambler, Dark K
Knight
Earth: Rangger, Samurai, EEngineer, Geommancer
Adventu
ure Ideas
An endangered Wyvern h has been seen encircling the
ruined city of Gohn. Whaat is it looking ffor in the rubble?
The Libraryy of the Ancien
nts is a fascinatting place, hom
me
to all the w
world’s knowled dge. But the dusty volumes h here
are not onlly a draw for in
ntellectuals, bu
ut also to manyy
monsters ccapable of rudimentary spellccasting. When a
curious gob blin makes off with a powerfful, forbidden
tome, scho olars scramble to track it dowwn – and not all of
them have altruistic reasons for doing sso! It’s a
madhouse of mayhem ass the magical m masses strugglee
against onee another for ttheir chance att powerful blacck
magic…and d all they need to do is fry a ffew goblins!
192
FINA
F AL FA
"Y
ANT
TASY
Y VI
You think a minor thing like the
e end of the wo
orld was gonna
a do me in?"
-S
Sabin Rene Figgaro
One thousaand years ago precisely, the tthree gods kno own as the Waarring Triad batttled for dominnance over thee
world. The gods created ttheir armies byy transformingg humans and aanimals into Su ummons ‐ Espeers ‐ and grantting
nse magical pow
them inten wer. The worldd was brought to the precipicce of destruction by this Warr of the Magi, b but
the Gods re
ealized their sttruggle was foo
olish and turneed themselves to stone. With
h their last act,, they fashioneed a
new dimennsion for the no ow‐purposelesss Espers to live
e peacefully aw
way from hum mans to preventt their powers from
ever being abused.
In the present, the world has experiencced a technological revolutio n and magic has faded into legend. To the
south, the Gestahlian Emmpire ‐ lead by Emperor Gestaahl ‐ has inadveertently discovvered the entraance to the Esp
per
world and kidnapped sevveral of the creeatures. Using vvile machineryy, the Empire ddiscovered a method to drainn the
nergy and imbue humans and machines wiith this power instead, resultting in the
Espers of their magical en
phenomen non known as M Magitek. Usingg Magitek to ovverpower the aarmies of other nations, the GGestahlian Empire
conquered the southern continent and began to push h into the nort h with the ultimate aim of w
world conquest. Their
army – fueled by the souls and raw maggical energies o migods thoughtt to be a thing of myth – is nigh‐
of Espers, dem
unstoppable.
But Gestahhl’s goals of wo
orld dominationn pale in comp parison to the ttrue danger – tthe frighteningg ambition of h
his
right‐hand man, the mad d mage Kefka. WWill a rebel facction known ass The Returners be able to make a stand in time,
fighting agaainst what they can barely un
nderstand?
Jobs and
d Races
Most of the
e standard Jobbs make an app pearance in this setting, and players should dn’t feel restriccted. From
flamboyant, kingly engineeers who build Blue Mages, Final Fantasy VI is
d submerging ccastles to besti al ‘wild child’ B
great pace for that chara
acter concept yyou’ve always w
wanted to try tto make an app pearance.
Magitek
k
Magitek, coommonly abbrreviated M‐Tekk, refers to the fusion of maggic and machinery. Perhaps mmost well‐knowwn is
the M‐Tek engine, an ingenious nuclearr core which poowers a line off hulking war m
machines. The global energy of
creation in converted into a pure fuel source as poten
nt as atomic poower within thhe M‐Tek engin
ne.
193
The most ccommon of Maagitek devices aare the imperiaal walkers utiliized by Gestah
hl’s empire, mo obile weapons
piloted by a single individ
dual. They com
me equipped with a basic radiio receiver that allows the pilots to
communicaate with each o other and their squadron leaader, a small em
mergency first aid kit, and an
n M‐Tek enginee that
is more thaan capable of le
eveling a small town.
Adventu
ure Ideas
When the pparty’s lost airship gets hijacked by an affluuent swindler i n Jidoor and p put up for sale in the auction
house, the group needs tto find a way to o steal it back o
or raise a few million gil in a hurry.
Magicite is an Esper’s sou ul, without a boody or form. R
Raw energy thaat can fuse withh a human spirrit or fuel a
machine. B But is it possible to create a n
new body for an Esper to inhaabit, reformingg a deceased Esper from thatt
spark of life
e?
When someone close to tthe party perisshes at the hannds of evil, theyy hear about the legend of the Doom Train n ‐ an
Esper, or perhaps simply a spectral mannifestation that carries the soouls of the decceased to theirr final resting p
place.
But when aa well‐intentioned ‘rescue’ m
mission ends upp damaging thee Train, the spiirits of the deaad begin to wallk the
world oncee more. Can the PCs find a waay to undo thee damage they’’ve caused?
194
FINAL FANTASY VII
"I know you got problems... hell, we all do. But you gotta understand that there ain't no gettin' offa this train we're on,
till we get to the end of the line."
- Barret Wallace
The world of Final Fantasy VII is a truly modern setting; cars, television, firearms, cellphones and space travel are
commonplace. The planet is named ‘Gaia’, and it is economically, militarily, and politically dominated by a powerful
conglomerate called the Shinra Electric Power Company, which profits from the use of machines known as Mako
Reactors. The reactors siphon life‐energy ‐ called "Mako" ‐ out of the Planet and convert it into a simple fossil fuel.
Although most civilians are unaware of this fact, Mako energy is drawn from the Lifestream, a flow of life‐force
from which originates all living things. The Lifestream is the sum of all the life that has ever and will ever walk upon
the planet. The process of extracting Mako energy literally drains the life of the Planet in order to generate
electricity – areas where multiple reactors exist are perpetually dark, barren places.
Rufus Shinra leads his eponymous organization and is thus the world's de facto ‘ruler’. Though aware of the
harmful effects, Shinra Corp functions without remorse, even branching into genetic experiments that have
created many of the monsters that roam Gaia’s surface.
Shinra's management is concerned with the limited repositories of Mako energy available for harvesting, and
fascinated with the legend of the Promised Land; a place where the land is fertile and where Mako flows
abundantly. Only a race called the Cetra, or the Ancients, are, according to legend, able to find it. However, the
Cetra were all but driven to extinction by the "Calamity From the Skies", an alien creature called Jenova.
Small rebels groups try to quell the various dangers toward the innocent, but the real battle will ultimately not be
with a corporation.
Adventure Ideas
‘The Turks’ is the unofficial nickname for the ‘Investigation Sector’ of the Shinra Company. They act as the
company’s muscle and aren’t afraid to get their hands dirty with kidnappings, assassinations, or worse. When the
classily‐dressed Turks show up and start attempting to forcefully ‘recruit’ the PCs into their line of work, the heroes
will have their hands full with these dangerous professionals who don’t take no for an answer.
A small community has passed a law stating that all persons infused with Mako by Shinra are to be immediately
taken in to one of their facilities designed to purge the Mako ‘impurity’ from them. Quite a few SOLDIERs aren’t
too keen on the idea of losing their Mako‐enhanced talents. Not to mention the rumors about what really happens
in the Mako Severing chambers.
195
Optiona
al Rule: Matteria System
m
In some plaaces, the spiritt energy of the world is naturrally strong andd Materia can be found in itss natural form. More
often, howwever, Materia is created is th hrough the use e of Mako Reacctors. Either way, Materia ap ppears as a sphhere of
light that can be merged with a weapon n or suit of arm
mor or, far morre commonly, human flesh. It isn’t unusual to
see a warriior with glowinng circles of light shining throough the skin oof his forearm, nor it is unusu
ual for shopkeeepers
who run M Materia stores tto demonstrate e how they can bly and casuallyy pushing one of the
n be stored likee this by forcib
spheres through an appe endage.
Having Materia equipped d also providess the user with an MP score iff they didn’t allready have on
ne. Characters
heir MP score tthe same way everyone else does, minus aany bonus MP ggranted by theeir Job; (MND xx
calculate th
Level).
Upon defeaating a Boss with a piece of MMateria equipp ped, the Materria actually groows in strengthh. You permaneently
gain accesss to the spell th
hat the Materia teaches, and
d may then incrrease the Mateeria’s level by o one if possiblee and
gain the ne
ew effects. For example, a waarrior with a Cuure Materia eqquipped has acccess to the Cu ure spell and gaains a
+1 bonus to MND. If he u unequips this he loses both benefits. After ddefeating a boss he has access to Cure, Curra,
+2 MND instead…if he was to
and gains + o remove this MMateria, he’d sstill have accesss to the Cure sspell but gain n
no
other beneefits.
If the Mateeria can’t level up any furtherr (for example,, if it is alreadyy a Level 3 piecce of Materia, o
or if it doesn’t have
any levels h
higher than 1) the Materia innstead creates a brand new LLevel 1 Materiaa of the same ttype. For exam mple,
defeating aa boss with a Shiva Materia eequipped would cause the iteem to split, giving the party two Shiva Mateeria
orbs insteaad of one.
A semicom
mplete list of Materia can be ffound on the fo
ollowing page..
Optiona
al Rule: New
w Equipment Property
y
The following weapon/arrmor property might show up p in games wh ere Materia pllays a large role, allowing
characters who don’t norrmally utilize m
magic to get the multiple materrial.
e most out of m
Materia
a Socket: Tiier 3 Weapon, Armor, Accesssory
ment was craftted with SOLDIERs in mind, and has been o utfitted with aa spherical slot designed to fit
The equipm
most stand
dard types of M
Materia. One ad
dditional Mate
eria orb may bee equipped by the user.
196
Materia List
Category Level Price Effect Bonus Rarity
1 600g Cure: 7mp, restores (MND x 2) + 2d6 HP to single +1 MND
Cure 2 3,000g Cura: 30mp, restores health to single or all +2 MND Common
3 9,000g Curaja: 150mp, restores (MND x 8) + 2d6 HP to all +3 MND
1 600g Blizzard: 5mp, deals Ice damage to enemies +1 DEX
Ice 2 3,000g Blizzara: 20mp, deals Ice damage to enemies +2DEX Common
3 9,000g Blizzaga: 40mp, deals Ice damage to all enemies +3 DEX
1 600g Thunder: 5mp, deals Lightning damage +1 DEX
Lightning 2 3,000g Thundara: 20mp, deals Lightning damage +2 DEX Common
3 9,000g Thundaga: 40mp, deals Lightning damage +3DEX
1 600g Aero: 8mp, deals Wind damage +1 MND
Wind 2 3,000g Aerora: 30mp, deals Wind damage +2 MND Common
3 9,000g Aeroga: 60mp, deals Wind damage +3 MND
1 600g Fire: 5mp, deals Fire damage to enemies +1 PWR
Fire 2 3,000g Fira: 20mp, deals Fire damage to enemies +2 PWR Common
3 9,000g Firaga: 40mp, deals Fire damage to all enemies +3 PWR
1 600g Stone: 5mp, deals Earth damage to enemies +1 RES
Earth 2 3,000g Stona: 20mp, deals Earth damage to enemies +2 RES Common
3 9,000g Stonaga: 40mp, deals Earth damage to enemies +3 RES
1 2,000g Life: 30mp, brings a KO’d ally back to 1 hp +1 MND
Revive 2 7,500g Restore: 40mp, life and gain (MND x 4) + 2d6 HP +2 MND Uncommon
3 25,000g Auto‐Life: 130mp, raises a fallen ally immediately +3 MND
1 2,000g Blank Gaze: 20mp, removes buffs and M.ARM +1 MND
Mystify 2 7,500g Confuse: 30mp, befuddles an enemy’s mind +1 MND, +1 DEX Uncommon
3 25,000g Mystify: 200mp, use any negative status effect +2 MND, +1 DEX
1 2,000g Eject: 15mp, launch target into the air +1 RES
Gravity 2 7,500g Gravity: 50mp, (PWR x 3) damage each round +1 RES, +1 PWR Uncommon
3 25,000g Gravija: 100mp, (PWR x 5) damage/round to all +2 RES, +1 PWR
1 10,000g Melt: 25mp, superheats items to cause damage +2 PWR
Destruct 2 80,000g Degenerator: 80mp, flays foe’s life force away +4 PWR Rare
3 200,000g Flare: 100mp, deals (PWR x 12) + 2d6 damage +6 PWR
1 10,000g Consecrate: 10mp, blesses an area from enemies +2 RES
Barrier 2 80,000g Reflect: 40mp, creates a wall that reflects magic +4 RES Rare
3 200,000g Barrier: 100mp, blocks all ranged attacks +6 RES
1 600g Meteorite: 5mp, (PWR x 4) +2d6 damage to one +1 MND
Comet 2 3,000g Ray Bomb: 25mp, (PWR x 6) +2d6 damage to one +2 MND Common
3 9,000g Comet: 60mp, multiple attacks rain down on foes +3 MND
1 2,000g Obtain Novice blue magic with ‘Learning’ ability. ‐
Blue Magic 2 7,500g Obtain Superior blue magic with ‘Learning’ ability. ‐ Common
3 25,000g Obtain Ancient blue magic with ‘Learning’ ability. ‐
Sense 1 2,500g Grants access to the ‘Libra’ Engineer job ability +1 MND Uncommon
Deathblow 1 2,500g Grants access to the ‘Haymaker’ Monk job ability +1 PWR Uncommon
Slash‐All 1 2,500g Grants access to the ‘Cyclone’ Warrior job ability +1 DEX Uncommon
Mimic 1 2,500g Grants access to ‘Mime’ Entertainer job ability +1 RES Uncommon
Air Strike 1 600g Do not suffer penalty for attacking Flying targets +1 ACC Common
Pillage 1 2,500g Grants access to the ‘Mug’ Thief job ability +1 AVD Uncommon
SideBySide 1 2,500g Grants access to ‘Covering Fire’ Gambler ability ‐ Uncommon
Elemental 1 1,500g Weapon gains varied [Elemental‐Strike] property ‐ Common
AddedEffect 1 2,500g Weapon gains varied [Status‐Touch] property ‐ Uncommon
HP Drain 1 2,500g Weapon gains the HP Drain property ‐ Uncommon
BlazingTotema 1 200,000g Weapon gains the Overdrive property ‐ Rare
Lucky Charm 1 200,000g Weapon gains the Lucky property ‐ Rare
Shiva 1 7,500g Character gains Shiva as an individual Esper ‐ Rare
Ifrit 1 7,500g Character gains Ifrit as an individual Esper ‐ Rare
Ramuh 1 7,500g Character gains Ramuh as an individual Esper ‐ Rare
Titan 1 7,500g Character gains Titan as an individual Esper ‐ Rare
Pandemona 1 7,500g Character gains Pandemona as individual Esper ‐ Rare
Valorous 1 300,000g Gain the Knights of the Round as individual Esper ‐ Legendary
197
FINAL FANTASY VIII
"Life and death, victory and defeat, honor and disgrace... Each of these go hand in hand. There's only one way or the
other. How 'bout it? Are you still up for it?"
- Headmaster Cid Kramer
While calm in appearance, the serenity that blankets the world is merely a curtain over the turmoil that threatens
to surface at any moment. An unprovoked attack against a neighboring country, an assault by a strike team deep
into enemy territory, and a declaration of war against the world plunges a previously peaceful existence into
bitterness and chaos. Thrust into the ensuing madness are the military academies, locations where the best and
brightest are trained to become elite mercenary units. The neighboring countries of Galbadia and Dollet grow more
hostile with each passing day. And when Galbadia's irrational hostility is rumored to be linked to a woman capable
of casting magic without the aid of the ‘Guardian Forces’ – Summoned creatures – a dangerous cold war becomes
the starting point for a supernatural struggle that will transcend time itself.
What is a SeeD?
In ages past, an individual named Cid Kramer attempted to transform a building belonging to an ancient people –
known as the ‘Centra’ – into a glorified orphanage. He dubbed it a Garden in honor of his wife’s favorite pastime,
but the project was doomed to failure since it lacked financial support. As a last‐ditch effort, Cid requested several
of the orphans take on part‐time jobs – as the children grew up, they became accustomed to working hard and
took on jobs on par with adventuring work. The Garden benefited from the enormous funds flowing in, and in time
it became a training facility. Years later, the Gardens tutor specialized military forces with classes in both general
education as well as combat. When a Garden military cadet turn 15, they may attempt to become a ‘SeeD’ at an
exam given every spring. Students have until the age of twenty to pass the SeeD exam before they are required to
leave.
Contrary to popular belief, ‘SeeD’ is not an abbreviation of any four words, but rather refer to the analogy of seeds
in a garden. The capitalization of the last D has no specific or significant meaning.
Guardian Forces
In Final Fantasy VIII, Summons are mighty autonomous energy bodies which can reside within objects and living
organisms. They are known as Guardian Forces, and a character with a comparable consciousness is capable of
allowing the creature to manifest for a limit period of time as normal. However, unlike in other settings, the
Summons draw power from the same section of the mind that stores memories. Minimal usage can cause
temporary memory loss, and long‐term alliances with Espers can have far more permanent effects. This memory
loss is stated to be the reason the use of Guardian Forces is widely criticized, and Balamb Garden is the only
academy where their use has been approved.
Gunblades
Gunblades – edged swords with a barrel running inside the length – prove that you can bring a knife to a gunfight.
Used primarily for slicing through enemies like a normal sword, hitting the sword’s ‘trigger’ fires a round that sends
a shockwave through the blade and into the target. Some Gunblades are even capable of firing rockets or bullets.
To simulate this unique weapon, simply add the Gemini property to a Blade weapon to make it also function as a
firearm with Range or give it some additional close‐range oomph with Reach. As an added bonus, this means that
Gunblades can calculate their damage with either the PWR, RES, or DEX attributes!
198
Jobs and
d Races
The settingg is another one populated predominantly by humans – hhowever, one o other race does deserve speccial
mention. TThe Shumi are a strange gend derless people of humanoid pproportions. Th hey are generaally pale or white‐
skinned and lacking any bbody hair, withh oversized han nds used for diigging and crafftsmanship. Ho owever, the Shumi's
appearance depends on ttheir inner natture, and at an undisclosed pperiod in their llives, a Shumi w will evolve into
o a
form most reflecting theiir personality. TThis fact greatly affects theirr cultural attitu hemselves and other
ude towards th
beings.
Exactly howw many forms a Shumi can evvolve into or wwhether there is an actual lim
mit to their opttions of physicaal
form is also
o unknown. It is known that ggreedy or cowardly Shumi caan de‐evolve in nto hideous rottund monstrossities,
and it is be
elieved that beccoming a Human is not impoossible. As theirr evolution dep
pends greatly o on their inhereent
attitude, th
he Shumi are, oon average, tolerant and hum
mble pacifists oof good naturee. They refer to
o individuals – both
Shumi and human ‐ other by their role in a communitty instead of byy a given namee, and are also known to app point
"Honorary Shumi", even outside of their own tribe.
When a Shumi is killed, itt rapidly forms its body into aan egg‐like coccoon that will h
hatch at some point in the
uture, hinting that the species are constantly reincarnatinng and evolvingg.
distance fu
Most of thee traditional no on‐mage Jobs make an appearance in somee form or anotther. But as maagic is generallly
unnatural aand predominaantly used by m monsters and G
Guardian Forcees exclusively, players intend
ding on playingg a
caster in th
his setting will often be shunn
ned, feared…or even hunted .
Adventu
ure Ideas
An importaant individual is falsely
accused of a crime and im mprisoned in
the D‐Distrrict prison, a m
mechanized
top‐securitty prison that bburies deep
beneath thhe earth’s crustt. How can the e
heroes stagge a jailbreak wwhen the jail iss
thousands of tons of rockk?
The ‘Lunar Cry’ refers to an absolutely
bizarre phe enomenon whe ere creatures
of the Moo on ‐ monsters –
– literally fall
to the earth’s surface at rregular
intervals. TThe cycle began
n tens of
thousands of years ago; aa product of
gravity, thee phenomenon n is similar to the pull on the tides; when thhe moon’s surfface reaches saaturation pointt with
monsters, it spills and falls to the plane et.
SeeDs are ccalled to Fisherman’s Horizon
n (a pacifist tow
wn built arounnd a defunct trrain station) wh
hen a long‐forggotten
Marine Exp
pedition Facility starts workin
ng again, seem mingly of its ow
wn accord. It haas begun to bro
oadcast a stran
nge
frequency into the ocean ns.
199
FINAL FANTASY IX
"The only dependable thing about the future is uncertainty."
- Amarant Coral
In the world known as Gaia, Queen Brahne of the kingdom of Alexandria lusts for power, and is trying to increase
her domain by conquering the surrounding lands. The brewing war escalates when Brahne takes the advice of a
dangerous advisor named Kuja, using the devastating power of the Summons to crush any nation that would
oppose her invasion plans.
The heroes could have no way of knowing that the advisor himself is part of a far greater plan, manipulating events
as a harbinger of Gaia's destruction.
Mist
A strange magic phenomena found primarily on the aptly‐named Mist Continent, Mist is a low‐hanging greenish
cloud that has caused many of the kingdoms to retreat to higher elevations. It has been known to negatively affect
the mind, causing an increase in violent tendencies, and also to distort a character’s magical energies.
The people of the Mist Continent, and in particular the city of Lindblum, have developed mist‐powered engines
which are primarily used to power airships. However, this means airships will only function where there is mist,
meaning they can't fly outside of Mist Continent. Additionally, the Aerbs Mountains are known for their mist‐
powered cable cars that carry tourists through the scenic vistas.
Eventually, the crystal will grow dim and will be unable to create new souls, and the cycle will slow to a halt. The
planet will become barren and die and the crystal will ‘move on’ to a new planet. Thus, upon a planet's death, its
‘soul’ returns to the cosmos, bringing with it the accumulated memories of the planet and allowing the universe to
grow.
Every planet's crystal has a unique glow, and Gaia's crystal glows in brilliant blue.
The genderless Qu are an even‐tempered, relatively harmless species of rotund gourmands. They have developed a
unique style of Blue Magic revolving around eating their enemies called…brace yourself…Gastromancy.
The perpetually‐jolly Dwarves live in the shadow of an ancient tree, treating visitors like royalty and speaking with
exaggerated Scottish accents.
200
Finally, the
e Nezumi often n simply refer tto themselves aas Burmecianss (after their citty, Burmecia) iinstead of by their
racial name e, and are anth
hropomorphic rat‐people wh ho stand on tw o legs and are proud warriorrs.
Mognet
It was two simple ideas that spurred the creation of the Moogle‐maade mailing serrvice known ass Mognet; the fact
that they really enjoy gettting letters froom friends and
d family, and thhe division betw
ween their speecies to either settle
down in on ne place or sufffer from extrem me wanderlustt. Local Mooglees collect satchhels full of letters which theyy then
pass off to their flighty kin, who flit from
m continent to
o continent andd drop them offf at the waitin ng ‘Mognet’ central
stations. Th
hey bring not o only the letterss but news from
m around the w world.
While some would argue that this is a rrather uncertaiin way to sendd messages…esspecially when magic is so
commonplace…others re emain convinceed that waking up to a perpettually‐cheerful Moogle knocking at your front
door, bringging good tidings from your far‐off friends in exchange fo r a bit of breakkfast is the ONLY way to do things.
Adventu
ure Ideas
Lord Avon is a genius playywright known n for his famou us works such aas "I Want to bbe Your Canaryy", and "Wishinng
Upon A Staar" and other u unnamed workks. But when a five‐hundred yyear‐old manuscript penned by Lord Avon is
discoveredd and reveals him to have bee en a Summone er of Madain Saari, a lone scho
olar (who also happens to bee a big
fan) begin scouring his plays for veiled messages and clues to the paast. The PCs caan’t possibly taake the situatio on
seriously att first; at least,, not until the sscholar barely escapes an asssassination atttempt. Can theere actually be
ancient seccrets hidden in n a theater playy?
Oglops – crreepy ladybug‐‐like insects – p
produce an oil that remains oone of the mosst popular meddicines on the
market…an nd in Conde Pe dered a delicaccy. So when thee heroes are approached by a
etie, seasoned oglop is consid
merchant aasking to captuure him a few, they think notthing of it. How
w could they kn
now that once a year during
mating seaason, the oily O
Oglops swarm in groups of tens of thousandds….
The Festivaal of the Hunt iis an age‐old trradition in the city of Lindbluum where vicioous creatures are released in the
streets andd warriors fromm around the globe participatte to clear them m out. But pan
nic begins to risse in the city w
when,
hours afterr the buffet to celebrate the victor and the streets have bbeen re‐opened d, they realize that one of th he
beasts is sttill unaccounted for.
The party ddiscovered a wwounded baby cchocobo chick clutching a sm mall stone tableet in one claweed foot. After tthe
ealth, it lets the group take a glance at the strange tablett – which appears to be a
chick is nurrsed back to he
shattered ssection of treasure map. The chick seems stubbornly deteermined to follow the ancien nt directions
inscribed o
on the glyph, but once translaated, it turns out that some oof the direction ns are beyond bizarre – ‘go to the
bottom of the ocean,’ ‘climb the highesst mountain,’ aand more. Wheere are this cho ocobo’s parentts, and is the
ancient stoone map some sort of convoluted prank or something els e entirely?
201
"Although I know the jou
FINA
AL FA
ANT
TASY
YX
urney will be ha
ard, we have lots of time. The road is ahead
d of us, so let's start out todayy. The
people and th
he friends that we have lost, or
o the dreams tthat have fadedd... Never forgeet them."
- Yuna
Greatly ressembling a singgle large island, the world of Spira is a placee of duality.
From verdaant, lush wooddlands to tropiccal paradises, aat first glance, Spira seems to
o be a place off life. Heroes arre
commonplace – adventurers, mages, ch hocobo knightss and warriors are welcomed d with open arms wherever tthey
d it would doub
travel. And btless be a paraadise were it n
not for Sin – thee ancient beasst that threaten ns the whole w world.
For one thoousand years SSin has roamed
d Spira with see emingly no pu rpose other th han to bring deestruction.
The religious teachings of an ancient sccholar named YYu Yevon preacch of peace and harmony, beenevolence in aa
much diminished world ‐ a world where e only a few m
million people liive and virtuallly any kind of ttechnological aand
social proggress has been asleep for 100
00 years. Machines, once abuundant, are shu unned by the rreligious order;; they
preach that Sin is mankinnd’s punishmen nt for growing too prideful annd reliant on technology. On nly the Al Bhed try to
regain somme of the lost knowledge, and d they have been permanenttly despised
and outcasst for this simple view.
The sport o
of Blitzball unittes the whole w
world around aa common passsion, the
sport that ssurvived Sin's ccoming and go
oing year after year. But beneeath the
surface uniity of Spiran m
mainland, distru
ust and old angger still boils deeep:
without Sin
n's dreadfully ppacifying prese
ence war would d certainly eru pt.
The Summoners and theiir Guardians arre tasked with defeating Sin oon a
journey known as a ‘pilgrrimage’, an actt which require
es great sacrificce.
But only a ffew brief yearss of reprieve are granted from
m Sin’s consta nt threat;
Can anyone e truly say a cyycle of death brings hope for the future?
Sin
One thousaand years ago, a nation of technological miight – Bevelle –– declared
war on a ciity of mystics –– Zanarkand. Thhough the magges of Zanarka nd were
no match ffor the machines of their opp pressor, a single man was unw willing to
let his natio
on end in defeat. His name w was Yu Yevon, aand in a powerrful ritual
he transforrmed the city aand all its inhab
bitants into a SSummon; Zanaarkand, the
City That N
Never Sleeps. In n order to prottect himself and maintain thee ritual
forever, hee forged a livingg armor made from the soulss of the dead ‐ the
monster, Sin.
