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FINAL FANTASY d6 RPG

INTRODUCTION
"The world is veiled in darkness. The wind stops, the sea is wild, and the earth begins to rot. The people wait, their only hope, a prophecy...." - Final Fantasy

The FFRPG originally began life as a project founded by Scott Tengelin in February of 1995. Development began with a small initial group of designers and administrators consisting of Tengelin, Martin Drury, Chris Pomeroy, and Matthew Martin. After many years and changing of hands, it became a fully-realized dream the current third edition is hosted at http://www.returnergames.com/ - a project spearheaded by Samuel Banner as the lead developer. I highly recommend it. However, I found that the ruleset presented in the Returners FFRPG was too difficult for tabletop use and frustratingly restrictive. Thus, I began a slow conversion of the rules systems into something that I felt was more conducive for casual play. But, as things often do, the more work I put into the system the more complex the rules became, until finally they took on a life of their own and became a total system modification. I forged on ahead. I attempted to replicate combat rules that accurately reflected the feel and style of the Final Fantasy series. I attempted to create a world of epic battles and grand possibilities, but most importantly, a world of heroic action. Titanic struggles between good and evil for the fate of the world is an accurate summary of the typical adventurer's day, and that's just before breakfast. Whether or not I succeeded is up for debate, but I find myself mostly content with this ebook in its current incarnation. At least for now. This work is free distribution and not for sale under any circumstances. I hope you enjoy playing the Final Fantasy 2d6 as much as I enjoyed creating it.

The Final Fantasy Role-Playing Game is not affiliated with or owned by Square Enix or any of its affiliated companies. Much of the material here is copyrighted by Square Enix and its various contributors such as Yoshitaka Amano. A portion of the copyrighted material that appears here (such as images) are asserted to be Fair Use under international copyright law.

ACCREDITATIONS
I would like to thank the following contributors for their artwork and assistance: Kediodrick Artico Mikajima Pu-sama Moon Goddess Studios Arvalis B. Jador Aikurisu ni6htmare01 UdonNodu RJ. Palmer Zoken Nibelwolf Xiaman Stefana Tserk Lurazeda Rusty001 Inkvenom Jedi Art Trick Kanoe-Kun Rhineville Shadow-Shasuka Ex-HK CBJ3 Khaamar AnHellica Blurmage Chibiniko Dsasec Pamansaz Grrrod Amansazz Kurko Boltsi WhiteRaven90 Chris Hunsberger (http://questingraven.deviantart.com) graciously re-provided the images for the racial profiles used in this book, having previously been designed for the original Returners system. Additional very special thanks to Lovelydagger of deviantart.com, who is a true genius. Black Mage (p.23) and White Mage (p.64) images courtesy of Dustin OZKai Wilkinson (ozkai.deviantart.com/)

Beta testing took place on http://www.rpol.net, and many enthusiastic members of the Giant in the Playground forums assisted greatly during the design process. Id like to take this opportunity to thank the following users of both online communities for their support, interest, and feedback throughout. False Truce Iron Pyrite Dark Siren Sally Tabby Kat kckolbe Shei-kun Ironox Kazuki Shogunboy ArenTrel Yurim Jack of Sticks Irish Ninja Ggrypwolf Wings of War The Daily Nissan Chappu ThienCatVu Yomandas RPGFantasySquare Vagrant Angel

Extra special thanks to Steph (Tacit), Monica (Mitsu), Derek (DirtyDeerock), Gabe (Tezghul), Joe (Phyrrus) and especially Josh (Uter). No thanks whatsoever to Troy.

Index Chapter 1 p.1 Gameplay Chapter 2 p.3 Character Creation .p.4 Races .p.12 Attributes .p.15 Characters Above 1st Level Chapter 3 p.16 Jobs .p.18 Black Mage .p.20 Blue Mage .p.23 Dark Knight .p.25 Dragoon .p.27 Engineer .p.30 Entertainer .p.32 Fighter .p.34 Freelancer .p.36 Gambler .p.39 Geomancer .p.44 Monk .p.47 Ninja .p.49 Paladin .p.51 Ranger .p.53 Red Mage .p.55 Samurai .p.58 Thief .p.60 Time Mage .p.62 White Mage Chapter 4 p.64 Defining a Hero .p.64 Shared Abilities .p.68 Skills .p.74 Destiny .p.76 Summoning Chapter 5 p.79 Equipment .p.81 Weapons Categories .p.83 Buying and Building Weapons .p.87 Rare Weapons .p.91 Legendary Weapons .p. 95 Armor .p. 97 Sample Adventuring Gear .p. 101 Accessories and Ammunition .p. 104 Synthesis .p. 106 Cooking .p. 107 Grafts Chapter 6 p.110 Combat .p.113 Improbable Weapons .p.117 Status Effects .p.119 Leveling Up .p. 121 Recovery and Death .p. 123 Limit Breaks .p.127 Non-Combat Challenges

Chapter 7 p.129 - The World .p.131 Final Fantasy I .p.133 Final Fantasy II .p.134 Final Fantasy III .p.136 Final Fantasy IV .p.138 Final Fantasy V .p.139 Final Fantasy VI .p.144 Final Fantasy VII .p.146 Final Fantasy VIII .p.148 Final Fantasy IX .p.150 Final Fantasy X .p.154 Final Fantasy XI .p.156 Final Fantasy XII .p.160 Final Fantasy XIII .p.162 Final Fantasy Tactics Chapter 8 p.165 Magic .p.168 Black Magic .p.173 White Magic .p.178 Blue Magic .p.181 Time Magic .p.186 Arts .p.188 Summoning Chapter 9 p.204 Beastiary
A blank character sheet is provided at the end of this book.

For Awtan

CHAPTER I: GAMEPLAY
"Know, and prepare for battle." - Prof. Bordam Daravon

The following section offers an overview of the basic mechanics of the Final Fantasy d6, and includes many important concepts and game terms. Although some of these explanations may be familiar to experienced roleplayers, much of the information presented here will be expanded on in the remainder of the book. We suggest you take a moment to familiarize yourself with this material before moving on. What Is Final Fantasy, Anyway? Final Fantasy is a series of more than thirty console RPGs and two MMORPGs that currently ranks as sixth-best selling video game series in the world. Though each story in the series is independent, there are numerous recurring themes and elements such as airships, well-known monsters and heroic savethe-world storylines. It is a series where the fundamental well-known limits of human capability are casually ignored and androgynous villains threaten the world with fully functional relics from lost civilizations, and only a ragtag team of heroes almost universally under the age of thirty are competent (or incompetent) enough to make a difference. They are stories about good versus evil, twisted technology and heroic perseverance, duality, self-sacrifice, camaraderie and love, and taking on truly legendary enemies with your seven-foot sword and magical umbrella.

What Do I Need To Play? Other than this free PDF, you mean? Like most pen-and-paper RPGs, you need dice in this case, a handful of common, run-of-the-mill six-sided dice will do the trick. Youll usually want two per player but having extras is a good idea, and perhaps a single four-sided dice to calculate percentile chances if you want to get fancy.

When do I Roll the Dice? Throughout the game, your character will likely try to do things that arent exactly everyday mundane tasks. We rely on the random results of dice rolls for determining everything from how injured your enemies become after hitting them with your sword, to whether or not your character is able to swim against the current. From now on, well abbreviates all dice rolls as d[number of sides]; thus a 6-sided die would be called a 'd6'. A number before the 'd' indicates that more than one die is used '2d6' simply means two six-sided dice are rolled and their totals are added together. A number after the type of die, like 'd6+2', means that that number is added to the result of the roll. If the d6 comes up as a 5, for example, the total score would be 7. Complications In many game systems which use d20s, a result of 1 is a spectacular, automatic failure, where a roll of 20 is an automatic success. In the FFd6, which uses a 2d6 roll for the majority of checks, there is a chance that the result will come up with both dice landing on sixes. In combat, this dice result means that the character performs a never-miss Critical Hit and possibly a Limit Break. More on this laterfor now, all you need to know is that a pair of sixes is usually great news when it comes to combat. For skill checks however, such a roll does NOT automatically counts as an automatic success. Players can do truly preposterous things at higher levels within the rules of the system, and it takes more than just a lucky roll to make a characters (possibly crazy) wishes a reality. When both dice land on 1s, this is called a Complication. In combat, a Complication means the character automatically misses his attack no matter how accurate he might normally be, but theres never more dire consequences. On skill checks, Complications get a little morewell, complicated. Since Final Fantasy heroes are often beyond beginners mistakes, rolling nothing but 1s means outside influence or fluke happenstance ruined whatever the character was trying to do - such as the guards coming to investigate what all that noise is about. This is a chance for the GM to spice up the story with new problems arising to supplement the old ones. Not only is your airship spiraling out of control, but one of the engines is now on fire!...and so on. See p.69 to learn more about Complications and how they work. Random Targets and Percentile Rolls Often, the FFd6 will call for a random target to be chosen. A fair way to determine this would be to have all eligible targets roll 2d6, with the lowest roller ending up as the target. When the system states that an effect has a 50% or 25% of occurring, you could resolve this by rolling a 1d4or continuing with your normal 2d6 dice. A 25% chance is 9 or higher on 2d6, a 50% chance is 7 or higher, and a 75% chance is 5 or higher. Use whatever method is easiest for you and your group! Jobs Every character belongs to a single Job in the FFd6 to determine what they can do, and what theyll be able to contribute to an adventuring party. Black Mages are fearsome users of destructive elemental energies, where White Mages are healers and protectors. Spear-wielding, gravity-defying Dragoons soar the skies even as Geomancers tap into the very powers of the earth. Abilities Each Job is distinguished from others by a unique pool of talents, collectively called Abilities. These range from the capacity to cast magic, to being call forth various effects with a Gamblers supernatural slot machines, to strike with a sudden ferocity, or steal from a hapless foe. All Jobs start with four Abilities; two of which are automatic and specific to each job (known as Epic and Innate abilities), and two of which are chosen upon character creation either from the Job Ability list, or the Shared Ability list which all characters have access to. As they advance in their adventuring careers, characters may continue to obtain more abilities from these lists. Sometimes abilities will even specify they can be taken more than once, and improve for each time a character chooses to do so.

CHAPTER II: CHARACTER CREATION


"Now! This is it! Now is the time to choose! Die and be free of pain, or live and fight your sorrow! Now is the time to shape your stories! Your fate is in your hands! THIS IS YOUR STORY." - Auron

Step One: Concept


The first and most obvious step is to start giving some thought to the character you are planning on playing. At this point you will probably be painting with fairly broad strokes -- 'neurotic Black Mage with a troubled past' or 'narcissistic, charismatic Thief' are some basic examples of concepts that could be spun out into a well-defined character with a bit of thought. However, a concept is nothing more than the base of a character -- in order to start fleshing out the person behind the idea, details you should settle on as early as possible include: Name In a universe populated by heroes with monikers like Cloud Strife, Zidane Tribal or Laguna Loire, a good name can go a long way towards making a memorable character. Ideally, a good name should be evocative and a little unusual. Age Age nearly always equates to 'experience'; often drawing the fine line between a fresh-faced adventurer brat and a grizzled, world-weary veteran. Most heroes will be of young adulthood for their species, though there are exceptions on both ends. Especially youthful characters, as a result of their age, are generally weaker but more charismatic. Conversely, older characters tend to be weaker but more knowledgeable. Aside from the effect this might have on the character's Attributes, characters of either type will encounter serious social discrimination from same-species people around them; comments like 'old-timer' and 'squirt' are likely to follow them everywhere they go, and some will actually refuse to take them seriously regardless of how many times they prove themselves. Race Humes make up the largest population of most worlds, but there are many other races that populate the universe of Final Fantasy. With GM approval, you could play anything from a cuddly Moogle to a lizardlike Bangaa. Job A character's chosen Job helps determines his or her Abilities, their Hit and Magic Points, and a whole slew of other factors. For this reason, choosing a Job is the most important decision a player makes during the character creation process. Jobs are presented in full detail in Chapter III. Appearance Although a characters physical features, height, weight, build, and hair, eye and skin color are important, remember that a character's appearance is as a much a measure of their 'style' as anything else. Do they lean towards all-concealing black cloth, or a wardrobe consisting entirely of loud pastels? What about jewelry or other distinguishing features such as tattoos? How does the character carry themselves, and what impression do the character's general posture and expression give others?

Quote A good quote is just as effective at establishing a character as any number of descriptive paragraphs. This can be anything from an often overused catchphrase ('...Whatever.') to a short and pithy comment typical of the character's general outlook on life ('Im not a thief, Im a treasure hunter!'). At the GM's discretion, simply filling out a character sheet complete with a Quote is enough to award 1 EXP at the start of a new game, as opposed to a full character back-story. (As youll learn later on, we dont put a lot of stock in character backstories. While this might earn us a few disapproving looks, we feel that where your character is going and what youll become is far more important than what youve accomplished offscreen before the game begins.)

Step Two: Race


The world of Final Fantasy is populated by an odd assortment of humanoids and monsters. Over the course of many games, the mantle of world-savior has variously fallen on the shoulders of rat-girls, catrobots, feral sasquatches, moon-people, and other creatures too strange to describe in just a handful of words. The races are diverse and unique, some more powerfully built or naturally smarter than others however, for the purposes of this game, choosing to play as a non-Hume race (if your GM allows it) does not change the characters attributes. The most powerful yeti could have the same strength as the smallest moogle, all depending on how you choose to build your character. Each race grants a slight bonus to a character, and if a player wishes to propose a new race, he and the GM should work together to decide a suitable bonus. The following pages describe a handful of standard Final Fantasy races, and suggest a bonus for each one. Were just barely scratching the surface of possibilities here however, so dont be afraid to get creative! Suggested Bonus Abilities Humes: Additional HP Elvaan: +1 ACC, Military Training Galka: +2 Synthesis Viera: +2 Awareness Lalafell: +1 Escape, Additional MP Moogles: +1 Negotiate, Limited Flight Android: Construct type, Start play with biomechanical Grafts.

HUME
Wildly diverse and infinitely tenacious, their ability to make a home in even the most inhospitable of environments has made Humes the standard against which all other races are measured. Resourceful, stubborn and proud, their goals and desires are as diverse as they are. Typical Height 1.6 1.8m (Male) 1.5 1.7m (Female) Hair Colors Blond, black, brown, auburn, white Eye Colors Brown, blue, green Typical Weight 68 102kg (Male) 52 91kg (Female) Lifespan Young is 5 -16 years old. Average is 17 - 59 years old. Old is 60 - 90 years old.

Society
As it develops, Hume society inevitably gravitates towards government of the masses headed by a single leader. In primitive societies, this may be an elder or high priest; in more advanced circles, a president, King, or Emperor. As a result, the aspects of a given Hume society tend to reflect in its leadership; an altruistic king begets a benevolent populace, whereas power-hungry emperors typically breed a harsh and militaristic one. Stratification is a common feature of Hume civilization, pitting rich against poor, believers against non-believers, aristocracy against peasantry, education against ignorance. This often leads to deep and powerful inequalities; class can be as much of a identifying and motivating factor as a spark for conflict.

Roleplaying
Hume personalities are largely shaped by upbringing and social backgrounds, and can be as varied and complex as the cultures that spawned them. Background, too, affects choice of profession; characters from rough-and-tumble surroundings may turn to the sword or a life of crime to make ends meet, while those with wealth and education seek out loftier callings. Interaction between different social strata can be fraught with tension; for rich sophisticates, the lower classes are ignorant boors, while the poor view the wealthy as arrogant and utterly detached from reality.

Language
Humes invented the Common Tongue, with regional accents ranging from the mild to the incomprehensible; a trained ear can often pick out a speakers nationality and education with only a handful of sentences. Hume scholars who dabble in various other languages often point out how the Common Tongue has picked up a smattering of slang, curses, and exclamations from different languages altogether and incorporated them into everyday speech.

Bonuses
For the most part, Humes are a tough and hardy people. They receive an additional +3 Hit Points per level. In addition, they never suffer the effects of racial discrimination or automatic social stigmatism when traveling other races have come to the conclusion that Humes are as diverse as they are many, and one cannot judge a single member of the race by the actions of another.

Jobs
Humes run the gamut from sly and crafty to noble and virtuous, and theres no distinct Job that the race favors over any other. Gamblers are more commonly Hume than any other race perhaps this is a direct link to the carefree, chaotic lives they lead.

ELVAAN
Though they resemble Humes, Elves are taller, slightly thinner, with more muscle definition, long necks, and oval faces. Their skins are darker than the average Humes, ranging from light tan to a bronze or copper color. Their bestknown features, however, are their pointed ears, which protrude from their heads at lengths between fifteen and twenty centimeters. Neither gender could be referred to as frail or delicate, and the Elvaan as a whole are physically powerful and independent creatures compared to many of the other races. These proud humanoids have been involved in bitter civil wars and protracted conflicts with other races since the dawn of time, and it is only now that they have finally laid their swords to rest and allowed themselves the luxury of several generations of peace. Typical Height Typical Weight 51 87kg (Male) 45 69kg (Female) Lifespan Young is 12 -20 years old. Average is 21 - 80 years old. Old is 81 - 120 years old.

1.8 2.1m (Male) 1.7 2.0m (Female)


Hair Colors Blond, black, gray, white Eye Colors Gray, green, blue

Society
Elvaan civilization is highly developed and regimented to extremes a draconian perfection achieved centuries ago and perpetuated ever since. For its citizens, lawfulness, order, and obedience to the state are the cardinal virtues; to this end, most Elvaan nations sport an extensive army. All able-bodied Elvaan citizens receiving at least some level of training in arms; should the time come for an Elvaan nation to march to war, the line is held not by the knights of the royal families but by the citizens militias. Leadership within Elvaan society is strongly aristocratic, divided clearly into the Haves and Have-Nots. Prodigious Elvaan lifespans mean that rulers reigns can stretch fifty years or more, leaving eligible regents and heirs with plenty of time to engage in courtly intrigue over the succession.

Roleplaying
Pride is at the root of the Elvaan psyche. From early on, Elvaan are taught to be proud of their race's accomplishments, the culture and achievements in warfare that predate other races' by centuries at a time. As a result, they treat other races with a haughty condescension one that turns to out-and-out fury should that 'Elvaan superiority' ever be challenged. Tellingly, Elvaan have just as little patience for their own kind; duels over slights and insults both real and imagined are a common occurrence in their society, and can set the stage for family feuds destined to last for a century or more.

Language
Elvish is a needlessly complicated language but an oft-spoken one, though years of study are required to utter even a single word without deeply offending any Elvaan listeners.

Bonuses
The Elvaan are taught from birth to fight and defend their homeland at a moments notice, and most have received rather intensive military training. This grants all Elvaan characters the ability to use Medium Armor regardless of their starting Job. Furthermore, the race naturally boasts a greater speed and ferocity in combat, and Elvaan characters receive a permanent +1 bonus to their ACC score.

Jobs
Elvaan are renowned for their martial combatants Samurai, Fighters, Monks, Dragoons, and Dark Knights primarily. Very few Elvaan choose the aesthetic life that comes with a magical upbringing though those that do often avoid the pure schools, and choose Red Magic instead.

GALKA
The heavyset Galka are quite an interesting sight. Smooth greenish-gray skin, a rigid tail, a hint at reptilian ancestry, and expressive faces are covered with short fur. Despite this brutish outward appearance they are not stupid by any stretch of the imagination, excelling in mining, metalwork and other matters of engineering. Unlike most other races, Galka have no gender, though their manner is distinctively male. Typical Height 2.5 2.8m Hair Colors Black, brown, gray, red Eye Colors Blue, green, brown Typical Weight 160 220kg Lifespan Young is 16 -24 years old. Average is 25 - 50 years old. Old is 51 90+ years old.

Society
The Galka may have once had a culture to call their own; if so, it has been lost to history since the race's glory days, leaving a nomadic people that makes its home in any society willing to accept them. Finding such hosts is rarely difficult; as architects, artisans or simple physical labor, Galka have the potential to easily drive an entire economy. Due to a lack of written language, the passage of history and culture is entrusted to Talekeepers who act as a repository of ancestral memory. Few are aware that the Galka undergo a cycle of reincarnation; the details of this process are nebulous even to the Galka themselves. Though they visibly age, the Galka do not die of natural causes. Rather, upon reaching a certain age, a Galka simply bids his friends and fellows farewell and sets out into the wilderness. The timing of this journey is carefully calculated through consultation with the Talekeeper over a period of several weeks, during which time the leave-taker is invited to speak freely and at length of his life, his insights and achievements in the spirit of closure. Thus unburdened, the Galka departs as is never seen again. Months later a juvenile Galka will arrive to seek the Talekeepers counsel, still innocent to the ways of the world and his people. For their part, Talekeepers seem to be possessed of almost unnatural longevity, reliably serving their purpose for generation after generation.

Roleplaying
Though sometimes seen as slow-witted or apathetic, Galka are creatures of deep emotion and rigid self-control. From early on they are taught to bottle up negative feelings such as anger, frustration, and hatred, releasing them only in their final meeting with the Talekeeper. In this manner, Galkan wisdom goes, the race is protected from feelings that could ultimately destroy it. Faced with a potentially infinite lifespan, Galka try to adopt a detached world-view, outwaiting and outliving hardships instead of tackling them head-on. To this end, most grievances are simply swallowed and disagreements rarely voiced a fact that encourages other races to callously exploit the uncomplaining Galka. For the adventuring Galka who do not understand the concept of permanent death, conflict is rarely avoided and often plunged into head-first, and their self-control after a lifetime...or potentially multiple lifetimes....finally gives way to unmitigated, ragingly powerful emotions.

Language
Though they have a complex spoken tongue, no written Galkan language exists. When living among other races Galka rarely use their own tongue; those who speak it tend to do so in a halting, awkward manner.

Bonuses
Galkan are legendary artisans and receive a +2 bonus modifier to Synthesis checks.

Jobs
Galkas are a bit of an oddity; These gentle giants are as common as peaceful warrior Jobs such as Samurai and Monk as well as casters of all types especially White Mages.

VIERA
The Viera are an almost exclusively female race composed of slender forest-dwellers. They exhibit animalistic features such as rabbit or feline characteristics. In fact, the race is split evenly between two sub-races, each exhibiting one set of these animal-like appearances; the temperate forest-dwelling Viera sport a pair of rabbit-like ears sprouting almost a foot from their heads, where the jungle-dwelling, amazonian Mithra are possess cat-like ears, eyes, noses, and tails. Both sub-races have bodies which are smooth-skinned and humanoid in proportion. The Viera and Mithra are also distinguished by their deeply skewed gender ratio; out of every ten births, only one on average will be male. Centuries of evolution have left the females toned and slender, physically superior to their male counterparts in every respect. Face-paint and tattoos, marks of status and accomplishment in Viera tribes, are common among older females. Even Viera living in more civilized countries generally use these decorative devices; old traditions die hard. Typical Height 1.6 1.8m (excluding ears) Hair Colors Universally silver or red. Eye Colors Silver, red, green, blue Typical Weight 49 66kg (Male/Female) Lifespan Young is 8-17 years old. Average is 18-90 years old. Old is 91-180 years old.

Society
Viera come together in small tribes dominated by a matriarchal government, usually in the form of a tribal Chieftainness or village wise-woman. The tribe's day-to-day affairs, too, are entirely in the hands of its females. This structure is a product of simple necessity; due to their scarcity, a tribes males are too valuable to expose to the dangers of the world at large. Viera tend to be distrustful of advanced technology, particularly anything that involves the use of non-renewable resources; to them, maintaining harmony with nature is more important than fleeting comfort or convenience. In fact, their rigid laws demand that nature be treated with care and respect, and outsiders who cannot be trusted to abide by these laws are rarely welcomed. Due to their physical beauty, Viera have little trouble melting into Hume societies - though they rarely strike up relationships with other races. Many Viera believe that other races are weak, and by establishing friendship or even staying too long in the company of such creatures, they, too, will become inferior. Curious female Viera who leave their secluded homelands are considered troubled by their Tribe (or Pride, in the case of the Mithra) and leaving to learn of the outside world is often a one-way journey. Viera who leave their homelands are rarely permitted to return, treated as outcasts or even publicly declared forbidden to return. Male Viera generally must leave their native soil secretly, lest a group of irritated females set out to bring their wayward man back home.

Roleplaying
Viera are natural adventurers despite the stigmata that comes with leaving their homelands. They combine curiosity and energy with a wise, thoughtful nature that makes them amenable company on long journeys. Viera love games and stories, have an affection for dancing and the theatre, and a deep-seated respect for artisans. Though their animalistic nature may lead some to believe that Viera hate water, they are excellent, nimble swimmers.

Language
Due to the relative simplicity of Bhasa Mithra, most Viera tend to need a running start when it comes to learning Common Tongue. Almost all Viera still speak with a thick accent even after spending years away from home.

Bonuses
Viera possess unusually sharp senses that allows them to track movement with unerring accuracy, and their animal instincts are rarely wrong when it comes to detecting danger. Viera receive a +2 bonus to all Awareness checks.

Jobs
Viera Geomancers tend to be the only ones that rise to positions of power within their tribes. Outcasts who find themselves forced to adapt to city life sometimes choose to follow the career of a Thief or Entertainer in order to get by, and male Viera who have fled from their tribes often choose a job that allows them to blend in with society.

LALAFELL
A diminutive race of magically active beings. The Lalafell are characterized by babyish faces, large eyes, pronounced ears and bear-like features. Their bodily proportions are equivalent to those of Hume children, with large heads atop a short-limbed body, a combination that appears utterly harmless up until the point the fireballs start flying. Some speculate the small creatures' mastery of magic is a kind of acquired survival trait; as most lack the endurance and strength to be serious warriors, they have little else to protect themselves from the dangers of the world. Typical Height 0.8 1.0m (Male / Female) Hair Colors Brown, blond, red, grey, green Eye Colors Brown, blue Typical Weight 34 38kg (Male) 32 36kg (Female) Lifespan Young is 2 -6 years old. Average is 7 - 20 years old. Old is 21 - 40 years old.

Society
The Lalafell live in a geniocracy, a society ruled by scientists, sages, thinkers, and other experts on worldly matters. In the eyes of the Lalafell, what one knows defines everything prestige, social standing, and privileges. Accordingly, competition for wisdom is fierce and those in positions of authority are often usurped by younger, more knowledgeable individuals. This in turn creates enormous pressure to pursue new ideas and innovations, setting up the intellectual 'engine' that allows Lalafell society to progress. While Lalafell scholars turn their attentions to many subjects, the study of magic is by far the most prestigious; spellcasters are the geniocracy's first line of defense, revered for their capabilities and respected for their intellectual accomplishments. Lalafell travel mainly for social advancement, lured by the prospect of lost spells, rare alchemical ingredients, or ancient relics of legendary power. As may be expected, magic is an everyday fact of Lalafell life; it powers mechanical constructs, enhances crops, and even protects tools and clothing from wear and tear. Though somewhat menial compared to the glamour of hurling offensive magicks in the name of the Lalafell nation, many able mages make profitable careers out of these mundane applications. Only metalworking is generally shunned; as a rule, Lalafell favor organic materials such as wood and cloth, finding such resources far easier to alter with magic than their intractable metallic counterparts.

Roleplaying
Though childlike in body, Lalafell are highly intelligent beings, albeit ones possessed by an inexhaustible curiosity about anything and everything in life. No self-respecting Lalafell will miss the chance to obtain new knowledge or show off the fruits of their studies whenever opportunity allows. Though they make little distinction between the trivial and the life-saving where information is concerned, the little creatures' intellectual posturing does come in handy. While not as outright distrustful of advanced technology as the Viera, Lalafell do tend to be wary in the presence of non-magical machinery; to them, grinding gears, steam, and clockwork are ruthless, soul-less things, lacking the innate warmth and vitality of a magic-driven device.

Language
Many scholars and collectors of ancient lore have dabbled in Lajargon, despite the convoluted intricacies of the language. The Lalafell themselves use it almost exclusively, finding Common to be simply too lacking in description for their purposes.

Bonuses
Due to their small size, fast fingers and quick reaction speeds, Lalafell gain a +1 bonus to Escape rolls. More importantly, the Lalafell are a collective of prodigies, intellectuals, and born mages. Any job that uses Magic Points gains an additional +2 MP per level.

Jobs
Magic is the Lalafell way, and accordingly, they boast an impressive array of most types of spellcasters Time, Black, White, Red and Summoners. Geomancers are far more rare, but still exist.

MOOGLE
Moogles are furry little semi-magical creatures - one-part cat, one part bear cub; a race for which the words disarmingly cute are all but tailor-made. They sport tiny, bat-like wings that allow them to perpetually hover and fly for short periods of time. Wings aside, the Moogles' most distinguishing characteristic is the curious 'pom-pom connected to the top of their heads by a small, thin stalk, referred to by the Moogles as a 'Deely-Bopper.' Its true purpose is unknown, though some speculate that it may have reproductive or telepathic properties. Moogle fur is generally white and downy, though variations exist in the world; striped, brown and purple are among the most common, but many others have arisen over the years. Some Moogles also sport a thick 'ruff' of fur around their neck; this feature tends to evolve in colder climates, and is usually accompanied by a correspondingly denser coat of fur. Typical Height 0.9 1.2m (Male / Female) Fur Colors White, grey, brown, purple Deely-Bopper Colors White, green, red, yellow, purple Typical Weight 24 30kg (Male / Female) Lifespan Young is 1 -10 years old. Average is 11 - 24 years old. Old is 25 - 30 years old.

Society
Traditionally, Moogle tribes seclude themselves in small villages hidden away in forests or caverns, subsisting on foraged nuts and roots, their locations known only to those select outsiders who have earned the tribe's trust. Such groups number anywhere between ten and fifty; the oldest Moogle in the tribe usually acts as a nominal leader, though group consensus guides most decisions. This bucolic, carefree existence is balanced by a love of travel and adventure. Once they come of age, many Moogles leave the safety of their villages, embarking on journeys that can easily span the breadth of the globe. What happens next depends on the individual. Some find the outside world too chaotic, too confusing for their liking; disenchanted, they return to the stable familiarity of their villages. Others are captivated by the sights and opportunities of their wanderings, and settle down in the company of other races. Moogles have an innate genius for social adaptability no matter how alien the society they find themselves in, it is only a matter of time before they learn its ins and outs, picking up all the trappings of civilization along the way. Every Moogle is given the rights to pursue its own idea of happiness, whether bliss is found in the boughs of an ancient tree or the guts of an airship. In spite of their scattered nature, Moogles still manage to maintain a close-knit social network by regularly trading news and gossip from city to city.

Roleplaying
Though mischievous, sassy, and occasionally sarcastic, Moogles are incapable of genuine malice or cruelty a rarity among intelligent beings. Base emotions such as hatred and violence are unheard of among the primitive Mogri however, they have been known to get even with anybody who tries to take advantage of their good nature.

Language
Despite the fact that their native tongue of Mogri uses just a single word, Moogles have a superb aptitude for languages. Most know the Common Tongue, though they have a tendency to slip in the word kupo in at random intervals, a linguistic quirk that even experienced speakers can't seem to shake.

Bonuses
Moogles possess an intense likeability, an unusual sense of empathy, and natural affability that allows the Moogles to make themselves welcome anywhere. They gain a +1 bonus to all Negotiate skill checks because of this. Moogle characters are able to hover and Float in, staying several feet off the ground via the Auto-Float status when not in combat. As soon as a fight breaks out, the little Moogle is forced to focus on the matters at hand. And finally, when not carrying or wearing any equipment, a moogle character can gain the effects of Flight.

Jobs
Entertainers make up the VAST majority of the fun-loving Moogle race, especially the sort that focuses on mystical dances or juggling. The charismatic Moogles make exceptional thieves and they boast an aptitude for Geomancy, Red, Black, and Blue magic. Quite a few moogle Engineers have been known to exist as well.

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ANDROID
Androids (or robots) are the result of mad experimentation between man and machine, and are empty shells fueled by a functional brain. Most have proportions similar to that of a normal Hume, though many sport obviously mechanical appendages or features, such as conduits and wires peeking through their skin. Their clothes are often little more than rags, and their eyes cannot disguise their true natures; empty and often pupil-less black pools, they offer no reflection, and belie no spark of life. Typical Height Varies. Usually 1.6 1.9m. Hair Colors Any Eye Colors Black Typical Weight Varies. Generally 200kg+ Lifespan Unknown

Society
The origins of Androids or robots, if they exist, will likely vary wildly from campaign to campaign. Perhaps they are the result of tinkering by scientists who didnt know when they the line had been crossed, or perhaps they are a natural product of a highly technological world where many people have begun to rely more and more on cybernetics. Perhaps they are the cadavers of soldiers who had fallen in battle during some great war, reanimated, reinforced and rebuilt. Regardless of their origins, the crude hybridization of man and machine rarely yields a happy, fulfilled individual. Many struggle with feelings of anger or have difficulty finding a purpose. Some discover joy for brief periods, but have to watch as the passage of time erodes their homes into dust and rob them of their loved ones. Because of the diverse nature of the androids, one can never really be sure how they will fit into society. Some fiercely defend the poor and the sick, while others can be found acting as hired muscle, cutting down their foes with emotionless, robotic efficiency. Some can be found working almost as slaves in major metropolitan areas, are able to handle levels of heat, pressure, and severe workloads that other races simply couldnt deal with. The death of an Android in an unsafe work environment, as well, is a little-mourned occasion.

Roleplaying
The drives and goals of an Android are always peculiar. Some seek love, others, a place to call home. Some seek to learn more about their creation. Some have lost memories, and seek their own pasts. Some adventure simply for the thrills of doing so, to be free of monotony, no matter how briefly. To love and inevitably lose often takes its toll on the remaining psyche of an Android. Many become callous and hollow, and truly robotic. Still, some Androids possess a hope for the future; they imagine a city built by their hand or a new age of technology with their people at the helm.

Language
Androids speak Common, but many pursue additional languages in attempts to fit in with polite society no matter where they go. The Binary language (being little more than a series of zeroes and ones) may be spoken by highlytrained linguists, but never as nearly as fluently as when utilized by an Android.

Bonuses
The perks to being an Android are as many as there are detriments. In addition to a vastly increased lifespan, the biomechanical Grafts that they each possess allow them to have truly unique weapons and tools at their disposal. An Android character starts play with 5 points worth of Grafts see Chapter 5: Equipment. In addition, they are treated as being a Construct in addition to being a Humanoid species.

Jobs
Androids make the best Engineers without question, and most of their kind pursues this job choice. Having been forever torn from the embrace of the lifestream, Androids rarely find themselves able to utilize magic. Some Android Blue Mages exist however, discovering that they can integrate bits and pieces of slain enemies to use monster abilities instead of merely learning them.

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Step Three: Attributes


Attributes represent a character's physical and mental prowess, and serve as a general indicator of their capabilities in and out of combat. Characters have a total of five Attributes, each with a numerical value ranging from 1 to 30 the higher the value, the better the characters abilities in that particular category. The highest maximum value a normal character can possess in any attribute even with magical or physical enhancements is generally 30. Truly powerful and experienced characters can bypass this attribute cap, no longer restricted by a maximum rating. (See p.123 for more information on this) As a method of comparison, a completely normal human being has a score of about 3 in each Attribute. Each starting character has a total of 30 Attribute Points to divide between the five Attributes Strength, Vitality, Dexterity, Intelligence, and Spirit - as the player chooses. Attribute Points are spent at a one-to-one ratio and start at 0, and a character cannot have an attribute score of less than 1 or higher than 10 after character creation is finished.

Strength (STR) - This score is a representation of how much you can physically lift, move, or how much force you can exert. It reflects overall vigor and muscle mass, and determines how much damage melee weapons inflict in the characters hands. Vitality (VIT) - This score represents endurance, general stamina, and the ability to take a hit. Characters with higher Vitality are naturally resistant to fatigue and illness and have substantially more Hit Points in combat than their more fragile allies. Dexterity (DEX) - Dexterity measures speed, physical agility and hand-eye coordination. Characters with a high dexterity will be able to consistently evade attacks in combat. It also often helps a character land more attacks successfully. Intelligence (INT) - This score represents your capacity for knowledge, your speed of understanding, and general mental agility. It is used primarily in determining the effectiveness of magic and granting a higher MP stat, and it is also used to determine starting number of skill points. Attribute Score Rating Spirit (SPR) - Spirit represents a characters willpower, and an 1 0 understanding how you fit in with the world. A character with a high Spirit 2 0 is more likely to be suave, confident and driven, and much more likely to 3 1 laugh in the face of danger. They have a bloody-mindedness that 4 1 5 1 characters with a lower Spirit simply do not possess. This score is useful 6 2 for a myriad of abilities, spells and skills, as well as helping the character 7 2 resist detrimental status effects. 8 2 Attributes in the 1-2 range represent a character who is extremely subpar in some way, because in game terms you're going to have a lot of trouble doing something with Attributes that low. Attribute Ratings Your Attribute Rating is the always-positive number which will be used to determine things like how many times per session certain abilities can be used and how high your skills can go but generally, your attribute SCORE is the stat that will matter the most. You receive a point in an attribute rating for every three points you possess in the associated attribute. Consult the table to the right for clarification. By placing 6 Attribute Points in Strength, for example, a character would start with a Strength of 6, and a STR Rating of 2.
9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Etc... 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 Etc...

Again, you may not have a starting attribute score of less than 1 or greater than 10 after this step. The only exception to this is equipment or abilities which grant additional attribute bonuses, allowing the character to have a higher-than-maximum value in a given stat upon creation. For example, a character could choose to have 10 STR and then purchase a sword which grants an additional +2 STR when it is equipped, for a final STR score of 12 when the game begins.

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Step Four: Calculating Combat Statistics


As their name suggests, Combat Statistics gauge a character's performance in battle, including their ability to deal and receive damage. FFd6 characters have six Combat Statistics:

Hit Points (HP): A reflection of the character's general physical condition. Damage done to a character reduces their Hit Points; if their HP is ever reduced to 0 or lower, they fall unconscious. To calculate HP, add your VIT score with the HP/Level granted by your Job, and multiply the total by your character level. Then, add 10. Magic Points (MP): Magic Points represent a character's reservoir of spellcasting energy. Spells and other magical powers reduce a character's MP when used. To calculate MP, add your INT score with the MP/Level granted by your Job, and multiply the total by your character level. Note that any Job without an MP Modifier has zero MP, regardless of INT. Evasion (EVA): The character's affinity for reflexively dodging or parrying incoming physical attacks. Evasion is determined by your Job each Job grants an automatic value, plus a few extra points based off of a rating (almost always DEX!). Whenever an attack roll is made, it must equal or surpass the targets Evasion score to have any effect at all. If the total attack roll including Accuracy is lower than the targets Evasion score, the attack misses and nothing happens. Certain attacks and status effects are capable of ignoring or nullifying your EVA score temporarily, but characters retain their Evasion score even if they dont know the attack is coming, or where its originating from. Accuracy (ACC): The base likelihood of a character being able to land a blow with a conventional weapon. Accuracy, like the evasion stat, is determined by your Job whatever bonus the Job grants automatically, plus your rating in a certain attribute, such as DEX or STR. Some equipment and abilities also grant bonuses to your ACC score temporarily. When you make an attack roll with a weapon, you roll 2d6 and add your ACC score if the result would be equal to or higher than your opponents EVA, the attack lands and you may calculate damage using the same two dice more on that later!

Armor (ARM): A sum of the character's protection against physical attack. The higher the rating, the less damage they will suffer. Whenever a character would take physical damage, their ARM score is subtracted from the amount they would be dealt for example, a character with 5 ARM would reduce 30 damage down to 25. This attribute is simply calculated by adding up the total ARM granted by your equipment. Magic Armor (M.ARM): The characters protection against magical attacks. The higher the rating, the less damage they will suffer. Whenever a character would take magical damage, their M.ARM score is subtracted from the amount they would be dealt for example, a character with 20 M.ARM would reduce 60 damage down to 40 instead. This attribute is simply calculated by adding up the total M.ARM granted by your equipment.

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Step Five: Job, Abilities, Skills, and Magic


Now its time to start really getting into the character customization. First, consult your Job ability list. You automatically receive the Innate ability and the Epic ability listed there. Then choose two additional abilities of your choice these may be either from the list of Job-specific abilities, or the list of Shared Abilities found on page 64. Next up is to choose skills, found on page 68. These are day-to-day proficiencies such as picking locks and talking your way out of a tight spot. The number of Skill Points you get is listed in your job description, and you also get an bonus skill points at first level equal to your INT score. For example, a Black Mage with 8 INT would have a total of 22 skill points to spend; 8 due to his natural acumen plus 14 from his Job. Finally, most MP-using classes begin the game with at least one spell, which can be found listed in Chapter 8. A typical Job may have a magic-using chart that appears similar to the one seen here. This means that at levels one the character begins play with two Rank one spells of his choice. At levels two, three and four, the character receives another Rank one spell from their list. And levels six, nine, and twelve, they can take a Rank two spell instead if they so choose, and so on. Spell Rank 1 2 3 4 5 Level 1, 1, 3, 2, 4 6, 9, 12 15, 18 21, 24 28

Step Six: Equipment, Goals, and Final Touches


All newly-created level one characters begin play with 500gil. This is enough to purchase basic equipment including a weapon and armor, as well as supplies or one-time use items that can help a character out of a tight spot. It could also be used to buy a single, powerful weapon and nothing else, but we dont recommend this for new players. A complete list of equipment can be found in Chapter 5. And last but certainly not least, characters are encouraged to come up with a total of four goals theyd like to see their character achieve over the course of their adventures. Three of these should be short-term goals such as be recognized for my achievements, save the princess of Cornelia, or build my own airship, and one needs to be the characters lifelong dream, the long-term ambition that keeps them motivated. This might be anything from return to the ancestral homeland where I was banished from to retire with a pile of money. Completing these goals over the course of the story will earn the character extra rewards, and also helps the GM plan adventures around your character.

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Starting a Character above 1st Level?


