Professional Documents
Culture Documents
CONTENTS
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FOREWORD: WHY AM I DOING THIS? AUTHORS
NOTE.
I have been a fan of Final Fantasy since I first played FFVII on the PS1 in
1997, a fact my mother still regrets to this day. Since then I have played
all the main Numbered games in the series [FFI to FFXV], some to
completion and others not so much.
Despite all the bad press that FFXIII received {it being extremely
linear, annoying Characters among other things} I personally found it to
be an extremely good game. I enjoyed almost everything about it. I found
the world to be interesting, and liked all the characters {Yes, even
Vanille and Hope}, even the linearity of the game I was ok with.
Around June 2016, myself and a few of my friends got together and
discussed how we all enjoyed FFXIII and how we were all Tabletop
Roleplayers and it was decided then and there that FFXIII would make
for an interesting setting for a Tabletop game but that, unfortunately,
there wasn’t an rp system capable of recreating the essence of
everything in the game from its style to its combat system.
I, stupidly some might say, suggested “How about writing a system
specifically for a FFXIII roleplay?” to which the answer was “Sure, go
for it. You’ve written a Roleplay system before after all.” {true}
Well, the following Book/Document/Whatever is my attempt to try to
write something that can be used to play a tabletop roleplay game that is
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based in the astonishing {my opinion} dual worlds of Cocoon and Gran
Pulse that come together to make the awesome {also my opinion}
‘World’ of FINAL FANTASY XIII.
(This Book/Document/Whatever has been a royal pain in the butt to
create and write but I hope that you enjoy playing it, because then the
pain was worth it…Kinda!!)
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CHAPTER 1: OF WORLDS, GODS AND MEN. LORE.
There are two distinct places that make up the ‘World’ of FFXIII, one is called Cocoon
and the other is Gran Pulse. Both these worlds are striking in their own ways.
COCOON
Cocoon is a floating continent
and is the first of two worlds
that make up the ‘World’ of
FFXIII. It floats in the sky
above the land of Gran Pulse,
known simply as Pulse to the
people of Cocoon, like a low-hanging moon. Cocoon's altitude from Gran Pulse is
about the arm's length of the fal’Cie Titan, and it is about the size of the real world
North America.
Although Cocoon has the appearance of a small planetoid, it is hollow and its
inhabitants live inside of the shell. Cocoon is a futuristic paradise filled with highly
advanced technology which protects it against the supposed intruders from Gran
Pulse, the planet below. It is ruled by the Sanctum and their leader Primarch Galenth
Dysley.
Cocoon is home to many futuristic cities, such as the floating Capital of Eden, the
seat of the Sanctum’s power, the port city of Palumpolum, the beach town of Bodhum,
and the carnival city of Nautilus and its large Theme Park. There are expansive
highroads located in the Hanging Edge, the exotic nature reserve of the Sunleth
Waterscape, and ruined city of Bresha located on the outer-rim of Cocoon.
Six centuries previously, a great war between Cocoon and Gran Pulse was waged
called the War of Transgression, which is responsible for the large crack in Cocoon's
outer shell which exposes its interior.
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Cocoon is an artificial world built and powered by the fal'Cie, who are responsible
for running everything from the artificial sun, Phoenix, in the centre that provides the
world with light and warmth and controls the weather, to cultivating the land and
providing food and water, to keeping the world of Cocoon floating within Gran Pulse's
atmosphere. Eden is a floating city from where the rest of Cocoon is governed.
Distant landmasses are visible on the skies of Cocoon beyond the cloud coverage,
and the nocturnal ‘starry skies’ are, in fact, the lights of far off cities.
COCOON DATALOG ENTRIES
It is mentioned in the Datalog held by the Cocoon-born Pulse l’Cie Lightning, that
Cocoon has over eight million fal'Cie.
The fal'Cie Eden maintains Cocoon's complex operational systems, and is itself
powered by fal'Cie Orphan that resides in a deep sleep in Orphan's Cradle, an
alternate dimension created by Eden.
Datalog/Locales: Cocoon
From her lofty seat, the world of Cocoon has long enjoyed tranquillity. The
interior of her spherical shell supports several sprawling cities and a population
numbering in the tens of millions. Although a variety of dangerous beasts prowl the
wilds, advanced technology and the protection of the world's fal'Cie keepers ensure
residents a peaceful and prosperous existence.
Travel to the lowerworld of Pulse is forbidden, but given their deep-seated
cultural fears of the place, Cocoon citizens would not even think to venture beyond
the paradise they know.
Datalog/Locales: Cocoon and Pulse
Cocoon is a massive sphere, constructed and set in the sky by the powerful and
enigmatic beings known as the fal'Cie. It was built by the fal'Cie many centuries ago
under the premise of protecting humanity from the savage world of Pulse. Its current
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population numbers in the tens of millions. Cocoon is a colossal sphere on whose
inside shell people live.
The people of Gran Pulse believe Cocoon to be a false paradise built by the devil
Lindzei, who lured people to live there with sweet promises only to enslave them and
steal their souls. Gran Pulse inhabitants see the people of Cocoon as impending
intruders and the source of evil in the world; as the Pulse l’Cie Oerba Yun Fang puts
it, “Cocoon's a floating nest of vipers ready to strike”. Similarly, the people of Cocoon
are made to believe Pulse is an aspect of hell, and its forces are poised to invade their
beautiful world.
Datalog/Analects: Lindzei's Nest
“And lo, the viper Lindzei bore fangs into the pristine soil of our Gran Pulse;
despoiled the land and from it crafted a cocoon both ghastly and unclean. Lies spilled
forth from the serpent's tongue: 'Within this shell lies paradise.' Men heard these lies
and were seduced and led away. O cursed are the fools who trust a snake and turn
their backs upon the bounty of Pulse's hallowed land! For those who dwell in that
cocoon are not Men, but slaves of the demon Lindzei. Ye who honour Pulse: rise unto
the heavens, and cast down the viper's nest!”
-- Author unknown
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GRAN PULSE
Gran Pulse, also known simply as
Pulse to the citizens of Cocoon, is
the second of two worlds that make
up the overall ‘World’ of FFXIII. The
artificial world of Cocoon floats in
its atmosphere. Gran Pulse can be
considered the parallel of Cocoon as a world of natural evolution where animals and
plants can grow to tremendous sizes. Gran Pulse can be compared in size to the real-
world Planet Earth.
The people of Cocoon are made to believe Gran Pulse is a living hell for humans.
In order to remain in control, Cocoon's governing body, the Sanctum, keeps the
populace in fear of a Pulsian invasion. This fear was strengthened by the War of
Transgression, a war between Cocoon and Pulse some Six Centuries ago where a
Pulsian army attacked Cocoon. Cocoon's shell was cracked, and many Pulsian
artifacts and warships are now found in areas near Cocoon's outer-rim, like the Vile
Peaks and the Hanging Edge.
In truth, the citizens of Gran Pulse were no different than the people of Cocoon, as
they saw the floating world as the source of evil and eventual invasion. The fal'Cie of
Cocoon would steal resources from Gran Pulse, and lure Pulsians to Cocoon with
promises of a paradise, fuelling the hatred between the two worlds.
At the time of the events depicted in FFXIII, the civilization of Gran Pulse has
nearly been wiped out with lingering, yet ruined, architecture its only living
testament. The buildings of Yaschas Massif and Oerba suggest an advanced culture,
though primitive in comparison to the highly-advanced Cocoon.
It is unknown how the Pulsians died out, but it is suggested many were
transformed into l'Cie during the war, and because of this, Pulse is populated by
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monsters and Cie'th. It is widely stated the fal'Cie deity Lindzei played a part in
wiping out humanity.
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many resemble the shape of Lindzei's Crest, a symbol also adopted by the Sanctum as
it is shown upon the form of Eden.
LINDZEI’S CREST
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Notable Cocoon fal’Cie [CONTAINS FFXIII SPOILERS]
ORPHAN
Representing sunlight and in an unborn state, Orphan
resides in a pocket dimension from where it powers the
other Cocoon fal'Cie via the fal'Cie Eden that acts as an
intermediary. Orphan is a wheel-like fal'Cie and the
source of Cocoon's power, who rests within Orphan's
Cradle in an area known as the Narthex Throne.
Residing within a pool in a deep sleep in a state of
unbirth, Orphan is the main power source to the fal'Cie Eden, enabling it to siphon
power from other fal'Cie to keep Cocoon afloat.
EDEN
The fal'Cie responsible for monitoring all
functions of Cocoon. Siphoning its power from
Orphan, Eden communicates with a Sanctum
representative, Primarch Galenth Dysley, and is
believed to be the authority in Cocoon by its
citizens. Eden is responsible for the administration and security of Cocoon, running
the complex operations that keep the floating continent running. It works as the nexus
that connects the other fal'Cie and directs their power in sustaining Cocoon. As this
requires untold amounts of energy, Eden siphons power from the sleeping fal'Cie
Orphan located in a dimension Eden has created inside itself, called Orphan's Cradle.
Eden presides within Cocoon's capital, also called Eden, named after the fal'Cie. Eden
is known as the only fal'Cie to speak directly to humans, and its opinions and
decisions are counted upon by the Sanctum officials.
Eden uses fal'Cie servants to control the access to the gates leading to the
Orphan's Cradle area. The three feminine fal'Cie that appear in Orphan's Cradle aren't
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fal'Cie Eden itself, but rather Eden is the entire building, including the separate
dimension within it.
PHOENIX
The fal'Cie in charge of Cocoon's weather, it
shines like a sun in the middle of Cocoon while
overseeing numerous fal'Cie who manage the
wind and rain. Like many fal'Cie, Phoenix is
named after a recurring summoned monster
from the Final Fantasy series, a bird associated
with the fire element and rebirth, befitting Phoenix's role in FFXIII as a floating fal'Cie
that shines blazing hot during the day. It has a somewhat insectoid appearance with a
colossal dome in the middle that resembles an electric light bulb and is the part that
lights up.
CARBUNCLE
The fal’Cie responsible for producing all the food in
Cocoon. Carbuncle is a Cocoon fal'Cie in FFXIII.
Located in the Nutriculture Complex underneath
Palumpolum, it is responsible for the city's food
supply. Carbuncle is a large floating crystal with
butterfly-like wings adorned with two faces similar
to the ones adorning Barthandelus. Its shape takes
elements from Lindzei's crest. The fal'Cie Carbuncle oversees a process of ultra-
efficient hydroponic farming employing mobile paddies and careful regulation of light
and water. A parallel process within the facility generates raw protein to supplement
the vegetable foodstuff produced.
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KUJATA
Kujata is a Sanctum fal'Cie tasked with providing
Cocoon with the power its urban population
demands. From the power plant at Euride Gorge, it
sates the voracious energy appetites of the
surrounding cities. Kujata is the fal’Cie that turned
Dajh Katzroy into a l’Cie after sensing a Pulsian presence at the Euride Gorge power
plant.
BARTHANDELUS
The Cocoon fal'Cie's leader who
masterminds the events of FFXIII in the
guise of Primarch Galenth Dysley to ensure
his kind's reunion with their Maker through
Cocoon's destruction. Barthandelus is the
fal'Cie who turned Cid Raines into a l'Cie. This fal'Cie has long lived under the guise
of Galenth Dysley, the Sanctum's supposedly human Primarch. Unbeknownst even
to his closest aides, he has kept careful watch on fugitive l'Cie through the eyes of his
rukh, Menrva, forcing them to grow stronger while at times aiding secretly in their
flight. Barthandelus desires only that the l'Cie complete their Focus, which he
explained to be transforming into the beast Ragnarok to destroy Orphan and all of
Cocoon.
MENRVA
Barthandelus' familiar and a living construct
holding his power while he is in human form.
Menrva has the appearance of a light grey, owl-
like bird with the Cocoon fal'Cie brand on its
wing and the face of Orphan on its chest.
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Menrva can turn into an airship and acts as an extension to Dysley's hidden powers,
which allows him to turn into his fal'Cie form, Barthandelus.
PULSE FAL’CIE
The fal'Cie are an existence beyond human comprehension, possessed of incredible
magic power. The ones responsible for Cocoon's construction are protectors of
humanity, but there are others of their kind as well: the fal'Cie who dwell on Pulse
and name themselves enemies of Cocoon.
Humans who encounter Pulse fal'Cie are cursed by being turned to l'Cie and ordered
to destroy Cocoon. It is for this reason that most ordinary citizens support the Purge
as anyone who may have encountered one of these fal'Cie represents a dire threat.
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ATOMOS
Atomos is a Pulse fal'Cie that digs underground tunnels
along the Mah'habara Subterra. Its appearance is akin
to a spherical boulder with a spinning circumference of
glowing spikes. The fal'Cie also serves as a transport
for whomever can stop it, possessing a partially hollow
interior allowing people to ride inside it. Atomos toils
endlessly beneath the surface of Gran Pulse, ever
extending the world's network of snaking, subterranean
passages. Common speculation purports that the
fal'Cie's goal is excavation of habitable underground environments, but the truth of
the matter is shrouded in mystery. What is known is that Atomos' digging often
exposes deposits of valuable mineral resources. For this reason, the human
inhabitants of Gran Pulse long ago established mining operations in Mah'habara.
BISMARCK
The fal’Cie Bismarck protects the Sulyya
Springs; any trespassers into the waters of the
Springs are eliminated. An aquatic fal'Cie,
Bismarck dwells within the watery refuge of
Gran Pulse's Sulyya Springs. Wary and
cunning, the whale-like creature vehemently
defends its territory, employing various indirect means to eliminate trespassers.
Bismarck's duty appears to be the slow and painstaking reshaping of the land through
water erosion. This is likely the reason for its aggressive defence of the waters it
inhabits.
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TITAN
Titan is a massive, humanoid fal'Cie with a black,
biomechanical body covered in glowing, orange
lines. Vegetation grows from his shoulders and legs.
Titan is Dwarfed only by the fal’Cie Fenrir. The
fal’Cie forces an artificial selection process to
produce more powerful species on Gran Pulse. This
colossal fal'Cie is said to be the guardian of Gran
Pulse's entire ecosystem. A biogenitor, Titan
consumes weaker species and gives birth to new
ones, thereby providing the stimulation needed to prevent ecological stagnation.
Unlike many other Gran Pulse fal'Cie, Titan does not involve himself directly with
tasks of terrestrial manipulation. However, it is possible that he performs more subtle
alterations of the landscape through the adjustment of biological cycles and the
introduction of new, possibly environmentally impacting species.
DAHAKA
The Pulse fal’Cie Dahaka roams about Gran
Pulse's skies in search for Etro's gate.
Dahaka is territorial in nature and it will
attack anything that invades its abode in
Taejin's Tower.
Residing within the Tower, the fal'Cie soars
through the sky with an ease that seems
almost uncanny given the bulk of its form. Although many fal'Cie on Gran Pulse
dedicate themselves to terraforming or other tasks of environmental modification,
Dahaka does nothing of the sort.