Yu Yevon ggave this creatuure a set of verry simple, but ffanatical, instr uctions:
destroy anyy machina or ssettlement whiich grew largerr than a small vvillage in
order to brring technical e
evolution to a hhalt, and retaliate to all hostiility with
extreme prrejudice. Howe ever, the strain
n on summonin ng both Sin andd
maintaining his beloved D Dream Zanarkaand proved too o much, even ffor Yu
Yevon’s considerable abilities. Soon, Sinn was left solelly with instinctt and the
202
instructions given to it up
pon creation. SSin's first act ass such was to ddestroy the reaal Zanarkand. TThe armies of
w this destruction and retreated, bringing tthe first news oof the great mo
Bevelle saw onster.
Yu Yevon h
had informed h his wife of
this mad plan and taughtt her a
means of ccalming the cre eature.
She passedd this knowledgge on to
the leaderss of Bevelle, thus
beginning tthe teachings o of Yevon
and the endless resurrecttion of
ppable beast.
the unstop
Jobs and
d Races
Changing Jobs frequentlyy is
common inn Spira, especiaally due to
people focusing on a sele
ection of abilities to make the
em the ‘star pl ayer’ of a blitzzball team. Bluee Magic is
predominaantly the domain of the Ronso, and Time Magic is all but‐uunheard of. En ngineers are rare due to the
anathema regarding tech hnology.
Among the e myriad of races of Spira are
e the Ronso, poowerfully‐built,, blue‐skinned feline humano oids known forr their
strong sensse of honor and pride who gu uard their sacrred mountain ffiercely. The All Bhed are idenntical to humans
except for their uniquely swirled pupils and stunningly green eyes, aand are the on nly Spiran race to openly rejeect the
of Yevon and u
teachings o use Machina. Fo or this reason they are oftenn ostracized by the rest of thee population, aand
have developed their own language thaat remains neaarly indecipherrable to the resst of the world.
Dolls
Stuffed avaatars and effigiies, Dolls are fo
oot‐tall teddy b
bears and toyss that have beeen animated byy magic, often
serving as A
Arcane weapons for various colors of mage e. However, soome characterss might wish fo
or their Dolls to
o be
more functtional outside o of combat.
We suggest taking the An nimal Companiion shared abillity with the foollowing talentss; Loyal, Familiiarity, Talkativee, and
Aggressive. In this way a Doll companioon can strike ou ut with cotton‐‐filled limbs annd tiny wooden
n swords, but ccan
also act as a mage’s eyes and hands outside of battle.. Whether pos ing as a regulaar stuffed anim mal to overhearr
conversatioons or runningg and fetching kkeys to a locke
ed jail cell, thesse plush‐stuffed companionss have much to o offer
their creato
or.
The Unssent
Being ‘Unsent’ is a state oof being in Spirra, as well as th
he common naame for those in that state. W When a person n dies,
the spirit o
of the person goes to the Farp plane with the help of a Sum mmoner perform ming a ritual caalled the Sending. If
a person's spirit is not guided, or ‘Sent,’ to the Farplan ne in this way,, it can remain as a ghost‐likee apparition capable
of affectingg the living world. While som
me Unsent can retain a corpo ral state and a rational mind, most are typiically
overcome by malice. The ey envy the livinng, which in timme becomes a hatred so pro ofound it can caause the
transformaation of the undeparted soul into a Fiends. An Unsent is ccapable of ending its own exiistence whenever it
so choosess.
203
Adventure Ideas
The Al Bhed have recently begun winning matches with a newly‐formed team of quiet, masked players. Nobody
knows where they come from, but the team has been dominating the blitzball championship circuit with ruthless
efficiency. Some have begun to speculate foul play ‐ could the Al Bhed be using Machina to win? And if so, for what
purpose?
A scholar from Djose has proclaimed he has found an ancient sphere that teaches the process required to turn a
mortal man or woman into a Fayth.
For a thousand years Sin has claimed countless lives. Each decade a single Summoner sets forth on a pilgrimage to
stop Sin, bringing the Calm for ten years before the cycle of death begins anew. When a Summoner’s journey ends
abruptly with him giving up, the heroes – former Guardians – are faced with a choice. Can they, too, simply
abandon their journey? Or will they choose to ignore the traditional teachings of Yevon, devising their own
eccentric means of battling the great destroyer?
Most Blitzball players are trained professionals. After all, those Blitzballs weigh much, much more than they
appear, a necessity for their ability to move fluidly through the water. Despite this, heroes like the PCs can employ
their own unique abilities in the sphere and prove surprisingly effective. You’ve never seen blitzball until you see a
team of ninjas take on a geomancer and his allies, while a red mage sweet‐talks the opposing team’s goalie. What
follows is a full set of rules to take your existing characters and drop them right into a Blitzball match without
having to modify things too much; after all, a good game of Blitzball really isn’t that much different than combat,
when you come right down to it.
Some progressive‐thinking groups have even decided to capitalize on that fact by announcing exhibition matches
with wildly different rules; Difficult Terrain caused by whirling electronic whirlpools, nonlethal critters such as
jellyfish being allowed into the sphere, and all sorts of other crude modifications to the otherwise simple sport.
Positions
When forming your team, it’s important to decide what sort of role your character would best fill, and choose a
‘position’ accordingly. Blitzball requires a balanced mix of offense and defense, and characters who can put the
physical hurt on the other team are as valued as those who can score goals or get the crowds on their side.
There are three different roles that can be filled.
Striker: Can Score. The front‐line men, strikers are dexterous individuals who focus on getting the three points
needed to win the game. Each team needs a minimum of one Striker to be eligible for competitive play.
204
Defenderr: Can Guard. The best Defennders are charracters that cann take a hit andd dish it out rigght back.
Goalie: Can Inspire. Goaalies are generrally quick in booth mind and bbody. While thhey aren’t actuually required, a
team can o
only have a maximum of 1 go
oalie.
Moving: Blitzing is veryy much like standard combat. You may movve a Short Rangge (one sectionn of the field) aand
perform a sstandard action (such as attaacking or passin
ng), or you maay move from oone end of thee field to the otther
and take no
o other actionss. By making a sufficiently im
mpressive Swimmming skill a ch
haracter can m
move a Medium m
Range and perform a standard action, instead.
Attackingg: The ball, if uused as a weappon, deals (PWR x Half Level) + 2d6 points oof damage andd can target
opponentss at Medium Raange. Unarmed d attacks such as tackles rem main unchanged
d from the norrmal rules, and
d
generally should remain tthe purview off people with tthe Brawl skill.
Teamwork Attacks are thhe secret to win nning Blitzball,, however. By ccombining their efforts, two or more playeers can
offensive barraage that interru
launch an o upts Slow actioons…such as ennemy players aattempting to pass the ball.
Passing: Passing is a Sloow action whicch allows you to toss the blitzzball accuratelyy and without failure to any
Defender o
or Striker on th
he field.
Interceptt: If you are wiithin Short Rannge of the oppoosing team meember who currrently has thee blitzball, you can
choose to iintercept them m as a Standard d action and attempt to wresst it away. The Intercepting character makees a
Force check opposed by e either a Force or Finesse che eck, whichever is higher. If the character is a Thief, they m
may
use their Stteal ability to rroll Thievery in place of Force
e. If the Interceepting characteer wins the opposed check, tthey
are now in possession of the ball.
Score: The Striker takess aim and makees his move, thhrowing or kickking the blitzbaall towards thee opposing team m’s
goal. The SStriker makes aa Force or Finessse check, opposed by the ennemy Goalie. SScoring suffers a ‐2 penalty to o the
roll at Meddium Range, an nd a ‐4 penalty at Long Rangee. If the total chheck result is p
painfully low, tthe Striker missses
the goalposts completelyy and the ball iss launched outtside of the staadium. Only Strikers may usee the Score acttion.
Guaard: Guardingg is an Instant aaction that youu can perform at any time, evven
wheen it is not your turn. Wheneever a characteer within Short Range would ttake
dammage, you may move in front of them and ttake the hit in ttheir stead. An ny
commbat damage th hat would be ttaken by an allyy is applied to the Guarder
inste
ead. Only Defe enders may usse the Guard action.
Insppire: With verry little else to do when theyy aren’t under ssiege by Strikers
tryin
ng to score, a G
Goalie often finnds himself strrutting and playying the crowd
ds, or
shouuting out tacticcal suggestionss to his teamm
mates. The Goalie chooses one ally
and takes a Slow aaction to surveyy the field or gget the crowd cchanting. On thhe
owing round, th
follo he Goalie makees a Finesse, PPerform or Neggotiate check (aat a
205
varying difficulty depending on how the game has been going so far, or if they’re on their home field and so on). If
successful, the target ally either regains (MND x Half Level) + 2d6 HP as he finds his second wind, or receives a +2
bonus to all rolls on his next turn. The GM might rule this bonus is granted to the Goalie’s entire team with a
Supreme or better check result. A Goalie who is in the middle of Inspiring his allies cannot stop Strikers from
scoring, however, so this powerful technique must be used with caution. Only Goalies may use the Inspire action.
Faceoff: At the start of each of the two rounds, a referee tosses the ball into the Blitzball stadium – each Striker
may make a Finesse check, and the highest roller grabs the ball. Characters who have job abilities that let them act
in a pre‐emptive round in combat automatically succeed here (unless two or more characters have such abilities, in
which case those 2+ characters roll it out as normal).
Rules
The first team to score 3 goals is declared the victor. Alternatively, a team may be awarded a victory if there are no
conscious Strikers on the opposing team. Getting knocked unconscious or being crippled with status ailments
means the character is usually removed from the field by a referee, and may only re‐join the match if there’s a
break in the action such as ‘half time’.
Although it can vary in impromptu games (or illegal matches), breaking any of the following rules is an automatic
penalty, and any character who does so is removed from the field immediately; casting a spell including a Summon,
being outside the Blitzsphere for more than two round, using weapons or armor, attacking a Goalie, or using job
abilities that don’t appear in the following section or haven’t been approved for use by the GM.
Blitzball‐Appropriate Abilities
Ultimately, the GM gets the final say as to what’s allowed and what isn’t, but below is a suggested list of Job
Abilities that would be beneficial in a Blitzball game, but wouldn’t completely destroy the delicate balance of the
above rules or are simply too much fun to pass up. We didn’t include abilities that are probably irrelevant, since we
don't expect characters to intentionally break rules, need elemental immunities, invite their animal companion
along, or require bonus damage when fighting dragons...but then again, you just never know….
206
FINAL FANTASY XI "I need to be stronger."
Twenty years ago, the Great Crystal War ravaged the land of Vana'diel. A demonic warlord united the Beastmen
races of the world and led them against the five ‘enlightened races’ of the goddess Altana.
The nations of Vana'diel attempted to fight the Beastmen independently, only to suffer repeated losses against
their enemies' vastly‐superior numbers. At the pinnacle of the conflict, the nations of San d'Oria, Bastok, Jeuno,
Windurst, and Tavnazia put aside their historical enmities and for the first time in history stood united. Finally,
after more than two years of bloody battles, the Shadow Lord and his Beastmen forces were broken and defeated.
Victory came at a high price, however — many of the city‐states were in ruins, and Tavnazia was completely wiped
off the map altogether. The death toll was estimated to be in the tens of thousands.
Vana'diel has drastically changed in the twenty years since the war; a period of tentative calm presides. The
tentative friendship still stands between the remaining nations, and with it comes a new age. Many cities have
managed to rebuild and achieve some standards of life that existed before the Great War, while trade and Airship
routes between once‐isolated nations now exist. The nations have not yet fully recovered from the drastic loss of
personnel, and subsequently have come to rely on Adventurers. These would‐be heroes and mercenaries are
charged with the task of maintaining the fragile peace across the lands, even as rumors of a brooding darkness
once again begin to circulate.
Humes, who are said to suffer from the sin of Apathy, built the Republic of Bastok in the wastes of a mineral‐rich
landscape. They are adaptable and cunning.
Galka, who are said to suffer from the sin of Rage, have no home city and instead settled in Bastok with the
Humes. They are treated as refugees and an underclass, but manage to eke out a living with hard physical labor.
Elvaan, who are said to suffer from the sin of Arrogance, formed the militaristically powerful city of San d’Oria. The
sound of their national anthem plays throughout the streets proudly.
Mithra, who are said to suffer from the sin of Envy, are catlike amazonesses that have settled in the Federation of
Windurst with the Tarutaru.
Tarutaru, who are said to suffer from the sin of cowardice, reside in the Federation of Windurst where they spend
their days poring over books and advancing the development of magical knowledge.
Other than Engineers and Time Mages, all of the standard Jobs made an appearance in Final Fantasy XI. The game
also introduced a concept call ‘Subjobs’, where each character could be a conglomerate of two different Jobs. GMs
wishing to stick true to the source material could make the following rule alteration;
207
Optiona
al Rule: Jug Pets and A
Automatonss
A geomanccer with the Be eastmaster limit ability can tu
urn fearsome ffoes into tentative allies, whiich is a strangee
practice jusst about anywhere…except o on Vana’diel. C
Certain creaturees have been d domesticated o over centuries of
mutual dep pendence, and d others still are
e simply strangge or popular eenough that thhey’re for sale in curio shoppes
around the e world. They aare known as ‘JJug Pets’ due to the fact thatt the baby creaatures or even eggs are sold aalong
with a ceraamic jug to servve as the newb born’s temporaary home.
It is even saaid that far to the east on the warring city of Aht Urhgan, such monstrous
e Aradijah continent, in the w
allies aren’t simply found d or purchased…they are mad de.
nd Automatonss are regular crreatures with o
Jug Pets an one important difference; they are always treated as bein
ng the
same level as the Geomancer who has tamed them. A Although thesee companions ccould theoretically accompany a
Beastmaste er all the way ffrom level one to level fifteen, this isn’t reccommended – creatures don’t scale as well as
player charracters do, and
d the usefulnesss of these crittters will event ually taper offf.
We’ve inclu
uded three exaamples of such
h pets here, but clever GMs w
will undoubted
dly be able to b
build more.
208
209
FINA
F AL FA
ANTA
ASY XII "We are the arbiters
a of our d
destiny."
- Ba
asch fon Ronse
enburg
Svagatam, traveler.
Final Fantaasy XII takes plaace in the Kingdom of Dalmasca, a small citty‐state in the world of Ivalicce. A neutral paarty in
the past waars between th he neighboringg Empires of Arrchadia and Roozarria, Dalmassca was ultimaately conquered by
Archadia and reduced to the status of aan occupied staate under Archhadian rule wh hen its King agrreed to Imperiaal
terms. Willl this war ever see an end? And what terrib ble conspiracie s lay behind thhe might of thee Empire?
Clans an
nd Hunts
The Archaddian soldiers haave their hands full as it is de
ealing with pol itical uprisingss and the criminal underworld d, and
every so offten a dangeroous monster roams free for days or even weeeks at a time until troops caan be sent out to
deal with the threat. Man ny folk began tturning to inde ependent bounnty hunters and d mercenaries to defeat thesse
monsters, wwilling to pay o
out‐of‐pocket ffor peace of m mind. Over timee, groups of hu unters began to o organize
themselvess as Clans. The empire was quick to show their approval aand sanction th he work of thee clans, since both
groups werre ultimately wworking toward d the same goaal. This means that, when pursuing a mark, registered Claan
members h have a great de eal of legal leew
way and can ge enerally go whhere they pleasse.
All of tthe standard Jobs appear in Final Fantasy X XII
and alll are of generaally equal use iin this politicallly
turbullent, adventure‐filled world.
Mistt
Mist iss responsible ffor the existence of 'Magicitee',
gemsttones that contain magical powers due to tthe
presennce of Mist in ttheir crystallin ne structure.
Magiccite is divided into three typees; spellstones that
are ussed in the use o of magic, skysttones that are
installled into mechaanical components that give flight
to vehhicles, whetherr small‐sized bikes or large
airshipps, and memsttones that funcction much likee
recordding devices. TThe quality of M Magicite depen nds on
the quuantity of Mistt and not on th he size or shapee of
the st one. The ubiqu uitousness of m magic and Maggicite,
as we ll as its cost‐effficiency, led to
o it replacing
210
electricity and its various sources as the dominant usable energy in Ivalice.
Due to the influence of Mist, several areas of Ivalice are known as 'jagd', areas in which Mist‐laden winds and
magicite‐rich soil interfere with airship mechanisms. As such, jagds tend to be harsh, lawless frontiers, uncontrolled
by any nation.
GMs might wish to describe Jagd areas mechanically as Difficult Terrain, where the character must succeed at a
moderately‐difficult Finesse check in order to be able to successfully cast any spell, use any item powered by magic,
or use an action to activate any weapon or armor property.
Nethicite, another type of magicite, works by absorbing Mist, thus nullifying the effects of magic and storing vast
amounts of power. Nethicite can be described as either deifacted or manufacted (literally, god‐made or man‐
made). Deifacted Nethicite contains a large amount of magic, theoretically making it powerful enough to help
reshape the world if used correctly…or incorrectly.
The Occuria
The Occuria are the most powerful beings in the world of Ivalice. Though their existence is unknown to the world at
large, they are apparently immortal and immoral entities willing to do whatever it takes to lead the world of Ivalice
into matching 'their vision,' whatever that may be, including using phantom images of loved ones to manipulate
people and sealing away insubordinate races who refused to accept the Occurian weave of fate.
The Occuria are apparently genderless, though they possess feminine voices and masculine titles. They have the
ability to create and appear as ghosts and images. Their natural form is a floating specter with an ornate, armor‐
like appearance, and their speech resembles an archaic, poetic form of the common tongue. The Occuria have no
visible faces, only glowing yellow eyes floating in an empty black void. An Occuria's physical manifestation exudes a
great deal of Mist, which allows them to possess other beings and merge with them to drastically increase their
Power. This is always a deadly one‐way‐trip for the host body.
Adventure Ideas
Seven centuries ago, the Occuria, knowing the Garif knew much about magicite and the ways of the world, granted
the peaceful people of the Jahara plains some Nethicite. However, even the wisest Garif knew not how to use the
stones, and, as such, several pieces were presented as a gift to the Dynast‐King instead. But it is said the Garif still
know the location of one such Nethicite shards…
The sky city of Bhujerba is an island of peace in the raging storm that is Ivalice. Thanks to the Marquis’ diplomacy
and tact, the people of the city are protected from the empire’s strong arm save for a few soldiers keeping a
watchful eye on the city. But when imperial troops start vanishing in the Lhusu Mines ‐ excavated tunnels beneath
the city where dozens of workers spend each day unearthing precious Magicite – will the PCs choose to turn a blind
eye? Has the empire found something of interest down in those dark tunnels…or has it found the empire?
A young, blind Seeq has been well‐known to the people of Dalmasca for many years. He peddles small
confectionaries wrapped lovingly in wax paper for only a single gil, and bouquets of freshly‐picked wildflowers for
only a few gil more. What most people don’t know is that this Seeq’s main source of income doesn’t come from
the candies or posies, but rather for the discreet messages he passes using the parchment wrapped around his
flowers. One of the PCs receives one such message, and the befuddled Seeq must apologetically explain he never
saw who wrote the note or knows what it said – he only remembers a wispy, feminine voice that sent chills down
his spine.
211
FINA
F AL FA
ANTA
ASY XIII
"Sinc
ce when have heroes ever ne
eeded plans?"
- Snow Villiers
l’Cie
The l'Cie (p
pronounced "lu uh‐see") are pe eople branded and forced intto servitude byy the god‐mach hine Espers known
as fal’Cie. TThey gain the ggift of magic, but also bear th he burden of coompleting a task ‐ known as a Focus ‐ for th heir
fal'Cie masster. However, the fal'Cie willl not explicitly tell the l'Cie w
what their Focus is. Instead, th hey must figurre it
out for themselves with tthe aid of vario ous ambiguouss visions.
The l'Cie is branded with a tattoo‐like symbol visible ssomewhere onn their person'ss body, which usually appearrs as
an overlapping sequence e of black arrow ws. Over time, the arrows muultiply and a clo osed eye is revvealed. When tthe
eye of the brand opens fu ully, the l'Cie's time to complete their Focuus has run out. Should the l’C Cie fail to fulfill this
Focus befo ore his or her brand advancess to its final staage, that l'Cie bbecomes what is known as a Cie'th – the
soulless. M
Mired in eternal sorrow and rregret, and rob bbed of all freee will, Cie'th aree damned to w wander the world
unliving an nd undying, unntil their corrup pted and decom mposing flesh at last can move no more. Fo or Cie'th, theree is no
salvation.
However, tthe "reward" fo or completing a Focus is not much better, ffor the l'Cie will be granted eeternal youth aand
turned into o a crystal, to ssleep peacefully until the nexxt time the l’Ciee has need of tthem. It is for tthis reason thaat
many thinkk the fate of a ll'Cie is worse than death itse elf.
If the Sancttum was ever tto discover a l'Cie serving an Esper from Puulse, they woulld surely be hu unted relentlesssly as
a dangerou us enemy of Co ocoon’s societyy. The l'Cie of C
Cocoon, howevver, are hailed as heroes and d often are recrruited
directly into the military.
Jobs and
d Races
Final Fantaasy XIII is canon
nically anotherr all‐human gam me, but then aagain, we have no idea what sort of speciess lived
on the surfface of Pulse inn ages past. It rremains entirely plausible thaat some races still remain.
212
Optiona
al Rule: Stag
gger
A new com mbat tactic eme
erges in Final FFantasy XIII that allows heroees to stagger th heir enemies by hitting them hard
and fast en
nough to reducce their armor values to zero.
Whenever a character ro mpting to stagger the targeted
olls a critical hitt, he may declaare he is attem d enemy. Theyy
make an op pposed Force ccheck and, if th he character su ucceeds, inflictts his enemies with Armor Brreak condition
(giving them an ARM and d MARM score of 0).
Monsterrs
Many of th he creatures that inhabit Coco oon and the ‘w
wasteland’ porttions of Gran PPulse are mech
hanical, automated
beasts. It’s easy enough tto reflect this; simply use thee normal stats ffor monsters, add Construct as a secondary
species, annd change theiir visual descrip
ptions to suit yyour needs. Boombs may be ppolyhedral shappes and common
beasts might be motorize ed bionic predaators called Pantherons, but the differencee is minimal at best.
Eidolonss
Within the soul of each l’Cie lies a powe erful spirit kno
own as an Eidollon – a summo onable Esper. WWhile they grant the
powers of magic to their hosts, they can also manifesst directly as poowerful summoned creaturees.
They often lie dormant until the l’Cie sh hows signs of wweakness or deespair, at whicch point the eid
dolon reveals
themselvess for the first time – generallyy to confront ttheir failing l’Ciie in combat. TThe character mmust overcome
their emotional uncertain nties and win tthe Eidolon's allegiance, or faace death. An eeidolon that is defeated in baattle
like this serrves their host unwaveringly from then on,, the characterr having proved d their worth.
In addition to their comb bat prowess, su ummons in the world of Finall Fantasy XIII ppossess the unique ability to
Gestalt – to o transform ‐ into vessels and d vehicles, ranging from mottorbikes to moving fortressess to lumbering
mechanical war machines.
Upon obtaining the powe ers of an eidolo on – an event tthat happens ggenerally at thee GM’s discrettion – the charaacter
also autom matically gains tthe Special Veh hicle shared abbility. This
allows them to constructt Special Vehiccles that are allso
Eidolons! A All Special Vehicle Eidolons sh hould have the e Magic
Touch talen nt, and cannott take Good Nig ght’s Sleep or
Smuggler’ss Hold.
When decciding which su ummon your newly‐created ccharacter
will takee as their Eidoloon, you still rem
main restrictedd by the
standa ard levels. For eexample, a cha aracter who ch hooses
Carbuncle to be their Eido olon will gain aaccess to the suummon at
very early levels, wherea as a character w who settles on Bahamut
won’t see m much use of the Eidolon untill much, much later in the
game.
Eidolons in n Final Fantasy XIII do not posssess Devotion ns, and
thus do not grant Destinyy to the characcter. They do, h however,
gain the ad dditional abilityy:
Gestalt Atttack: The Eidolon shifts down n into a vehicular form,
granting th he character temporary contrrol over its vast array of
mechanical powers. Gesttalt attack dealls (Vehicles Skill x Twice
Level) + 2d6 points of Non‐Elemental M M.ARM damage e to all
enemies.
213
"
FINA
AL FANT
"Never
F TASY
Y TA
ACTICS
shame your
y name... never tolerate in
njustice... living
g true to your he
eart is the warrrior's way.”
- Balbanes Beoulve
Ivalice is a kingdom divided by war and class segregattion, where heeroes must risee to rise amongg the masses. LLords,
nobles and d aristocrats wiield much of th
he real power o
of the country,, living luxuriou
usly while plottting against on
ne
another.
Many legennds revolve aro
ound the Zodiaac Brave Story,, which deals w
with twelve kniights who usedd the power off
Zodiac Ston
nes—magicite shards engravved with symbo ols of the twelvve Zodiac consstellations—to fight against aa
demon sum mmoned by an ambitious king to control Ivaalice.
Many of th
hese legends haave been prese erved in powerful tomes. It hhas been said tthat some of th
hese books aree so
hey are capablle of opening rifts in the dime
powerful th ensions, sendinng any who maay be reading oof Ivalician legends
back through time to livee the stories de
escribed within
n.
Clans
The major driving force in n the world of Ivalice is the C
Clans, organizattions of like‐m
minded warriorss and hunters
dedicated tto assisting the
e paying customer, no matter what. Clans aallows enterprrising individuaals to 'lease' theeir
employeess for various usses, and in retu urn, provide their members w with a handful of benefits succh as guaranteeed
allies and aa steady flow o
of gil. They are subject to an e
ever‐changing membership aas new membeers are hired an nd
discarded d daily.
A well‐to‐d
do Clan hall migght boast dorm mitories, a train
ning
hall, a med
dical center, a library, and a h
hero’s hall; partt
museum, p part hall of fam
me, and part shrine to the
departed. OOn the other hhand, a new Claan might have all
of their me
eetings out of tthe local pub.
Officially, C
Clans have a plethora of ruless and regulatio
ons,
though eve eryone summaarily ignores 999% of them. On nly
one rule is constantly enfforced and abided with absolute
dedication: Your fellow cllan members a are your familyy. To
turn your b back on a memmber in need is to find yourself
lf out
on your asss.
In addition to the above, the clan also hhas no use for
members w who accept payyment for an in ncomplete job b.
What the ccustomer pays for, the custom mer gets. Come
h water. Thouggh, if the customer decides to
hell or high o
backstab thhe Clan, the members are fre ee to return the favor.
214
Optiona
al Rule: Grid
d‐Based Co
ombat
For GMs loooking to repliccate the combaat found in thee Final Fantasy Tactics series of games, theyy’ll need a few more
supplies than a few six‐sided dice, pape er and pencils. The system reevolves around d a combat ‘grid’, where vast fields
and cramped dungeons aare represented by one‐inch squares. Playeers will need to o use a grid maap simply to vissualize
the compleexities of battle
e, using small m
miniature figurres or tokens too represent th
hemselves and their enemies.
Each squarre can only eve
er be occupied by one characcter or creaturee at a time.
Moveme
ent
Instead of being able to aautomatically m
move a Short R
Range each rouund, or a Medium Range as aa standard action,
characters are now restriicted to a set n
number of squaares they can m
move each turn.
Once eacch turn, a charaacter may movve a number off squares equaal to 1 + Theirr Finesse sco
ore as an Insttant
action. TThis movement may be takenn at the start oof their turn, thhe end, or anyw
where in‐betw
ween, but they can’t
move, attack, an
m nd then move again. Charactters can move diagonally.
Range
Now that the Final Fantasy d6 has shifted towards a m
more specific sset of range inccrements than vague
measurements, you’ll need to know ho ow to read spellls and abilitiess so they makee sense on a grid.