Characters wont always withstand the rigors of the Final Fantasy world some gracefully return to their old lives, some are defeated in battle or perform legendary acts of self-sacrifice. Sometimes, old villains can become new allies, or long-forgotten companions can return more powerful than before. Perhaps the heroes themselves are already well-established paragons in the world, not batting an eye at the lesser threats that plague the typical adventurer. For all of these reasons and more, what follows is a quick set of rules designed to create characters above first level. While theres quite a few perks to making a higher-level character right off the start, theres far more benefits to characters who earn their levels the old-fashioned way. For example, characters who are created at a higher level than 1st dont receive the additional attribute point every 3 levels like the rest of the party has. Similarly, extremely high level characters do not automatically receive their third and final limit break like the rest of the PCs, it must be earned and deserved. Therefore, no matter the character level, they must always begin at first level with a maximum of 10 in each attribute, and can never enter play with higher than 30 in any attribute regardless of their level or other factors. Consult the chart below to determine the starting number of abilities (outside of the automatically obtained Epic and Innate job abilities) attribute points, skill points, gil and destiny a new character of any given level will begin play with. Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Total Adjustments 2 abilities, 30 attribute points 2 abilities, 31 attribute points, +1 skill point 2 abilities, 32 attribute points, +2 skill points 2 abilities, 33 attribute points, +3 skill points 3 abilities, 34 attribute points, +4 skill points 3 abilities, 35 attribute points, +5 skill points, 1 Limit Break 3 abilities, 36 attribute points, +6 skill points, 1 Limit Break 3 abilities, 37 attribute points, +7 skill points, 1 Limit Break 4 abilities, 38 attribute points, +8 skill points, 1 Limit Break 4 abilities, 39 attribute points, +9 skill points, 1 Limit Break 4 abilities, 40 attribute points, +10 skill points, 1 Limit Break 4 abilities, 41 attribute points, +11 skill points, 1 Limit Break 5 abilities, 42 attribute points, +12 skill points, 1 Limit Break 5 abilities, 43 attribute points, +13 skill points, 1 Limit Break 5 abilities, 44 attribute points, +14 skill points, 1 Limit Break 5 abilities, 45 attribute points, +15 skill points, 2 Limit Breaks 6 abilities, 46 attribute points, +16 skill points, 2 Limit Breaks 6 abilities, 47 attribute points, +17 skill points, 2 Limit Breaks 6 abilities, 48 attribute points, +18 skill points, 2 Limit Breaks 6 abilities, 49 attribute points, +19 skill points, 2 Limit Breaks 7 abilities, 50 attribute points, +20 skill points, 2 Limit Breaks 7 abilities, 51 attribute points, +21 skill points, 2 Limit Breaks 7 abilities, 52 attribute points, +22 skill points, 2 Limit Breaks 7 abilities, 53 attribute points, +23 skill points, 2 Limit Breaks 8 abilities, 54 attribute points, +24 skill points, 2 Limit Breaks 8 abilities, 55 attribute points, +25 skill points, 2 Limit Breaks 8 abilities, 56 attribute points, +26 skill points, 2 Limit Breaks 8 abilities, 57 attribute points, +27 skill points, 2 Limit Breaks 9 abilities, 58 attribute points, +28 skill points, 2 Limit Breaks 9 abilities, 59 attribute points, +29 skill points, 2 Limit Breaks Starting Gil 500 600 800 1,100 1,500 2,000 2,600 3,300 4,100 5,000 6,000 7,100 8,300 9,600 11,000 12,500 14,100 15,800 17,600 19,500 21,500 23,600 25,800 28,100 30,500 33,000 35,600 38,300 41,100 44,000 Starting Destiny 0 0 0 0 0 1 1 1 1 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 4 5 5 5

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CHAPTER III: JOBS


"You've all heard this before. How life has infinite possibilities. I don't believe that one bit. There weren't many paths for me to choose. Sometimes, there would only be one. From the limited possibilities I faced, the choices I made have brought me this far. That's why I value the path I chose... I want to hold true to the path that HAD to be taken." - Irvine Kinneas

There are a total of 19 Jobs, and you may choose any one Job you like at Character Creation. Each has their strengths and weaknesses; use the brief descriptions below to familiarize yourself with the different options available to you.

Black Mage A purely destructive caster that doesnt


have much in the way of defense or subtlety only unmatched offensive capability. He assaults his foes with overwhelming elemental attacks and a variety of negative status effects. As they grow in power, the damage they can unleash is unparalleled.

Engineer Masters of clockwork contraptions and peculiar inventions, Engineers keep themselves and their allies outfitted with fantastic if improbable weapons, armor and gadgets. Armed with explosive substances created from defeated enemies, these brilliant heroes can replicate even the most powerful of magicks without ever needing to learn a single spell. Fighter These devoted warriors know their destiny lies on the battlefield. Fighters are the perfect blend of offensive and defensive skills, and you can rely on these juggernauts to hit hard, hit fast, and hit often. Their combat abilities allow them to adapt to any situation, and their aggressive style spells disaster for anyone who gets in their way. Freelancer Heroes who simply dont find themselves fitting a single niche, instead dabbling in each of the different Jobs to eventually become truly multifaceted individuals. While they might appear weak at first, Freelancers are capable of mixing and matching abilities from all nineteen Jobs. Gambler - Tempt fate, roll the dice, and shoot first and
ask questions later. These swashbucklers have a knack for getting lucky when it really counts, and they taunt the powers-that-be with their unique support abilities that can save the dayor spell disaster for the party.

Blue Mage - Blue Mages are enigmatic power-seekers better known as Immortals. They are renowned for the monstrous magicks they wield, their metamorphing physical bodies, and their rapidly dwindling sanity. Dark Knight - Combining vicious black magic that
drains life and slams their enemies with vicious status effects, these unrelenting fighters go to every means necessary to exploit their target's and leave a lasting impression.

Dragoon - The masters of the lance are tacticians and commanders of the highest degree. Between their unique aerial maneuvers and their ability to direct the flow of battle, Dragoons rarely need to rely on their allies for aid. Entertainer - These artisans, mimics and minstrels
contribute far more than just song and swaying hips to an adventuring troupe. With a unique brand of magic that is channeled through their expressive Arts, they can inspire their companions to new heights of greatness.

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Geomancer These tough, peaceful nomads have


formed a strange connection to the powers of Creation, able to call forth the very terrain to do their bidding. Unrivalled in their complete mastery of the natural world, they are able to perform feats that few others could ever hope to match. Monk - A melee combatant who seeks to make their body the ultimate weapon, eschewing the use of armor. By channeling Ki through their bodies, they are resilient, powerful warriors on the way to attaining physical perfection. Ninja - A subtle warrior who is famed for his ability to fight flawlessly with two weapons. These swift and stealthy assassins are known for using poisoned blades and thrown weapons to ensure that their targets can neither run nor hide, and that the first round of combat will be their targets last. Paladin - Though these knights have harnessed the power of White Magic to provide additional healing and restorative abilities, don't expect them to be sitting on the back lines. With inherent leadership abilities and unrivaled defense, Paladins are holy swordsmen who are often the first to kick down a door and charge into the fray. Ranger Archers and gunslingers who deliver accurate and deadly long-ranged attacks to unsuspecting foes. Moving with unmatched celerity and dexterity, these selfreliant adventurers are capable of turning enemies missed attacks back on themselves. Red Mage Also known as Rune Knights, and perhaps most infamous as the Jack-of-all-Trades. Eschewing the belief that they need to choose only one path in life, these romantic mages dabble in swordsmanship, Black and White magic, and a peculiar power all their own, capable of draining the magical energies out of the very air. Some Red Mages have even unlocked the secrets to Time Magic and Summoning, calling themselves Sages and showing the world the true meaning of versatility.

Samurai - A noble warrior who follows the code of bushido, turning simple skill with a blade into an art-form as exotic and beautiful as it is deadly. Their supernatural style can turn an enemys strength into a weakness, and their mastery of the sword allows them to perform amazing feats as they travel the land spreading hope to the downtrodden. Thief - These fleet-of-foot combatants walk on the wrong side of the law and possess a variety of dirty tricks. As comfortable exploring ancient ruins and dungeons as they are in an urban setting, Thieves have taken the fivefingered-discount to a whole new level. Time Mage Able to reshape the forces of time and space, these unpredictable cosmic dabblers are as powerful as they are scarce. Shrouding themselves in magical barriers and using the unlimited powers of the mind to overcome even physical challenges, they can cast formidable spells that stretch seconds into hours. White Mage - This dedicated healer welcomed with open arms to any adventuring party they choose to join, supporting their comrades with nigh-endless healing and resurrection abilities. Some have begun to scratch the surface of the Esper world, granting the party the assistance of a patron Summon.

Once youve selected a Job, heres several phrases youll see and what they mean. HP/level: Upon leveling up, youll add this number + your VIT score to your current maximum HP. MP/level: Upon leveling up, youll add this number + your INT score to your current maximum MP. Job Abilities: A description of all the Job Abilities possessed. How they work and what they do. Epic Ability: When the going gets tough, the tough get tougher. When in times of dire need, the truly destined can tap into the inherent, hidden reservoir of power within themselves and perform feats of an incredible nature. Each Job possesses a truly awe-inspiring ability that requires 3 Destiny Points to activate, and can only be used once per game session. Activating an Epic Ability is an Instant Action which is unaffected by the Seal status effect, though several, such as the Black Mage's, still do require the user to be able to cast spells on their own power in order to function. (See p.74 for more information regarding Destiny) Innate Ability: Upon choosing a Job, you automatically gain access to this power. An Innate ability might be as simple as the proficiency to use magic or as complex as a Geomancers control of the terrain. Again, Epic and Innate Abilities do not count toward the two other job abilities you get to choose for your character.

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BLACK MAGE

Masters of elemental and destructive magic, Black Mages can stop even an army in its tracks. Black Magic, while not practiced with any degree of secrecy, is a dangerous art. There are far too many who have lost themselves to the destructive forces they command. These wayward practitioners must live a reclusive life or find themselves the target of city-wide manhunts, seeking to dispose of the growing threat before lives are lost. Though the power of Ultima has not been seen in many decades, many believe it is a force far too powerful for any one man to command. Because of this, Black Magic is often taught in academies or magical institutes where experienced wizards can keep a close eye on the younger generation of developing spellslingers. Youthful black mages tend to be impulsive and have personality (or physical) traits associated with their element of choice. For example, a black mage that favors fire magic might come to have orange or bright red hair and an irritable temperament. These traits often fade once the character more experienced in his craft, and elderly Black Mages are almost universally patient, whimsical and white-bearded fellows.

HP/level: +2 MP/level: +4 Weapons: Arcane, Concealed Armor: Light Skill Points: 14 ACC: 0 + DEX or INT rating EVA: 6 + DEX rating Spell Rank 1 2 3 4 5 Level 1, 1, 2, 3, 4 5, 6, 8, 10 12, 14, 16, 18 20, 22, 24, 26 27, 30

Epic Ability: Manafont - Instant, Self


The Black Mage is an untapped reservoir of power, able to tap into the secrets of magic itself and draw forth spells of inexpressible potency. Upon using Manafont, the character can now cast any of the Black Magic spells that are one Tier higher than he actually has access to; for example, a level 6 Black Mage could access Tier 3 spells. In addition, they have access to all Back Magic spells their Tier or lower, even if they did not choose to learn these spells previously. The character must still be able to pay the MP cost of any spell cast in this method, but they may cast spells without possessing any other prerequisites required. If the character has access to Tier 5 magic, then Manafont instead grants access to all possible Black Magic and increases the difficulty to resist status effects by +4. The effects of Manafont last until the end of the current combat.

Innate Ability: Black Magic - Standard, Varies


Black Magic can be defined as the destructive power of the elements themselves, with effects ranging from the ability to call forth flame, to cataclysmic, earth-shattering spells, capable of leaving entire cities in utter ruin. Though others may boast the ability cast a selection of spells from this magical school, only Black Mages have true mastery over the full breadth of devastating power that it offers.

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Job Abilities
Specialization - Passive
The Black Mage specializes in a certain elemental subtype. Perhaps he is a coldhearted sort who prefers to freeze his foes in sub-zero temperatures with Ice magic, or he is as stoic and patient as the earth itself and allows his studies to reflect this magical preference. Some characters are naturally drawn to water-elemental magic, and some concentrate on the control of pure electrical current. Perhaps the character is a pyromaniac, at his most potent when wielding Fire magic, able to control infernos and blazes with his will alone. Whether a thousand volts of lightning runs through your veins or you remain grounded firmly in the realm of Earth magic, a Black Mage with a specialization is able to control spells of his element with more finesse and raw power. Choose an element; Ice, Fire, Water, Earth, or Lightning. The damage step has increased by one for all elemental damage dealt by the character of that type. (For example, if a character who has taken an Ice specialization was casting a spell that normally deals (INT x 1) points of Ice damage, it would now do (INT x 2) instead, and so on.) This ability may be taken multiple times, increasing the damage step by one each time. However, Specialization cannot be used for multiple different elements.

Personal Element Instant, Self


The character has a deep, personal connection and familiarity with one of the world's elements, and suffers no harm when it is used against her. When taking this ability, the Black Mages gains an Immunity to one of the following five elemental types of her choice Fire, Ice, Water, Earth, or Lightning.

Unnecessary Force - Passive


The Black Mages spells are so powerful that they can literally blast their opponents away. Upon taking this ability, the Black Mage may now also add a Medium Range knockback effect to all Tier 3 or higher spells that deal damage.

Power to Burn - Passive


The Black Mage is capable of harnessing the natural elemental strength in an area to fuel their craft. When casting an elemental spell in the appropriate Elemental Field (for example, an Ice spell in a raging blizzard or a thunder spell during a severe storm), the character can choose to spend double the standard MP of the spell in order to increase their damage by an additional 50%. This ability may be taken multiple times, increasing the damage percentage by 50% each time.

Elemental Seal Instant, Self


By concentrating on individual enemies instead of entire hordes of monsters, the character can focus in such a way that his spells ignore magical resistance. Upon activating Elemental Seal, treat your next Single-target spell as though your foe had a M.ARM of zero and ignore the effects of Shell. This ability may be used a number of times per session equal to the Black Mages SPR rating.

Counter Magic - Passive


With his supreme mastery of the magical arts, the Black Mage is capable of striking back when he is the target of an enemy spell. If the Black Mage takes damage from or is targeted by a spell he knows, cast on him by an enemy, then he may return fire with the same spell automatically as a Counterattack. The spell still costs MP, but is considered an Instant action. The Black Mage cannot use Counter Magic if he is occupied with a Slow action of his own or if the spell was Reflected.

Obliterate Slow, Special


The Black Mage is destruction incarnate, capable of imposing his will on colossal inanimate objects (and even truly powerful magical artifacts and wards), turning them all into piles of rubble. Normally a character must make a strength check to destroy inanimate objects. Upon using Obliterate, the Black Mage may make such a check but with a +4 bonus to the roll, and may use his SPR attribute instead of STR. Obliterate can target objects up to Long Range. This bonus may be taken multiple times, increasing the bonus granted by +4 each time.

Golden Gaze Passive, Self


While some mages may suffer from dark circles under their eyes after a night of poring over ancient tomes, many Black Mages are afflicted with a far more obvious side effect from dealing with the darker arts. Their eyes glow a dim golden, green or blue in color even in pitch blackness. More of a blessing than a curse, this golden gaze is sometimes rudely referred to as the Evil Eye, and for understandable reasons. In addition to allowing the character to instantly see through magical Illusions, a Black Mage with this ability can instantly determine the truthfulness of any statement, once per day, simply by making eye contact with the speaker and looking directly into their soul. And if this wasnt enough, spending a single point of Destiny allows the Black Mage to glean the surface thoughts of someone in the same manner. In this way, a character with Golden Gaze is often privy to secrets that others simply couldnt know.

Into the Fray Passive


The Black Mage knows how to defend himself with standard and not-so standard weapons, and is adept at wielding magical implements as he is with magic itself. The character now deals 100% damage (instead of the standard 50%) when using his INT or SPR attribute to calculate damage for Arcane weapons.

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BLUE MAGE

Monsters have a form of magic unknown in standard magic academies, and Blue Mages have the capability, the desire and the lunacy required to learn their craft from these monsters. They're trained in melee combat to survive encounters with the ferocious beasts, but their true power shines once the unique magic has been acquired. However, true power comes at an unspeakable cost; there are proverbs about those who gaze too long into the abyss, after all. Many Blue Mages discover themselves mentally - and physically transforming in ways beyond their control.

HP/level: +2 MP/level: +2 Weapons: Arcane, Blade Armor: Light Skill Points: 14 ACC: 1 + DEX or SPR rating EVA: 6 + DEX rating Spell Rank 1 2 3 Level 1 10 11 20 21 30

Epic Ability: Metamorphosis - Instant, Self


There are spells and abilities that exist in the universe that can never be harnessed by mortal mages, but Blue Mages driven to extremes have found a rather unorthodox way to circumvent this. By taking on aspects of defeated enemies, the character can unlock echoes of power far greater than anyone could normally access. Upon using Metamorphosis, the player must choose a monster that they have defeated in battle in the past; whether this is might be a lowly rabbit or a powerful King Behemoth is limited only by the characters experiences. Upon choosing a monster, they receive access to the creatures entire spell list, become the same Type as the monster (Undead or Aerial, for example), and gain any of the following Monster Abilities if the creature would normally possess them; Controlled Defense, Unusual Defense, Flight, Immunity, Status Touch, Weakness, Counterattack, Magical Counterattack, Resistance, Undead, Impervious, and Regeneration. Though the Blue Mages physical appearance does not change, metamorphing into a Humanoid opponent often causes the characters voice and mannerisms to change noticeably. This is often enough to pose as a formerlydefeated adversary with a successful Disguise check. While Metamorphosis is in effect, the Blue Mage cannot access their normal spell list. They cannot use Metamorphosis to become a Boss or End Boss. The effects of this Epic Ability last until the end of combat or until the Blue Mage is reduced to 0 hit points.

Innate Ability: Blue Magic Standard, Varies


All Blue Mages begin play with two Rank one spells of their choice; from then on, they must encounter monsters in order to learn new incantations. To Learn a Blue Spell, a Blue Mage must be able to understand it. Without tomes or teachers to fall back on, 'understanding' mostly boils down to just one thing: experiencing the Spell's effect first-hand. A Blue Mage will, if he so chooses, automatically acquire any Blue Spell cast on him by a monster (not another Blue Mage!) during a battle in which the Blue Mage is an active participant. The Spell cannot be learned if it reduces the Blue Mage to 0 or fewer Hit Points. Unlike regular magic (in which mages select their spells from a list at each level), Blue Mages may only ever choose two spells the ones they begin the game with. Rank 2 spells require level 11+ to be Learned, and Rank 3 spells require level 21+. There is no maximum or minimum to the number of spells a Blue Mage will Learn as the game progresses. Players are encouraged to speak to their GMs outside of the game to discuss spells that particularly appeal to them, so encounters may be planned accordingly.

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Job Abilities
Observe Passive
Durability aside, keen observation and a sharp analytical mind are the Blue Mage's best friends. By carefully watching the magic woven by an opponent, they can gather enough information for a kind of mystical reverse engineering, allowing them to Learn monster magic without putting themselves in harm's way. A Blue Mage with this ability no longer needs to be targeted by a Blue Magic spell to acquire it only see it used during a battle in which the character is an active participant. Observe has no effect if the Blue Mage is Unconscious or affected by any of the following Status Conditions: Berserk, Blind, Confuse, Sleep, Stone, Stun, or Zombie. And again, a Blue Mage may not learn a spell from another Blue Magic user only the original monster. Several Blue Magic spells are defensive instead of aggressive, and are essentially only obtainable by a Blue Mage with the Observe ability.

Sapphire Seal Instant, Self


The magic wielded by a blue mage is not to be trifled with, and is difficult to divert or absorb. After activating Sapphire Seal, the next spell cast will ignore the effects of Reflect, as well as any elemental Resistances, Immunities or Absorbencies the foe may possess. This ability may be used a number of times per session equal to the Blue Mages SPR rating.

Immortal Passive
Blue Mages are renowned for being extraordinarily difficult to kill. Some say this is because of the beast blood that runs through their veins, others attribute it to divine ordinance. Whatever the reason, its a well-known fact that, ever since the first Blue Mage adopted the title of Immortal, the name has proven to be accurate. Whenever a Blue Mage uses Destiny points to Cheat Death as described in chapter 4, the costs for doing so is reduced by 2. This ability may be taken multiple times, but the cost for Cheating Death can never be reduced to less than 3.

Chimeras Blood Self, Passive


The elements flow deep in the Blue Mages monstrous blood, and provide him with additional weaknesses and protections. Upon taking this ability, choose one of the seven following elements - Fire, Ice, Water, Wind, Earth, Shadow, or Lightning. The Blue Mage now has an Immunity to that Element, and is unaffected by spells or attacks of that type. However, he must then choose a second element from the list, which he will forever have a Weakness against. The Blue Mage may take this ability up to three times, choosing new elements for the Immunities and Weaknesses each time. He may never obtain a resistance or immunity to the element which he is now weak to, even through equipment or job abilities, including Metamorphosis.

Defy Death Passive


An Immortal defeated by a single attack? Laughable. Upon obtaining this Job Ability, the Blue Mage gains an Immunity to the damage and effects of the following spells; Death, Doomsday, Break, Lv.? Doom, Degenerator, Roulette, Quarter, Demi, and Black Hole. They are also Immune to Limit Breaks and monster abilities that attempt to instantly remove a flat percentage of the Blue Mages health, cause an instant-death effect, and Limit Breaks that would deal damage greater than the Blue Mages maximum HP are completely negated.

Azure Lore Slow, Single


The characters attacks siphon away his enemies magical strength, using it to restore his own. Make a normal attack action, and treat the characters weapon as though it had the MP Drain property the Blue Mage recovers magic points equal to 50% of the damage done. This is a Short Range attack. Azure Lore may be used a number of times per session equal to the Blue Mages SPR rating.

Absolute Power Special


Long hours of study and experimentation with monster magic has left the mages body physically weaker, but the power that the character gains in trade is perhaps enough to forever deny the grip of death. Once per game session when a Blue Mage would gain one or more points of EXP, a Blue Mage can choose not to take any experience points and receive one point of Destiny instead.

Blood Price Special


The character is vengeful, having has dedicated himself to the absolute genocide of another person, species, job class, monster group, followers of a certain religious order, etc, that he believes has wronged him in some way, which should be declared when taking this ability. When the Blue Mage is fighting this type of foe, the character is able to expend HP instead of MP for casting Blue Magic spells. For example, if a spell was to cost 25 magic points to cast normally, the Blue Mage could choose to use the spell by giving up 25 HP instead. Blood Price cannot be used if casting a spell would reduce the Blue Mage to 0 HP or less.

Aura Magic Instant, Self


Monstrous spells, whilst powerful, are often limiting most notable in the fact that all Blue Magic is designed to battle individual foes and not large groups. With this ability in his repertoire, the Blue Mage is no longer limited in such a fashion. After using Aura Magic, the next Blue Magic spell cast becomes a Group target spell, allowing their normally one-foe attacks to affect all enemies. However, the Blue Mage loses 25% of his maximum HP after the usage of this ability. Aura Magic may be used a number of times per session equal to the Blue Mages VIT rating.

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Mutation Special
By adopting the magical traits of monsters and learning how to best defeat them, some blue mages have even begun to succumb to bizarre physical changes. Whenever you take this ability, choose one of the 10 monster categories below. You are treated as being that type of creature in addition to Humanoid for the purposes of job and weapon abilities. You also receive the bonuses listed. This ability can be taken multiple times, choosing a different Mutation each time. Aerial Whether through wings or other means, the character is capable of Flight. Although you cant hover in place as per the Float status, short-range weapons suffer a -4 penalty to hit you while airborne. The Blue Mage also automatically gains the Aerial Killer property, dealing 200% damage to flying foes with attacks and spells. Amorph The Blue mage begins to lose discernable anatomy and their internal organs begin to liquefy as they become more slime-like. An Amorph-mutated character is capable of squeezing through openings a fraction of their normal body size such as putting an arm through a keyhole or slipping between the cracks in the floorboards. The Blue Mage also automatically gains the Amorph Killer property, dealing 200% damage to bloblike foes with attacks and spells. Arcana Raw magic flows through the characters bloodstream. They are immune to opponents spells, abilities and weapon properties that destroy or drain their MP (Aspir, Rasp, Osmose, MP Drain, and so on). The Blue Mage also automatically gains the Arcana Killer property, dealing 200% damage to purely magical foes with attacks and spells. Aquan The Blue Mage is as comfortable in water as he is on land, able to breathe and move normally without penalty. The character receives +2 all Swimming skill checks and never needs to make rolls for the purposes of holding his breath underwater. The Blue Mage also automatically gains the Aquan Killer property, dealing 200% damage to underwater foes with attacks and spells. Beast The character grows long, wicked claws and sometimes teeth, granting them access to the Brawl weapon type. They also deal an additional damage step when fighting unarmed, slashing and biting their foes for (STR x 2) +2d6 points of damage. Finally, the Blue Mage also automatically gains the Beast Killer property, dealing 200% damage to animalistic foes with attacks and spells. Construct The character is as much machine as human, and receives any one Graft of their choice as well as the Auto-Repair Graft. (See p.107 for more information on Grafts) The Blue Mage also automatically gains the Construct Killer property, dealing 200% damage to machine foes with attacks and spells. Dragon The mages skin hardens to the point of almost being like a draconian hide. The Blue Mages receives a permanent +2 bonus to their EVA score, representing attacks that now simply bounce off their tough exterior. The Blue Mage also automatically gains the Dragon Killer property, dealing 200% damage to Dragons with attacks and spells. Fiend A Blue Mage with the Fiend type has completely lost his humanity, sacrificing integrity and righteousness for power. All monsters regardless of their normal attitude now treat the Blue Mage as if they were Wary instead. This is both a representation of the unnatural kinship evil beings now feel with the mage, as well as an inherent fear the Blue Mage places in normally friendly critters. Without provocation, almost no monster will attack the character on sight. The Blue Mage also automatically gains the Fiend Killer property, dealing 200% damage to Fiends with attacks and spells. Plant The characters skin takes on a greenish tint, allowing them to photosynthesize nourishment. Whenever the character regains HP and MP through Travel Rest, they recover as if it was a Full Rest instead. (IE; 50% recovery is now 100% recovery. See p.121 for more details on this.). The Blue Mage also automatically gains the Plant Killer property, dealing 200% damage to vegetative foes with attacks and spells. Undead - After an Undead blue mage is permanently killed, they are resurrected and return to 100% HP and MP after roughly 24 hours. Certain white magic spells such as Banish can prevent this. However, they are also afflicted with the curse of the Undead; the Auto-Zombie status. Cure spells, restorative items and healing of any sort other than regeneration will now instead deal damage instead of restoring HP. The Blue Mage also automatically gains the Undead Killer property, dealing 200% damage to undead foes with attacks and spells.

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DARK KNIGHT

Even as there is good in the world, so must there be evil. Thus, even as the Paladins are the chosen of Light, so there are the chosen of Shadow to match them. Unlike the Paladin, the Dark Knight does not have to go through tests of spirit and emotion to prove their worth, and in that respect they often claim their superiority to their light brethren. The powers of darkness gladly aid those who wish to serve them. Thought not all Dark Knights are corrupt, many possess an anger at the world that simmers just beneath the surface. Still, not all members of this Job can be judged so easily; it is said that those who hate most fervently must have once loved deeply; those who want to deny the world must have once embraced what they now set ablaze. Poetry aside, Dark Knights channel the unholy energies of the masters of the darkness through their blades, and are fearsome, unrelenting foes in combat.

HP/level: +6 MP/level: +2 Weapons: Arcane, Blade, Brawl, Huge, Reach Armor: Heavy Skill Points: 14 ACC: 2 + STR or INT rating EVA: 7 + DEX rating Spell Rank 1 2 3 4 5 Level 2, 4, 6 8, 10, 12 14, 18 22, 26 28

Epic Ability: Soul Eater - Instant, Self


The name of this truly feared and rarely-spoken of ability is neither embellishment nor metaphorical. The ability to devour the souls of their fallen foes is the ultimate expression of a Dark Knights ruthlessness and utter lack of mercy. For the remainder of combat, any foe brought to 0 HP by the Dark Knight is instantly killed and cannot be resurrected in any manner short of expending destiny to Cheat Death. Furthermore, the Dark Knights combat prowess is temporarily augmented for every fallen foe. The user of Soul Eater receives a +1 increase to ACC and their damage step per enemy killed in this manner. The effect is cumulative for example, a Dark Knight who normally has 4 ACC and deals (STR x 2) damage will have 10 ACC and deal (STR x 8) damage after killing 6 opponents. The effects of Soul Eater both the combat prowess increase as well as the ability itself last until the end of the game session.

Innate Ability: Black Magic Standard, Varies


Though they will never achieve the level of dominance over the black arts as their Black Mage brethren, Dark Knights are capable of casting their share of spells from the same school. Many Dark Knights choose rather different spells than pure mages, focusing on magicks that weaken their enemies with negative status effects, or gaining the knowledge to raise an army of undead allies

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Job Abilities
Last Resort Passive, Self
Dark Knights become stronger as they near death - not weaker - and are capable of making truly tremendous attacks even when they may be too injured to stand. When the Dark Knight is at 50% or fewer HP he deals additional damage with all spells and physical attacks. If a weapon was to do (STR x 1) points of damage, it would now do (STR x 2) instead, and so on. In addition, all non-magical damage dealt while the Dark Knight is at 50% health or less may be treated as ARM Shadow damage if the Dark Knight chooses. This ability may be taken multiple times, increasing the damage step by 1 each time.

Darkside Standard, Single


The Dark Knight strikes his target, his blade burning with a black fire fueled by ceaseless rage. Make a normal attack action. If successful, 200% ARM Shadow damage is dealt by the attack. While powerful, Darkside has a price if damage is dealt by this attack, the Dark Knight suffers damage equal to 25% of the Dark Knight's maximum HP. The damage done to the Dark Knight ignores ARM and Protect. This is a Short Range attack that may be used a number of times per session equal to the Dark Knights VIT rating.

Night Sword Slow, Single


The Dark Knight points his sword at the target, and an ethereal red spike rips through them from below. Make a normal attack action, and treat the characters weapon as though it has the HP Drain property the Dark Knight recovers hit points equal to 50% of the damage done. This is a Medium Range attack. This ability may be used a number of times per session equal to the Dark Knights INT rating.

No Mercy Slow, Single


The Dark Knight is capable of performing terrifying finishing moves, striking fear into the hearts of his foes. Upon obtaining this job ability, a deathblow may be performed on any foe that has been reduced to 0 hit points. The specifics of the move are up to you decapitating the head of an enemy, ripping out his spinal column, or worse - but a successful completion of a deathblow will cause foes to be afflicted with the negative status effect Fear for one round. This effect may only be used once per combat. Obviously, it will also instantly kill the unconscious target, and the Dark Knights allies might be equally horrified.

Mark of Domination Slow, Single


A Dark Knight leaves a supernatural or physical calling card on his enemy. Some feel a physical scar is the best way to make their opponent never forget the encounter others mark their targets with magic that leave a creeping sensation of being watched. Once the mark has been established, the character and his target are linked and connected by a sinister power. The Dark Knight always knows where his target is (even if separated by hundreds of miles) and receives a +1 bonus to ACC and EVA against the target in combat. But this is only the beginning. For a single point of Destiny once per session the Dark Knight may physically take control of the targets body again, no matter the distance between them. In combat the link only lasts for one round, easily long enough to make the target hurl his weapon away, turn on his own allies, or any number of other things. Outside of combat, the possession is longer; several minutes at the least. The dominated target instinctively resists any direct command that would cause physical harm to itself, and forcing a character under Mark of Domination to hurl themselves off a cliff or attack themselves often severs the connection. A Dark Knight may end Mark of Domination at any time as a Slow action, and a character may only have one target Marked at a time. It can also be cured with very powerful White Magic.

Killing Machine Standard, Local


Dark Knights are capable of cutting down their enemies in great numbers, not needing to pause to deal with lesser opponent. Make a normal attack action which deals 50% damage, but strikes every foe within Short Range. Killing Machine cannot be a critical hit or limit break.

Blood Weapon - Passive


Many Dark Knights triumph in combat by crippling their enemies to the point that they can no longer fight back. Whenever a negative status effect (except Unconsciousness) is applied by the Dark Knights weapon or Black Magic, the status effect will not wear off in several rounds as per normal, and must be cured with magic or restorative items. For example, the status from an Auto-Poison weapon will not fade after several rounds, but can still be removed with Antidotes, Poisona, and similar effects.

Black Sky Instant, Self


The Dark Knight walks hand-in-hand with death and destruction. After activating Black Sky, the Dark Knight may turn the effects of the spell Arise, Curse, Poison, Blind, Melt, Drain, Virus, or Zombie into Group target spells as opposed to Single target spells. This ability may be used a number of times per session equal to the Dark Knights SPR rating.

Deteriorate Passive
Dark Knights are masters of hitting their enemies where it hurts. After obtaining this job ability, the difficulty on SPR rolls to resist Black Magic such as Blind, Zombie, or Virus - caused by the Dark Knight is now at a +2 higher difficulty for his enemies. This ability may be taken multiple times, increasing the difficulty to resist by +2 each time.

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DRAGOON

In the natural world, no creature is more uniformly feared and respected than Dragons; it should come as no surprise, then, that some warriors struggle to battle more like these majestic creatures. Some have spent years learning to mimic these traits . Others are distantly descended from the dragons themselves or have made a pact with a draconic ally. Whatever the source of their powers, these heroes have the capability to leap unbelievable heights, earning a place in legends as "those that fly like a dragon." Often they serve as soldiers positioned within an army's cavalry or infantry, but some Dragoons may find it more feasible to hone the supernatural aspect of their Dragon arts outside the realm of the military. They often have a reputation of completing even the most suicidal missions, more willing to take leaps of faith than other martial classes. In some regions, the Dragoon almost always acts in direct service to royalty.

HP/level: +6 MP/level: N/A Weapons: Blade, Reach Armor: Medium, Heavy Skill Points: 16 ACC: 1 + STR or DEX rating EVA: 8 + DEX or INT rating

Epic Ability: Dragons Spirit - Instant, Self


By expending three points of Destiny the character forces himself to remain standing and fighting after even the most grievous of injuries, battling with the unrelenting fury of the dragons themselves. The Auto-Life status is granted on the Dragoon. If the Dragoon is already unconscious, the spell is used instantaneously. Furthermore, the Dragoon receives the effects of Seal-Proof and Fear-Proof until the end of combat, and any attack that would reduce the Dragoon to 0 hit points or less has a 50% chance of leaving the Dragoon with 1 hit point remaining, instead. Finally, attacks from Jump can now be critical hits. This Epic Ability may be used at any time, even when it isnt the Dragoons turn.

Innate Ability: Jump Slow, Special


Dragoons have the unique ability to break the bonds of gravity and leap to incredible heights with a single bound, an ability which they can use to maneuver around the battlefield, dodge hostile attacks and spells when they have forewarning, and even attack their enemies. Jump can carry the Dragoon up to a Medium range vertically, horizontally, or both. Upon using Jump the Dragoon takes to the sky and their turn immediately ends. Until the beginning of the Dragoons next turn the character is considered to be soaring through the air, and the Dragoon is Immune to any negative or beneficial Single-target attacks or spells. Status Conditions continue to affect the Dragoon in-flight, and the character can still be affected by Group-targeting attacks. As with any Slow Action, anything that would prevent the Dragoon from completing the Jump will automatically cancel it, returning her to the field of battle. When the Dragoon lands they may make an Instant attack against any target within Short Range however, this attack cannot be a critical hit or a limit break. Spells and effects treat the Dragoon as having the Flight status during the duration of Jump. The effects of Haste do not change how Jump functions in any way, and characters never suffer falling damage when Jumping.

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Job Abilities
Threaten Passive
The Dragoon is capable of directing the ebb and flow of combat, forcing enemies to turn and face him in order to protect more vulnerable party members. Upon landing a Critical Hit upon an enemy, the Dragoon can choose to deal no damage cause any effects and instead force the target to specifically attack the Dragoon for 4 rounds, or until the Dragoon is Unconscious. There is no restriction in how the target can do this, but all offensive attacks must either be directed at the Dragoon, or include the Dragoon among the targets. If the character cannot be targeted (due to Jump, for example), the enemy may attack freely, but will continue to go after the Dragoon if the opportunity presents itself. In addition, when using a single Reach weapon, attacks from the Dragoon will result in a Critical Hit on a roll of 10-12 instead of the standard 11-12.

Impale Passive, Self


While not all dragoons use a lance, intensive training with a spear does have its advantages. By becoming one with their weapon, Dragoons are capable of felling multiple enemies with a single, powerful strike. A dragoon with this ability is treated as having the FollowThrough weapon property on all Reach weapons he wields however, this ability has no effect if the Dragoon is dual-wielding or otherwise using more than a single weapon in combat.

High Jump Passive


The Dragoon can leap mountains with a single bound; his spear can touch the clouds and pierce the heavens. This ability provides a number of bonuses. First, the Dragoons Jump ability is now Long range instead of Medium. GMs may choose to rule that travelling extreme distances may require more than one round for dramatic effect, however. Secondly, after using Jump, the Dragoon no longer needs to land the following turn and may instead stay airborne nearly indefinitely. Finally, whenever the Dragoon hits a flying target with a Jump, the target loses their Flight ability until the end of the next round as they are pushed to the ground - and pinned there - by the Dragoons downward attack.

Deep Breathing Standard, Group


The Dragoon lets loose a supernatural draconic breath attack to suppress his foes magical or physical abilities. Make a normal attack action and choose one of the following effects: Firebreath: A cone of black flame jets scalds all shortrange enemies for (INT x 4) + 2d6 points of Fire damage. In addition, this ability has a 50% chance to inflict the negative status effect Blind. Crystalbreath: White-hot bolts of energy electrocute all short-range enemies for (INT x 4) + 2d6 points of Lightning damage. In addition, this ability has a 50% chance to inflict the negative status effect Seal. Deep Breathing may be used a number of times per session equal to the Dragoons INT rating.

Ancient Circle Standard, Group


Intense training has given the Dragoon insight into the vulnerabilities of the creatures he imitates, and this ability is the proof. This ability grants the Dragoon and his allies the Dragon Killer ability on any weapon they wield a number of round equal to the Dragoons VIT rating. Dragoon Killer allows them to inflict 200% damage against Dragon-type monsters with all attacks. This ability may only be used once per session.

Ride the Storm Passive, Group


While the elements often pose a threat for large armies, the Dragoon is a tactical master of the highest degree and has learned how to use adverse environments to his advantage. Whenever the Dragoon fights in Difficult Terrain weather conditions that would normally apply a negative modifier to combat rolls (such as a raging blizzard or torrential downpour) these are applied as bonuses instead. The effect extends to the Dragoons allies as well, and this ability has been the trump card in more than one unwinnable battle over the years.

Lancet Slow, Single


Lancet is a mysterious ability passed on through the ages from Dragon to Dragoon. By utilizing this technique, the character may draw forth a foes life energy and use it to heal himself and his allies. Make a normal attack action that deals half damage. All allies recover HP and MP equal to the damage done. This ability is a ShortRanged attack that may be used a number of times per session equal to the Dragoons SPR rating.

Scan Instant, Single


For these master tacticians, knowing thy enemy plays a great role in determining the best course of action. With a moments appraisal the Dragoon can judge minute details about any opponent. After using this ability, the Dragoon can learn the level, species, elemental strengths and weaknesses, and Job (if it has one) of a single target. The target is aware that he is being sized up. This ability may be used a number of times per session equal to the Dragoons INT rating, but only once per round.

Whirling Spear Passive


You are a dervish on the battlefield, striking approaching foes reflexively. Whenever an enemy makes a Short Ranged physical attack against you, they automatically take damage equal to your (DEX + SPR) attribute total, ignoring ARM, Protect, and Unusual Defense. Damage taken from Whirling Spear does not provoke counterattacks, and the damage occurs before the enemy makes their attack roll.

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ENGINEER

Drills, robots, airships the Engineer's mechanical wizardry conjures any number of miracles from bolts, oil, and a little ingenuity. Though their talents extend to all machines great and small, Engineers channel most of their energy into bewildering creations that utilize bits and pieces of fallen enemies. Despite the occasional explosive malfunction, failure only seems to redouble the Engineers determination. These indomitable inventors remain the intellectual backbone behind more than one prosperous party.

HP/level: +5 MP/level: N/A Weapons: Arcane, Brawl, Huge, Ranged Armor: Light, Medium Skill Points: 22 ACC: 1 + STR or DEX rating EVA: 7 + DEX rating

Epic Ability: Clockwork Tools - Instant, Self


When in peril, the Engineer is capable of quickly creating and using weapons the like of which the world has never seen. Upon using Clockwork Tools, the Engineer chooses one effect from the following list and gains the benefits of that Tool until the end of combat. The higher the Engineers Systems skill, the higher the level of Clockwork Tool the character is able to choose. For example, Auto-Crossbow requires the character to have a minimum of 1 skill in Systems, where the Drill requires a minimum skill of 4 to choose. Clockwork Tools treat the Engineers Refined Items as magical attacks for the purposes of calculating damage, not physical. Skill 1 2 3 4 5 Tool Auto Crossbow Bio Blaster Noise Blaster Drill Flash Gained Properties The characters physical attacks deal normal damage to all enemies instead of a single target. Physical attacks can be made at Medium Range. Whenever the Engineer deals physical or magical damage to a foe, the target also receives the effects of the negative status effect Poison. Whenever the Engineer deals physical or magical damage to a foe, the target also receives the effects of the negative status effect Confusion. All of the Engineers attacks ignore ARM and Protect. The character deals 200% damage with all physical attacks. Furthermore, whenever the Engineer deals damage to a foe, the target also receives the effects of the negative status effect Blind. The character deals 200% damage with all physical attacks and all magical attacks that deal elemental-based damage. The character deals 200% damage with all physical attacks, and critical hits reduce the targets health to 0 instantly. This is an Instant Death effect that may not work on bosses. Physical attacks can be made at Medium Range. The character deals 200% damage to all enemies with each physical attack and magical attack that deals elemental-based damage. Furthermore, the Engineer is treated as having the Break Damage Limit and Triple Critical properties on his equipment.