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FENRIR
The largest of the Pulse fal'Cie, Fenrir is
immense. The fal'Cie is the size of a small
moon and it causes century long eclipses
whenever active in search for Etro's gate.
Fenrir is the fal'Cie of the skies above. By the
will of the mighty god Pulse, Fenrir
ceaselessly wanders the heavenly vault, searching for the great door lost at the
equinox of existence. When this being appears, it begins to follow the sun's movement
across the sky, resulting in an extended solar eclipse.
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When a fal'Cie chooses a l'Cie, the chosen is metaphysically sent to a rift between
worlds where the branding is performed by the fal'Cie's creator, either Pulse or
Lindzei, and the l’Cie is then infested with a crystal shard known as an Eidolith
somewhere in their body, generally this is the same place that their l’Cie Brand
appears. Afterwards, the person wakes up back in the real world as a l'Cie. Whether
it is the fal'Cie or their creator that attributes the Focus to the chosen l'Cie is never
elaborated upon.
The l'Cie are not outright told what their Focus is; instead, they must figure it out
with the aid of an ambiguous vision revealed to them at the moment of their branding.
If a l'Cie fails to complete the Focus they will transform into a crystallized monster
known as a Cie'th. The “reward”, as explained earlier, for completing a Focus is not
much better, for the l'Cie will be granted “eternal life” and turned into crystal
wherein they sleep until awakened to complete another Focus. For this reason, many
think the fate of a l'Cie equates to a death sentence.
A l'Cie is granted more than just a Focus; upon transformation, they gain Magical
and Physical capabilities way beyond those of regular humans, and can grow further
in strength through the development of their personal Eidolith using the Crystarium, a
personal place of power entered by communing with their Eidolith and passing
through a metaphysical ‘Gateway’ in their mind. All l'Cie can perform feats known as
Paradigm Shifts to alter their Physical and Magical capabilities during combat,
granting them one of six ‘roles’, and gain the power needed to complete their Focus,
which may involve slaying a large beast or other creature that no unaugmented
human would stand a chance against.
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There are two types of l'Cie, those of Cocoon and those of Gran Pulse. The type of
l'Cie one becomes is determined by the origin of the fal'Cie who chooses them, not the
place where the transformation takes place. For this reason, it is possible to become
Pulse l'Cie even though you are transformed on Cocoon by a Pulse fal’Cie such as
Anima or Dahaka. In Cocoon society, the public fears the threat of l'Cie from Pulse
and they are relentlessly hunted and killed by PSICOM. The l'Cie of Cocoon, however,
are hailed as heroes and may simply fall under PSICOM custody.
The appearance of the brand depends on the fal'Cie's alignment that chose the l'Cie,
and Cocoon and Pulse fal'Cie have a different brand.
The brand of Pulse is an overlapping sequence of black arrows. Over time, the arrows
multiply and a closed eye is revealed.
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The brand of the Cocoon fal'Cie is Lindzei’s Crest, it starts as a small emblem, but
grows into the full form.
In both cases, if the brand ever reaches its final stage the l’Cie will have run out of
time and will become a Cie’th.
White l’Cie Brand
The brand can be “burned
out” under certain
circumstances, turning
white and static. A l'Cie
whose brand has burned
out keeps their power yet
no longer needs to
complete a Focus. The
Cocoon fal’Cie Barthandelus suggests this is because the true power of l'Cie comes
from humans, merely roused and harnessed by the deities rather than granted. A
white brand indicates the l'Cie brand has stopped advancing and he or she is no
longer in danger of becoming a Cie'th, but why a l'Cie stops advancing is unknown.
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L’CIE MAGIC
All l’Cie are able to use Magic, given to them by their fal’Cie Masters. This Magic
manifests itself as a variety of abilities that they can use to attack or defend
themselves in combat.
All l'Cie draw their powers from crystals
called Eidoliths, which in turn are linked to
the deities they serve, Lindzei or Pulse, via
their fal'Cie Masters. Whenever a l'Cie uses
magic they draw the spells from their Eidolith
via their brand; meaning if the brand is on their hand, then they would use the
branded hand to cast spells and likewise if the brand was on their upper leg then they
would always stem the magic from their thigh.
The l’Cie, using their ability to Paradigm
Shift, will give themselves special abilities
based upon one of the six roles that they are
granted by the fal’Cie using the Eidolith
Crystals that infest their bodies. These roles
are Commando (COM), Ravager (RAV), Sentinel (SEN), Synergist (SYN), Saboteur
(SAB) and Medic (MED).
The abilities granted are different depending
on the Role. They can be Physical or Magical,
Defensive or Restorative. They can also
Enhance allies or Debilitate enemies, and
these abilities can be cast in extremely quick
succession allowing for a l’Cie to unleash devastation upon their foes, or to heal
themselves and their allies’ wounds in the blink of an eye.
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In most cases, it is these abilities that cause
the populace of Cocoon to despise the l’Cie
from Pulse even though their Heroes, the
Cocoon l’Cie, have access to the very same
magical abilities granted to them by the Cocoon
fal’Cie. Though they are led to believe that Pulse l’Cie mean them harm and that the
Cocoon l’Cie are there to protect them, and this probably goes some way towards
explaining this attitude of the populace towards the Pulse l’Cie.
A lot of the Magic used by l’Cie lends itself to one
of five Elements, whether it is cast in its rawest
form or used to enchant a weapon to strike at
their enemies. These Elements are Fire, Ice,
Lightning, Water and Wind. There are some l’Cie
that find themselves with the ability to use all five elements, but most tend to
specialise more in one or two of the five; leading to a need for several l’Cie to band
together for survival.
EIDOLONS
Eidolons are creatures said to have been created by the
goddess Etro to serve as her emissaries in the visible
world and their spirits are locked within crystals known
as Eidoliths.
These mystical entities reveal themselves only to a
select few l'Cie. It is said that they are saviours, come
to rescue hopeless l'Cie who find themselves bound to a
Focus against their will. If this is indeed true, they offer
a brand of salvation few l’Cie would seek willingly;
without exception, Eidolons attack the l'Cie whose presences they grace.
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There have been no l'Cie in Cocoon for centuries, and thus, no way of determining
the truth behind the tales of these beings. To the citizens of Cocoon, Eidolons remain
the stuff of bedtime stories.
Usually appearing when a l'Cie is in deep despair, an Eidolon arises to battle its
l'Cie, casting a debilitating Magical status known as Doom on its Summoner should
the l’Cie show any resistance to the Eidolon’s goal of sending them to join Etro. This
status is known to kill once it has run its course, thus imposing, in essence, a ‘Time
Limit’ on the fight between the Eidolon and the l’Cie.
The goal of these encounters is not for the Eidolon to kill the l’Cie or vice versa,
but for the l’Cie to realise that they can
continue along their chosen path, and then
for them to convince the Eidolon of this fact.
Should the l’Cie be successful in convincing
the Eidolon, then the Eidolon will take on
another form and enter a formidable
alliance with them known as the ‘Gestalt
Pact’ after which the Eidolon returns to the
Eidolith and from then on, the l’Cie may call
upon its power when they have need of it.
When the l’Cie calls upon the Eidolon in battle, the Eidolon joins their Summoner
for a brief period. This time is, more often than not, enough for the l’Cie to turn the
tide of a battle in their own favour.
The l’Cie knows, through the Eidolith Crystal that connects them, when an Eidolon
is at the peak of its power and that they can invoke the Gestalt Pact to order the
Eidolon into its alternate, most powerful form. In this form the l’Cie directly
influences the attacks and abilities of the Eidolon, even being able to call on the
Eidolon’s most powerful and destructive Ability; Gestalt Fury. Each Eidolon’s Gestalt
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Fury is individual to them, and has its own Unique Name, something the l’Cie also
knows thanks to their Eidolith Crystal.
‘DIAMOND DUST’, THE GESTALT FURY OF THE EIDOLON SHIVA.
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Notable Pulse l’Cie [CONTAINS FFXIII SPOILERS]
SERAH FARRON
Serah Farron was chosen as a l’Cie by the
fal’Cie Anima. Her brand is located on her
upper left arm and her Eidolith is in the
shape of a teardrop. Serah is Lightning's
younger sister by three years, and Snow
Villiers' fiancée. Lightning accuses Snow of failing to protect Serah and does not
initially approve of their relationship. Serah is an Eighteen-year-old girl with the same
pink tint of hair Lightning has. She ties her hair into a ponytail on the left side of her
head, much like how Lightning's hair is draped over her left shoulder. Serah has blue
eyes like her sister, although Serah's are a darker shade. She wears cat-shaped
earrings, a black armband on her right bicep like Lightning, a red plaid-pleated skirt
lined with black lace, a white sleeveless dress shirt, a semi-transparent pink sweeper,
an extra matching hair tie on her left wrist, black thigh-high stockings with a white
diamond shape attached to the top of her left stocking, ivory ankle boots, and a
bandage on her left bicep to cover her l'Cie brand.
LIGHTNING FARRON
Lightning was chosen to be a l’Cie by the
fal’Cie Anima. Her brand is located on her
chest, above her left breast. Her Eidolith is
shaped like a rose bloom, and contains her
Eidolon, Odin. The name Lightning is a
‘Codename’ her original name being Claire Farron, but she stopped using this name
after the death of her father and after starting to take care of her younger sister
Serah. Lightning seeks to save her younger sister Serah, but becomes entangled in a
plot that endangers her home of Cocoon.
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Lightning is a young woman with wavy rose-coloured hair, and pale aqua eyes,
though they often appear green due to green aspects around the pupil. Serah says
Lightning resembles their mother. Lightning wears a variation of the standard
Guardian Corps uniform. The green metallic pauldron over her left shoulder bearing
yellow stripes denotes her previous rank as a Sergeant. She carries her gunblade in a
black case which hangs off her belt, and wears a necklace with a lightning bolt
pendant. She also has a navel piercing, although it can be difficult to see due to the
cut of her uniform.
SNOW VILLIERS
Snow Villiers was made into a l’Cie by the
fal’Cie Anima. His brand is on his left forearm
close to his elbow and his Eidolith is the shape
of a heart and contains his Eidolon, the Shiva
Sisters, currently the only known Dual
Eidolon. Snow leads the neighbourhood watch group NORA in the town of Bodhum.
He is determined to save his fiancée, Serah Farron, from her fate as a l'Cie despite
Serah's sister Lightning's disapproval of their relationship. Snow is a relentless
optimist and a self-proclaimed “hero” who wishes to protect and help anyone in need.
Although his heart may be in the right place, his naivety and optimism tend to rub
people the wrong way. He talks and acts before thinking, unintentionally causing
trouble and putting others in danger. Lightning describes Snow as “arrogant and
chummy from the get-go, thinks he's everyone's pal,” and says that his best quality is
being “too stubborn to die”.
Snow has light blond hair, blue eyes, and a stubble beard. He wears a black
bandanna, black gloves, large grey boots, a light blue vest over a black shirt, and a
striped blue scarf hanging from a belt. He wears a beige trench coat with frayed hems
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that functions as his weapon as it is fused with Antimatter Manipulation Principle
(AMP) technology. Snow also wears a cat pendant, the logo of NORA.
SAZH KATZROY
Sazh Katzroy became a l’Cie after an
encounter with Anima. His brand is in the
middle of his upper chest. His Eidolith is
shaped like a chocobo feather, and contains
his Eidolon, Brynhildr. Sazh is a friendly,
cheerful man who is never without his curious companions, a chocobo chick and a
pair of pistols. He is a middle-aged man with an afro who works as an airship pilot.
His wife died three years ago, and since then Sazh has been looking after their son,
Dajh. Protecting his son is Sazh's main motivation. A pet chocobo lives in Sazh's afro,
known simply as Chocobo Chick. He is quick to banter, but also keeps a mature
perspective on matters. Uncontrollable events have set him on his current path, but
another purpose compels him to walk it.
Sazh is a middle-aged man with an afro in which he keeps an unnamed chocobo
chick. He wears a long, olive coat over khaki trousers, a white button-down shirt, and
black buckled engineer boots. He keeps his two pistols in holsters strapped to his
thighs.
HOPE ESTHEIM
Hope Estheim was made a l’Cie by the fal’Cie
Anima. His brand is on the back of his left
wrist. His Eidolith is shaped like a star, and
contains his Eidolon, Alexander. Hope is a
normal boy from a normal family whose
childhood on Cocoon can best be described as uneventful. He is the son of Nora and
Bartholomew Estheim. Hope is close to his mother, but has had a distant relationship
35
with his father ever since he became a teenager. Inexperienced in the ways of the
world, he is completely unprepared for the turmoil into which his life is thrown when
he is unexpectedly caught up in the Sanctum's brutal Purge.
Hope has short silver hair and light blue-green eyes. He wears a short-sleeved
orange and yellow jacket with a green neckerchief over a black shirt, and black
gloves with white palms. He wears green cargo trousers with a black storage pack
hanging from a black belt over his left leg, and green boots. His l'Cie brand is covered
by a yellow wristband.
OERBA DIA VANILLE
Vanille is a Pulse l’Cie branded by Anima.
Her brand is on her upper left thigh. Her
Eidolith is the shape of an apple, and contains
her Eidolon, Hecatoncheir. Like Fang, Vanille
hails from the village of Oerba on the
lowerworld of Gran Pulse. Vanille has a
childlike innocence. She is considerate, understanding, and at times, headstrong and
stubborn. Vanille is empathetic, easily driven to tears, and cares deeply for others,
particularly Fang. Despite facing many hardships. She tries to cheer up her friends
when they're down and see the bright side of things, but her happy-go-lucky persona
is really a facade to hide her fear and guilt.
Vanille has the physical appearance of a nineteen-year-old, despite being much
older due to crystal stasis, she has bright red hair tied in curled pigtails, green eyes,
and pierced ears with silver hoop earrings. She wears a pink halter top, an ombré
orange and yellow skirt, beige boots, and a fur pelt around her waist, which she uses
to carry her weapon. She wears numerous bracelets, three beaded necklaces, and an
assortment of beads attached to various parts of her clothing.
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OERBA YUN FANG
Fang is a Pulse l’Cie branded by Anima. Her
brand is on her right shoulder, but it is White
and no longer advances. Her petal-shaped
Eidolith contains her Eidolon, Bahamut. Like her
friend Vanille, Fang hails from Oerba on Gran
Pulse. Fang began working with a division of the
Sanctum's military known as the Cavalry, though
her reasons were her own. A strong woman surrounded by mysteries and driven by a
personal agenda, Fang aims to complete her Focus to save her friend Vanille from a
fate worse than death. Fang is cocky, confident, and stubborn, aswell as being
sarcastic, determined, and independent, but insecure whenever talking about her
past. She has a quick wit and a dry sense of humour and can be strict. Though she
comes across as cocky and confident, Fang has a caring and compassionate side,
especially towards Vanille, whom she would protect by any means.