A Medium
m Range referss to six square
es away from the character. This is most ooften used for A
Abilities and Raanged
weapons such as guns orr bows.
A Long Range refers to any square o
a or target on thhe grid, and Lo cal spells conttinue to hit eveery possible target
on the batttlefield regardlless of distance
e.
ot have a directt line of sight tto – ducking beehind a tree is a
Characters cannot target spaces of figures they do no
good way tto avoid enemyy fire for a round, for example.
Magic an
nd Range
Magic receeives a fairly siggnificant overh
haul when playying in a Final FFantasy Tacticss game. Spells n
no longer
differentiatte between en nemy and ally, and instead afffect a numberr of individual ‘‘combat squarees’ based on th
he
normal sizee of the spell. SSince most speells are Medium
m Range, they can only strikee a
target 6 squares away or less.
Although ‘SSelf’ and ‘Singlle’ target spells don’t change e, ‘Group’ targeet spells no lon
nger
affect all alllies or enemie
es within a certtain distance. Instead, they, ttoo, are targeteed
spells. Theyy must choose a single squarre that serves aas their primarry target, and itt
affects all o
other enemies or allies adjacent to that primary square.
215
Adventu
ures
Though it isn’t always the
e norm, adventtures in the recent Final Fanttasy Tactics Gaames have beeen far more
ed romps, everrything from ussing Bug‐B‐Gon
lighthearte ne to defeat in sects preying o
on Gysahl greeen crops, to a
Moogle’s ‘aadorable’ pet A
Adamantoise oor Malboro gettting loose andd wrecking havoc.
In the original, missions sstill retained a tongue‐in‐cheek attitude de spite the dead
dly serious polittical plot that
occupied thhe main story.
Judges a
and the Law
w
The heavilyy‐armored, quaasi‐magical enfforcers of the llaw known as JJudges are a sp pecial order off knights underr
Imperial coontrol. As indeppendent nation ns and territorries flourished over Ivalice, a rise in crime aand regional
conflicts qu
uickly began thhrowing smalle er communitiess into chaos. Too reduce the aamount of timee required by
judicial pro
ocess, a militaryy court was established ‐ the
e Order of Judgges. They are th he supreme en nforcers of law
w in
the world oof Ivalice, wield
ding extraordinnary power in ttheir own rightt over lower‐raanked citizens.. The higher ranking
Judge Magisters function n as chief arbite
ers and enforcers of Ivaliciann law.
Almost all jjudges have th
he supernaturaal ability to insttantly determinne the truthfullness of any staatement, makiing
them nearlly impossible to lie to.
A sample Judge is presen
nted below.
216
CHAP
PTER
R VII: MA
AGIC
C “……..Y
You can DO tha
at?”
-Tseng, FFVVII
Crystalline items and form mations have bbeen found to be curiously
sympathetic to the flow o of magic, able to focus, store
e and even
amplify nattural elementaal forces. The mmost renowned d of these are
the Elemen ntal Crystals, w
whose powerful magical reserrvoirs can
raise and d
destroy nationss with equal eaase. Lesser crysstals, most
merely a coonduit of the nnatural magic that flows through the
planet, are
e in steady supp ply. Such itemss can be used ffor any
number of purposes, from m powering machinery to pro oviding the
raw ingredients for a wid de range of equuipment and re ecovery items.
Most maagically‐empow wered gear is cconstructed byy binding the
rush of energy freed byy the destructio on of crystals into the item
during thee creation proccess. More pow werful arms annd armor may
be maade of pure cryystal capable off absorbing and channel
significantt amounts of m
magical power.
Even as it ssustains life, magic in turn cre
eates its own e
ecology, ranginng in scale from m the animal‐like Kami spiritss –
who travel the streams o of magic like so
o many schoolss of fish – to th e primitive eleementals, a creeature 'birthed' by
large, conccentrated massses of elemental energy coming together inn one location.. Top of the pro overbial totem
m pole
are the Esppers, known byy a million and one names throughout the uuniverse; such creatures werre birthed on aa plane
of pure pow wer, connected to a world byy only the mosst tenuous of li nks, drawn intto material exisstence by the
persuasive talents of sum mmoners or the eir own wande erlust.
The environment, too, interacts with raaw flows of maagic, resonatingg where the elements are mo ost sympathettic.
The heat of a volcano, for instance, can
n tie together m
many streams oof Fire Elemen ntal energy, creeating a reservoir of
power favoorable to arcan
ne creatures annd spellcasters alike. Similarlyy, a lightning‐sstrike during a ferocious
orm attracts Ligghtning Elemental energy; a torrential rainffall leads to the accumulation of Water
thundersto
elemental power. For tho ose who rely on the might of the elements,, careful consid deration of onee’ surroundinggs is an
217
important factor in effecttively shaping these energiess. These ‘Elemeental Fields’ haave been the d
deciding factor in
more than one battle.
Active wielders of magicaal power vary w
wildly in shapee and scope. WWith sufficient ttraining or natu
ural talent, maany
people can
n channel elemental flows intto their lives in
n tiny ways, froom making the garden grow jjust a little largger, to
knowing wwhen to fold in a game of cardds. Such people e are rarely aw
ware of their owwn talents.
heir ability to actively twist annd focus raw fllows of magic into physical, vvisible
However, aa true Mage's ttalent lies in th
forms; darkk mists, freezin
ng gales, howling storms and scorching wavves of fire, and d far more impressive feats.
Paladins an
nd Dark Knights are unique caasters – instead of channelinng the elementtal energies fro om the world
around theem, they contain a reservoir o of spiritually‐aligned magic w within; sheer potential.
Holy, Shad
dow, and None
elemental magic completes the pantheon. though inclusiion of this last is a bone of
conte ention for thosse who see maagic as supernaatural forces th
han mundane
forcees. In some quaarters ‘nonelem
mental’ is simpply not consideered proper maagic at
all, and simply excised from the rreckoning.
Withhout any doubtt, Holy is the doominating forcce in the magiccal world, and in
expeerimental conditions, advanceed practitionerrs of the arcan ne have come tto the
conclusion that the e name itself iss actually a bit of a misnomerr ‐ Holy, visuallly
seen as a bright flash of white lig ht, is actually ppure magical eenergy from the core
of Crreation itself, u
untainted by thhe color spectrrum of fire, earrth, wind, and tthe
like. Shadow, on th he other hand, is Holy magic that has becom me tainted or
corruupted through various meanss.
Holy and Shadow
w magic are faar more rare th
han the other vvenues of magical
nd are often trreated with an intrinsic level of respect.
means, an
Rules fo
or easy refe
erence.
When you cast a spell, thhe MP is only used when the spell is successsfully cast. If thhe spell is interrrupted by a crritical
al status condittion, a limit bre
hit, the Sea eak or a Knockkback, no MP iss spent – altho
ough Job abilities may have b been
wasted. Alll magic has a M
Medium Range unless noted d differently, an d never missess even the mosst evasive of fooes.
No attack rroll is needed u
unless specified d otherwise, and magic can nnever criticallyy hit.
218
Elementtal Affinitie
es
Most creattures, weaponss, and relics haave an affinity tto a particular element. This means
that they d
draw strength ffrom that elemment.
Sometimess, a monster is so strongly aligned with a paarticular elemeent that it is
imperviouss to harm from m that element,, or even grows stronger from m exposure to it. On
the other h hand, such a m
monster is oftenn at the mercy of the opposinng element. Ceertain
accessoriess, equipment p properties, andd even job abiliities can also ggrant elementaal
affinities to
o player characcters. There are
e five levels off elemental affiinities.
Weakness means the tarrget takes doub ble damage fro
om attacks of tthat element.
Vulnerablee means the target takes an aadditional 50%
% damage from m that element..
Resistance
e means the tarrget takes onlyy half damage ffrom attacks oof that elementt.
Immunity means the targget takes no daamage or effeccts from attackks of that elem
ment.
Absorb me eans the targett takes no damage from attaccks of that elemment, and instead
regains an amount of HP equal to half tthe damage rolled.
Intuitive
e Magic
A Red Magge stands on the crown of a h hill, his crimson
n hat rippling inn the wind as tthe sky overhead slowly clouds
over. Below w, the village wwatches the skiies with awe as the season's drought draws to a dramaticc conclusion. M Many
miles awayy, a Black Mage e bends over th
he pile of twigss and kindling, starting the party campfire wwith a word annd the
slightest efffort of will. Meeanwhile, in th
he depths of a sunken libraryy long lost to m mortal man, a BBlue Mage porees
tirelessly over volume aftter volume of fforgotten lore,, the force of hher magic gently turning pagees that would
crumble to o dust under th he pressure of hher fingers. Elssewhere, a Palaadin spends mmany weeks cleansing an evil
artifact, inffusing it with the powers of HHoly, never nee eding to rest oor sleep.
Intuitive M
Magic is exactly that; magic ussed outside of combat to perrform mundanee (and not‐so‐mundane) taskks.
The usefulnness of Intuitivve Magic is limiited by the cre
eativity of the pplayer and the allowances byy the GM. Intuiitive
magic performed by extremely high‐levvel characters sshould be likew wise powerful.. A White Magee could dam a river
with a maggical wall, or a Dark Knight co ould corrupt the same river, m making it poiso
onous to drink.
.
Read a Spell Entry
How to R
Magic is laiid out in the fo
ollowing format:
219
Black Magic
NOVICE
220
INTERMEDIATE
221
EXPERT
Blizzaga (40 MP) Arise (30 MP)
Target: Group Target: Single
Type: Elemental (Ice) Type: Effect
Reflectable This spell is shunned by white mages and many other
Particles of frost and snow accelerate towards the target, rapidly individuals as one of the darker Black Magicks. The caster is
sealing it in layer after layer of solid ice before the entire edifice capable of raising a recently-deceased creature of any size or
shatters. Blizzaga inflicts (PWR x 6) + 2d6 points of Ice damage race as a loyal undead servant of equal level as the caster. The
to all enemies. creature does not retain any of their old attributes, skill, abilities
or the like except for the Large monster property, if they had it,
Firaga (40 MP) and instead uses the a default monster stat block found in the
Target: Group end of this book. The monster raised is normally a Skeleton, but
Type: Elemental (Fire) level 10+ casters might get a Varuna instead. The undead lacks
Reflectable all free will and memories of their old life, and if not given
A colossal sphere of white-hot fire crashes onto the target, specific orders, prefer to attempt to use Teamwork Attacks with
sparking a furious explosion that engulfs it in a cloud of ash and the caster that raised them.
cinders. Firaga inflicts (PWR x 6) + 2d6 points of Fire damage to Creatures without bones (such as Cactuar, flans, and beings
all enemies. composed entirely of magic) cannot be raised with this ability.
222
SUPERIOR
X-Zone (40 MP) Flare (100 MP)
Target: Single, Special Target: Single
Type: Effect Type: Non-elemental
Even as Summoners seek to unite the lifestream and overlap Reflectable
the magical realms with our own, Black Mages angrily confront Globes of pure magical energy blast into the target in a
the very notion. At least one mage’s intense dislike for the relentless stream, setting off one chaotic explosion after another
powerful beings known as Espers was enough that a spell was before rushing out again. Flare inflicts (PWR x 12) + 2d6 points
crafted with no purpose other than to banish the ‘abominations’ of Non-Elemental damage to a single enemy.
of summoned creatures back to their home plane. Flare can be cast at a Long Range.
The target of X-Zone – who must be an Esper or a being from
the Farplane or Void - is instantly reduced to 0 hit points and Quake (80 MP)
removed from the current combat. Effects that the target may Target: Local
possess – such as Auto-Life or Indestructible – will not allow the Type: Elemental (Earth)
Esper or creature to remain in combat after X-Zone is used, or A violent tremor tears through the length of the battlefield,
summoned again in the same game session. breaking up the ground into shuddering, crumbling fragments
X-Zone can be cast at a Long Range and has no effect against and yawning crevasses. Quake inflicts (PWR x 12) + 2d6 points
bosses. of Earth damage to all enemies and allies.
223
ANCIENT
Meltdown (2 250 MP) Scathe (150 0 MP)
Target: Single Target: Sing le
Type: Eleme ental (Fire) Type: Eleme ental (Shadow)
Reflectable An agglomerration of shadow wy energy flashess into existence a
above
A high-speed d stream of heat and energy assa ails all enemies, the battlefiel d, gathering into
o the shape of ann enormous spike e
immersing thhem in furious, bone-searing temperatures. before begin nning its descentt to earth. Scathee crackles with
Meltdown infflicts (PWR x 18)) + 2d6 points of Fire or non- malevolent e energy as it crash hes down, inflictiing (PWR x 24) + 2d6
elemental daamage (whicheve er is more effectiive) to an entire points of Sha adow damage to o one enemy.
Group, and is unaffected by M.ARM and She ell.
224
White Magic
NOVICE
Banish (10 MP) Aero (8 MP)
Target: Single Target: Single or Group
Type: Elemental (Holy) Type: Elemental (Wind)
Beams of white light radiate from the caster’s outstretched Reflectable
hands, basking the area in a flickering white light. Banish inflicts Gale-force winds slam into the target, the first of a very unique
(PWR x 5) + 2d6 points of Holy damage to an Undead target – set of offensive White Magic spells. Aero inflicts (PWR x 3) +
all other foes do not take damage. In addition, casting this spell 2d6 points of Wind damage to the target, or (PWR x 1) + 2d6
on an Undead removes their Undying ability until the start of that points of Wind damage to all enemies.
creature’s next turn. This creates a small window of opportunity
where, if the normally-immortal corpse is reduced to 0 hit points, Vox (3 MP)
it is destroyed utterly and permanently. Target: Single
Type: Recovery
Cure (7 MP) Reflectable
Target: Single There are few things more vulnerable than a mage unable to
Type: Recovery cast – this simple (if oddly-named) spell prevents that. The
Reflectable target is no longer affected by the negative status effect Seal
Small, glittering particles of light twinkle down upon the target, and Curse and gains an immunity to those status effects for the
filling their lungs and bathing their wounds in white. Cure remainder of combat.
restores (MND x 2) + 2d6 points of HP to any conscious target.
Chivalry (1 MP)
Dia (7 MP) Target: Party
Target: Single Type: Effect
Type: Elemental, Holy The caster of Chivalry is the last line of defense for her allies,
Reflectable holding even the most vicious and vile foes at bay while her
Pinpricks of white light circle the target rapidly, blasting away comrades escape.
with tiny beams of light for a moment before dissipating. Dia Upon casting Chivalry, all willing party members and allies other
inflicts (PWR x 2) + 2d6 points of Holy damage, and removes than the caster are instantly removed from combat and returned
magically-granted Invisibility and natural Stealth from the to the nearest safe location, as if they performed an Escape
enemy, as it is now dimly outlined with a white glow. Foes who action successfully. They may not re-engage in the same
have taken damage from the Dia spell cannot successfully make encounter.
Stealth rolls until the end of combat. If the caster of Chivalry defeats the remaining opponents, all
party members – even those who did not participate in the
Stop (4 MP) encounter – gain experience points, items and gil as normal.
Target: Single
Type: Status Faith (15 MP)
Reflectable, Resistible Target: Single
The joints of the target bend and lock suddenly, leaving the Type: Effect
target unable to move. While definitely uncomfortable, the Proving once and for all that faith in one’s own abilities is the key
paralyzing effects of this spell are completely painless and to success, the caster’s unwavering belief in her comrades
cause no lasting damage. The target is affected by the negative allows them to instill one friend with self-confidence and
status effect Stop. conviction.
The target of Faith receives an automatic +2 bonus to his next
Poisona (3 MP) skill check, opposed roll, or attack. You may only have the Faith
Target: Single spell active on one party member at any given time.
Type: Recovery
By concentrating for a moment, the caster is able to neutralize Blessing (10 MP)
the poisons and venoms within the body. The target is no longer Target: Special
affected by the negative status effect Poison. Although some Type: Status
truly potent poisons are unaffected by this spell, it remains a You bestow your strengths upon another. Casting Blessing
tried-and-true favorite amongst adventurers everywhere. It’s causes the character to lose the benefit of one positive status
also great for getting rid of hangovers. effect they currently possess and instead grant that same status
effect to two allies of their choice.
Ruse (4 MP) Blessing fails if the status effect in question is granted by an
Target: Self Auto-status, such as Auto-Haste.
Type: Status
The caster’s outline shimmers and blurs, making it difficult to
determine their exact location. The caster of Ruse gains a +2
bonus to AVD until combat ends.
If the character is at 50% HP or less when this spell is cast, the
bonus granted by Ruse is increased to +4 instead.
225
INTERMEDIATE
Escape (10 MP) Aerora (30 MP)
Target: Party Target: Single or Group
Type: Effect Type: Elemental (Wind)
Acting as a short-range teleport, this spell allows the party to exit Reflectable
dungeons with convenient swiftness. The spell returns all party A tempest storm throws foes around, buffeting their bodies with
members to the last safe location on or near the surface. nonlethal force. Aerora inflicts (PWR x 5) + 2d6 points of Wind
This magick also doubles as a way to safely flee dangerous damage to one target, or (PWR x 3) + 2d6 points of Wind
combat, as casting will instantly end combat and return the damage to all enemies.
likely-wounded characters to the nearest safe resting location.
Shell (40 MP)
Wall (20 MP) Target: Single
Target: Single Type: Status
Type: Effect Reflectable, Resistible
The user of this spell is capable of forming a shimmering barrier A semi-translucent, multifaceted sphere of pale light encases an
of magical force, strong enough to deflect and absorb most ally, protecting them from the brunt of hostile magical attacks.
projectile attacks. Shell bestows the effects of the positive status Shell on one
All attacks made against the target of a Wall spell from a target. All magical damage they take (after M.ARM is calculated)
Medium Range or Long Range away are negated. Short Range is halved. This effect lasts until combat ends.
attacks are unaffected, and the spell ends if the Walled
character is ever the target of a Critical Hit or Limit Break, Life (30 MP)
regardless of distance. Target: Single
This spell is not a status effect and cannot be removed with Type: Recovery
Dispel or similar methods. A smiling cherubim descends from the heavens and basks an
unconscious ally in a golden glow – no matter how close to their
Cura (30 MP) demise the target may have been, they find themselves whisked
Target: Single or Party safely from the brink of death.
Type: Recovery This spell may only be cast on Short Range allies with 0 HP or
Reflectable less, and it returns them to 1 HP.
Droplets of astral light seem to fall from the skies, mending
injuries and closing wounds instantly. Cura restores (MND x 5) + Temper (15 MP)
2d6 points of HP to any conscious target, or (MND x 2) + 2d6 Target: Single
points of HP to all conscious allies. Type: Status
Temper empowers an ally’s attacks with barely-contained
Seal (30 MP) magic. Runes appear down the length of their weapon, and dull
Target: Single metal and wood equipment begins to shimmer with a celestial
Type: Status light. The target of this spell deals an additional damage step
Reflectable, Resistible with all physical attacks until the end of combat.
Near-invisible bands of force clasp around the target’s limbs and
mouth, making it impossible to use abilities or spells. The target Resonance (25 MP)
is affected with the negative status effect Seal. Target: Self
Type: Status
Consecrate (10 MP) A recursive ring of light swirls about your body that lets out a
Target: Local low, echoing note whenever an enemy wounds you.
Type: Effect Whenever the caster of Resonance takes damage from a
Consecrated ground, blessed with holy energy, naturally repels enemy’s physical attack, their attacker suffers (RES x 2) points
monsters and other hostile individuals for short periods of time. of M.ARM damage and the character regains (MND x 2) points
Though some foes are unaffected by Consecrate, lesser of health as Regeneration. The next time the character is struck,
enemies will find it difficult to pass onto the sacred ground, and it these values are both increased by one step; for example, the
will become possible for a party to rest there undisturbed until fifth time that Resonance activates in a single encounter, the
the spell ceases with little fear of random monster attacks in the attacker would suffer (RES x 6) damage and the character
night. would regain (MND x 6) HP.
The effects of this spell last until the caster leaves the These damage and healing step values may not exceed the
consecrated ground, and do not repel Notorious Monsters, character’s level, and Resonance fades at the end of combat.
Bosses, or creatures with a resistance (or better) to Holy.
226
EXPERT
Curaga (60 MP) Transform (10 MP)
Target: Single or Party Target: Single
Type: Recovery Type: Status
Reflectable Reflectable, Resistible
Twelve pearls of softly-glowing silver light enclose allies in The caster of Transform can physically alter the appearance of
twinned hexagons, restoring (MND x 8) + 2d6 points of HP to her enemies or allies, temporarily forcing them into bodies
any conscious target, or (MND x 5) + 2d6 points of HP to all unfamiliar to them. It might help the party Thief sneak past the
conscious allies. palace guards by transforming them into a nimble squirrel, or
shrink down even the most colossal of creatures to the size of
Aeroga (60 MP) an enraged pig. A single target is either cured of, or afflicted
Target: Group with, the Transform status. Transformed targets deal only half
Type: Elemental (Wind) damage with physical attacks, and take an additional 50%
Reflectable damage for the duration, but gain a +2 bonus to skill checks in
A hurricane-like blast of air is launched from the outstretched which their new form might useful. Inanimate objects cannot be
hands of the caster, quickly turning into a cyclone that sweeps affected by this spell.
through the area. Aeroga inflicts (PWR x 6) + 2d6 points of Wind
damage to all enemies. Freedom (10 MP)
Target: Single
Brave (30 MP) Type: Recovery
Target: Party This simple and intuitive spell is able to restore someone who
Type: Status has been turned to stone or otherwise unable to move. The
The caster fills her allies’ hearts with hope, rendering them target is no longer affected by the negative status effects Petrify,
Immune to the negative status effect Fear until combat ends. Stop, or Stun.
227
SUPERIOR
Curaja (150 MP) Haste (90 MP)
Target: Single Target: Single
Type: Recovery Type: Status
Reflectable Reflectable, Heroic Resist (17)
The most powerful of the standard curative spells, invoking this A six-faceted crystal of pure energy appears around the target,
magic surrounds the group with globes of sapphire iridescence shattering in a brilliant confusion of mirror images. The target
that mend even the most grievous of wounds. Curaja restores moves faster than he ever has before thanks to this spell and
(MND x 8) + 2d6 points of HP to all conscious allies. receives the effects of Haste until combat ends.
228
ANCIENT
Full-Life (30 00 MP) Holy (2000 MP)
Target: Party y Target: S ingle
Type: Recov very emental (Holy)
Type: Ele
All living allie
es – even characcters with 0 or les
ss HP - are returrned Reflectab
ble
to maximum health upon the casting of this spell. Though Full- Spheres oof white energy d descend from the e heavens before e
Life does not remove detrime ental status effeccts, it is nonetheless spinning a
around the foe q quickly. These pe earls of light
one of the most
m powerful spe
ells in any healerr’s arsenal. encapsulaate the target in light, humming sslowly and musiccally.
Then the heavens part an nd a brilliant blast of energy searss into
Lux (150 MP P) them, burrning their retinass with pure Holy energy and
Target: Grou up evaporati ng sinful flesh an
nd bone.
Type: Status s Holy dealls (MND x 28) + 2 2d6 points of Ho oly damage to a ssingle
Reflectable foe.
Lux combine es three of the most powerful White Magic spells,
granting all allies
a the positive
e status effects Regen,
R Protect annd
Shell. Thesee statuses last un ntil the end of the
e game session.
229
Blue Magic
NOVICE
Goblin Bomb (3 MP) Pollen (5 MP)
Target: Single Target: Single
Type: Non-elemental Type: Recovery
The caster conjures forth a black metallic sphere topped with a A light dust drifts around the group, which is inhaled to leave the
lit fuse. It explodes instantly, dealing (PWR x 4) + 2d6 points of target slightly refreshed. Pollen restores (MND x Half Level) +
M.ARM Fire damage unless the target is of a lower level than 2d6 HP and MP to one target, but cannot be used on the caster.
the caster. In such a situation, the attack inflicts (PWR x 8) +2d6
damage instead. There is a 25% chance that Goblin Bomb will Seed Cannon (8 MP)
explode prematurely, dealing damage to the caster of this spell Target: Single
as well as the intended target. Type: Elemental (Earth)
The caster tenses up before firing a heavy seed pod, pummeling
Web Armor (10 MP) the target. (Where the seed comes from is up for dispute by
Target: Self sages everywhere. Seed Cannon inflicts (PWR x 4) + 2d6 points
Type: Status of Earth damage.
Strands of thin, translucent material wrap themselves around the
caster's arms and legs, giving the caster Protect and Stop for as Blank Gaze (20 MP)
many rounds as the Blue Mage chooses to keep the spell active. Target: Single
If the Stop status effect is removed or the target is Immune to Type: Status
Stop, the Protect also fades. The target stares into his target’s soul, eliminating magical
protection with the power of the Evil Eye. Blank Gaze
Self-Destruct (1 MP) automatically removes one random beneficial magic effect from
Target: Single an enemy with no resistance roll, and their M.ARM score is
Type: Non-elemental reduced to zero until the end of the caster’s turn.
The caster instantly converts their life force into explosive
energy, creating a cataclysmic blast that rips through the enemy Laser Eyes (25 MP)
for a number of points of M.ARM Fire damage equal to 25% of Target: Single
the caster’s maximum Hit Points. After damage has been Type: Non-elemental
resolved, the Caster is automatically reduced to 0 HP and Reflectable
cannot be revived until combat ends. Brilliant beams of energy pulse from the caster's eyes, slashing
into the target for (PWR x 5) + 2d6 points of Non-Elemental
Choco Ball (4 MP) damage. Monsters that have the Unusual Defense ability do not
Target: Single reduce this damage.
Type: Non-elemental
Reflectable Revenge (30 MP)
A crackling sphere of yellow energy is launched at the target Target: Single
with a single, high-pitched note of kweeeeeeeeeh, inflicting Type: Non-elemental
(MND x Half Level) + 2d6 points of non-elemental damage. The A wave of invisible force crashes into the target. For every 2
caster and one ally of their choice each regain HP equal to the points of HP the Blue Mage is missing from their maximum
total amount of damage dealt by Choco Ball. health, the target takes 1 point of damage. This is not reduced
by M.ARM or Shell.
Homing Laser (7 MP)
Target: Single Flash (7 MP)
Type: Non-elemental Target: Single
Reflectable, Resistible Type: Non-elemental
A salvo of searing laser beams arcs out of the caster’s body and Resistible
blasts the target in a spectacular series of explosions. Homing The caster creates a sudden explosion of searing
Laser deals (PWR x 3) + 2d6 Non-Elemental damage and phosphorescent light, inflicting (DEX x 3) + 2d6 damage to one
causes the Confusion status with a successful opposed roll if the enemy and inflicting the target with the negative status effect
target has 50% or fewer HP remaining. Blind for one round with a successful opposed roll.
Frog Song (20 MP) Poison Breath (6 MP)
Target: Single Target: Single
Type: Status Type: Status
Resistible Resistible
The Blue Mage hums, sings or ribbits a haunting melody, a song A morass of multicolored toxins is exhaled in a sickly plume. The
with its roots in the oldest of curses. Frog Song afflicts a target is affected by Poison, and the caster gains a +2 bonus on
Humanoid or Beast listener with the negative status effects the opposed resist roll to apply this status effect.
Transform and Seal, transmuting them into a harmless green
amphibian no more than a few inches tall.
230
SUPERIOR
Ultrawaves (30 MP) Thrust Kick (80 MP)
Target: Single Target: Single
Type: Non-elemental Type: Non-elemental
Purple waves of ultrasonic energy ripple from the caster’s body, Resistible
inflicting (MND x 8) + 2d6 damage. Then make a resistance The caster launches into an athletic flying kick, surrounded by a
check to see if the enemy is also Confused. The caster may faint nimbus of energy as they slam into their target with a sound
choose to also be afflicted by Confuse to gain a +4 bonus to this barrier-breaking crash. Thrust Kick deals (PWR x 5) + 2d6
roll. points of Non-Elemental damage – then, the caster and the
target make an opposed Force check. If the caster is successful,
Condemned (50 MP) the target is knocked back a Medium Range – directly upwards.