6 7

Chainsaw Air Anchor

8+

Micro Missile

Innate Ability: Refine Special


Refined battle items are the mainstay of the Engineer; while Fighters use special combat moves against the enemies and mages are helping friends or targeting foes with combat magic, the Engineer is employing technology to turn defeated foes into useful and often explosive items. In short, this is an ability that lets you make a bomb out of anything. At the end of each combat, the Engineer automatically receives one Refined item from the enemy of his choice, so long as the enemies have been permanently defeated. Refined items can only be used by Engineers as a Standard

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action, and the complete list of what items can be refined from what monsters is listed below, as well as a brief description of which spell the item mimics. Refined items cannot normally be sold. All Refined Items take up inventory slots and can generally only be used once, after which time the item is destroyed. When the Engineer uses an item as a Standard action, the GM rolls 2d6 anything other than a critical success or failure means the item works normally, and the listed effect is used. On a pair of 1s, the item explodes all enemies and allies take damage equal to 25% of their maximum health. On a pair of 6s, the item works normally but is not used up, and remains in the characters inventory for another try. The following list only applies to the Bestiary suggested in this book surely other monsters exist with unique Refined items. Name Accelerator Air Gem Antarctic Wind Arctic Wind Bomb Fragment Bracchus Wine Cactus Thorn Chefs Knife Cherub Down Chocofeather Curse Spike Dark Matter Deadly Waste Dragon Scale Dynamo Stone Earth Drum Earth Gem Echo Grass Electro Marble Farplane Shadow Fish Scale Flashbang Hourglass Ice Gem Ink Lightning Gem Lightning Marble Lunar Curtain Molotov Mute Mask Mystery Fluid Phosphorous Bomb Second Chance Shear Feather Smoke Bomb Sticky Web Supreme Gem Three Stars Tribal Drum War Gong Water Gem Windmill Zombie Dust Effect Casts Force Field, granting an ally an Immunity to random elements Casts Aeroga, dealing (INT x 6) + 2d6 Group Wind damage Casts Blizzara, dealing (INT x 5) + 2d6 Ice damage Casts Blizzard, dealing (INT x 3) + 2d6 Ice damage Casts Fire, dealing (INT x 3) + 2d6 Fire damage Casts Berserk, turning one target into a mindless combatant Casts 1000 Needles, doing 100 or 1,000 damage to a target Casts Death, instantly killing an enemy Casts Float, allowing one ally to hover and avoid Earth damage Casts Quick, granting the Engineer the Haste status Casts Condemned, causing the target to be Cursed for 1d3 rounds Casts Black Hole, reducing a targets health by 75% of maximum Casts Bio, dealing (INT x 3) + 2d6 damage and Poisoning the target Casts Watera, dealing (INT x 5) + 2d6 Water damage Casts Ray Bomb, dealing (INT x 6) + 2d6 nonelemental damage Casts Stone, dealing (INT x 3) + 2d6 Earth damage Casts Stonaga, dealing (INT x 6) + 2d6 Group Earth damage Casts Vox, removing the Seal status from one companion Casts Thunder, dealing (INT x 3) + 2d6 Lightning damage Casts X-Zone, banishing and defeating summoned creatures Casts Water, dealing (INT x 3) + 2d6 Water damage Casts Flash, dealing (SPR x 3) + 2d6 damage blinding the target. Casts Hastaga, granting all allies Haste until combat ends Casts Blizzaga, dealing (INT x 6) + 2d6 Group Ice damage Casts Blind, robbing a foe of the ability to see Casts Thundaga, dealing (INT x 6) + 2d6 Group Lightning damage Casts Thundara, dealing (INT x 5) + 2d6 Lightning damage Casts Barrier, negating all ranged attacks Casts Firaga, dealing (INT x 6) + Group 2d6 Fire damage Casts Seal, preventing a target from using spells or job abilities Casts Quarter, reducing a targets health by 25% of maximum Casts Fira, dealing (INT x 5) + 2d6 Fire damage Casts Life, bringing an ally back from unconsciousness with 1 HP Casts Aero, dealing (INT x 3) + 2d6 Wind damage Casts Escape, allowing the party to flee from battle Casts Lock, wrapping the target in layers of webbing. Casts Supernova, dealing (INT x 25) or (SPR x 25) + 2d6 damage All allies receive the effects of Haste, Protect, and Shell. Casts Stona, dealing (INT x 5) + 2d6 Earth damage Casts Brave, rendering all allies immune to Fear until combat ends Casts Wateraga, dealing (INT x 6) + Group 2d6 Water damage Casts Aerora, dealing (INT x 5) + 2d6 Wind damage Casts Zombie, causing one enemy to suffer the curse of the undead Example Enemies: Flan, Gilgamesh Wyvern Chimera Dingo Bomb Imperial Soldiers Cactuar Tonberry Killer Bee Chocobo Lost Soul, Deathgaze Demon, War Machine Antlion, Malboro Hydra Chocobo Eater Ogre Landworm, Mamool Ja Leafer, Funguar Larvae Evil Wall, Varuna Achelous, Giant Frog Magic Urn Various Bosses Iron Giant Ahriman Evrae Couerl Various Bosses Imperial Commander Mandragora, Exoray Anacondaur Gelatitan The Four Fiends Axebeak Goblin Spider, Antlion Various Bosses Various End Bosses Ochu Thug, Gigas Geosgaeno Zu Skeleton, Demonolith

Sometimes, GMs will forced to quickly invent new enemies for an unexpected plot change, or an Engineer has already received a large quantity of the same Refined item. When in doubt, the Grenade is the component of choice to fall back on its like the potion of the mechanical world! Grenade Deals (INT x 3) + 2d6 points of Group Fire damage. Miscellaneous

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Job Abilities
Salvage Standard, Single The Engineer is a master of shutting down dangerous constructs, and using their spare parts to further his arsenal of Refined weapons. The Engineer attempts to pull out a handful of important parts and wires from a Construct-type enemy within Short Range. The Engineer makes a DEX or INT check opposed by the opponents STR or DEX, whichever is higher. If the Engineer wins the construct is reduced to 0 HP instantly, and they automatically receive the Refined item for that enemy. Maintenance Passive, Special Veteran Engineers keep a close eye on their comrades' equipment, ensuring that it is always in top condition. The Engineer and one ally of his choice receive the Indestructible property on all weapons, accessories and armor. The Engineer may choose to change Maintenance targets only outside of combat. Efficient Construction Instant, Special Normally, a character who attempts to create something from scratch suffers a penalty without proper mechanisms and a feasible workspace. The Engineer with this ability is able to quickly cobble together his inventions with little more than the tools at hand and some old-fashioned elbow grease, and never takes negative penalties to Synthesis checks. Pandoras Box Standard, Local The Engineer possesses a strange box that when opened inflicts negative status effects to either every enemy or every ally. Although dangerous and unreliable, the Pandoras Box can be a powerful tool as a last resort. Upon using Pandoras Box, roll 1d6 and consult the chart below for the status effect. Then flip a coin calling it correctly means you choose whether the status affects all enemies or all allies Incorrectly means the GM chooses. This ability may be used a number of times per combat equal to the Engineers SPR rating.
Roll 1 2 3 4 5 6 Result Red Spring Poison Blue Screw Blind Green Gear Stop Silver Disc Sleep Gold Battery Haste Rainbow Moogletron Protect and Shell

Soul of Thamasa Passive This illustrious ability is what truly separates Engineer craftsmen from the merely talented. For every point of Destiny that the Engineer spends when Synthesizing a weapon or armor, the equipment is treated as being one tier higher than it really is for the purpose of choosing weapon properties. The weapon still does not receive more than the standard number of properties, only gains access to properties that would otherwise not be allowed. For example, an Engineer could spend six points of destiny to grant a Tier 2 weapon the Break Damage Limit property normally reserved for legendary equipment. Chemist Special, Self The character has a natural flair for fiddling with alchemy, and is much more adept than most at utilizing potions and supplies in the heat of combat. Whenever a character with this ability takes damage or suffers a negative status effect, he may use any restorative item currently in his inventory on himself as an Instant action. He may even use this ability when he would normally be prevented from using an item such as taking damage enough to drop him to 0 or below in order to use a Phoenix Down, or when he would be affected by a negative status effect such as Petrify or Sleep. This ability does not apply to items that normally only function outside of combat, such as Tents. Chemist may be used a number of times per session equal to the Engineers DEX rating. Junkyard Instant, Special The Engineers exhaustive experience with the inner working of machines allows him to point out stress points to his allies. When used, Junkyard grants the entire party the Construct Killer property on any weapon they wield for a number of round equal to the Engineers INT rating. Construct Killer allows them to inflict 200% damage against Construct-type monsters with all attacks. This ability may only be used once per session. Twin Accessory Passive A character with this ability is capable of equipping a total of two accessory-type items at any time, and gaining the benefits of both. Gillionaire Special The Engineer knows how to turn a small profit with his inventions, able to earn some additional income outside of the normal amount received for adventuring and saving damsels in distress. A character with Gillionaire can make a Trade check (usually difficulty 7) prior to each game session when in a populated area where he could feasibly sell his designs and/or services. On a successful check, the Engineer receives (50 x characters level) gil. Regardless of the outcome, Gillionaire can only be attempted once per game session.

Oil Spill Standard, Single The Engineer has discovered a black, crude oil that works marvelously for greasing cogs in his inventions its also a bit of a fire hazard. A target enemy within Short Range loses any Resistance to Fire they may have possessed and gains a Vulnerability to Fire damage. In short, all Fire damage now deals an additional 50% damage to the targeted foe until the end of combat.

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ENTERTAINER

It has been said that all of life is but a dream. The Entertainer knows better: Life is a song. A dance. A masquerade. A wonder. Each person, place, and thing has its own sound, contributing to a grand orchestra that resounds through the fabric of reality. For some, the fantastical tapestry of the world the art within all things - is an expression of passion, a way of life. For the Entertainer, it is all this and more; it is the key to power. The Entertainer is a often strange sight on the battlefield. Dressed lightly and moving with odd liquidity, they seem out of place until they begin to perform the mystic arts that are their livelihood. Then the truth is easily discernable that the Entertainer is only at full power when he's surrounded by some powerful friends, enemies...or throngs of admirers. Whether jugglers, mimes, photographers, bards, rock stars, tribal expressionalists or dancers, Entertainers are held in the utmost respect the world over, and their secrets are unfathomable.

HP/level: +4 MP/level: +2 Weapons: Arcane, Brawl, Concealed, Reach Armor: Light Skill Points: 18 ACC: 1 + DEX or SPR rating EVA: 8 + DEX rating

Epic Ability: Fantasia - Instant, Self


With a flourish and a moment of deep concentration, the Entertainer begins their craft. The harmony extends far beyond one simple Art, and becomes a veritable orchestra of intermingling magical effects. They synchronize and build upon each other, creating a grand crescendo of power that would make other magical wielders turn a bit pale and steady themselves. For the remainder of combat, there is no limit to the number of Arts the Entertainer may have active at a single time. Multiple copies of the same Art have no further effect. Furthermore, any Arts can have its target type changed to Group instead of Single if the Entertainer wishes; this allows the Entertainer to bolster the fighting potency of all of their allies at once, or severely decrease their enemies attributes with a single Art.

Innate Ability: Art Standard, Varies


The precise magical effects an Entertainer is able to generate varies greatly. Whether it be through song, dance, painting, mimicry, sculpture, juggling, tumbling.though the execution is always different, the magic remains the same. And because of their truly unique style, their spells function entirely differently from those found in all other sorts of magic. Firstly, Art magic requires a conduit. Whether this is an Entertainers voice, dance, hand motions.Art cannot be performed without these actions. Decide your focus upon character creation. Secondly, Art spells are not chosen as normal upon leveling up instead, the Entertainer may choose one spell for every point in the Perform Skill they possess. This means that a newly-created Entertainer will often have more in their arsenal than your typical mage. Conversely, higher-level Entertainers will be limited to a lower maximum number of spells, far less than most other casting Jobs. Thirdly, each Art has two different effects, as each spell has a second usage known as a Reversed spell. The Entertainer can use either of the two effects at will, but not both at the same time, and the Entertainer cannot use the same Art twice (whether reversed or normal) in a single round. The effects of Arts are as long as the Entertainer sustains them, and their usage does not interfere with other combat actions. A juggler can continue to attack and use skills whilst keeping an Art active, and a dancer can keep the air around her crackling with electricity for days on end. And finally, except during the Entertainers Fantasia epic ability, only one Art can be kept active at any given time, whether Reversed or Normal.

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Job Abilities
Power Chord Slow, Group
You do not need a microphone your voice is simply POWERFUL. By belting out a power chord you can send foes, admirers, and articles of clothing flying by the sheer awesome power of your voice. Make a standard attack roll if successful, all enemies suffer 100% M.ARM nonelemental damage and are Knocked Back a Medium Range. Furthermore, all enemies are immediately Disarmed and are treated as having 0 ARM and M.ARM until the start of their turn. Power Chord may be used once per session.

Weapon of Choice Passive, Self


Rarely do any two Entertainers battle in the same way; some form weapons out of sonic or kinetic energy, or blast targets with the raw power of music. Some call forth painted, abstract creatures, and others wield heavy chains as they dance. Regardless how you choose to knock em dead, Weapon of Choice has you covered. Whenever a character with this ability uses the Art innate ability, one enemy of their choice takes (5 x Entertainers Level) points of damage that ignores ARM and Protect. Furthermore, the character knows how to hold their own in a fight and receives an additional +4 HP/Level, bringing their total to +8.

Juggler Passive
As much an art form as song or dance, the character has mastered the art ofthrowing and catching things. While this might seem to be a comedic trick designed solely to amuse children, most enemies stop laughing when the now-bulletproof character hurls a heavy steel sphere at them with perfect accuracy. Upon gaining the Juggler ability, all of the characters weapons are treated as though they were also Ranged. The character may target flying foes without the normal 4 penalty, or target enemies up to a Medium Range. Furthermore, the character is now Immune to damage from tangible Ranged weapons such as bullets, shuriken or arrows she simply catches them in mid-flight. Intangible items (such as needles from the 1000 Needles spell or a monsters energy beam) cannot be caught, as they are not in a state of matter that can be palmed when they reach the character's grasp. Likewise, projectiles larger than the character could conceivably lift or hold are also out of the question.

Copycat Standard, Varies


During battle, an Entertainer can observe others' actions and mimic them. When using this ability the character will repeat the last action taken before his turn by an ally even if this means using a spell or ability the Entertainer does not actually possess! This is subject to several important restrictions. Any rolls for the attack are determined by your stats. Skills and skill-based abilities (such as Steal) use the Acting skill instead. The action must be performed on the same target(s). If the Entertainer does not have enough MP to cast a spell, then that spell cannot be used. Any actions that involve the use of thrown weapons, consumables or items that the user does not have cannot be performed. Copycat may be used a number of times per session equal to the Entertainers INT rating.

Master Mimic Passive


The character has further learned the secrets of the mimes, better able to copy the actions of others. Upon taking this ability, choose one of the following ways to enhance your Copycat ability. The Entertainer may now: use the mimicked ability on either himself, the original target, or the original user. .use Copycat with any action made previously in the round instead of just the prior turn. . use Copycat an unlimited number of times per session instead of a number of times per session equal to the Entertainers INT rating. Master Mimic can be taken multiple times to obtain all three effects.

Spellbound Slow, Special


The Entertainer challenges any competitor to test their mettle or metal against his superior skills. When this ability is used the Entertainer makes a Perform check opposed by the targets SPR or Perform skill, whichever is higher. If successful, the Entertainer may cast the Rasp spell as an Instant action, destroying the targets MP.

Showstopper Passive
Entertainers were born destined to be in the limelight, the stars of their own personal epics. Some live to be the center of attention whether it be from hundreds of cheering fans or merely the result of performing daredevil feats to shock and astonish their allies. Whenever the Entertainer critically succeeds on a Perform skill check or spends a point of Destiny, they also receive a +2 bonus to all checks until the end of their next turn.

Madness and Genius Passive


The characters mind is a shifting kaleidoscope of eccentricity; but its not all bad. Once per session, the player may privately ask the GM a single question, which the GM must answer as honestly as possible using only yes or no as the response. However, there is a downside to this ability. The character is a tortured artist and will be forever unable to get a good nights sleep, whether it be due to constantly pestering fans, simply not being used to sleeping on the road, or something else entirely. The Entertainer treats any Full Rest as a Travel Rest instead.

Center Stage Passive


Your Art could span generations; it has changed lives and heralded you as a true visionary of your time, and there are millions in need of the leadership of a visionary. You may choose to use your Perform skill in place of your Negotiate skill on all checks, and you may reroll Perform checks that critically fail.

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FIGHTER

Some Fighters wage war for entertainment, others, because they have to. Some are even hunted, or find their skills wanted, leading to a rigorous lifestyle that only makes the Fighter stronger. Battle has become a way of life, and they know they're not going to be able to escape it. In this way the Fighter is a combatant without roots or restrictions, with incarnations ranging from grizzled soldiers to optimistic mercenaries, from steel-clad knights to feral, club-swinging barbarians. Though many have perfected a single talent or spent a lifetime honing their abilities with a particular type of weapon, for most Fighters, their training ground is the battlefield, and their skills are mastered by virtue of necessity and raw survival. An experienced Fighter is a formidable presence in any combat situation, able to adapt to anything their foes can throw at them. Embracing their abilities and constantly improving, the Fighter has become a true warrior - the kind that legends are born from. Whether they're fighting to protect themselves, to protect others, or just for the hell of it, no matter where a Fighter goes, stories follow.

HP/level: +7 MP/level: N/A Weapons: Blade, Brawl, Huge, Ranged, Reach Armor: Light, Medium, Heavy, Shields Skill Points: 12 ACC: 2 + STR or DEX rating EVA: 7 + DEX rating

Epic Ability: Bonecrusher - Instant, Self


When lives are on the line, the Fighter can make truly devastating, crushing attacks. After making a successful non-critical attack action, a fighter may activate this ability. The attack becomes a critical hit that deals 500% damage instead of the standard 200%

Innate Ability: Heroic Destiny Passive


Its impossible to know what the future holds for the heroes of our time. Some may start or end wars, or discover the secrets of the past. Fighters, however, all know their one true calling. Whenever Destiny is awarded to the party for defeating a Boss or an End Boss, the Fighter receives one additional point automatically.

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Job Abilities
Provoke Standard, Single
There will always be villains with world domination on their minds - but if they want the world, they'll have to go through you. Through the choice use of a few taunts, the Fighter can stir an enemy into a rage. The target of Provoke will change tactics specifically attack the user for a number of rounds equal to the Fighters SPR rating + 2, or until the Fighter is Unconscious. There is no restriction in how the target can do this, but all offensive attacks must either be directed at the Fighter, or include the Fighter among the targets. If the Fighter cannot be targeted, the enemy may attack freely, but will continue to go after the Fighter if the opportunity presents itself. Provoke may be used once per combat.

Wild Swing Standard, Single


The Fighter stands against overwhelming odds, and often triumphs. Make a normal attack action. If the attack is successful, and the targeted foe is at least 3 levels higher than the Fighter, a Boss or End Boss, 200% ARM damage is dealt by the attack. On a successful attack against a foe who does not meet the level or difficulty criteria, half damage is dealt instead. This ability may be used a number of times per session equal to the Fighter's SPR rating.

Unstoppable Instant, Self


A Fighter with this ability is a one man army, capable of wading through hordes of enemies and coming out almost unscathed. Whenever the character and his allies are outnumbered by enemies, the Fighter can summon reserves of inner strength to receive the effects of AutoRegen. This effect lasts until the enemies no longer outnumber the party.

Skin of Iron Passive, Self


A Fighter's body is very resistant to pain, and he can easily shrug off attacks that would fell lesser soldiers. After obtaining this ability, whenever a critical hit or Limit Break is successful against the Fighter, there is a flat 50% chance for the attack to be totally negated and the Fighter to take no damage or effects of the attack.

Trauma Instant, Self


The character has trained to fight no matter the condition his body is in, and indeed finds an inner strength through suffering. When afflicted with any negative status effect the Fighters damage is increased by one step - if an attack was to do (STR x 1) points of damage, it would now do (STR x 2) instead, and so on. This ability can be taken multiple times, increasing damage by one additional step each time.

Berserker Instant, Self


The Fighter has managed to harness his rage and use it as a weapon. Using this ability causes the Fighter to gain the Berserk status until the end of the current combat or until the character is reduced to 0 hp. However, Berserker can only be used when the Fighter is already at 50% HP or less. After obtaining this ability, the Fighter is not limited to only making Attack actions when under the effects of Berserk and can also use Job Abilities. However, he still may not use any non-combat skills or the Defend action, and must remain fighting until all foes lie dead. While Berserk, the Fighter is Immune to the Charm, Fear, and Sleep status effects, and they receive a +2 bonus to rolls dealing with lifting, throwing and destroying objects, or using Improbable Weapons.

First Strike - Passive


A trained Fighter learns to prepare themselves for combat at any and every opportunity; accordingly, when the time for battle arrives, the Fighter is always amongst the first to strike a blow. After obtaining this ability, a Fighter may always act in the Pre-emptive combat although he won't always know what's going on. Furthermore, the Fighter may make an immediate physical Counterattack whenever they take damage in the Pre-Emptive Round.

Warcry Standard, Group


The fighter lets loose a vicious warcry, spurring on the entire party. All allies (including the fighter) have their physical and magical damage increased by two steps if a weapon was to do (STR x 1) points of damage, it would now do (STR x 3) instead, and so on. The effects of the Warcry only last until the end of the Fighters next turn. This ability may only be used once per session.

Armor Mastery Standard, Self


A Fighter is a versatile and flexible combatant, able to rapidly change tactics to deal with any type of foe. As a Standard action the Fighter may choose to swap his ARM and M.ARM armor scores, making himself more resistant to physical damage if wearing Light armor, or more resistant to magical damage if in Heavy armor. The effects of Armor Mastery wear off at the end of combat, but the Fighter can use this ability multiple times in the same battle to constantly change his defensive focus.

Cleave Standard, Group


In a flawless display of speed, strength and accuracy, the Fighter delivers a single blow to every foe in range. Make a normal attack action which deals 50% damage, but strikes every foe within Short Range. Cleave cannot be a critical hit.

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FREELANCER

The Freelancer is an oddity among a handful of Jobs capable of moving mountains and defying the wills of fate, but they should not be underestimated. These are the individuals who have yet to realize their true potential; squires, children and normal people sucked into a world of danger against their wishes. Though they may appear weak at first, Freelancers possess the power to do what none of the other Jobs can by walking a fine line between all their choices and dabbling in each, Freelancers ultimately become a shockingly powerful conglomorate that could eave other heroes speechless.

HP/level: +1 MP/level: +1 Weapons: Blade, Brawl, Concealed Armor: Light, Medium Skill Points: 16 ACC: 0 + DEX rating EVA: 6 + DEX rating

Epic Ability: Job Change Slow, Self


This complicated ability is the root of a Freelancers power. By expending three points of Destiny, she may take up the mantle of a different Job of her choice. Upon changing professions, the Freelancer recalculates her HP, MP, ACC and EVA to be appropriate for a member of that new Job. She obtains the Innate Ability the Job normally possesses, but does not obtain the new Jobs Epic Ability. She does not obtain (or lose) skill points, and she is treated as having only the Weapon and Armor proficiencies the Job normally would have access to. Whenever the character learns a new ability (at level 4, 8, 12, etc) , she only has access to her current Jobs standard abilities (as well as shared abilities). The character never loses access to abilities she has learned, even if she is a member of a Job that would not normally have access to them. For example, after learning the Throw Stone Freelancer ability, the character may still hurl rocks at her enemies after becoming a Blue Mage. Speaking of magic, the Freelancer does not automatically gain spells when switching to a magic-using job. Instead, upon gaining a level when in a spellcasting Job such as Black Mage, the character can permanently learn a spell of the appropriate tier if the Job was to learn one. No matter what Job the Freelancer finds herself as, she always retains this Epic Ability. This allows the character to change into any other Job or back into a Freelancer for the cost of 3 points of Destiny. The character can use Job Change even in combat or otherwise stressful situations.

Innate Ability: Victory Pose Special


The Freelancer is a starting point, the prologue to a great untold story. Freelancers know that their fate and their purpose is yet to be revealed. Upon gaining a level as a Freelancer, the character receives a single point of Destiny.

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Job Abilities
Throw Stone Standard, Single
The Freelancer hurls a small rock at one enemy, hoping to get their attention for a moment. But even the most well-intentioned acts tend to have consequences for the unfortunate Freelancer. No attack roll is required, and the enemy is automatically Stunned for one round and takes 1d6 points of damage ignoring ARM. However, until the end of the current combat, the targeted monster deals 200% damage to the character with all attacks and spells, and ignores the effects of Protect or Shell if your character has them. Throw Stone may be used once per combat.

Force of Will - Passive


The character is a never-say-die, ambitious would-be hero propelled by raw desire and willpower and it is this inner strength which enables the Freelancer to excel at whatever they choose. Generally considered to be the most redeeming of all Freelancer abilities, once per game session a character with Force of Will may use one of their job-specific abilities one additional time, even if they have already used up the ability for the round, session, or combat encounter. For example, a Freelancer who has become a Samurai could use Third Eye twice per session instead of once, or they could use Quick Hit twice in a round. It should go without saying, but Force of Will cannot be used on itself.

Pray Slow, Group


While the character might not be particularity pious, the desperate and the believers both have a tendency to turn to prayer when lives are on the line. Upon using Prayer, there is a 50% chance that all allies will recover (SPR x 2) +2d6 hit points, and a 50% chance that nothing will happen.

Cry - Passive
On the other side of the spectrum from the self-confident Freelancer is the natural coward you. Your lips tremble at danger, and your eyes fill with uncontrollable tears when the odds are against you. When you turn tail and run, even the most vicious beasts feel something akin to guilt and are less likely to pursue you. The character and his allies all receive a +2 bonus to their Escape skill checks when attempting to Run Away in combat.

Outmaneuver Passive
While other adventurers may rely on powerful armor and years of refined tactical knowledge to keep them alive in combat, you manage to get by with sheer, blind luck and knowing when to duck and cover. Whenever the character successfully Evades an enemys attack, they recover 10% of their maximum hit points.

Weapon Mastery - Passive


You dont know where your journey will take you or what youll learn as you travel, so you devote time to practicing with all types of equipment to be prepared for any situation. The character has access to all normal weapon categories other than Two Weapons (such as Reach, Concealed, Arcane, etc) regardless of their current Job

Scholar Special
The character is a natural intellectual, having gained a small spellcasting talent and an abundance of obscure knowledge from long-lost grimoires. This provides two different benefits. Upon taking the Scholar ability, the character automatically learns one Tier 1 Black Magic and one Tier 1 White Magic spell. Secondly, the character becomes a walking encyclopedia of knowledge, gaining a +1 bonus to all their Lore skill checks, and may roll Lore even if they do not have any points invested in the relevant skill.

Quick Hit Instant, Single


The character delivers a light, low-damage attack before preparing a real one, choosing offense over defense. Make a standard attack action if it hits, deal (DEX x 1) + 2d6 points of ARM damage to the enemy and apply no other weapon effects. Until the beginning of your next turn, you have an EVA score of 0. Quick Hit can only be used once per round, and cannot be a critical hit.

Bottomless Pockets - Passive


You never realize how valuable a strategically-bent piece of wire is until youre staring at the inside of a locked prison door. In keeping with this philosophy, the character has an odd or end for every situation. Once per session, the character can conjure up a mundane item, no questions asked provided its small enough for them to be carrying around. Even if they have no logical reason to be hauling around armor polish, ten feet of rope or invisible ink, the rest of the party can rest assured itll be there when they need it the most. In addition, the conjured item grants a one-time +2 bonus to any appropriate skill check, after which the item gets used up or broken or otherwise rendered useless.

Blaze of Glory Special


The Freelancer knows that his time in the limelight is not permanent, and that eventually, he will be called upon to make the ultimate sacrifice so that others may finish what the character has begun. While this might be a difficult thing to accept for some characters, the Freelancer has long prepared himself for the inevitable, and knows he wont be going quietly into the long goodnight. The character may use the Moment of Glory aspect of spending destiny, as described in chapter 4, for no associated cost. Their last moments are always assured to be exciting ones.

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GAMBLER

The Gambler is the gamer, the big spender, and the epitome of luck and fate. Gamblers believe in placing objects or sums of great value on the line, hoping to win even greater prizes - both inside and outside the casino - and many a gambler has lost his life to the mere toss of a coin. Despite their dangerous lives, long-term planning and strategic thinking mean nothing to the carefree Gambler since they perceive everything in life as a bet. When these risks pay off, however, they can bring the parties they accompany anything from additional cash reserves to bringing dying allies back to life. The Gambler's Abilities in battle are unpredictable, relying almost wholly on chance. And when a Gambler activates his "Cheat Fate" epic ability, he can perform feats that other characters can only dream of. What will Lady Luck bring to the adventure? Press your bets, stack the deck and keep your gun loaded the stakes are all or nothing.

HP/level: +5 MP/level: N/A Weapons: Blade, Brawl, Concealed, Ranged Armor: Light, Medium Skill Points: 18 ACC: 1 + DEX or INT rating EVA: 8 + DEX rating

Epic Ability: Cheat Fate Instant, Special


The Gambler is able to alter the course of destiny itself. However, those who push their luck tend to find that luck pushes back. Upon using this ability, the Gambler may alter the result of any one die roll made by himself or an ally, to any other result he likes. (That is, a Gambler could turn a roll of 2 into a roll of 12 or vice-versa.) Obviously, a Gambler cant increase a roll past its theoretical maximum or minimum. After doing so, the Gambler may take this one step further, and declare he would like to use his Epic Ability without spending the normally required three points of Destiny! (However, the Gambler must still have the three points available.) If he does so, flip a coin. If the Gamblers player calls the coin toss correctly, no Destiny points will be consumed in the use of his Epic Ability. If he calls it incorrectly, however, not only will the Destiny be used up, but the Gambler will be subject to Bad Luck in the near future. Sometime in the future (perhaps as soon as a round or two later, or even sessions away) one of the Gamblers combat rolls will be treated as having a total result of 0, or a skill check rolled by the Gambler will automatically cause a Complication at an extremely dangerous moment, as decided by the GM! Bad Luck is cumulative, and repeated attempted uses of a free Cheat Fate could result in a character suffering from a string of colossal problems, resulting in permanent injury, or often, death. Roll-altering abilities such as Stacked Deck have no effect on Bad Luck. Bad Luck cannot affect a future usage of the Cheat Fate ability. This Epic Ability may be used at any time, even when it isnt the Gamblers turn.

Innate Ability: Slots Standard, Varies


By conjuring forth three magical slot machine reels in the air, a Gambler is capable of betting with fateusing the lives of himself and his allies as ante. When using the Slots ability, the Gambler chooses one of the four options listed below (based on the desired effects), rolls 3d6 dice and checks for numerical matches. If none of the three dice rolled show the same number, then this is known as a Bust. If two of the dice match, then the party will receive the listed beneficial effects. If all three dice match up, this is known as a Jackpot. Any effects that may occur are effectively Group spells, affecting all allies within Medium Range including the Gambler. Each Slot effect lasts for a number of rounds equal to the Gamblers SPR rating +1, and the Gambler may not use Slots again until the current effect has ended. Slots may only be used in Combat with the exception of Recovery Reels, which can only be used outside of combat once per session.

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Explosive Reels
Bust: Characters are unable to make critical hits until the effects of the reels end. Normal: The damage of all allies is increased by one damage step for both magic as well as physical attacks. Jackpot: The damage of all allies is increased by two damage steps for both magic as well as physical attacks, and all allies receive a +2 bonus to their ACC and EVA scores.

Valiant Reels
Bust: Allies cannot recover HP or MP or receive the benefits of any healing whether magical or nonmagical in nature for the duration of this effect. Normal: Allies recover (VIT x 1) HP and (INT x 1) MP at the start of each of the Gamblers turns as Regeneration. These calculations use the stats of the Gambler to determine the recovery value, not of the party members. Jackpot: Allies recover (VIT x 3) HP and (INT x 3) MP at the start of each of the Gamblers turns as Regeneration. Furthermore, all allies receive the benefits of an Auto-Life spell, which fades when the effects of this roll wear off. If an ally is already at 0 or lower, the spell is activated instantly.

Reel of Fortune
Bust: Slots may not be used again for the remainder of the game session. The Gambler is subject to a point of Bad Luck, as explained in the Cheat Death epic ability description. Normal: If the Reel of Fortune is still active when combat ends, all allies receive an additional (50 x character level) gil for the encounter. Jackpot: If the Reel of Fortune is still active when combat ends, all allies receive an additional (100 x character level) gil and one point of Destiny for the encounter. Furthermore, all Allies may reroll dice that naturally result in 1 while the Reel is active.

Recovery Reels
Special: Recovery Reels may only be used once per session, and only when the party is not engaged in combat. Bust: It seems that the heroes foes always have the edge. When the next combat takes place, the enemy group receives a Pre-emptive round. Normal: Allies are soothed by a wave of healing energies from the Gamblers Reels, restoring 50% of their total maximum HP and MP. Jackpot: Allies are restored to 100% HP and receive 100% of their total maximum MP as if they had just taken a Full Rest.

Special: Restricted Rolls


None of the Gamblers roll-altering abilities, not even Cheat Fate, are usable on Synthesizing skill checks. They also cannot be used to alter percentile-based effects, which are normally rolled by the GM (25% chance for weapon to break, etc.)

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Job Abilities
Save The Day Special, Slow
When things look their most grim, you can always rely on a Gamblers bravado and overconfidence to turn the tables. This ability requires the Gambler to make a heroic speech or suave one-liner, and when the Slow action resolves on their following turn, their next action has a greatly increased likelihood of success. All skill checks receive a +4 bonus during the turn Save the Day was used, and one attack made during the turn deals 200% damage but cannot be a critical hit. Upon using this ability, the Gambler is noted to receive a point of Bad Luck as described in their Epic Ability.

Stacked Deck Instant


The character might be a naturally auspicious high roller, but even Lady Luck needs a break sometimes. Often considered to be the core ability for many Gamblers, Stacked Deck ensures that things almost always go according to plan. After obtaining this ability, the Gambler can make any ally or enemy, including himself, reroll one die. This ability may be used a number of times per session equal to the Gambler's SPR rating, but never multiple times on the same die, even by different Gamblers.

Spare Change Standard, Group


As a last ditch effort, the Gambler can use his winnings as a weapon to save his own life. Through a long time of wheeling and dealing, the Gambler becomes so adept at handling gil, that he can now throw it at enemies with enough skill and aim to inflict heavy damage. Every 10 gil thrown equals 1 HP of damage. There is no limit to how much of his gil he can throw at the enemies, as long as he has enough gil for the assault, and the attack does not require an attack roll. The damage caused is divided between each target within the enemy group. For example, if the Gambler throws 600 gil total, the Gambler will inflict 20 damage to each enemy the character cannot choose to deal it all to a specific opponent. The damage caused in this way is not reduced by ARM or similar effects, and gil thrown in this way is lost and irrecoverable.

Jinx Passive
Upon critically hitting an enemy, a Gambler may choose to give up one of his points of Bad Luck, instead transferring the negative karma to his target. Until the end of the enemys next turn, every roll they make will be treated as an automatic failure, including such things as resisting negative status effects. The enemy is not aware he has been Jinxed and tries to battle normally. Jinx cannot be used if the Gambler does not have any points of Bad Luck.

Beat the Odds Passive


Many Gamblers share a love of grandstanding and grandeur, and have gone to great lengths to ensure their daredevil feats get the attention they deserve. As a master of hogging the proverbial limelight from foes and allies alike, whenever the Gambler gains a point of Destiny for heroic actions of great personal risk or swashbuckler-like daring (for example, kidnapping the star of an opera in the middle of a public performance, or leaping through glass from a dazzling height, guns blazing), he will receive a +2 to combat, skill and ability rolls until the action has died down in addition to the Destiny. This bonus does not apply on the Gamblers Slots abilities, but does work in combination with other job abilities such as Wildfire and Slot Shot. If there happens to be any source of music in the surrounding area, whether an Entertainers song or a royal orchestra, the tune immediately changes to be upbeat and synched with the Gamblers actions.

Wildfire Standard, Special


The Gambler lets loose a wild barrage of attacks, dealing large amounts of damage but with the potential of harming allies or even himself. All enemies and allies roll 2d6; The two lowest rollers are each targeted by the Gamblers Wildfire ability and take 300% normal damage from the assault. No accuracy attack roll is necessary for this ability and Wildfire cannot be a critical hit, but it can be combined with Save The Day to conceivably deal 500% damage to multiple targets.

Winning Streak - Passive


Whenever the Gambler rolls a Critical Hit, gets a Jackpot effect on one of his Slots, or succeeds on a skill check with a Godlike or Impossible difficulty, he may immediately take another Standard action. This does not stack with the Follow-Through weapon property, and, as per normal rules, a character may still never take more than three Standard actions in a single round.

One For The Money Passive, Self


The only way youll be getting the Gamblers gil is by prying it out of his cold, dead hands. The characters may reroll one die of his choice whenever he uses the Reel of Fortune Slots. In addition, whenever the Gambler uses Spare Change there is a 50% chance that the gil used will not be lost.

The Last Word Instant, Special Upon being reduced to 0 hit points or less, the Gambler may activate The Last Word and make an immediate Counterattack against the monster responsible for knocking him unconscious, or use one of the following abilities; Spare Change, Wildfire, or Slots. The character cannot gain HP with this attack under any circumstances, and is Unconscious as soon as the counterattack ends. If, for whatever reason, the Gambler was brought to 0 HP by himself or one of his allies, The Last Word cannot be used. The Last Word may be used whenever the Gambler is reduced to 0 hit points, even when it isnt the characters turn. This ability may be used once per combat.

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GEOMANCER

In a world where man has the power to defy the laws of nature with magic and science, the Geomancer is something of an oddity. Rather than ignore the natural order, he has learned to become one with it, calling the spirits of the land for aid in his time of need. As his bond with the world increases, Geomancers become capable of truly amazing feats - summoning a blizzard within a volcano, creating an oasis of water in the desert, and striding through molten lava untouched. Many of their abilities are keyed to operate in the wild, and Geomancers enjoy a natural camaraderie with such places. For that reason, most practitioners of geomancy live secluded lives far away from civilized areas. Unlike many other Jobs, Geomancers vary wildly in their appearance. From gigantic barbarian mountain men to little girls wielding oversized bells, to Moogles snuggled up in bright blue snowsuits and Viera shamans, Geomancers run the gamut from physically imposing to downright unusual-looking.

HP/level: +6 MP/level: N/A Weapons: Arcane, Brawl, Ranged, Reach Armor: Light, Medium Skill Points: 16 ACC: 2 + STR or DEX rating EVA: 7 + DEX rating

Epic Ability: Force of Nature - Instant, Self


The Geomancer can summons forth the most powerful of elements at a whim without restrictions he can create a hurricane of flames in the coldest tundra, or freezing rain in an endless desert. The Geomancer is now able to use Geotrance as a standard action this turn, and choose any effect from the list; including Maelstrom abilities or effects from an entirely different terrain. Using Force of Nature can permanently alter the Terrain of an area, forever creating unusual landscape features.

Innate Ability: Geotrance - Slow, Varies


Geomancers can call upon and control the powers of a terrain, unleashing powerful attacks and granting beneficial effects. There are eleven types of terrain in all: Plains, Town, Forest, Mountains, Desert, Swamp, Water, Underground, Snow, Lava, and Cosmic. The Geomancer may usually only use the Geotrance abilities of the current terrain the party is on sometimes this can be two or more different types, in which case they may choose from either list. (Such as Town and Forest, for example.) Each terrain type has three different effects an offensive, a defensive, and a Maelstrom effect. To use Geotrance, first choose whether youd like to use an Offensive or Defensive effect. Offensive geotrances are always Medium-Range attacks that generally just add an elemental type to your basic attack, so youll still need to make an attack roll and have a good weapon equipped to do substantial damage. Offensive Geotrances cannot be critical hits, however. If the attack roll for the Geotrance would normally cause a critical hit, then the Maelstrom attack may be used in place of the normal Offensive ability. Defensive geotrances include everything from healing and protecting your allies to keeping your enemies trapped in place. Theyre reliable and unfailing means of supporting your group.regardless of your Geomancers physical abilities. Geotrance effects that state they last until the end of combat or cause Elemental Field end when the Geomancer is knocked Unconscious. Geotrance may be used a number of times per session equal to the Geomancers Survival skill. All possible Geotrance effects are listed over the following few pages

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TOWN
Buildings and areas of habitation constructed by intelligent life. Because of its broad focus, this terrain set encompasses everything from ancient temples to bustling metropolitan areas. A building or complex does not have to be in active use or even good repair to qualify for this terrain type; Town also encompasses crumbling ruins and the wreckage of ancient civilizations. Offensive: Plasma A cylinder of multicolored electricity rotates up from the ground. Make a standard attack as though your weapon had the Lightning Strike property. If you already had the Lightning Strike property, then Plasma deals 200% damage. Defensive: Back Alley The Geomancer concentrates, moving walls and buildings, creating doorways where there was nothing before, and shifting the streets and passways around the party. They are instantly separated from their foes, lost in an urban maze. This Geotrance ability instantly removes the party from combat, much like the white magic spell Escape. Maelstrom: Spirit Flame Walls of ivory fire surround the Geomancer, crackling with energy thats particularly effective against the undead. The flames deal 300% ARM damage to all foes, but deal 500% normal damage to Undead enemies and has a 25% chance of destroying them instantly. Undead destroyed with Spirit Flame cannot self-resurrect as normal.

PLAINS
Open areas of relatively level and dry ground where grass and scrubland are the dominant plant life. Temperatures in this terrain can range from temperate to sub-tropical. Colder grasslands such as taiga will generally use the Snow terrain set, while hotter, drier grasslands such as steppe may use the Desert set. This set is also used for conditions far away from solid ground, high in the clouds or simply aboard an airship or other flying construct. Offensive: Wind Shear Multiple blasts of cutting air are launched through the sky toward the target. Make a standard attack as though your weapon had the Wind Strike property. If you already had the Wind Strike property, then Wind Shear deals 200% damage. Defensive: Sun Bath Golden light shimmers and dances over the battlefield, providing (Geomancers Best Attribute x 2) + 2d6 healing to all party members. Maelstrom: Tempest An unstoppable cyclone fills the area, bolts of thunder crisscrossing the sky. The attack causes all enemies to suffer a Short-Range knockback at the start of each of their turns for four rounds, and affects all enemies with the negative status effect Seal. Furthermore, the Elemental Field of the current combat then becomes Lightning or Wind, Geomancers choice. All Wind or Lightning damage (based on the Geomancers decision) deals an additional 50% damage.

FOREST
Terrain marked by extensive tree growth. Forests can range in size from a small wood to a sprawling rainforest, and cover a wide range of climate types. Colder, snowblown forests can use the Forest or Snow terrain sets, while moist, water-logged jungles might qualify as both Forest and Swamp. Offensive: Elf Fire Blue-white flames appear in midair around a single enemy. Make a standard attack, dealing 200% M.ARM nonelemental damage to a single target. Elf Fire has a 25% chance to cause the target to become Blinded. Defensive: Wild Bear A large, blue-furred bear spirit appears, blesses a single party member, and then vanishes. The spirit's blessing acts like the Esuna spell, healing the target of all negative status conditions. Maelstrom: Hell Ivy Thick-vined ivy with sharp, barbed thorns sprouts up all over the battlefield and strike at every opponent standing in Medium range. The vines deal 300% Earth M.ARM damage and cause the opponent to suffer Speed Break for several rounds, which reduces their DEX rating by 50%, rounded up, and also halves their EVA and ACC scores.

MOUNTAINS
Rocky, elevated terrain with cooler temperatures and spare, if not outright non-existent vegetation. At the highest elevations, air temperature can drop to freezing levels and sharp winds frequently blow; these conditions may qualify for the Snow terrain set. Offensive: Local Quake The power of the Geomancer causes the earth to shake violently. Make a standard attack as though your weapon had the Earth Strike property. If you already had the Earth Strike property, then Local Quake deals 200% damage. Defensive: Stone Wall With a soft entreaty, the Geomancer convinces the mountain spirits to protect the party. Jagged walls of thick stone burst forth and grant all allies additional ARM equal to (Geomancers level x 2) until the end of combat. Maelstrom: Landslide This exertion of power causes stones, dirt, and debris of all kinds to be sent cascading across the battlefield. The wave of matter deals 300% Earth M.ARM damage to all enemies, who are also knocked back a Short range. Any ally affected by the negative status effect Petrify is cured of this condition, and any enemy who took damage from Landslide is afflicted with Stop for several rounds.

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DESERT
Dry areas of often intense heat and relatively little plant growth. Sand and dust are an omnipresent feature of the landscape, and are easily whipped up by passing winds. Offensive: Sandstorm A fierce gust of sharp wind and stinging sands sweeps up around the Geomancer, lashing out violently. Make a standard attack that deals normal damage; then, all characters within a Short Range of the Geomancer (enemies and allies alike) are inflicted with the negative status effect Blind for one round. Defensive: Quicksand The dune beneath one enemy's feet turns to liquid goo, which tries to suck the opponent beneath the ground. One enemy is automatically inflicted with the Stop and Slow statuses for one round. Maelstrom: Desert Winds The desert storms howl, plastering foes with particles of sand. Moving becomes difficult as flesh is slowly transmuted to stone. The attack causes Petrify to each enemy in the area for the usual 4 rounds. Furthermore, the Elemental Field of the current combat then becomes Wind. All Wind-based spells and attacks in the area whether wielded by friend or foe do an additional 50% damage.

UNDERGROUND
Covers subterranean areas both natural and artificial, including -- but not limited to -- caverns, tunnels, and underground complexes. These environments tend to see little sunlight, making them both cool and frequently damp. Offensive: Snare The earth beneath the targets feet becomes a whirling vortex, sucking it down several feet before re-solidifying. Make a standard attack that deals normal damage, and the target is inflicted with the negative status effect Stop for one round. Defensive: Earth Heal Several speckled mushrooms bloom and greenish-brown dust swirls forth from nowhere and settles onto the party members, providing (Geomancers Best Attribute x 2) + 2d6 healing to all party members. Maelstrom: Cave-In With a roar and a rumble, the ceiling of the location begins to collapse, and huge boulders rain down from overhead. A total of 1d6+2 boulders strike, each one dealing 200% ARM Earth damage. However, each boulder strikes a randomly-determined target which includes the allies of the Geomancer, but not the Geomancer himself. Furthermore, the Elemental Field of the current combat then becomes Earth. All Earth-based spells and attacks in the area whether wielded by friend or foe do an additional 50% damage.

SWAMP
Low-lying wetlands with relatively little solid ground. A swamp can be composed primarily of mud, slow-moving, or stationary shallow water, and often features a rich array of vegetation. Jungles with high levels of rainfall or tree growth close to a body of water can also exhibit swamp-like terrain. Offensive: Will o Wisp A ghostly, ominous shape slowly materializes from the end of the Geomancers weapon. Make a standard attack as though your weapon had the Shadow Strike property. If you already had the Shadow Strike property, then Will o Wisp deals 200% damage. Defensive: Heavy Dust An eerie mystical haze rises to envelop the battlefield, reducing the effectiveness of enemy magical attacks. The Geomancer and all allies gain additional M.ARM equal to (Geomancers level x 2) until the end of combat. Maelstrom: Poison Mist A massive cloud of evil, vile-smelling mist rises from the ground to choke out the air itself. To breathe is to suck venom into your lungs, but as the alternative is death, enemies are left with little choice. All enemies are automatically inflicted with the negative status effect Poison until they leave the area a Medium-range zone.