Fang is a tall woman at 5'9" and has the physical appearance of a twenty-one-
year-old, despite being much older due to time spent in crystal stasis. She has olive
skin and wavy dark hair with a braid behind her left ear. Fang has green eyes, a
beauty mark beneath her right eye, and wears purple claw-shaped earrings. She has
scars on her right arm and shoulder, and wears a blue sari-style garb adorned with
tribal accessories. Fang wears a black bra top, black sleeves over her forearms, tan
leather open-toed knee high boots, and two fur pelts hanging from a cord beneath the
belt that holds her spear. Fang has a large tattoo with a similarity to a dragon head on
her left arm.
Datalog/History and Myth: Pulse l'Cie
The beings known as fal'Cie possess the power to enthrall unwilling human
instruments, compelling the victims to serve their will. These individuals, known as
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l'Cie, are marked with indelible brands. They gain the gift of magic, but also bear the
burden of completing a task known as a Focus for their fal'Cie master. Pulse l'Cie,
tools of fal'Cie from the world below, are considered dangerous enemies of Cocoon's
society. As there exists no means of removing the l'Cie brand and the curse thereby
imposed, Pulse l'Cie are hunted relentlessly.
38
deformed arms, with some having a pair of hands covering where their ‘eyes’ should
be.
THE SANCTUM
The Sanctum is the theocracy controlling the continent of Cocoon under the
leadership of Galenth Dysley and the guidance of the fal'Cie Eden. The Sanctum's
insignia is the crest of Lindzei, the god said to have created Cocoon and its fal'Cie.
The Sanctum quarantines and exiles anyone from Cocoon whom it believes has been
influenced by the outside world, an order known as the Purge. The Sanctum has two
40
main military forces: PSICOM and the Guardian Corps, which consist of ordinary
soldiers, militarised monsters, automated machines, and military airships.
The Guardian Corps oversee smaller city and town based domestic issues, while
PSICOM is tasked with defending Cocoon from a Gran Pulse invasion. PSICOM is
considered superior to the Guardian Corps, but they are deployed less often, leaving
them in many regards inexperienced in comparison.
PSICOM
PSICOM, short for Public Security and Intelligence Command or Public Safety and
Intelligence Command, is Cocoon’s elite military branch, Commanded by Colonel Jihl
Nabaat and directed by Lieutenant Colonel Yaag Rosch, they are heavily armed
soldiers clad in full-armour that employ machine guns in
battle.
Although their appearance can vary, they are best recognized
by the glowing eye sockets on their helmets. Despite being
tasked with defending Cocoon from Gran Pulse invasions, the
likes of which has not occurred since the War of
Transgression centuries past, PSICOM is considered the
superior military branch of the Sanctum. PSICOM have the most technologically
advanced equipment and artillery in Cocoon at their
disposal, including giant robots, airships, and
transgates for summoning special genetically-modified
monsters. Even with these advantages, however, the
lack of actual deployment for any PSICOM divisions
but the elite Eden force has left them highly
inexperienced.
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Notable PSICOM Officers [CONTAINS FFXIII SPOILERS]
YAAG ROSCH
Lieutenant Colonel Yaag Rosch is a PSICOM officer.
Though he had a hard time in the military academy, he
graduated second in his class, just behind Jihl Nabaat,
later becoming her right-hand man and the Director of
PSICOM's elite division.
Rosch devotes the entirety of his life and career to the
betterment of Cocoon and the protection of its citizens. He is a focused individual set
on keeping Cocoon stable and protecting it from any threats or unclear influences
except for the Sanctum. He dislikes the fal'Cie and would be happy to see them gone,
but sees no good alternative to fal'Cie rule or practical way of removing them. He
hides his true feelings on the fal'Cie, and rationalizes the situation to himself. All this
makes him seem cold.
Rosch has silver hair, styled in thick, collar-length bangs spiked at the front and
slicked down at the back, and a short ponytail tied with a black ribbon. He has sharp
facial features, a thin scar above his left eye running the length of his forehead, and
violet-grey eyes. He wears the standard uniform of a male PSICOM lieutenant colonel
and wears a military sabre on his belt.
JIHL NABAAT
Colonel Jihl Nabaat is an officer in the
Cocoon army as the Commander of PSICOM,
the division that deals with the threat of Gran
Pulse. Yaag Rosch is her right-hand man.
Nabaat has both political and personal
motivations for opposing the Pulse l’Cie. She graduated top of her class and advanced
42
in the military ranks to the position she holds as Colonel. She oversees daily policy
and takes strategic command of the PSICOM soldiers.
Nabaat is often described as cruel and heartless, and she sees all l'Cie, regardless
of whether they are from Pulse or Cocoon, as subhuman. She is a cold and calculating
sadist who sees herself superior to ordinary humans, whom she views as flawed
objects she can use in her agenda despite any loyalty they may possess towards her.
Thus, Nabaat easily loses patience when things go wrong, projecting blame on her
subordinates and giving desperate orders to regain control. Despite this, Nabaat is
loyal to Primarch Galenth Dysley.
Jihl has blonde hair that reaches to her mid-thigh and olive green eyes. She wields
a baton primarily used for fencing. Nabaat's glasses, which she normally wears unless
in a fight, are thin-framed and have her initials in Cocoon script engraved on the arm,
Jihl only wears the glasses to appear kind and trustworthy. She wears the Traditional
PSICOM Female officer’s uniform, consisting of a white dress shirt and skirt, the shirt
cut to reveal her cleavage, over which is a dark green overcoat with gold and silver
trim and a gold belt at her waist, on which hangs the holster for her baton. Around
her neck is a high ruffle collar with a short yellow necktie. She wears brown leather
gloves and smart, heeled, slip on shoes.
GUARDIAN CORPS
The Guardian Corps is a military department of the Sanctum, tasked with more
domestic issues when compared to PSICOM.
The Guardian Corps is the branch of the
Sanctum military responsible for maintaining
peace and stability within Cocoon. Within their
assigned jurisdictions, the soldiers of the
Guardian Corps fulfil the role of police officers and protectors, working to eliminate
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all manner of criminal activity as well as any rampaging wildlife. As a unit that works
alongside the general population, it rarely employs heavy weaponry or cruiser-class
airships. However, the Corps does retain squads of highly mobile shock troops.
The Guardian Corps maintain several different divisions within their ranks. Each
division is responsible for their own duties within Cocoon. Their uniforms, although
similar to the ones worn by PSICOM, have a much brighter colour scheme.
GUARDIAN CORPS DIVISIONS
Wide-Area Response Brigade (GC-WARB)
Known as “The Cavalry”, the GC-WARB covers a large area of Cocoon and with
the main command airship Lindblum acting as their base. They are commanded by Cid
Raines.
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The Homeguard
Guards the capital city of Cocoon, Eden. They are also known as Capital Guard
Division (GC-CGD). The Commander is unknown.
NON-MILITARY ORGANISATIONS
In Cocoon, there are many ‘Resistance’ groups that oppose the Sanctum’s rule. Most
of these groups go largely unnoticed, both by the Sanctum themselves and the general
populous of Cocoon, but there is one that has attracted their attention in recent times.
NORA
NORA is a resistance group opposed to the Sanctum’s rule, they were originally a
neighbourhood watch group in Bodhum. The group's symbol is a cat. The name NORA
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is an acronym, standing for 'No Obligations, Rules, or Authority'. NORA is a vigilante
group created by known Pulse l’Cie Snow Villiers, and the group is self-funded by the
operation of a seaside café in Bodhum. They strive to live a life of freedom and
independence.
While they functioned as a neighbourhood watch of sorts, NORA members
patrolled the vicinity of Bodhum for trouble. Most often, “trouble” consisted of
encroachment by dangerous forms of wildlife. NORA had never openly acted out
against the Sanctum prior to the instigation of the Purge, and because of this, the
military had been content to turn a blind eye to the group's activities.
NORA consists of four core members; the intimidating Gadot, Snow's right-hand man;
the amiable mood maker, Yuj; the mechanical genius, Maqui; and the NORA House
resident chef, Lebreau.
Snow Villiers, NORA's founding member, is presently away from the group.
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48
CHAPTER 2: BY ORDER OF THE SANCTUM. THE
SYSTEM.
The FINAL FANTASY XIII Roleplay Game is a Percentile Roll-Low System. In order to
play this system, you will need Pencils, Character Sheets, Dice of Several Types
[Four-Sided D4, Six-Sided D6, Eight-Sided D8, Ten-Sided D10, Twelve-Sided D12
and a Hundred-Sided D100 (Two D10; one showing ‘0-9’ the other showing ‘00-90’]
and a group of friends with imaginations; One to act as the Games-Master or GM and
the rest to take on the roles of the Characters in the game. It is the job of the GM to
set the scene, take control of all the Non-Player Characters (NPC’s) and Enemies the
Players will fight during the course of the game. The GM; in essence; acts like the
Computer in a video game.
This chapter of the FINAL FANTASY XIII Roleplay Game will go into details on
Each of the main Stats in the game, the l’Cie Roles and their Abilities, Technical
Points and the Abilities linked to them, The Chain and Stagger Gauges and how they
build and empty. It will also give an Outline on the Crystarium and how to use it.
Combat, Status Effects, Initiative and the in-system ATB Gauge will also be covered.
{This System is still in the Alpha Stage of development and as such the rules
presented here are subject to drastic reshaping for balancing issues. Of which I’m
sure there will be many.}
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BASICS OF THE SYSTEM
Statistics.
Statistics, also often abbreviated to Stats, are the core of a character in the FINAL
FANTASY XIII Roleplay Game. They are the basis for the character’s ability to deal
and heal damage in combat and their resistance to overall damage received and how
much of it gets negated before it is removed from Hitpoints. Stats also show how
many Hitpoints a character has before they become unconscious; removing them from
a combat until they are revived.
A Character’s Stats are divided into Primary and Secondary types. Primary Stats
are used to determine how powerful a character is. Their Secondary Stats are used to
show their ability to power their abilities and techniques outside of their Role abilities
and the amount of Health that a character has.
A Character in the FINAL FANTASY XIII Roleplay Game has Two Primary
Statistics: Strength (abbreviated to STR) and Magic (abbreviated to MAG). They also
have Four Secondary Statistics: Hit Points (abbreviated to HP), Technical Points
(abbreviated to TP), Crystogen Points (abbreviated to CP) and Active Time Battle
(abbreviated to ATB) segments.
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when the character activates HP nodes in their Crystarium or they equip HP boosting
Accessories.
Technical Points (TP)
Technical Points is the Stat used to show how capable a character is of triggering
their non-Role-Specific Abilities. TP is a limited resource in the FFXIII video game
and in keeping with this it is the same in the FINAL FANTASY XIII Roleplay Game.
Just like in FFXIII, TP is used in
units of one, two or three at a
time to power the relevant Abilities. This is the same in the FINAL FANTASY XIII
Roleplay Game. TP Abilities are varied in their uses, but are generally quite powerful
to make up for the fact that they need to be ‘Recharged’ over time once the TP gauge
is exhausted. TP charges regenerate slowly after combat, taking several combats to
fully recharge to the maximum value, however Abilities can be used if there are
enough charges to power them.
Crystogen Points (CP)
Crystogen Points are the FINAL FANTASY XIII Roleplay Game’s version of other
RPG’s more traditional Experience Points. They are used to increase the character’s
power in the Crystarium.
They are gained in
several different ways. The primary way they can be gained is after combat by
defeating all the enemies that appear, they can also be gained from completing quests
such as Cie’th Missions. The GM of the game may choose to award CP for other
reasons at their own discretion. In order to progress in the Crystarium, CP gained in
combat is ‘Spent’ to progress through each level.
Active Time Battle Segments (ATB)
Active Time Battle or ATB segments are used in the FINAL FANTASY XIII
Roleplay System to show how many actions a character can make on their initiative
52
turn during combat. Every Ability that a character gains access to through their
Crystarium has an ATB Cost assigned to it. These range in cost from one segment for
a relatively weak ability, to three for a significantly more powerful one. TP Abilities
also have an ATB Cost built into them, also ranging from one to three segments. A
character begins play with only three ATB Segments. They can gain access to more
ATB Segments in three different ways; One is gained through the character’s Primary
Role Crystarium; One is gained upon the character gaining their Eidolon and finally
One is gained by upgrading their Weapon to its last, Ultimate, form. Giving them a
total of Six ATB Segments.
Every character in the FINAL FANTASY XIII Roleplay Game gains the ability to use a
unique-to-them Ability known as a Full ATB Ability. This Ability is acquired through
the character’s Primary Role as the final node of stage 2 of that Crystarium. The
character’s Full ATB Ability is an extremely powerful ability, and could be compared
to the ‘Limit Breaks’ of other games in the Final Fantasy series of games.
The damage that a Full ATB Ability deals is conditional upon how many Segments
are expended to use it, the more segments the character has, the more damage the
Ability deals. Some Full ATB Abilities have a chance to inflict a Powerful Status on
the Target in exchange for reduced damage should the Status Fail.
53
L’CIE COMBAT ROLES
As l’Cie, characters in the FINAL FANTASY XIII Roleplay Game are more powerful
than your average everyday human being. They have been gifted with Abilities beyond
human understanding, but the cost is High, they also receive a Focus that can
occasionally end up ‘killing’ them. These
Abilities come in the form of Roles that
the l’Cie are able to switch between in a
combat situation; each Role granting
Abilities in a different type. There are Six
Different Roles available to the l’Cie, each able to help, hinder, damage or heal in their
own way. The l’Cie are able to switch between these Roles by way of an Ability known
as a Paradigm Shift. The Paradigm Shift instantly changes the character into the chosen
Role, giving them access to the Abilities granted by that Role.
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l’Cie Job Role Descriptions
COMMANDO: The Commando is a Damage Dealer, Pure and Simple. They
Specialise in inflicting heavy Damage to their Foes. Their Main Focus is on Physical
Damage; though they can add Magical Damage into their Repertoire should the need
arise.
RAVAGER: Like the Commando, the Ravager is a Damage Dealer, though their
talent lies in Magical Damage rather than Physical, but they often do use Physical
Strikes should the need Arise.
SENTINEL: The Sentinel is a Damage Reduction Specialist, they draw the Ire of
their enemies and have the uncanny ability to Soak unparalleled amounts of damage
before being rendered unconscious.
SYNERGIST: The Synergist thrives by Supporting their Allies, whether by
reducing incoming damage or enchanting an ally’s weapon; they are a Boon to those
around them.
SABOTEUR: The Saboteur is the Antithesis of the Synergist; their power lies in
the Debilitation of their enemies. Whether inflicting a Negative Status or lowering
their enemy’s natural defences, a Saboteur becomes the Bane of their Enemies’
existence.