Target: Single In addition to effectively removing the target from combat for one
Type: Non-elemental round as if the target was afflicted by Stun, characters that are
Reflectable not immune to falling damage (from the Defy Gravity ability or
A cackling red skull appears over the target before slowly fading Flight, for example) lose 50% of their maximum HP upon
away. The foe receives the effects of the negative status effect colliding with the ground again on the following turn.
Curse. This spell cannot be resisted.
1,000 Needles (100 MP)
Electrocute (60 MP) Target: Single
Target: Single Type: Non-elemental
Type: Elemental (Lightning) One thousand stinging cactus thorns are shot from the caster’s
Reflectable body, turning one unfortunate target into a panicking pincushion.
The caster hovers in mid-air, acting as a living conduit as green Roll 2d6 when this spell is cast; on any result other than a
bolts of electrical energy blast through the air to devastating critical success, 1,000 Needles inflicts 100 Non-Elemental points
effect. Each round until combat ends or the caster chooses to of damage to the target; Shell, Unusual Defense, and M. ARM
end the spell, the user of Electrocute and one target of his and ARM have no effect on this damage. If the attack roll results
choice are struck for (DEX x 7) + 2d6 Lightning damage. If in a critical success instead (a roll of 12 on the 2d6), 1,000
Electrocute is ever made into Group spell, it affects all enemies damage is inflicted instead of the normal 100. This spell cannot
and allies instead. reduce a target lower than 1 HP and may break the standard
damage cap per round of 999.
Drill Shot (40 MP)
Target: Single Flamethrower (20 MP)
Type: Non-elemental Target: Single
The caster of Drill Shot may immediately make a manly attack Type: Elemental (Fire)
as an Instant action, which ignores ARM, Protect, and all other Reflectable
forms of damage reduction, calculates damage with PWR or The caster releases a blistering stream of fire from their mouth
RES, and can target opponents up to a Medium Range away. or fingers, scorching their intended target for (PWR x 7) + 2d6
Fire damage.
Lv.? Doom (80 MP)
Target: Single Angel Snack (40 MP)
Type: Status Target: Single
Reflectable Type: Status
Ghostly, fog-colored skulls materialize above the enemy, letting A cascade of sparkling blue stars showers down, negating all
out a haunting laugh before fading out. When you cast this spell, the magical protectives of a single target. Angel’s Snack dispels
roll 1d6. Lv.? Doom only affects targets whose Level is a all Status Conditions, beneficial or otherwise. Further, the target
multiple of the number you rolled, though rolling a 1 therefore takes (MND x 4) + 2d6 points of Non-Elemental damage for
means that all targets are affected. every status effect removed in this fashion.
There is no initial effect – however, in 3 rounds, the HP of a
target affected by Lv.? Doom is reduced to zero, regardless of Degenerator (80 MP)
current Hit Points, ARM, or M.ARM. If the target is immune to Target: Single
instant death, in 3 rounds they suffer (PWR x 20) + 2d6 points of Type: Effect
Shadow or non-elemental damage instead, whichever is more Reflectable, Resistible
effective. The caster emits a single burst of black energy that all but rips
the life energy of out its target. Each time the target casts a spell
Aqua Rake (30 MP) they lose 10% of their maximum MP, and each time they attack
Target: Single they lose 10% of their maximum HP. The effects of this dreadful
Type: Elemental (Water) spell last until the end of the game session.
Reflectable
The Blue Mage releases a blast of hurricane force wind that
engulfs their a foe as it carries with it a barrage of water bubbles
that explode upon touching anything, damaging one enemy for
(PWR x 4) + 2d6 Water damage and (PWR x 4) + 2d6 Wind
damage.
231
ANCIENT
Wall Change (50 MP) Stone Breath (120 MP)
Target: Single Target: Single
Type: Effect Type: Elemental (Earth)
A shimmering globe of energy encloses the target, Resistible
cycling through a series of colors and hues before The caster exhales a cloud of creeping gray vapors that slowly
vanishing. Wall Change makes the target Resistant to drift to settle over the target. Stone Breath deals (RES x 12) +
all elements with the exception of one; roll 1d6 and 2d6 points of Earth damage. If the target fails their resistance
consult the table below to determine which one. roll they also suffer the negative status effect Petrify, with no
The combatant is Weak to the maximum duration. Targets turned to stone in this fashion may
chosen element. Roll again Roll Immunity remain statues for eons.
every round. 1 Earth
This effect lasts until the end of 2 Fire Supernova (200 MP)
the current combat, or until the 3 Water Target: Single
target is unconscious. The target 4 Wind Type: Non-elemental
does not get an opposed roll to 5 Ice Reflectable
resist the effects of Wall 6 Lightning Pure white light floods the area, turning all combatants into stark
Change. black shadows; a second later, a swarm of dark particles homes
in on the spell’s target, blasting them for (PWR x 25) + 2d6 or
Force Field (80 MP) (RES x 25) + 2d6 points of non-elemental damage – caster’s
Target: Single choice.
Type: Effect Supernova can be cast at a Long Range.
The caster is enveloped by a prismatic glow, creating a
rapidly expanding field which summons a flash of Mighty Guard (100 MP)
white light to engulf them, Target: Single
gradually spreading out to Roll Immunity Type: Status
cover their allies before fading. 1 Earth and Fire Brilliant green globes of energy form around the caster and their
Force Field bestows an 2 Water and Wind allies, fading into thin air a second later. Mighty Guard adds the
Immunity to random elements. 3 Ice and Lightning Status Conditions Haste, Flight, Protect, and Shell to one target.
This spell lasts until the end of 4 Shadow
combat and may be cast 5 Holy White Wind (100 MP)
multiple times on the same 6 Target’s Choice Target: Single
target(s). Type: Elemental (Holy)
A dazzling constellation of pearls hovers around the caster,
radiating waves of bright light to restore (Caster’s Current HP)
Roulette (150 MP) HP to one ally of his choice. If combined with the Blue Mage
Target: Local ability ‘Diffusion, the 25% HP is subtracted before the caster and
Type: Effect all allies recover health.
All natural light suddenly ceases as a single spotlight begins to
spin across the battlefield, drawing in tighter and tighter circles Trine (250 MP)
around the combatants until it stops on a single target, Target: Special
defeating it instantly. In order to determine the 'lucky winner' of Type: Non-Elemental
this grisly fate, all active combatants should make a 2d6 roll Three quicksilver spheres spiral out from the caster, launching
once Roulette is cast. The lowest rolling combatant is out in rapid succession and dealing a flat (DEX x 8) points of
immediately killed, regardless of their current HP score. This Non-Elemental M.ARM damage to the target, three times. Then,
ability works on all Notorious Monsters and Bosses, even if these same orbs solidify and expand into the shape of cruel
they are normally immune to instant death-inducing attacks. spikes before boomeranging back to the caster, passing through
The random outcome of Roulette cannot be altered by any either the same target or a second enemy of the caster’s choice,
means, though death caused in this way can be avoided by dealing (MND x 8) points of ARM damage per spear on the
the usual destiny expenditure. return trip.
232
Time Magic
NOVICE
Burn Ray (5 MP) Analyze (10 MP)
Target: Single Target: Single
Type: Non-Elemental Type: Effect
Reflectable The user is capable of determining the exact properties and Tier
The air around all one enemy condenses, compressing into a (if applicable) of any magical item. This ranges from weapons
tight ball until it explodes. Burn Ray inflicts (PWR x 4) + 2d6 and armor to accessories and unmarked potions; even things
points of Non-Elemental damage to one enemy. like magical paintings and nondescript crystal fragments. For
this reason, many shifty bazaar owners loudly declare that this
Meteorite (8 MP) spell’s authenticity is suspect, and that the mundane goods
Target: Group they’re trying to peddle truly are lost, powerful artifacts.
Type: Non-Elemental Legendary equipment cannot be ‘read’ with this spell, and
The caster tears a small meteorite free from its path across the extremely evil items can cause a magical backlash and cause
cosmos, pulling it down to earth where it crashes into all the caster of Analyze physical harm.
enemies. Meteorite inflicts (PWR x 3) + 2d6 points of Non-
Elemental damage to all enemies. Illusion (6 MP)
Target: Local
Eject (15 MP) Type: Effect
Target: Single The character can create a realistic, moving visual image that
Type: Effect others can see. The spell does not make real, solid objects,
The character reverses gravity around one enemy and sends instead conjuring only magical figments and trickeries. They can
him hurtling skyward. The target and the caster make an move and make noises as long as the caster is within a Short
opposed Force check; if the caster is successful, the target is Range of his illusion, and they vanish utterly if he ever goes
caught in the negative gravity zone and thrown a Medium Range more than a Medium Range away. Illusion cannot create false
into the air and suspended there. The caster may choose to textures or temperatures, and viewers are under no compulsion
reverse the spell as an instant action at any time, smashing the to believe the authenticity of what they see; no more than usual,
target back into the ground when gravity re-establishes itself. anyway. Illusion cannot be used to change someone’s
Thus, if successful, Eject can cause any targets vulnerable to appearance flawlessly, nor can the spell’s effects occupy more
falling damage (creatures without Flight or Defy Gravity, for than several meters of space.
example) to lose 50% of their maximum HP upon collision with Viewers can make a heroic Awareness check to see through the
the ground. effects of Illusion.
Large creatures are immune to the Eject spell. Attempting this
spell in an enclosed location may cause Eject to fail as the Magnetite Cloud (12 MP)
target merely finds themself thrown toward a low-hanging roof, Target: Local
at the GM’s discretion. Type: Effect
Resistible
Enervate (5 MP) By forming a magnetic photon field, the caster is able to restrict
Target: Single the movement of anyone relying on burdensome metal armor or
Type: Effect protection. When Magnetite Cloud is used, the caster rolls their
The Time Mage creates a localized pocket of accelerated time Force attribute…then, the current area becomes Difficult
around a small nonorganic object, causing it to age hundreds of Terrain, causing all enemies primarily made of metal, individuals
years in an instant. Some materials disintegrate in seconds. who are using Heavy Armor, or armor composed of magnetic
Steel, iron, and certain other metals can rust or become brittle metals (such as iron and steel, but not, say, Adamantite) to
due to ‘prolonged’ exposure to the humid air, and when making make a resistance roll against the Time Mage’s force check. Any
a Force check to destroy an object affected by Enervate, the target who fails is inflicted with the negative status effect Stop.
difficulty should be reduced significantly. Enervate deals (PWR x In addition, all magnetic objects in the area are sent crashing to
6) +2d6 points of Non-Elemental damage if used on a Construct the ground. Though Magnetite Cloud cannot directly cause
enemy. metal-wielding foes to be Disarmed, trying to lift a metallic object
while in this difficult terrain requires a Force check against the
Quickening (2 MP) difficulty of the roll initially made by the caster.
Target: Self Which materials and opponents are magnetic is ultimately up to
Type: Status the GM.
The Time Mage speeds up the atoms that compose his body,
moving more rapidly than any person should ever be able to. Sprint (5 MP)
Upon successfully casting this spell, and at the start of each of Target: Single
his subsequent turns, the Time Mage loses 25% of his Type: Status
maximum HP. However, while the spell lasts, the character A series of red rings materialize around the target’s legs or
gains the effects of the Haste status. The Time Mage may equivalent anatomy, glowing with suffused power before fading
choose to end the effects of this spell at the end of each of his away again. The target's movement speed is doubled for
turns as an instant action. several minutes – they can now travel a Medium range distance
instead of a Short range each round.
233
INTERMEDIATE
Quick (30 MP) Escape (10 MP)
Target: Self Target: Party
Type: Status Type: Effect
A translucent clock encases the caster, creating a pocket of Acting as a short-range teleport, this spell allows the party to exit
localized time. Quick grants the positive status effect Haste to dungeons with convenient swiftness. The spell returns all party
the caster. members to the last safe location on or near the surface.
This magick also doubles as a way to safely flee dangerous
Ray Bomb (25 MP) combat, as casting will instantly end combat and return the
Target: Single likely-wounded characters to the nearest safe resting location.
Type: Non-Elemental
Reflectable Gravity (50 MP)
Brilliant spheres of energy appear before the caster, joining Target: Single
together into a single searing burst of destruction. Ray Bomb Type: Non-Elemental
inflicts (PWR x 6) + 2d6 points of Non-Elemental damage. Reflectable
The caster launches a dark bubble of energy, wholly enclosing
Quarter (30 MP) the target before subjecting it to crushing gravitational force from
Target: Single all directions for a significant period of time.
Type: Status Gravity deals (PWR x 3) points of Non-Elemental damage to the
Reflectable, Resistible target at the start of each of their rounds until combat ends.
Spheres of black and violet surge out to enclose one opponent, Furthermore, while Gravity lasts the target finds it difficult to
crackling with audible force as the gravity inside the bubbles move or be moved. They are Immune to knockback effects and
increases a hundredfold. Quarter reduces a target's HP by 25% non-Large enemies can never physically move themselves more
of its maximum. than a Short Range in a single round (though things like Teleport
and Escape spells can bypass this).
Time Slip (30 MP)
Target: Single Hyperdrive (60 MP)
Type: Status Target: Local
Reflectable, Resistible Type: Effect
A current of time swirls around the target, stirring up dust and A hazy clock face shimmers into existence across the battlefield,
decay as it pushes the unfortunate forward into old age and hands shuddering as they begin to slow, eventually stopping
disability – or renders them youthful and strong, but dead. For a moment, the second hand wavers, almost seeming
inexperienced. to move backwards before the clock explodes in a shower of
Upon casting Time Slip, the target’s age will change rapidly; fragments.
whether the character will grow Old or Young is determined All enemies and allies other than the caster may immediately
randomly. Time Slip lasts for two rounds before it automatically take a standard action. These actions are presumed to happen
reverts. simultaneously.
Old: The target is affected with Power Break and Speed Break,
causing them to deal half damage with all physical attacks and Dimensional Gate (50 MP)
suffer from halved Force, Finesse, ACC and AVD scores. Target: Local
However, all offensive and healing spells have their effects Type: Effect
increased by two steps. The fabric of reality ripples and twists, finally creating a tear in
Young: The target is affected with Magic Break and Armor time and space itself that appears as a black portal through
Break, causing them to deal half damage with all magical effects which an infinite expanse of stars can be seen, captured
and suffer from 0 ARM and M.ARM. However, all physical moments continually flicker and replay across the rippling
attacks deal an additional two damage steps for the duration. surface of the gate.
Willingly or unwillingly entering the Dimensional Gate transports
Invisible (30 MP) any sentient creature to either the Void or the Farplane,
Target: Single depending on the caster’s wishes when the spell is cast. (See
Type: Status p.175 for more information on these locations.)
Reflectable, Resistible The Dimensional Gate closes several hours after being cast –
Invisible makes an ally translucent, nearly impossible to target trapping anyone who has not yet returned on the other side,
with melee attacks and granting them the status of the same perhaps permanently.
name. The target gains a +3 bonus to Stealth skill checks, their
AVD score, and checks to Run Away in combat. The effects of
Invisible last until the character sustains any damage, uses a job
ability, or combat ends.
234
EXPERT
Comet (60 MP) Teleport (100 MP)
Target: Group Target: Party
Type: Non-Elemental Type: Effect
The caster reaches towards the heavens, pulling cosmic debris Much like Escape, Teleport can take the entire party great
from its orbit to crash down in a shower of fire and molten rock. distances in the blink of an eye.
Comet causes 2d6 meteors to damage foes; each strike inflicts This is subject to a few important restrictions.
(PWR x 3) + 2d6 Non-Elemental damage to all enemies. First, the party cannot be in combat when this spell is cast.
Second, the location can be anywhere in the world, so long as
Demi (100 MP) the caster has been there within the last several months and is
Target: Single familiar with the location.
Type: Status Third, the spell will fail if the location is extremely dangerous,
Reflectable, Resistible such as submerged under lava or overrun by monsters.
An opaque gray sphere encloses the target; seconds later, Finally, Teleport can only transport the party to geographical
crushing gravitational forces compress, releasing the target only locations, never to an object or person.
once the sphere has shrunk to a speck of its former self. Gravity
reduces a target's HP by 50%, not modified for ARM or M.ARM. Disable (70 MP)
Demi still cannot exceed the normal damage limitation of 999. Target: Single
Type: Status
Shockwave Pulsar (60 MP) Reflectable, Resistible
Target: Single The target is encased in a bubble of turquoise light, freezing
Type: Non-Elemental time and preventing the target from participating in combat for
Reflectable one round.
Gravity suddenly ceases to function as glowing sphere of stellar The target is affected by the negative status effect Stun for one
energy and gases materializes above the battlefield, drawing an round.
adversary into its embrace before exploding in a violent burst of
light and heat. Shockwave Pulsar inflicts (PWR x 9) + 2d6 Haste (90 MP)
damage to one enemy. Target: Single
Type: Status
Temporal Shift (70 MP) Reflectable
Target: Local The Time Mage slows the entire world with the exception of one
Type: Status target – thus making it seem as though they possess incredible
In an instant, the caster is surrounded by ring after ring of speed. The target receives the effects of Haste until combat
translucent clocks, circling in a slow pattern before speeding up ends.
and shattering. The glittering debris hovers in mid-air for a
moment, drawing the lines of an ethereal clock face before Slow (100 MP)
winking out of existence. Target: Single
Temporal Shift creates Difficult Terrain in the area. Everyone Type: Status
standing in the temporal terrain loses the status effects Stop, Reflectable, Resistible
Stun, Slow, and Haste, and may not become affected by any of With a metaphysical shove the target is pushed outside of the
those status effects for the remainder of combat. normal flow of time, their movements becoming predictable and
sluggish.
Brainstorm (80 MP) The target is afflicted with the negative status effect Slow.
Target: Single
Type: Status Advanced Illusion (30 MP)
Reflectable, Resistible Target: Local
Hazy lights encircle the target as it wavers and fades, body Type: Effect
suddenly out of sync with time around it – then the caster This spell is similar to the Illusion magick, but with the following
assaults the foe’s mind with waves of energy, robbing the target changes. First, the caster needs not be anywhere near the spell
of wits and reasoning. for it to function, and the spell now also includes thermal, and
One enemy target is afflicted with the Confuse status. The olfactory trickeries as well – other than being nonsolid and
enemy does not get an opposed roll to resist the effects of incapable of causing damage, the illusion it is completely lifelike
Brainstorm if they are already afflicted with Stop, Slow, or Stun. in every way. Viewers can make a supreme Awareness check to
realize that the image is abnormal, unless the Advanced Illusion
has been cast around an individual to change his appearance,
in which case opposed rolls are more appropriate.
235
SUPERIOR
Flight (60 MP) Time Stop (130 MP)
Target: Party Target: Special
Type: Status Type: Status
Resistible Resistible
Gravity frees its grip upon the Time Mage and her allies, The Time Mage creates a localized pocket of space around one
allowing them to drift freely. All allies receive the ability to fly target, freezing it and everything nearby in time for a moment.
until the game session ends. Targets with Flight can are immune Time Stop attempts to cause the negative status effects Stun
to falling damage, Earth damage, and short-ranged weapons and Stop to one target, as well as all other enemies and allies
suffer a -4 penalty to hit them (in addition to the obvious within a Short Range of that target.
movement bonuses a soaring character would obtain).
Vanish (100 MP)
Reset (50 MP) Target: Group
Target: Local Type: Status
Type: Effect Vanish turns the entire party completely translucent, allowing
A glittering hourglass appears hovering beside the caster, filled them to move without detection and become nearly impossible
with the sands of barely-suppressed temporal energy. After to strike in combat. All party members gain the effects of
Reset is cast, the Time Mage can declare any enemy or ally Invisible, increasing their AVD, Stealth, and checks to Run Away
must re-roll any one attack or check – the hourglass shatters on in combat by +4.
command, sending everyone back a few precious seconds in
the time stream. Black Hole (200 MP)
After the Reset spell is cast, the Time Mage can force this reroll Target: Group
at any time until combat ends, even when it isn’t his turn. Reset Type: Status
lasts until a reroll is caused in this method, then the spell ends – Resistible
casting the Reset spell a second time while the first is still active A spinning vortex of gravitational energy forms above the
has no additional effect. battlefield, crackling as it begins to direct crushing pressure on
all enemies. If unresisted, Black Hole reduces all foes to 25% of
Gravija (100 MP) their maximum HP, not modified for ARM or M.ARM. Black Hole
Target: Group fails if this would reduce a target’s health by more than 999
Type: Non-Elemental points regardless if the caster has Break Damage Limit.
Reflectable
The caster releases a black sphere of pure gravitational energy, X-Zone (60 MP)
causing thousands of tones of force to press upon and pulverize Target: Single, Special
his enemies. Type: Effect
Gravija deals (PWR x 5) points of Non-Elemental damage to The fabric of reality splits open in a flash of white light, revealing
each enemy target at the start of each of their rounds until the alien stars beyond for brief instant. Otherworldly creatures
combat ends. such as Espers are forced back to their own reality by the
Furthermore, while Gravija lasts enemies find it difficult to move casting of this spell.
or be moved. They are Immune to knockback effects and non- The target of X-Zone – who must be an Esper or a being from
Large creatures can never physically move themselves more the Farplane or Void - is instantly reduced to 0 hit points and
than a Short Range in a single round (though things like Teleport removed from the current combat. Effects that the target may
and Escape spells can bypass this). possess – such as Auto-Life or Indestructible – will not allow the
Esper or creature to remain in combat after X-Zone is used, or
Quasar (120 MP) summoned again in the same game session.
Target: Group X-Zone can be cast at a Long Range and has no effect against
Type: Non-Elemental bosses.
The skies part, drawing down a searing shower of celestial
debris and radiation to bombard the battlefield. Quasar inflicts Hastaga (150 MP)
(PWR x 12) + 2d6 points of Non-Elemental damage to all Target: Party
enemies. Type: Status
Reflectable
Mystify (200 MP) A glowing red clock materializes below the caster’s allies, hands
Target: Single spinning at normal speed but increasing by the second before it
Type: Status fades in a flash, bestowing the Status Condition Haste on all
Reflectable, Resistible allies until the end of combat.
Make an opposed roll against your target with a -4 penalty.
Success despite these odds means that you caster of Mystify
learns the complete list of status effects their target can be
affected by. They caster may then choose one negative status
and automatically apply it.
236
ANCIENT
Warp (180 MP)M Meteo (20 00 MP)
Target: Self Target: GGroup
Type: Effect Type: Non n-Elemental
The Time Ma age has attained
d the pinnacle of his craft, and can With a sinngle motion, the caster splits the skies above the
now choose to exist apart froom time as we pe erceive it. He is little battlefield
d to reveal the sta
ars and planets b beyond – and a ssingle
more than a blur on the battleefield, phasing in
n and out of reality fiery mete d below, crashing
eor hurtling towa rds the battlefield
as he wills it. down in a shower of rock and flame. Mete eo deals (PWR x 25) +
g this spell, when
After casting never the Time Mage
M is targeted byb 2d6 pointts of Non-Elemen ntal damage to a all enemies.
an attack but before accurac cy/damage is rolleed, the characterr
may opt to expend
e 25% of hiis maximum MP to negate any Slowaga (240 MP)
damage or effects
e he would take from the assault. He does not Target: GGroup
evade the atttack, nor does th
his prevent Group magic from Type: Sta atus
harming his allies – the Timee Mage is simply not there. Reflectab ble, Resistible
Furthermore e, while Warp perrsists the Time Mage
M is immune to t A giant, hhazy silver clock appears over the
e battlefield, spin
nning
any damage e or effects cause
ed by Difficult Terrain, but cannott lazily as itt slows down by the second. Slow
waga afflicts all ffoes
regain MP th hrough any mean ns. with the nnegative status eeffect Slow.
The effects of
o Warp end whe en the Time Mage is reduced to 0
MP or HP, or the end of com mbat.
237
Sum
mmonin
ng
Summons aare powerful e entities that waatch over the hheroes of the w world. Though they normally exist outside o
of
reality as w
we can perceive
e it, spending D
Destiny can cause a group’s SSummoned allyy to manifest. Following is a
complete list of Summon ns, their combaat capabilities aand their drivinng goals.
Bismarck C
Carbuncle
(Rank 1) (Rank 1)
The hauunting melody off a whale song ffills the area as The summ moner takes a sm mall ruby out off her pocket and tosses
Bismarck, the great white humpback whale, swims throug gh it almosst casually into tthe air. As the su
un catches the ru uby, a
the air an
nd dives into a po
ool of water tha
at appears on thee brilliant fflash of light occcurs. When the llight clears, the rruby is
battlefield
d. Once submerg ged, he surfaces and sprays a misst clearly lodged in the foorehead of a sma all, turquoise aniimal.
from hhis blowhole. Carbunncle does a littlee somersault in tthe air, glad to bbe of
service.
Abilities
A
Breach: Thee Great Whale sslams his enormoous bulk into one Abilities
foe, doing (PPWR x 3) or (RESS x 4) + 2d6 points of physical Searing Light: The tiny gem within Carbbuncle’s foreheaad
damage. sears a fooe with ruby eneergy, doing (RES x 1) or (MND x 22) +
Geyser: Bissmarck dives benneath the surfacce, gathering water 2d6 pointts of non‐elemental magical dam mage that ignorees the
into his greaat mouth. The grround beneath tthe target ripples as effects off Shell and Unussual Defense.
the whale su urfaces underne eath it, with his b
blowhole situateed Ruby Ligght: Carbuncle rraises its head, ccausing the light of the
beneath the e target's feet. WWith a mighty blo ow, Bismarck firees sun to refflect off of its ruuby brightly. Thee reflected light sseems
a stream of water up at the foe, sending it fflying into the air to coat o ne of the Summ moner's party meembers. As the liight
with a Medium‐Range knockback. As always, targets withou ut dies, the affected party m member feels ligghter in spirit, ass
Flight or an immunity to falling damage lose e 50% of their though thhe light is proteccting him. The taarget gains the
maximum H HP when they re‐‐collide with the e ground. positive sstatus effect Refflect for several rrounds.
Spells: Bismmarck cast Water and Vox. Spells: CCarbuncle can caast Dia, Wall, andd Meteorite.
Astral Flow w, Sea Song: Bismarck’s whale song fills the areea Astral Fllow, Shielding Light: Carbunccle rears up ontoo its
as the entiree battlefield is flo
ooded with water. Without hind legs,, staring at the ssun. Suddenly, itt launches itself into
warning, he swims rapidly through the field d, pulling a current the air, sppinning around qquickly. Once it is several feet o off the
of water witth him and doingg (RES x 6) + 2d6 6 Water elementtal ground, itt seems to pausse, floating in midair as it collects the
damage to aall enemies. solar rayss. Finally, it releaases its accumulated light over tthe
Summon er's party, coating each in a diviine light and graanting
Special
S each partty member with Reflect and Sheell for several rou unds,
Resistant to
o Water, Vulneraable to Lightningg, Resistance to FFire and restooring (MND x 3) MP to all party m members.
Devotion
D
Bismarck’ss goal is to proteect the oceans and its defenseless Special
inhabitantss from some greaat catastrophe itt foresees loomiing Unusuual Defense: Phyysical (Takes 2000% damage from m all
on the h
horizon; if its sum
mmoner prevents this tragedy, physical ssources and halff from all magicaal), Auto‐Regen,, Auto‐
Bismarck will no longer costt Destiny to summon and grantss his Reflect
Pact Gift.