LAVA
Areas of extreme heat. Typically volcanic terrain, though fierce blazes, industrial structures such as blast furnaces and magical fire may qualify for this terrain set. Offensive: Fire Whip A globe of constantly-flickering red, orange, and yellow streaks across the battlefield. Make a standard attack as though your weapon had the Fire Strike property. If you already had the Fire Strike property, then Fire Whip deals 200% damage. Defensive: Shining Air Clouds of heat and steam fill the area, adding atmospheric conditions that creatures native to the area have never before experienced. All enemies participating in combat no longer have an Immunity or Resistance to Fire damage. This effect lasts until the remainder of combat. Maelstrom: Prominence White-hot fury begins to explode all around you, searing the sky with crimson and boiling the very ground itself. All enemies take 300% M.ARM Fire damage. Furthermore, the Elemental Field of the current combat then becomes Fire. All Fire-based spells and attacks in the area whether wielded by friend or foe do an additional 50% damage.

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WATER
Large bodies of fresh- or saltwater, ranging from small lakes to great rivers and the mighty ocean itself. Smaller water-based features, such as a pond found in a forest or a mountain stream, generally do not qualify as Water terrain unless they are prominently involved in a battle. Offensive: Sliprain Bright light refracts in a mysterious pattern through the water, disorienting and damaging an enemy. Make a standard attack as though your weapon had the Water Strike property. If you already had the Water Strike property, then Sliprain deals 200% damage and the target is afflicted with Confuse for one round. Defensive: Waterfall A soft blue glow surrounds all party members, providing (Geomancers Best Attribute x 2) + 2d6 healing to all party members. Maelstrom: El Nino The anger of the ocean itself awakes, washing over all enemies in an unstoppable tidal wave. All enemies take 300% M.ARM Water damage and are knocked back a Medium range. Furthermore, the Elemental Field of the current combat then becomes Water. All Water-based spells and attacks in the area whether wielded by friend or foe do an additional 50% damage.

COSMIC
This is a catch-all category for terrains that dont fall under any of the prior nine categories. Whether in the coldest reaches of space, or a dimensional rift between worlds, Cosmic energy empowers the Geomancer in even the most far-reaching of realities. Offensive: Dark Flare A cannon blast of energy erupts from the Geomancer, ripping through a foe with the tremendous force that comes from desperation. Make a standard attack as though your weapon had the Shadow Strike or Holy Strike property. Dark Flare is automatically a critical hit if at least half of your party is Unconscious or has been defeated in the current battle. Defensive: Cosmic Embrace With a word, the Geomancer bathes one ally in the light of all creation. The target of this Geotrance receives the positive status effect Regen until combat ends. Furthermore, all his equipment is treated as having the Indestructible weapon property as long as the Regen lasts. Maelstrom: Great Gospel The light of the cosmos shines down upon the battlefield if applicable, this is accompanied by a light rain. Until the remainder of combat, all allies may perform Limit Breaks whenever they roll a critical hit, regardless of their current remaining HP. Furthermore, choosing to automatically use a Limit Break only cost 2 points of Destiny instead of the standard 3.

SNOW
Areas of extreme cold, typically at freezing point or below. Includes environments with high levels of snowfall, though cold tundra and terrain such as icebergs and glaciers also qualify for this set. Offensive: Icicle Blades of extreme cold sweep upwards from underfoot. Make a standard attack as though your weapon had the Ice Strike property. If you already had the Ice Strike property, then Icicle deals 200% damage. Defensive: Snowdrift The ground is blanketed with powdered snow, and combatants who are sent tumbling find themselves landing comfortably. All allies are immune to the effect of Knockbacks, and take no damage from attacks which cause Knockback, until the end of combat. Maelstrom: Freezeblink Snow, ice, and stinging cold envelop all opponents as a veritable blizzard begins to form. All enemies take 300% M.ARM Ice damage. In addition, it knocks back foes Medium distance and has all the other effects that such a blizzard would normally cause. Finally, the Elemental Field of the current combat then becomes Ice. All Ice-based spells and attacks in the area whether wielded by friend or foe do an additional 50% damage.

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Job Abilities
Home Terrain Passive
The character has formed a special kinship with an aspect of the world, and they can display their complete mastery over their chosen element no matter where they are. Choose one of the following ten types of Terrain Plains, Forest, Desert, Underground, Lava, Town, Mountains, Swamp, Snow, or Water. The Geomancer always has access to that terrain type when using Geotrance, in addition to whatever the current location provides.

Master of Elements Passive, Special


While the Geomancer's most effective powers are best utilized while in combat, Geomancers still have a general ability to harness the essence of the world around them for their own purposes. This manifests as +2 bonus to all skill checks in a specific skill for the Geomancer and his allies. The skill bonus depends on the natural terrain around the Geomancer. Consult the following list. Plains Riding Forest Athletics Underground Thievery Desert Survival Lava Synthesis Town Vehicles Mountains - Climbing Swamp Stealth Snow Awareness Water Swimming Cosmic All Lore skills

Stoneskin Passive
The character has shrouded themselves in the protection offered by the elements. For every 10 hit points the Geomancer possesses (rounded down), she gains an additional permanent 1 ARM or 1 M.ARM, chosen upon taking this ability. For example, a Geomancer with 127 health would thus receive a bonus of 12 to their ARM or M.ARM score. Stoneskin may be taken twice to apply the bonus to both ARM and M.ARM scores.

Primal Might Passive, Special


The Geomancer has the strength of the earth in her muscles, and the speed of air or the grace of water in her movements. Normally a Geomancer calculates their EVA score with their DEX rating, and their ACC score with their STR or DEX rating, but a Geomancer with Primal Might may use whatever attributes they wish for these calculations. In addition, the Geomancer no longer takes damage from Adverse environmental conditions. For example, they may wade through lava without suffering direct damage, or ignore the harmful gases in a poisonous swamp. However, they can still be wounded by made-made poisons and can still drown underwater.

Geowareness Passive
Even in the busiest metropolis the pulse of creation resonates, and the character can hear its heartbeat no matter where in the world he travels. Geotrance can now be used as a Standard action instead of a Slow action. Furthermore, the gentlest touches of displaced air now warn the Geomancer when danger approaches, and give ample time to prepare. This drastically reduces the risk of a Preemptive attack at the GMs Discretion.

Dreamstate Self, Special


By meditating for roughly an hour, the Geomancer is capable of entering a trance-like state of transcendence, where his spirit becomes one with the land itself, and he is connected to Creation in a primal, utopic sense. In game terms, this means that the Geomancer is able to tell the precise location of every physical object within a Long Range, from the tiniest pebble to a rampaging monster. The Geomancer is also no longer required to make Survival skill checks until he leaves the current area, able to always succeed if he so chooses. Be warned, some extremely powerful magical items and beings have a dangerous resonance that can actually inflict physical harm upon the meditating Geomancer if his spirit comes into direct contact with it.

Elemental Body Slow, Special


The Geomancer can take on aspects of the environment to become undetectable, malleable, and nearly untouchable. The exact nature of this ability varies depending on the geomancer some become millions of tiny grains of sand, other dissolve into snowflakes. More urban geomancers have been known to merge with stone walls underground or the brickwork of the city. As a Slow action, a Geomancer can cast the spell Vanish on themselves with no associated MP cost, granting them a +6 bonus to Stealth skill checks and their EVA score. The effects of Elemental Body are lost as soon as the Geomancer performs a combat-based action or upon taking damage.

Beastmaster Special
The Geomancer can understand and make himself understood by animals. The creatures respond with their own postures and/or vocalizations though this doesnt make critters smarter, calm or loyal, most recognize a Geomancer by this ability instantly and have enough respect that theyll hear the character out before defaulting to aggression, panic, or indifference. Most creatures generally attempt to be helpful. Beastmaster allows the Geomancer to hold intense, interesting and logical conversations with creatures normally lacking the intelligence to do so, or who normally could never possess a language.

Skyforged Standard, Self


The Geomancer can allow the natural energies of a place flow into his weapon, allowing it to take on the properties of the surrounding area. Whenever there is an Elemental Field active, the Geomancer can take a standard action to add the same [Element] Strike property to his weapon. For example, a Geomancer could infuse is weapon with Fire Strike when inside a burning building. This lasts until Skyforged is used again.

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MONK

It takes something special to be a Monk. Anyone can swing a sword, given enough time and practice. Likewise, academies with hundreds of students dedicated to learning the art of magic dot the landscape. Some Jobs, like Gamblers, are simply born with their abilities and require no effort. Other characters still are the result of happenstance of some supernatural entity looking out for their well-being. A Monk is different. They are forged by years of hard exercise and rigorous training. It is a long and difficult path to be sure; the hermetic lifestyle, with its emphasis on simple living and a regimen of demanding, repetitive toil, takes its toll on the young and impatient. The majority of would-be Monks break off their education with only a handful of kata under their belts, culling the numbers of this Job more effectively than any foe could hope to. But to those who do not stray from the path, the rewards are great. Monks are the master of the world's unarmed combat styles. Their discipline and control over their minds and spirit is no less absolute than that over their bodies. The Monk's hands and feet are as dangerous a weapon as any sword or spell, combining crippling bare-handed blows, spectacular energy attacks, and spiritual discipline to devastating effect. However, these talents require the tough, pugnacious Monk to remain almost entirely unencumbered, to the extent of making armor more of a hindrance than a benefit. An experienced Monk thus learns to rely on their own agility and fortitude more than any piece of protective gear.

HP/level: +8 MP/level: N/A Weapons: Brawl, Reach Armor: None Skill Points: 14 ACC: 2 + STR or DEX rating EVA: 7 + DEX rating

Epic Ability: Blitz Instant, Self


By tapping into some immense reservoir of power, a monks hands and feet become almost a blur, pummeling a single foe with a series of punishing blows. On the Monks next normal attack action, he instead makes a number of attacks equal to his DEX or SPR rating, whichever is higher. Attacks made during Blitz can be critical hits but not limit breaks, and this ability may only be used against a single target. Furthermore, Blitz can never exceed a total of eight attacks and is never less than two.

Innate Ability: Martial Arts Passive


Monks have mastered a variety of combat styles, allowing them to strike more rapidly than warriors encumbered by equipment. A Monk who is wearing no armor is always treated as though he is dual wielding, allowing him to reroll one die during every attack roll. Furthermore, an unarmed Monk deals damage and possesses weapon properties as though he still had his standard weapon still equipped. And lastly (and perhaps most importantly), through intensive physical training, Monks have mastered a unique combat styles that allows them to overcome their opponents. Each Monk possesses one types of fighting technique chosen at character creation, which can be found on the following page. A Monk who wears armor of any sort is unable to use these Innate abilities.

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Martial Arts
The following list barely scratches the surface of possibilities. The character could have studied under a sensei who trained him in an extremely obscure form, or perhaps he has begun to formulate a style completely his own. If you so choose, you may work with your GM to develop a specific style and the bonuses associated with it. For most Monks, however, the following seven Martial Arts cover the most-common stances and styles.

Unbreakable Form: The Monk has undergone extreme physical trials to hone and temper his body. His limbs and
muscles are like solid darksteel. The Monk gains an additional +6 Hit Points at first level, and every level up thereafter making his total HP/Level +14 instead of +8.

Empty Fist: The Monk battles almost exclusively unarmed, and can force his opponents to do the same. A master of the Empty Fist style may automatically use the Disarm combat maneuver as an Instant action whenever he Counterattacks an opponent, in an attempt to separate said opponent from their weapons. Student of Enlightenment: Some Monks seeks serenity and oneness with the cosmos instead of methods to
inflict violence; their understanding of internal medicine allows them to overcome foes without fighting. Once per combat the Monk may choose to deal zero damage with an attack or Counterattack, and instead afflict his target with the negative status effect Sleep. Furthermore, the Monk gains a +2 bonus to all Healing skill checks.

The Invisible Fist: The Invisible Fist style can be performed in a myriad of ways, but the end result is always the
same; with no magic, the Monk can strike his opponent so quickly that his attacks are impossible to predict, and so quick that few opponents even see what struck them. Whether it be with misdirection, flowing garments or other props that conceal the wearers actions, for one round per game session the Monk receives the effects of Auto-Haste and treats his attacks as though they possessed the Piercing weapon quality, allowing him to strike twice and ignore ARM.

Keeper of the Sacred Scrolls: The character guards over a powerful artifact, a set of centuries-old scrolls that
contain the secrets to the universe. The Keeper of the Sacred Scrolls is effectively immortal; he never ages. The first time a Keeper of the Sacred Scrolls would be permanently killed, the scrolls open and grant him a second chance. Once ever, the Monk may Cheat Death without spending Destiny.

Drunken Master: This martial form consists of techniques and fighting philosophy that appear to imitate a drunkard's movements. By using momentum and attacks that take their foes by surprise, a Drunken Master can perform explosive counterattacks. All counterattacks performed by the character deal an additional 50% damage. Furthermore, when the character is actually drunk - or afflicted with the negative status effects Berserk or Confusion their EVA score increases by +1. Bodyguard: A vocation for the more modern monk, you have trained for years in the art of protecting those weaker
than yourself, and you can come to their aid at a moments notice. Once per combat, you may leap in front of an ally to protect them from physical harm at the cost of your own well-being. The character must be within a Medium Range and dealt ARM damage upon choosing to use the Bodyguard style, all damage that would be taken by the ally is instead applied to you. You do not receive the effects of ARM or Protect to reduce the damage taken when using Guardian.

45

Job Abilities
Shockwave Standard, Special
The Monk gathers their Ki, slamming her fist into the ground and releases the accumulated energies in a wave of force, erupting in a shower of rocks and debris. The attack can either damage one target up to a Long range away, or the Monk can use the ability as a Local attack to effect all enemies, allies and objects (excluding himself) within Medium Range. Regardless of how Shockwave is used, the Monk makes a normal attack roll if successful, it deals 100% Earth ARM damage to each target in the blast. Furthermore, the monk must also make a Strength check to determine the level of destruction caused to the surrounding area, based on the path the Shockwave traveled through. (See p.128 for more information on
destroying objects)

Martial Mastery Special


The Monk has studied under various teachers and thus possesses a vast array of techniques. Upon taking Martial Mastery, choose an additional type of martial art from the Monks Innate ability that the character possesses. This ability may be taken multiple times, choosing a different martial art each time.

Focus Passive, Self


Using their Ki to supplement a repertoire of alreadyformidable martial arts, the Monk becomes faster, precise, and more accurate. Upon obtaining this ability, the Monk receives a permanent +1 bonus to both their ACC and EVA scores. This ability may be taken multiple times.

This ability may be used once per combat.

Counter - Passive
Moving with superior speed, the Monk is able to make a series of devastating counterattacks. Upon taking this ability, the Monk can use the Counterattack weapon property on Brawl weapons 2 additional times per game session. In addition, any other weapon category the Monk wields gains the Counterattack property as well, usable once per session as normal.

Shatter Armor Standard, Single


After making a successful melee attack, the Monk may choose deal 0 damage and instead, destroy the armor or shield the target currently has equipped. The Monk makes a STR check opposed by the opponents STR or VIT, whichever is higher. If the Monk wins the armor is destroyed, and if the foe wins there is no effect. Broken equipment can usually be recreated for 25% of their normal price half what it would cost to create armor from base materials. It still takes several days or more, and many targets without armor are exceptionally vulnerable. This ability may only be used once per combat. Armor with the Indestructible property is immune to this attack.

Formless Strikes Passive


Legends speak of Monks who, in their great age, possess a sliver of understanding about the greater workings of the cosmos. This extraordinarily powerful ability gives credence to such stories it is said that some Monks can strike at their opponents Ki directly, brutalizing their foes spirit instead of their physical body. A Monk may choose to have his attacks deal nonelemental magical damage instead of physical damage if he wishes at any time. The type of damage done must be declared prior to making an attack roll.

Chakra Slow, Self


One of the most renowned abilities of the Monk, they are able to tap into their inner strength to cleanse their bodies of impurities and damage. All negative status effects are removed and the Monk regains 25% of their total HP. This ability may be taken multiple times, increasing the percentage of HP the Monk regains up to 100%. This ability can be used a number of times per session equal to the Monk's INT rating.

Aura Bolt Slow, Single


The Monk fires a powerful beam of blue-white energy from their palms, cutting into the target at Medium range. Make a normal attack action which deals 200% Holy M.ARM damage and cannot be a critical hit. This ability may be used a number of times per session equal to the Monk's INT rating.

Hamedo Passive
The Monk has taken the ability to counterattack his foes to an entirely new level, able to anticipate blows and respond with brutal retribution even before they land. After obtaining Hamedo, rather than counterattacking after damage is calculated, the character may perform a Counterattack as soon as a foe makes an attack that beats their EVA score, and prior to damage being determined. In addition, counterattacks now have a 50% chance of causing a Short Range knockback. This often means that an enemy who attacks a Monk and is stopped by Hamedo loses his attack altogether, as he finds himself sent tumbling backwards from a surprise retaliation.

Haymaker Slow, Single


The character puts their all into a single, incredibly powerful strike that can stagger even the most powerful of creatures . Make a normal attack with a -6 penalty to ACC. If it connects, the blow deals 200% damage and causes Stun and Seal for one round. Haymaker cannot be a critical hit.

46

NINJA

Underneath a cover of all-concealing blackness, the Ninja combines the talents of infiltrator, spy and assassin in one finely-trained body, ruthlessly independent by nature and owing allegiance to no one. Ninja are schooled from early on in the virtues of silent action and caution, the art of killing from a distance as well as a hair's breadth away. They often wear masks that partially cover their faces in order to keep their true identity a secret, even from their closest friends. The mask is their final resort - they can always remove it and simply disappear, becoming an 'ordinary' person. Forever. Then again, Ninja are just as often serious individuals who work in broad daylight and pose as just another member of the crowd, positioning themselves over the course of months and preparing for a single moment. Their cold-hearted attitude and apathetic disregard for life means a Ninja would happily commit deeds most other warriors would balk at, making them unpredictable allies at best. Still, the skills of a shinobi can be summarized as one of two things; Deadly or Possibly Deadly.

HP/level: +4 MP/level: N/A Weapons: Blade, Concealed, Brawl, Ranged, Two Weapons Armor: Light, Medium Skill Points: 16 ACC: 1 + DEX or INT rating EVA: 9 + DEX or INT rating

Epic Ability: One Man Army - Instant, Self


Those who have seen this technique cannot say for certain what it looks like - they are all dead. The secret is, in fact, that One Man Army rarely manifests the same way twice. The mystically-minded ninja splits his body into two identical versions, battling alongside a shadowy double. The clan leader needs only make the slightest sign to call for backup, with dozens of other, lesser ninja appearing in the rafters to join him. Some claim that One Man Army is neither of these things, and the Ninja simply moves with such speed and soundlessness that it is believed that no single person could ever kill so many, so quickly, and that there must be some other explanation. Others claim that seeing double is some sort of poison-induced hallucination. Some parties have even been surprised to discover that the character they thought was their companion all along was, in fact, simply a well-disguised decoyas the REAL Ninja appears to help. Whatever the method, One Man Army allows the Ninja to effectively function like two characters for the remainder of battle. They gain an additional Standard action each round, which deals half damage and is incapable of limit breaks. Furthermore, the character may perform Teamwork Attacks without needing a partner by taking a -2 penalty to all their attack rolls. The character may always take this Standard action each round, even if they are afflicted with a negative status effect that would prevent them from doing so. Because One Man Army allows the character to function like multiple individuals, the ninja may perform actions in two entirely different places at once - such as engaging in an epic battle inside an imperial airship while also disarming a bomb in the city square miles below. One Man Army ends at the end of combat or when the Ninja is reduced to 0 hit points.

Innate Ability: Throw Standard, Single


Whenever a fast and inconspicuous attack is needed, the Ninja's natural affinity for throwing weapons comes to the fore. Throw allows the Ninja to launch a single weapon or object with devastating force and accuracy at an opponent - treat this as a normal Attack Action that receives a +6 bonus to ACC. Use the thrown weapons stats for calculating damage, not the weapon the ninja currently has equipped (unless, of course, they are one and the same). Damage is always calculated using the Ninja's DEX Attribute, even in case of weapons whose damage normally defaults to STR or other. For example, a ninja who throws a Tier 4 Blade at the foe would deal (DEX x 4) + 2d6 points. This technique does comes with a price, however; anything used in conjunction with Throw will be irretrievably lost and destroyed for good. The only exception to this is items with the Indestructible property, which are still unavailable until after the battle is over, at which point they can be retrieved normally. A Ninja may throw Improbable Weapons as well, dealing standard damage with them based on what Tier they effectively act as see p. 113 for more on this. As always, the GM is well within his rights to rule that certain Improbable Weapons would have additional special effects, and a Ninja can only Throw what he can conceivably lift. Throw can damage opponents who are up to a Medium range away.

47

Job Abilities
Image Slow, Self
Utilizing secret ninja magic, the character creates several shadowy simulacra to absorb enemy attacks. They move and act as the Ninja does, making it nigh-impossible to tell which target is the correct one. Image creates two self-copies, each of which grants a bonus of +2 EVA to the Ninja while they are active. Each time the Ninja is targeted by a magical or physical attack, one of the copies vanishes, thus reducing the evasion bonus granted. Thus, after the Ninja has been attacked twice, the effects of Image ends. This ability can be used a number of times per session equal to the Ninjas SPR rating.

Shatter Weapon Standard, Single


Ninjas are renowned for a variety of unique and often dirty tactics. This ability is one of the most renowned in a ninjas repertoire. After making a successful melee attack, the Ninja may choose deal 0 damage and instead, shatter a weapon the target is currently holding. The Ninja makes a STR check opposed by the opponents STR or DEX, whichever is higher. If the Ninja wins the weapon is destroyed, and if the foe wins there is no effect. Broken weapons can usually be reforged for 25% of their normal price half what it would cost to create a weapon from base materials. It still takes several days or more, and many targets without their weapons are helpless indeed. This ability may only be used once per combat. Obviously, weapons with the Indestructible property are immune to this attack.

Grim Reaper Passive, Self


While many warriors believe that battles need to be long, drawn-out affairs, most ninjas seek to perfect the art of the single strike - ending combat with one precise cut before their enemy can react or respond. All attacks made by the ninja in the first round of each combat result in a critical hit on an accuracy roll of 9-12 instead of the standard 12.

Beso Toxico Passive, Self


The Ninja has practiced with various poisons and deadly natural toxins, and their attacks now leave wounds that even the most powerful magic cannot heal. The character treats all non-Improbable Weapons they wield as though they possessed the Spell Effect: Virus property. As always, this means that as a standard action or on a critical hit, the ninja can cast the Virus spell, which negates all healing a foe could receive. In addition, the Ninja can cast the Sickness spell once per session undetected, allowing them to debilitate the health of their targets, softening them up for a later assassination or even allowing them to pin the blame of the death on natural illness.

Shadowbind Passive
Though many of a Ninjas foes will contemplate fleeing, this ability ensures they stay precisely where the Ninja wants them the character can stop his opponents by anchoring their shadows to the ground. After obtaining this maneuver, whenever you successfully damage your foe with the Throw ability, there is a 50% chance that the target will be inflicted automatically with the negative status effect Stop, lasting until the beginning of your next turn.

Ninjutsu Tool Mastery Passive Sunken State Slow, Self


After utilizing this ability, the effective Stealth of the Ninja is increased by +4, or +6 if under the cover of darkness and shadow. The effects of Sunken State are lost as soon as the Ninja performs a combat-based action (such as using a different Job ability or attacking), or upon taking damage. Furthermore, the EVA score of the ninja is increased by their (newly adjusted) Stealth skill. This ability may be used a number of times per session equal to the Ninjas INT rating, and lasts until broken. In addition, the Ninja can cast Twilight as an Instant action once per session with no MP cost. A Ninja with this ability specializes in the unique and usually illegal tools and methods passed down from clan to clan for generations, and knows where to obtain them through underworld contacts. Smoke Bombs and all of the Black Market Goods listed in the equipment chapter can be purchased for 50% of their normal price. The ninja may carry any number of these items at a time, and they dont count toward the maximum number of items a character may have in his inventory. Finally, the Ninja deals an additional damage step with all black market goods and Improbable Weapons when he uses the Throw ability to hurl them at enemies.

Evade Magic Passive, Self


The character moves with such speed that even the most accurate of spells have difficulty singing her skin or slowing her down. Upon taking this ability, whenever any enemy attempts to cast a single-target spell on the Ninja, they must roll (2d6 + INT rating) and beat the Ninja's EVA score with the result in order for the spell to succeed. Spells that fail in this way still cost MP and use the enemy's turn. The Ninja is unable to evade Group-target spells.

Unspell Standard, Single


With a simple two-fingered gesture, the Ninja strips his foe of any magical protections. This ability functions exactly like the Dispel magic, removing all positive status effects that currently affect the target, though it requires no MP to use. This ability can be used a number of times per session equal to the Ninjas INT rating, and can affect targets up to a Medium range away.

48

PALADIN

The Paladin is a sacred knight, following in the footsteps of the infinite mercy and justice of creation, the powers of Holy - and they are chosen by the light they follow, not the other way around. Although there are many who have one or several of the qualities that make a Paladin, only those who are truly the epitome of purity are so blessed to become one of these famed knights. You fight for higher causes and better days; truth guides your sword and chivalry your every action Paladins are symbols of honor and nobility and are welcomed wherever they go, usually clad in shining heavy armor and carrying a great shield. They are capable of shielding another party member from danger and can channel the Holy energies of the light through their swords, making them awesome warriors indeed.

HP/level: +7 MP/level: +3 Weapons: Arcane, Blade, Reach Armor: Light, Medium, Heavy, Shields Skill Points: 14 ACC: 1 + STR or SPR rating EVA: 6 + DEX rating Spell Rank 1 2 3 4 5 Level 1, 2, 4, 6 8, 10, 12 14, 18 22, 26 28

Epic Ability: Invincible Instant, Self


Of all the powers in all the world, none is as simple, and flawless, and all-encompassing, as the Paladins. By spending 3 or more points of Destiny, a Paladin may instantly negate all damage and effects that he would receive from all attacks. The effects of this ability last for a number of rounds equal to the number of Destiny expended in its usage. In addition, all damage dealt from the Paladin is treated as Holy M.ARM damage for the duration of Invincible is active. All damage taken from effects such as Cover is also nullified while the Paladin is Invincible. This Epic Ability may be used at any time, even when it isnt the Paladins turn.

Innate Ability: White Magic Instant, Self


Though inferior to a true White Mage, a Paladin is capable of wielding a large amount of Holy energy, channeled through their blades and bodies.

49

Job Abilities
Cover Instant, Special
Though a powerful natural combatant, a Paladin's training also takes into account the well-being of their allies, teaching them to sacrifice themselves if another's life is at stake. The Paladin chooses an ally to be covered; until the Paladin chooses a new target, they will keep a watchful eye on this ally and guard them from injury. Whenever the Covered target is struck by ARM Damage, the Paladin may leap in front of that ally as an Instant action. All damage that would be taken by the ally is instead applied to the Paladin (using the original targets ARM and M.ARM scores). The Paladin may only Cover one ally at any time. Cover can only be used if the Paladin is not afflicted with an effect or status that would prevent them from reaching their target or taking an immediate Instant action of their choice (such as Stop, Slow, or Charm, among others), and the ally must be within a Medium Range and not obstructed by obstacles that would prevent the Paladin from reaching them (such as being in another room).

Pure Soul - Passive


With this ability, a Paladin gains a powerful resistance to enfeebling magic. The Paladin receives a +3 bonus to rolls to resist the effects of negative status effects. This ability may be taken multiple times.

Avenger Passive, Self


Some paladins have taken the stance that the best defense is a good offense, and as such focus more on their skills with a blade than protecting their vulnerable allies. When the Paladin is at 75% or more HP, she deals additional damage with all attacks. If a weapon or spell was to do (STR x 1) points of damage, it would now do (STR x 2) instead, and so on. This ability may be taken multiple times, increasing the damage step by 1 each time.

Leadership Passive, Local


You will combat evil even to the ends of the earth, and are a symbol of hope for your comrades. The Paladin, all allies and friendly humanoids are Immune to Fear, Berserk, and Charm when they are within a Medium Range of you. A Fighter with the Berserker ability may still use it to willingly afflict himself with the Berserk status, and former foes who have been Charmed to fight on your partys side are also unaffected.

Holy Circle Standard, Local Allies


The Paladin raises his blade to the sky, parting the clouds and encasing the party in a beam of divine light. This ability grants the Paladin and his allies the Undead Killer ability on any weapon they wield for a number of round equal to the Paladins VIT rating. Undead Killer allows them to inflict 200% damage against Undead-type monsters with all attacks. This ability may only be used once per session.

Saints Cross Passive, Local


The mere presence of the Paladin helps spur allies towards greatness and lessen the damage they take from magic-based assaults. The character and all nearby allies receive an automatic bonus to M.ARM equal to the Paladins job level.

Shield of Light Instant, Self


The Paladin glows with a heavenly light and braces themselves. If the Paladin takes damage before the start of their next turn, they retaliate, making an immediate counterattack that deals 100% M.ARM Holy damage that ignores M.ARM and Shell. Furthermore, while Shield of Light lasts, the Paladin gains the Indestructible property on any Armor he may be using, including Shields. This ability may be used a number of times per session equal to the Paladins INT rating.

Radiant Aura Instant, Group


The Paladin glows with a divine, astral luminosity, causing foes to recoil and shield their eyes. All enemies within a Short Range of the Paladin when Radiant Aura is used are afflicted with the negative status effect Blind until the ability ends Even better, Radiant Aura inflicts Blind on Fiend or Undead enemies even if they are normally immune to the status. even if the target is normally Immune to Blind. Radiant Aura lasts for a number of rounds equal to the Paladins SPR rating. This ability may be used once per session and may be used at any time, even when it isnt the Paladins turn.

Last Stand Passive, Self


When the Paladin is at 25% or fewer HP he receives 200% healing from all White Magic spells, job abilities, items and weapon properties, excluding Regen and its superior version, Aura.

Sentinel Special
More than one Paladin has lamented the difficulty of channeling magic while dealing with monsters intent on using you as a toothpick. Whenever a character with this ability would lose his Slow-casting spell due to a knockback, critical hit, etc, he may choose to use Sentinel and continue casting. If multiple sources of damage attempt to interrupt the cast, then Sentinel must be used multiple times. This ability may be used a number of times per session equal to the Paladins SPR rating.

Astra Instant, Single


The Paladin is capable of protecting an ally by focusing his will to create a magical shield. The target ally negates all effects and damage from the next attack they receive, at which point the benefit of Astra is lost. This ability cannot be used on the Paladin, nor can more than one ally have the benefits of this ability at any given time. However, Astra can be used even when it is not the Paladins turn. This ability may be used once per session.

50

RANGER

Rangers are also known as Hunters or Snipers or, depending on if they utilize modern weaponry, Gunners or Fusiliers and they specialize in fighting with ranged weapons. These patient and precise warriors hone their art through skill and a few subtle (and not-so-subtle) tricks. Often protective of their homes, Rangers often prefer either the wilderness or a heavily urban setting. They use their environment to their advantage to overcome much more dangerous foes. With a ranged weapon in hand, these ever-vigilant adventurers can make accurate attacks that other Jobs can only dream of, cripple enemies by aiming for specific parts of their bodies, and utilize other practical abilities that make them invaluable to any party.

HP/level: +6 MP/level: N/A Weapons: Concealed, Ranged Armor: Light, Medium Skill Points: 16 ACC: 1 + DEX rating EVA: 8 + DEX or INT rating

Epic Ability: Sharpshot - Instant, Self


In times of great need, its almost like an invisible hand is guiding a Rangers attack. By expending three points of Destiny, the Ranger is capable of making their next attack action Instant and causes the attack to be flawlessly accurate and unable to miss. It also ignores the targets ARM score, but cannot be a critical hit or a limit break. If the attack is a ranged attack, the Sharpshot can strike a target at any distance, generally even if it is a beyond conceivable firing distance. A Ranger on a mountain ten miles away from the nearest forest could pluck an apple from a tree with this attack. They could tie a message to the shaft of an arrow and have it imbed itself in the wall next to its intended recipient. They could make a bullet follow the curvature of the entire planet in order to strike a nearby enemy in the back, and so on. As long as the character is not restricted by walls or other barricades, they can shoot anything, anywhere. Sharpshot cannot be negated by other, non-epic Job Abilities (such as Third Eye or Juggler) and may be used at any time, even when it isnt the Rangers turn. Sharpshot can be combined with the Ranger abilities Disabling Shot and Sidewinder.

Innate Ability: Reflexes Passive, Special


While normally most comfortable fighting at a distance, a Ranger who is forced into melee with enemies is hardly defenseless. While being able to dodge a blow or dive out of the way of incoming fire is a handy trait for any character to have, Rangers have taken this outlook to an extreme. Relying on instinct and pure quickness, they are so adept at dodging attacks that foes are just as likely to hit other, nearby monsters as they are the Ranger. Whenever an adversarys attack misses the Ranger due to evasion, the Ranger may choose to have the attack deal damage to another, second enemy within Short Range instead. Reflexes therefore makes Rangers extremely adept at handling entire groups of enemies at once, as they turn their foes own imprecise attacks back at each other.

51

Job Abilities
Ammunition Standard, Self
While not all Rangers use arrows or bullets, those who do are always ready with ammo for any occasion. By quickly drawing different types of arrows from their quiver, reloading a pistol with elementally-aligned shells, magically altering the properties of their floating surfboard or whatever, the character is able to constantly exploit the weaknesses of his enemies. As a Standard action, a Ranger may choose to add any of the following Weapon Properties to their currently-equipped Ranged weapon; Fire Strike, Earth Strike, Water Strike, Wind Strike, Lightning Strike, or Ice Strike.

X-Fight Slow, Special


Letting loose with everything hes got, the Ranger can unleash a rapid fire volley of attacks to his opponents, firing up to four times. The Ranger makes four normal attacks, targeted on either one or multiple enemies. Each attack does only half damage, and none of the attacks can be a critical hit. This ability may be used a number of times per session equal to the Rangers STR rating.

Camouflage Passive
The Ranger is at home in his environment, able to deliver precise shots without being detected. You may add half of your Survival skill (rounded up) to your Stealth skill on all checks.

Take Aim - Slow, Single


Take Aim uses training and patience to find the perfect moment to attack. The Ranger is able to track his target perfectly, capable of landing shots even in situations where it would seem impossible. Upon using Take Aim, the Ranger receives a +10 bonus to ACC on his next attack roll. This ability can also be used outside of combat for granting a +5 bonus to any skill involving precise and silent aimed shots, such as firing a grappling gun up a castle wall.

Trick Shot Passive


The Ranger is a master marksman, capable of making ranged attacks that initially seem impossible. By declaring a Trick Shot, the Ranger is capable of banking a ranged attack off of surfaces before it reaches its target. For each surface a Ranger wishes to bounce a shot from, add -1 to the final result of the attack roll. Thus, a Ranger could shoot around a corner by banking a bullet off of a wall at a -1 penalty, or fire a bullet that bounces off several walls and shatters every source of light in the room at a much higher penalty, or other such feats. This ability may be used in conjunction with any other Ranger ability except for Sharpshot. The Trick Shot is ineffectual if the attack roll misses in the above example, a ranger would not be able to extinguish only one or two light sources on an almost-successful attempt.

Charge - Slow, Single


Another method used to increase the effectiveness of a Rangers assault is simply to wait for a perfect shot. This is a normal attack action which deals 50% more damage. A hasted Ranger can still choose to perform Charge as a Slow action if they so choose.

Disabling Shot - Standard, Single


The Ranger fires a well-placed, crippling shot intended to cripple the targets fighting ability. Make a normal attack action on a successful hit, the target takes no damage but suffers penalties depending where the Ranger was aiming. Obviously, some creatures will be unaffected by this ability take size, lack of appendages, and similar considerations into account. Arms: The target drops any contents currently held in one hand, as chosen by the Ranger. This could by a weapon, a shield, or an item, and usually acts as a Disarm. Legs: The Target cannot Escape from combat with spells or abilities, nor can they attempt to Run Away. Vitals: The enemy suffers a -2 penalty to their ACC or EVA score, (Rangers choice) until the end of combat.

Blackout Passive
There are a myriad of targets on a foes body, but several of them are more appealing targets than others. The Ranger is treated as always having the Blind Touch property on any weapon he wields.

Sidewinder Instant, Special


The Ranger lets loose a barrage of extremely powerful missile attacks that send a foe hurtling backwards, attempting to pin them to a wall or the ground. After using Sidewinder, the Rangers next successful attack also causes a Medium Range knockback and causes Stop for one round. This ability may be used a number of times per session equal to the Rangers STR rating, and can only be used in conjunction with Ranged attacks.

Aerial Maneuver Passive


Though showy and ostentatious, a Ranger with this ability is capable of making precise shots delivered while diving or free-falling, and ignores all associated penalties when doing so. Furthermore, after being affected by a knockback or while in midair (after leaping from a great
height for example. The ranger cannot, say, hop in place to obtain this bonus), the Ranger receives a +2 bonus to his

Advice Standard, Group


The character takes a moment to locate an enemys weak point and announces it to his allies. Until the end of the Rangers next turn, one enemy loses access to the following special abilities; Controlled Defense, Unusual Defense, Status Touch, Counterattack, Magical Counterattack, and Regeneration. This ability may be used a number of times per session equal to the Rangers INT rating

EVA score until the end of his next turn when he lands.

52

RED MAGE

The Red Mage is the classic jack of all trades, a profession whose versatility stands in stark contrast to the regimented, often restrictive training of other Mage Jobs. Indeed, rather than keeping their examinations confined to a single school of magic, these versatile spellcasters satisfy curiosity (and often, boredom) by dabbling in a little bit of everything. Still, as the manifesto goes, they are the jack of all trades - but masters of none. Their versatility comes at the cost of power; but power is rarely the final goal of a Red Mage, as most prefer to dedicate their lives to the constant pursuit of the unachievable and doing so with style. The quintessential free spirits, Red Mages tend to dress elegantly and flamboyantly, using the romantic idealism of swashbucklers as a template. This carries over into their choice of arms; they are particularly adept with bladed weapons, preferring to fight with rapiers, sabers, and other weapons that allow them to take full advantage of the additional mobility afforded by their light armor. Though other spellcasters may find Red Mages a little too flighty for their liking, there is no denying that their palette of abilities is a potent one.

HP/level: +3 MP/level: +2 Weapons: Arcane, Blade Armor: Light, Medium Skill Points: 16 ACC: 1 + DEX or SPR rating EVA: 6 + DEX rating Spell Rank 1 2 3 4 Level 1, 1, 2, 4 6, 8, 10, 12 14, 16, 18, 20 22, 24, 26, 28

Epic Ability: Doublecast - Instant, Self


One of the most famous abilities of the Red Mage, Doublecast allows for exactly that the rapid chain-casting of two powerful spells back to back in a single turn, usually followed up by a flourishing melee attack. Upon using this ability, the Red Mage may use any two spells he knows as Instant actions for no associated MP cost.

Innate Ability: Red Magic Standard, Varies


White and Black are not destruction and harmony. They're not even diametrically opposed. True mages know how to grab the reigns of both, instead of being too afraid to combine the awesome offensive power of Black Magic with the healing and support of White Magic. Red Mages can choose spells from either the Black or White magic lists. However, this lack of specialization creates a special limitation Red Mages will never have access to the most powerful of magic, forever unable to take Rank 5 spells.

53

Job Abilities
Charismagic - Special
Most Red Mages scoff at the notion that magic takes years of diligent study to understand, and years more to learn. They wield raw power with only limited understanding but a great deal more practice than the Mages who garb themselves in robes of black or white, and direct powers beyond their understanding with a flair and flourish. The character may now substitute his SPR score for his INT score for the purposes of calculating MP per level as well as for all spells.

Runic Standard, Local.


The Red Mage uses their weapon as a sort of magical lightning rod, focusing a spell's own magic power into their body. Runic absorbs and negates the first spell cast in the Red Mage's presence, be it from friend or foe. Runic lasts until the Red Mage either successfully absorbs a spell or until the start of his next turn. After a spell is absorbed by Runic, the Red Mage gains MP equal to the spells casting cost. Summons spells are unaffected by Runic. This ability may be used a number of times per combat equal to the Red Mages VIT rating.

Spellblade Slow, Single


The character can invest a portion of magical energy in his or his allies magical weapons, granting them the Spell Effect property for any single spell of Tier 4 or lower that the Red Mage is able to cast. The character using this weapon will be able to then cast the spell directly from the weapon upon landing a critical hit, or as a standard action for no MP cost at a 25% chance of breaking the equipment, even if they are not normally able to use magic. The effects of Spellblade last until the end of combat and may be cast on multiple different allies simultaneously.

Crimson Seal Instant, Self


While most spells are Slow actions - that is, they don't activate until the start of the user's next turn - Red Mages have undergone a great deal of training to speed up their spellcasting to be superior to other mages. After activating Crimson Seal, casting any non-summon spell now takes only a Standard action as opposed to a Slow Action. This ability may be used a number of times per session equal to the Red Mages SPR rating.

Magic Burst - Passive, Self


Following up a dazzling burst of magic with a physical strike is standard fare for these versatile casters, and it gives them a significant edge in combat. By using their natural hybridization to their advantage, the Red Mage can use magic to cloak and distort his actions while he engages in melee combat, or just use some of the left-over energy to give his rapier strike an extra boost. Whenever the Red Mage makes an attack roll against a target that was affected by one of their spells in the same round, they receive a +2 bonus to their ACC and EVA score or increase their damage by one step players choice. These bonuses last until the start of the Red Mages next turn.

Allure Standard, Self


With little more than a tip of his hat and a charming smile, the Red Mage can get precisely what he or she wants even if it means turning a newly-enraptured foe against their former allies to save the mages skin. The character chooses a single Humanoid-type foe of the opposite sex (or otherwise potentially interested), designates it to be the target, then makes an opposing SPR check. If the Red Mage is successful the target is affected by the status effect Charm until the end of the current combat or until the Red Mage has departed. This effect is broken if the Red Mage or any of his allies attack the creature in question. Allure may be attempted only once per combat.

Overwhelm - Special Divert Spell - Special


The character is capable of redirecting spells mid-cast, sending even the most powerful of magicks boomeranging out of control across the battlefield. Once per combat, the character may grant himself or one enemy the Auto-Reflect status, lasting until the start of the Red Mages next turn. This ability may be used at any time. Red Mages exult in the sheer power of free flowing magical energies, and nothing is more ripe for harnessing than spells that ricochet wildly after bouncing off a Reflected target. Even if it isnt his turn, the Red Mage can declare hes using Overwhelm whenever any spell is Reflected. After doing so, the spell will deal 200% of its original damage or healing. This ability may be used a number of times per session equal to the Red Mages INT rating.

Natural Aptitude - Special


The Red Mage is experienced and worldly, having dabbled in even the most obscure skills. Whenever the Red Mage employs a skill that he has invested two or fewer points into, he gains a +2 bonus to the roll. This even applies to nonexistent skills such as Lore (Tapestries) or Animal Husbandry.

Sagacity- Special
The character is a Sage, and has dabbled in even the most obscure magical arts. Sages have obtained the ability to learn Time Magic in addition to the standard Red and Black schools.