MEDIC: The Medic is the true Healer among the l’Cie, whether by removing a bane
or healing a wound, the Medic is a Trusted Ally to any that have need of their power.
STATUS EFFECTS
There are many different Status Effects in the FINAL FANTASY XIII Roleplay
Game; both Positive and Negative types. Status Effects are mostly the purview of the
Synergist and Saboteur Roles, with the Synergist Bestowing Positive Status Effects to
their Allies, and the Saboteur Inflicting Negative Status Effects on their Enemies.
Positive Status Effects will always be successful in their casting; it is assumed that the
55
character is not going to avoid them; however Negative Status Effects only have a
Chance to be successfully applied to their target. This is known as a Status Effect’s
Chance of Success, abbreviated as CoS.
i.e. The Saboteur Casts Deshell on their target, they then roll to see whether they
successfully Inflict the Status Effect. It has a CoS of 50% so they roll 1D100 and the
result comes up 64, the Status fails to take effect as they needed to roll 50 or lower.
Saboteurs have a lower CoS as they also deal Magical damage alongside the Status
Effect itself.
Positive Status Effects
Positive Status Effects, also known as
Buffs, are the Synergist’s stock in trade.
They bestow them on their allies to increase their effectiveness in combat, either by
improving their survivability or making their attacks become an element that the
enemy is weaker to than normal, thereby increasing the damage dealt by the attack.
Positive Status Effects have a Duration of 4 Turns if they are cast on a single Ally, or
3 Turns if they were cast on all Allies at the same time. Enemies also have the
capability to Bestow Positive Status Effects.
List of Positive Status Effects
NAME EFFECT
Bravery Increases the Target’s STR Stat by +10% until the duration ends.
Faith Increase the Target’s MAG Stat by +10% until the duration ends.
On the targets turn they draw 2 initiative cards from the initiative deck;
Haste discarding anything below 7, acting on the highest of the two cards, until the
duration ends.
The CoS of enemies interrupting your attacks is reduced by -20% until the
Vigilance duration ends.
Bestow the Chosen Element on the Character’s weapon, they deal damage of that
En[Element] Element until the duration ends. Multiple instances of the same element DO NOT
stack, however Casting Multiple En[Element] Spells will bestow multiple
Elements in conjunction.
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Physical Damage dealt to the Character is reduced by -25% until the duration
Protect ends.
Magical Damage dealt to the Character is reduced by -25% until the duration
Shell ends.
Reduce the Character’s Vulnerability to the Chosen Element by one step until the
Bar[Element] duration ends. Multiple instances of the same element DO NOT stack, however
casting Multiple Bar[Element] spells work in conjunction with each other to
reduce Vulnerability to multiple Elements by one step.
Any Negative Status Effect that is Cast on the Character has -20 CoS.
Veil Additionally, the next Negative Status Effect that succeeds is cancelled and Veil
fades. This lasts until the duration ends.
Target regains 10% of Current HP (rnd up) at the end of their Turn until the
Regen duration ends.
Negative Status Effects
Negative Status Effects, also known
as Debuffs, are the forte of the
Saboteur. They Inflict them on their enemies in order to decrease their effectiveness
in any given combat situation, either by reducing their defences or causing constant
damage over a period of time. Saboteurs are also able to impose an increased
weakness onto enemies, allowing for increased damage. Most Negative Status Effects
have a Chance to Fail, therefore they have a CoS of being successfully Inflicted.
Negative Status Effects have a Single Target Duration of 4 Turns, and a Group
Duration of 3 turns. Enemies also have the capability to Inflict Negative Status Effects.
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Magical Damage dealt to the Target is increased by +25% until the duration
Deshell ends.
The CoS of enemies interrupting your attacks is increased by +20% until the
Curse duration ends.
Daze The target cannot act until they receive damage or the duration ends.
Fog Magical Abilities cannot be used until the duration ends.
Increase the Character’s Vulnerability to Elemental Damage by one step. Multiple
Imperil instances of Imperil DO NOT stack. Additionally, any Negative Status Effect that
is Cast on the Character has +20 CoS until the duration ends.
Pain Physical Abilities cannot be used until the duration ends.
Target loses 10% of Current HP (rnd up) at the end of their Turn until the
Poison duration ends.
On the targets turn they draw 2 initiative cards from the initiative deck;
Slow discarding anything above 7, acting on the lowest of the two cards, until the
duration ends.
Doom is a Negative Status Effect exclusive to Eidolon and a few Boss Level fights.
Doom is cast on the party at the beginning of the fight. Some bosses will also
inflict it on the party. There is no way to prevent Doom or remove it after it has
Doom been inflicted. Doom has a Unique Duration time in that it is set at 15 Turns
when used by Eidolons and 20 Turns when used by Bosses. When the Duration
Ends, the Party is Reduced to 0HP even if they are immune to Death. Doom
Automatically succeeds when cast and as such no roll is necessary to do so.
TECHNICAL ABILITIES
Technical Abilities are battle commands in the FINAL FANTASY XIII Roleplay
Game, the Abilities are used by expending TP. Characters learn these Abilities by
59
advancing their Primary Role Crystarium. Using a Technical Ability does not expend
any ATB gauge segments. Each Technique Ability has its own Cost; paid for in TP.
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can be added is equal to the Role’s Base Chain Bonus; they will never add less than
this amount.
Therefore, the number of Checkboxes that are ticked off with every successful hit
is equal to (Base Chain Bonus+Weapon Chain Bonus+Role Bonuses) - Chain
Resistance.
i.e. The Ravager successfully hits the Enemy with a weapon that has a Chain
Bonus of 4; and they have a Base Chain Bonus of 2 but have no other Bonuses, the
Enemy’s Chain Resistance is 2. Using the Calculation above we get (2+4+0)-2=4;
the Enemy would get 4 Checkboxes ticked off on their Chain Gauge.
ENEMY CHAIN LEVEL
Flanitor A / / / /
Flanitor B / / /
GC Gunner /
Building the Chain Gauge is one thing; keeping it built up, however, is another
matter entirely. Once it begins to build up, the Chain Gauge will decrease at a rapid
rate. This reduction is known as Chain Decay and is set at 5 Checkboxes per Turn,
meaning that at the end of a single combat round 5 Checkboxes will be removed from
each enemy’s Chain Gauge. This Chain Decay is set across all Enemy types,
regardless of whether they are a Minion or a Boss.
Two of the l’Cie Combat roles can reduce this Chain Decay, the Commando and
the Saboteur; this reduction is called Chain Maintenance. Commandos have an innate
Chain Maintenance of 2 and Saboteurs have an innate Chain Maintenance of 1. What
this means is that the Commando reduces the Chain Decay by 2 Checkboxes at the
end of the turn if they successfully attack a target and increase the Chain Gauge; and
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Saboteurs reduce the Chain Decay by 1 Checkbox at the end of the turn if they
successfully attack a Target and increase the Chain Gauge.
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ENEMY STAGGER LEVEL
Like the Chain Gauge, the Stagger Gauge is a series of Checkboxes that are
removed or checked off at the end of the Turn according to the Enemy’s Stagger
Decay. Once this Gauge is filled or Emptied, depending on how it is Checked Off, the
Stagger Gauge reverts to the Chain Gauge and begins to fill again.
ENEMY STAGGER LEVEL
Flanitor A / / / / / / / / / /
Flanitor B / / / / / / / /
GC Gunner / / / /
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THE CRYSTARIUM AND GAINING POWER
The Crystarium in the FINAL FANTASY XIII Roleplay Game is the way in which
characters gain HP, Stat Boosts to MAG/STR and gain new Abilities for each of the
Six l’Cie Combat Roles.
As l’Cie take part in; and defeat
their Enemies in; combat, they are
awarded Crystogen Points. These
Crystogen Points are spent in the
Characters Crystarium in order to
purchase Nodes that contain Stat Boosts, HP Boosts, New Abilities and Various other
things.
In FFXIII, the Crystarium is a series of nodes connected by linking lines that are
moved along by spending CP; acquiring the node once it is reached. This is a design
that would be very difficult system to replicate in a Tabletop Roleplay Game, and as
such the FINAL FANTASY XIII Roleplay Game uses a series of tables to represent the
Crystarium.
COMMANDO 1 (PRIMARY)
NODE BONUS CP LEARNED
Attack ABILITY N/A Y
Ruin ABILITY N/A Y
STR +1 /20
STR +1 /20
MAG +1 /20
Libra TECH /20
--HP +10 /20
--HP +10 /20
MAG +1 /20
HP +10 /20
Launch ABILITY /20
STR +1 /20
--STR +1 /20
--MAG +1 /20
--Powerchain ABILITY /20
Blitz ABILITY /20
HP +10 /20
MAG +1 /20
--STR +1 /20
STR +1 /20
COMMANDO 2 (PRIMARY)
ROLE LINK /10
NODE BONUS CP LEARNED
/30
/30
/30
COMMANDO 3 (PRIMARY)
ROLE LINK /15
NODE BONUS CP LEARNED
/40
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As you can see, the Table differs greatly to the in game Crystarium of FFXIII.
However, the premise of the FINAL FANTASY XIII Roleplay Game’s Crystarium is the
same; Spend CP in order to progress through the Nodes one after another from top to
bottom. Like the Crystarium in FFXIII there are branching paths, represented in the
Tables by a double dashed line before the entry. These branching paths offer a choice
of nodes to Activate. Each branching path must be followed to its end point the same
way as the main line. Each Role starts with some Nodes already Activated when it is
learned. These nodes are the same across the Primary and Secondary versions of
each Role’s Crystarium, Tertiary Roles do not start with any Learned Abilities. It is at
this stage that characters choose their Primary and Secondary Roles, and also their
Primary and Secondary Element; as this matters for the purposes of Abilities such as
the Ravagers Main Spell and the Synergists En[Element] Spells.
Crystarium Types
Primary
The Primary Crystarium is considered to be the Characters main l’Cie Job Role
and it is the Role that gives them the most in the way of Abilities. It is also the only
way for Characters to learn Techs as they will only appear in the Primary Crystarium.
The Primary Crystarium is also the only place for a character to learn their Full ATB
Ability. Each Character chooses One Role as their Primary Role and get the Abilities
in that Roles Level One Primary Crystarium.
Secondary
The Secondary Crystarium is the Characters ‘not-quite-as-good’ Ability set. Like
the Primary Crystarium, they gain the Abilities of their Secondary Crystarium.
Characters in the FINAL FANTASY XIII Roleplay Game choose Two of the l’Cie Job
Roles as Secondary Roles. They will gain fewer Abilities from their Secondary
Crystarium, however they will gain more nodes in STR/MAG/HP as they have two
Secondary Roles.
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Tertiary
A Character’s Tertiary Crystarium is considered to be their least capable Ability
set. Unlike both the Primary and Secondary Crystariums, the character doesn’t gain
the Starting Abilities from the Tertiary Crystarium and they must purchase everything
in the Three Roles that will comprise their Tertiary Crystarium Set. Since there are
Three Roles in the Tertiary Crystarium, a Character will gain the most overall Nodes
for STR/MAG/HP than in the Primary or Secondary Crystariums. Tertiary
Crystariums are not gained at the start of a New Game Campaign, and instead they
are given by the GM as a reward for reaching a set point in their Campaign.
Crystarium Stage Costs
Each Crystarium; whether it is Primary, Secondary or Tertiary; has a total of Ten
Levels associated with it. Each Level has a cost for each Node that the Character Must
Purchase before the Character gains the Node onto their Stats or gains the Associated
Ability. The following Table details these costs for Every Role in each Type of
Crystarium, as well as the Role Link Cost to reach the next Role Level.
CRYSTARIUM PRIMARY SECONDARY TERTIARY ROLE LINK
LEVEL COST COST COST COST
1 20 40 80 N/A
2 30 60 120 10/20/40
3 40 80 160 15/30/60
4 50 100 200 20/40/80
5 60 120 240 25/50/100
6 70 140 280 30/60/120
7 80 160 320 35/70/140
8 90 180 360 40/80/160
9 100 200 400 45/90/180
10 150 300 600 50/100/200
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The Role Link Cost is listed in the Primary/Secondary/Tertiary costs. Role Link
Costs must be paid before progressing onto the next Crystarium Level, this is why the
Level 1 Crystarium has no Role Link Cost.
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Potion; in the FINAL FANTASY XIII Roleplay Game there are many levels of
Potion, each granting an increasing amount of HP to the user.
Status Recovery Items are used to cure any Negative Status Effects or Debuffs
that have been placed on the Character. There is a Status Recovery Item for each
of the Negative Status Effects except for the Doom Status, a Debuff that Cannot be
cancelled by any means.
Battle Items are Items that can only be used during Combat. They can most often
be found in Item Chests throughout the world, though they can be dropped by
Enemies after their defeat. They offer a variety of potent Effects and as such, it is
advised that they are given as rewards only rarely.
Sols are single use but Powerful items that either grant several Status Effects in a
single use, refresh the party’s TP or make it difficult to track the party. Sols are
extremely potent and should only be given as a reward in exceptional
circumstances.
Components are the Items used to level up the Character’s Weapons in the FINAL
FANTASY XIII Roleplay Game. They fall into 2 Categories; Biological and
Mechanical. Components can be found in Item Chests throughout the world or
dropped by Enemies after Combat.
General Use Items is a catchall category for the rest of the items in the FINAL
FANTASY XIII Roleplay Game that do not fall into one of the above categories.
This includes things like items that only have the use of being sold for Gil, or they
could be anything that the GM sees fit to put into their game.
Item Chests
In the FINAL FANTASY XIII Roleplay Game, items can be dropped by Enemies
or they can be found in Item Chests. These chests are not common and they
usually will only be found if the players deviate from the obvious path that they
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are given. In FFXIII, Item Chests take the form of floating metallic spheres that
give away their presence with a low-pitched humming. In
the FINAL FANTASY XIII Roleplay Game this is the
same, A GM has a couple of options available to them
when deciding what they should place in the Item Chests
that they give to the players. They can either decide on a
fixed reward or they can put multiple options into the
Chest and randomly determine which item drops when the Chest is opened. It is
recommended that the GM gives the players access to between 1 and 3 Item
Chests per new area they go to.
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Campaign to the wants of their Players as well as the needs of their own story in the
Campaign that they are running.
Choosing the Enemies
Before choosing any enemies to put into a combat, first the
GM needs to create them. This process takes some time and
will be completely outlined in Chapter 7. Once created;
however; the GM then needs to decide which of their
creations is going to take part in the combat.
It is recommended that the GM choose enemies of the
same power as the Player Group or lower if they intend for
the combat to be relatively easy, for a challenge the enemies should have slightly
more power than the Player Group; and for an extreme challenge, they should have
significantly more power than the Player Group. Determining the power of an Enemy
will also be outlined in Chapter 7. Once both the Enemies and the Players are ready,
it is time to move on to the next step and begin the combat proper.