P
Devotion
Pact Gift
P The Espper of glee has no driving goals, content to watcch the
The Summo oner(s) may noww breathe water as easily as theyy do party//character do wwhat they like so long as it does n
not
air, aand cannot drow
wn under any circcumstances. interruptt Carbuncle’s naaptime. Carbuncle never costs D Destiny
to sum
mmon, and alwayys grants his Pacct Gift automaticcally.
Pact Gift
Simpply by picking up any discarded cchunk of earth and
concenttrating, Carbunccle’s Summoner may grant the sstone
the Glow wing property. TThis Glowstone eemits enough ligght to
help the party find their way even in pitcch blackness, buut loses
all magiical properties aand reverts back to a regular rocck the
moment it leaaves the Summoner’s grasp.
238
Ch
hocobo SSalamander
(Rank 1) (Rank 1)
A loud a
and familiar ‘Kweeh!’ alerts your a
attention to the The sum mmoner opens hher palm to reveeal a beautiful flo ower
horizon, whhere a cloud of d
dust announces the arrival of yoour made off brilliant flame, which she lays o on the ground. O Out of
Summon. Chocobo rushess into the fray at top speed, wing gs this flow
wer crawls a smaall scarlet lizard wwith brilliant bea
ads of
outsttretched and fea
athers blowing in n the breeze. crimson ffire for eyes. Craawling along thee ground in frontt of the
Summ moner, it leaves tiny lizard‐printss melted into eveery
Abilities
A surface itt touches. Thouggh less than a fooot long, this tinyy lizard
Chocobop:: By battering ann enemy with ann irritated possessess unimaginable power; it is the lliving manifesta ation of
combination n of pecks and kicks, Chocobo caan inflict (PWR xx 3) fire. It is Salamandeer.
or (DEX x 4) + 2d6 points off physical damagge.
Choco Esun na: The Esper is able to heal abnnormal statuses Abilities
merely by flapping its purifyying wings. Chocco Esuna remove es Cough D
Drop: The tiny lizard belches forrth a sphere of flame,
one negative e status effect frrom one charactter, and the targget dealing (PPWR x 3) + 2d6 ppoints of Fire daamage to one target
gains a +4 bonus on resistan nce checks when never they would and remooving any Resistaance to Fire the target may havee
be inflicted wwith a new negaative status effecct. This additional possesse d until combat eends.
benefit lastss until the characcter takes damage. Fire Breaath: Salamandeer opens its mouuth and hisses att one
Choco Barrrier: A golden barrier forms in m midair, granting the poor happless foe, bathingg in it in a stream m of pure elemeental
effects of Prrotect and Shell tto one characterr. Fire and ddealing (PWR x 55) + 2d6 points o of Fire damage.
Spells: Chocobo is capable of using Choco BBall, Fire, and Unfortunnately, as Salamaander draws closser to being ban nished,
Meteorite. less and lless flame is prooduced. If Salamaander is at 50% health
Astral Flow w, Chocobo Rush: The Chocobbo lets out a loudd or less, Fiire Breath’s dam
mage is reduced by two steps.
‘K‐KWEHHH H!’ and charges fo orward, and literally dozens of The Biggger They Are: TThe Esper makess itself comfortaable on
other creatu ures follow suit. Chocobos of all colors suddenlyy an enemyy, crawling undeerneath clothingg or on top of mu uch
appear, alon ng with leafers, ccactuars, and all sorts of naturall larger creeatures. It’s smooldering footstep ps deal (DEX x 2)) +2d6
critters. Thiss impromptu staampede deals (D DEX x 7) + 2d6 points of Fire damage to the target and aare more than a little
points of damage to all enem mies. distractinng. Until the endd of the enemy’ss next turn, they suffer
a ‐2 penaalty to attack rolls if it targets a ccreature other than
Devotion
D Salamandder. And if any eenemy targets Saalamander before his
Chocobo is the spirit of advventure and travel, and encouragges next rounnd, and misses ddue to the nimblle creature’s AVD,
any individuals that it has ttaken under its w
wing to go out and their attaack then targets the creature Salamander is scurrying
explore. If the summoner ever travels to a distant and upon insttead.
unexplored land withou ut the aid of macchines or magic, Spells: SSalamander can ccast Fire and Eleemental Spikes (Fire).
Chocobo will no longer require Destiny to summon. Astral Fllow, Crimson R Roar: Salamandder unleashes a
massive ttorrent of pure fflame, smotherin ng all enemies inn a sea
Pact Gift
P of burninng agony ‐ dealinng (PWR x 8) + 2d d6 points of Firee
Fittingly, the Summoner now has a special bond with the e damage.
natural Chocobos of the w world, and may call one from miles Howeverr, if Salamander is injured – belo ow 50% of his
and miles away just by wh histling. Such Chhocobos will even maximum m health – then Crimson Roar’s damage is reducced by
venture intto dangerous terrritory such as an n erupting volcano four stepps and deals onlyy (PWR x 4) + 2d6 instead.
or a militaryy encampment to aid the Summoner, though there
are some e places in the world where thesse friendly avianss Special
don’t naturally live. Immune to Fire, Weakness to Water
In ad
ddition, the Espeer allows itself to
o be ridden
without complaintt, and gives a +4 4 bonus to Devotion
Nature checkks for difficult rid
ding Salamannder has a soft spot for public diisplays of spectaacular,
maneuvers wh hen acting as a m mount. fiery a nd extravagant destruction, andd will no longer ccost
Destinny after their sum
mmoner has solvved a long‐stand ding
problem in such a manner – while still reemaining a paragon of
heroism.
Pact Gift
The Suummoner has m mastered fire and d is treated as beeing
undder the effect off Fire Ward at alll times, gaining aa
permmanent Resistannce to all forms oof heat and flam me.
Meanwwhile, Salamandeer gains a +4 bon nus to his AVD score.
239
Siren Sylph
(Rank 1) (Rank 1)
Soft harp m
music permeates the area, catchiing the attention n of A light brreeze gusts throuugh the battlefieeld, carrying souunds of
all presennt. Waves lap ag gainst the ground as a woman off youngg girls giggling. A
A small group of mischievous sprrites
unimaginab ble beauty stridees out from the ffoam, wearing litttle appearss, flitting about iin front of the Su
ummoner and leeaving
more than a few strips of ffabric and short boots. Her goldeen showeers of pink pixie ddust in their wakke. It's never eassy to
hair flows freely, waftinng in even the sliightest breeze. discern jjust how many aare there, as the Sylphs dart to a and fro
Although th he harp is a peacceful instrumentt, something abo out in a mindless daance around their summoner.
Siren's face seeems wild and unttamed.
Abilities
Abilities
A Sylvan TTouch: A single Sylph separates from the groupp,
Lunatic Voice: Siren plays her harp and sinngs a wordless flying towward an enemy. With a mischievvous giggle, she taps it
song, her eyyes locking on a ssingle target. Th
he target takes lightly onn the nose, drawwing forth both hhealth and magicc.
(MND x 4) + 2d6 points of damage and musst make an opposed Wings fluuttering, she fliess back to the party and swoops
finesse roll aagainst the controller of the Sum
mmon lest they around thhem, distributin g the stolen eneergy in a showerr of
become Berrserk, growing an ngry at the prosp pect of not sparkling pink motes. Sylvan Touch drain ns (RES x 2) or (D
DEX x
possessing h her. 3) + 2d6 ppoints of HP andd MP from the taarget, then gran nts
Kiss: Siren bbrings her hand to her lips and pplants a kiss therre, herself annd all party mem mbers the same amount of HP and
then extend ds her palm outw ward and blows ssoftly toward on ne MP.
enemy. The target must succceed at an oppo osed Finesse rolll or Wild Sam mba: The Sylphs join hands andd prance about,
become Cha armed for one roound. If the target does succeed, giggling mmadly. If the targget of Wild Samba does not posssess
they insteadd gain a cumulative +2 bonus on all opposed rolls any Destiiny this attack haas no effect. Othherwise, the targget is
against Siren n. forced too choose to eitheer lose one pointt of Destiny or suffer
Spells: The Esper is familiarr with the Waterr and Vox spells.. (MND x 55) + 2d6 points oof damage.
Astral Flow w, Siren Song: With a coy smile
W e, Siren coos a Spells: SSylphs are capabble of casting botth Dia and Illusioon.
strange songg, backed up by her harp. The entire enemy gro oup Astral Fllow, Sylvan Daance: Instead off a single sprite fflying
takes (MND x 5) + 2d6 damaage, and each on ne must make a out, the eentire cloud of SSylphs swarms th he battlefield, daancing
successful Finesse roll or be smitten with love and become wildly aroound each of thee enemies. Afterr their twirl withh the
Confused as they fight friend d and foe alike ffor the rights to targets, tthe Sylphs returnn to the party an
nd dance around d them
Siren's attenntion. as well, ddistributing the hhealth and magic that their first dance
had drainned. Sylvan Dancce drains both (D DEX x 5) + 2d6 points
Special
S of HP andd MP from all targets, then gran nts all party memmbers
Resistaance to Water, C
Counterattack (550%), Magical the samee amount of HP aand MP.
Counteerattack (50%)
Special
Devotion
D Resisttance to Wind, R Resistance to Ho
oly, Flight, Weakk to
Siren coaxe es her protégés tto manipulate th heir foes instead d of Shadow
fighting them. Siren no lonnger requires De estiny to call if he
er
summoner ever manages tto turn a dangerous enemy into an Devotion
with deception, fflirtation, or hon
ally w neyed words. The Syylphs might be m mischievous trickksters, but they are
supernaaturally bound too the planet’s foorests. By proteccting a
Pact Gift
P woodlaand from its eneemies without up psetting the deliicate
Wheneve er the Summone er spends Destiny to increase the e balance of nature in thee process, the Syylph’s Devotion w
will be
results off a Negotiation ro oll, they gain tw
wo bonus dice pe
er satisfiedd and they will no longer requiree Destiny to sum
mmon.
po oint of Destiny sspent instead of just one.
Pact Gift
The Sylpphs have taughtt their summoneer the secrets of their
mysticaal and beautiful dance, which caan cause emotions to
run wildd. By performingg this dance, the Summoner can force
all whoo see it to make Acting skill checcks with a ‐2 pennalty,
oppossed by her Perfoorm skill check. Iff the viewers of the
dance ffail this check, thhey are forced too verbally reveal any
hidden sentiments; thiss often includes declarations of love,
snarlls of hatred, andd best of all, confessions of deceeit.
240
Valefor
V C
Catoblepas
(Rank 1) (Rank 2)
Descending from the sky on leathery wings, Valefor driftss A thunddering of hoovess announces thee arrival of the G Great
slowly doownwards and h hovers in front off the Summoner,, Boar, th ough he seems m much less impreessive and much more
protecting tthem from thosee who wish to do o her master harrm. intimidatting up close. Caatoblepas chargees onto the batttlefield
Valefor is a large avian crreature that vagguely resembles aa from afaar, legs flailing aas he runs and ca
asting great clou
uds of
humanoiid bird, with a pllumage of red an nd purple downyy earth upp in his wake. Thhe large green‐fu urred beast skidss to a
feathers. Ass she hovers andd awaits commands, she emits soft halt in frront of the summ moner, great heaad hanging low to the
comfforting cries fromm her silvery, steeel‐like beak. ground ddespite a very loong neck. He sno orts, his head verry pig‐
likee save for the mmane and the sing gle glowing eye..
Abilities
A
Vertical Divve: Valefor swoops in, slashing at the target witth Abilities
hooked claw ws and her hard‐‐as‐steel beak. TThe attack deals Cycloptiic Tackle: The EEsper overruns aa single target,
(PWR x 4) orr (DEX x 4) + 2d66 points of damaage. attemptinng to trample thhem with his many hooves. The attack
Sonic Winggs: Valefor's winngs beat slower aand slower, deals (REES x 5) or (PWR xx 4) + 2d6 pointss of damage
seeming to sslow time down for a moment. G Gusts of wind Medusaa's Eye: Catoblepas lowers his hhead to the ground
caused by thhis movement blow towards the e target, blastingg and starees intently at thee target, his eye glowing a dull o orange.
them with (P PWR x 3) + 2d6 p points of Wind d damage and The targeet's eyes are drawn to the gaze aand fixed with teerror...
hindering thheir attacks. Your enemy makes an opposed Force then the beast blinks andd lifts his head away from the grround,
check with aa +4 bonus; if theey still fail, they become affecte ed the look hhaving shocked the system of th he target to inflict
by the negattive status effect Stun for one tu urn. (RES x 3) + 2d6 points of damage and, wiith a successful
Spells: Valeefor is familiar w
with all the basic elemental opposed roll, Petrifies the target for one round.
magicks, and d can cast Aero, Blizzard, Fire, Thunder, Water, Unblinkiing Stare: Catooblepas affixes his gaze to a singgle
Dia, and Chivalry. target, sttripping away their magical fortifications. Until
Astral Flow,, Energy Blast: Soaring high above the battlefield, combat eends, that foe suuffers a ‐1 penaltty on opposed ro olls to
Valefor colle
ects energy in he er beak. With a b burst of intense resist neggative status effeects, and the efffect is cumulativve.
light the ene
ergy is released amidst the enem my group, Spells: CCatoblepas can cchannel the effeccts of Ray Bombb,
scorching thhem for (PWR x 6 6) + 2d6 points o of non‐elementaal Melt, andd Blank Gaze froom his unblinkingg eye.
damage. The en, your enemie es make a resistaance check with a Astral Fllow, Devil's Eyye: Catoblepas loowers his head aand
+4 bonus; faailure means the ey become afflictted by Armor stares acrross the battlefield, his single eyye glowing a brigght
Break. red. Visioons of lifeless stoones and statuess float around his
head, andd all the targets attempt to breaak away from the
Special
S beast's inntent stare. Wheen he finally closses his eye, all
Flight enemies must make a successful resistan nce check to avo oid
being affllicted with the nnegative status eeffect Petrify.
Devotion
D
Valefor honnors those who d demonstrate braavery in the face e of Special
danger, oor are willing to sacrifice their ow
wn goals for the
e Resistancce to Earth, Beasst Killer
greater ggood. At the GMM’s discretion, an n act of extreme
altruism caan permanently reduce Valefor’ss destiny cost to 0.
Devotion
This Espper is a slothful bbeing that knows the value in waaiting
Pact Gift
P for the rright time to strike, felling its op
pponents with a single
The loyaal avian never strrays far. You may now Summon glance. Iff the party ever duplicates this m method and deffeats a
Valefor as aan Instant action
n even when it issn’t your turn, and group oof similar‐level ffoes in a Pre‐Emptive combat ro ound,
mperil.
Valefor gains the benefits of Im Catobleppas will forever aafter only require 1 point of Destiny to
call forth.
Pact Gift
ock that a summ
After Caatoblepas gets over his initial sho moner
would taake the time to fform a bond with one as grotesq que as
he, he happily serves hhis partner with a far more stubbborn
tenaacity than beforee.
Catobleppas now calculatees his HP as (Sum mmoner’s Max H HP x 5)
instead oof only double thhe value. Furtheermore, he also ggains a
Resisstance to Shadow.
241
Ifrit Leviathan
(Rank 2) (Rank 2)
The grouund rumbles and d shakes as a fountain of magma a A briny ssmell is in the airr as the ground before the summ moner
erupts fromm the earth, carrrying a giant mu uscular beast. Thhe turns to water. Suddenlyy, the pool of wa ater is disturbed as the
magma cools and hardens as Ifrit lands wiith a loud thud, h his sinuouss form of Leviathhan, lord of the d depths, breaches the
massive horrns reflecting thee ambient light. Flame erupts fro om surface and rises into th
he air.
his canin
ne maw as he thrrows back his heead and bellows..
Abilities
Abilities
A Azure Crrash: Leviathan collides with a ttarget, moving w with
Fiery Strikee: Ifrit leaps tow
wards one target, tearing into them superior aagility to inflict aas much damagee as possible witth its
with wickedly‐curved claws.. The attack deals (PWR x 5) or sinuous bbody. The attackk deals (DEX x 5) or (PWR x 4) + 22d6
(RES x 4) + 2
2d6 points of dam mage. points of damage.
Meteor Drive: Ifrit lets outt a roar as his claaws are engulfed in Crushingg Coils: Leviathan wraps himself around an
flames, thenn leaps toward h nsane speed and
his victim with in inanimatee object and squueezes, using brute force to splinter
pounds upon it with his burning fists. This b barrage deals (PW WR and destrroy ships and other large objectts. Leviathan can n make
x 8) + 2d6 pooints of ARM Firre damage – how wever, Ifrit may no a Force c heck (using the summoner’s atttributes, as alwaays) to
longer use aan Astral Flow be efore being dismmissed. destroy aan object with a +8 bonus to thee roll.
Spells: Unsurprisingly, Ifrit specializes in the Fire, Fira, and Jet: Leviaathan unleashess a powerful keeen as a wave beccomes
Temper spells. visible su rging towards thhe enemies. Thee wave quickly reeaches
Astral Flow w, Hellfire: Ifrit grabs his victim and hurls it intoo the monssters, washing over them to infliict (DEX x 8) + 2d d6
the sky, thenn claws out a huuge rock from the ground. The ro ock Water daamage to all foess – however, Levviathan may no longer
is engulfed in fire and even begins to melt from the incredib ble use an Asstral Flow beforee being dismisseed.
heat. With aa powerful roar aand a final burstt of flames, Ifrit Spells: TThough not know wn for his magical might, the kinng of
launches the e ball of molten rock at the target to inflict a all seas caan cast Water and Watera.
tremendouss amount of Fire damage and a sshort‐range Astral Fllow, Tidal Wavve: Again Leviatthan keens, but tthis
knockback. Hellfire deals (PW WR x 10) + 2d6 p points of ARM time, watter is suddenly vvisible on all sidees of the monsteers.
damage to aa single target. With a thhunderous crashh the oceans of the world slam in nto his
opponen ts, simultaneoussly drowning and crushing them m. All
Special
S monsterss on the battlefieeld take grievous amounts of W Water
Immunityy to Fire, Weakne
ess to Ice, Vulne
erability to Wate
er damage aand are knockedd back a Short Raange; Tidal Wave
deals (DEEX x 10) + 2d6 pooints in all and even affects enem mies
Devotion
D who are LLarge or otherw wise Immune to kknockback.
Ifrit grantts his boon to he
eroes who can de emonstrate theiir
dominan nce over other, lesser mortals. TThis Devotion is Special
fulfilled when the Summoner uses raw forrce to simply takke Immunitty to Water, Weakness to Lightnning, Resistant to
o Fire,
what they wantt without reperccussion. R
Resistant to Ice
Pact Gift
P Devotion
Ifrit’s gift of wrath permanently increasess his Summoner’’s The llord of the oceans is a noble and d regal Esper wh ho,
PWR attribute by four poin
nts. perhaps surprisingly, vallues law and pollitical hierarchy above
all elsee. Leviathan’s Deevotion is realizeed if the Summo oner
carriies out a dangerrous task for a po olitically powerfful
individual with efficiency and d humility.
Pact Gift
Althouugh not fully maaterial, Leviathan n may rise from the
depthss of the sea, beckkoning the partyy to climb aboard his
serpentinne neck before ttravelling througgh hidden underrwater
pathw
ways. When nearr a large enough h body of water, the
Summonner with this giftt may cast the Teleport spell to travel
to any cooastal city or loccation.
242
Pandemona Ramuh
(Rank 2) (Rank 2)
Winds begin to whip up the battlefield, quickly condensing Storm clouds gather overhead and the rumble of thunder can
into a howling tornado. What looms over the enemy when all be heard in the distance, and bolts of lightning burst from the
has dispersed looks like something out of a fever dream: a clouds and strike the ground in front of the Summoner. When
faceless giant, purple skin dappled and mottled with splashes the flash of light and peal of thunder have faded, the
of pink and white, sizing the field up with an eyeless gaze. As Summoner is accompanied by a wizened man with a long grey
three long tubes slung over one shoulder start drawing in the beard, dressed in loose green robes and carrying a gnarled old
surrounding air, what at first appeared to be a tail begins to staff. Despite his age, not a flicker of weakness or infirmity
grow in size, swelling until it is almost spherical and creaking passes over Ramuh's face; his expression is hard, eyes shining
with tension. Pandemona, the Wind Devil, is ready to strike. with a terrible majesty.
Abilities Abilities
Cyclonic: The Esper swirls through the battlefield, leaving Shock Strike: Ramuh lifts his staff high, allowing it to be
destruction in its wake. The attack deals (DEX x 5) or (PWR x 4) struck by an errant bolt of lightning from the clouds. Whirling
+ 2d6 points of damage to two different enemies. the rod once over his head, he points it at the target and the
Aerial Blast: Pandemona releases the accumulated contents electrical charge leaps towards it, shocking it with (MND x 5) +
of his wind‐bag in a single violent torrent that all but blasts 2d6 points of Lightning damage. This is followed by a
the target out of the battle. Aerial Blast inflicts (DEX x 5) + 2d6 resistance roll – a failure means the enemy loses one
points of Wind Elemental damage to one enemy. The damage beneficial status effect of the summoner’s choice.
from this attack cannot be reduced with M.ARM or Shell. Silencing Rain: By parting the heavens with a sudden
However, any foe defeated with Aerial Blast does not drop downpour, Ramuh can muffle the sounds needed for
money or items, nor can they be Scavenged, having been spellcasting and make warriors struggle to battle. Silencing
blown away in the storm. Rain creates the effects of Difficult Terrain in the current
Spells: Pandemona is only able to cast the Aero, Aerora, and location, and all targets (enemies and allies both) are affected
Thrust Kick spells. by Seal.
Astral Flow, Tornado Zone: The 'mouths' of Pandemona's Silencing Rain: Ramuh’s large repertoire of magic includes
air‐tubes flare wide, unleashing three screaming torrents of Thunder, Thundara, Elemental Spikes (Lightning), Resonance,
wind that twist and intertwine as they surge towards the Transform, Flash, Seal, Wall, Dimensional Gate, and Vox.
enemy. Wind Blade inflicts (DEX x 10) + 2d6 points of Wind Astral Flow, Judgment Bolt: Ramuh chants in an arcane
Elemental damage to all enemies and causes a Medium Range language, and the sky grows dark from gathering clouds. The
knockback. The damage from this attack cannot be reduced clouds swirl and twist above the targets, the winds howling
with M.ARM or Shell. However, any foe defeated with Wind and the sound of thunder growing louder with each second.
Blade does not drop money or items, nor are they an eligible Suddenly a volley of lightning crashes into the ground amidst
target for the Scavenge skill. the targets, electricity arcing between their bodies and jolting
them all with Lightning damage; (MND x 9) + 2d6 points total.
Special In addition, Judgment Bolt automatically removes all positive
Immunity to Wind, Resistant to Lightning, Flight, Aerial Killer status effects from the target without an opposed roll.
Devotion Special
Pandemona is as chaotic the wind itself, and finds great Immunity to Lightning, Vulnerable to Water, Flight
amusement in situations where everything seems to go
wrong. He will cost one fewer points of Destiny to call forth Devotion
after the Summoner suffers a Complication – a natural roll of Ramuh has been known by many names over his ageless
2 – on an Elementary or Easy skill and fails the follow‐up roll. existence; some logical, some unusual. He has been the
Justicar, the Archon of Storms, the Master of Creation. He has
Pact Gift watched religions form in worship of him, and he has watched
Pandemona gains the following new ability; centuries come as little more than an old man smoking a pipe.
This Devotion is satisfied when the Summoner permanently
Shearing Wind: Make an opposed Force check against one changes the world by outsmarting a long‐standing problem.
target; if successful, Shearing Wind causes a Short Range Ramuh is pleased when he sees legacies based on good,
knockback. This attack then deals (DEX x 10) + 2d6 points of common sense.
Wind damage if this knockback interrupts an enemy’s Slow
action Pact Gift
Ramuh’s gift of wisdom permanently increases his
Summoner’s MND attribute by four points.
243
Shiva
S
(R
Rank 2)
As the SSummoner comp pletes the final m
motions of the
summoning ritual, man‐sizeed fragments of ice come crashin ng
down on thee battlefield to ccreate a jagged ttower of polished,
glisteningg cold. Yet this sp
pectacular struccture is only the
beginning; instantly, a softt shaft of light faalls down upon itt,
illuminatinng the gentle fall of snowflakes a as a lithe femalee
figure desccends from above, landing in thee midst of the icee.
For a momeent, only her refleection is visible: delicate blue skkin
covered in strange, inhum man markings, sscant scraps of
clothing pprotecting only h her modesty from m the elements,
multiplied d into infinity by ccountless facets of ice. Then herr
eyes ssnap open, shattering the frozen n carapace.
Abilities
Slap: The Essper sashays forrward before striking one foe
surprisingly hard with an ice e‐cold palm. The e attack deals (REES
x 5) or (DEX x 4) + 2d6 pointts of damage to one enemy.
Glacial Sha ards: The ice godddess calls forthh frozen winds too
sweep the b battlefield, creating Difficult Terrrain. Whenever a
target takes Ice‐based damaage they are also o automatically
affected by the Slow status for their next tu urn. Creatures
with a Resisttance or better tto Ice magic are unaffected.
Heavenly SStrike: Shiva reggards her target with a cool,
disdainful gaaze. Judging the foe unworthy o of effort, she
waves her hand and freezess the air above th he target into ann
enormous b block of ice. The block drops and d inflicts (DEX x 8
8)
+ 2d6 pointss of crushing Ice damage – however, Shiva mayy
no longer usse an Astral Flow w before being d dismissed.
Heavenly SStrike: Blizzard, Blizzara, Elemental Spikes (Ice)
and Wall are e all tricks this Essper possesses.
Astral Flow w, Diamond Du ust: Shifting her stance for
stability, Shiva gathers moissture from the aiir and
concentrate es it into a densee ball of ice. Wheen the ball burstts
it unleashes a blast of pure ffrigid might, enccasing her
enemies in aa tomb of frozen n walls. With thee snap of her
fingers the ice prison shatte ers, leaving the eenemies of Shivaa
shivering on n the ground and d suffering from a great deal of
Ice damage;; (DEX x 9) + 2d6 6 points in all. Furthermore, all
enemies dam maged by this atttack also receivve a Weakness to o
Ice for the reemainder of com mbat.
Special
S
Absorbs Ice,, Weakness to Fiire
De
evotion
The Ice Q Queen who holdss a deep respectt for those who
value family and friendship. Cold is this Essper’s anger and
d
swift herr vengeance to those who would d lay a hand on
someone in ending themselvves. Her Devotion
ncapable of defe
is fulfilled iif the Summoner protects an innnocent or a child
d
from the harsh truth and cruelties off the world.
Pa
act Gift
Shiva’s gift of grace perman nently increases her Summoner’s
DEX attribute by four points.
244
Titan Asura
(Rank 2) (Rank 3)
A deep rumbling is felt in the earth and the battleground is A woman floats serenely down from the heavens, bringing
covered with a web of cracks and fissures. An immense with her a sense of peace and balance. It becomes apparent
muscular humanoid bursts out, covered with primitive tattoos that Asura is actually three bodies and three faces sharing a
and clad only with a loincloth. As dust and grit cascade off his single head, all sitting in the lotus position back to back. The
body, Titan bellows with rage and glowers at those who would first is that of a lovely blonde woman, another is a woman
dare befoul the sanctity of the land. with red skin and hair and a dark scowl on her face, and he
final body is a woman with blue skin and light yellow hair, a
Abilities vacant smile on her face as she playfully tosses a dagger from
Geocrush: The Esper marches across the battlefield before one hand to the other.
slamming its boulder‐sized fists into a foe. The attack deals
(RES x 5) or (PWR x 4) + 2d6 points of damage. Abilities
Debris Shower: Titan raises both arms, causing the earth Miracle: Roll a 1d6. A roll of 1‐2 causes the Face of Yang
itself to explode upward in a pillar of boulders and stone. effect. A roll of 3‐4 causes the Face of Yin effect. A roll of 5‐6
Debris Shower deals (RES x 9) + 2d6 points of ARM damage to causes the Face of Asura effect.
any enemy with Flight. Face of Yang: The red‐skinned woman scowls at the
Megalith Throw: The earthen giant picks up one or more party. A warrior by nature, she points her sword at
willing allies in the palm of his massive rocky hand, draws them and urges them to defeat their enemies. The
back, and hurls them far into the distance. Megalith Throw magic from this gift causes the party to deal one
moves that character a Long Range – the number of turns the additional damage step with all spells and attacks until
character finds themselves in mid‐air is ultimately up to the Asura uses her Miracle or Blessings of the Deity ability.