54

SAMURAI

Samurai are tradition-bound warriors with deep beliefs in what is known as Bushido. Literally translating to 'the path of the brave warrior', the Samurai's code of martial conduct is one which stresses bravery, honor, chivalry and selfdiscipline in as well as out of battle. These ethics places as much emphasis on nobility as it does on strength, however, a Samurai is a versatile combatant not to be reckoned with. Though many Samurai are also trained in the arts of mounted combat and archery, able to engage their opponents up close as well as at a distance, their weapon of choice is almost always a blade. Skilled swordsmen, the secret of the Samurai's success with their weapon of choice lies in its construction; the metal of the katana entraps a nature spirit, or Kami, bound to the weapon during the forging process. Learning how to free these imprisoned spirits is an integral and long-winded part of the Samurai's training. Samurai who distinguish themselves through their accomplishments in battle will eventually learn to expand this talent into harnessing the power of free-roaming Kami. They are often seen moving bare-footed over lakes on cushions of water spirits or travelling through the bitterest cold cloaked by fire Kami.

HP/level: +5 MP/level: N/A Weapons: Blade, Ranged, Reach Armor: Medium, Heavy Skill Points: 14 ACC: 2 + STR or DEX rating EVA: 8 + DEX rating

Epic Ability: Duel - Standard, Varies


By expending Destiny, a Samurai may choose a single foe and battle him without interruption, engaging them in honorable one-on-one combat. Duel lasts until either the Samurai or his chosen opponent is reduced to 0 hit points and lies at the feet of the other. Duel is subject to a few important restrictions. First, neither the Samurai nor his target can receive aid from their allies in any fashion; whether this be through group combat bonuses granted by Job Abilities, spells that strengthen or heal, items tossed into the fray, or any similar attempt. They simply have no effect on the Samurai or his opponent. Secondly, no other individual may alter the course of the Duel by damaging or targeting the Samurai or his opponent with detrimental effects. And finally, neither party may end the Duel prematurely or Escape from combat under any circumstances. However, the Samurai is rarely at a large disadvantage even when fighting foes much more powerful than he. While the Duel persists, each round of combat the Samurai has a passive 25% chance of being able to use a Limit Break that round as an Instant action for no Destiny cost. Limit Breaks performed in this way are not subject to the rules that the character must be below 25% health to use the maneuver. Once the fight has ended, normal rules of reality reassert themselves.

Innate Ability: Draw Out Standard, Special


Draw-Out is a technique not to be taken lightly; as much as the Samurai value their katana, circumstances may force them to sacrifice their weapon to unleash the full force of the blade's spirit. By using their turn to shatter a Blade category weapon, the Kami trapped within is released. The character makes a normal attack roll that deals 200% ARM damage of the same elemental type as the Kami within the Blade. It also causes additional effects based on the following list. A Samurai may choose to use a lower tier Draw Out than the level of his current weapon tier if he so chooses.

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Weapon Tier 1 2

3 4 5 6

7 8

Effect Dispatch An unseen specter-sword slashes at the target. No additional effect. Bizen Boat Blue flame encircles the Samurai before engulfing one enemy. The Samurai receives the effects of Shell and Protect for one round, and Undead foes take 400% damage instead of 200%. Shooting Star A beam of white light blasts into one foe. The Samurai receives the effects of Haste for several turns. Tornado An enormous hurricane sweeps over the battlefield. All enemies are affected by the damage dealt with this Draw-Out and are Knocked Back a medium range. Purifying Blossom The party is basked in a brilliant white light. The MP of the entire party is restored, and all negative status effects (except Fear and Unconsciousness) are removed. Banishing Blade Five glowing spheres of energy decimate the target. The foe receives the effects of all the Samurai Break abilities all stats are reduced by 50% (rounded up) for several turns. Climhazzard The Samurai strikes multiple times before the katana shatters, in a lightningquick display of weapon mastery. 500% weapon damage is done instead of 200%. Ultimate End As the Masamune has never been used for this technique, nobody can say for certain what the results would be. Most believe it allows the user to rewrite reality to their whims.

The Samurai may only use this ability when the Blade weapon is actually in their possession, and when the Samurai uses Draw Out to intentionally destroy a weapon, the weapons elemental Kami is gone, even if the weapon is repaired. Thus, Draw Out may only be used once per weapon unless the character also has the Iaido Job Ability. (see the following page) A Samurai cannot use Draw Out when he is Charmed or Confused. Draw Out cannot be a critical hit, and even Indestructible weapons can be destroyed with Draw-Out.

Special: Unburdened Soul


Within each katana lives a Kami sword spirit an elemental manifestation of the Bushido. At times they can provide noncombat assistance to the wielder of their blade, able to exercise slight control over their element. For example, a Water Kami could allow the Samurai to breathe underwater or battle Roll Kami Element a foe on top of a lake's surface. A Fire Kami could allow the Samurai to pull orphans 1 Fire out of a burning building unharmed. Though powerful, the Kami are far from omnipotent, and never mischievous or 2 Earth 3 Wind malicious. When a Samurai synthesizes a Blade weapon, he may choose the 4 Water elemental type of Kami within his sword otherwise the elemental type is chosen 5 Lightning randomly, and does not naturally include Shadow or Holy elements. Blades that have the Elemental Strike or Element Enhancer property use a Kami of 6 Ice the same type where applicable.

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Job Abilities
Warding Circle Standard, Local Allies
There is no greater blight on this earth than the Fiends, creatures of supernatural descent serving the forces of evil. The warriors of Bushido seek to rectify that. This ability grants the Samurai and his allies the Fiend Killer ability on any weapon they wield for a number of round equal to the Samurais VIT rating. Fiend Killer allows them to inflict 200% damage against Fiend-type monsters with all attacks. This ability may only be used once per session.

Armor Break Slow, Single


A conflagration of blue flames blazes the enemy, searing flesh and bone. A single foe is afflicted with Armor Break, which reduces his VIT rating by 50%, rounded up. The foes ARM and MARM scores are reduced to zero for 4 rounds. Armor Break may only be active on one enemy at a time, and some bosses may be immune to this ability.

Third Eye Instant, Self


When used, all damage and effects from a Singletargeted physical or magical attack will be negated. Ineffective against limit breaks, multi-hit abilities, and some Boss abilities. This ability may be used at any time, even when it isn't the Samurai's turn, and may be used once per combat.

Magic Break Slow, Single


The world seems to darken as the Samurai propels a glowing silver sphere of energy at the target. A single foe is afflicted with Magic Break, which reduces his INT rating by 50%, rounded up. All INT-based damage and healing is halved for 4 rounds. Magic Break may only be active on one enemy at a time, and some bosses may be immune to this ability.

Ikishoten - Passive
Of all the types of warriors that scatter the land, none is more dangerous in single, one-on-one combat than a Samurai. Increase all damage by one step - if a character's attack was to do (STR x 1) points of damage, it would now do (STR x 2) instead, and so on. This ability is only active if all of your allies are unconscious, or you battle a foe without their assistance. This ability can be taken multiple times, increasing the damage by one additional step each time.

Iaido - Passive
Iaido is the smooth, controlled art of drawing a blade from its sheath, striking an opponent, removing blood from the blade, and then replacing the sword in the scabbard in a single motion. By learning this art of graceful strikes, a Samurai becomes more adept at calling forth a blades true power without damaging the sword. Whenever a Samurai uses Draw-Out, there is now a 25% chance that the katana will not be destroyed and that Draw-Out can be used again with the same weapon. This ability can be taken multiple times, up to a maximum percentage of 50%.

Soul Break Slow, Single


Intangible cherry-blossoms swirl around the target, burning into his very soul. A single foe is afflicted with Soul Break, which reduces his SPR rating by 50%, rounded up. Any magical resistances, such as Absorbency or Immunity, are lessened by one step. For example, an Immunity becomes a Resistance instead. Furthermore, all SPR-based damage is halved for 4 rounds. Soul Break may only be active on one enemy at a time, and some bosses may be immune to this ability.

Speed Break Slow, Single


An angry swarm of red and blue energy emerges from the katana, ripping into the Samurais foe. A single foe is afflicted with Speed Break, which reduces his DEX rating by 50%, rounded up. The targets EVA, ACC, and all DEX-based damage is halved for 4 rounds. Speed Break may only be active on one enemy at a time, and some bosses may be immune to this ability.

Two-handed Grip - Passive


Samurai have spent many years learning to fight with their single, chosen weapon, and they can use it to deadly effect. A Samurai cannot be disarmed if he does not choose to be, whether through spells, limit break effects, or combat maneuvers. In addition, the weapon receives the Indestructible property.

Flawless Form Passive, Special


The Samurai eschews the use of armor, garbing himself in humble, simple garments that never hinder the characters movements they use superior swordsmanship to parry and deflect attacks. When not wearing Armor of any type, the Samurai is treated as having an ARM and M.ARM score of equal to double his current level. Thus, a level 8 Samurai would have 16 ARM and M.ARM. When the character reaches level 20 or higher, the bonus granted from Flawless Form is triple the characters level instead. A level 25 Samurai would have 75 ARM and M.ARM.

Power Break Slow, Single


An unearthly whisper seems to flow from the Samurais blade which brings even the strongest foes down. A single foe is afflicted with Power Break, which reduces his STR rating by 50%, rounded up. All STR-based damage is halved for 4 rounds. Power Break may only be active on one enemy at a time, and some bosses may be immune to this ability.

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THIEF

The Thief is a master of taking what they like. Some accomplish this with stealth, emerging from the shadows for split seconds before fading back into near-invisibility. Some employ misdirection and confusion, sowing chaos while they pilfer the goods. Others are little more than glorified thugs and back-alley ruffians, muscling their way to wealth. Whatever the case, stealing is the Thiefs forte, both in the heat of battle and out of it, and it is an art they have taken to a whole new level.

HP/level: +5 MP/level: N/A Weapons: Blade, Brawl, Concealed, Ranged Armor: Light, Medium Skill Points: 18 ACC: 1 + DEX rating EVA: 8 + DEX or SPR rating

Epic Ability: Master Thief - Instant, Self


At the pinnacle of their livelihood, the perks to becoming a Master Thief (even for a moment!) are threefold. First, the activation of this ability turns the Thief into a blur of motion, capable of evading all physical attacks. They are treated as having an impossibly high EVA score, but can still be automatically struck (by a critical hit or the Rangers Epic Ability, for example), damaged by magic, or affected by status conditions. Secondly, Master Thief allows the user to expand the list of things he can steal from a hapless opponent even further whilst this epic ability is active, the user may use their Innate Ability to Steal Exp or Steal HP from their target! Steal HP and Steal Exp may only be attempted one time each per usage of this Epic Ability, successful or not. When you successfully Steal HP (with a standard Thievery roll opposed by STR or DEX, as outlined in the Innate Ability paragraph below) the target loses 50% of their remaining hit points, which are added to the Thiefs total hp directly. Steal Exp functions much the same way the target loses 1 EXP and the Thief gains 1 permanently. If the target is a monster (who generally do not possess EXP) or the loss of an experience point would cause the target to lose their most-recently-gained level, the target does not suffer any loss but the Thief still gains 1 point of experience regardless. Lastly, Master Thief grants the character a +6 bonus to Steal skill checks while it remains active. This Epic Ability may be used at any time, even when it isnt the Thiefs turn, and the effects of Master Thief last until the character takes damage.

Innate Ability: Steal - Standard, Single


The hallmark of the Thief is the ability to Steal from anyone, anytime, anywhere - including in the midst of battle. You may use the Thievery skill to pickpocket in combat, and with a much wider variety of possibilities at the GMs discretion; often everything from snatching your opponent's weapon to the clothes off his back, proving once and for all that the hand is indeed quicker than the eye. In order to Steal in the midst of combat, an opposed check is required the Thief rolls his Thievery skill versus the opponents STR or DEX rating, whichever is higher. A success means that the Thief managed to nab his chosen prize, where a failure means that Steal has no effect. The Bestiary lists the items that can be stolen from any given monster, but creative Thieves will certainly find better uses for this ability than simply lining their pockets and Disarming enemies. Outside of a combat situation, there is literally no limit to what can be stolen with a Thievery skill check at appropriately high difficulties, and characters are encouraged to be outrageous in the use of this ability. Entire fleets of airships, voices, SOULSthese are all legitimate targets for the use of the Thievery skill for a thief, assuming they call deal with the Godlike and Impossible difficulties the GM will surely declare such rolls to be and rightly so!

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Job Abilities
Flee Passive
Nothing no, NOTHING catches a Thief. The character may now move a Medium Range instead of a Short Range as an Instant action on each of their turns, making them the kings of battlefield mobility. In addition, a character with Flee never has to make Escape checks to Run Away in combat it is assumed that they always automatically succeed if they choose to do so. A Thief still cannot Run Away unless his allies are successful on their Escape checks, however.

Mug Passive
No longer content with simple larceny, the Thief has achieved the pinnacle of armed robbery, able to deliver punishing blows to his enemies even as he rifles through unprotected pockets. Whenever you roll a critical hit, you may also Steal the item carried by the given monster as an Instant action, without needing to make an opposed check. If the monster no longer has the item to Steal, the Thief receives (100 x Enemys Level) gil instead.

Assassin's Kiss Passive Treasure Hunter - Passive


The Thief has obtained a sixth-sense, able to spot danger and treasure! before the rest of his party. You may choose to use your Thievery skill in place of your Awareness skill on all checks. The Thief is capable of taking advantage of helpless foes, and able to perform vicious strikes. When striking a target who is affected by the negative status effects Stop, Stun or Sleep, or otherwise denied their EVA score, your damage is increased by one step. That is, a weapon that would normally do (DEX x 1) points of damage would now do (DEX x 2), and so on. Targets affected by a Thiefs Feint ability fall under this category as well. This ability can be taken multiple times, increasing the damage by one additional step each time.

Steal the Spotlight - Special


Whenever the Thief spends Destiny to add an additional d6 to any roll, there is a 50% chance that the Thief will receive the bonus dice, but not actually lose any Destiny if the roll succeeds. For example, a character could spend 3 points of Destiny to increase his Steal check up to 5d6 plus his Thievery skill. If the check is successful, the GM flips a coin or otherwise calculates the 50% chance if the Thief is lucky, he retains all the Destiny he would have spent.

Flimflam Special
In an unusual maneuver, the Thief is able to steal even the very protective auras possessed by his foes, and use them as his own. Upon obtaining Flimflam, the Thief can now use his Steal ability to pilfer positive status effects. As always, the Thief rolls his Thievery skill versus the opponents STR or DEX rating, whichever is higher. If he succeeds, one positive status effect Shell, Protect, Auto-Life, Haste, or the like of the GMs choice is removed from the foe and added to the Thief instead. The remaining duration of the status effect (if it has one) does not change.

Sleight of Hand Passive


The Thief is a master of misdirection and deception, capable of directing his targets attention elsewhere whilst he rifles through their pockets. After obtaining this ability, Thievery skill checks can no longer be opposed with an Awareness roll proving that the hand is indeed quicker than the eye. Furthermore, the Thief gets a +1 bonus to his Thievery skill. This ability may be taken multiple times, increasing the skill bonus by +1 each time.

Master of Disguise Standard, Single


The Thief moves through his enemies ranks and vanishes into their midst, disguising himself as one of them. The Thief makes a Disguise skill check in combat, opposed by an INT check made by each of his enemies separately. The Thief gains a +2 bonus to this check if he had previously used Steal to grab a tuft of hair, uniform, or other item to make the impromptu costume more believable. Each enemy who fails the check to see through Master of Disguise will be convinced the ally is one of them until that foe takes damage from the character. (Monsters arent too bright, and its a really good disguise.) Collateral damage (such as Group or randomly targeting attacks) can still happen, but the monster will not attempt to exclusively target the Thief. As mentioned, this effect is broken if the character attacks the creature, but otherwise lasts until combat ends. Notorious Monsters, Bosses and End Bosses wont fall for Master of Disguise.

Feint Standard, Single


A Thief is capable of performing a bluff attack to throw his opponent off-guard, making him easier for his allies to hit. Make a standard attack action if successful, the Thief deals 0 damage but sends his opponent reeling, causing them to have an effective EVA of 0 until the end of the Thiefs next turn. This ability may be used a number of times per session equal to the Thiefs INT rating.

Preemptive Footwork Passive


Using lightning-fast reflexes, the Thief can start moving before the rest of the party. After obtaining this ability, a Thief may always act in Pre-emptive combat although he won't always know what's going on. Furthermore, the Thief may make an immediate physical Counterattack whenever they take damage in the PreEmptive Round.

59

TIME MAGE

Sometimes called Dimension Mages, Time Mages tap on the forces of time and space. In reshaping the elusive power of the cosmos, they can freeze an opponent in their tracks or rain flaming meteors down upon them, force objects to age thousands of years in the blink of an eye, or banish someone into another reality entirely. The most powerful are capable of folding up history and travelling across the eons by sheer willpower alone a fact that makes most other spellcasters glad of the Time Mages' relative scarcity. While other Jobs generally have a variety of weapons at their disposal, most Time Mages are seen bearing rather complicated staves. In fact, a Time Mages staff is something of an oddity. Due to their natural forgetfulness, many of the founding members of this magical school chose to attach items of sentimental value to their staves to remind them of the past. Many fledgling mages have chosen to follow this tradition out of respect to the originators of Time Magic. Feathers, wedding rings, pocketwatches, articles of clothing of their fallen comrades, all these and more can be found attached to a Time Mages staff, and this fact has served as the punchline for many a joke. If the mages are offended by such humor, they generally give no indication.

HP/level: +2 MP/level: +3 Weapons: Arcane Armor: Light Skill Points: 16 ACC: 0 + DEX or STR rating EVA: 8 + DEX or INT rating Spell Rank 1 2 3 4 5 Level 1, 1, 3, 4, 5 6, 8, 10, 12 14, 16, 19 21, 24, 27 28, 30

Epic Ability: Cosmic Standstill - Instant, Self


The Time Mages total understanding over the primal forces that drive the universe itself allow him to do the unthinkable stop time. The entire universe comes to a quiet halt with the Time Mage at the center of everything, giving the user of this galaxy-altering spell a few precious minutes outside the flow of reality. Upon casting Cosmic Standstill, the Time Mage immediately takes a number of additional rounds equal to the number of points of Destiny spent, with a minimum of 3. They may perform any abilities, actions or skill checks they like during this time, even actions that may not normally be performed while in combat. Enemies are treated as having 0 EVA while Cosmic Standstill persists, and the Time Mage cannot change the location of anything, whether animate or inanimate. Haste does not affect the number of rounds a Time Mage gets while Cosmic Standstill is active. Any spells the Time Mage casts during this Epic Ability are treated as Standard Actions that all happen simultaneously; a character cannot, for example, use Cosmic Standstill, dispel a foes Reflect status and THEN begin to blast away with magic. And finally, characters cannot cast the Hyperdrive spell during the effects of Cosmic Standstill.

Innate Ability: Time Magic Standard, Varies


Despite the name, Time Magic actually uses cosmic fundamentals to produce a wide range of effects the manipulation of gravity to attack, magnetic fields to protect, and the ability to halt the flow of time. Its practitioners harness the withering power of novas, lengthen minutes into years, and tear through the fabric of reality outright.

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Job Abilities
Rewind - Special
Being a true master of the time means never having to say I wish I would have. With this awe-inspiring ability, the Time Mage actually shifts himself and all nearby allies backwards in the time stream. Rewind may not be used in combat due to the absolute concentration required. Upon activation, the character chooses a number of hours that the party will travel backwards in time, up to a maximum of the Time Mages level. Be aware that the party only travels in time and not space, meaning they will arrive at the same physical location, merely earlier. The party can never encounter themselves nor cause a paradox, since they have actually rewound reality and started over. However, there is a very large downside to the usage of this ability. Upon activating Rewind, the Time Mage instantly ages; the character receives a -2 permanent loss to any one attribute of the GMs choice and appears to be roughly a decade older. A character who is reduced down to 0 in any attribute is instantly forever torn from reality and lost in time. By expending Destiny during the use of Rewind, the character can go back even further than a few hours up to 10 years for every point of Destiny spent, in fact, making the use of Rewind potentially a bizarre leap into the far past.

Telekinesis Passive, Special The Time Mage is capable of using nearby objects as a weapon as skillfully as a monk or master of improbable weapons, hurtling them towards foes with the power of his mind alone. All Improbable Weapons are now treated as Arcane instead of belonging to the Brawl category, can be hurled at Medium Range and usually also have additional effects as decided by the GM (such a gigantic boulder having Earth Strike, or a storm of feathers Blinding the target). Such weapons still usually deal STR-based damage unless combined with the Mind over Matter job ability. Furthermore, the Time Mage can Instantly cast the spell Tractor for no MP a number of times per session equal to their STR rating. Mind over Matter Passive, Special The characters ability to control the flow of gravity and the dimensions often allows him to perform feats of strength with nothing but the power of his mind. The Time Mage may substitute his INT score and rating for his STR attribute for just about everything; damage with STR-based weapons, determining accuracy, opposed skill checks, moving or throwing objects, breaking objects by overcoming their hardness, the Gravity and Gravija spells, determining maximum skill caps, and also for calculating the number of times per session they can use abilities tied to the STR rating. Blink Instant, Special By activating this ability, the Time Mage may automatically take an additional Standard action. This ability may be used at any time, even when it isnt the Time Mages turn, allowing them to interrupt an enemys round. Furthermore, due to the sudden movement disorientating his enemies, the Time Mage gains a +4 bonus to EVA until the start of his next turn. Blink can be combined with Haste to allow the Time Mage to cast spells on enemy turns. This ability may be used once per session. Magic Shield Special, Self Able to twist pure magical plasma into a type of defensive bubble, the Time Mage can lessen the physical harm caused by enemy attacks. The player may declare he is activating Magic Shield as a Standard action it then persists until it is cancelled as an Instant action, the characters MP becomes 0, the end of the game session, or when the character is knocked unconscious. While Magic Shield is active, all enemies who attack the Time Mage are treated as if they had the MP Damage weapon property 50% of the total damage they deal targets the Time Mages HP, and the other 50% targets their MP.

Phantom Weapon Instant, Special The Time Mage bends and shifts the dimensions, items instantly appearing in the characters hands out of thin air. A Time Mage with this ability is never caught unprepared, and he has access to his Inventory and equipment at all times no matter how far separated from his possessions he may be. Alternatively, the Time Mage may use this ability to send his possessions into some unknown dimension, where they remain safe and out-ofsight until they are needed. Levitate Passive, Self The Time Mage perpetually hovers several inches above the ground, and receives the effects of Auto-Float at all times. Floating characters take no damage from Earthbased spells and abilities, nor do they damage from falling. Stasis Strike Passive The Time Mage is exceptionally good at neutralizing and paralyzing his foes with magic. Whenever the Time Mage inflicts the negative status effect Stun on an opponent, the duration of the status effect lasts for one additional round. This ability can be taken multiple times. Etherite Passive Practical and levelheaded, the Time Mage has conducted extensive studies on items that restore the users magical potency. This ensures that the character gets the most out of such concoctions. Upon obtaining this ability, the MP recovered by items such as Ethers used by the Time Mage is doubled.

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WHITE MAGE

From the moment their training begins, White Mages are taught to be peaceful, humble, and kind. No matter the road that lies ahead of them, these virtues are taught to be the most important things in the world. They are the defenders of life, using their spellcraft to knit together wounded flesh or create glowing defensive charms around their allies. Given time and experience, White Mages can cure almost any ill, raise the fallen back to fighting strength, or even create barriers utterly impervious to physical damage. Far more patient in demeanor than the headstrong, temperamental Black Mage, these dedicated healers have given their entire life to working with not mastering the powers of Holy. Then there are those that have taken years to scratch the surface of the Esper world and have begun a Pilgrimage to seek the powers of the Espers themselves.

HP/level: +3 MP/level: +5 Weapons: Arcane, Huge Armor: Light Skill Points: 14 ACC: 0 + DEX or SPR rating EVA: 7 + DEX rating Spell Rank 1 2 3 4 5 Level 1, 1, 3, 4, 5 6, 8, 10, 12 14, 16, 18 20, 22, 24 27, 30

Epic Ability: Benediction - Instant, Group


Tapping into an immense reservoir of Holy energy, the White Mage becomes a living conduit for healing energy. A symphony of beautiful, otherworldly music resonates across the battlefield, and the White Mages body glows with an astral blue-white light. For a moment, one might even be able to see a pair of semitranslucent wings spreading outward from the mages shoulders. The HP of every conscious party member is instantly returned to maximum, and all negative status effects are removed. Unconscious characters are revived with 1 hp instead. This Epic Ability may be used at any time, even when it isnt the White Mages turn. Furthermore, Benediction may even be used when the White Mage is unconscious themselves.

Innate Ability: White Magic Instant, Self


White Magic encompasses a variety of useful and beneficial effects, tempered with a dash of offensive power for good measure.

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Job Abilities
Grand Summoner Special
Many mages argue over which school of magic is more useful - the destructive power of Black, the peerless support of White, the unique intensities of Blue, or the indispensable manipulation of Time. But all agree on one point - that none can compare to the limitless potential of Summoning. For some reason or another, it has long been known that White Mages are the mortals most in tune with the Espers, and are often capable of summoning them with very little effort. Upon taking this ability, the White Mage gains access to one Summon of her choice, based on her level. A White Mage who can cast only Tier 1 spells may only choose a Rank 1 Esper, whereas a White Mage who can cast Tier one, two and three spells may choose an Esper up to Rank 3, and so on. The Esper chosen by Grand Summoner may be a Party Esper or an Individual Esper these choices are all up to the individual player. It might have taken the party under its wing for reasons unknown, or manifest due to being spiritually tied to an ages-old heirloom in the characters possession, or anything else the player can dream up! And if this wasnt enough, the character now needs to only two Destiny to summon an Individual Esper instead of the standard three points.

Reckoning Passive, Special


The White Mage is a master of smiting her foes, bringing even the strongest of evil creatures to their knees. All offensive Holy and Wind spells now do increased damage; if such spells were to do (INT x 1) points of damage, they would now do (INT x 2) instead, and so on. This ability may be taken multiple times, increasing the damage step by one each time.

Blessed Existence Instant, Self


The White Mage leads a charmed life, avoiding harm in mundane, day-to-day activities with unsurprising alacrity. This same quiet protection can also be extended to the White Mages allies to protect them from distressing failure. The White Mage and each of their party members may reroll one skill check per session. Blessed Existence cannot be used to negate automatic failures from such things as a Gamblers Bad Luck.

Clear Mind Instant, Special


Being a battlefield healer is no easy feat; all too many White Mages have watched their spells fizzle when their allies need it most. To this end, they have learned methods to empower their magicks by putting more of themselves into their spells. Whenever a spell would be interrupted due to a knockback, limit break, critical hit, or teamwork attack, you may activate this ability. By paying the MP cost for the spell a second time, you may continue casting uninterrupted and the spell is not cancelled.

Divine Seal Instant, Self


By activating this ability, a White Mage is capable of imbuing her next healing spell with far more magical energy than normal. If it was to heal a target for (INT x 1) hit points, it would now heal the target for (INT x 2) instead, and so on. This ability may be applied multiple times to the same spell, and this ability may be used a number of times per session equal to the White Mages SPR rating.

Stronger Together Special


The White Mage knows that her patient understanding and selflessness isnt for nothing; by remaining altruistic and calm throughout her adventures, she leaves a lasting impression and even begins to inspire her allies. Thanks to the characters guidance, the party begins to discover a strength they didnt know they had. By spending 3 points of Destiny at any time, the White Mage can empower her allies; the character and all party members receive a permanent +1 bonus to any two different attributes of their choice.

Peaceful Messenger Passive


The White Mage is welcomed with open arms wherever they may travel, and their pleas to be heard are enough to give pause to even the coldest hearts even the most vile of individuals know that White Mages have the best interests of the masses at heart. You may add half of your Healing skill, rounded down, to your Inquiry and Negotiate skills on all checks.

MP Stroll Passive, Self


Simply by keeping their mind and spirit pure, the lifestream continues to flow into the character, rejuvenating them with magical energies. At the end of each combat encounter the White Mage recovers 25% of their total maximum magic points back passively. Upon taking a Fitful rest or partaking in Travel Rest, the White Mage also regains 100% of their MP instead of the normal value.

Body and Soul Special


The White Mage is capable of using and administering obscure salves and healing items in conjunction with their white magic, able to tend to their comrades quickly once battle has ended. Outside of combat, all conscious allies including the White Mage recover 100% of their maximum HP.

Shield Bearer Passive, Self


Some White Mages have been trained in the use of shields in addition to their basic magical education. Upon gaining this job ability, White Mages gain access to the Shield armor type.

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CHAPTER IV: DEFINING A HERO


Its not the net result that matters, its the day-to-day struggles people go through that makes ones life important. - Terra Branford Although having a name and a Job is a great start for a character, this chapter will explore how you can further develop your heros uniqueness through skills and quirks and get some great bonuses along the way. Well start with Shared Abilities. These are Abilities that every character has access to regardless of their chosen Job, and follow all the usual rules.

Animal Companion Passive


The character is accompanied in his journeys by a faithful animal, such as a trained dog or a mount, or something more exotic such as an elemental creation or robot. The Animal Companion is small or agile enough to avoid damage and status effects in combat; if the character controlling the Animal Companion is reduced to 0 HP or otherwise incapacitated, it will not act until its owner has been revived. Attacks from an Animal Companion cause damage which is insignificant enough that they do not bother participating in combat. Rather, they are versatile and skilled, able to follow simple instructions and relay information to their owner nonverbally. The exact powers of an Animal Companion are determined by selecting a combination of talents from the list below totaling 10. Unique (1): The creature is one-of-a-kind. Though this has no readily-foreseeable game advantages, GMs are encouraged to take note of this fact. Loyal (1): The Companion is fiercely loyal to its master, and can never be persuaded to act in any way contrary to the direct wishes of the PC.. Skilled (1): The Animal Companion has a certain talent that comes in handy for its owner a monkey trained in Stealth, for instance, makes an ideal pick-pocketing accomplice with a budding Thief. The companion receives one point to place anywhere in its Skills. Though this ability may be taken multiple times, no more than 4 points may ever be in the same skill. Familiarity (2): Both you and your companion are of shared mind, and have an understanding that far exceeds intuition. You receive a +1 bonus to Ride skill checks when your companion is acting as the mount, or you as a player can choose to take control of your animal companion in non-combat situations. This can be taken multiple times. Talkative (2): The Animal Companion is intelligent enough to understand the same languages your character does, and can respond with sign language, meaningful sounds, or body language. Often, this allows for animal companions to get information to and from NPCs when their owner isnt around to help. Large (2): The Companion is larger than normal. If used in conjunction with Mount, up to four characters may ride it. Packrat (3): The Animal Companion can carry a few of the character's odds and ends, and acts as an emergency reserve. In game terms, this means that the Companion can carry up to 5 additional items for the character, effectively increasing their total inventory space up to 15. Flying (3): The Animal Companion has wings or the ability to soar under its own power, giving it the Flight ability. Teamwork (4): The companion is able to help its master in combat by spitting poison, breathing small bouts of flame, trampling, pecking, using weak spells, or other such abilities. Smart owners take the time to learn how to fight alongside their companion, aiding one another to help defeat even the most dangerous of monsters. By taking a -4 penalty to attack rolls instead of the standard -2, a character can perform Teamwork Attacks without needing the assistance of another player character; their animal companion is all the support they need. However, animal companions do not grant the +2 EVA bonus normally given by a teamwork attack when used in this way. Mount (5): The Animal Companion can be ridden with a successful Riding skill check, reducing travel times accordingly. (see p.127 for more information on this) A normalsized Mount can carry up to two people. Search (6): The Animal Companion is constantly sniffing around and digging in the search for usable items. Once per session, a character that has an Animal Companion with the Search talent gains one free Item of the GMs choice, with a Tier or usage value appropriate to the character's current Level. This does not reduce any other item rewards the character obtains. This Ability may be taken multiple times, adding 10 more points to an existing pet each time.

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Defy Gravity - Passive


This multipurpose shared ability allows for almost complete freedom of movement, ignoring gravity and physics for sheer mobility. The character can sprint across the surface of water and balance on the blade of a sword. They no longer takes damage from jumping or falling, no matter the distance. Their horizontal and vertical jumping distance is multiplied roughly by a factor of ten, and they can use their Athletics skills to ascend almost anything - scaling sheer, vertical cliffs and moving along rooftops without handholds as quickly as they can run. Without this ability, falling from a Long Range causes the character to take 50% of their maximum HP in damage.

Destructive Strike Passive


A character with this ability is capable of taking out walls, objects, anything that gets in his way. When making a Strength check to destroy an object, the character receives a +4 bonus to his roll. In addition, the character may make attack rolls to destroy large objects (at the GM's discretion) that would otherwise collide with him such as falling rocks or hurled machinery to prevent taking damage from getting crushed.

Dual Wield - Passive


A character with this ability has received the training to use multiple weapons. They may now add Two Weapons to their list of Job weapon categories. This grants the following benefits; First, the character may equip two unique weapons, gaining the weapon properties of both. A character using two Blade weapons, for example, can use the Piercing Strike property twice per session instead of once. If one weapon granted +2 STR and the other granted the HP Drain property, the character would gain the benefits of both, and so on. Secondly, whenever he makes a 2d6 attack roll, he may choose to reroll one dice in hopes for a better result. Whenever a character using two weapons rolls a critical hit or uses a Limit Break, the damage is calculated using the lowest Tier of weapon he currently has equipped. Thus, it is in a players best interest to keep both weapons equally well-maintained in order to maximize damage.

Favored Terrain Passive, Self


Some individuals have honed their skills and combat capabilities in one particular environment, whether from simple familiarity (Stick with me, kid. I grew up in slums just like this...) or some other reason entirely. Upon taking Favored Terrain, choose one of the following eleven locales; Plains, Town, Forest, Mountains, Desert, Swamp, Water, Underground, Snow, Lava, or Cosmic. The character receives a +2 to almost all rolls when in this environment the Gamblers Slots ability and Synthesis checks are unaffected by this bonus.

Favored Spell Passive, Self


A character with this ability has become extremely familiar with one spell, and may cast it at a moment's notice. Upon taking this ability, choose any spell you can currently cast you may now use this spell as an Instant action instead of a Slow or Standard action once per game session. If the spell ever increases in rank numerically (Cure, Cure II, Cure III, etc) then Favored Spell applies to all of its versions. However, alternate, similarly-named spells (i.e.; Curaga) remain unchanged.

Improved Arsenal Passive, Self


The character is a force to be reckoned with whether he is wielding a blade of the finest craftsmanshipor a barstool. Upon taking the Improved Arsenal shared ability, the damage the character deals with all improbable weapons (see p.113) is improved by one step. This ability can be taken multiple times; however, the character still must have access to the Brawl weapon category to avoid the standard -4 penalty for using such makeshift equipment.

Knack Special
A character with a knack has an aptitude for a few skills he might be able to burst through ropes and manacles and Escape using raw physical strength, or an intimidating sort might decide that he can negotiate simply by cracking his knuckles. After taking the Knack ability, choose two skills. The character may now use any attribute they like when determining the maximum number of skill points in that category they may have regardless of the standard attribute it may be tied to. For example, a player might choose the Athletics skill, crossing out DEX on their character sheet and making it a STR based skill instead. This ability cannot be taken multiple times. Furthermore, some GMs will require their players to explain a feasible way the attribute could apply to the skill for example, a player would be hard pressed to explain how their character can use a high Spirit score to Swim.

Limit Breaker Passive


The character has a handful of powerful, dangerous attacks that he is more prone to using than other combatants. Normally, a character must have 25% HP or less in order for a Limit Break to be used. A character with this ability may use their limit breaks upon rolling a critical hit at 50% health or below, instead.

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Mediator Special
A character with this incredible ability is capable of turning even the most bloodthirsty of foes into reluctant allies with the power of persuasion alone. Mediators may attempt to persuade defeated foes to join them for a time or at least coerce general cooperation with a successful Negotiation check of appropriate difficulty. Upon persuading a monster to assist the party, the character with the Mediator ability forfeits his share of the gil reward for overcoming the creature but in return, the creature is affected with something very much like the Charm status. However, it retains free will and there is no fixed duration. A Monster who fights for the character retains the same attacks and abilities listed in their Bestiary entry, and acts on the same turn as the Mediator. The Mediator must be able to speak the creatures language, and Bosses and End Bosses cannot be affected with this ability. Mediator may only be used once per session.

Eidolon Special
The character has a supernatural pact with a Summoned creature, able to call it forth into battle for three points of Destiny. Likewise, the Summon urges the character to be of assistance with its own goals, and is willing to grant small sums of power to those with a similar mindset. Upon taking this ability, the character gains access to one Summon of her choice, based on the level this ability is taken. If chosen at level 1 or 4, the character receives a Tier 1 Esper. If chosen at level 8 or 12, the character gains access to the second tier of Espers as well. At levels 16 or 20, the character may choose from the third Tier, and at level 24 or 28, the character gains access to the fourth tier of Espers. The summon chosen by Eidolon is always an Individual Esper, watching over the PC with little to no interest in the rest of the party.

Skillful Hero Special


The character possesses a repertoire of useful abilities and talents, with great proficiency in one or more fields of study, synthesis, or even simply a natural flair for the physical. Upon taking this ability, the character receives an additional 5 skill points to distribute anywhere he sees fit. Skill points do not have to be spent immediately.

Special Vehicle Passive


The character is far more mobile than most, possessing an airship, land vehicle, drilling machine, cybernetic armor system or the like, that allows for greater speed and/or maneuverability. The exact powers of a Special Vehicle are determined by selecting a combination of talents from the list below totaling 10. If forced into a combat situation, a Special Vehicle has the same ARM and MARM values as the character who took the ability, and 50% of that characters maximum hit points. Enemies can still target the pilot of the vehicle, but at a -4 penalty to hit due to their added speed and likely protection granted by the vessel. Power Source (1): The vehicle is powered by a unique or renewable power source, entirely self-sufficient. Whether it be through hot air, solar power, or a Crystal core, the vehicle never needs to land and/or refuel. Good Nights Sleep (1): The Special Vehicle usually an airship or sailing vessel - has resting quarters or a team of White Mages on standby to heal the partys wounds. While aboard the vehicle, the party may take a Full Rest at any time. Unique (1): The vehicle is one-of-a-kind, likely built from scratch by the owner - or perhaps no similar models remain in existence. Though this has no readily-foreseeable game advantages, GMs are encouraged to take note of this fact. Iconic (1): The differences between Iconic and Unique are slight, but significant. This represents your vehicle is associated with certain connotations, and provide a +1 bonus on Negotiation rolls in which the image would be an asset - whether you're a state senator making a grand entrance, or raising the pirate flag high, your vehicle helps achieve the desired effect. Iconic can be taken more than once, increasing the bonus by +1 each time. Movement (2): This ability may be taken multiple times, and is the key attribute for many vehicles. A Vehicle's Movement is added to your Vehicles skill checks as a positive modifier. For example, Orim, a Dragoon, has an airship with a Movement of 2 - slow, but steady - and a Vehicles skill of 3. The imperial soldiers chasing him in their armored pods have a Vehicles skill of only 1, but Movement speeds of 4. Neither side has a clear advantage here it's all up to the dice. The Movement property may be added multiple times. Magic Touch (1): No other user than the initial owner is capable of utilizing the vehicle. Whether this is a case of security precautions or simply "Nobody else can fly this baby but ME!" is entirely up to the player. Large (2): The Vehicle is larger than normal it can carry two passengers as a land vehicle, or up to a few dozen as an air vehicle. (Animal Companions with the Large talent count as an individual passenger.)

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Multi-pilot (5): Generally reserved for NPC use, a Multi-Pilot vessel is often an imperial dreadnaught airship or something as extravagant as a floating island, and requires an entire crew to function properly. This provides several bonuses; First, the Large property doesnt even begin to cover the size of the vessel, as it can now hold an unlimited number of passengers. Secondly, individuals outside the Special Vehicle can no longer target anyone inside the vehicles ARM and M.ARM scores must be overcome to get inside or simply destroy it. At the GMs discretion, taking a vehicle with Multi-Pilot often provides a loyal crew of buccaneers, soldiers, Unorthodox Travel (2): It's a fact of life - airships can't travel through gale-force hurricanes, motorcycles have trouble running in waist-deep sands. That is, assuming the creator of the vehicle didn't put points in Unorthodox Travel. Choose a type of terrain other than water, or any atmospheric condition - the vehicle can travel just as well in these conditions as it does normally. For example, an airship could descend into an active volcano with no ill effects, or drill through the earths crust. Indestructible(5): The vehicle is nigh-unbreakable, reinforced with special materials and carefully protected from harm. Magic and heavy weaponry barely even scratch the paint. In combat, the vehicle receives double the standard ARM and MARM values. Flying (5): The vehicle is capable of flight and can carry the members of the party in rather cramped quarters. Anyone else taken aboard would push the vehicle past its maximum passenger capacity, and make for a very uncomfortable ride. (Unless, of course, the special vehicle is also Large.) Buoyant (2): The vehicle is a sailing vessel of some sort, or simply doesn't sink in water. This can refer to anything from a wooden canoe to an airship capable on traveling on water as easily it does in the air. Weapon Systems (5): The vehicle is affixed with turrets, cannons or the like. The passengers of the Special Vehicle may use their standard attacks (using their normal Tier weapons) at a Long Range. These Weapon Systems can never fire of their own accord they must always be manned stations. This Ability may be taken multiple times, adding 10 more points to an existing vehicle each time. For example, a fortified (5) thirty-man (2) airship (5) owned by a notorious gambler (1), operated ONLY by him (2) and decked out with powerful weapons (5) with a Movement of 4 (8) would require this Ability to be purchased three times in total.

Status Resistant Passive, Self


The character has developed a natural immunity to a certain status effect. Whether the resistance is from a supernatural boon, caused by prolonged exposure, self-taught vigilance or something else entirely varies. Choose two of the following status effects - Berserk, Blind, Charm, Confusion, Curse, Fear, Mini, Petrify, Poison, Seal, Sleep, Slow, Stop, Stun or Zombie - the character is permanently Immune to their effects.

Weapon Training Passive


Training outside the norm, the character is capable of using a weapon that is unusual for his job. The character can choose one additional Weapon or Armor type his Job would normally not have access to, with the exception of Two Weapons and Shield.

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Skills
"You think your skills will save you against me? Allow me to shatter your illusions of grandeur." - Amarant Coral

Skills are highly important they allow a character to do everything from jumping from rooftop to rooftop, act innocent, or pilot an airship. Whether you intend for your character to spend his time managing the finances of a troupe of Moogle Entertainers, or diving between pieces of falling rubble to escape an inferno, your skills will be what make the difference between success and failure. Characters receive one skill point at each level up. At the start of the game, a newly-created character receives the number of skill points listed by their job, as well as an additional +1 for every point of INT they possesses.

Task Difficulty
When a skill check is required, the GM assigns the task a difficulty from Elementary to Impossible, and informs the player. The player, now knowing his target number of the skill check, rolls 2d6 and adds their appropriate skill or rating; if the result is equal to or higher than the task difficulty, the players character succeeds. Elementary: 5; Spot a Galka in a crowd, get directions to the nearest town. Easy: 7; Create a rudimentary shelter in the wild, pocket an apple in a crowded marketplace. Moderate: 9; Pick an average lock, see the Tonberry hidden in the shadows, run up a 10ft wall. Challenging: 11; Cook a meal for a royal family, lie to a squad of soldiers, disarm an ancient trap. Impressive: 13; Drive a motorcycle across a collapsing bridge, slip out of a pair of locked manacles. Heroic: 15; Pilot an airship through a hurricane with both engines on fire, forge a powerful weapon. Godlike: 20; Swim up a waterfall, catch a bullet with your bare hands. Impossible: 30; Collapse a fifty-story building by putting your back into it.