Determine Pre-emptive or Struck First Combat
Each Regular Combat in the FINAL FANTASY
XIII Roleplay Game has a chance for the Players to
either be Granted a Pre-emptive Combat phase or
Suffer a Struck First Combat Phase.
At the Start of each combat; before Initiative Cards are Drawn; the GM rolls a
D100. On a roll of 01-05 the players have initiated a Successful Pre-emptive Combat;
however, on a roll of 90-100 The Enemies have managed to get the jump on the
Player and have initiated a Struck First Combat Phase.
In a successful First Strike Combat Phase, all Enemies are ‘Struck’ and their Chain
Gauges are instantly Filled to max; staggering them on the next hit they receive prior
to Chain Decay taking effect. The Deceptisol Item guarantees a Pre-emptive Combat
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Phase. If there is a Struck First Combat, each Enemy Hits One Randomly Determined
Player Character with the ‘Attack’ Action. Then Initiative is drawn as normal.
Drawing Initiative
In FFXIII, initiative is determined by a rapid progression of a blue line from left to
right across the top of the ATB Gauge, this; however; would not work in a Tabletop
RPG and so I decided to ‘borrow’ the initiative system in the well-known Savage
Worlds Roleplay Game and use a deck of Playing Cards to determine the placement of
an Enemy or Character’s turn in the Combat round. As such it is possible to use a
normal deck of cards to represent the four suits and two jokers. I however wanted
something a little different for the FINAL FANTASY XIII Roleplay Game and as such, I
designed my own deck of cards for use with the System using a custom card creation
programme called Magic Set Editor. I also came up with my own Suits for the Cards in
the Initiative Deck in a similar way to the Through the Breach and Malifaux Roleplay
Games that use a deck with their own suits.
In the FINAL FANTASY XIII Roleplay Game there are 54 cards in the Initiative
Deck, the equivalent of a regular Deck of playing cards. The main difference is that
instead of Spades; Hearts; Diamonds and Clubs, the four suits in the FINAL FANTASY
XIII Roleplay Game’s Initiative Deck are Swords; Rods; Emblems and Lances. The
Face cards in the Deck (Jack; Queen and King) have been changed to Eidolon; Gestalt
and Champion of their respective Suits. The Red Joker and Black Joker in the Deck
are replaced by the Brand of Lindzei and the Brand of Pulse respectively.
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In order for the Players and Enemies to determine their Initiative; each player
draws One Card from the Initiative Deck at the Start of Each Combat Round and the
GM does the same for Each enemy. The FINAL FANTASY XIII Roleplay Game is
designed for relatively small Combat Encounters; never having more than 4 or 5
Enemies going against the Player Characters at once. Since this is the case; it is
recommended that the average number of enemies encountered is between 1 and 3 at
a time, except is specialised circumstances.
Once this is done, the GM begins to count the Faces of the cards from highest to
lowest. This means that the first Card that gets Called will be the Champion; then the
Gestalt then the Eidolon all the way through to the One.
FINAL FANTASY XIII INITIATIVE DECK SUIT COUNTERPARTS
Swords Rods Emblems Lances
Spades Hearts Diamonds Clubs
Brand of Lindzei Brand of Pulse
Red Joker Black Joker
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If two or more Players and/or Enemies share the same number on an Initiative
Card, then the cards are resolved in suit order; highest to lowest, Swords > Rods >
Emblems > Lances. This means that the Champion of Rods goes Before the Champion
of Lances, but After the Champion of Swords. There are ways of Altering your place
in the Initiative, either through Status Effects or by Interrupting an Action.
Interrupting Actions
In the FINAL FANTASY XIII Roleplay Game after Initiative is drawn, Players
and/or Enemies can choose not to act on their own Initiative Card in 3 ways;
1. Hold their Action and Attempt to Interrupt or act later in the turn
2. Sacrifice their Action to Attempt to Interrupt
3. Play a Brand Card and Interrupt
Interrupting Actions in the FINAL FANTASY XIII Roleplay Game is not a guaranteed
thing, unless a Brand Card is played. Normally there is only a %CoS to Interrupt an
Action. If a Player or Enemy holds their action, there is a 30% CoS of a successful
Interrupt. If they Sacrifice their Action, there is a 60% CoS of a successful Interrupt.
The Brand of Lindzei and the Brand of Pulse Cards guarantee a 100% CoS of an
Interrupt.
An Interrupted action means that the Interrupting Player/Enemy can take a full
action on the target’s Initiative Turn, causing the Interrupted Player/Enemy to lose
some or all of their own turn. Every successful attack landed on the Interrupted
Player/Enemy removes 1 ATB slot from their following Action.
i.e. Flan A Successfully Interrupts the Saboteur’s Action and uses its Action to use
the Attack ability on each of its ATB segments. Flan A has 2 ATB segments and
succeeds in hitting the Saboteur with both Attacks, this causes the Saboteur to lose 2
of their ATB segments on their Action, they have 3 and so would only get 1 ATB
segment on their Action.
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Only if all of the Interrupted Player’s/Enemy’s ATB Slots are removed does the
Player/Enemy lose their Action completely. If not then they still get to act with their
reduced number of ATB slots.
Playing out the Combat
After Initiative is drawn, the GM begins the countdown and card by card the turn
plays out with each Player and each Enemy Attacking and dealing damage to each
other, then new Initiative Cards are drawn and the next turn begins. This process
repeats until all combatants on either side are Knocked Out or KO’d.
Item Use
Using an Item in Combat takes up 2 ATB Slots regardless of the Type of Item
Used, HOWEVER only 1 item may be used by a single Player on their Turn; and Item
Actions CANNOT be used as Part of an Interrupt Action.
Paradigm Shifts
In FFXIII, the Player can initiate a Paradigm Shift at any time by pressing the
L1/LB button on the PlayStation/Xbox controller; changing the Roles of All 3
Characters they are controlling at the time. In the FINAL FANTASY XIII Roleplay
Game, however, 1 Player forcing a Paradigm Shift on the entire Group is not entirely
fair on the rest of the Players, and as such when a Character triggers a Paradigm
Shift it only affects that Character. Triggering a Paradigm Shift is considered a Free
Action and can only be done at the beginning of your Initiative turn, and only once per
turn. {In further rewrites, this may well be changed or expanded upon} Paradigm
Shifts are only available to the Player Character l’Cie, there will be a variation of the
Paradigm Shift Action for Monsters in the Enemy Creation chapter.
Damage Calculation
Most Actions in the FINAL FANTASY XIII Roleplay Game deal damage to the
Target in one form or another; whether it is a straight up use of the Commando’s
‘Attack’ Ability, or an attempt to Inflict a Status Ailment through one of the many
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individual Saboteur Abilities like ‘Deprotect’ and ‘Deshell’. These Abilities are given a
Damage Code; a numerical value that tells the Player how much Damage that Ability
Deals with every successful use. This Damage Code is shown as:
(Stat x X) + Die Type
The Damage Code is broken down in the following way.
(Stat x X): The Stat used in Damage Calculation is one of the 2 Primary Character
Stats; either Strength or Magic. This value is then Multiplied by a number between
1.25 and 2.5. {The Full ATB Ability circumvents this limit} This gives the Base
Damage of the Ability.
+Die Type: Once the Base Damage has been calculated, you then check to see
which of the several Dice Types (D4-D12) is rolled to give the variation in the
Damage Dealt. The Die rolled has its value added to the Base Damage to give the
Total Damage Dealt to the Target.
This Damage Code is also Applied to any Abilities that Heal Hitpoints; such as the
‘Cure’ Ability of the Medic Role.
Damage Reduction
All Damage in the FINAL FANTASY XIII Roleplay Game is slightly reduced once it
has been received, this reduction is Innate to everything; Player and Enemy alike; and
as such is relatively small.
Physical Damage, such as that from the Commando’s ‘Attack’ Ability, is reduced
by a Percentage of the Target’s Strength Stat. Magical Damage, such as that from the
Ravager’s ‘Fire’ Ability, is reduced by a Percentage of the Target’s Magic Stat. The
innate Damage Reduction of a Player or Enemy in the FINAL FANTASY XIII Roleplay
Game is 20% of that Character’s Strength or Magic Stat. The Sentinel Role further
increases this Damage Reduction using the Role’s Abilities, and further still by using
Synergist Abilities like ‘Protect’ and ‘Shell’. However, Healing Abilities like the
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Medic’s ‘Cure’ Ability are not subject to Damage Reduction as they are not considered
to be ‘Damage’ in the same way as the Abilities of other l’Cie Roles.
Summoning Eidolons in Combat
Once a Player Character obtains their personal Eidolon through the Story, they
are able to Access the TP Ability ‘Summon’. This ability costs 3 TP as shown earlier
in the Chapter. When the Player chooses to use their Eidolon, they Spend the TP and
then take Centre Stage in the Combat.
Eidolons are Extremely Powerful entities
and as such need only the help of their l’Cie
while on the Material Plane. Summoning an
Eidolon forces the l‘Cie to Stand Alone
alongside their Eidolon for a short period of
time. During this period of time, should the l’Cie fall in Combat then the Eidolon will
be Dismissed and the l’Cie’s allies will return to the Combat in the same state that
they were in when the Eidolon was summoned. If the l’Cie does not fall then the
Eidolon begins to build up the Gestalt Gauge when they meet the Criteria for the
Gauge to build. {The Gestalt Gauge will be discussed fully in a later chapter} While
building the Gestalt Gauge, the Eidolon uses the ATB System the same way as a
Player Character with 3 ATB slots. They also Draw their Own Initiative Card and act
when it is their turn in the initiative order.
Once the Gestalt Gauge fills the
Eidolon Can Enter Gestalt Mode at
their fullest power, however the
Summoning l’Cie can invoke the Gestalt Pact and force a Gestalt Mode transformation
at any point after the Eidolon has been Summoned. The more the Gestalt Gauge fills,
the longer the Gestalt Mode lasts however. Once a l’Cie invokes the Gestalt Pact they
join with their Eidolon and They act together on the l’Cie’s Initiative Turn.
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During a Gestalt Mode, neither the l’Cie or their Eidolon use the ATB Gauge,
instead thy begin to spend their
accumulated Gestalt Points to
activate some unique-to-their-
Eidolon Moves. Each of these Moves
cost a certain amount of Gestalt
Points to Activate. At any Point the
l’Cie can spend the entirety of the remaining Gestalt Points to Activate their Eidolon’s
Gestalt Fury; a Move similar to the l’Cie’s own Full ATB Ability. Using an Eidolon’s
Gestalt Fury immediately Dismisses the Eidolon causing them to cast Arise; fully
Reviving and Healing the l’Cie and their Allies.
Victory and Defeat
Should the Player Characters be the ones to be KO’d then the Combat immediately
ends and the GM should come up with a reason why the Characters are still alive and
continue the story. If the Enemies are the ones KO’d then the Combat moves on to the
next step.
Granting Rewards
Should the Combat end in the Player
Character’s victory, then the GM moves to
the next step; Rewarding the Players.
Rewards in the FINAL FANTASY XIII
Roleplay Game come in 3 distinct types:
1. Crystogen Points
2. Weapon Experience
3. Item Rewards
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Crystogen Points
Each Enemy in the FINAL FANTASY XIII Roleplay Game will; upon the Player
Characters’ Victory in combat; reward the Players with a set amount of CP. This
amount is worked out during Monster Creation, and varies from Monster to Monster.
{Discussed in a later Chapter}
Weapon Experience
As stated earlier in this Chapter; combat grants Experience for a character’s
Weapon as a reward, Weapon Experience is not granted by Each Enemy in the
Combat; rather it is granted based on the TYPE of combat. Combat grants EXP to a
character’s weapon at a rate of 1 EXP per Regular Combat; Featuring Minion or Elite
Rank Enemies, or 2 EXP for a Boss Level Combat; even if it features Minion and Elite
Rank Enemies. A Combat will never grant a weapon more than 2 EXP and as
previously stated, Combat Weapon Experience is unaffected by the Weapon’s Current
Experience Bonus (EXPB).
Item Rewards
Every Enemy in the FINAL FANTASY XIII Roleplay Game has a 75% CoS of
dropping an Item after combat. For each Enemy that is involved in the Combat the GM
Rolls a D100 and depending on the result, the enemy will either drop Nothing, a
Common Item, a Rare Item or a Sol-Type Item.
D100 ROLL VALUE ITEM RECIEVED
100-76 Nothing
75-26 Common Item
25-02 Rare Item
01 Sol-Type Item
All Items in the Common and Rare Item Slots can be taken from any of the Item
categories discussed earlier in this Chapter except the Sol-Type Items. Mostly the
Items dropped will be Components but this is not always the case. A monster may
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drop an Accessory or Weapon as either their Common or Rare Item drop, though this
will most often be dropped from the Rare Item slot.
Extremely Rarely, a Monster may drop a Sol-Type Item; though this only has a 1%
CoS as shown in the table above. This can be any of the Sol-Type Items that the GM
decides is appropriate; though they don’t necessarily have to make sense, a Physical
Combatant may drop an Ethersol for example.
{This concludes this Chapter for the time being, any additions will come as part of
playtesting.}
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CHAPTER 3: BRANDING A l’Cie, CHARACTER
CREATION
In this Chapter, there will be a full explanation of how to create a Player Character in
the FINAL FANTASY XIII Roleplay Game. It will describe how to generate a
Characters Starting Stats; STR, MAG and HP; along with a full description of each of
the 6 l’Cie Job Roles. There will also be an in-depth description of how to create a
‘Full-ATB Ability’ for your character, The FFXIII and FINAL FANTASY XIII Roleplay
Game’s version of the more traditional ‘Limit Break’.
{Like the previous Chapter it is fair to say that there is likely to be many problems
with this section of the book and will most likely need to have either Major or Minor
re-writes as a result of playtesting.}
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In order to create a character in
the FINAL FANTASY XIII
Roleplay Game, there are several
steps to work through to get to a
fully completed Character. This
may take some time the first time
that you attempt to do it. The
Steps for Creating your fully Branded l’Cie are as follows:
1. Character Concept
2. Decide Primary and 2 Secondary Job Roles
3. Determine Stats
4. Choose Primary and Secondary Element
5. Gain Abilities per Role
6. Build Full ATB Ability
7. Choose Eidolon
8. Gear and Items
Following these steps will; eventually; lead to a play ready Character. So, let’s go
through them properly.
Character Concept
This can sometimes be the most difficult part of creating a Roleplay Character. In
the FINAL FANTASY XIII Roleplay Game the decision is made slightly easier by the
fact that the Character will be a member of the Populace of either Cocoon or Pulse.
But what exactly are they?