GM, and although the hurled hero is considered to have the Face of Yin: Asura spins, and the blue‐skinned woman
Flight status for the duration, Megalith Throw does not with the vacant smile faces the party. She gestures
prevent the massive damage the character will undoubtedly toward them with her dagger, granting a feeling of
suffer when they crash‐land. peace and happiness. Along with the serenity comes
Guardian Golem: The Esper stabilizes its massive bulk and (RES x 8) + 2d6 healing to all party members.
steps in front of one of the Summoner’s allies, ready to Face of Asura: The face of the blonde woman looks
protect them from harm. gracefully upon the party. With a vague nod of her
Until the start of Titan’s next turn, all physical damage that head, fallen comrades find new hope. Asura casts Life
would be taken by the ally is instead applied to the Esper upon all Unconscious allies – and has a 50% chance to
instead ‐ without modifying for ARM and M.ARM as normal. cast Life on all defeated foes, as well.
Spells: Though not much of a spellcaster, Titan can Spells: Asura can cast Aspir, Seal, Freedom, Regen, Addle,
nevertheless use Chivalry, Stone, Stona, and Magnetite Cloud Confuse, Invisible, Vox, Stop, Wall, and Time Slip.
Astral Flow, Earthen Fury: Titan plunges his powerful fists Astral Flow, Blessings of the Deity: The goddess of both
deep into the surface and, with a deep snarling grunt, rips peace and war offers her aid to the greatest combatant on the
loose a large slab of rock. Growling and bellowing to express field, all three faces aligning in perfect harmony for only a
his rage, Titan slams the slab upon the targets, inflicting moment. All enemies and allies make a Force check and a
tremendous Earth damage to all the Summoner's foes; (RES x Finesse check. If the same character rolled higher than all
10) + 2d6 points worth. Earthen Fury also causes a short‐ other participants on both checks, they recover 100% of their
range knockback. HP and MP instantly, gain Auto‐Haste, Impervious, and
Peerless until combat ends.
Special
Immunity to Earth, Resistant to Lightning, Resistant to Wind, Special
Vulnerable to Water, Regeneration 20 Weakness to Holy, Weakness to Shadow, Controlled Defense
Devotion
Devotion The Esper Asura is the gatekeeper and queen of their land,
As one might expect, the ponderous Titan is the guardian of challenging all who would seek the aid of the Summons. In
the earth and is single‐minded in his ceaseless goal of time, she has learned to grow fond of those heroes with
protecting and reshaping the world. If the Summoner ever enough wit to overcome her in battle. Her Destiny cost is
averts or causes a natural disaster without the aid of magic, permanently reduced when the Summoner turns a major
Titan will be pleased and allows himself to be summoned for adversary’s own strengths against it in order to defeat it.
only one point of Destiny.
Pact Gift
Pact Gift Whenever the summoner uses a Teamwork Attack, they may
Titan’s gift of tenacity permanently increases his Summoner’s roll three dice instead of two and discard one.
RES attribute by four points.
245
Cerberus Fenrir
(Rank 3) (Rank 3)
A terrific howling is heard from the core of the earth. A gaping Dark clouds gather over the battlefield, turning day to night as
fissure opens in the ground, from which a tremendous three‐ a towering column of rock bursts forth from the ground.
headed dog leaps with a hideous snarl. Cerberus lands in front Suddenly, a howl rings out from on high. There atop the great
of the party, his three sets of fangs bared in a snarl. rock face stands a majestic horned wolf, violet fur broken up
by whorled tufts of white and gold that almost look like wings
Abilities by what little light remains. Rearing his head back, Fenrir gives
Poison Fang: Cerberus tears into a foe with sharp teeth, another howl and prepares to enter the fray.
dealing (DEX x 4) or (PWR x 3) + 2d6 points of Shadow damage
and Poisoning the target with a successful opposed roll. Abilities
Ragdoll: Cerberus grabs one foe and hurls him into another Crescent Fang: Fenrir charges down a foe, dealing (PWR x 7)
as he rushes, causing chaos in the enemy ranks. This attack + 2d6 points of damage.
can only be used if at least two enemies exist on the field – Howling Moon: The dark clouds part and allow a pale moon
the first target takes (DEX x 7) + 2d6 points of damage and is to shimmer into existence over the battlefield. Beams of light
knocked back a Short Range. The second target takes (DEX x begin pouring down and envelope a single foe in their glow.
5) + 2d6 points of damage and automatically receives the Howling Moon deals (MND x 12) + 2d6 points of damage to
negative status effect Stop for one round. any foe who is afflicted by the negative status effect Sleep.
Flames of Acheron: All three mouths spew forth a gushing Eclipse Bite: Eclipse Bite deals (PWR x 6) + 2d6 points of
blast of magma, dealing (MND x 5) + 2d6 points of Fire damage, and with a successful opposed roll, the target
damage to one enemy and all other targets within a Short receives a Weakness to Shadow and a Resistance to Holy until
Range of it. combat ends. If the target already has a Weakness to Shadow,
Sonic Drive: All three of Cerberus' heads look towards the they get a weakness to Holy instead and a Resistance to
same foe. A hideous barking emerges from all three throats ‐ Shadow instead.
the sound is so horrendous that the monster suffers from a Millennial Decay: One target suddenly finds their memories
sudden case of shaky knees. Make an opposed resistance and abilities siphoning away. With a successful opposed
check – success means the enemy suffers a penalty of ‐3 to his Finesse rolls, the foe loses access to one spell or attack of the
ACC and AVD scores until the end of their next turn. character’s choice for one round.
Spells: Cerberus has Temper, Thundara, Slow and Demi at his Censure: Fenrir roars with an utter authority, turning to a
disposal. single Beast‐type enemy into a mewling coward with his
Astral Flow, Counter Rockets: Cerberus grants all party rebuke. Until combat ends, the target is treated as being level
members one final boon – the ability to ‘bite back’ as he does. 1 (though their attributes and derived stats do not change),
Until combat ends, each character may make one (possibly suffers a ‐4 penalty to opposed rolls, and must reroll the
additional) Counterattack as though they were using a Brawl higher‐value dice on every physical attack roll made.
type weapon. Spells: Magnetite Field, Sprint, and Disable
Astral Flow, Eclipse: With a fierce howl, Fenrir leaps from
Special his perch and rockets towards the Summoner's foes at such
Arcana Killer, Counterattack (100%), Magical Counterattack speeds that his very form begins to blur into a comet of green
(50%) energy. The wolf's body seems to separate into five ghostly
images that whirl around the battlefield. Eclipse inflicts (PWR
Devotion x 12) or (DEX x 12) + 2d6 points of damage to all enemies.
Cerberus is the watchdog of the underworld, fiercely guarding Furthermore, once Fenrir is dismissed after using this ability,
the gates to the land of the dead without pause in this the summoner(s) gains the effects of Haste for several rounds.
ceaseless duty. He grudgingly respects those who have aided
him in this thankless task, and has a reduced summoned cost Special
for any character that has permanently defeated an enemy Resistant to Lightning, Resistant to Shadow, Beast Slayer
with the Undying monster property.
Devotion
Pact Boon The powerfully‐built Fenrir, father of all beasts, is willing to
The summoner no longer needs to eat, drink, or sleep in their cooperate with those who have proven themselves to be the
eternal vigil, and Cerberus gains the following attack, which Alphas in their respective societies. Fenrir’s Destiny cost is
he may use in place of the Counter Rockets astral flow if the lowered for a Summoner who has fought for and obtain a
summoner so requests it; position of power in society, such as becoming the leader of a
clan or taking the throne.
Astral Flow; Triple Fang: All three heads rip into a single
enemy, dealing (PWR x 5) Fire damage, (MND x 5) Shadow Pact Boon
damage, and (DEX x 5) Thunder damage. You permanently gain the Beast Killer property.
246
Phantom Seraph
(Rank 3) (Rank 3)
An eerie stillness fills the air. Seemingly from nothing, a figure The summoner bows her head and closes her eyes, imparting a
engulfed in dark mist appears and then disappears, fading in prayer for assistance to the fates. As she does so, a golden
and out of existence. When Phantom can be seen, a beam of light shines down from above, and a winged woman
translucent cloak covers its entire body, save for two glowing wearing a rainbow‐colored robe descends from the sky to
eyes. Phantom has no fear of Holy energies however, being gently touch down before the summoner.
the long‐dead spirit of a great force of good.
Abilities
Abilities Lament: Seraph fires beams of multicolored light from
Pearl Light: Phantom's cloak pulls back slightly from its face somewhere beneath her rainbow robes, dealing (Finesse x 6)
and a brilliant white light shines from its eyes. Whomever + 2d6 points of damage unless an ally is unconscious, in which
Phantom stares at with this pure light suffers (MND x 6) or case it deals (Force x 15) + 2d6 points instead. Lament ignores
(RES x 6) + 2d6 points of Holy damage. M.ARM.
Silver Mist: Phantom creates a shining silver fog throughout Healing Rain: Seraph gazes hopefully upwards and sings a
the battlefield, the effects of which deal constant damage to single note. Light shines from the heavens and bathes a single
unholy enemies. Silver Mist is difficult terrain that causes all party member in warmth, healing them of wounds. The target
Fiend and Undead‐type creatures lose 20% of their maximum ally recovers (RES x 6) + 2d6 points of HP and also receives the
HP at the start of each of their turns with a failed resistance effects of Regen.
roll. Undead destroyed in this method cannot resurrect as Angel Feathers: The Seraph floats over to one character,
normal. whispering words of power and stroking their hair. The target
Spells: Seal, Invisible, Barrier, Dia, Banish, X‐Zone, Teleport, gains a Resistance to Holy and gains Flight until they suffer a
Faith, and Life. critical hit, limit break, or are knocked unconscious. The
Astral Flow, Eternal Shroud: Phantom's cloak spreads out effects of Angel Feathers can last for multiple game sessions.
to cover the entire party, granting them the same ghostly Spells: Seraph can easily cast Regen, Restore, Freedom, Dia,
essence that it enjoys. Phantom's essence invigorates the Escape, and Brave.
party like a chill breeze, granting all allies the Flight and Astral Flow, Angelic Anthem: Seraph spreads her wings
Invisible statuses until the end of combat. and flies high into the air as an angelic chorus is heard from
above. As her wings flap, feathers begin to slowly fall,
Special showering the party. The feathers disappear as soon as they
Resistant to Holy, Resistant to Shadow, Undead Killer, Flight, touch each party member, providing healing for the entire
Final Attack: Pearl Light group. All members regain (MND x 10) + 2d6 points of HP,
receive the effects of Regen until combat ends, and are
Devotion simultaneously cleansed of negative status effects as per the
The hallowed spirit holds no love for other undead, and urges White Mage spell ‘Esuna.’
his summoners to seek out and destroy such abominations
wherever they may dwell. Phantom will more willingly aid Special
those Summoners who have permanently defeated a Immunity to Holy, Weakness to Shadow, Flight, Regeneration
powerful Undead Notorious Monster or Boss. 40
Pact Boon Devotion
Phantom teaches his summoner how to walk toward the Seraph is a simple entity, urging her altruistic summoners to
Farplane, to partially leave this world and enter an ethereal find happiness in whatever way they like.
realm. All of the bonuses granted by the Invisible status Seraph’s Destiny cost is reduced when her summoner helps
increase to +5 instead of +3. Phantom also gains the following someone else fulfill their Life Goal, so long as that goal does
attack; not involve destruction or bring harm to other people.
Possession: Phantom makes an opposed resistance roll and, Pact Boon
if he succeeds, flows into the body of a non‐Boss enemy Seraph grants her summoner a gift as a token of her
target and inflicts them with the Charm status, even if they friendship; a single angel feather that seems to purify the
would normally be immune to it. While in this state, Phantom strange, tainted, and often‐wondrous items the character
cannot be targeted or take damage from any attack. manages to scavenge along their journey. The Summoner may
Continuing to maintain Possession is a standard action, treat every Component as though it also had HP Restore,
meaning that the Esper may not use other spells or attacks Remedy, Therapeutic and Resurrection on its list of
while he inhabits another’s body. Possession ends when properties.
Phantom would use an Astral Flow or be dismissed, as normal.
247
Tritoch Yojimbo
(Rank 3) (Rank 3)
With the beating of feathery wings, the rainbow dragon A cloud of cherry blossoms fall from the sky as the heavens
Tritoch swoops down from the skies. Feathers and scales turn to night and a full moon appears overhead. Out of
shimmer red, blue, gold and green in the light as he gently sets nowhere, a deep, guttural bark issues from the distance as a
down on four short legs, taking your breath away. A tuft of giant dog comes bounding in front of the summoner. Behind
iridescent fur tips the end of his twitching serpentine tail, a the dog, a giant swordsman wearing a wide‐brimmed hat and
long tongue flicks from a beak‐like mouth and battle‐hardened ornate clothing strides slowly forward. Yojimbo extends one
eyes peer from beneath an ancient bronze helmet. hand towards his summoner, waiting for payment and
another opportunity to display his mastery of the blade.
Abilities
Elemental Infusion (Special): Whenever Tritoch is targeted Abilities
by an attack that would deal Fire, Ice, or Lightning damage, all Tribute: Yojimbo requires payment to use any ability.
damage dealt by Tritoch is then increased by two steps until Daigoro (500 gil) ‐ Yojimbo is unimpressed by the sum
he is dismissed. This bonus is cumulative – thus, after the fifth offered and sends his dog to do the job. The ghostly
spell absorbed in this way, Tritoch will deal an additional hound Daigoro randomly attacks one enemy or ally for
(PWR x 10) damage (PWR x 10) + 2d6 points of damage.
Antipode: Rearing back his head, Tritoch lifts his wings and Kozuka (2,000 gil)‐ Yojimbo is satisfied with the
lets out a roar. Blue and red particles flow from his mouth, payment and reveals a set of well‐made knives that he
encircling the target in a whirlwind of fire and ice. The deftly throws to inflict (DEX x 12) + 2d6 points of
particles converge and cause a massive explosion as raging damage to one enemy.
heat meets freezing cold. Antipode deals (PWR x 8) + 2d6 Wakizashi (10,000 gil)‐ Yojimbo is pleased by the
points of Fire or Ice damage that ignores MARM. Tritoch may payment and slashes at the targets. He pauses for a
use this ability on himself. moment to wipe the blood from his blade before
Sanctuary of Thunder: Tritoch bestows his elemental gift sheathing it and awaiting his next command, while the
on all members of the party, filling them with a strong monsters are left to bleed out the inflicted (DEX x 15) +
electrical current and granting them all an Absorbency to 2d6 points of damage.
Lightning until the end of the game session. Astral Flow, Zanmato (Special) – If, at the time of Yojimbo’s
Spells: Blizzaga, Thundaga, Firaga, Brave departure, he has received 30,000 gil or more from the
heroes, the Esper is silently elated with the sum offered and
Astral Flow, Tri‐Nova: Taking to the air once more, Tritoch
decides to perform his most impressive technique. With a
spreads wide his wings and whips his tail downward. Showers
sudden movement quicker than the eye can perceive, Yojimbo
of energy rain from him onto the battlefield, engulfing the
draws his katana and slashes at his targets, then returns the
enemies first in searing flames, then freezing them in ice and
blade to its sheath. The enemies are motionless for a
finally unleashing a blast of thunder to shock the targets. Tri‐
moment, and then one by one their heads roll off their
Nova deals either Fire, Lightning, or Ice damage, depending on
shoulders and land at their feet with dull thuds, followed
whichever element each target is most vulnerable to.
moments later by their twitching corpses. Make an opposed
However, there is a price for such a powerful attack. Tri‐Nova
Finesse or Force roll with a +4 bonus – if successful, Zanmato
deals (PWR x 10) + 2d6 points of damage to all enemies as
instantly kills all normal foes and Bosses, even if the target is
well as his summoner(s).
normally immune to instant‐death attacks. Final Bosses
remain unaffected.
Special
If fighting a Final Boss, Yojimbo will not perform Zanmato and
Resists Fire, Resists Ice, Absorbs Lightning, Auto‐Protect, Flight
will instead use Wakizashi as his Astral Flow.
Devotion Special
Tritoch, having one been imprisoned inside a great block of
Auto‐Life, Fiend Killer
ice for centuries, is grateful to his summoners when they
prevent the same fate from befalling others.
Devotion
He costs fewer Destiny after the party orchestrated a
Yojimbo is a hardened mercenary, eschewing morals or other
jailbreak, released captives, or otherwise granted freedom to
values for the sake of wealth. His Devotion is fulfilled if the
those denied it.
summoner ever performs a task for someone else purely for
the sake of money, and the size of fee leaves the asker
Pact Boon
penniless afterwards.
Tritoch grants his summoner a small fraction of his Elemental
Infusion power. Whenever the Summoner suffers Fire, Ice, or
Pact Boon
Thunder damage, their next damaging spell or attack is
The summoner may now sell Components. The standard going
increased by two steps.
rate is equal to that of a Shield of the same Tier.
248
Anima Atomos
(Rank 4) (Rank 4)
A blackened metal chain plummets out of the sky, plunging A dark shadow envelops the battlefield as demon machine
into the ground with a thundering jolt. The chain retracts as it Atomos appears, its body barely more than a giant mouth
slowly pulls something out of the shadowed depths of the hovering in the sky. A singular light glows deep in the void of
earth. More chains spring out of the earth, pulling themselves its gaping maw, seemingly drawing in the surrounding light
taut around the emerging figure, a strangely fish‐like creature and causing the encroaching shadows. Its dark eyes flare open
who roars in impotent fury as she weeps boiling blood. This is to survey those who the Summoner needs eliminated from
the dark spirit Anima. existence, a thunderstorm of unreal proportions crackling
across the sky behind it.
Abilities
Pain: Anima cries out to the battlefield as a drop of molten Abilities
blood is flung from her eye upon the target. As the dark Devastation: Atomos’ massive form encompasses almost
essence sears away at the target, the pure rage of Anima the entire sky, and he is capable of reigning destruction down
attacks their very spirit. In addition to causing (MND x 6) + 2d6 upon all he sees. Atomos jets forth a series of arcing lasers,
Shadow Elemental damage, Pain has a 50% chance to allow striking the ground without aim or concern. Devastation deals
the Summoner to make an opposed roll against the enemy; if (RES x 4) + 2d6 damage in a Local area.
the roll is successful, the target is killed immediately. This Disgorge: Something vast and strange plummets from
secondary effect is considered an instant‐death effect and Atomos’ gaping cross‐dimensional portal of a mouth, crushing
may not work on bosses. targets and forcibly reshaping their bodies. Disgorge deals
Soulful Scream: Anima’s lower head lets out a scream of (MND x 3) + 2d6 points of damage to all enemies and, on a
anguish, causing all who hear it to fall to their knees in agony. successful resistance roll, also inflicts the Transform status.
The attack deals (MND x 14) + 2d6 Shadow Elemental damage Engulf: Atomos' hideous body turns to face one target. A
to all targets in a Local area. powerful vacuum forms as its singularity pulls at the target,
Spells: Zombie, Death, Scourge, Demi, and Degenerator are slowly sucking it inside. The target must brace itself quickly by
favorites of Anima. making an opposed Force check, or be sucked into the dark
Astral Flow, Oblivion: The chain binding Anima to the void of Atomos' stomach and removed from the encounter as
surface snaps free, sending Anima plunging back into the if forced through a Dimensional Gate spell. Though the target
earth. The chains themselves drag the enemy party down with is not truly killed, Engulf is considered a Death effect and
her, allowing them to meet Anima's other face, a monstrous some bosses may be immune to this ability.
crowned skeleton, whose chains are near breaking point. As Wormhole: Atomos sucks so hard at the edges of reality that
the combatants sink deeper into the darkness, the bindings he begins to ‘peel back’ the world and exposes something else
snap, and Anima's other half is freed. With two gaunt arms underneath. The current battlefield is now treated as very
she begins to vent all the pain and suffering of her existence unusual Difficult Terrain. All bonuses granted to AVD and ACC
into a single foe, slowly at first before picking up speed, doing by abilities and spells are treated as negatives instead, and
(MND x 16) + 2d6 Shadow Elemental damage to one enemy. whenever an enemy or ally would normally roll a critical hit,
their turn instantly ends, and they are affected with the
Special Confuse status instead, even if they are normally immune to
Resistant to Shadow, Weakness to Holy, Auto‐Stop, Auto‐ Confuse. Critical Hits and Limit Breaks now occur on rolls
Zombie, Auto‐Poison naturally resulting in a pair of 1s.
Spells: Demi and Gravija.
Devotion Astral Flow, G‐Force Infinity: The singularity inside Atomos
Despite her tortured appearance, Anima Sola seeks to take on is fully revealed as the center of a black hole, causing an
the pains and the burdens of the world. Often, the only way immense pull on all the Summoner's foes. The intense
to relieve someone of their suffering is through a permanent vacuum effect deals (RES x 14) + 2d6 points of Non‐Elemental
release. Her Devotion is fulfilled when Anima herself deals the damage to all enemies and has a chance to draw them all into
killing blow to defeat a Notorious Monster or Boss who has the deadly phenomenon, removing them from the current
become physically corrupted from power. encounter. Make an opposed Force check – if successful, G‐
Force Infinity has the same effect as Engulf and pulls the
Pact Boon targets through a abyssal portal to another dimension.
Anima takes your life and holds it to her breast, protecting
your worthy soul like a mother would protect a child. When a Special
powerful enemy attempts to kill a fallen friend who has Indestructible (Takes zero damage from all sources), Flight,
dropped to zero hit points, they must also succeed at an Construct‐Killer
opposed resistance check in order to do so.
Devotion
Atomos is mindless and has neither Devotion nor Pact Boon.
249
Diabolos D
Doomtrain
(Rank 4) (Rank 4)
With a dry, d
dusty fluttering, a swarm of etheereal bats surrou und The ringging of hauntingg bells suddenly ssounds, signaling the
the summo oner and fly up tto form an immeense globe of pure approa ch of the runaw way Doomtrain. A A series of pale w
white
darkness. SSilently, the dem
monic Diabolos d descends from th his train traccks crisscross thee battlefield as tthe ghostly train
n chugs
globe and flares his winggs as he scans thhe battlefield. Hee intoo view, it’s manyy undead passen ngers engaged in n
hungers, annd all are his preey. converssation. Doomtraain carries the deeparted to…the o other
side…andd it has been siggnaled to stop to o pick up a few m more….
Abilities
A
Camisado: Diabolos lungess forward, his claawed hands Abilities
burning with h sickly purple flame, and rakes his talons through The Oth er Side (Speciaal): Any target bbrought to 0 hp from
his chosen vvictim. No wound ds are caused, b but the victim can Doomtra in is killed instanntly. Their spirit boards the ghosstly
feel his veryy soul being shre
edded away by th he attack. train worrdlessly, never too be seen again..
Camisado de eals damage equ ual to (1d6 x 10)) percent of the Light at the End of thee Tunnel: One ffoe turn and shieelds
foe’s maximmum health. The enemy can neve er be reduced to o 0 their eyess from the brighht crimson floodlights mounted on
HP from thiss attack and will always be left w with at least 1 HP P. Doomtra in’s demonic vissage, and must ssucceed at an op pposed
Camisado is considered a ‘D Death’ status effe ect. resistancee check or be inflicted with Stun n and Fear until the
Dream Shrroud: Diabolos ssends an ally intoo a sleep filled w with end of th eir next turn. Thhis attack may only be used on
dark visions; when they awaake, they do so w with the full forcce Doomtra in’s first round into combat.
of the nethe er at their dispossal. One ally is in
nflicted with the Conducttive: The ghostlyy train tracks shoot up sparks ass
Sleep status. If the character is not immune to Sleep, they Doomtra in’s spiked wheeels grind againstt them, dealing ((DEX x
then gain thhe effects of Shadow Enhancer and may choose to 7) points of Lightning dam mage to one tarrget.
deal Shadow w damage with aany elemental sp pell instead of thhe Last Calll: Doomtrain’s m mere presence b begins to close thhe rift
standard damage type. between life and death, bringing the livin ng one step closser to
Spells: Poisson, Twilight, Bioo, Drain, Aspir, Shockwave Pulsaar, joining hiim. The hauntingg call of Doomtrrain’s whistle deals
Curse, Virus, Dispel, Gravija (MND x 112) + 2d6 points of damage to alll characters at 550%
Astral Flow w, Dark Messenger: The globee of blackness thhat health orr less, friend or ffoe alike.
acts as Diabolos' portal to th his realm implod des back into a Spells: MMystify, Twilight,, Condemned, D Dimensional Gatee, Lv. ?
swarm of ethereal bats whicch gracefully pivvot and fly through Doom, Deegenerator, Eneervate
his enemies, causing no phyysical wounds bu ut hammering aw way Astral Fllow, Grand Traain: The train tracks lead Doomtrain
at their veryy essence before e fading away an nd taking Diabolo os onto a coollision course wwith a targeted enemy. The phan ntom
with them. SSouls of Darknesss deals damage e equal to (2d6 x train pickks up speed befoore the collision,, and thousands of
10) percent of the foe’s maxximum health. TThe enemy can ghostly h ands reach out ffrom the window ws to grab at the foe
never be red duced to 0 HP from this attack aand will always b be and pull hhim inside the coonfines of the trrain. This attack deals
left with 1 H
HP, even if 100% or more HP losss is rolled. Dark (DEX x 144) + 2d6 points oof damage, causees a Medium Range
Messenger iis considered an n instant‐death sstatus effect, and d knockbacck, and automatically inflicts thee negative statuss
thus most Bosses will be immune to its effe ects. effects Bllind, Poison, Zommbie, and Berserrk on the targeteed
enemy w with no opposed roll. If the enem my is at 50% or leess
Special
S health beefore damage is dealt, the statuss effects Seal an nd Stun
Resistant to Shadow
w, Vulnerable to Holy, Flight are also i nflicted and all ppositive status eeffects are removed.
Devotion
D Special
Diabolos u urges his summo oners to embracce their emotions, Resistannt to Shadow, Vuulnerable to Holyy, Controlled Deefense
including the naturaal human respon nse of fear.
moner or the party
To fulfill this Devotion, the individual summ Devotion
must choosse one type of enemy – Construct, Beast, Fiend, or when it can fulfill its function; it costs
Doomtrrain is content w
so on. A All of those enem
mies are considered to have the one feweer Destiny to summon if a longsstanding and unw willing
Fearsome p power and do on ne increased step of damage on all party member ever diies (Cheating Deeath doesn’t cou unt).
attacks against the summon ner.
Pact Boon
Pa
act Boon Doomtrain ggains the following ability
Diabolos gains HP Drain, and all other alllies participatingg
P Drain propertyy while Diabolos
combat also gain the HP
One W
Way Trip: Make an opposed resiistance check aggainst
remainns summoned.
one ennemy. If Doomtrrain wins, the target is inflicted w
with
Zombiee and suffers (DEEX x 8) + 2d6 points of damage. IIf the
enemy wwas already Zom mbied, this attackk deals 200% damage.