Determining Skill Maximums


The number of ranks you possess in any given skill is limited to the rating you have in the corresponding attribute, plus one. For example, a character may wish to take levels in the Riding skill. The attribute for this particular skill happens to be DEX, and the character, having 12 DEX, has a +4 attribute rating. Therefore, he may have up to a maximum of 5 skill ranks in Riding. Other than the attribute restriction, there is no hard maximum to any skill - a character who has somehow achieved an attribute score of 42 INT, for example, could also have a Disguise skill of 15.

Affecting other PCs


Social skills such as Acting or Negotiation will never have a direct impact on player characters a players control over his characters beliefs and attitude is absolute.

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Complications
No situation is ever so bad it cant possibly get worse, When a hero rolls his 2d6 for a skill check and gets a pair of 1s as his result, this creates a Complication. Complications are new, unexpected problems that appear to change a situation completely. They might be secondary problems that must be resolved for the group to succeedor completely change the focus of the skill check. Generally, Complications retain the difficulty of the first check. So if a player jokingly wants to make a Language roll to try and communicate with a rusty old lamp to find out what its purpose is, the GM might assign this a difficulty of Impossible (30). If the player goes ahead and does his best on the roll anyway, a Complication might mean the player blurts out some long-forgotten magical word accidently, activates the lamp, and finds himself sucked inside. Now the additional roll to get out of that mess will also be at difficulty 30 hope the characters Escape and Survival skills are up to snuff! Heres some examples. - One-Eyed Jack has disguised himself as an imperial solider and is trying to pick the lock on a prison cell to get his friends free, and the GM rules that this is a Challenging task. This means Jack has to roll 11 or better on his Thievery skill. Normally this would be no problem for the master thief, but a pair of 1s on his roll means the situation has just gotten more complicated. The GM tells Jack that in the middle of his attempt he hears a set of footprints coming, and pockets the picks just in time before a pair of soldiers show up. They tell Jack its time for a shift change, and now Jack has to use Negotiate to convince them otherwise and get a few more minutes with the lock. Just like the previous check, this will be a Challenging task for Jack..made moreso by the fact that social skills arent his strong suit! - In a more modern Final Fantasy game, Hyde and Kellos are racing down a metropolis highway in hot pursuit of an armored car. Hyde is driving and rolls his Vehicles check to try and catch up, but gets a Complication. The GM announces that their target takes a hard right and goes out of sight, turning into oncoming traffic. Now a simple chase has become far more dangerous for the heroes, and the GM requests that Kellos use his Awareness skill to keep an eye on the car theyre chasing. Kellos does, but he gets a Complication too. Hes so focused on his goal that he completely misses the car that comes up from behind and rams them, sending their sports car smashing into the side of a building. Hyde is barely conscious from the crash, but isnt too dazed to notice the liquid pooling underneath the vehicle; they have only seconds to Escape from the car before it goes up in flames.

Types of Skills
Dont assume that the following list includes every possible skill out there. Rather, this is just a sampling of standard adventuring aptitudes that have served many leading men and women well over the years. If you decide you want a skill that doesnt appear on this list, just go ahead and add it to your character sheet and decide on an attribute or two that it would make the most sense for it to be tied to. Without further ado.

Athletics - DEX
The ability to climb, tumble, jump, balance, and take falls. A character with this skill has refined their coordination, balance and flexibility to the point of being able to execute complex acrobatic maneuvers as if they were second nature. On a successful skill check you can perform a difficult feat of agility, such as leaping through a two-foot-square window without hurting yourself, scaling a vertical surface, or sliding down a thin cable just in time to crash a wedding.

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Acting - SPR
A character with this skill has the ability to deceive, lie, fake emotions and devise new personalities for himself. With a successful skill check, the character may attempt to use Acting to bluff, smooth-talk, improvise, keep one hell of a poker face, or simply enhance a disguise.

Awareness - INT
Characters with this skill possess a certain sixth sense when it comes to spotting potential dangers or noticing when something isnt quite right whether in the form of a con-man attempting to swindle the party with counterfeit Elixirs, or a dozen slavering beasts waiting in ambush around the corner.

Disguise SPR / INT


The ability for a character to assume a new appearance, ranging from a simple change of clothing to a full-blown transformation. Note that this only covers the physical appearance; the actions a character makes while disguised are covered by a separate skill check via Acting to maintain the illusion. A Disguise check can also be used to conceal small objects on the characters person.

Escape DEX
Everyone gets caught sometimes -- for this reason, the ability to slip out of a tight bind can prove to be a valuable asset. A character with this skill can worm his way out of rope, manacles, or grapples, get out from the inside of a locked safe, crawl from the wreckage of a crash landing, or what have you. Failure simply means a character remains trapped; a Complication can just as easily result in injury, tangled bonds, or suspicious captors checking in to see what all the banging around is about This skill also allows characters to flee from combat if faced with overwhelming odds, and its recommended that fledgling adventurers invest at least a few points into this skill. (See p.111 for more
information about Running Away in combat.)

Healing - INT
A character with this skill knows enough about the body and its workings to diagnose and treat most kinds of sickness and injury. Failure in either could have drastic consequences for the patient. It also doubles as a helpful tool in allowing an injured party to get a better nights rest in adverse conditions, or popping joints back into place in the thick of battle.

Inquiry INT / SPR


Whether its the location of an ancient tomb, an obscure local legend, or just the address of the nearest inn in town, characters with the Inquiry skill are adept of digging up the information they need as quickly and painlessly as possible. One skill check must be made for each piece of information the character wishes to locate; the amount of time taken for the search can vary between half an hour and several days, depending on the breadth of resources available to the character. A failure simply means the character has not been able to locate the information; a Complication may indicate the character has stumbled into serious trouble during the course of searching.

Language - INT
With this skill, a character can understand and communicate in various languages at lower levels, fluently enough to converse with others, at higher levels with the proficiency of a skilled orator and writer. All characters can generally speak their own racial language as well as the common tongue spoken the world over, but whenever the PCs encounter a language theyve never heard before, Language is rolled to determine which of the PCs if any are fluent in it! Following is a short list of languages that may appear in your world, as well as an approximate difficulty for the associated Language check. Ancient (Difficulty 13) - The spoken or written tongues of the worlds precursor races, sometimes known as Lufenian or Lefenish. Ancient languages see very little usage in the worlds day-to-day affairs, particularly in their spoken forms; these are usually the domain of scholars and adventurers canny enough to realize that sooner or later everything comes down to mysteriously-inscribed slabs and relics. Bhasa Mithra (Difficulty 11) - The Mithran/Viera language is constructed around a relatively limited set of words, placing heavy emphasis on prefixes and context instead. The flowery, flowing language of the

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Viera is learned by instinct, not social saturation. This causes the dialect to be hard to learn and follow, as it does not have roots in any other language. Common Tongue (Difficulty 5) - The standard Hume tongue, lingua franca on most continents. Most, if not all, adventurers will be fluent in this language to one degree or another. Elvaan (Difficulty 11) - Complex and florid, Elvaan has its roots in antiquity; like all other aspects of Elvaan culture, it is a source of racial pride and jealously guarded against dilution from outside sources. Galkan (Difficulty 9) - Few Galka are capable of speaking their blunt, unsentimental native language, let alone writing it; adventurers are most likely to encounter it in ancient, Galkan-built structures and on racial artifacts. Mogri (Difficulty 13) - The language used by the Moogle race. Though most non-Moogles may wonder how much communication can be achieved solely using the word Kupo, Mogri is surprisingly subtle; though untrained listeners will only hear that one word, those fluent in the language know it's all about slight variations. Few non-Moogles are fluent in this speech. Monster Talk (Difficulty 11) - Used to communicate with beasts and intelligent creatures that cannot utilize Common Tongue, this language is typically non-verbal in nature. Though scholars would balk at calling the resulting collection of grunts, growls and posturing a language, there is considerable study involved in mastering it. Lajargon (Difficulty 7) - Used by the enigmatic Lalafell, this language sees great use in the scholarly world due to the vast amounts of lost magical artifacts and rune-embedded treasure which is unearthed. Planar (Difficulty 15) - This is used by the strange creatures that traverse the wholly-magical planes, such as The Void or the dreams of the Gods themselves. How any mortal would know how to speak this remains a mystery. Binary (Difficulty 15) - Binary is a language of zeros and ones, usually written, but can be spoken with a crude vocal processor that emits boops and bleeps. Androids may have attempted to pass the language on to others, but it ultimately remains nigh-impossible to follow in conversation to all but the most practiced listeners.

Lore - INT
Skills which cover a character's understanding of a particular concept or area, abstract or not facts, figures, and essential information relating to a subject the character has studied in at least some detail. Better skill checks mean the GM can provide more quality, quantity, and detail in terms of information granted, but you cannot retake Lore checks. A GM might make Lore checks privately, and a Complication represents the information you receive is incorrect as opposed to simply a 'I don't know.' Learning that this particular species of Dragon is not dangerous to people with a failed Lore roll may be an awkward situation for your party to find itself in.... Lore (General): Detailed knowledge of the world the characters live in; geography of a particular area, major landmarks and guilds, current events and local customs. Lore (History): General knowledge of key events in history, including dates, personalities, and other minutiae. Also includes popular mythology, ranging from ancient sagas to contemporary 'urban legends' Lore (Monsters): What is a Malboro's preferred food source? Just how fast does a Cactuar actually run? A character with Monster Lore is a treasure trove of facts and trivia on the planet's inhuman inhabitants. Lore (Esper): A primer on the habitats, histories, strengths, weaknesses and personalities of the Esper society, as well as routes and passages taken on the Summoner's pilgrimage and the like. Lore (Relics): This covers everything from long-forgotten family heirlooms to the potential magical properties of a jewel-encrusted sword. This Lore skill allows players to determine the exact magical properties of a given item, at a difficulty determined by the GM on a case-by-case basis.

Negotiation SPR
The fine art of getting your way. A character with this skill can use their powers of persuasion to do anything from bartering for an item to convincing that troublesome Captain of the Guard that, no, they really arent an Imperial sympathizer, thank you all the same. This skill covers everything from seduction to intimidation to begging for your life.

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Perform - SPR
A character with this skill can express himself in a multitude of ways song, dance, playing almost every instrument ever created, and giving rousing speeches. Generally, this skill is utilized by Entertainers - miming, dancing and singing are a big part of their repertoire. It also is used for checks regarding tuning and maintaining a particular instrument, as well as having a ready selection of songs at hand, and related information. For example, a character is likely to be able to tell a waltz from a gavotte, and knows enough of the general etiquette and required steps to avoid stepping on peoples toes in the process. At the GMs discretion, a successful Perform check at a relatively high difficulty could even make the character and his allies Immune to the effects of Fear for one combat.

Riding DEX / SPR


A character with this skill knows the basics of staying on and controlling a mount like a Chocobo or Dragon. To interact with animals that you dont necessarily intent to use as transportation, most GMs will opt for a straight Spirit skill check instead.

Stealth - DEX
This Skill gives the character a basic understanding of subterfuge, allowing him to secrete himself in darkened corners to escape detection and sneak around without arousing too much suspicion. It also allows for sleight-of-hand tricks and the like.

Survival - INT
A character with this skill is able to locate drinking water, forage food and avoid natural hazards that could easily take the life of a less-experienced traveler. Through the use of landmarks, the stars, and other environmental features, they can also travel from location to location without losing their way. This skill also allows players to mask their travels, preventing others from following. One successful Survival skill check is required for a character for each day she attempts to sustain herself in the wilderness; if the character is foraging for an entire group, the difficulty may be increased. It may help the party navigate a confusing maze or simply remain undetected in the wilds.

Swimming STR / DEX


A character with this skill has the training to float, swim and dive, as well as hold their breath underwater for far longer than most people. Skill checks are required if a character is attempting to reach a particular location underwater, to stay afloat in rough current or for long periods of time, as well as for actions undertaken underwater. (See p.127 for rules regarding holding ones breath and drowning.)

Synthesis - INT
A character with this skill can create items of varying size and complexity from scratch using a wide range of materials and methods, as well as repairing damaged equipment. A successful Synthesis check will reduce the creation cost of the item in question by 50%. Furthermore, characters can sell newly-crafted stuff items for 100% of the normal price, allowing enterprising individuals to actually make a living and a profit with their trade. This is subject to GM discretion, and players should be aware that the prices fluctuate in some areas due to factors such as distrust of the character, prohibited goods, competition, and more. Such crafting is specific to a type of manufacture, the most prominent of which are as follows; Synthesize (Alchemical): Through their intimate knowledge of the reactions of compounds, a character with this skill can attempt to brew up (and blow up) a wide variety of useful mixtures and potions. Synthesize (Armorsmithing): Handling both Medium and Heavy armor as well as Shields, this skill allows a craftsman to create, reinforce, and repair most types of protection. Synthesize (Cooking): Though some may question the value of haute cuisine in adventuring life, they're liable to change their tune when the only alternative is another week's worth of dried meat. A character with this skill knows how to prepare and identify all types of dishes with a successful skill test, and may even be able to augment their comrades abilities in battle with appropriate foods. Synthesize (Machines): The least useful of the crafting types in day-to-day affairs, Machines covers

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huge, many-month projects such as airships, land vehicles, and other large technological leaps. Synthesize (Tailoring): Tailoring is the Synthesis skill that covers Light Armor of all sorts, as well as several unique items. Synthesize (Tinkering): Tinkers create accessories and relics, handle items that increase raw skills, produces items which deal in status conditions; both granting beneficial effects and preventing unwanted ones... and finally, they also have a bizarre assortment of gadgets and inventions at their disposal. Synthesize (Weaponsmithing): Every adventurer needs one, and these are the artisans who make it so. Some famous Artisans have crafted weapons of truly epic proportions.

Systems - INT
A multipurpose skill which allows a character to work with complex mechanisms, including electrical wiring, robots, constructs, and computers. A successful skill check can be used to either set up, interrupt, or tamper with a system; failure will damage the system but usually allows the character enough leeway to attempt to repair the problem. It is possible, however, for a Complication to destroy particularly complicated systems beyond the point of salvage.

Thievery - DEX
A character with this skill can open perform an entire repertoire of illegal activities with speed and style. They can open locks on doors, treasure chests and anything else others consider worth securing, given a few simple tools, a little elbow grease and a successful skill check. They may rummage through pockets undetected and snatch small valuables, forge important documents, cheat at dice games, and disarm or set traps of varying complexity and lethality.

Trade - SPR
A character with this skill knows her way around the art of buying cheap and selling high. A successful skill check can be used to locate a particular piece of equipment; the amount of time spent tracking the item down and the final price are placed at the GM's discretion. A similar test can also be made to locate merchants or shops in a town or city, or to haggle a price with a reluctant dealer. In addition, and possibly most importantly, a character with Trade will have a good eye for details, and can easily appraise items of mundane value to determine their true worth and authenticity. Trade does not allow characters to discover the properties of magical items; Lore: Relics is needed instead.

Vehicles - DEX
This Skill enables a character to helm most vehicles with a reasonable degree of reliability, though in adverse conditions, things might be a little bit more difficult. This skill governs everything from motorcycles to Magitek armor to Airships. Special maneuvers naturally require an advanced level of ability to pull off without wrecking the vehicle in question in the process. It can also be utilized to repair damaged vehicles to which the Systems skill doesnt apply.

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Destiny
Your actions have meaning only if they hold true to your ideals. - Ramza Beoulve

Destiny Points are a metagame representation of a Characters potential impact on the world. All characters generally begin play without any Destiny, though some GMs may rule otherwise, and characters created at levels higher than first often already have Destiny ready for use. Destiny Points are earned through a completion of a characters goals, and when the character performs a dramatic (though not necessarily life-threatening) action. The watch-word here is dramatic this means disarming a city-leveling bomb at the four second mark, leaping a fifty-foot drop to catch a rope dangling from the side of a getaway vehicle, supporting an entire two-story house with nothing but muscle power while its on fire AND a party members rushes inside to save the trapped occupants.yknow, that sort of thing.

Earning Destiny
Though some GMs may choose to alter these methods slightly, the standard ways to receive Destiny are as follows; Defeating a Boss or End Boss awards each member of the party one or more! points of Destiny, Members of the Fighter Job class always receive an additional point for this due to their innate ability. Dramatic Heroism, as described above, awards each member of the party one point of Destiny. Espers, discussed more in the next section of the book, are powerful spirit-creatures that may have taken an interest in the party. The heroes can earn Destiny by gaining the Espers approval. Completing Goals allows individual characters to recover Destiny, as well. One point is awarded for a small, short-term goal, and three are awarded for seeing the end of a lifelong dream (such as building the worlds first airship, becoming a Chocobo knight, finding true love, or taking the throne). GMs are encouraged to talk with their players before the game begins to discuss their three short-term goals as well as their lifelong one.

Spending Destiny
Destiny has a whopping six primary uses, discussed below. Enhancing a Roll (1): A single point of Destiny will further allow a character to add an additional d6 to any roll of his choice, whether it is to resist a deadly status effect, maximize their accuracy, or smooth-talk a longstanding archenemy. Players may spend as many points of Destiny as they like on a single roll to add more and more dice. They can choose to do this after seeing the result of the roll, and if they like, even add more d6s one at a time until they achieve their desired result. A character who spends valuable Destiny in order to keep the plot moving is the best sort of player a GM can hope for. Make sure that their contribution is remembered. Using Epic Abilities (3): Each Job has an ability, obtained naturally at first level, which is nearly unrivaled in its ability to turn a combat around in favor of the PCs. Epic Abilities usually cost three points of Destiny to use, although some, such as the Time Mages Cosmic Standstill, can have their effectiveness improved the more Destiny the player chooses to spend. Using Limit Breaks (3): Upon reaching level 5, characters can create signature attacks that can eventually become as powerful as a jobs Epic ability. Able to turn near losses into clear victories, these mighty attacks can only be accessed when the character is near death. By expending 3 Destiny when their character is at 25% or fewer Hit Points (but conscious!), a player may use any Limit Break they know as a standard action on their turn. Regardless of how many Destiny Points the character possesses, this option may not be used more than once per round. Moment of Glory (5): The character has been reduced to 0 HP or even killed, or death is imminent, and the player doesnt have enough Destiny saved up to Cheat Fate as described below and save their

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character. But the sacrifice will not be in vain by expending 5 points of Destiny at any time, a character may go out in one final blaze of glory. A player who has used Moment of Glory can make a declaration, any last desire they might have that then becomes canon in the game world, so long as the majority of players agree with the decision. For example, the party could be sailing through the skies on an imperial airship, defeated by a general who now looms over them. The party Engineer looks up, winks to his comrades, and reveals one last invention a Time Bomb as he calls it. The player then declares the Engineer finds the strength to stand and charges the general, sending them both tumbling over the side and out into the air. There, he uses the Time Bomb to rip open a portal in the space-time fabric, sucking the general, the character, and even several of the enemy airships into the void. The character is gone, never to be seen again, but has forever altered the story. Moment of Glory can be used for just about anything, up to and including preventing the death of another PC by sacrificing yourself instead. GMs might find Moment of Glory to be a frustrating mechanic as they see their carefully-laid plot disrupted, but we encourage them not to stifle their players creativity. After all, these are the scenes that will make a game memorable long after the fact. Cheating death (7): Death is a fact of life in the worlds of Final Fantasy after all, no saga is truly complete without at least one tragic demise or inspiring sacrifice. However, the death of a leading character in a storyline can have major repercussions on the story as a whole, particularly for the unfortunate player now left scrambling for a replacement. With at least 7 points of Destiny, a player can restore their deceased character to life or escape a situation which would otherwise kill the character outright. However, all the characters Destiny is consumed when Cheat Death is used, no matter how many points they had saved up. Players are encouraged never to announce that they are Cheating Death rather, telling the GM in private by slipping a note or the like is the best way it makes for far more dramatic play when the character reappears. This resurrection will never be an immediate one; if engaged in a battle, the character will not revive until after the battle is over and won. If caught in a certain-death situation, their survival will not be apparent until some time has passed and the rest of the party has already given them up for dead. How the character manages to escape the reaper is left to the player to explain. Summoning an Esper (Varies): As the characters progress in their adventure they may obtain the assistance of an otherworldly being known as an Esper, an entity with strength rivaling and derived from - the entire group of heroes. This is no easy feat Espers require enormous amounts of effort to remain in this world, draining the entire party of Destiny. But the payoff is extraordinary - healing, status effects, support spells, and all types of damage, in magnitudes that eventually surpass even the most advanced spells of the standard schools of magic. Summoning and Espers are discussed more on the following pages.

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Summoning
Old mans still got it! - Sazh Katzroy

Summoned Beasts - also known as Espers, Avatars, Guardian Forces, Scions, Eidolons, Fayth, Aeons, and a variety of other names across the worlds - are powerful dimensional spirits and allies that the party can call upon in times of great need. They function unlike every other ability in the game, in that Summoning is often a group decision made by (and paid for by) the entire party. In fact, in some ways Espers are their own beings in other ways, they are physical manifestations of the partys outlook, goals, and strengths. Their powers might unite a group of heroes or divide it. How Summons appear in each game is ultimately up to the GM. This is a completely stand-alone system; the game wont be any easier or harder for the PCs no matter if they start with a patron Esper at their side or never once befriend one. Some games will see the heroes searching out the powers of the Espers on a journey known as a Pilgrimage, where their mettle will be tested in dangerous and sometimes even horrifying ways. Some games will see the characters as heirs of a great power in their own right, each with their own divine guardian Summon.

Each Summon has a Devotion; a cause, goal, or ideal that it hopes the characters will pursue. This might be anything from protecting the places of the wild, to acting selfishly and only doing good deeds for payment. Groups who have goals that agree with an Espers Devotion will ultimately have a far better working relationship with their celestial guardians. Once the party acquires the assistance of a Summon in whatever manner, it may act as the protector for either the entire group or the single character. The differences are outlined in more detail below. Party Esper Espers that have taken the entire party under their watchful eye are called Party Espers. Whenever the party as a whole acts in accordance with the Summons goals, each character receives one point of Destiny. Summoning the Esper requires takes a full round by each and every member of the group, and costs two points of Destiny per character in the party. Thus, a four character party would have to pay 8 Destiny to summon the Esper. This is a combined total that can be paid by anyone; a single character could shoulder the entire cost, or each character could each chip in a few points, and so on. The Summoned creature has attribute scores equal to the highest score in the party. For example, they might get their STR score from the party Fighter, but their INT score from the party Black Mage. A wellbalanced party will produce a well-balanced Esper.

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When the Esper is summoned the party simply vanishes and is completely untargetable by everyone except the Esper, temporarily replaced by the being they have called into the world. The Summon gets one action per round, per party member. Thus, the party of four members grants it four actions each round. On the heroes turn, each player takes turns controlling the Summon, picking one action for it to perform in any order they desire. One PC might have the Esper attack enemies with a series of quick sword cuts, while another has the Esper cast Protect on his character. Players may not choose to use their own Job Abilities or spells while the Esper is active, however. Individual Esper Some Espers belong to only one character. Whenever that individual acts according to the Summons Devotion, they alone receive one point of Destiny. Summoning the Esper is a Standard action that costs three points of Destiny. When the Esper is summoned to fight alongside the rest of the party, only the character who summoned it vanishes. The summoner becomes completely untargetable by everyone except the Esper until the summoning ends. The Esper uses only the single characters attribute scores to calculate HP and damage.

No matter whether the Summon associates itself with the entire group or a single character, there are some characteristics that never change. They can be damaged and attacked like another other creature, and have a hit point total equal to the highest Maximum HP character who helped summon them, multiplied by the Summons Rank. So if Yojimbo, a Rank 3 Esper, was summoned by a Blue Mage with only 100 maximum hp, Yojimbo would enter the battlefield with 300. Their ARM and MARM scores are always 0, their level is treated as being 30, and all of their spells are cast as Standard actions that do not cost MP. Many Espers have inherent support abilities, such as an elemental weakness or an AutoStatus. As such, any inherent effects the characters may have had on his or her equipment do not apply to the Esper. Summons all have the inherent ability Impervious, making them immune to all negative status effects unless otherwise specified (Anima is always affected by Zombie, for example). They also cannot be affected by Knockback or Disarm, cannot have their equipment targeted or broken, do not take falling damage, cannot be swayed or affected by skills of any sort, such as an attempt to intimidate or coerce, and cannot receive the effects of Haste. When characters are temporarily removed from combat while an Esper joins the fray, any Status Conditions they may have had (such as Poison) will have their durations suspended until the summoning ends, at which point they will resume taking effect. An Esper may act immediately upon being Summoned. The Esper can stay on the battlefield for up to three rounds before automatically being dismissed. An Esper can be dismissed sooner than this if the battle ends, if it loses all of its HP, or if the characters choose to send it away. Once an Esper is dismissed, the summoners rejoin battle, become active targets for damage and attacks, and all status conditions inflicted continue to take effect.

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At the end of the third turn, the Esper automatically uses one final, powerful ability known as an Astral Flow if it still has HP remaining. Upon using the Astral Flow, the Esper immediately departs and the summoning ends. These attacks are of immense power, capable of altering entire landscapes with their destructive and restorative properties. Espers are fickle and unknowable entities, and Espers specifically granted by the GM (as opposed to the Grand Summoner or Eidolon job abilities) can choose to leave for good at any time. A brief description of each of the standard Espers follows. Though they aren't exactly magic, you can find the fully-detailed versions of each Summon in Chapter VIII.

Rank One Summons


Bismarck: A noble white whale and protector of the deep. Carbuncle: A bejeweled creature capable of reflecting magical attacks. Chocobo: A spirit of travel and adventure, manifesting as a familiar and comforting sight. Salamander: The living embodiment of flame and destruction, now in convenient pocket-size. Siren: A beautiful songstress and temptress, charming her enemies and serenading her allies. Sylph: Mischievous fae that favor those who protect the wild places of the world. Valefor: A dignified avian that honors those who show courage, self-sacrifice and perseverance.

Rank Two Summons


Catoblepas: A repugnant cycloptic beast that can turn enemies to stone with a glance. Ifrit: A savage demonic warrior who brings with him the remorseless fires of hell. Leviathan: A massive sea serpent that effortlessly controls water and rules all who dwell in the oceans. Pandemonium: The manifestation of the scorching wind that blows through hell itself. Ramuh: An ageless wizard who commands the storm and the skies with effortlessness. Shiva: A blue-skinned goddess of ice and snow. Titan: A ponderous guardian of earth, who uses raw might to aid the party.

Rank Three Summons


Asura: A fickle, triple-headed entity who has been known to favor enemies as often as the party. Cerberus: The watchdog of the underworld. There sure are a lot of three-headed Rank 3 summons, huh? Fenrir: The father of all great beasts, who grows in power with the phases of the moon. Phantom: A long-deceased paladin, now a disembodied force of righteousness. Seraph: An angel descended from the heavens to watch over the party. Tritoch: Using three elemental types, the rainbow dragon gains power by absorbing his own attacks. Yojimbo: A samurai spirit that fights only to line his own pockets with gil.

Rank Four Summons


Anima: The chained aspect of death, who has taken on the worlds suffering and pain. Atomos: A mindless mile-high mouth containing a portal to another dimension. Diabolos: A dream-devil with powers over gravity and darkness. Doomtrain: A spectral train which carries the deceased to their final resting place. Knights of the Round: Knights from legend, reunited for one final battle. Maduin: An authoritative humanoid Esper who wields enormously powerful black magic. Phoenix: A fiery bird whose tears are said to cure the wounded, able to rise from the ashes when killed.

Rank Five Summons


Alexander: A living castle capable of lighting up the night sky with the power of Holy. Bahamut: The god of all dragons, prepared to fight to the death alongside the party. Odin: Destruction and nihilism incarnate, armed with a powerful obsidian blade.

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CHAPTER V: EQUIPMENT
"Hmph. I daresay I've soiled my cuffs. If a dungeon's waiting for us at the end of the night, it had best have a change of wardrobe. Incidentally, what IS the going rate for rescuing Princesses these days? Food would be a good start -the good stuff, mind you." - Balthier Mid Bunansa

The 500 Gil characters receive during character generation are only the tip of the iceberg; before long, they'll have the money to set about seriously arming and armoring themselves against the dangers which await them in their travels. This chapter covers the most essential portions of an adventurer's gear, from the humblest longsword to the finest Genji Armor - and beyond. Currency The Gil (G) is the standard currency of the Final Fantasy universe. Barring inflation, a single gil piece is pocket change; 10 gil buys a meal for one or a ride on a Chocobo, while 100,000 gil is the going rate for a well-appointed beachfront house. Prices do, however, fluctuate wildly from world to world - and even from region to region - in accordance to the demands of scarcity and prosperity. When in doubt, imagine a single gil as a single real-world dollar they amount to roughly the same. Countries and nations tend to mint their own individual gil currency; while these may be known by particular names within that country, at the end of the day, a gil is a gil is a gil - lightweight, easy to spend, and readily accepted the world over. The latter is due to the gil's composition; traditionally, a gil piece is made of pure gold - indeed, the name 'gil' itself plays on this tradition. Changing times and growing populations may force governments to 'water down' the currency, however, replacing the scarcer material with more common metals such as bronze and silver. Paper bills are also increasing in popularity as an easily-concealable alternative to the bulky, often inconvenient coins. Where such changes take place, they usually do so on a worldwide scale, ensuring a continued and universal acceptance for the currency. Store Types No matter where you are in the world, specialized stores exist for nearly every form of merchandise imaginable - even in the remotest regions, small traders and traveling merchants will be more than happy to do business with anyone able to afford their goods. Sample types characters may run into over the course of their adventures include: Weapon Stores stock weapons of all types. A good portion of these stores manufacture their inventory inhouse, incorporating separate forges and workshops beneath the premises. Armor Stores cover Armor of every type, from Light cloth robes to Heavy plate and shields. As with Weapon Stores, it is not uncommon to find skilled metalworkers attached to the store's premises, producing goods for sale. General Stores service the population at large, selling recovery and support Items as well as miscellaneous equipment. In smaller towns, a General Store may also stock a limited selection of basic Weapons and Armor if no other stores in the area sell them.

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Relic Stores tend to be rarer fixtures in settlements; most of their stock comes from items recovered by adventurers and explorers. As the name implies, they deal in curios and unusual items, including Accessories of all shapes and sizes. Bazaars are stores with a twist you never know quite what you're going to get. Generally only found in larger cities, bazaars offer a wide range of strange and unusual goods, ranging from genuine rarities and powerful artifacts to the buffed-up junk sold by unscrupulous con men looking to make a quick Gil. Unlike normal shops, players don't come to a bazaar with a shopping list rather, they will get a number of purchase options, each given a description rather than a firm name. A Tier 3 bow found in a town bazaar might be described as 'a well-polished ancient crossbow, shining like the sun,' while a normal Arcane weapon may be called 'an iron-shod stick made of durable wood.' There are generally only three ways to positively identify a good: buy it, make a successful Trade roll with the appropriate modifiers, or find some way to get the truth out of the bazaar proprietor assuming even he knows the items true worth. So why bother with bazaars? Not only do they hide some amazing pieces of gear, bazaar goods can save players some coin, assuming they're careful enough to avoid the scams that 'bag of ten dusty bottles with illegible labels' retailing for 50gil could be a budgetpriced pack of potions... or simple colored water. Because the GM decides what's on offer, it can be difficult to achieve the right balance between money-wasters and genuinely good buys aim for unpredictability, but let the players score some bargains if they play their cards right. Auction Houses are the preferred haunts of the noble and well-to-do. They allow selected members of the public to bid on a variety of rarities and antiquities. Generally speaking, ordinary equipment and items are unlikely to end up on the auction block what's up for grabs tends to run the gamut from useless bric-abrac like model airships and collectible porcelain to dungeon keys and artifacts of mystic significance. Auction house items can easily be the start of a great adventure or change the course of the current one, but theyre rarely found outside of major cities. Even then, access isn't a given some houses may only cater to the upper classes, making it difficult for rough-and-tumble adventurers to get in without the right connections. Rare and Legendary Equipment While most of a player's equipment will end up coming from over-the-counter sales, the very best items take a little more effort to obtain - the kind of effort that typically involves going toe-to-toe with demon lords or traversing ancient, monster-haunted ruins. Rare gear is uncommon but not one-of a kind, but there are certain items in the universe that are denoted as Legendary gear, and enjoy near-mythical (or notorious) status. Such equipment is powerful enough to change the course of an entire campaign, turn the heroes into mortal gods, and are obviously not easy to acquire. Selling Equipment As characters upgrade to better equipment, they may wish to sell their older gear to merchants. These will typically pay around 50% of the listed price for items, rounding down, though this may be adjusted for wear and tear - or any number of other factors - at the GM's discretion. For example, a dagger purchased for 3000g would only be worth a maximum of 1500g if sold, provided it was still in good condition at the time. Broken equipment cannot be sold.

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Carrying Equipment In order to simplify the process of carrying equipment, all characters have four basic Equipment 'slots' which can be filled by various items over the course of the game - in the FFd6, such items are said to be equipped, and allow the character to benefit from any and all properties they offer. These slots are: Left Hand, Right Hand, Armor, and Accessory. Accessory is a catchall category for the enchanted rings, pendants, headgear, gauntlets, boots and other item. A character can equip only one Accessory at a time to receive the benefits of it. All other items which a character may have stocked in his or her pockets, bags and backpack, is known as a characters Inventory. Regardless of a characters strength, any character may only carry a combined total of 10 items in their inventory; once the limit has been reached, the character must drop or sell some of their equipment before they are able to take on more. Beyond the equipment purchased during character creation, a character may have a few items of purely sentimental or personal value -- a signet ring passed down from generation to generation; a necklace or locket given to them from a loved one; a lucky coin or talisman; in short, anything that does not have a price tag as such, but still holds some importance. Such items do not occupy positions within a characters limited inventory. Arms and Armor The categories of weapons in the world are as follows.

Arcane The first category of weapons is also the most diverse. Arcane weapons have been crafted for
the magically-inclined in mind, but rarely do any two look the same. The most common Arcane weapon is a stave, a lightweight wood or metal pole that doubles as a walking stick, but this category includes everything from musical instruments to oversized bells, from living dolls to floating energy crystals, Magitek cannons to magical paintbrushes, ancient tomes to tribal drums. They are best used by characters who prefer brains over brawn, such as most mages. Regardless of how they look, all Arcane Weapons possess the special property Imbued. A Character can substitute his INT or SPR score for his STR score when dealing damage with an Arcane Weapon, but attacks dealt in this way only deal half damage. However, whenever a character scores a critical hit when dealing damage with an Arcane weapon, they may also cast any Tier 4 or lower spell they know, Instantly, for no MP cost. If the weapon also has the Spell Effect weapon property, only one spell will be cast upon a critical hit, not multiple.

Blade - The weapon of choice for adventurers everywhere. While Blades come in many shapes and
sizes, from the humble longsword to the elegant rapier, or an expertly-crafted katana to the wickedlooking scythe, the keen edge and versatility of these weapons go a long way to accounting for their popularity. Quite a few experienced heroes have even come to think of their blades as extensions of their own bodies. They possess the special property Piercing Strike, allowing the user to treat the weapon as though it was a Piercing weapon on one attack per session. Piercing weapons completely ignore their foes ARM rating.

Brawl - Whether a simple unarmed strike, a padded leather glove, foot-long steel claws, or a heavy chair
smashed over your opponents head, Brawl weapons run the gamut from improvised tools grabbed as a last resort to weapons designed for hand-to-hand combat. Standard Brawl weapons possess the Counterattack special property; whenever the character is dealt damage by an opponent within Short Range, they may choose to strike back with a Counterattack at the enemy that struck the blow. Although redundant, a character cannot counterattack a counterattack, and a counterattack cannot be a Limit Break. Randomly-grabbed makeshift weapons, known as Improbable Weapons from here on out, possess the Fragile special property; they break after only one strike.

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Concealed Often represented by daggers, thrown needles or a deck of sharp-edged playing cards,
Concealed weapons can be easily secreted up a sleeve or underneath a cloak to give the wielder an unexpected edge in combat. Concealed weapons are generally rather small, making them nearly impossible to spot when hidden even with very high levels of Awareness. Concealed weapons calculate damage with the DEX attribute instead of the wielders STR. They also possess the special property Sneak Attack; the first attack each combat by a character wielding a Concealed Weapon does one additional damage step, and can be rerolled once if the attack is a miss.

Huge - The ultimate representation of the physically powerful warrior, years of training are required to
use Huge Weapons with any degree of finesse or elegance. Their weight requires considerable effort on the wielders part, but the results can be devastating. Huge weapons might include buster swords, sledges, heavy bludgeoning mallets, two-handed axes, hefty engineering wrenches and more. They possess the special property Heavy Swing, able to send his foes flying. After making a successful attack, the wielder of a Huge Weapon may choose deal half damage instead and perform a Short Range knockback on his target. Thus, Huge weapons are renowned for their ability to disrupt and annihilate pure spellcasters.

Ranged Specializing in attacking enemies from a distance, Ranged weapons include bows, guns,
juggling balls and oversized shruiken, and everything in between. Ranged weapons require their share of patience to master, but a good marksmans ability to deal damage from a distance can prove invaluable in many situations. They require precision instead of raw power, and thus use the user's DEX instead of STR to calculate damage. Finally, they have the aptly-named weapon property Distance which allows the character to attack enemies up to a Medium Range without penalty, and can attack foes at Long Range for a -4 penalty to attack rolls. Ranged weapons do not suffer any penalties for attacking flying targets.

Reach - The basic principle behind the Reach weapon is to gain an advantage over ones opponent by
keeping distance between the two of you -- Spears, lances, pikes, whips, heavy chains and umbrellas are all prime examples of this type of weapon. They possess a special property known as Critical Attack. Reach weapons cause critical hits on attack rolls that result on a dice result of 11-12 instead of just the standard 12.

Two Weapons - This very rare weapon skill is unlike the others; it is not a weapon category itself. Rather, it represents the specialized training needed for a character to fight with more than one weapon at a time. In practice, this means a character may equip a weapon in each hand, provided a Shield is not equipped. For example, a Ninja has the following weapon skills; Blade, Concealed, Brawl, Ranged, and Two Weapons. A character playing as a Ninja could therefore equip two Blades, or a Blade and a Ranged weapon, and so forth and so on. Whenever the character makes an attack action with two weapons equipped, the character may reroll one dice. In addition, she may use all of the magical properties of both of his weapons in a single attack roll. Finally, critical hits and limit breaks while dual-wielding calculate their damage using the lowest Tier weapon currently equipped thus, the constant money sink of dual-wielding is the primary trade-off for incredible accuracy and consistently more damage.

A character who does not have access to the weapon category they are trying to use CAN still swing the weapon, however, and this includes Two Weapons. They suffer a -4 penalty to accuracy when using a weapon category their job is untrained in, and do not gain access to any of the special properties the weapons offer. For example, Tumbleweed the Entertainer finds a powerful polearm, but isnt proficient with Reach weapons. Although he can still equip the weapon, the accuracy penalty might outweigh the bonuses. If he wanted to dual-wield the polearm and his new dagger, he would suffer a -8 penalty to attack rolls.

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Buying and Building Weapons


Though the actual cost of swords and staves vary from place to place across the globe, most stores have a rough price standard to which they adhere. Obviously higher tiers of weapons will cost more, be harder to create with the Synthesis skill, and be extremely rare in smaller towns. The following charts show what you can expect to pay for weapons of each tier, as well as their damage and how many special abilities (which are listed further down the page) come with different Tiers of each weapon. Almost all weapons with the exceptions of Ranged and Concealed use STR for their damage-modifying attribute. The Difficulty (and Creation Type) listed is the difficulty of the Synthesis check required to make the item at 50% normal cost. Tier 1 2 3 4 5 6 7 8 Cost 100g 500g 1200g 3500g 7000g 15000g 30000g N/A Creation Type Weaponsmith Weaponsmith Weaponsmith Weaponsmith Weaponsmith Weaponsmith Weaponsmith N/A Difficulty 10 11 12 14 16 17 18 N/A Damage Dealt (Attribute x 1) + 2d6 (Attribute x 2) + 2d6 (Attribute x 3) + 2d6 (Attribute x 4) + 2d6 (Attribute x 5) + 2d6 (Attribute x 6) + 2d6 (Attribute x 7) + 2d6 (Attribute x 8) + 2d6 Additional Abilities Only standard weapon properties One additional equipment ability One additional equipment ability One additional equipment ability Two additional equipment abilities Two additional equipment abilities Three additional equipment abilities Eight additional equipment abilities

Equipment Abilities The following list describes all Equipment Abilities that can be chosen for a weapon purchase (and can sometimes be found on Armor.) Note that weapon properties cannot stack unless explicitly stated for example, a character could not have Humanoid Killer multiple times to do enormous damage to humanoid enemies. Likewise, if a character is dual-wielding and each weapon has the Spell Effect property, he may only cast one of the two spells on a critical hit.

Attribute/Skill Bonus (example; +2 DEX) Requires Tier 2 The item increases the indicated Attribute by +2 as long as it remains equipped - thus, a character with STR 14 using a +2 STR weapon would have an effective STR of 16. Alternatively, it can provide a +2 to any single skill roll. This ability can be added multiple times. Alchemy Requires Tier 2 A weapon with this effect causes healing items used by the wielder to have double normal effect. This only increases the effectiveness of items that restore HP, not MP or restore statuses. Auto-[Status] (example; Auto-Haste) Requires Tier 2/6 The item adds the indicated Status Condition to the character using it at all times. Status Conditions added in this manner cannot be removed through the use of Spells or Abilities such as Dispel. The exception to this is Auto-Life, which cancels as normal if used to resurrect the character and will not be re-added for the remainder of a battle. A Tier 2 weapon is required for Negative status effects, and a Tier 6 weapon is required for Positive status effects. Characters cannot have the effect of Auto-Curse on equipment. This ability can be added multiple times, with a different Auto-Status each time.

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Break Damage Limit Requires Tier 8 This ability is only to be found on Artifact-level weapons. It allows the wielder of such a weapon to do more than 999 damage in a single round, whether the damage be magical or physical (or both!) in nature. [Element] Enhancer (example; Fire Enhancer) Requires Tier 3/5 The item is sympathetic to a particular kind of elemental energy, dramatically raising the power of all attacks associated with that element. Any Job Ability or Spell which deals elemental damage belonging to the type enhanced by the item inflicts an additional 50% damage; in the case of Holy Enhancer, this also allows recovery spells to restore an additional 50% HP instead. Characters cannot combine Element Enhancer and Element Strike for powerful basic attacks. Shadow or Holy Enhancer-type weapons require the base equipment to be Tier 5, not Tier 3. [Element] Proof (example; Fire Proof) Requires Tier 4/7 Such equipment provides total Immunity to a single element. Fire, Ice, Wind, Thunder, Earth and Water can be negated with Tier 4 or better gear; Tier 7 equipment is required for Holy or Shadow Proof. This ability can be added multiple times, with a different elemental immunity each time. [Element] Strike (example; Fire Strike) Requires Tier 2/5 The weapon has an affinity to one of the eight Elements: Fire, Earth, Water, Wind, Lightning, Ice, Shadow, or Holy, and all damage dealt by the attack is of that elemental type. A Tier 2 or better weapon can be attuned to most of the elemental types, but Holy or Shadow weapons require a Tier 5 or better piece of equipment. Characters with access to multiple different Elemental Strikes from job abilities, for example choose one of the elements whenever they make an attack roll. [Element] Ward (example; Fire Ward) Requires Tier 2/4 Wearing this piece of equipment confers the character Resistance to the indicated Element. A Tier 4 weapon is required to obtain Resistance to Holy or Shadow. This ability can be added multiple times, with a different Elemental resistance each time. Follow-Through Requires Tier 4 On a successful Critical Hit, the wielder may make another immediate attack action on the original target, or on a second target within Short Range of the first. Follow Through will not activate again if this second attack is a Critical Hit. Limit Breaks do not activate Follow Through. Indestructible Requires Tier 3 Weapons and Armor with this ability cannot be destroyed with normal means. No forge can reshape them, no spell or attack can break them. In some rare cases, such items CAN be destroyed, but the means to do so are usually campaign-based. Note that all Legendary equipment must have this property. HP Drain Requires Tier 5 In addition to dealing damage, every successful Attack with this weapon restores the wielder's Hit Points by an amount equivalent to 50% of the damage inflicted by the Attack after modifying for Armor. Undead opponents reverse this ability, causing the character to suffer 50% of the damage dealt as M.ARM damage.