Are they a Member of the Guardian Corps like Lightning or Cid Raines, or a
member of Psicom like Jihl Nabaat? They could even be a resistance member like
Snow. Perhaps they are just a normal member of the populace that got unlucky and
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were in the wrong place at the wrong time like Sazh, Dajh, Serah and Hope? Or just
maybe; like Fang and Vanille; they are an exile from a Pulsian Vestige.
There are lots of possibilities, but they all have one thing in common:
With all the Powers and curses that come with them. Whether you are Branded by
Pulse or Lindzei is up to the GM, but one thing is certain; Branded you most Definitely
Are.
Lindzei or Pulse, Cocoon or Gran Pulse, which one will you Protect?
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Decide Primary and 2 Secondary Job Roles
Once you have a fully fleshed out concept for your Character, the next step is to
choose a Primary and 2 Secondary Job Roles. If you know what you want your
character to be it helps, as the l’Cie Job Roles fall loosely into the more Traditional
Character Archetypes commonly found in many Massively Multiplayer Online or MMO
Games like FFXI or FFXIV.
These ‘Archetypes’ are:
1. Tank
2. Healer
3. DPS
4. Support
The FINAL FANTASY XIII Roleplay Game’s
l’Cie Job Roles fall into these Archetypes in the following way.
ARCHETYPE ROLE 1 ROLE 2 ROLE 3
Tank Sentinel N/A N/A
Healer Medic N/A N/A
DPS Commando Ravager Saboteur
Support Synergist Saboteur N/A
It should be noted that the reason that the Saboteur Role falls into both the DPS
and Support Archetypes is because their Abilities both deal Damage and possibly
Apply Debuffs to the Target.
Once a Player has decided on their Primary and Secondary Job Roles, it is then
time to move on to the next step.
Determine Stats
The 3 Main Stats in the FINAL FANTASY XIII Roleplay Game; STR, MAG and HP
are all determined Based on the Role that you choose as a Primary Role, HP however
is also further Modified by the 2 Secondary Roles that the Player chooses for their
Character.
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Determining Starting Strength and Magic
A starting Character’s STR and MAG Stats have a total of 40 points split between
the two Stats. There is a Base value of 30 points split based on the Primary Job Role
that the Player chooses for their Character; with a further 10 points that the Player is
free to allocate themselves between the 2 Stats. The Table below shows the 30 Point
split based on Primary Job Role. {These values are subject to change for balancing
reasons}
STARTING STATS PER ROLE (30 POINTS SPLIT)
ROLE STAT BIAS STR MAG
COMMANDO STR 20 10
RAVAGER MAG 10 20
SENTINEL EVEN 15 15
SYNERGIST MAG 12 18
SABOTEUR STR 16 14
MEDIC MAG 10 20
The 10 additional points can be spent any way the player wishes, they could use
them to make their Commando have an even base of STR and MAG so they can deal
as much damage with Ruin as they do with Attack, or they can use them to give
themselves a huge boost to physical damage by increasing STR to 30, or they could
just as easily boost both Stats slightly; splitting the points between both Stats.
Determining Starting Hitpoints
Like STR and MAG, starting HP is determined by the Primary Role that the Player
chooses for their Character. However; rather than having any additional points to
spend on increasing the value, HP is modified by the 2 Secondary Job Roles that the
Player chooses for their Character. The following table shows the values per Job
Role. {Like the values of the STR and MAG Stats, the Values of HP modifiers are
subject to change for balancing issues}
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STARTING HP PER JOB ROLE (PRIMARY BASE AND SECONDARY MODIFIER)
ROLE BASE MODIFIER
COMMANDO 80 +10
RAVAGER 80 +10
SENTINEL 100 +20
SYNERGIST 65 +12
SABOTEUR 65 +12
MEDIC 60 +15
As you can see, the HP values vary quite a bit. It is assumed that the more Attacks
you are likely to receive, the more HP you will need. A Character’s Maximum HP can
be increased further by equipping HP Boosting Accessories.
All 3 of a Character’s Primary Stats; STR, MAG and HP are increased through
play by spending CP in the Crystarium and Unlocking the relevant Stat Increase
Nodes.
Choose Primary and Secondary Element
The characters in FFXIII each have differing Elements that they have access to.
Sometimes this is Obvious; such as with the Characters Lightning and Snow; who use
Thunder and Ice respectively; and sometimes it isn’t, like with Sazh who uses Fire
and Fang who uses Wind. These characters also used a secondary Element alongside
the Primary one, Snow also used Water and Lightning also used Fire.
Although this seems like a minor detail it makes a difference, as these elements
determine which Elemental abilities that Character gets access to in their Crystariums
for Ravager and Synergist.
This is no different in the FINAL FANTASY XIII Roleplay Game, each Player
Character Chooses a Single Primary and a single Secondary Element from the 5
available; Fire, Ice, Thunder, Water and Wind. There may well be an overlap between
players, but this can be a good thing, as there will be access to an element even if one
of the party members drops in combat.
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Gain Abilities per Role
This is perhaps the most in depth part of creating a character in the FINAL
FANTASY XIII Roleplay Game so far. As part of the process of Character Creation,
the Player Chooses their Primary and 2 Secondary l’Cie Job Roles, and then write the
abilities gained in their Crystariums onto their Character Sheet.
The following section, lists all of the
l’Cie Job Roles and gives more
information on the Role, as well as
giving a full list of all of the Command
Abilities and Passive Abilities that
each Role has; it also gives a full
description of what each of these Abilities does, be it Damage or Status effects.
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COMMANDO (COM)
Commando, abbreviated as COM, is a
Paradigm Role in the FINAL FANTASY
XIII Roleplay Game whose main
function is to deal damage and slow the
rate at which the enemy's chain gauge
decreases. The Commando has the
fewest command abilities among the six roles, being the most straightforward of all.
Commandos are offensive specialists, employing brutal physical attacks and damaging
magic as the tools of their trade.
Commando Command Abilities
NAME ATB COST EFFECT
Attack 1 Deal (STRx1.25)+1D6 Physical Damage to the target.
Deal (STRx1.5)+1D8 Area of Effect Physical Damage to the
Blitz 2 Enemy Group.
Ruin 1 Deal (MAGx1.25)+1D6 Magical Damage to the target.
Deal (MAGx2)+1D10 Area of Effect Magical Damage to
Ruinga 3 Enemy Group.
Full ATB Ability ALL Deals Damage as Built.
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attacks from the party will keep the launched target in the air. The Target
Falls back to the ground at the end of the turn.
When the party has a RAV who is currently not KO'd, Blitz and Ruinga Deal
Ravage +5% Damage when used as the first Ability in the attack queue.
Deal heavy damage with Attack to launched target about to recover from
Smite Stagger. When a Launched Foe’s Stagger Gauge is at 1 Checkbox, Attack
deals +50% damage.
Attack and Ruin deal +10% damage when used as the first Ability in the
Blindside attack queue on a Target that is not attacking the COM. Does not work on
staggered foes.
When a foes Stagger Gauge is at 10% or less, Attack and Ruin deal +20%
Scourge damage.
Jeopardise When attacking a staggered foe, the COM gains +5% damage.
If the target's remaining HP is at 10% or less there is a 15% CoS of instantly
Deathblow Killing the Target with every attack. Does not work on Death Immune foes.
Adrenaline When the COM's HP is above 80%, STR and MAG get +10.
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RAVAGER (RAV)
Ravager, abbreviated as RAV, is
a Paradigm Role in the FINAL
FANTASY XIII Roleplay Game
whose main function is to
increase the foe's chain gauge so
that inflicted damage is increased
and the foe reaches their Stagger
point as quickly as possible. Ravagers wield powerful magic spells, dealing damage of
fire, ice, lightning, water and other elemental affinities.
Ravager Command Abilities
NAME ATB COST EFFECT
Fire 1 Deal (MAGx1.25)+1D6 Magical Fire Damage to the target.
Deal (MAGx1.5)+1D8 Area of Effect Magical Fire Damage to
Fira 2 the Enemy Group.
Deal (MAGx2)+1D10 Area of Effect Magical Fire Damage to
Firaga 3 the Enemy Group.
Blizzard 1 Deal (MAGx1.25)+1D6 Magical Ice Damage to the target.
Deal (MAGx1.5)+1D8 Area of Effect Magical Ice Damage to
Blizzara 2 the Enemy Group.
Deal (MAGx2)+1D10 Area of Effect Magical Ice Damage to
Blizzaga 3 the Enemy Group.
Deal (MAGx1.25)+1D6 Magical Thunder Damage to the
Thunder 1 target.
Deal (MAGx1.5)+1D8 Area of Effect Magical Thunder
Thundara 2 Damage to the Enemy Group.
Deal (MAGx2)+1D10 Area of Effect Magical Thunder
Thundaga 3 Damage to the Enemy Group.
Water 1 Deal (MAGx1.25)+1D6 Magical Water Damage to the target.
Deal (MAGx1.5)+1D8 Area of Effect Magical Water Damage
Watera 2 to the Enemy Group.
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Deal (MAGx2)+1D10 Area of Effect Magical Water Damage
Waterga 3 to the Enemy Group.
Aero 1 Deal (MAGx1.25)+1D6 Magical Wind Damage to the target.
Deal (MAGx1.5)+1D8 Area of Effect Magical Wind Damage
Aerora 2 to the Enemy Group.
Deal (MAGx2)+1D10 Area of Effect Magical Wind Damage
Aeroga 3 to the Enemy Group.
Flamestrike 1 Deal (STRx1.25)+1D6 Physical Fire Damage to the target.
Froststrike 1 Deal (STRx1.25)+1D6 Physical Ice Damage to the target.
Deal (STRx1.25)+1D6 Physical Thunder Damage to the
Sparkstrike 1 target.
Aquastrike 1 Deal (STRx1.25)+1D6 Physical Water Damage to the target.
Guststrike 1 Deal (STRx1.25)+1D6 Physical Wind Damage to the target.
Full ATB Ability ALL Deals Damage as Built.
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SENTINEL (SEN)
Sentinel, abbreviated as SEN, is a
Paradigm Role in the FINAL
FANTASY XIII Roleplay Game whose
main function is to shield allies from
enemy attacks with enhanced defense.
They can counterattack after taking
on enemy attacks, with some small ability to heal themselves. Sentinels are defensive
specialists. They provide interference, drawing enemy aggression toward themselves
and using their enhanced defense to minimize damage to the party.
Sentinel Command Abilities
NAME ATB COST EFFECT
Entice All Enemies in the enemy Group to attack the Sentinel.
Provoke 1 75% CoS. 3 Round Duration.
When Attacked, 50% CoS of evading the Attack. If hit, SEN
Elude 1 gains 20% reduction on the damage received. 1 Round
Duration.
Force One Target Enemy to attack the SEN. 90% CoS. 2
Challenge 1 Round Duration.
After use, the SEN’s defence is at +10%. The SEN acts again
at the end of the Turn, the more damage the SEN takes, the
Vendetta 2 more damage they deal to the enemy in return; each received
attack increases the final damage by +10% to a max bonus of
+100%.
After use, the SEN’s defence is at +10%. The SEN acts again
at the end of the Turn, the more damage the SEN takes, the
Entrench 2 more damage they deal to the enemy in return; each received
attack increases the final damage by +15%.
Steelguard increases the SEN’s Defence by 10%. Defense
Steelguard 2 increases each time the SEN is attacked while in effect; each
received attack increases the damage reduction by 2%.
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Mediguard increases the SEN’s Defence by +10% while also
Mediguard 2 recovering HP. Each stocked Mediguard command recovers
5% of Max HP at the end of the Turn.
Full ATB Ability ALL Deals Damage as Built.
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SYNERGIST (SYN)
Synergist, abbreviated as SYN, is a
Paradigm Role in the FINAL
FANTASY XIII Roleplay Game whose
main function is to support allies with
an array of magical enhancements.
Synergists employ a wide range of
abilities to enhance their allies' effectiveness in combat. Synergists also help act as
damage mitigation specialists by using Positive Status Effects like Protect.
Synergist Command Abilities
NAME ATB COST EFFECT
Bravery 2 Bestow the Brave Status on One Ally. 4 Turn Duration.
Bravera 3 Bestow the Brave Status on All Allies. 3 Turn Duration.
Faith 2 Bestow the Faith Status on One Ally. 4 Turn Duration.
Faithra 3 Bestow the Faith Status on All Allies. 3 Turn Duration.
Haste 2 Bestow the Haste Status on One Ally. 4 Turn Duration.
Hastega 3 Bestow the Haste Status on All Allies. 3 Turn Duration.
Vigilance 2 Bestow the Vigilance Status on One Ally. 4 Turn Duration.
Add Fire Element to One Ally’s Attacks. 4 Turn Duration.
Enblaze 2 COM, RAV, SEN and SAB Attacks are effected.
Add Ice Element to One Ally’s Attacks. 4 Turn Duration.
Enfrost 2 COM, RAV, SEN and SAB Attacks are effected.
Add Thunder Element to One Ally’s Attacks. 4 Turn
Enspark 2 Duration. COM, RAV, SEN and SAB Attacks are effected.
Add Water Element to One Ally’s Attacks. 4 Turn Duration.
Enflood 2 COM, RAV, SEN and SAB Attacks are effected.
Add Wind Element to One Ally’s Attacks. 4 Turn Duration.
Enaero 2 COM, RAV, SEN and SAB Attacks are effected.
Protect 2 Bestow the Protect Status on One Ally. 4 Turn Duration.
Protectra 3 Bestow the Protect Status on All Allies. 3 Turn Duration.
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Shell 2 Bestow the Shell Status on One Ally. 4 Turn Duration.
Shellra 3 Bestow the Shell Status on All Allies. 3 Turn Duration.
Regen 2 Bestow the Regen Status on One Ally. 4 Turn Duration.
Regenra 3 Bestow the Regen Status on All Allies. 3 Turn Duration.
Barfire 2 Bestow the Barfire Status on One Ally. 4 Turn Duration.
Barfrost 2 Bestow the Barfrost Status on One Ally. 4 Turn Duration.
Barthunder 2 Bestow the Barthunder Status on One Ally. 4 Turn Duration.
Barwater 2 Bestow the Barwater Status on One Ally. 4 Turn Duration.
Barwind 2 Bestow the Barwind Status on One Ally. 4 Turn Duration.
Veil 2 Bestow the Veil Status on One Ally. 4 Turn Duration.
Full ATB Ability ALL Deals Damage as Built.
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SABOTEUR (SAB)
Saboteur, abbreviated as SAB, is a
Paradigm Role in the FINAL
FANTASY XIII Roleplay Game
whose main function is to enfeeble
enemies while slowing down their
chain gauges. Saboteurs use their
skills to weaken and debilitate
enemies. Their bag of tricks includes not only attribute-lowering abilities, but also those
that inflict damaging Negative Status Effects like Poison.