250
Knights of the Round Maduin
(Rank 4) (Rank 4)
Impressive in their armor, and carrying a fierce variety of Proud and strong, Maduin rides into battle on a wave of
weaponry, three warriors enter the field, standing firm before brilliant light. The humanoid Esper glows with a pale lavender
the summoner. One stands larger than the other two, a white light, his well‐muscled features and clawed appendages
dragon’s head printed upon the flowing crimson of his cape. reminiscent of Ifrit. However, this unearthly warrior is peaceful
All three hides their faces with thick visors, but you get the and logical, adopting an oddly martial stance as he awaits for
impression that they’re smiling jovially. a command…
Abilities Abilities
Hero’s Resolve: The knights merrily give their summoners Riot Blade: Maduin’s hand snaps to his waist, drawing forth
combat pointers, shouting useful bits of encouragement like a thin sword with lightning‐fast quickness. He darts forward
‘Keep that sword arm up,’ and ‘Try not to get stabbed in the and slashes one foe, dealing (PWR x 8) + 2d6 or (DEX x 10) +
face!’. Thanks to the Knights of the Round’s ‘training’, one 2d6 points of non‐elemental damage. With a successful
hero gains the ability to automatically cause an Armor Break, resistance check, Riot Blade also causes the Confuse status.
Power Break, Magic Break or Speed Break automatically Photon Impact: The warrior jabs his sword toward an
whenever they cause a critical hit. This effect lasts until the enemy and thousands of razor‐thin beams of energy lance
end of the game session. out, spiraling around one another in a kaleidoscope display of
Eschaton: The call to charge is given and the three warriors color and intensity. This attack may be used as an Instant
advance, jostling each other playfully to be the first to strike action once each round, and with a successful opposed roll
out with their weapons. Swords flash, axes swing, spears twirl, against one enemy, deals a flat (MND x 5) damage and grants
and one enemy is struck for (PWR x 9) + 2d6 or (RES x 9) + 2d6 the target a Vulnerability to any one element of the
points of damage. Summoner’s choice until the start of that creature’s next turn.
Champion’s Call: The Knights raise their respective weapons Trance: Maduin’s strongest ability is the power to unlock a
high, displaying a confident camaraderie that inspires all who human’s innermost potential. The Esper absorbs a copious
witness it. The Knights of the Round and all allies have their amount of MP, channeling it directly into a single party
damage step increased by one step until the summon is member. Until Maduin is dismissed that ally deals 200%
dismissed, or two steps when the move is part of a Teamwork damage with all attacks and spells, acts as though they
Attack. Champion’s Call may be used multiple times, possess the Break Damage Limit weapon property, and gains
increasing the damage steps each time. the Flight status. Trance can only be applied to one ally at a
Spells: Between them, the trio of Knights know Consecrate, time and can never be used on Maduin himself.
Curaja, Life, Barrier, Addle, Temper, Tetra, Protect, Shell, Spells: Maduin is no slouch when it comes to magic. He casts
Brave, and Armistice. Haste, Reflect, Flare, Seal, Force Field, and Temporal Shift.
Astral Flow, Ultimate End: Being serious for a moment at Astral Flow, Chaos Wing: Maduin rises in the air and
last, the three legendary warriors wade through the enemies’ begins to glow with a lavender light, no longer able to contain
ranks and strike with such force that the targets may as well the power that exists within him. Streaks of energy jet from
not have any protection. Eschaton deals (RES x 25) or (PWR x his skin, burning the ground around him and all foes within
25) + 2d6 damage to all enemies, ignoring M.ARM. Short Range for (PWR x 14) + 2d6 point of damage. In
addition, any weapons or armor the targets may be wearing
Special are destroyed without any resistance roll. When Chaos Wing
Auto‐Protect, Controlled Defense ends, Maduin dissipates into a fine purple mist.
Devotion Special
The Knights of the Round embody the concept of strength in Auto‐Shell, Auto‐Reflect
numbers, and proudly serve alongside those heroes who
follow their lead. Their Devotion is fulfilled when the heroes Devotion
unite a nation or huge group of people against a common Maduin has no fear and confidently believes himself – and his
cause, or rally an army to wage war. summoner companions – capable of doing things that have
never before been accomplished. There are no boundaries for
Pact Boon he and his allies. It takes only 3 Destiny to summon Maduin
The Knights of the Round gain Fiend Killer, and their after accomplishing an Impossible skill check without
Summoner now treats the Paladin’s ‘Leadership’ job ability as spending Destiny.
though it was a Shared Ability, allowing them to take it
regardless of their current job. Pact Boon
Strengthened by his faith in his summoner, Maduin adds
Auto‐Protect and Imperil to his list of special properties.
251
Phoenix Alexander
(Rank 4) (Rank 5)
An ancient, ugly bird lands slowly on the ground before the The summoner closes her eyes and gives a small prayer, which
summoner. It turns one sad eye towards the party before is answered as a massive mechanical creature rises up behind
giving forth a beautiful song. Suddenly, the avian bursts into her. Alexander, the holy guardian, towers over the battlefield,
flames, still singing. Out of the conflagration, a giant bird resplendent in brightly‐ornamented silver armor. It may be
covered in gloriously vibrant plumage soars suddenly into the humanoid, but nothing below the waist can be seen above the
sky. It spreads its wings in front of the summoner, and a ground. The arms are massive pillars, leaning against the
beautiful circular rainbow appears briefly. Phoenix is once ground, though no hands are visible. Perhaps the strangest
again reborn. thing about Alexander is what appears to be a palace on its
wide shoulders, with towers sprouting high up over its head.
Abilities
Dying Star (Special): Phoenix detonates into a brilliant Abilities
fireball when it is reduced to 0 hit points, dealing (PWR x 10) + Ray of Light: A thin beam of light shines from Alexander's
2d6 points of Fire damage to all targets in a Local area. visor onto all enemies. The beam pulses with red energy as it
Afterwards, Phoenix is instantly returned to 100% HP, remains begins to trace a glyph, weaving ever faster as it grows nearer
on the battlefield as an unhatched egg and may continue to to completion. Once etched, the beam expands to fill the
cast spells on each of its turns until it is automatically glyph and burns all foes for (PWR x 20) + 2d6 or (MND x 20) +
dismissed, but may not use its attacks or Astral Flow. 2d6 Holy Elemental damage.
Blaze of Life: Phoenix circles above the battlefield before Bastion: Crushing parapets strike one foe for (RES x 25)
diving forward, covering the entire area in a flame which points of damage. If any damage was willingly redirected from
spreads out from its wings. To the party, the flame does not one ally to another during the enemy’s previous round, such
burn; instead, it soothes the mind and calls unconscious as from a Paladin’s Cover ability or between the partners of a
comrades back to action, casting Life on all party members. Teamwork Attack, Bastion also instantly grants the Regen
The enemy, however, is scorched by the flame as it burns status to all allies.
away their impurities, doing (RES x 12) + 2d6 Fire elemental Perfect Soul: Alexander grants a fragment of his nature to
damage to all enemies. one character. The character becomes Impervious until
Cleansing Fire: Phoenix’s feathers brush across a wounded Alexander is dismissed. Perfect Soul cannot be used on a
ally’s face, instantly cleansing them of all negative status target already suffering from a negative status effect.
effects and granting them the ability to Absorb Fire until Spells: Holy, Dispel, Aura, Brave, Curaja, Lux, Tetra
Phoenix is dismissed. Astral Flow, Holy Judgment: Alexander shudders and
Spells: Fira, Firaga, Melt, Auto‐Life clanks as a pair of immense feathered wings emerge from its
Astral Flow, Rebirth: Phoenix circles above the battlefield back, shattering metal and stone. The wings beat slowly in the
again, singing its powerful song. Finally, it dives again, air as a ball of holy energy is formed in front of Alexander's
wreathing its entire body in flame. To the party, the flame body. Suddenly the wings stop, and the ball splits into
feels glorious as it awakens their fallen comrades, casting Full thousands of thin streams of energy, spiraling around the
Life on all party members. To the opponents, it feels as battlefield until, one by one, each plunges into a different
though the sun has descended to incinerate them for (RES x enemy. The energy explodes within the targets and sears
14) + 2d6 Fire elemental damage. them all for extreme Holy elemental damage; (RES x 40) + 2d6
points worth.
Special
Auto‐Life, Flight, Immune to Fire Special
Indestructible (Takes zero damage from all sources), Undead
Devotion Killer, Fiend Slayer, Break Damage Limit
Phoenix grants his boon to those who can survive the
impossible, rising from the ashes as it does. It has a Devotion
permanently reduced cost whenever two or more heroes use Alexander seems an alien and incomprehensible entity, but its
Blaze of Glory or Cheat Death in a single game session. goals are simple for anyone who takes time to listen. It
becomes easier to summon once the character(s) become
Pact Gift recognized as the heroic saviors of a city.
After Phoenix’s devotion is fulfilled, it may use its Rebirth
astral flow even if it has been defeated and turned into an egg Pact Gift
by its Dying Star ability. Phoenix now also Absorbs Fire instead The Summoner is always treated as though they possess the
of only being Immune. effects of the Glowing and Fortified properties on their
equipment, encircling them with light and increasing their
ARM and M.ARM values by 50%.
252
Bahamut Odin
(Rank 5) (Rank 5)
The beating of massive wings can be heard as the First Sire The sky above the Summoner and her allies darkens as the
swoops onto the battlefield and settles in front of the summoner, sound of a horse's gallop is heard. A gigantic form
unleashing a roar loud enough to break the heavens. The Dragon shimmers into view; a muscular and fearsome man atop
King has come, demanding you fall to your shaking knees in awe an eight‐legged horse, bearing a sword gleaming red.
of his power.
Abilities
Abilities Atop a Pale Horse (Special): Due to Sleipnir, Odin’s
Impulse: Bahamut raises his scaled hands, both of them burning immortal mount, this Esper may move up to a Long Range
and rippling with surging power. When he slams his hands every round while still remaining able to attack.
together it direct the unleashed explosive energy over all Blinding Speed: The reaving rider chases down a target,
enemies, crushing them for (PWR x 20) + 2d6 points of non‐ dealing (DEX x 20) + 2d6 points of Shadow damage to the
elemental or Fire damage, whichever would be more effective. target and Blinds the target on a successful resistance
Sundering Claw: The Dragon‐King rips through a fragile target, check. Blinding Speed deals 200% damage is the target has
destroying their armor instantly with no opposed roll and dealing tried to escape the battle.
(DEX x 15) + 2d6 or (PWR x 20) + 2d6 points of damage. If both The Rider Cometh: Odin turns his gaze upon a single
dice display the same number for this attack roll – such as a pair target, gaining a +2 bonus to opposed rolls against them.
of ones, or fours – the attack is considered to be a critical hit and This effect is cumulative; after using The Rider Cometh
deals 200% normal damage. three times, Odin would have a +6 bonus to opposed rolls.
Ordeals Overcome: Bahamut lets loose a mighty roar, granting Atom Edge: Odin sizes up one opponent, studying his
all allies the effects of Break Damage Limit and Overdrive until strengths and weaknesses. In a flash, he urges his horse
the end of the game session. Sleipnir into a gallop, slicing into the foe with a force
Spells: Tornado, Quake, Brave, Flare, Demi, Gravija strong enough to cleave a weak monster in two instantly.
Astral Flow, Mega Flare: The lord of all of summoned With a successful opposed roll at a ‐2 penalty the target is
monsters picks up a single target before flight and beginning to instantly sliced in twain, reducing its HP to 0 regardless of
soar into low atmosphere. Higher and higher he climbs before current HP. If the target is immune to instant‐death
leaving the planet completely. He opens his great jaws wide and attacks, the force of the blow does (DEX x 25) + 2d6
begins to collect cosmic energy…then, using the force of a primal damage instead.
roar that would be undoubtedly deafening outside of the silence Astral Flow, Zantetsuken: The sky above the
of space, he unleashes this sphere of pure magical energy. The summoner becomes darker as Odin draws his sword and
blast sends the catastrophic vortex of magic ‐ as well as the readies himself. In a flash, he begins galloping forward,
unfortunate soul tumbling along with it ‐ back through the clouds, using his momentum to deliver a mighty slash to all foes,
propelled into the earth with the force of a detonation large inflicting dire damage and possibly slicing his foes in two.
enough to be seen on the horizon from thousands of miles away. Make an opposed roll against each creature on the field; a
When the smoke clears, all that remains is a great crater and the success means that they are immediately killed. This ability
body of the enemy in the middle, having suffered (PWR x 80) + works on all creatures, including Notorious Monsters and
2d6 damage from this mighty attack. Bosses.
Special Devotion
Flight, Humanoid Slayer, Resistance to all Elements except Holy, Nihilistic and remorseless, Odin’s obsidian blade seeks
Break Damage Limit, SOS‐Haste only destruction to his enemies and send their souls to
Valhalla. In the end, there will be nothing; no future. No
Devotion hope. Any character capable of summoning Odin may
The Hallowed Father only obeys the strong and is quick to spurn fulfill the Esper’s Devotion by choosing to abandon their
the commands of any mortal he deems unworthy. His gift is Life Goal. This futility actually manifests as a supernatural
granted to those who defeat Bahamut himself in combat, or who pact; The character will never be able to accomplish this
undertake a dangerous quest to retrieve an item of his choosing. former Life Goal, even if they later regret their choice.
Pact Gift Pact Gift
The character grows a single spiral horn from their forehead, Though Odin’s profane gift permanently grants his
having been officially welcomed into the world of the Espers. This Summoner one Limit Ability from any Job of their choice
horn marks the character as an ally though it is not magical unto and a +4 bonus to any attribute, the now‐empowered
itself. Once per game session, the character may perform any character will never achieve a truly happy ending to their
Summon for no associated Destiny cost, even Espers the story.
Summoner does not possess as an ally. A creature summoned in
this manner may not use their Astral Flow ability.
253
CHA
APTE
ER VIII:
V"I’v
B
BEST
TIAR
RY
ve done it! I’ve created
c a mons
ster! Come on,, kiddo! Help m
me celebrate!"
er Arena Owne
- Monste er
The old adaage maintains that good cannot exist witho
out evil. Nowheere is this morre true than in the worlds of Final
Fantasy, where the road to one’s destin
ny is paved witth the bones off evil, raveningg, and outrightt bizarre foes. TThis
ntains a sample
section con e of sample moonsters and villains, as well aas rules for con
nstructing yourr own.
Buildiing a Bea
ast
So. You waant to make a m
monster, huh?
As with cre ers, this is a fairly quick proce
eating characte ess that provid es a lot of custtomization while still remaining
within a fraamework of rules. The first sttep is to decide
e what it is, paainting in broad
d generalities. Is it a small, qu
uick
fairy with m
magical attackss? Or is it a hulking Behemoth with incredibble physical strrength? Once yyou’ve got the basic
idea down,, go through eaach of the follo owing sections in turn, makinng notes aboutt your monsterr as you go.
Attitud
de
How will yo
our monster re eact to the playyers when the inevitable enccounter takes p place? Knowingg a creature’s
attitude offers a useful yaardstick for deciding how the
e encounter m ight develop frrom there. Alth hough most
opponentss the heroes wiill face are probably going to be Hostile, it’ss still good to kknow your options; pick one of the
four catego
ories below.
Frriendly monstters offer advicce, directions, items, or healing, dependingg on
the circumstance es. Some may expect compeensation for theeir troubles, w while
others help the p
party for free. They tend to b be shocked and d emotionally hurt if
the party attackss them, and geenerally will tryy to escape instead of fighting
baack.
Neutral monstters are passivee, and will retaaliate only if threatened. Whiile
ut of their wayy to help the players, they wo
they won’t go ou on’t attempt to
o
nder them eith
hin her. If not attaccked or otherwwise intimidateed and intelligeent
en
nough, they maay be willing too barter or offeer their assistance in exchangge for
paayment or som
me other small ffavor.
Wary
W monsterss won’t pouncee on the playerrs outright, but it won’t take much
y feel even a little bit threaten
to provoke theirr ill‐will. If they ned by the parrty,
they will almost certainly be thhe first to attacck. Wary monssters are more likely
to consider fleeing from overw whelming oddss than hostile o ones.
Ho
ostile monsteers will attack tthe characterss on sight, regaardless of the
cirrcumstances and odds. This m wide variety of reasons, ranging
may be for a w
fro
om an outrightt evil nature too simple hungeer.
254
Monster Difficulty
Once you’ve established how aggressive your monster is, we need to decide what sort of challenge the monster
will present to the party, as well as its importance to the story. Choose only one of the following;
Normal monsters are cannon fodder, and should make up around 75% of the opponents the group runs into
during the course of their adventures. However, this does necessarily not mean that the players will have an easy
time with them.
Notorious monsters are a step up, representing grizzled veterans and one‐of‐a‐kind creatures. Notorious
monsters are usually encountered every two or three games. Unlike normal monsters, Notorious monsters and
their superiors can have quite developed personalities, and should make for a memorable encounter if handled
correctly.
Bosses usually appear during an adventure's climax, and should be typically be constructed as an epic showdown
that requires resources, teamwork, and quick‐thinking to overcome.
End Bosses are the players’ most powerful archenemies. These are typically only encountered after a series of
adventures, if not the end of a full‐fledged campaign, and tend to be an integral part of the game’s ongoing
storyline. They count as Bosses whenever the book refers to such.
Once you’ve established that, it’s time to choose the monster’s level. As with PCs, monsters have a level from 1 to
15 that reflects their overall experience and toughness. The monster’s level should generally be equal to the
average level of the party it is intended for; a level 5 party, for instance, will generally be best off facing level 5
monsters ‐ though a GM who wants to challenge experienced players might go a little higher, and a group who
wants their game to be a little less challenging might prefer slightly lower ones.
Category
Once you’ve got the basic idea for your monster down, it’s time to start the actual construction. While characters
have Jobs that give them starting abilities and help determine their hit points, magic points, and starting abilities,
Monsters have a similar idea based on what species they belong to.
Select one or more of the fourteen Monster Categories outlined below; in design terms, each offers a broad
template from which the finer details of the monster can be worked out.
If you want to build a monster that’s a member of multiple different species, that’s not only easy to do but also
actively encouraged. Simply choose their ‘primary’ species for the purpose of figuring out attributes, but make
sure that the creature also has all the pros and cons of all the other species it represents. For example, if Adam
wanted to create a spectral and sentient Ghost Ship, he might decide that it’s an Undead first and foremost. He’d
therefore calculate the creature’s HP based on the Undead entry. This monster would gain Auto‐Zombie for being
Undead, and an immunity to Fear and Poison thanks to its construct side.
All of the monster categories can be found over the following two pages
255
Monsters with h the power to defy gravity, Shapelesss monsters with no discernibble
usually thro ough wings, bu ut occasionallyy through moree anatomyy, instead com mposed of a singgle viscous maass.
exotic mea ans, such as infflated bladders,s, gas sacs, or It’s difficcult to target their weak poin
nts since they ddon’t
magic. really haave any; this is generally reprresented by the
All Aerial m monsters have the Flight abiliity, making the em Unusuall Defense or Co ontrolled Defeense propertiees.
immune to o damage from m earth‐based aattacks and spe ells. Some Am morphs may be capable of sh hifting from onne
They also ttend to have a weakness to LLightning and aa Form too another, otheers still use Mu ultiple Parts to baffle
resistance to Wind, and A Aerial creaturees are the most their eneemies, and stilll others use thheir gelatinous
likely species to use the Inhale power. bodies tto absorb enem mies by Inhalin
ng them.
Amorphh enemies often take extra daamage from Eaarth.
Bonus H HP: 40 Base ACC: 1
B Bonu us HP: 40 Base ACC: 1
Bonus MP: 2 Base AVD: 6
B Bonu us MP: 10 Base AVD: 55
Water‐dwelliing monsters. Though usuallyy Being com
mposed of puree of near‐pure
only encountered in theirr native elemen nt, they may magical l energy.
occasionallly venture onto o dry land to teerrorize its The mosst potent spellccasters of all th he species, arccane
denizens. enemiess generally take the upper haand in combat
Best‐known as users of Submerge and sufferers of a through the use of Maagical Counteraattack, Elemen ntal
weakness tto Lightning, the dwellers of the deep tend d to Immunitty, and in som me cases, even Flawless Spell.. Their
be vicious aand alien, and almost alwayss have the elementtal weaknessess and strengthss are as varied as
Specific Ha abitat (Water) ability due to ttheir struggle tto the speccies itself.
breathe on n the surface. Itt is also generaally more
common to o see Large pre edators in the depths of the ssea
than roamiing the surface e. Schools of fissh or sentient
coral reefs are best‐descrribed with the Swarm property.
Bonus H HP: 40 Base ACC: 1
B Bonu us HP: 30 Base ACC: 00
Bonus MP: 2 Base AVD: 7
B Bonu us MP: 15 Base AVD: 66
The ‘natural’’ inhabitants off the world. ificial creationss, animated byy
Artif
Includes monstrous animals and other ffauna twisted b by technoloogy or magic. IIncludes such sseries stalwartss as
magic. golems aand robots.
Beasts ofte en move in paccks, herds, or w work together All Cons truct monsterss are automatiically immune to
when they hunt to bring down prey. Th hey’re notable for Fear, Po oison and Zombie. Regeneration and Contrrolled
being the sspecies most likkely to Call Forr Help as well aas Defensee are also comm monly used to represent
to be found d naturally skittterish and Waary. Because th hey construccts capable of repairing them mselves, or thro owing
rarely use m magic and tend d to overcome e adversaries w with up energgy shields to defend themselves – but shield or
physical force, they also ttend to lash baack at their not, mosst have a stron ng reaction to LLightning attaccks.
aggressors with Countera attack. Those tthat hibernate in This elem ment might eitther overload aa construct….o or
the cooler months of the year might de emonstrate this charge itt up.
with a wea akness to Ice. Construccts are the mo ost likely startin
ng species to b
be
built as aa Vehicle, for o obvious reason ns.
Bonus H HP: 30 Base ACC: 3
B
Bonus MP: 2 Base AVD: 6
B Bonu us HP: 40 Base ACC: 1
Bonu us MP: 2 Base AVD: 6 6
256
Monstrous reptiles with a serpentine bent. Supernaatural opponennts serving the cause
Covers the classic winged d dragons as wwell as their of evil, ggenerally highlyy adept with th he use of magiic.
ground‐bou und relatives. All Fiendds monsters haave an Elemental Weakness to
Powerful and deadly adversaries, Drago ons often winggs – Holy. Ass the most thorroughly vile sp pecies that exissts,
and therefo ore Flight – and are generallyy associated w
with extremeely high‐level FFiends are often Bosses with the
one specific element. This might grant tthem an Undyingg or Fearsome abilities. Manyy utilize illusionary
Elemental Immunity or aan inclination to use a certain n magic too take a less th hreatening formm, such as a
type of elemental attack.. It isn’t uncom
mmon to see nondesccript humanoid d or even a paiinting or other
particularlyy ancient and ggrouchy dragonns toting arounnd inanima te object.
Final Attaccks, and some m members of th
his species havee
earned theeir Fearsome ability.
Bonus H HP: 60 Base ACC: 0
B Bonu us HP: 40 Base ACC: 1
Bonus MP: 5 Base AVD: 5
B Bonu us MP: 10 Base AVD: 55
Creaturees of relativelyy ‘normal’ Insects of
of every shape aand size, typica
ally
proportions and modest iintelligence. protecteed by tough, chhitinous shells.
All Humano oids have an elemental Weakness to Shado ow Seeing ttens of thousan nds of buzzing insects movingg in a
and tend to o stay in the Neutral to Waryy attitudes; it’s Swarm m might be consiidered dangero ous, but
rare to find d a humanoid tthat’ll fight to tthe death on experiennced adventurrers know that the real threatt lies
sight, witho out ever think of backing dow wn or cutting aa in Large r specimens th hat fight with eevery natural
deal. Swarms of humano oid enemies are e common, as are stinging and slashing M Multiweapon aat their disposaal.
those who battle with the aid of Item U Use, Job Abilityy, Althoug h most insectss don’t take weell to Ice damage,
or Call Min nions. quite a ffew use their p protective shells to grant them
Improveed Defenses in n combat situattions.
Bonus H HP: 40 Base ACC: 2
B Bonu us HP: 30 Base ACC: 0
0
Bonus MP: 5 Base AVD: 6
B Bonu us MP: 2 Base AVD: 9 9
Animated annd mutated pla ant matter as w well The livinng dead are crreatures reanim
mated
as natural hazards such a as carnivorous plants. by foul ssorcery or supeernatural circum mstance.
Status Touch is commonplace among the war‐wagingg Undead monsters all rreceive the Autto‐Zombie stattus,
weeds, sen ntient shrubbery and vicious vegetation thaat reversinng the effects o of curative maggic, draining efffects,
can threate en an unsuspecting adventurring troupe, and a m ultitude of oth her things.
especially p poisonous or p petrification‐indducing strains.. Many unndead creaturees gain a Resisstance, Immun nity or
Quite a few w prefer one ve ery Specific Haabitat such as even an Absorbency to Shadow dam mage, and just as
Forest, Swaamp or Plains, and almost all plant‐type many haave a Weaknesss to Holy dam mage. And finally, all
creatures ssuffer from a w weakness to Firre. Those that Undead are Immune tto Poison.
don’t are ggenerally weakk to Ice instead.
Bonus H HP: 40 Base ACC: 1
B Bonu us HP: 30 Base ACC: 1
Bonus MP: 5 Base AVD: 6
B Bonu us MP: 10 Base AVD: 66
257
Attributes and Defenses
Once you’ve got the basics figured out, it’s time to get into the number‐crunching.
Like characters, monsters have four Attributes: Power, Dexterity, Mind and Resolve. You receive a set number of
points based on the monster’s difficulty and level to spend however you like, so long as no attribute is left at 0 (The
exception to this is enemies with the Vehicle ability, who can have a MND score of 0 without penalty).
Normal Monsters have the standard (Level + 24) points to allocate between the four stats. GMs are
encouraged to consider not using all of these potential points if it doesn’t make sense for the monster.
Notorious Monsters instead get (Level + 35) points to allocate between the four stats.
Bosses use a total of (Level + 45) points to allocate between the four stats.
End Bosses possess (Level + 60) points to allocate between the four stats.
Once you’ve written down the base attributes, follow the rules below to determine all the other derived stats of
your beast.
To calculate a monster’s Maximum Hit Points, add their RES score with the HP Bonus granted by their Species,
and multiply the total by their Level. If the creature is a Notorious Monster, then double this number. If the
creature is a Boss, multiply the value by 4. An End Boss multiplies it by 5 instead.
For example, Chappu decides to build a big, scary Dragon boss. Since she’s decided this creature will be designed to
challenger her level 12 party, she makes it at the same level and thus has 57 stat points to allocate. She decides 18
of these will be going into RES. Combining that with the automatic 60 health per level it gets for just being a
Dragon, her monster has 78 base health. Then she multiplies that by 12 – the creature’s level – for a total of 936
health, and then multiples THAT by 3 because the Dragon will be a boss. She comes up with a total of 3,744, but
decides to just round that to 3,700 so that it’ll be easier for her to keep track of.
To calculate a monster’s Maximum Magic Points, add their MND score with the MP Bonus granted by their
Species, and multiply the total by their Level. If the creature is a Boss, then double this number. If the creature is
an End Boss, triple this Value.
Just like before, Chappu takes a look at her dragon’s stats to determine its magical might. Dragons have a bonus of
5 MP/Level, and her creation has 9 MND for a starting total of 14. That 14 is multiplied by the dragon’s level for a
total of 168, and then doubled because the Dragon is also a Boss – 336 MP isn’t anything to sneeze at, that’s for
sure!