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MP Drain Requires Tier 5 In addition to dealing damage, every successful Attack with this weapon restores the wielder's Magic Points by an amount equivalent to 50% of the damage inflicted by the Attack. If the target has an MP score, then this weapon property also reduces the foes MP by the same amount that was drained. MP Damage Requires Tier 2 Rather than doing normal damage, each successful Attack made with this weapon inflicts 50% damage to the target's HP and 50% to its MP. If the target does not have an MP score, then this weapon property is ignored and all combat damage is dealt to HP, as normal. [Monster] Eater (example; Aerial Eater) Requires Tier 2 Whenever a character equipping a weapon with this ability slays a monster of the appropriate type, the wielder gains back an amount of HP and MP equal to the amount of damage done in the same round. This ability can be added multiple times, with a different Monster Eater each time. [Monster] Killer (example; Undead Killer) Requires Tier 3 The weapon is designed to assist with not-so-natural selection. All damage done to creatures of the appropriate type is increased to 200%, whether magical or physical in nature. This ability can be added multiple times, with a different Monster Killer each time. Overdrive Requires Tier 6 It is said that this weapon is tied to its wielder's spirit, and that the color and capabilities of the blade will shift to reflect the heart and mind of a strong-willed fighter. When using this weapon, a character may utilize Limit Breaks at 50% or less health, as though they had the Limit Breaker job ability. Piercing Requires Tier 4 This weapon is designed to pierce defenses both natural and man-made. The target's ARM rating is ignored when calculating damage from a weapon with Piercing. Precision Requires Tier 7 The item is both supernaturally accurate and also grants its wielder a sixth sense when it comes to avoiding attacks. The wielder of such a weapon receives a bonus to ACC equal to half his DEX rating, rounded up, and a bonus to his EVA equal to half his INT rating, also rounded up. SOS-[Status] (example; SOS-Reflect) Requires Tier 2/3 The item adds the indicated Status Condition to the character using it if they are reduced to 25% of their maximum Hit Points during the course of a battle. Status Conditions added in this manner cannot be removed through the use of Spells or Abilities such as Dispel; they will only be cancelled if the character's current Hit Points are raised beyond 25% of their maximum value or the battle ends. The exception to this is SOS-Auto-Life, which cancels as normal if used to resurrect the character and will not be re-added for the remainder of that battle. Tier 2 weapons are required for negative status effects, and Tier 3 weapons are required for Positive status effects. This ability can be added multiple times, with a different SOSStatus each time.

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Special Ability Requires Tier 2 The weapon possesses a unique talent outside of those described here. It may allow a character to use a Job Ability they would not normally have access to, enhance a current one, or be something altogether new. As a Special Ability could be almost anything, it is highly recommended that GMs use cautious judgment when allowing characters to purchase and describe gear with this weapon property. Following is a few examples; Aaron wants his ranger character to be more mobile, and wants to use a grappling gun as his Ranged weapon. He declares that he wants the special ability to be the fact that it fires pronged spears attached to rope, helping him scale parapets and prevent nasty falls. After some consideration, the GM rules that the Grappling special ability grants a +1 bonus to Climb checks, and enemies who take damage from the Grappling Gun and try to remove the harpoon take a single Counterattack. Meanwhile, another player is looking for different flavor on his Ranged weapon; Josh wants his android to have an arm-mounted pulse cannon, complete with computer targeting system. After some discussion , they settle on the Lock-On feature; After a foe is struck in combat by a ranged attack by Joshs pulse cannon, the gunner receives a +2 temporary modifier to their ACC against that target until they miss. Finally, Meg wants her Geomancer to use a whip, with more concern about defense than offense. They sit down and decide that a good property would be Disarming, giving Meg an automatic 25% chance to succeed without needing to make an opposed roll when making Disarm checks. Spell Effect Requires Tier 3 Upon a critical hit, the weapon will cast a specific magical spell. The wielder may also choose to cast the spell directly from the item for no MP as a Standard Action, with a 25% chance to destroy the item. Artifact-level weapons will never be destroyed by releasing the spell within. Only one spell effect can be used on a critical hit, and a character who purchases a weapon with the Spell Effect property must choose a spell from a Tier that he himself can cast. Finally, characters cannot purchase Spell Effect weapons capable of casting Rank 5 magic. [Status] Proof (example; Poison Proof) Requires Tier 2/4/6 Wearing this piece of equipment confers the character Immunity to the indicated Status Condition type. A Tier 2 or better weapon can prevent the status effects Berserk, Blind, Confusion, Mini, Poison, Sleep, Stop, or Zombie. A Tier 4 or better weapon is required for the status effects Petrify, Curse, Seal, Slow and Charm. A Tier 6 piece of equipment can grant Immunity to the status effect Fear. This ability can be added multiple times, with a different status immunity each time. [Status] Touch Requires Tier 2/5 On a successful Critical hit, the weapon will add the named Status Condition to the target. Status Conditions caused in this way last for the standard 4 rounds. A Tier 2 or better weapon can cause the status effects Berserk, Blind, Confusion, Poison, Sleep, Stop, or Zombie. A Tier 5 or better weapon is required for the status effects Petrify, Slow, Curse, Mini, Seal, or Charm. This ability can be added multiple times, with a different Status Touch each time. Triple Critical Requires Tier 5 Any Critical Hits caused by this weapon inflict 300% physical damage, rather than the normal 200%.

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Sample Weapons
Many unusual and unique weapons that can be found in shops scattered across the globe. Following is a sample of these, constructed with the rules listed in the previous section. Devastator
Tier 2 Huge, Special Ability

Yoichi Bow
Tier 7 Ranged, +2 DEX, Precision, Special Ability

This strange weapon is covered in runes and glyphs. It appears to have no special properties whatsoever except being surprisingly heavy but when used to destroy any object walls, airships, or what have you the character is treated as if he possessed the Destructive Strike shared ability. Maneater
Tier 3 Huge, Humanoid Killer

The simple Yoichi bow resembles a traditional Samurais weapon, often using arrows that appear to be made out of bamboo. Despite is humble appearance, the Yochi Bow rarely misses its mark and also allows its wearer to avoid the negative effects caused by any Difficult Terrain. Mage Masher
Tier 2 Concealed, MP Damage

Created due to inter-tribal warfare by some longforgotten group of nomadic people, the Maneater is decorated with beads and feathers, with simple messages carved into the well-preserved wood. Berserker's Axe
Tier 6 Huge, Auto-Berserk, +2 STR

Though the name might raise a few eyebrows, theres nothing humorous about this weapon. A target struck with this weapon feels a hopeless sense of longing as their magical energies are torn away, spilling out of them like silvery dust on the wind. Swordbreaker
Tier 4 Concealed, Special Ability

The double-blade on this axe shimmers as if reflecting flame, with a handle wrapped in red leather. It seems normal enough until carried into combat, at which point the weapon takes over. The eyes of the wielder are filled with madness and a berserkers rage, and he will only regain control of his senses when all foes lie dead before him. Sky Render
Tier 5 Ranged, Aerial Eater, Aerial Killer

This dagger is favored by one-on-one fighters, especially Elvaan nobles who find themselves constantly dueling. With just a flick of the wrist, the Swordbreaker is capable of destroying even the mightiest of weapons. Once per session, the wielder may use the Ninjas Shatter Weapon ability as a standard action. Assassins Knife
Tier 5 Concealed, Humanoid Killer, Special Ability

This simple wooden bow appears almost splintered at both ends, and it takes a keen eye to discover that the weapon was designed with that appearance. It is especially adept at defeating flying enemies. Heartbreaker
Tier 6 Ranged, Charm Touch, Piercing

This machete-like weapon seems to be cut from a single piece of obsidian, and grants its wielder the Assassins Kiss job ability. Dragon Claws
Tier 3 Brawl, Dragon Killer

Made of melded wood and gold, this weapon has caused more than a few fights within adventuring troupes who stumble upon it. Fittingly appropriate, as the arrows from this bow are capable of melting even the coldest hearts, stirring jealousy and envy, and encouraging even the most wicked of foes to fight alongside you. Destroyers
Tier 7 Brawl, Follow-Through, Overdrive, Auto-Haste

As the name suggests, these five wickedly-curved spikes set into a leather glove are designed for piercing the tough hide of draconic monsters. Kaiser Knuckle
Tier 5 Brawl, +2 Strength, Special Ability

While Final Heaven is a weapon that has achieved legendary status, the Destroyers sometimes referred to as the God Hand are not far behind. Created from an Orichalum alloy, this glove Has been used by some of the greatest martial artists since the dawning of history.

A staple weapon for well-to-do Monks everywhere, the Kaiser Knuckle is forged from some longforgotten alloy and weighs close to half a ton. Characters using the Kaiser Knuckle may use the Counterattack property one additional time per combat.

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Coffinmaker
Tier 5 Ranged, Seal Touch, Spell Effect: Seal

Genji Blade
Tier 7 Blade, Special Ability

This black, crimson and aqua-colored firearm lets loose bursts of steam and hums with energy whenever it is reloaded. The guns imbues all of its ammunition with the ability to completely Seal all of its targets magical attacks and special abilities. Blackjack
Tier 2 Ranged, Special Ability

Years of gambling, shuffling cards and rolling dice have paid off, and the owner of a Blackjack finds himself able to better put his foes to the ground without ever once drawing his firearm. With the Blackjack equipped, a Gambler finds that lady luck seems to smile on his endeavors far more often. Once per session, a Gambler can use his Jinx ability as an Instant action, even if he has no Bad Luck and hasnt rolled a Critical Hit. Valiant
Tier 5 Ranged, SOS-Protect, Special Ability

The Genji period was a short-lived historical period thousands of years ago, named after the master swordsman who used this blade and a suit of armor to forcibly take the throne. He ruled for one year before resigning, leaving the kingdom in turmoil. The Genji Blade seems to possess no unique abilities unless it is dual-wielded with Two Weapons. In such a situation, the Genji Blade becomes enormously powerful almost on par with a Legendary weapon and grants the user the Auto-Regen, Piercing, Auto-Haste, and Follow
Through properties.

Ironside
Tier 3 Huge, Special Ability

Its a dangerous life, and theres always someone wholl be wanting to slit your throat when you sleep. Presumably, that thought was the driving force behind the creation of the Valiant, a weapon that ensures its owner is never caught unawares. With the Valiant equipped, the character is treated as though he has the Preemptive Footwork job ability, and may always act in Preemptive combat rounds. Vigilante
Tier 2 Blade, Special Ability

Forged from its namesake, this cold iron maul chills to the touch. It seems to drain the very warmth from the air. A Dark Knight wielding Ironside may now use Night Sword as a Standard action instead of a Slow Action. Scarecrow
Tier 5 Huge, HP Drain, MP Drain

It appears at first glance to be little more than a common farmers scythe, used for harvesting fruits and vegetables and weeding gardens. That is, of course, until some poor foe finds his life force and magic rapidly dissipating under the unrelenting attacks of a Scarecrow. The Ogre
Tier 5 Huge, Triple Critical, Special Ability

A simple katana used by many still in training or at least, by the ones who plan on living to see their training end some day. The bearer of Vigilante receives a +1 bonus to their EVA at the start of every combat. This effect lasts until they take damage, after which time the additional bonus is lost for that encounter. Kotetsu
Tier 3 Blade, Fiend Killer

Named after great, hulking beasts of legend, this double-headed greatsword is almost six feet tall, and made from a stone blade attached to an iron hilt. It is warm to the touch and emanates a low, rumbling growl whenever the character is being lied to. Valhalla
Tier 6 Huge, +4 VIT, Special Ability

This katana was clearly forged by a master of his art, the blade sharper than a razors edge and perfectly weighted. It is especially effective against Fiends of all types. Heaven's Cloud
Tier 5 Blade, Earth Proof, Special Ability

The ability woven into this seven-foot golden axe is an unusual one. Whenever the wielder of this weapon would drop to 0 HP or less, they have a 50% chance to remain at 1 HP instead. Colossus
Tier 7 Huge, +2 STR, Overdrive, Triple Critical

A warrior equipped with Heavens Cloud need not remain earthbound. The Kami within this blade also provides any wielder to Instantly receive the effects of Flight for 4 rounds, once per session.

This mighty weapon is made entirely of Orichalum with no decoration whatsoever. It seems plain in every way save for its immense weight, which can surprise even the mightiest of warriors.

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Illumina
Tier 7 Huge, Indestructible, Holy Strike, Blind Touch

Sage's Staff
Tier 3 Arcane, Spell Effect: Varies

Known in many circles as the Lightbringer, this powerful two-handed greatsword shares several traits with the Excalibur. Illumina exudes constant light in a wide area, bright enough that it is difficult to look directly at the blade, and foes struck by it are often physically blinded by the radiance. Unlike the Excalibur, however, Illumina is a weapon of immense size and weight. It boasts a blade that is almost three feet wide at its base. Dragon Whisker
Tier 2 Reach, Dragon Eater

There are many Sages Staves in the world, each with a distinctive spell incorporated into it. Whether White, Black, Blue or Time magic, these wooden tribal-looking rods are often as unpredictable as they are fragile. When casting the Spell Effect directly from a Sages Staff, the chance for it to be destroyed by the attempt is increased to 50%. Ascalon
Tier 7 Arcane, Auto-Life, Alchemy, Special Ability

The name is no euphemism; this polearm was actually created from several massive pieces of draconic chin hair, woven together to create a supple rod and topped with a bone tooth or iron point. Aura Lance
Tier 3 Reach, Spell Effect: Flash

This glowing polearm is armed with a rather useful power upon command, it can unleash a blast of illumination capable of damaging and blinding foes. Flash is a Blue Magic spell. Obelisk
Tier 6 Reach, Triple Critical, Special Ability

A pair of pristine ivory wings decorate the top of this ruby-studded staff, obviously designed to be reminiscent of an angel. A single glowing crystal has been carefully wrapped into the staffs tip with golden bands. In addition to the very powerful Auto-Life ability, Ascalon has an additional function when held by a White Mage with the MP Stroll ability. Instead of recovering 25% of the White Mages total MP every hour, the mage regains 100% instead. Regal Cutlass
Tier 2 Blade, Special Ability

Often used by Lalafell Dragoons, this weapon has one very interesting property; against foes who would physically overpower the wielder, the Obelisk strengthens the wielder accordingly. Whenever battling a foe with a higher STR rating than the wielder, all damage dealt by physical attacks is increased by one step for example, if the weapon was to do (STR x 6) damage, it will deal (STR x 7) damage instead, and so on. Petalchaser
Tier 2 Arcane, Special Ability

This jewel-encrusted blade, often a target for sticky-fingered thieves, is a sign of royal heritage. Anyone wielding the Regal Cutlass receives a +2 to all Negotiate checks. Enhancer
Tier 3 Blade, Special Ability

The reasons for the original creation of this unusual weapon have forever been lost in the annals of history; we can only speculate. In its regular form, the Petalchaser is little more than a flowering rose, small enough to be easily worn in the hair. In this form the Petalchaser is Indestructible, and it will never wilt or show signs of aging. With the slightest thought, though, the rose can transform itself into a full-length staff or sword, made of green iron and vegetable material and covered in small thorns. The primary function of the Petalchaser these days is often as a form of concealed defense for Entertainers, but many Red Mages have been spotted with a rose protruding from their trademarked crimson chapeaus, as well.

This thin, dull silver sword appears to have no special properties until the wielder casts a spell. The sword will then burst to life, glowing with the corresponding elemental color, and receive the corresponding [Element]-Enhancer ability. For example, upon casting Firaga, the sword would glow a brilliant crimson and would receive the effects of Fire-Enhancer, causing an additional 50% damage from all the following fire spells and effects. The elemental enhancement will remain unchanged for 24 hours, after which time the sword will return to its original dull color, and a new spell may be cast, and a new elemental enhancement received. Blood Sword
Tier 5 Blade, +2 STR, HP Drain

Orange light glows from within this rune-covered blade and the hilt is warm to the touch. The sword is cracked in several places and appears extremely old, but pulsates with a red-hot heat.

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Soul Saber
Tier 4 Blade, Special Ability

Ancient Sword
Tier 6 Blade, Petrify Proof, Petrify Touch

This crystalline sword appears relatively ordinary, save for the magical runes etched into the hilt and blade. However, if the Soul Saber is wielded by a Red Mage, the character may use the Runic ability an additional one time per session. Even after the character has used Runic his maximum number of times per session, the Red Mage may continue to use the ability indefinitely, but with a 25% chance that the sword will shatter each time. Defender
Tier 6 Blade, Holy Enhancer, Auto-Protect

Made from a dull grey stone, this blade seems ready to crumble at any moment. Such appearances are obviously deceiving, as the Ancient Sword created by the long-lost race of warrior-mystics is one of the most powerful of its kind. Mop
Tier 7 Reach, Follow-Through, Water Strike, Spell Effect: Mighty Guard

This thin blade is well-known and used commonly the world over, as it is one of the most reliable, useful, and simplistic creations of all the magical weapons. While designs vary, most feature a set of golden wings wrapped protectively around the blade.

Known only as the weapon of that guy who hit people with a mop, this near-legendary weapon appears to be little more than a long wooden pole topped with a slightly-damp mass of coarse yarn. In the right hands, however, it is of nearly unparalleled power. Seriously, you should have seen the guy, he was mowing down LEGIONS with this thing.

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Legendary Weapons
"WHOO! HERE WE GO, BABY!" - Zell Dincht

Legendary weapons are the pinnacle of power when it comes to heroic armaments; they often possess special abilities that put Tier 7 weapons to shame. Players should never stumble across Legendary Weapons in dusty treasure chests or abandoned storerooms; rather, these weapons have stories and histories of their own, and often serve as the focal point for high-level quests. In addition to the listed properties, all Legendary Weapons have a few additional perks. First, once a weapon finds an owner, it cannot be wielded by anyone else unless the current user passes away, or chooses to willingly give it to another owner. In the hands of anyone other than the weapons true owner, it acts as a Tier 1 weapon with only the Indestructible property. Furthermore, the character who owns the weapon can cause it to instantly appear in their hands as a Standard action, no matter the distance. A partial list of Legendary weapons follows below. Artemis Bow
Tier 8 Ranged Indestructible, Break Damage Limit, +4 DEX, Beast Killer, Plant Killer, Spell Effect: Angel Snack, Special Ability

Named after the goddess of the hunt, this cold steel bow was destroyed in combat and its pieces were recovered from the battlefield, later returned to the dwarven stronghold deep within the center of the earth. As the dwarves had forged the weapon, it was concluded that only they could repair it. Whether or not they succeeded is the stuff of legends. Among its other properties, the Artemis Bow allows the user to use the Rangers epic ability, Sharpshot, once per game session with no associated Destiny cost. Apocalypse Tier 8 Blade Indestructible, Break Damage Limit, Special Property While the origins of many legendary weapons are shrouded in mystery, the story of Apocalypse is surprisingly simplistic. It was designed as a weapon to be used in the war between Ancients and Espers, capable of defeating both sides should the need arise. When the war ended presumably to the satisfaction of Apocalypses wielder it was sealed away deep underground until such time as either side attempted to seize power once again. What Apocalypse lacks in sheer destructive power it more than makes up for with its unparalleled magical defenses. The wielder of this blade is immune to all damage from all eight elemental types, as though it possessed all eight [Element]-Proof properties. Furthermore, Apocalypses owner deals 200% damage to Espers and summoned creatures with all spells and attacks. Deathbringer
Tier 8 Huge Indestructible, Break Damage Limit, Shadow Strike, Shadow Enhancer, Immunity to Shadow, HP Drain, SOSBerserk, Spell Effect: Death

Many legends surround this ominous scythe, spoken in hushed voices and whispered terrors, and told and retold by the Galkan Talekeepers. The legends tell of one of the legendary Heroes in ages past that took up arms against a great demon. Upon their victory he crafted this weapon from one of the claws of the fallen devil, tempered in hellfire and cooled it in the waters of the Styx; the river of death itself. In the aftermath, the wielder of the Deathbringer residence atop the throne of the demon the four heroes had battled against so bravely. The demons and monstrosities that did not bow to him were crushed mercilessly, and he ruled with fear. Some legends say that the Deathbringer brought the surrounding area into an unending darkness as it absorbed

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the very light from its surroundings, and tendrils of black shadow began to encroach the nearby lands. The ending to this ill-omened tale has become little more than a childrens bedtime story; Parents tell of the White Knight, one of the evil mans former friends who came to find him. Whatever they may have spoke of matters little and is known by none, but the battle that rocked the demons citadel for two days and nights is spoken of often. In the end, the white knight emerged, barely alive and unarmed, and passed away in peace. Folklore states that the Deathbringer and Excalibur lie together in the heart of the obsidian citadel, one emanating perpetual light, and the other, forever devouring it. But these are, of course, merely legends.

Death Penalty
Tier 8 Ranged Indestructible, Break Damage Limit, +4 DEX, Stun Touch, Auto-Haste, Auto-Protect, Humanoid Killer

Death Penalty has changed hands many times over the years. It resurfaces in history every few millennia to perform some great or depraved mission, and then sinks back into folklore and obscurity. Little is known about this weapon save for its reputation to live up to its namesake.

Excalibur
Tier 8 Sword Indestructible, Break Damage Limit, Holy Enhancer, MP Drain, Auto-Protect, Spell Effect: Holy, Special Ability

Many legendary weapons have been carried into battle in ages long past, but none so hallowed or oftspoken of as the Excalibur, the blade of the gods themselves. How it came to be is unknown; stories say that it was first used by a dusty-haired youth, innocent and unarmored and with eyes unprepared to see the world pass away, carrying only a sword forged from an unknown metal and pulsing with white-hot light. The Excalibur glows with divine radiance, and the wielder cannot be affected by Disarm or Knockback abilities. In addition, when a Paladin uses the Holy Circle job ability, the damage is increased to 300% on Undead foes instead of the usual 200%.

Final Heaven
Tier 8 Brawl Indestructible, Break Damage Limit, Follow Through, Auto-Haste, +4 STR, Triple Critical, Overdrive

Monks of great age and wisdom speak freely about this weapon, citing its immense power and ability to bring much good into the world. When questioned about prior owners, however, they grow silent, insisting only that there is much we do not know. Unlike all other weapons, the monks say, Final Heaven will find you if you are truly worthy to bear its burden. Genesis
Tier 8 Arcane Indestructible, Break Damage Limit, Triple Critical, Earth Strike, Special Ability

Genesis was carried into battle by a geomancer in a war ages past - when the dust settled, the wielder of this living weapon was one of the few heroes left standing. She was put to rest years later in an oasis of flowers nestled in the frozen peaks, so the legends say. Most believe this weapon was buried with herand that the flowers atop her grave continue to bloom, year after year, even in the arctic winds. This weapon has a number of special properties. First, the wielder of Genesis receives the effects of Auto-Regen and Auto-Protect whenever they are in direct sunlight. Secondly, they automatically receive the effects of the Geomancer job ability Primal Might, preventing them from taking damage from adverse terrain conditions and allowing them to increase their ACC and EVA dramatically. Finally, whenever a Geomancer using this weapon uses a Maelstrom Geotrance ability, they instantly regain 50% of their total HP (and MP, if applicable).

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Gungnir
Tier 8 Reach Indestructible, Break Damage Limit, Piercing, Overdrive, Dragon Eater, Precision, Special Ability

Another dwarf-forged weapon, they have long hailed Gungnir as their finest work. It currently sits in the Halls of Legend in the dwarven stronghold, deep in the center of the earth. When a Dragoon wielding Gungnir uses Ancient Circle, the effects of Dragon Killer remain on the Dragoon until the end of combat, although they fade from all affected party members after several rounds, as normal. In addition, anyone wielding Gungnir is unaffected when foes utilize EVA-increasing abilities the weapon has the uncanny ability to almost always strike its mark. Whether it be a Thief using Master Thief or an enemys special maneuver, you may always treat opponents as if their EVA stat did not increase from these effects. Masamune
Tier 8 Blade Indestructible, Break Damage Limit, Triple Critical, Piercing, Overdrive, Spell Effect: Barrier, Special Ability

The Masamune is currently in the treasure trove of the great Wyrm, Shinryu, who takes great enjoyment from devouring and slaughtering those that seek it out. The spirit within the Masamune is a Holy Kami, the only one in existence, and a Samurai who wields this blade can perform truly incredible feats. It is possible for the Masamune to be destroyed in only one fashion a truly legendary Samurai could, in theory, Draw Out the Kami who lives within it, causing the blade to shatter. However, the raw energy unleashed from such an attack would have no equal, and many who study the magical arts philosophize that this could cause localized devastation or beneficial forces the like of which the world has never seen. Anyone who uses the Masamune automatically receives one additional Standard action every round; this can be combined with the Haste spell to allow a single character three standard actions every round, the maximum allowed. Nirvana
Tier 8 Arcane Indestructible, Break Damage Limit, Magic Enhancer, Special Ability

Nirvana increases the damage dealt with every sort of magical spell and effect under the sun by 50%, including non-elemental effects such as most Time Magic or the Ultima spell. It practically pulses with energy when held by any casting Job. Most importantly, Nirvana has the Special Ability One MP Cost, reducing the MP cost of all Black, White and Blue spells of Rank 4 and lower to merely one point of MP. Rank 5 spells are unchanged. Finally, all friendly Summons Rank 3 or lower deal 200% damage at all times when a character has obtained the Nirvana, and all Espers no matter their Rank - also gain the Break Damage Limit ability. Ragnarok
Tier 8 Huge Indestructible, Break Damage Limit, Triple Critical, Spell Effect: Flare, Humanoid Killer, Humanoid Eater, HP Drain, Follow-Through

According to legend, this sword is bloodthirsty to the point that once drawn, it cannot be returned to its scabbard without having first drawn blood. Despite such claims, the Ragnarok is still one of the most-sought of all legendary weapons. It was last wielded by a man whose peaceful wishes often went against the swords corrupt nature. Finally, Ragnarok forcefully betrayed its master, causing the man to draw his own blood and tumble into the sea.. The swords bloodthirst sated for a time, it sits deep in the bottom of the ocean and has not been seen since.

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Save The Queen


Tier 8 Concealed Indestructible, Break Damage Limit, +4 DEX, Stop Proof, Auto-Life, Precision, Special Ability

Only six inches in length, smaller than most daggers, Save the Queen is by far one of the most delicate weapon to ever demonstrate usefulness in combat as well as one of the most powerful. Created entirely out of a single piece of Orichalum, the current whereabouts and former owners of this weapon are completely unknown. Upon equipping this weapon, the user may utilize the Paladin's ability Cover at will. Zanmato
Tier 8 Concealed Indestructible, Break Damage Limit, Triple Critical, Wind Strike, Follow Through, +4 DEX, Special Ability

Sometimes referred to as The Tempest, this weapon has never been wielded. It was found by a wandering merchant and sold, having exchanged hands many times since then. It now sits on display at a coliseum and waits to be given to one who proves themselves as the grand master. In addition to its regular abilities, a character with the Ninja job ability Shatter Weapon can now also use that ability as an Instant action.

Ultima Weapon
Tier 8 Blade ????????????

You will notice that this weapons abilities were intentionally left blank. This is because the Ultima Weapon is simply that; the end-all, be-all of any campaign, and its properties should be left decided by the GM. However, this weapon is intended to be used as a plot device it would be unlikely that its abilities are chosen exclusively from the standard list. Perhaps it allows the wielder to reshape reality at a whim, or sever the very lifestream itself. The ties this sword possesses with the monster of the same name should be determined as well by the GM.

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Armor
Angry monsters, unscrupulous soldiers, bandits, rogues, traitors, or the occasional weekend brawl with the ultimate evil - an adventurer can find themselves in any number of scrapes, given enough time and surprisingly little effort. In the heat of battle, even the most skilled fighters or demure mages will find themselves taking the odd hit; whether or not they survive the results is entirely down to their armor. Armor can look like anything the character wishes regardless of the given name. Rainbow Robes could be a snazzy business suit. Full Plate might be spiked steel, barely covering a scantily-clad female villain. Light Armor is usable by all Jobs, and allows for rapid movement, stealth, and spellcasting without impeding the user, but provides only the scantest protection against physical attacks. However, the resistance that Light Armor grants against magical damage is unparalleled. Medium Armor consists of heavier leathers and light metals. Many adventurers prefer this type of garb because of its solid balance between physical and magical defenses. Heavy Armor consists of solid, overlapping plates of metal or another equally durable material for optimal protection against physical attacks. Shields are one-handed bucklers, targes, and justwell.shieldsthat protect the user. Creating Armor through Synthesis Though it might not look like it at first glance, the armor lists were created with the same basic rules as all the other equipment in the game. Theyve been assigned ARM and M.ARM values based on their Tier, and adding 50% of the equipments base cost allows it access to one standard Equipment Property, following all the same rules as weapons. However, we felt that after all the customization and number-crunching youve done so far, wed give you a break and let you simply choose from a pre-made list. Simply swap out the listed effect for another Tierappropriate one if youd like to customize/synthesize. The following lists some examples of common, store-bought armor, as well as their estimated prices. Note that all Legendary armor like all legendary equipment has the Indestructible property even though it isnt listed.

LIGHT ARMOR
Name Cotton Robe Silk Robe Snow Muffler Chameleon Cape Mages Robe Mirage Cloak Red Jacket Black Clothes White Cape Farplane Shroud Rainbow Robes Lumina Robe Protect Cape Robe of Lords Cost 100g 400g 600g 1000g 1500g 2000g 3000g 4000g 6000g 9000g 13500g 16000g 24000g N/A ARM 2 4 5 8 10 20 20 25 25 30 30 40 40 50 M.ARM 6 8 15 22 30 40 40 50 55 70 80 90 120 150 Effect Ice Ward +2 INT Fire Proof Holy Ward Overdrive Auto-Protect Seal Proof Tier 1 2 2 3 3 4 4 5 5 6 6 7 7 8 Type Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring N/A Difficulty 10 11 12 12 13 13 14 14 16 16 17 17 18

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MEDIUM ARMOR
Name Leather Outfit Nomads Outfit Rubber Suit Aurora Clothes Gaia Gear Scorpion Harness Power Sash Windshear Vest Ninja Garb Reapers Garb Brave Vest Maximillian Force Suit Genji Gear Cost 100g 400g 600g 1000g 1500g 2000g 3000g 4000g 6000g 9000g 13500g 16000g 24000g N/A ARM 4 6 10 15 20 25 30 35 40 50 55 65 80 100 M.ARM 4 6 10 15 20 25 30 35 40 50 55 65 80 100 Effect Lightning Ward Earth Enhancer +2 STR Follow-Through Fear Proof Auto-Shell Precision Tier 1 2 2 3 3 4 4 5 5 6 6 7 7 8 Type Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing N/A Difficulty 10 11 12 12 13 13 14 14 16 16 17 17 18

HEAVY ARMOR
Name Chain Vest Knights Armor Viking Mail Full Plate Regal Armor Adamantite Plate Dragon Mail Diamond Armor Kaiser Plate Crystal Armor Mirror Mail Grand Armor Edincoat Aegis Armor Cost 100g 400g 600g 1000g 1500g 2000g 3000g 4000g 6000g 9000g 13500g 16000g 24000g N/A ARM 6 8 15 22 30 35 40 50 55 70 80 90 120 150 M.ARM 2 4 5 8 10 15 20 25 25 30 30 40 40 50 Effect SOS-Berserk +2 Negotiate Fire Proof +2 VIT Auto-Reflect Auto-Protect Auto-Life Tier 1 2 2 3 3 4 4 5 5 6 6 7 7 8 Type Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing N/A Difficulty 10 11 12 12 13 13 14 14 16 16 17 17 18

SHIELDS
Name Buckler Heavy Shield Alert Targe Gold Buckler Heros Shield Mythril Shield Chemists Targe Diamond Shield Shell Shield Crystal Shield Venetian Shield Kaiser Wall Genji Shield Aegis Shield Cost 50g 250g 375g 600g 900g 1000g 1500g 3000g 4500g 6000g 9000g 10000g 15000g N/A ARM 2 3 5 6 8 12 12 15 15 20 20 25 30 50 M.ARM 2 3 5 6 0 12 12 15 15 20 20 25 30 50 Effect Sleep Proof SOS-Regen Alchemy SOS-Shell +2 VIT HP Drain Auto-Shell Tier 1 2 2 3 3 4 4 5 5 6 6 7 7 8 Type Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing N/A Difficulty 10 11 12 12 13 13 14 14 16 16 17 17 18

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Sample Adventuring Gear


The following list is by no means complete, but shows a rough idea of what sort of common adventuring gear may be purchased on or before, or stumbled upon during, adventures in a Final Fantasy world. The listed prices only apply at character creation; what merchants will charge for these goods can vary wildly from place to place, assuming they are available at all. Name Ahriman Tears Bomb Core Choco Whistle Craftsmans Tools Glowstone Gysahl Greens Incense, Prayer Incense, Swamp Kupo Nut Oxygen Ball Tinkers Tools Cost 10g 50g 100g 200g 10g 50g 500g 10g 50g 150g 100g Effect Temporary Immunity to Blind. Deals fire damage in an area. Calls Chocobos in the area. A necessity for Synthesists. A depleted crystal, provides dim light. Food for Chocobos! Repels lesser hostile monsters for one hour. Repels Insects for one hour. Gives Moogles great strength! Allows underwater breathing. Provides a +1 bonus to simple skill checks. Type N/A N/A Tinkering Tinkering N/A N/A Alchemy Alchemy N/A Tinkering Tinkering Difficulty N/A N/A 8 13 N/A N/A 16 8 N/A 14 10

Ahriman Tears: The name of this item is a misnomer; the peculiar, cycloptic fiends known as Ahriman do not shed tears. Rather, these are juices extracted from the glands behind the creatures single monstrous eye, and are used by alchemists in various crafts and studies. They are best known for their ability to restore vision, and are the primary component used in Eye Drops. However, by using these Tears as a coating over ones eyes, they grant the wearer Immunity to Blind until the ends of the session. The price listed is for only several drops, enough for just one application. Bomb Core: Quite literally the remnants of a Bomb monster, this translucent crimson gem emanates a slight heat. When the delicate crystal is shattered, it releases a grenade-like burst of flames, causing 40+2d6 points of automatic M.ARM Fire damage to anyone and everything in a Medium Range. Some objects can provide cover and shelter from the blast. It is to be handled carefully, as they are extremely delicate, and react dangerously to even slight amounts of heat stories abound of the unfortunate, sweaty-palmed adventurer who was killed as he clutched a Bomb Core just a little too tightly with his warm, bare hands. Choco Whistle: This ivory whistle is designed to mimic the call of a Chocobo, and blowing it will often lure one out. As Chocobos are curious and friendly in most regions of the world, it is rare for one to investigate the sound and then flee upon discovering the trick and is thus a handy method of procuring potential transportation. Obviously these whistles do not work in all areas, and furthermore, often take some time for a nearby Chocobo to arrive. The loud, high-pitched kweh! sound produced can be heard clearly for a mile in each direction. Craftsmans Tools: No matter your profession whether a professional cook, alchemist, blacksmith, or more you can purchase a set of tools that have everything an artisan would need for even the most difficult of Synthesis attempts. If the character has multiple, different types of Synthesis skills (such as Blacksmithing and Alchemy), the Craftsmans Tools include everything the character would need regardless of which skill is being used. Attempting a Synthesis check without appropriate tools will increase the difficulty by +2. (see p.104 for more information on this) Glowstone: When a Crystal is depleted of energy, it becomes a worthless shell with little-to-no value. Oftentimes, the Crystal simply shatters, but when they simply dim, they can be recharged slightly, serving as little more than expensive light sources. A Glowstone is small, blue and translucent, and radiates a dim light. Though normally reliable and permanent sources of illumination, in areas with high magical influence, the light often flickers and wanes, or goes out altogether. Gysahl Greens: These leafy plants are a favorite of the Chocobo, harvested in the fields of Gysahl. They

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provide a +1 to your Riding rolls when handling a Chocobo whom has just feasted on these small, bushy clumps of green leaves. Although edible by other races, most people find the taste to be bitter and unpleasant. Incense, Prayer: Often used in holy and religious ceremonies, these multicolored candles burn over the course of an hour, and release a sweet scent. Created in and shipped from the Holy City of Cornelia, using one acts as the white magic spell Consecrate, preventing most hostile creatures from approaching as long as the candle burns. Incense, Swamp: The scent released by these green incense candles can hardly be considered pleasant, but it does serve a special purpose. The strong odor acts as a repellant to most Insects, and none will approach while the candles burn. Much like their saintly candle cousins, a stick of Swamp Incense will only burn for a total of one hour. Kupo Nut: These large, reddish-brown nuts are in limited supply. The species of tree or plant they belong to is long extinct, and the Kupo Nuts, whilst delicious, are unable to take root and grow. All species can eat and enjoy Kupo Nuts, but its a delicacy of Moogledom. Moogles have been known to demonstrate kupo feats of strength after eating, or when tempted by, a kupolicious kupo nut. In game terms, a Moogle who eats one of these receives a +6 bonus on their next Strength-based skill. Oxygen Ball: An unusual sphere that steadily releases air and, kept in the mouth, allows the user to breathe underwater. It can last for up to six hours before becoming fully depleted of oxygen and needing to be replaced. They begin to expel oxygen automatically when submerged this means that characters cannot keep extra Oxygen Balls in their inventory in case of emergency, for example. Tinkers Tools: The exact properties of each individual item vary greatly, but these are the rates for equipment created by Tinkers to make the common mans life easier. Each one provides a +1 bonus to any skill of your choice, as long as the difficulty of said skill check is not 13 or greater. For example, an extending rod designed to slice through materials such as glass without sound could provide a +1 bonus to Stealth. Short metal blades that line the fingertips which assist in cutting purse strings and garments could provide an increased Thievery skill. A cleverly-designed ratchet which fits around a rope, that assists with ascending and descending? Better Climbing. Electronic Net? Survival. An electronic compass? You get the idea.

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Support Items
In addition to equipment, characters have access to a variety of defensive materials which can give a party a considerable edge in a fight. All the following items are a one-time use that takes a Standard action, after which time the item is used up and removed it from the characters Inventory. Name Potion Hi-Potion X-Potion Ether Hi-Ether Turbo Ether Eyedrop Soft Antidote Revivify Echo Screen Remedy Phoenix Down Phoenix Pinion Elixir Megalixir Tent Smoke Bomb Cost 50g 100g 500g 50g 150g 500g 10g 100g 25g 50g 100g 500g 400g 1000g 5000g N/A 500g 100g Effect Restores 25 HP to a single, conscious target. Restores 50 HP to a single, conscious target. Restores 250 HP to a single, conscious target. Restores 25 MP to a single target. Restores 50 MP to a single target. Restores 100 MP to a single target. Remove the negative status effect Blind. Remove the negative status effect Petrify. Remove the negative status effect Poison. Remove the negative status effect Zombie. Remove the negative status effect Seal. Remove all negative status effects except Unconscious. Restores unconscious character to 1 HP. Restores unconscious character to 50% maximum HP. Restores 100% of a characters HP and MP.* Restores 100% of the partys HP and MP. When used, the party may take a Full Rest. Casts Escape, allowing the party to flee.* Type Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy N/A Tailoring Alchemy Difficulty 8 10 12 8 10 12 10 10 10 10 10 12 12 14 16 N/A 12 10

Elixir: Due to the often detrimental side-effects of Elixir consumption, players may not receive the effects of this item for than once per game session. Additional Elixirs can be consumed, but no HP or MP will be restored to the target. Smoke Bomb: These explosives release thick grey smog, obscuring vision and allowing the user and his allies to physically escape confrontation as the smoke clears. When used in combat, all party members have the choice to instantly Escape from combat, as per the white magic spell. Those who choose to exit combat in this way will not receive experience or gil from the encounter.

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Black Market Goods


Used almost exclusively by Ninjas and their Throw ability, Black Market Goods are illegal to manufacture, buy, sell, or have in ones possession. This has not stopped them from being commonplace, however, and more than one adventurer has started finding stealthier solutions to his problems with illegal wares. Goods Dart Dream Dust Loco Weed Malboro Poison Shruiken Skean Cost 300g 500g 300g 200g 40g 200g Creation Type Tinkering Alchemy Alchemy Alchemy Alchemy Weaponsmithing Difficulty 10 8 12 8 8 10

Dart: A popular choice in conjunction with contact poisons, Darts are hollow, and have the ability to be filled with various liquids or gaseous materials, which are released through a hole in the tip upon contact with a target. By themselves, Darts only deal (DEX x 1) + 2d6 damage with a Ninjas Throw command, but also apply one of the following effects of the Ninjas choice; Malboro Poison, which causes Poison for 4 rounds upon damage, Dream Dust, which causes Sleep for 4 rounds upon damage, or Loco Weed, which causes Confuse for 4 rounds upon damage. If the Dart attack misses or would be negated due to effects such the Juggler job ability, the status effect also automatically fails. Status effects caused by Darts cannot be resisted and last four rounds. Dream Dust: This slick, glassy yellow pollen is refined from Funguar. If inhaled, it causes most humanoid races to instantly fall into a deep, coma-like sleep. This powder is highly illegal, employed mostly by thieves and kidnappers. When used in combat, the target automatically receives the effects of the negative status effect Sleep for the standard four rounds (or until damaged). Loco Weed: Growing only in vast, uninhabitable desert plains, these barbed roots are deadly for lost heroes desperate for food. If ingested, it causes madness and irrational behavior due, applying the negative status effect Confusion to the target for up to several hours at a time. Malboro Poison: Extracted from the tentacle-like roots of a vicious Malboro, this thick, green toxin has great effect if ingested or penetrates the skin. Due to its overwhelming stench however, it is nearly impossible for a victim to drink this poison unaware. If consumed, the user is affected with a debilitating Poison that will leave them bed-ridden until cured. Shruiken: A classic Ninja weapon, this is a small, sharp metal disc with multiple cutting edges that can be thrown at a target. While the (DEX x 2) + 2d6 damage they inflict is normally far from grievous, a trained hand can turn them into an accurate and deadly weapon. Skean: Skeans are double-edged short daggers whose curved blades afford the thrower additional distance and accuracy, and elemental enchantments ensure optimal stopping power for minimal cost. Skeans deal (DEX x 2) + 2d6 damage and are purchased with an elemental affiliation of Earth, Fire, Water, Wind, Ice or Lightning. They have the [Element] Strike weapon property accordingly for example, a Fire Skean would have Fire Strike, dealing additional damage against targets who are weak or vulnerable to that element. They calculate damage using the targets M.ARM score.