Saboteur Command Abilities
NAME ATB COST EFFECT
Deal (MAGx1.25)+1D6 Magical Damage and Inflict
Deprotect 1 Deprotect Status on One Target. 50% CoS. 4 Turn Duration.
Deal (MAGx1.5)+1D8 Magical Damage and Inflict Deprotect
Deprotega 3 Status on Enemy Group. 40% CoS. 3 Turn Duration.
Deal (MAGx1.25)+1D6 Magical Damage and Inflict Deshell
Deshell 1 Status on One Target. 50% CoS. 4 Turn Duration.
Deal (MAGx1.5)+1D8 Magical Damage and Inflict Deshell
Deshellga 3 Status on Enemy Group. 40% CoS. 3 Turn Duration.
Deal (MAGx1.25)+1D6 Magical Damage and Inflict Poison
Poison 1 Status on One Target. 50% CoS. 4 Turn Duration.
Deal (MAGx1.5)+1D8 Magical Damage and Inflict Poison
Poisonga 3 Status on Enemy Group. 40% CoS. 3 Turn Duration.
Deal (MAGx1.25)+1D6 Magical Damage and Inflict Imperil
Imperil 1 Status on One Target. 50% CoS. 4 Turn Duration.
Deal (MAGx1.5)+1D8 Magical Damage and Inflict Imperil
Imperilga 3 Status on Enemy Group. 40% CoS. 3 Turn Duration.
Deal (MAGx1.25)+1D6 Magical Damage and Inflict Slow
Slow 1 Status on One Target. 50% CoS. 4 Turn Duration.
Deal (MAGx1.5)+1D8 Magical Damage and Inflict Slow
Slowga 3 Status on Enemy Group. 40% CoS. 3 Turn Duration.
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Deal (MAGx1.25)+1D6 Magical Damage and Inflict Fog
Fog 1 Status on One Target. 50% CoS. 4 Turn Duration.
Deal (MAGx1.5)+1D8 Magical Damage and Inflict Fog Status
Fogga 3 on Enemy Group. 40% CoS. 3 Turn Duration.
Deal (MAGx1.25)+1D6 Magical Damage and Inflict Pain
Pain 1 Status on One Target. 50% CoS. 4 Turn Duration.
Deal (MAGx1.5)+1D8 Magical Damage and Inflict Pain
Painga 3 Status on Enemy Group. 40% CoS. 3 Turn Duration.
Deal (MAGx1.25)+1D6 Magical Damage and Inflict Curse
Curse 1 Status on One Target. 50% CoS. 4 Turn Duration.
Deal (MAGx1.5)+1D8 Magical Damage and Inflict Curse
Cursega 3 Status on Enemy Group. 40% CoS. 3 Turn Duration.
Deal (MAGx1.25)+1D6 Magical Damage and Inflict Daze
Daze 1 Status on One Target. 50% CoS. 4 Turn Duration.
Deal (MAGx1.5)+1D8 Magical Damage and Inflict Daze
Dazega 3 Status on Enemy Group. 40% CoS. 3 Turn Duration.
Deal (MAGx1.25)+1D6 Magical Damage and Remove most
Dispel 2 recent Beneficial Status from One Enemy.
Full ATB Ability ALL Deals Damage as Built.
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MEDIC (MED)
Medic, abbreviated as MED, is a
Paradigm Role in the FINAL FANTASY
XIII Roleplay Game whose main
function is to restore HP and remove
status ailments making the role similar
to a White Mage. Medics are healers,
capable of restoring HP, removing status ailments, and even reviving KO'd allies.
Medic is the only one of the Six Roles to have no Passive Abilities
Medic Command Abilities
NAME ATB COST EFFECT
Cure 1 Restore (MAGx1.25)+1D6 HP to One Ally.
Cura 2 Restore (MAGx1.5)+1D8 HP to One Ally.
Curasa 2 Restore (MAGx1.5)+1D8 HP to All Allies.
Curaja 3 Restore (MAGx2)+1D10 HP to All Allies.
Remove target's most recently inflicted status ailment.
Esuna 2 Removes the last suffered status (excluding Doom).
Raise 3 Revive One Ally from KO and recover 20% of their Max HP.
Full ATB Ability ALL Deals Damage as Built.
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Build Full ATB Ability
A Character’s Full ATB Ability is the FINAL FANTASY XIII Roleplay Game’s
version of the More Traditional ‘Limit Break’. Although a Full ATB Ability is not a
Limit Break in the traditional sense of the term, like a Traditional Limit Break, it has
the potential for massive damage and is a Character-Specific Ability. Each member of
the Player Character Party has access to one of these Unique Abilities. These Abilities
either deal extreme damage, hit with multiple strikes or hit with a chance to inflict a
Potent Effect.
Full ATB skills have a special
effect against staggered enemies.
They ignore target's Type-based
defense, meaning even enemies that
are Immune to Physical/Magical
damage can still be damaged by
them. This also means status effects like Deprotect and Deshell have no effect on the
sustained damage. Full ATB Abilities are Unusable if the Player Character is afflicted
with the Pain or Fog Status Effects.
Full ATB Abilities are unlocked as the Final Node of Crystarium Stage 2 of a
Characters Primary Crystarium, and although they are created as a part of Character
Creation, they Cannot be used before they are Unlocked.
Creating a Full ATB Ability
To Create a Full ATB Ability, first you need to decide what Type of Attack it
actually is. There are 4 distinct Types of Full ATB Ability.
1. Single Hit AoE
2. Multi Hit AoE
3. Single Target Debuff
4. Multi Target Debuff
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The full details of these are below:
Single Hit Area of Effect
Single Hit AoE Full ATB Abilities are powerful single hit attacks that will hit each
Enemy on the battlefield at the same time, dealing a significant amount of damage to
each Enemy that is hit. This Damage Ignores the Enemies’ Innate Defense and Protect
or Shell.
Multi Hit Area of Effect
Multi Hit AoE Full ATB Abilities are Powerful Attacks that hit each Enemy on the
battlefield one after another. Each Individual Attack deals less Damage Per Individual
Hit than Single Target AoE Full ATB Abilities, but the overall damage is comparable.
This Damage Ignores the Enemies’ Innate Defense and Protect or Shell.
Single Target Debuff
Single Target Debuff Full ATB Abilities Deal Damage to a Single Enemy on the
Battlefield and have a chance to apply an Extremely Powerful Negative Status Effect
or Debuff on that Enemy. These Status Effects Can only be Applied through Full ATB
Abilities and therefore will be covered here rather than in the Status Effect Section.
The Damage for Single Target Debuff Full ATB Abilities Ignores the Enemy’s Innate
Defense and Protect or Shell.
Multi Target Debuff
Multi Target Debuff Full ATB Abilities are powerful single hit attacks that will hit
each Enemy on the battlefield at the same time, dealing a large amount of damage to
each Enemy that is hit, with a chance to apply an Extremely Powerful Negative Status
Effect or Debuff on that Enemy. These Status Effects Can only be Applied through Full
ATB Abilities and therefore will be covered here rather than in the Status Effect
Section. This Damage Ignores the Enemies’ Innate Defense and Protect or Shell.
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Building the Full ATB Ability
Once the initial step of choosing the type of Full ATB Ability has been completed,
you then move on to the next step and determine everything that is needed for the
Ability to work; The Damage in All cases and the Negative Status in the case of a
Debuffing Ability. The Damage will be higher in a purely Damaging Ability and lower
in an Ability that inflicts the Target(s) with a Debuff.
Working out the Damage
The Damage of a Character’s Full ATB Ability is dependent on the type of Ability
you choose. Single Hit AoE and Multi Hit AoE Full ATB Abilities deal More Base
Damage, but have no Additional Extra’s, while Single Target Debuff and Multi Target
Debuff Full ATB Abilities deal less Base Damage but with a Chance to Inflict 1
Extremely Powerful Debuff onto any Target that is hit by the Attack.
The Damage for All of the Full ATB Abilities is modified by the number of ATB
Segments expended when activated, the %CoS to Inflict the Debuff is also increased
by the number of ATB Segments expended. The Table below shows the Damage for
each of the 4 types of Full ATB Ability, along with the % increase for Debuff Chance.
Base Dmg Dmg Multiplier per Debuff % Increase
Full ATB Ability
Multiplier ATB Slot per ATB Slot
Single Hit AoE 3x +0.5 N/A
Multi Hit AoE 1.75x +0.75 N/A
--- --- --- Base % +%
Single Tgt Debuff 1x +0.25 10 +2
Multi Tgt Debuff 1x +0.25 10 +2
Once you have noted the Damage of the Full ATB Ability, then comes the process
of deciding; if a Debuff Full ATB Ability was chosen; which of the Full ATB Ability
Specific Status Effects will be attached to the Ability. Each of these Statuses have a
Duration of 5 Turns.
108
List of Full ATB Ability Negative Status Effects.
NAME EFFECT
The Target Suffers from a decreased ability to ward off the opponent’s
Break Effectiveness in Combat. For the Duration of the Status Effect, the Targets
Chain Resistance is reduced to 0
The Target is rendered incapable of distinguishing friend from foe. For the
Duration of the Status Effect, the Target will attack either Themselves or a
Confuse member of their Group. This version of Confuse is not cancelled by Physical
Damage received by the Target.
The Target Immediately Suffers a viral Infection causing them to ward off
any attempts to revitalise them, For the Duration of the Status Effect, the
Disease Target is Unable to be healed by any means, they also lose 10% of their
MAX HP (rnd up) at the end of each round of Combat.
The Target Shrinks to roughly the size of a small dog, reducing their
effectiveness in Combat. For the Duration of the Status Effect, the target is
Mini only able to Deal 1 Point of Damage with each Action they do. Their
Defences are also reduced to 50%.
The Target’s body begins to warp and harden, slowly turning to Stone. For
the Duration of the Status Effect, the Target loses 20% of each of their
Petrify Stats Maximum Value. Once the Duration ends, they turn to stone and are
considered Unconscious. Boss Monsters are immune to the
Unconsciousness but not the Stat reduction.
A Tear in the Fabric of reality opens beneath the Target, and Tendrils of
Darkness rip them from this world into the Void beyond. Normal and Elite
Enemies are Immediately Slain in the X-Zone, Boss Monsters However are
X-Zone able to Claw their way Back from the Void after the Duration ends, however
they will not emerge unharmed, they lose 5% of their Current HP (rnd up)
every round while in the Void.
{These are currently the only statuses available at this time, more may be added
through playtesting or in future versions of the game}
Once the Status effect has been chosen, the only remaining thing to do is note the
Full ATB Ability on your Character Sheet and give it a suitable name, like Lightning’s
Army of One or Snow’s Sovereign Fist. The Name of the Full ATB Ability should be
personal to the Players Own Character.
109
Choose an Eidolon
The next step in the Character Creation Process is for the Player to choose their
Character’s Personal Summon; known as an Eidolon. These entities are extremely
Powerful and Can be chosen in one of Two different ways, they can be chosen from
the List of pre-created
Eidolons, or they can use the
Eidolon Creation System.
Either Option will lead to a
very powerful Entity that the
Player can then Call upon to
aid them in Battle.
All Eidolons grant the
Character an ATB slot when acquired, but an Eidolon is Not gained through the
Crystarium like every other Ability in the FINAL FANTASY XIII Roleplay Game,
instead it is gained through Story Progression at the GM’s Discretion for each Player
Character; meaning that the GM needs to decide a relevant time for each character to
suffer a personal crisis in their particular Campaign.
Once a Player Character has Acquired their Personal Eidolon, they are going to be
(slightly) ahead of the other players in terms of ATB Slots, so the GM should be
careful to adjust combats accordingly.
{The Eidolon Creation System will be Shown fully in a following Chapter, along
with some Sample Eidolons Created to be used within the FINAL FANTASY XIII
Roleplay Game.}
Choose Gear and Items
The final step in creating a Character in the FINAL FANTASY XIII Roleplay Game
is to Purchase any Additional Gear and Items for the Character to use at the start of
the game. This can be anything from a Secondary Weapon to a potion or two to stave
110
of death in an Emergency. Also included in this section are any Accessories that the
players may want to purchase; if they can afford them at the beginning of the game.
Player Characters in the FINAL FANTASY XIII Roleplay Game Start the Game with
500 Gil Available to them with which to buy Additional Gear and Items.
{Hopefully after following this Chapter, you now have a Character that you can Use to
Enjoy a Campaign in the FINAL FANTASY XIII Roleplay Game. Good Luck
l’Cie…You’ll Need it!}
111
112
CHAPTER 4: WELCOME TO THE RETAIL
NETWORK. Gear and Equipment
This Chapter of the FINAL FANTASY XIII Roleplay Game is dedicated to all of the
pieces of Gear that you can buy in the Shops in the world of Final Fantasy XIII;
whether you are buying additional Weapons, Accessories, Potions or even Upgrade
Components for Weapons.
It also features a full Experience Table with the Levels, Experience and Upgrade
Components needed for each of the 4 different Weapon types; Attack, Magic,
Balanced and Augment; Along with the Abilities Granted by the Augment Type
Weapons.
Although in FFXIII there is the Ability to use Components to upgrade Accessories,
in the FINAL FANTASY XIII Roleplay Game this feature is currently not available;
though this may change in future versions of the game.
{Each of the Items and Tables in this Chapter are Subject to Change or even Removal
as a result of Playtesting}
113
The Retail Network in FFXIII is the Digital Shopping Arcade created by the
Sanctum to provide Shopping Services for the General Populace of Cocoon, As well as
their Military. The Network is accessed
through Self Actuating Virtual Entry (or
S.A.V.E.) Stations. {No, I’m Not Sorry in
The Least} These Stations have the
appearance of large microchips floating
about 2 feet off of the floor. When in use,
however, they open out into a Holographic Computer Display Through which you can
access Either the Retail Network or the
Digital Upgrade Service; allowing the
ability to use components to Upgrade
Weaponry.
The Retail Network consists of both
General Shopping Stores; selling odds
and ends for use in daily life; and Military Stores; offering access to the latest in
Military Hardware; though to access the latter, special permissions are required from
Sanctum Officials.
The Digital Upgrade Service allows the user to Transfer Components they have
Acquired in order to increase the potency of any Weapon the user wishes. It also
allows; through the use of Catalysts; the weapon to be Upgraded beyond its
Capabilities and become a new weapon
entirely, Though it retains its original
Weapon Typing. (A sword will not
magically become a Gun for instance)
114
List of Retail Network Stores
STORE NAME GOODS SOLD
Unicorn Mart Potions and Curatives
Eden Pharmaceuticals High End Consumables
Up In Arms Low Grade Weaponry
Plautus’s Workshop Low to Mid Grade Weaponry
Gilgamesh Inc. High Grade Weaponry
B&W Outfitters Low Grade Accessories
Magical Moments Low to Mid Grade Accessories
Moogleworks Mid to High Grade Accessories
Sanctum Labs High Grade Accessories
Creature Comforts Biological Components
The Motherlode Catalysts
Lenora’s Garage Mechanical Components
R&D Depot High Grade Components and Catalysts
The following pages will show the Items available in Each Shop listed with the
Price and Type. If the players decide to Sell any items, the Item will sell for 25% of
its Listed Value (rounded Down).