To calculate a monster’s AVD and ACC scores, add their half their level, rounded down with the Bonus granted
by their Species. If the creature is a Notorious Monster, both these scores get a +1 bonus. Bosses and End Bosses
enjoy a +2 bonus instead.
Dragons really suffer when it comes to these last few scores, with 0 ACC and 5 AVD normally. Each of these stats
gets a +6 bonus because of the creature’s level, however, and an extra +2 on top of that for being a Boss. At the
end of the day, neither the 8 base ACC nor 13 AVD is one of the creature’s strong points.
Don’t forget to calculate your creature’s Force and Finesse attributes; just like a character, these are the sum of
either PWR and RES or DEX and MND, divided by 4. They'll be used a lot in opposed checks and resistance rolls.
258
The second d‐to‐last last sttep is to figure out the beast’’s armor and m
magical armor, and Chappu needs to consult a
chart for th
his one. She kn nows that she ggets a flat num
mber of points, which she can
n allocate betw
ween the two sccores
any way sh he likes; howevver, splitting thhem evenly (or close to evenlly) between the two helps to
o make sure thaat the
members o of the group who AREN’T heaavy hitters will still be able too actually deal damage.
Finally, Chaappu is just abo
out ready to ge
et into the nexxt section; all s he needs to do
o now is figuree out how well her
dragon rea
acts to the vvarious elem ments and status effectss. After all, eveery opponent hhas a weaknesss, and
Chappu’s d
dragon is no exxception.
8 elements, each of which wiill be representted by an icon on the samplee monster stat blocks later on in
There are 8
this chapte
er; Earth ( ),, Fire, ( ), Ice
e ( ), Lightnin
ng ( ), Wateer ( ), Wind ( ), Holy ( ), and Shadow
w
ose two eleme
( ). Whenever you makke a monster, yyou must choo ents for the ccreature to have a
Vulnerabiility to (takingg 50% more damage from eacch), or one eleement the beeast has a Weeakness to (taaking
o get to pick tw
mage from it). Then, you also
double dam wo elements tthe creature Resists, or on
ne element th hat it
is Immunee to complete ely.
There are aalso fifteen diffferent types off negative status ailments. Allthough there’s no hard and fast rules heree,
most of thee time, a monsster can be affe ected by any of them unless yyou can think of a good reasson why it wou uldn’t
make sense e – for example, you probably wouldn’t be 4able to Petriffy a sentient to ornado.
259
Abilities
With the monster’s basic attributes and defenses covered, the second‐to‐last step is to further customize it with
monstrous abilities – just like how characters are further defined with Job and Shared abilities!
A monster gets a number of abilities equal to half its level (rounded down, but as always, never below one). So a
first‐level monster would have one ability over and above the ones automatically granted (or forced upon him!) by
his species, and a 13th level monster would have six!
Abilities are divided into two broad types – Biological Abilities and Combat abilities. The main difference is that
Combat Abilities are usually a little bit better, but they can be ‘turned off’ if the monster is afflicted by the Seal
status or hit with a Teamwork Attack. Several job abilities can also do this.
Biological Abilities
Regeneration: The monster’s skin is constantly healing and its injuries knitting, and it regains HP at the start of each of their
rounds equal to their level. This ability may be taken multiple times, increasing the value by the same amount each time. So, a
tenth‐level creature that has taken this ability 5 times would have Regeneration 50!
Skitterish: The monster calculates their AVD score as 1/4th of their DEX plus the bonus granted by their job, instead of half
their level plus the base value. This gives a slight advantage to extremely quick‐moving creatures.
Flight: The monster is capable of flight, putting it out of reach of most weapons and giving it greater maneuverability in
combat. Short‐range weapons suffer a ‐4 penalty to hit flying creatures.
Unusual Defense: Due to some racial characteristic, the monster takes either half damage from Physical attacks and 200%
damage from Magical attacks, or vice versa. If combined with Shell and Protect, the damage sustained from attacks might be as
low as 25%.
Controlled Defense: As Unusual Defense, but the monster may shift forms at will as an Instant action. The GM must describe
that this is being used in some fashion, whether it be a change of color or shape or something more subtle, and the description
must be consistent as the battle continues. A Monster must have Unusual Defense before it can also take Controlled Defense.
Multiple Parts: The monster is made up of several separate entities ‐ the main body, which has normal HP, and up to two
other parts. The total HP of the extra parts adds up to half the HP of the main body (for example, a creature with 100 HP might
have two parts with 25 HP each). The monster dies if the main body is destroyed, but the additional parts can often make this
difficult. Each additional part allows the main body to take one additional Standard action each turn while it remains active, and
Multiple Parts are immune all status effects (both positive and negative). By spending a single point of Destiny after at least 1
round has passed, the monster may revive a destroyed Part as an Instant action.
The creature gains one additional Part each time this ability is taken.
Swarm: Swarms are groups of literally dozens ‐ or even hundreds, or thousands! ‐ of individual enemies that can surround and
close in on the heroes. Swarms act as a single unit, such as teams of imperial soldiers or armies of shambling undead.
Spells, attacks and abilities that effect only a Single target deal half damage to a Swarm, and Swarms are Immune to all status
effects and Knockback effects that only target a single enemy. Conversely, spells, attacks and abilities that damage an entire
enemy group, or all enemies within a specific range, deal double damage to a Swarm.
Impervious: An ability generally only possessed by bosses, Impervious grants an Immunity to every negative status effect
except those that have been specifically listed. A good GM will generally leave the monster vulnerable to a select few status
effects despite Impervious.
Fearsome: The monster is terrifyingly powerful. Whenever a character wishes to make an attack against the creature, they
must succeed at a resistance check (generally an opposed Finesse roll). If they succeed, they may attack the monster freely until
the start of their next turn. If they fail the check, they are affected by the Fear status until the start of their next turn instead.
Only Notorious Monsters and Bosses may be Fearsome.
Large: The monster is huge, making it Immune to Knockback and the action‐interruption that knockbacks normally cause. Just
remember that size doesn’t mean an awful lot in the world of Final Fantasy; small monsters are just as capable of dealing out
grievous damage as large ones.
Swift Strikes: This Biological ability allows the monster to calculate all their physical attack damage with their DEX attribute
instead of their PWR.
260
Undying: After an Undying creature is killed, they return to life (or undeath, in some cases) after a varied period of time,
ranging anywhere from several minutes to several years. Some White Magic spells can stop Undead enemies with this ability,
and the Red Mage’s Seal Evil ability can handle more fearsome adversaries who possess it.
There is generally one condition that can be met to cancel out the Undying property, though we don’t list what it might be in
individual entries and instead leave this up to your imagination. Perhaps an entity who has immortalized themself in a painting
can be subject to the normal rules of death if he or she ever gazes upon their painted likeness, or perhaps only a certain magical
sword can stop the reign of terror caused by a shape‐shifting master of darkness.
Vehicle: The monster – which is almost always a Construct – can allow one smaller creature to ride on top or inside of it. The
riding may not take Standard or Slow actions while inside of the Vehicle, but they gain the Vehicle’s entire ARM and M.ARM
scores as a bonus to their own defenses, and an individual has a +4 bonus to AVD while ‘piloting’ a vehicle monster.
Specific Habitat: The creature is generally only adept at fighting in the type of terrain it is most used to; this might be a arid,
sandy Desert, a dense temperate Forest or jungle, a place of extreme heat and Lava such as the inside of a volcano or the
earth’s core, a fetid Swamp known for its muddy and unstable ground, a rocky Mountain highland, the large and unbroken
stretches of rolling grasslands and Plains, a large natural body of Water, a Town or other area of civilization such as ancient
ruins or a dungeon, a cold and Snow‐covered tundra characterized by extreme temperatures and sparse vegetation, an
Underground cave, tunnel, or mine, or even an inter‐dimensional site outside of the normal boundaries of realities, dubbed by
scholars as a ‘Cosmic’ location.
When the creature is fighting in the type of location specified in its Specific Habitat, they gain either a +2 bonus to its AVD score
or its ACC score, chosen at the time this ability is taken. When in any other habitat, this is treated as a ‐2 penalty to ACC or AVD,
instead.
Some types of Difficult Terrain or Elemental Fields might count as a certain type of terrain for the purpose of this ability, at the
GM’s discretion. There’s no reason to claim that a battlefield flooded after a massive tidal wave couldn’t be counted as Water
terrain, for example.
Elemental Immunity: The creature takes no damage from one additional elemental type; an element the creature is already
Weak or Vulnerable to cannot be improved upon with this ability.
Elemental Absorption: One of the creature’s elemental immunities is transformed into an Elemental Absorbency instead; all
attacks dealt to the creature by that element restore HP instead of reducing it.
Improved Defenses: Choose either ARM or M.ARM when this ability is taken; that particular defense is increased by 50%. This
could theoretically be taken multiple times, increasing the defensive value by 50% each time. If you’re the GM, combining this
ability with Unusual Defense or Controlled Defense is a surefire way to have projectiles angrily lobbed at your head.
Elaborate Attacks: The creature may build its secondary attacks as though its Finesse score was 1 higher than it really is. This
may be taken multiple times.
Combat Abilities
Counterattack: The monster has a 25% percent chance to counterattack any physical attack against it with a normal attack. If
this ability is taken more than once, the Counterattack chance increased by an extra 25% each time, all the way up to 100%.
Magical Counterattack: The monster has a flat 25% chance to counterattack any magical attack against it with an Instantly‐
casted spell. A Magical Counterattack cannot be taken if the monster is already in the middle of a Slow action, and this can be
taken multiple times to increase the odds of a counterattack by an additional 25% each time.
Final Attack: When reduced to 0 hit points, the monster may use any one pre‐determined spell or attack for as an Instant
action. Final Attack will fail if the monster doesn’t have enough MP to cast its chosen spell at the time of its defeat.
Status Touch: The monster has a 25% chance to cause a negative status condition with any of its normal attacks. Status Touch
requires an opposed resistance check between the monster and his target. (If the monster wins, its target becomes afflicted by
the negative status effect.)
Call for Help: The monster uses a Slow action to calls for another monster of the same type, who arrives when this ability Is
used and immediately joins the battle. Because the monster must be the same type as the one that calls for help, boss monsters
cannot choose this power; it is recommended they look into Call Minions instead.
Inhale: The monster can use powerful lungs or gravitational force to pull strongly their adversaries, dragging them through the
air towards the beast. Each round the monster may attempt to Inhale a single target as an instant action, making an opposed
Force roll; if the monster is successful, the character loses any Flight effects until the end of the creature’s turn, and is moved a
Medium Range toward the beast unless the path is impeded by obstacles.
261
As a Standard action, the monster can choose to affect an entire group with Inhale instead of only a single target.
Call Minions: The monster can take a Standard action once per combat to call for two minions, who arrive at the end of the
round to join the fray. The minions that are called must be at least 2 levels lower than the caller. Each time Call Minions is taken,
it increases the number of minions that can be summoned by two.
Multiweapon: Without needing to have Multiple Parts, the monster has a variety of weapons at its disposal and can strike
simultaneously with them, making its attacks harder to dodge. Monsters with Multiweapon may reroll one dice on every attack,
just like a character that dual‐wields.
Flawless Spell: The creature has one spell that’s as much a part of them as any attack, and they can cast it once per round, per
combat as an Instant action. Each time Flawless Spell is taken it grants one additional use of the same spell – but the
Item Use: The monster may use any recovery item listed in the Drop section of its entry during combat as an Instant action.
Note that the characters will not find this item after defeating the enemy if the monster uses it. Monsters will generally only use
items when they find their lives endangered.
Submerge: As a Standard action the monster may burrow beneath the earth or dive underwater, making them Immune to any
negative or beneficial Group‐target attacks or spells from targets who are not also underwater or underground. Status
conditions such as Poison continue to affect the monster whilst underground, and they can still be affected by Single‐target
attacks. They may return to the surface as an Instant action or move a Medium Range, and they may move underneath enemies
to attack them with standard attacks as normal. Any creature that is affected by a knockback effect is also generally returned to
the surface, ending the effects of Submerge.
Combination Attack: May only be used by a monster with the Multiple Parts biological ability. If ALL parts are intact, they
may all combine their actions for the round into one powerful attack that deals more damage than normal.
Combination Attacks use one of the creature’s standard attacks, but deals 300% damage.
Job Ability: The monster has access to one Shared or Job Ability such as a Warrior’s Cyclone or a Time Mage’s Delay Inevitable.
Regardless of how often the ability normally functions, the monster may only ever use it once per combat, and the effects last
for only one round. For example, an orcish berserker with the Warrior’s ‘Trauma’ job ability would have their attacks be
increased by one damage step, for one round, after suffering a negative status effect. Limit and Innate abilities are strictly off‐
limits.
Building Attacks
At least, we’ve moved into the final stage of monster‐building; describing how they’ll horribly mutilate the heroes!
Sure, maybe you’ll choose to give your monster a handful of spells – there’s no hard and fast rules for this, so long
as the monster has the MP to cast them and the Tier of the spells doesn’t greatly exceed what a similarily‐levelled
mage could use – but the real meat of this section will be your creature’s Attacks!
A monster’s Attacks are simple, offensive, damage‐dealing maneuvers that all take Standard actions in combat, and
are never affected by the Seal status effect. That said, the exact form of a beast’s attack is largely dependent on
the monster’s species and how you envision them battling. A Humanoid‐type monster, for instance, might have a
sword or spear, whilst a Plant‐type monster could attack with thorns or vines. An Amorph who relies heavily on
magic might use his attacks to replenish or drain MP so he can keep on casting powerful spells.
Like the heroes, monsters calculate damage based on their PWR attribute – unlike the heroes, their damage is
based on their level instead of the Tier of weapon they swing around. Take a look at the table below;
262
Got it figured out? Fantastic! You know your creature’s base accuracy and his base damage, and that’s combined to
make one very simple‐looking attack! Let’s give it a name, and hopefully your monster won’t have to use that one
much – it’s going to get more interesting in a second!
Once you’ve got this basic idea down, we can take that attack we already made and turn it into a variety of
secondary attacks; by having the attack require a weapon, reducing the accuracy or damage, or even having your
poor beastie hurt themself in the process, you can create something much more fun – a gout of flame, a trampling
charge, or whatever else you can dream up!
Building a Secondary Attack is easy – simply take your primary attack and add a handful of bonus effects from the
list below. Each additional effect has a ‘point’ cost, and a monster can spend as many points on each secondary
attack as it has points of Finesse.
So, if we’re working with a monster that has 3 Finesse, one of his secondary attacks could inflict the Zombie status
(3 points), one of them could be Medium‐Ranged and deal an additional damage step (1 point for range, 2 points
for damage), and one of their most complicated attacks could grant the caster Flight if it hits the target, but suffers
a ‐2 penalty to accuracy (4 points for Flight, but a 1 point refund for the drawback for a total of three).
In the sample monster stat blocks, we’ve marked attacks that require a weapon with an asterix (*). When you see
that symbol, you’ll know that an enemy that has been Disarmed or has his weapon broken can’t use that particular
move! We love secondary attacks that require a monster to have equipment, since destroying or disarming a
monster’s weapon is both highly thematic and very satisfying for many players.
Point Cost Effect
+5 Refund The user is reduced to 0 hit points at the end of its turn. Effects such as Auto‐Life cannot circumvent this.
+3 Refund The attack reduces the user’s health by 50% of its maximum.
The target(s) must be affected by a specific status ailment for the attack to be used. (Undead and their Auto‐
Zombie status cannot be used to meet this criteria.)
+2 Refund The ‘attack’ does no damage or healing.
The attack is a Slow action.
Cannot be used without the monster’s weapon, or some other obscure criteria must be met.
+1 Refund The attack is only usable once.
The attack or status effect can be avoided/ended with a successful Skill Check of appropriate difficulty, such as
using Escape to wiggle out of Stop‐inducing binds.
The damage is reduced by one step.
The accuracy is reduced by ‐2. This cannot be added multiple times.
The attack targets M.ARM instead of ARM.
0 The attack calculates damage as half of the creature’s level instead of the normal amount (useful for creating
tamed creatures whose levels increase over the course of a campaign).
The accuracy of the attack is increased by +1.
1 The attack can be used at a Medium Range.
The attack deals Earth, Fire, Ice, Lightning, Water, or Wind elemental damage.
The damage step is increased by one. This may not double the attack’s damage steps.
2 The user gains a +1 bonus on an opposed roll or forces you to suffer a ‐1 penalty.
With a successful opposed roll, the attack can cause a short range knockback.
With a successful opposed roll, may cause Zombie, Blind, Poison, Sleep, Stop, Confuse, or Seal.
The attack targets all enemies within a Short Range.
3 The attack also attempts to Disarm the target with a successful opposed roll.
The target automatically suffers a ‐2 penalty to ACC or AVD for one round, or a +2 bonus to either score for an
ally instead.
The status effect inflicted by the attack does not fade in several rounds as normal and must be removed
through other means.
The attack uses MND instead of PWR and restores health to the user or an ally instead of dealing damage to a
target.
263
4 The user or one ally gains gain Reflect or Flight.
The attack changes the type of Terrain that exists in the battle – mostly used for a Geomancer’s Geotrance
ability.
The attack has a target range of Group.
5 The user or one ally gains Protect or Shell.
The attack deals Shadow or Holy damage.
The attack ignores ARM or M.ARM and all similar damage‐reduction effects.
With a successful opposed roll, the target is inflicted with Armor Break, Power Break, Magic Break, or Speed
Break for one round.
The attack is a critical hit on a result of 11‐12.
With a successful opposed roll, may cause Transform, Curse, Slow, or Petrify.
The attack also creates a Fire, Ice, Wind, Water, Earth, or Lightning Elemental Field.
6 The attack has a target range of Local.
With a successful opposed roll, may cause Stun or Charm.
With a successful opposed roll, the attack may destroy the target’s equipped weapon, armor, or accessory.
7 The attack also creates a Holy or Shadow Elemental Field.
8 With a successful attack roll, the user or one chosen ally gains a point of Destiny.
The user or one ally gains Haste, Auto‐Life, or Reflect.
With a successful opposed roll, the target is inflicted with Armor Break, Power Break, Magic Break, or Speed
Break for several rounds.
9 The attack instantly reduces its targets to 0 hit points with a successful opposed roll.
The attack is a critical hit on a result of 10‐12.
Rewards
Many monsters leave behind items or gil when they are defeated, or have items that may be stolen. Usually, the
item is related to the monster or its abilities, and you’re encouraged to come up with potential items the creature
may have on its personage – or be transformed into, if you have an Engineer in your party! For example, while a
goblin may drop a short sword when defeated, a giant bird most likely will not. If a monster has a Drop Item, it has
a 50% chance to give up the item when defeated. Components were discussed back on pages 159‐160; they can be
obtained with a successful Scavenge skill check from a Notorious Monster or Boss, so it’s a good idea to include a
plausible idea for such creatures ahead of time. Steal Items are more or less the same idea; since a Thief might be
able to nab everything from the creature’s shirt off their back to their earliest memory, jotting down an idea for
something the Thief could theoretically snatch is always a good idea. This way you won’t be stuck flipping through
the book in the middle of combat, searching for inspiration.
Monsters build Limit Breaks in the exact same way a player does; by following the point‐buy system that can be
found starting on page 165.
Monsters can earn and use Destiny as well, though not in the same ways that heroes can. Since the on‐screen
lifespan of most monsters begins and ends over the course of a single battle, there’s a few important differences.
By spending one point of Destiny, a monster may add an additional d6 to any roll just like heroes. However, they
may also spend a single point to take an immediate Standard action even if it isn’t their turn, so long as they don’t
interrupt a PC’s actions. This allows them to begin and finish the casting of spells at odd times, act in combat
before anyone else has a chance to, and use powerful moves when players aren’t expecting it.
264
Finally, just like players, three points of Destiny allow a monster to use a Limit Break if they have one. These are
often frighteningly powerful attacks capable of completely leveling an entire team of unprepared heroes – luckily,
they can only be activated once the boss has been reduced to 25% health or less as normal.
A level 1‐4 Notorious Monster or Boss might have 1 Destiny if the GM deems it appropriate.
A level 5+ Notorious Monster or Boss always possesses 1 Destiny and can construct a Limit Break up to 10 points.
A level 10+ Notorious Monster or Boss has 2 Destiny instead, and uses 20 points to build a Limit Break.
An End Boss, regardless of their level, starts with 3 Destiny and builds their limit break with the full 30 points.
Instead, we’d like to take a moment to show you how a few simple spells, or changing the battlefield, can put a
new spin on old fights and give monsters a fighting chance against even much‐higher leveled PCs.
Killing Heroes
You may have seen this book previously mention how only Notorious Monsters and Bosses can actually kill players,
and now we’re going to discuss that in greater detail. Monsters can only kill a PC who has been reduced to 0 hit
points, and generally only a character within a Short Range of them.
Notorious Monsters can kill fallen characters as a Slow action, usually giving the fallen heroes’ comrades a
chance to jump in and prevent this unfortunate fate.
Bosses can end the lives of fallen PCs as a Standard action instead, taking their entire turn to dramatically
herald the end of a heroes’ story, devouring or ripping lifeless bodies into shreds so quickly that the heroes’ allies
almost never have time to intervene.
Only by spending 7 points of Destiny to Cheat Death can a player avoid this horrible fate, one of the only ways a
Final Fantasy hero can truly perish.
Nasty Tricks
With that out of the way, we’d like to take one last moment to discuss half a dozen options for dealing with
particularly troublesome heroes.
First up is the Melt spell, a rank two black magick that can negate a character’s ARM score for a few rounds, at the
tradeoff of the caster taking some magical backlash. This is great for the heavy‐armor wearing, shield‐swinging,
Auto‐Protect champion who is often the first to charge in. Melt isn’t cheap at 25 MP and its nasty backlash, but
there’s two ways around the repercussions of the spell. Low‐PWR monsters will still be able to utilize the spell to
greatly weaken armor, but minimize the damage both to themselves as well as the target. Or – since the damage
265
done by Melt is fire‐based – simply giving your creature a resistance or immunity to fire solves the problem.
Consider pairing up heavy bruiser monsters with Melt‐using creatures so that the spell can take effect on the same
turn that the ogre starts swinging away.
Up until players keep a constant supply of Remedies or Revivifies on hand, one of the best ways to frustrate healers
is with the Zombie or Seal spells or statuses. That said, few things can really stop a hero who has dedicated him or
herself to supporting others, and GMs are encouraged not to worry too much about it.
Third up is Rasp, which allows high‐MND monsters to expend hundreds of points of MP to reduce their target’s
magic point total by the same amount. Combine this with a way for the creature to regain its lost MP through
standard actions, and you have a beast that can deal with troublesome mages one by one by destroying all of their
MP in a single Slow action.
Don’t underestimate the power of Difficult Terrain! Thick ghostly fogs, icy or unstable floors, clouds of black
industrial smoke, all of these things and more can cause hindrances to the party but not the area’s native
inhabitants. A encounter with a Bomb King inside a burning building is not only more difficult for characters who
would otherwise breeze right through the fight, it’s also a great deal more memorable.
Likewise, the element of surprise is a valuable weapon, and we don’t just mean through pre‐emptive strikes. Get
into the habit of allowing your players to make broad tactical guesses – machines are weak to lightning, for
example – and then introduce a creature that doesn’t fit their stereotypes or an effect the players have never seen
before. All it takes is a single round of Absorbing or Reflecting a caster’s elemental spell to turn the tables in a fight,
or finding out that the bandit leader has access to a powerful Summon…
With both notorious monsters and bosses having access to Destiny, consider making use of attacks that slowly
accumulate this precious commodity whenever possible. While limit breaks and extra turns might be flashy, don’t
forget that you can use this Destiny to add accuracy dice to a monster’s most powerful attacks, making it easy to
unleash these punishing techniques.
As soon as the party defeats the first ‘form’ of the boss, award them all the appropriate amount of Destiny for
having won. Then, leap right into the second half of the battle by having the second version of the monster
suddenly appear, and combat picking up right where it left off; often or not, with several characters already having
taken their turns for the round and the major enemy about to get some payback. The best GMs will accompany
this surprise re‐emergence with a sudden change of scenery or perhaps even Difficult Terrain – having the boss
transform into a huge, winged beast with Flight that can only be reached by climbing aboard the party’s airship, for
example.
When this second version of the boss is defeated, a few more points of Destiny are in order. That’s right – double
the phases, double the rewards. If you want to have three phases instead of two, then the first form should have
25% of the normal HP/MP values, the second form should have 50%, and the third should remain unchanged.
266
Anything b
beyond this will be a detrimen
nt to the flow o
of battle (and eeither much to
oo easy or too difficult), and isn’t
recommen nded.
Review
w
And that’s it, you’re done
e! Double‐checck your monste
er to make sur e everything iss in order and gget ready to un
nleash
your beast at the gamingg table!
Rememberr that it’s the G
GM’s job to play fair, and alth hough it might be tempting to o create monssters that could d
decimate yyour players in a single roundd of combat, orr be Immune too everything th hey could thro ow at it, we cann’t
stress enou
ugh how imporrtant it is to avvoid falling into
o that trap. Sincce you’re the ffinal arbiter of the level of
challenge p
present in the ggame for your players, your players trust yyou not to abusse the rules fou und in this secttion.
There are hhundreds of co
ombinations off abilities, spells, and attacks throughout th
his book that w
will keep your p
players
mber that life‐threatening batttles should deefinitely not bee the norm unless that’s whaat
on their toes. Just remem
appeals to your group. Thhe system was designed thatt Notorious Moonsters and Bo osses are the to
oughest fights,, and
regular moonsters are gen
nerally quite stress‐free. A go
ood GM knows when to hold back and when to unleash h hell,
and shouldd be able to do both skillfully..
267
268
269
270
271
CONC
CLUS
SION
N
"It was tiime to bring the
e world once m
more into the lig
ght."
- Final Fa
antasy
None of this would have been possible without the original Final Faantasy RPG by The Returnerss; this project w
would
have neverr have seen the
e light of day w
were it not for Scott Tengelin .
You can em
mail me with qu
uestions, comm
ments, or deatth threats at ffrrpg@live.ca
And that, aas they say, is tthat.
272
NAME:
E AND JOB:
RACE LEVEL
L:
Attributte Score
PWR: HP:
Force:
RES: MP:
DEX: ARM:
Finesse:
MND: M.ARM:
AVD:
ACC:
k Type
Attack Accuracy
y Damage Sp
pecial Properrties Tier
ABIL
LITIES SK
KILLS
Athleticcs Acting
Awaren ness Escape
Healing g Inquiry
Langua age Lore: ___________
Lore: _
__________ Lore: ___________
Mercan ntile Nature
Negotia ation Perform
Scaven nge Stealth
Swimm ming Synthesis: _____
Syntheesis: _____ Systemss
Thieve ry Vehicless
Other: _________ Other: __________
ARM
MOR /A
ACCESS
SORY
T
TASK D
DIFFICU
ULTY
Elem
mentary: 5
E
Easy: 7
Mooderate: 9
Challenging: 11
Imprressive: 14
He
eroic: 17
INVEN
NTORY Suppreme: 20
(10 Item
ms Max) Goodlike: 25
Impoossible: 30
EXPER
RIENCE
E AND W
WEALT
TH
EXP Destiiny
Gil
BIO
B
Quote:
Gender: Age:
A
Weight: Birthdate:
B
Height: Hometown:
H
Features:
GOALS
G
#1:
#2:
#3:
Life Goal:
LIMIT
L BREAKS
B S
Name Points
P Keyw
words and Description
D
5
15
25
MAGIC
M
Name MP Cos
st Type Effect
E