115
UNICORN MART
“Reliable service from a name you can
trust. At Unicorn Mart, your health is
our business! Our expert pharmacists
are standing by, day and night, to send
you whatever you need, wherever you
need it.”
116
EDEN PHARMACEUTICALS
“A Sanctum-affiliated institution in the
public sector conducting both
academic and industry-sponsored
research. Let Cocoon's own sciences
empower you as you help to fulfil her
destiny!”
117
UP IN ARMS
“If history has taught us anything, it's
that everyone dies eventually-but at Up
In Arms, we help you to ensure your
enemies do so as soon as possible.
From classic pieces to cutting-edge
upgrades, we've got all! Edged weapons
and Up In Firearms gun selections
fully Sanctum-approved.”
Up In Arms Requires no Special Permissions. All weapons are at Rank 1 in the shop.
WEAPON COST LEVEL
STR Type 500 gil 1
MAG Type 500 gil 1
BAL Type 500 gil 1
AUG Type 500 gil 1
STR Type 1500 gil 6
MAG Type 1500 gil 6
BAL Type 1500 gil 6
AUG Type 1500 gil 6
STR Type 3000 gil 11
MAG Type 3000 gil 11
BAL Type 3000 gil 11
AUG Type 3000 gil 11
STR Type 5000 gil 16
MAG Type 5000 gil 16
BAL Type 5000 gil 16
AUG Type 5000 gil 16
118
PLAUTUS’S WORKSHOP
“Brute force may win the easy
battles, but readiness wins them all.
Our master craftsmen produce only
the finest in specialized weaponry,
granting you the edge that separates
the best from the rest (in peace).
Discerning customers agree: if you
want quality, you want Plautus.”
Plautus’s Workshop Requires the P.W. Retail Permissions. All Weapons are at Rank
2 in the Shop
WEAPON COST LEVEL
STR Type 5500 gil 16
MAG Type 5500 gil 16
BAL Type 5500 gil 16
AUG Type 5500 gil 16
STR Type 8000 gil 27
MAG Type 8000 gil 27
BAL Type 8000 gil 27
AUG Type 8000 gil 27
STR Type 13000 gil 38
MAG Type 13000 gil 38
BAL Type 13000 gil 38
AUG Type 13000 gil 38
STR Type 20000 gil 49
MAG Type 20000 gil 49
BAL Type 20000 gil 49
AUG Type 20000 gil 49
119
GILGAMESH INC.
“No information on this corporation
is available to the public.”
Gilgamesh, Inc. Requires the G.I. Retail Permissions. All Weapons are at Rank 3 in
the shop.
WEAPON COST LEVEL
STR Type 25000 gil 55
MAG Type 25000 gil 55
BAL Type 25000 gil 55
AUG Type 25000 gil 55
STR Type 35000 gil 66
MAG Type 35000 gil 66
BAL Type 35000 gil 66
AUG Type 35000 gil 66
STR Type 50000 gil 77
MAG Type 50000 gil 77
BAL Type 50000 gil 77
AUG Type 50000 gil 77
STR Type 75000 gil 88
MAG Type 75000 gil 88
BAL Type 75000 gil 88
AUG Type 75000 gil 88
120
B&W OUTFITTERS
“City life getting you down? Answer the
call of the wild! With B&W gear to
protect you, a trek through the
lowlands is a walk in the park. Why not
leave the hustle and bustle behind, and
return to nature? It could be just the
vacation your soul needs.”
B&W Outfitters does not Require any special Permissions. They Sell Low Grade Stat
and HP boosting Accessories.
ACCESSORY COST EFFECT
Iron Bangle 500 gil +25 HP
Silver Bangle 1000 gil +50 HP
Titanium Bangle 2000 gil +100 HP
Gold Bangle 2500 gil +250 HP
Mythril Bangle 5000 gil +500 HP
Power Wristband 500 gil +5 STR
Brawler's Wristband 1000 gil +10 STR
Warrior's Wristband 2000 gil +15 STR
Black Belt 4000 gil +20 STR
Magician's Mark 500 gil +5 MAG
Shaman's Mark 1000 gil +10 MAG
Sorcerer's Mark 2000 gil +15 MAG
Rune Bracelet 4000 gil +20 MAG
Soldier’s Belt 3000 gil +50 HP +8 STR
Mage’s Bracelet 3000 gil +50 HP +8 MAG
General’s Belt 6000 gil +150 HP + 16 STR
Witch’s Bracelet 6000 gil +150 HP +16 STR
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MAGICAL MOMENTS
“An enchanting charm, to protect that
special someone...' Heirloom-quality
luxuries, steeped in the powers of
antiquity. All accessories legally
crafted and certified free
of l'Cie magics.”
Magical Moments Requires the M.M. Retail Permissions. They Sell Low to Mid Grade
Accessories that bestow status enhancements on the wearer when their HP is low.
ACCESSORY COST EFFECT
Guardian Amulet 5000 gil SOS-Protect
Auric Amulet 5000 gil SOS-Shell
Watchman's Amulet 5000 gil SOS-Veil
Hero's Amulet 5000 gil SOS-Bravery
Saint's Amulet 5000 gil SOS-Faith
Zealot's Amulet 5000 gil SOS-Vigilance
Flamebane Brooch 3000 gil SOS-Barfire
Frostbane Brooch 3000 gil SOS-Barfrost
Sparkbane Brooch 3000 gil SOS-Barthunder
Aquabane Brooch 3000 gil SOS-Barwater
Gustbane Brooch 3000 gil SOS-Barwind
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MOOGLEWORKS
“Greetings, Kupoteers! At
Moogleworks, you'll find accessories
the likes of which you've never
imagined. What you do with them-well,
that's something your imagination can
help you with, kupo!”
Moogleworks Requires the M.W. Retail Permissions. It sells accessories that grant
special effects at the start of battle.
ACCESSORY COST EFFECT
Shield Talisman 10000 gil Auto-Protect
Soulfont Talisman 10000 gil Auto-Shell
Shrouding Talisman 10000 gil Auto-Veil
Morale Talisman 10000 gil Auto-Bravery
Blessed Talisman 10000 gil Auto-Faith
Battle Talisman 10000 gil Auto-Vigilance
Flameshield Earring 6000 gil Auto-Barfire
Frostshield Earring 6000 gil Auto-Barfrost
Sparkshield Earring 6000 gil Auto-Barthunder
Aquashield Earring 6000 gil Auto-Barwater
Gustshield Earring 6000 gil Auto-Barwind
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SANCTUM LABS
“A Sanctum prototyping laboratory
dedicated to the production of next-
generation combat gear. Your visit to
this site will not be detected by the
military, l'Cie. Your access trail has
been concealed by the fal'Cie from the
very start.”
Sanctum Labs Requires the S.L. Retail Permissions. They sell powerful and expensive
accessories
ACCESSORY COST EFFECT
Platinum Bangle 50000 gil +750 HP
Diamond Bangle 75000 gil +1000HP
Nishijin Belt 60000 gil +40 STR
Royal Armlet 60000 gil +40 MAG
Imperial Sash 100000 gil +600 HP +30 STR
Imperial Ring 100000 gil +600 HP +30 MAG
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CREATURE COMFORTS
“If it bleeds, you can kill it. If you can
kill it, we most likely carry it! Freshly
harvested scientific specimens,
bushmeat, and organic materials. When
you can't wait for nature to take its
course, set course for Creature
Comforts.”
Creature Comforts Requires the C.C. Retail Permissions. It sells Organic Components
which are used to boost the EXP bonus of weapons and accessories but don't award
much EXP themselves.
ITEM COST EXP PER 1 REQ FOR EXPB+
Wicked Fang 80 gil 2 20
Thickened Hide 80 gil 2 20
Enigmatic Fluid 80 gil 2 20
Sturdy Bone 80 gil 2 20
Scaled Wing 80 gil 2 20
Fragrant Oil 80 gil 2 20
Barbed Tail 80 gil 2 20
Bestial Claw 80 gil 2 20
Monstrous Fang 150 gil 5 10
Smooth Hide 150 gil 5 10
Mysterious Fluid 150 gil 5 10
Otherworldly Bone 150 gil 5 10
Abominable Wing 150 gil 5 10
Diabolic Tail 150 gil 5 10
Gargantuan Claw 150 gil 5 10
Transparent Ooze 150 gil 5 10
Armoured Shell 150 gil 5 10
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THE MOTHERLODE
“Celebrating 120 years of
mineralogical excellence, made
possible by the faithful patronage of
our distinguished customers. When
it comes to stones and metallurgy,
Motherlode knows best.”
126
LENORA’S GARAGE
“Scrap parts- you name 'em, we've
got 'em! *n00b manuals not
included* With bargains like these,
shops IRL are no match for
Lenora's.”
Lenora's Garage Requires the L.G. Retail Permissions The shop sells Mechanical
Components which are used to significantly increase the EXP value of a Weapon but
also reduces its EXP bonus.
ITEM COST EXP PER 1
Polymer Emulsion 200 gil 10
Insulated Cabling 280 gil 12
Paraffin Oil 320 gil 15
Amplifier 520 gil 15
Liquid Crystal Lens 320 gil 15
Ferroelectric Film 460 gil 20
Bomb Fragment 460 gil 20
Ceramic Armor 660 gil 25
Silicone Oil 660 gil 25
Fibreoptic Cable 840 gil 35
Ring Joint 840 gil 35
Crankshaft 840 gil 35
Piezoelectric Element 840 gil 35
Turbojet 840 gil 35
Passive Detector 840 gil 35
Superconductor 840 gil 35
Perfect Conductor 1,600 gil 50
127
R&D DEPOT
“An experimental military research
facility specializing in arms
manufacture and bioweapons
development. Seize the means to fulfil
your focus, l'Cie. Fal'Cie power will
see it delivered unto you.”
The R&D Depot Requires the R.D.D. Retail Permissions. It sells the most powerful
and expensive Components and Transformational Catalysts.
ITEM COST EXP PER 1 REQ FOR EXPB+ USED FOR
Green Needle 5000 gil 20 5 EXPB+
Particle
10000 gil 75 N/A EXP
Accelerator
Ultracompact
25000 gil 100 N/A EXP
Reactor
Augment ALL
Trapezohedron 250000 gil N/A N/A
Types 3-4
128
MISCELLANEOUS ITEMS
The Digital Upgrade Service allows players to trade in any acquired Components to
increase the Level of their Weapons. Biological Components increase the Weapons
power by increasing the EXPB and granting minimal EXP to the weapon itself, and
Mechanical Component give EXP to the Weapon but completely reset the EXPB to 1x
when they do so. Using Biological Components to increase the Weapon’s EXP
Modifier means that the player will get the best use out of the Mechanical
Components EXP Increase.
Increasing a Weapon’s EXP Bonus (EXPB)
Biological Components are used to Increase the EXPB, while also granting a very
small amount of EXP at the same
time. In order to increase the EXPB
of a weapon, just using a single
biological component will not work to
Increase it, you need to use a multiple
of the item in order to gain an
Increase to the EXPB, this number is
listed in the purchase tables of the relevant Shops. A Weapons EXPB increases in
various Stages.
WEAPON EXPB LEVELS
Base X1
Stage 1 X 1.25
Stage 2 X 1.5
Stage 3 X2
Stage 4 X 2.5
Stage 5 X3
Mechanical Components do not increase the Weapons EXPB at all, regardless of
the Amount used in a single upgrade.
130
Levelling Up a Weapon
Mechanical Components are used to increase the Level of a Weapon by granting
the weapon an amount of EXP,
although Biological Components give
a Weapon EXP; it is nowhere near
the amount given by Mechanical
Components. The amount of EXP
given by both Biological and
Mechanical Components can be
worked out using the following equation.
i.e. The Medic is Upgrading their weapon and the have acquired 15 Polymer
Emulsions. They check the EXP Value and find it is 10. They have upgraded their
weapons EXPB to Stage 3 previously making it x2. Using the above formula, we get
(10 x15) x 2. Working it out we get
10 x 15 = 150
150 x 2 = 300
The Medic would get 300 EXP added to their Weapon and their EXPB would reset to
the Base value of x1
The following pages will show the full Experience Tables for Each of the 4 Weapon
Types along with the Abilities of the Augment Weapon Type for each of the 6 l’Cie
Job Roles.
131
STRENGTH TYPE WEAPONS
STR Type Weapons are Primarily used by Commandos
and Sentinels, though the other Job Roles are not
unable to use STR Type Weapons. At Level 1, STR
Type Weapons have 10 Points split between the STR
and MAG Stats, though the grant more points to the
STR Stat than the MAG Stat. Conventionally STR Type Weapons take the form
of Swords, Spears and the like, though this is only a guideline, not a hard rule.
135
MAGIC TYPE WEAPONS
MAG Type Weapons are Primarily used by Ravagers
and Medics, though the other Job Roles are not unable
to use MAG Type Weapons. At Level 1, MAG Type
Weapons have 10 Points split between the STR and
MAG Stats, though the grant more points to the MAG
Stat than the STR Stat. Conventionally MAG Type
Weapons take the form of Rods, Staves and the like, though like with STR
Type weapons, this is only a guideline, not a hard rule.
139
BALANCED TYPE WEAPONS
BAL Type Weapons are used by any of the l’Cie
Job Roles. They are used when the Character
wishes to maintain an equal output of both
Physical and Magical Damage. At Level 1, BAL
Type Weapons have 10 Points split evenly
between the STR and MAG Stats.
143
AUGMENT TYPE WEAPONS
AUG Type Weapons are used by any of the l’Cie Job Roles.
They are used when the Character wishes to maintain an
equal output of both Physical and Magical Damage, and at
the same time gain a bonus in Combat. At Level 1, AUG
Type Weapons have 8 Points split evenly between the STR
and MAG Stats, aswell as a ‘Boost’ that is active during
Combat. When Switching between Job Roles, AUG
Weapons will Automatically Switch between the Augments for each Available
Role.
JOB ROLE AUGMENT BONUS EFFECT
COMMANDO Stagger Maintenance -1 Stagger Decay per Rank
RAVAGER Chain Boost +1 Chain Bonus per Rank
SENTINEL Stoneskin +5% Defense per Rank
SYNERGIST Enchant +2% Buff CoS per Rank
SABOTEUR Enfeeble +2% Debuff CoS per Rank
+5% Healing and +1DX
MEDIC Potency [1D4>2D6>3D8>4D10] per
Rank
{Like everything else, these Tables are subject to change as a result of Playtesting}
147
148
ESTABLISHING THE GESTALT PACT. Eidolon
Creation.
149