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Accessories
In addition to armor and equipment worn in the left and the right hands, each character may utilize one Accessory. These items have vastly varying functions, costs, and creation types, and are purchasable from Relic Shops and created by players almost exclusively. They can otherwise be found in dark dungeons or in Bazaars by merchants that may or may not know their precise worth. Name N-Kai Armlet Yellow Scarf Tiger Mantle Magician Shoes Prism Cape Muscle Belt Hyper Wrist Germinas Boots Ruby Armlet Gale Hairpin Marvel Shoes Winged Boots Chocobo Outfit Sprint Shoes Goggles Peace Ring Rage Ring Reflect Ring Barrier Ring Protect Ring Echo Bangle Pod Bracelet Gigas Bangle Gold Hairpin Aegis Jewel Angel Ring Wonderwatch Slave Crown Tetra Elemental Atlas Armlet Gauntlets Cost 500g 500g 500g 500g 500g 2000g 2000g 2000g 2000g 2000g 6000g 3000g 20g 200g 500g 500g 100g 3000g 1500g 1500g 1000g 1000g 2000g 5000g 10000g 6000g 500g 1200g 5000g 7000g 4000g Effect +2 bonus to STR attribute +2 bonus to DEX attribute +2 bonus to VIT attribute +2 bonus to INT attribute +2 bonus to SPR attribute +4 bonus to STR attribute +4 bonus to DEX attribute +4 bonus to VIT attribute +4 bonus to INT attribute +4 bonus to SPR attribute +4 bonus to all attributes Adds the Auto-Float status Dress like a Chocobo!* +1 to Escape checks when fleeing* Immunity to Blind Immunity to Berserk Adds the Auto-Berserk status Adds the Auto-Reflect status Adds the SOS-Shell status Adds the SOS-Protect status Immunity to Seal Immunity to Poison and the Bio spell Immunity to Break abilities and effects Resistance to Fire, Water, Earth and Air Immune to various status effects* User is capable of Flight Your party goes second in Initiative.* Adds the Auto-Charm status.* All equipment becomes Indestructible Immune to Knockback effects Immune to Disarm effects Type Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Armorsmithing Difficulty 10 10 10 10 10 12 12 12 12 12 14 10 8 10 10 10 8 12 12 12 11 11 12 13 14 15 11 11 15 14 12

Aegis Jewel: Grants an immunity to Blind, Berserk, Petrify, Zombie, Curse, Charm and Sleep. Sprint Shoes: These padded, comfortable shoes give the users an extra burst of speed when it counts. A character who has Sprint Shoes equipped receives a +1 bonus to their Escape checks for the purposes of Running Away from foes in combat. (see p.111 for more information on this) Chocobo Outfit: Kweh! Slave Crown: Upon donning the Slave Crown, the user is immediately affected with the negative status effect Charm, remaining until the Crown is forcibly removed. When created, the Crown is usually designed so that only one individual can issue orders to the Charmed subject. Furthermore, the wearer of a Slave Crown cannot remove the item themselves, and is, in fact, completely unaware of its existence, even if it is pointed out to them. Unlike normal victims of the Charm status effect, they follow instructions without care for their personal safety. Wonderwatch: This unusual item reverses the combat order; when battle begins, all adversaries always and automatically strike first instead of the party.

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Legendary Accessories
In additional to a handful of powerful weapons, rumors speak of strange artifacts that exist in hidden places across the globe. Any who would possess such a peerless artifact, it is said, would be less like a man and more like a god. Heres a few examples of what might be out there for intrepid heroes to discover. All legendary accessories possess the Indestructible feature. Genji Gloves: Grants +6 DEX, +4 STR, and you gain access to the Dual Wield shared ability. Magus Steeple: Black Mage Only. Grants +6 INT, +4 VIT, and reduces the MP cost of all spells by 50%. Blood Stone: Blue Mage Only. +6 INT, +4 DEX. Once per game session, the user may exchange one blue magic spell he knows for any other blue magic spell. Undying Rage: Dark Knight Only. +6 STR, +4 INT. The Dark Knight is Immune to the effects of Unconsciousness, and can continue fighting normally when he is reduced to 0 HP. Bosses can still kill characters equipped with the Undying Rage once they have been reduced to 0 HP, however. Rat Tail: Dragoon Only. +6 STR, +4 DEX. After the Dragoon has used his Dragons Spirit epic ability, he gains a +4 bonus to all skill checks and can activate his Limit Breaks for only 2 points of Destiny instead of the standard 3. This lasts until combat ends. Sniper Eye: Engineer Only. +6 INT, +4 VIT. When the Engineer has used Clockwork Tools, in addition to additional damage and other effects, they gain a +5 bonus to their ACC. Rosetta Ring: Entertainer Only. +6 SPR, +4 DEX. The Entertainer may use the Moment of Glory destiny feature for the standard 5 destiny at any time, without needing to involve a messy character death. Onion: Freelancer Only. -4 STR, -4 DEX, -4 VIT, -4 INT, -4 SPR. While it might look unassuming, the simple Onion is actually a symbol for Freelancers everywhere. While this legendary accessory is equipped, the Freelancer can no longer use his Job Change epic ability, and instead may use any Epic Ability belonging to any of the other jobs. Knights Crest: Fighter Only. +6 STR, +4 VIT. A Fighter with the Knights Crest may prior to any game session rewrite or change his limit breaks. Further, he receives 40 points to build his level 3 limit break instead of the standard 30. Trump Card: Gambler Only. +6 DEX, +4 SPR. Once per round, you may reroll any Slots abilities that result in a Bust effect. Flower Crown: Geomancer Only. +6 VIT, +4 INT. The Geomancer may cast the white magic spell Teleport as an Instant action for no MP once per round. Unlike the standard version of this spell, if used in combat the geomancers foes are teleported as well and the battle continues normally. Black Belt: Monk Only. +6 STR, +4 DEX. A Monk with the Black Belt equipped takes 0 damage from Improbable Weapons, unarmed strikes, and all other Brawl-based attacks. Furthermore, all ARM damage he takes from opponents with a STR rating of 4 or less is reduced to 0 as well. Sasuke: Ninja Only. +6 DEX, +4 SPR. With Sasuke equipped, the Ninja receives one additional Standard action per round. This cannot exceed the maximum limitations of 3 attacks per round, as normal. Solomon Ring: Paladin Only. +6 VIT, +4 INT. Invincible lasts an additional number of rounds equal to the Paladins SPR rating.

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Artemis Arrow: Ranger Only. +6 DEX, +4 INT. Once per game session, the Ranger may turn one of their attacks or abilities from a Single target to a Group target, affecting all enemies. If the Ranger also has the Artemis Bow equipped, there is no limit to the number of times per session this ability can be used. Crimson Chapeau: Red Mage Only. +6 SPR, +4 INT. The user of the Crimson Chapeau has their Epic Ability name changed from Doublecast to X-Magic, and they may now cast four spells instead of two as Instant actions when using their Epic Ability. Samantha Soul: Samurai Only. +6 STR, +4 DEX. Whenever a Samurai with the Samantha Soul equipped uses his Power Break, Speed Break, Soul Break, Armor Break or Magic Break abilities on the target, the foe also take 200% damage from all sources for the following 4 rounds, and attacks made against them can exceed the normal limit of 999 damage. This additional damage is caused even if the target is immune to the effects of Break Arts. Thief Gloves: Thief Only. +6 DEX, +4 SPR. Once per game session, when the user would take damage that would reduce him to 0 hit points or less, he may ignore the spell or attack and negate all damage and effects from it. Minerva Bangle: White Mage Only. +6 INT, +4 SPR. Whenever the White Mage uses a recovery item or healing spell on an ally, the caster also gains the same amount of HP. Ribbon: This modest-looking red ribbon appears completely unmagical at first glance. The wearer is Immune to all negative status effects except Unconsciousness.

Vehicles
All of the vehicles listed below are created with the Synthesis: Machines skill. Weeks or months of effort must be sunk into constructing any of the crafts listed below, and only when the building is nearing completion should the character attempting the Synthesis make his skill roll. A failure means additional time and resources must be spent to locate the problem usually adding 10% more gil to the total cost and a few more weeks of tinkering. Name
Airship, Basic Airship, Luxurious Airship, Sky Fortress Land Vehicle M-Tek Mecha Hull

Cost
10000g 16000g 40000g 5000g 8000g

Effect
Large, Flying, Movement 2 Large, Flying, Movement 3, Weapon Systems Multi-Pilot, Flying, Indestructible, Weapon Systems Movement 3 Power Source

Type
Machines Machines Machines Machines Machines

Difficulty
12 14 20 12 12

Land Vehicle: Anything from a motorcycle to a crude 4-wheel vehicle with space for one rider. M-Tek Mecha Hull: Only Magitek Corp knows the exact final steps to turning an empty mechanical shell into a walking, magic-fueled weapon the above creation is little more than an M-Tek Grunt Class without offensive capability.

Gold Armor? Thats dumb. If youve played Final Fantasy, you know that steel and iron arent nearly as good as gold equipment, despite the fact that gold is a notoriously soft, heavy metal. Its a little-known fact that the "gold" used in weapons and armor is really a different magical metal, simply called "gold" because of its color and some shrewd merchants realized they could bump up their prices by advertising the armor as something it wasnt. As for silver, diamond, and whateverium armor types, such equipment is merely gilded or studded with silver/diamonds, and is actually made out of the more practical metals.

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Synthesis
Having a crafter who can create almost any item in the game for 50% of the store price is unarguably one of any adventuring partys biggest assets, but having the ability to whip up a skeleton key from scraps when locked within the castle dungeons, or repair the Fighters weapon after a brief dip in molten lava? Priceless. A character can only be working on one synthesis project at any given time, and crafting is subject to some additional situational modifiers, listed below. Condition Inadequate tools Inadequate workspace Completely infeasible workspace Synth Difficulty Modifiers +2 +2 +4

Craftsmens Tools cost roughly 200g and are purchasable in almost any shop. The tricky part comes, of course, from bringing them with you. Delicate vials and beakers used in alchemy may not survive intense combat, and lugging around an anvil all day is hardly wise. Its up to individual crafters to devise intelligent solutions to these seemingly complicated problems. The exact time it takes to complete a Synth varies greatly, and is ultimately left to GM discretion; minutes for a set of makeshift lock picks, several hours for foods and alchemical supplies, days for low-tier equipment, and up to weeksor even YEARS for extraordinarily powerful weapons and armor. Failing a Synthesis Check A failed roll indicates that the final result is unstable, unworkable, or simply poor quality. The item is no better than scrap metal, fuming liquids or spare parts. In game terms, this means that although the character(s) spent 50% of the original items cost to attempt to create it, theyre ultimately left with nothing the money and item are both lost. Rare Materials Creating a piece of equipment with unique properties can sometimes be a little more complex. The price is still 50% of the normal cost, but crafting powerful items sometimes requires a special item to be consumed in the craft aboveand beyond the normal prerequisites. The difficulty of obtaining this item, of course, varies based on precisely how powerful the intended craft would be. A suit of mail with a few unique abilities might require ore from a nearby undead-filled mine, whereas a weapon with nearlegendary status might require the horn of a behemoth. Plying your Trade A newly-crafted, never-used item sells for 100% of the market price, give or take slightly due to market fluctuations. This allows characters with the time and desire to make a profit with their craft, though this should be done rarely. Players are discouraged to find downtime with which to specifically use to make money.

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There is no restriction as to the attributes that may be added to a weapon, and no table to determining which weapon effects are more powerful than others GMs are simply expected to work with their players to create potential synthesis equipment that fits the power level of the campaign, and is an appropriate reward for the work the player must undergo to create such a weapon. A player who wishes to create a Tier 2, Indestructible weapon capable of casting Ultima is unrealistic, but a first level character who wants to make a Tier 7 Sword on par with one of the Legendary weapons shouldnt be dismissed outright. The player simply needs to understand that while possible to create such a weapon it would be a life-long goal that may only see fruition near the end of the campaign. Conversely, if a player manages to obtain a high tier weapon at a far lower level than they should, think twice before restricting its usage or taking it away altogether. Weapons that grow and evolve as their user gains in strength are a staple in the Final Fantasy universe, especially for family heirlooms. Synthesizing Armor and Accessories Armor is relatively easy. Consult the list of equipment, keep the same prices and simply swap out the single equipment property. Under no circumstances should the ARM and MARM values be changed. Accessories are more difficult. The rules dont specifically state how a character would go about crafting up magicallyimbued accessory, and for good reason. For those GMs and players who are dissatisfied with that answer, however, we suggest the following: When creating an accessory or something more unique with special properties, find a current item thats relatively close and use that as a template, and remember that function is less important than interesting. GMs Tip: Why Materials? When a player approaches the GM with the intent on synthesizing something, we leave the responsibility of deciding whether or not the item is feasible.and realistic.in the hands of both you and your players. The 'Materials' requirement merely allows you to preserve game balance without having to say No. 'Sure,' you might say, 'You can make that. But you're not sure you could craft something so powerful out of simple steel. You've heard rumors about Adamantite in the nearby mines...if you could get your hands on some of that, you might have a chance at making such a weapon." Essentially nothing more than a blatant plot hook, the GM can use Materials as a way to say yes to their players while making sure unrealistically powerful weapons arent in the hands of the PCs too early on, and providing both short and long-term goals for characters. Likewise, unless youre trying to run a money-based game, characters who prone to trying to make heaps of cash with their Synthesis skill checks should run into problems and need to go out adventuring to proceed with their plans.

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Cooking
Most food items are fairly mundane -- gingerbread Cactuar, glazed carrot cake and roasted chimera may fill the stomach, but dont exactly win battles on their own merits. However, truly skilled chefs can put a little something extra into their creations, turning an otherwise ordinary dish into a repast capable of spurring even jaded warriors on to greater achievements. In game terms, Cooking may be used to create items which grant certain positive effects. There are several types of foods which may be prepared: Snacks, Meals, and Banquets. Snacks may be used in or out of battle, and last for one combat after eating. Meals last for an entire game session, but cannot be used mid-combat. Banquets are the same as a Meal, except that it will feed the entire party. A character may only eat one Snack, Meal or Banquet per game session unless ruled otherwise by the GM. While this may not make sense in every case, it's done to be consistent with other healing items and in the interest of game balance. Consult the charts below to determine what size of food you wish to create, then modify the cost and creation difficulties accordingly, based on the desired status effects. The Cost Modifier is additive; meaning that if a character wanted Healing and Strength Up on the same item, you would multiply the base cost by x3. The Stat Up effects increase the chosen attribute by +3, and Status Guard provides a flat 25% chance for all negative status effects (except Unconsciousness) to fail. Healing restores 50% or 100% of a characters maximum HP and MP, but a food item with the Healing effect can never be used in Combat. You can have multiple Effects on one type of food, but never multiple Copies of the same Effect; for example, you cannot have Strength Up more than once on the same food item. Multiple, different effects.such as Strength Up and Status Guard simultaneously.are fair game. Type of Meal Snack Meal Banquet Base Cost 100g 150g 300g Creation Difficulty 9 9 10 Creation Difficulty +0 +3 +1 +1 +1 +1 +0 +1 +2 +4

Type of Effect Healing (50%) Healing (100%) Strength Up Vitality Up Dexterity Up Intelligence Up Spirit Up Status Guard Auto-Regen Auto-Life

Cost Modifier x2 x4 x1 x1 x1 x1 x1 x3 x3 x5

Banquets and Craftsmans Tools Characters who attempt to perform Synthesis checks without a set of proper tools increase the difficulty of Synthesis checks by +2. In Cooking, this is even more pronounced. Characters who lack a set of Craftsmans Tools are unable to create Banquet-type meals under any conditions. For those who are wondering, a set of Craftsmans Tools for aspiring chefs usually contains the following; Pots, skillets, cleavers, four kitchen knives, a meat tenderizer, kebab skewers, a whisk, stirring and serving spoons, an assortment of spices and herbs, a deep-fryer, and table settings for up to a dozen individuals. All of these items still only take up one spot in a characters Inventory, as normal. Players Note: Such remarkable food cannot be purchased in a normal way, and cannot be stored for long periods of time. Food often spoils a day or two after its initial creation.

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Grafts
Grafts are biomechanical appendages and weaponry. Most often used by Androids, they are also purchased by civilians who have suffered physical losses. Amusingly, it is often illegal to purchase or affix a Graft, but there are rarely laws restricting their usage. The market price is roughly 1000 gil per point of the Grafts cost. For example, the Weapon Attachments are two point grafts expect to pay 2000gil on the black market for such an item, plus an additional fee to have it attached. Of course, this is rarely the going rate, but a character with the Synthesis (Tinkering) skill can use those estimations as guidelines for creating Grafts of their own. A successful Healing check at difficulty 8 + (Number of Graft points) is required to affix a Graft, for a difficulty between 9 and 13. They can be created (or repaired!) by a Synthesis Machines check at the same difficulty. Failing on such a skill check can sometimes have unfortunate results. All grafts are assumed to have 1 hit point, and are thus very vulnerable. If a character makes a successful attack against the possessor of a Graft, and knows the body part he is attempting to disable, then the character may choose to deal zero damage and instead render the robotic appendage or graft inoperable. A graft damaged and rendered usable in this way provides no bonuses, but retains any penalties the graft may cause. The same Graft can generally be taken multiple times, but bonuses from identical Grafts are never cumulative. Most known Grafts are listed below in the following format. Name: The name of the Graft goes here. The listed point value is for starting Android characters who need to determine which combination of Grafts they wish to begin play with, since they may only choose up to 5 points worth. Location: Which body piece, appendage, or organ is replaced. Effect: The attribute/skill changes, or the abilities gained after obtaining this Graft.

Synth-Flesh (1pt) Useful for covering burns as well as allowing Androids to appear more human in appearance. Synth-flesh is a realistic, pseudo-bio skin. Location: Anywhere Effect: If used by an Android, upon becoming damaged, Synth-flesh will expose the robotic frame underneath, but all Synth-flesh can grow back in several days. It can even cloak the micro-fusion emissions and exude standard human body temperature. Thus, heat detection devices will pick up the Android as human or makes regular characters in super-modern settings partially immune to lie detection devices. Auto-Repair (1pt) Cherished by non-suicidal androids everywhere, this failsafe repair system is heavily advised upon. Location: All grafts Effect: If a Graft suffers damage and becomes nonoperational, this built-in organic system will slowly allow them to resume normal functionality over the course of several hours without needing a skill check or additional funds to get fixed.

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Breathless (1pt) Whether it be underwater or simply in an area devoid of oxygen, you simply Can function normally without needing to breathe. Location: Internal Effect: The character does not take damage or penalties for functioning without oxygen. They do not need to make Swim checks to avoid drowning. Sleepless (2pt) Much like the Breathless Graft listed above, the user of this graft has been hardwired to never require sleep. Location: Internal Effect: The character never requires rest of any sort, and will never take penalties for functioning without it. They receive the effects of Auto-Sleep Proof while the graft is functional, making it impossible to even coerce them magically into such a state. Double-Jointed (1pt) By replacing several major bodily joints with mechanical parts, such as in the shoulders, kneecaps, elbows, and the like, the character becomes able to stretch in ways that would otherwise be impossible. Location: Throughout the entire body Effect: Adds an additional +1 bonus to all of the character's Athletics skill rolls. Data Link (1pt) The Data Link allows the user to 'plug in' to a computer network via an external port, usually located in the chest or on an arm. Location: Varies Effect: Adds an additional +1 bonus to all of the character's Systems skill rolls. Symbiotic Interface (2pt) More machine than human, the Android is capable of communicating with nearby machinery, even without touching it. There are no visual or auditory clues whatsoever that a character is utilizing this ability save perhaps for a rapid flickering of the eyelids as data pulses to and from his psyche. Location: Brain implant Effect: By taking a -2 penalty to his roll, a character is capable of making a Systems skill test on any machine within a Medium Range, even if it is not within direct line of sight. Heavy Arm (2pts) An enormous, piston-driven robotic arm which provides the user with a surprising amount of pure, mechanical strength. Still relatively human, with normal girth and dimensions, and can pass unnoticed if covered with Synth-Flesh. Location: Replaces either the left or the right arm, attaches at the shoulder. Effect: This graft grants +2 STR and -2 DEX. This graft provides no bonuses if it would cause the user to have 0 or less DEX. Heavy Arm v2.0 (5pts) A colossal version of Magitek's previous Heavy Arm design, placing far more emphasis on sheer power and less on the user's ability to blend in with normal society. Location: Replaces either the left or the right arm, attaches at the shoulder, with diodes going all the way down or across a character's chest. Effect: This graft grants +4 STR and -4 DEX. This graft provides no bonuses if it would cause the user to have 0 or less DEX. Cannot be covered with the Synth-Flesh graft.

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Light Arm (2pts) In direct opposition to their previous line of limb replacement implants, the Light Arm is thin and dexterous, although easily damaged, and is often used by quick draws, con men, and the like. Its vastly different setup causes conflicts with the previous Heavy Arm line, and for this reason, they cannot be used together. Location: Replaces either the left or the right arm, attaches at the shoulder. Effect: This graft grants +2 DEX and -2 VIT. This graft provides no bonuses if it would cause the user to have 0 or less VIT. Cannot be taken in conjunction with either Heavy Arm graft. Weapon Attachment (3pts) Location: Varies - almost always an arm or hand. Effect: The character with this Graft is able to use and attach any weapon to the specified location, and use it as an extension of himself. They may be removed and repaired, upgraded and broken like normal weapons. This has several benefits - first, if combined with the Auto-Repair graft, the weapon can be repaired after being damaged or destroyed for no cost. It also makes the user immune to the Disarm ability and effects that would otherwise make the user drop the weapon, such as aimed shots from a Ranger. A character who uses Two Weapon fighting only needs to take this Graft once, and it applies to both weapons. If this Graft is damaged, the character cannot use the inherent properties of the weapon until it is repaired. For example, a Concealed weapon cannot be drawn back into the body and used for surprise attacks, and a Ranged weapon becomes jammed and cannot be used outside of a Short Range. Blades become bent and cannot ignore a foes ARM until the graft is repaired, and so on. Bionic Eye (1pts) Through the use of an optic implant, the user has flawless and natural 20/20 vision. Location: Replaces an eyeball. Effect: Adds an additional +1 bonus to all of the character's Awareness skill rolls. Bionic Vision (2pts) Generally considered to be a vast upgrade over the previous model. In addition to perfect vision, the user is able to see basic heat signatures and the ultraviolet spectrum. Location: Replaces both eyeballs. Effect: Adds an additional +2 bonus to all of the character's Awareness skill rolls, as well as the ability to 'sense' living creatures nearby with your Awareness checks, even if theyre not in direct line of sight.

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CHAPTER VI: COMBAT


"Why not? I don't have anything to lose but my life... and I got that for free!" - Setzer Gabbiani

Given the sheer number of fiendish monsters and evil Empires waiting to be vanquished in the name of justice, combat is an unavoidable part of day-to-day life in the worlds of Final Fantasy. This section covers these encounters -- and more importantly, how to emerge from them alive.

What can I do in one round of combat?


In a given round of combat, a character may perform as many Instant actions as they like. They may also perform one Standard Action, or start a Slow action. Instant Actions include speech (even long-winded monologues!), certain abilities, and non-skill effects that have no major impact on combat. Characters can also move up to a Short Range as an instant action, but this is only once per round. Standard Actions include most job abilities, drinking potions or using a potion on a party member, switching between weapons, attacking, or moving a Medium Range. Most actions characters take will be Standard actions. Slow Actions are longer effects that require concentration, time, or both. A character has to declare that they are initiating a slow action, which takes their entire turn. Slow Actions then resolve on the following turn unless interrupted by critical hit, limit break, Teamwork Attack or a knockback effect, and does not count towards any of the characters actions on the second turn. Thus, a Black Mage could begin casting Fire on his first turn and on his second turn, if uninterrupted, the spell would be cast, allowing him to begin a second Fire spell in the same round. This second cast would finish in the third round of combat, and so on. Skills may either be Instant, Slow or Standard actions in combat, depending on the GM ruling. For example, Riding might be an Instant action because it requires no concentration normally, whereas to properly aid a fallen comrade with the Healing skill would likely be a Slow action. A character under the influence of the Haste status essentially gets an extra half-turn. They may move an additional range increment OR take a second standard action, OR they may allow a Slow action to begin and finish in one turn. Some systems offer characters the ability to Delay their actions, giving them time to think and plan or change the order in which attacks are made. The FFd6 generally frowns upon this, as it detracts from the fast-paced action that makes for a gripping encounter.

How much damage do I do?


Weapon damage is mostly pre-calculated. For example, well use a sword that deals (STR x 1) + 2d6 points of damage. If the character wielding this weapon had 7 STR, then the damage is deals would be read as 7+2d6 in total. If the same character switched to a (STR x 2) weapon, then such attacks would deal 14+2d6 damage. When a character rolls his attack on his turn, he only rolls a total of 2d6 dice that are used for both determining if the attack hits, as well as how much additional damage the attack does if successful. We casually call this the roll and keep method, and it goes like this; Gabe, playing a Fighter, is using a Tier 3 weapon. He rolls his two six-sided dice and ends up with a result of 9. He quickly mentally adds together the result of 9 with his Accuracy score of 5, for a total of 14. He knows that beats his targets EVA score, so he goes ahead and calculate damage with those same two dice. His Tier 3 weapon does (STR x 3) + 2d6 points of damage and he has 10 strength, so he is able to figure out that his total damage will be (30) + 9. He grins at his fellow players and announces his character ducks and rolls forward under the demons arm, slicing tendons for 39 damage as he leaps back to his feet and poses majestically.

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Target Types
Four types of targets exist in combat: Self is the user of the ability, or the caster of the spell. This type of maneuver can only be used on oneself. A Group is the entire formation of monsters or the character and all his allies. For magical effects and spells, a 'Group' should be limited to a dozen or so at most for balance reasons; if the PCs should find themselves at the head of a 200-strong army, the last thing a GM needs to deal with is Curaga healing an entire battalion at once. Conversely, though, theres something to be said for the dramatic effect of smiting tens of thousands of targets with world-shattering magic. Local means the characters, the foes, the terrain in the area, everything within range is affected by this blanket spell. Finally, a Single target is as the name implies restricted to only one person, whether friend or foe. Such targets may be picked out of a larger formation, or exist simply because the Party is fighting against only one powerful foe.

Running Away!
Not every challenge the PCs encounter will be winnable, and sometimes discretion really is the better part of valor. There are a myriad of ways for players to remove themselves from combat a Smoke Bomb item, the white magic spell Escape, and others. But the players can always try to flee on foot if magic and misdirection fail. A character cannot Run Away by himself it must be a group decision. When all conscious (above 0 HP) and capable (not Petrified or Stopped, for example) characters decide to Run Away, then they must each make an Escape skill check on their turn at difficulty 7 and take no other actions. This difficulty is increased by +2 if any party members are unconscious or incapable of running away on their own. If all players succeed at this roll, then combat ends, no gil or experience is awarded to the group, and they manage to escape with all of their fallen comrades. If any character does not manage to succeed at the Escape check, then the Run Away attempt fails, and nothing happens other than the characters lost their turns for the current round. If the players Run Away from a Notorious or Boss monster, then its assumed that the creature is still out there, lurking and waiting for them to return. Fleeing from a regular monster group effectively means the encounter was nullified, and the players probably wont encounter the same creatures a second time.

Descriptive Attacks
Combat in the FFd6 is fast-paced and furious, often pitting the heroes against near-impossible odds. The players will need to think quick and stay on their toes. A player who, on their turn, simply says I attack and rolls the dice is a character without strategy, and an attack without an attempt at description will impose a -2 penalty on the roll. Sometimes, a player may wish to make highly cinematic attacks, and such actions are to be rewarded for their creativity and resourcefulness as opposed to reducing the overall effectiveness of the attack. A character who spends a round climbing up the metal arrows imbedded in a massive dragon to reach a vital point (then attacking on the following round), might be allowed by the GM to treat the foe as having 0 EVA. A character who runs plunges their Indestructible blade into molten lava before striking should gain the Fire Strike weapon bonus, and so on. Similarly inspired GMs should be able to come up with other appropriate rewards.

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Whats with these Range increments?


Unlike many other tactical tabletop RPGs, the Final Fantasy game avoids forcing players to think in terms of movement squares or exact numerical measurements to determine movement and range. Instead, only three types of distance exist. Short Range refers to anything conceivably the characters could reach or attack without much movement required beforehand. It generally denotes that an enemy is easily within melee distance. Short Range weapons are common, and include everything from swords to unarmed brawling attacks. Such weapons are versatile and plentiful, but limited in situations with much more mobile combatants for example, hitting Flying enemies with a Short Range weapon imposes a -4 penalty on the attack roll. Characters can move a Short Range as an Instant action once per round. Medium Range is a little harder to measure because its exact distance varies for dramatic purposes. Medium Range is the distance a character can move in a single round at a hard run, or how far a gun or bow can be comfortably fired. Medium Range could be a city block or from one side of an Airship to the other, for example. Almost all Ranged and thrown weapons possess a Medium Range though theres no reason a gun or Shruiken couldnt be used to its fullest at point-blank. It normally takes a character a Standard action to move a Medium Range, unless they character is riding a fairly swift mount. Long Range denotes a distance greater than medium range, but still able to be seen. This could represent anything from a few city blocks to a few miles, depending on circumstance. Characters cannot normally move a Long Range without beneficial magic or when aboard a vehicle or mount, and characters can only use Ranged weapons at a Long Range albeit with large penalties to attack rolls.

Defending
On their turn, a character may choose to go into a defensive stance instead of taking any actions. This reduces all damage taken for by 50% as if the player had the effects of Protect and Shell, and lasts until the start of the characters next turn. The 50% reduction is applied after armor, but does not stack with the Protect or Shell status effects.

Preemptive Round
At the beginning of combat, all allies or enemies who have the element of surprise may act first. Characters may not use abilities or attacks when it is not their turn during the Pre-emptive round even if the ability says otherwise. However, they retain their EVA scores, able to dodge reflexively. After the Pre-emptive round is completed, the heroes always act first. (see Initiative Order below)

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Initiative Order
Many game systems determine in which order combatants act by rolling. This is not the case in the FFd6 after the Pre-emptive round of combat, the heroes (generally the player characters) almost always go first. After all the PCs have taken their turns the monsters attack, after which the next round begins. If neither side is clearly the good side due to party infighting, for example then you can settle who acts first by having the character with the highest DEX on each team make an opposed DEX roll.

How long is a Session?


Many job abilities state that they are limited in use, only able to be activated for a number of rounds or a number of times per session. The exact definition of a session will surely vary from group to group. Friends meeting up for their weekly game will probably define a session as the time the group gets together to the time the game ends for the night. If the medium for play is email, message boards or instant-messenger programs, however, the definition of a session might be one in-game day, or until the party completes their current mission.

Knockbacks and Aerial Combat


Quite a few weapons and abilities have the capability to cause a knockback of various distances, which in addition to making battle sequences much more dramatic are incredibly useful to interrupt and cancel Slow actions. Monsters with the Large property are immune to knockback effects, both to the forced movement and the loss of their action. A character who is affected by a Knockback does not land until the end of his next turn. This rarely has any real in-game effect other than for the sake of description. Final Fantasy heroes are well-known for their ability to fight flawlessly even in mid-air, almost appearing to hover as they clash with foes a few dozen feet above the ground.

Improbable Weapons and Unarmed Combat


When all you have is a hammer, everything starts to look like a nail. A hero who is disarmed or otherwise being forced to rely on his fists and crude, temporary weapons follows some special rules. Unless they have Abilities or Traits to help them out in such a situation, unarmed strikes deal damage as though they were Tier 1 weapons thus, STR + 2d6 points of ARM damage with no special properties. Improbable Weapons are more complicated, because their damage Tier varies depending on what, exactly, is being used consult the chart below for more on that. Regardless, they have the weapon property Fragile, causing them to break after one rounds of normal use. Often, Improbable Weapons (such as chandeliers or, you know, the moon) will be able to target more than one enemy. Use your best judgment for determining the size and scale of such attacks.

Tier
1 2 3 4 5 6 7 8

Difficulty
Elementary (5) Easy (7) Moderate (9) Challenging (11) Impressive (13) Heroic (15) Godlike (20) Impossible (30)

Examples
A pair of sunglasses, a sweet fedora, cutlery and tableware An unconscious party member, a long table or heavy door A cannonball, an aquarium filled with angry lobsters A falling chandelier, a motorcycle, steel girders, a blacksmiths anvil. A large tree, windmill blades, a live shark A towering statue/granite pillar, a medium-sized landslide, a railroad car The side of a mountain or glacier, an airship, a small meteorite A fifty-story building, the moon

You must make a skill or attribute check at the appropriate difficulty in order to use the desired Tier of Improbable Weapon. For example, a character wishing to slice through a tree and send it falling on enemies would have to roll his STR rating and hope for a result of 13 or better not an easy task for someone of moderate strength, but likely a worthwhile gamble if it pays off! And if your character doesnt have the Brawl skill, remember that you suffer a -4 penalty for using Improbable Weapons! Not all Improbable Weapons calculate damage with STR for example, it wouldnt make much sense to factor a users strength into account if hes using his airship to ram an enemy vessel. Use whatever stat you can argue is remotely appropriate in the previous example, DEX or INT (to spot and aim towards a weak spot on the ships hull, for example) might be a good substitution.

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Actions Per Round Limit


While it might seem like an obscure rule, this needed to be said somewhere; Under no conditions whatsoever can a character take more than three Standard Actions in the full course of a single round.

Teamwork Attacks
Think about your closest friends. If you know them well enough, you also know their strengths and weaknesses. You know how they think, how they react, how they tick. You trust them to know the same about you, too. And when it comes to combat, going back-to-back with a partner and fighting in tandem is often the key to victory. It is assumed that all attacks in a round happen nearly simultaneously. However, two or more players can coordinate their attacks against a single foe, attempting to ruin his concentration and leave him (or it) staggered from the flurry of attacks. On their turn, players must simply declare and describe the teamwork attack. All players involved take a -2 penalty to their ACC rolls and, if a minimum of two attacks simultaneously strike the target, the Teamwork Attack was successful. However, damage dealt by Teamwork Attacks is reduced to half of the normal amount. A successful Teamwork Attack will nullify most special techniques that monsters and bosses possess, such as Unusual Defense, Final Attack, and Counterattack. See the Bestiary for more information on enemy techniques. In addition, performing a Teamwork Attack grants both characters a +2 EVA bonus until the start of their next turn as they fight back to back. Spellcasters may take part in Teamwork Attacks as well, but they must declare it when the spell is cast, and suffer an additional 50% damage from all attacks made against them until the beginning of their next turn.

Combat Multipliers
This rule is brief, but important. Often, characters will gain large bonuses to their damage a critical hit (200% damage) with a Fire-based against an enemy weak to fire (200% damage) for example. These bonuses are additive; in this situation, 400% damage would be dealt. However, no attack may ever gain a total combat multiplier of higher than 500% for any reason. And finally, attacks that deal half damage always total up the multiplier before cutting the final score in half. So in the above example involving a fire-based critical hit against a fire-weak enemy, the 400% damage would be reduced down to 200%.

Attacking Multiple Foes


Some Job abilities and special attacks affect more than one enemy, and call for the player to make a normal attack roll to see if the ability works. In such situations, determine which foe is the most difficult to hit usually due to a high EVA rating and make the attack roll against that number. On a miss, none of the foes are affected, even the ones with much lower evasion scores. On a hit, all foes are affected. This might seem unrealistic, but it is distinctly in-flavor for the genre of the game.

Difficult Terrain
In addition to the normal dangers in combat, characters may be faced with other challenges. Perhaps a cluster of bomb cores sits in the middle of the room, capable of causing a massive explosion if accidently nicked with a Fire-based spell or attack. Perhaps the area is crowded with screaming, fleeing pedestrians, making firing a ranged weapon almost impossible.

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One of the most common complications, though, is Difficult Terrain. This could be anything from lava (causing damage to those who move through or into it) high winds, sand traps, or the like. Such difficult terrain often causes negative modifiers (usually between -2 and -4) to specific checks or rolls, or sometimes even all dice results.

Two Weapon Fighting


Characters who use the Two Weapons skill gain some fantastic bonuses, increasing their accuracy and critical hit rate exponentially. They also gain the magical enhancements on both weapons. The following restrictions do apply, however. First, Disarmed effects cause the player to lose both weapons instead of just one. Until they recover both weapons, the character is in serious trouble. Secondly, characters who fight with two weapons cannot stack weapon properties to get double the effect. For example, a character could not have HP Drain on both weapons to gain 100% of the damage inflicted back as health. Nor could they gain quadruple healing instead of double healing when utilizing two weapons with Alchemy, and so on. Having +2 STR on each weapon for a total of +4 is fair game.

Critical Hits
When a character rolls a critical success on his accuracy roll, the hit is assumed to automatically land and deal 200% damage. If the character is at 25% or less heath, they may perform a Limit Break instead. (see
p.123 for more information on Limit Breaks)

Unimportant NPCs such as nameless soldiers and city residents do not have the ability to land critical hits, and are instantly reduced to 0hp when they are critically hit no matter how much damage is dealt.

Counterattacks
Sometimes, weapon or abilities calls for a monster or creature to make a Counterattack. This means that the individual may use an ability, spell or attack Instantly, and on the opponents turn, against the foe that caused a counterattack to occur. Counterattacks are taken after the event that causes a counterattack for example, a Black Mage will first be damaged by the opponents spell, then may respond with one of their own. Only one Counterattack may take place each turn and characters must still roll for attacks as normal. A character cannot counterattack themselves or an ally under any circumstances.

Unusual Maneuvers
Some tabletop systems have a myriad of other combat techniques that players may utilize to get the upper hand over foes; trips, grappling, bullrushes, and the like. No rules are specified in the FFd6 for such maneuvers. GMs should handle such situations on a case-by-case basis, possibly calling for opposed attribute checks or rolling against the standard set difficulties. However, they are encouraged to remember that in the Final Fantasy universe, even heavily encumbered warriors are capable of incredible speed, rapidity and technique, able to often ignore such mundane combat techniques or situations like prone fighting. Just as players will develop highly elaborate plans and methods for defeating your foes, so will the GM have to think fast in order to allow for spectacular results that dont physically defeat foes without having to engage in standard combat. For example, if a player decides to crash an airship into a Behemoth. We know that such an Improbable Weapon deals damage like a Tier 7 weapon, but is that enough? Its the GMs responsibility to walk the fine line between making sure that this mechanical sacrifice isnt worthless, and also making sure players dont get into the habit of evading combat through such spectacular stunts.

Disarming
The world of Final Fantasy is filled with enemies as diverse as they are dangerous. While some battle with fists of iron, poisonous spines and magical blasts, other foes especially Humanoids - use tools as their primary means of attack. Whether this is a great tree torn out of the ground or a set of futuristic guns attached to a hulking mech, characters can always attempt to separate their opponents from their weapons.

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After making a successful attack action (no matter the Range), the character may choose to deal 0 damage and instead, knock an item or weapon from his foe's grip. Both parties make either a STR or DEX check, of their choice if the disarmer wins the weapon is knocked aside, and if the foe wins there is no effect. If the disarming character has a hand free and is within a Short Range of their target, they can hang on to the item. Otherwise, the weapon is merely knocked aside. There are no rules set in stone for how long an opponent remains without his weapon after being Disarmed, and GMs are encouraged to determine this on a case-by-case basis. For example, there is generally nothing stopping the disarmed opponent from moving to his lost weapon and retrieving it as a Standard action on the following turn. However, the player may state that they attempt to send their opponents sword hurtling, lodging it in a nearby tree; in such a situation the GM may rule that a STR check is required. If the weapon is knocked off the side of a mountain or into lava, retrieving it will prove more difficult; it may even be destroyed. Using the above example, if the character literally disarmed an M-Tek Mecha of its double arm-cannons, the war machine has no way of even picking them back up, much less re-attaching its weaponry. Use common sense and fairness when dictating the results of a Disarm for example, opponents who have been affected with, say, the Sleep status, shouldnt require an opposed roll.

GMs Note: Stacking Abilities


Most Jobs possess at least one ability that grants beneficial effects to the entire party. While there are enough Jobs that it should rarely become an issue, there are situations where a GM will need to step in and declare that using multiple copies of the same ability on top of one another is harmful to gameplay and suggest alternatives to his players. For example, imagine a party of 5 Fighters using Warcry, dealing (STR x 11) damage each on the following round at level one! This is one of those touchy situations that GMs will need to handle with understanding, delicacy, and tact.

GMs Note: Combat and Rewards!


A partys main source of Gil is from successfully defeating monsters. It may also come in the form of treasure obtained during the course of an adventure, or money given to the party by NPCs and other allies in exchange for services and other tasks. The income from these three combined should have the characters making around 100 x (Character Level) gil, apiece, per session. Thus, a level two party with five members should receive roughly 1,000 gil per session. A level two character should expect to make 200 gil per session. (This is not to say that gil needs to be doled out in a steady stream of coins. Far more likely is a situation where characters receive almost nothing for a few sessions, only to defeat a Boss and find themselves rolling in dough.) If more Gil are made available, bear in mind that this means that characters will have access to better equipment and more healing, decreasing the challenge level of future encounters. In games where Gil is scarcer, on the other hand, the death of money means the party will be less prepared to face battles. As a result, the difficulty level of the game rises accordingly. The suggested XP awards given in this book are designed so that each character gains a Level after two or three encounters, or about 80%-120% of a level per session. This is a good rate of growth for a typical campaign assuming one game session a week, the characters will go from Level 1 novices to Level 30 champions in about eight months.

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NEGATIVE STATUS EFFECTS There are many different things that can happen to a character besides taking damage. Negative Status Effects can do anything from inconvenience your character to completely crippling him. Generally, when a spell attempts to cause a Status Effect, the victim may make an immediate Spirit check to shake it off, but its not easy. The difficulty of this check is (11 + Tier level of the spell used) for spells. Magic that causes status effects usually includes a Resistible descriptor and the target number to beat with a SPR check, for quick reference purposes. All negative status effects normally last for exactly 4 rounds, but the GM may rule that they wear off prematurely for dramatic effect. The list of negative status effects follow. Berserk: You go berserk, and can do nothing on your turn but attack the nearest enemy. This will not cause you to mistake friend for foe. Blind: You now use only roll 1d6+ACC for combat rolls, instead of the standard 2d6+ACC. Characters who use Two Weapons may still reroll this one dice and hope for the best. Charm: You fight on your enemy's side until the effect wears off. The player retains control of the character, but will battle against his former allies. Charmed characters still retain their understanding of the world and basic principles such as danger, and will rarely act foolishly or put themselves in harms way needlessly. Taking damage has a 25% chance of removing the Charm status. Confusion: You are confused and disoriented, causing you to take random actions each round. At the start of each of the Confused characters turns, roll 1d6. On a result of 1 or 2, the character attacks his allies or heals his enemies, acting as if he was fighting on the enemys side. On a result of 3 or 4, the character performs nonsensical actions such as trying to use Inquiry on a tree. On a result of 5 or 6, the character may act normally. The GM may determine the characters random actions, or he may allow the player to do so. Taking damage has a 25% chance of removing the Confusion status. Curse: The characters equipment acts as if it no longer had any special properties or powers whatsoever other than Indestructible. For example, the effects of any Auto-Statuses stemming from gear are nullified, attribute bonuses are removed, the character cannot use the special properties on weapons he wields, and so on. Fear: Exactly like the effects of Stun, although only usable by Bosses and the Dark Knight ability No Mercy. Your next turn is skipped completely. You can take no action whatsoever. Your EVA score is effectively zero. There are very few spells and effects capable of negating Fear. Mini: You are shrunk to a very small size. All damage you deal with weapons is halved. In addition, all damage dealt to you is increased by 50% after ARM and MARM are calculated. Petrify: You are transformed into a stone statue. You are completely immobile and can take no action. However, being made of stone does grant some protection. Your ARM and M.ARM scores are doubled, and you are immune to all further negative status effects. Cured by the Soft item. Poison: When poisoned, you lose 10% of your max HP at the end of each of your turns. This can reduce your HP to zero. Seal: Your special abilities are sealed. You cannot use Abilities or Magic of any type, but can still use skills and take other actions. Sleep: You are magically put to sleep, and can do nothing until the effect ends. Your EVA score is effectively zero. Taking damage has a 100% chance of removing the Sleep status. Slow: Your actions take longer than normal. Instant actions become Standard actions, Standard actions become Slow Actions, and Slow actions resolve at the end of the players next turn instead of the beginning, essentially taking a full two rounds to use. This is one of the nastier status effects, and as such it is quite uncommon almost completely exclusive to Time Magic. Slow overwrites and cancels the Haste status. Stop: You cannot move. You can still take actions, but cannot cover any distance and are stuck in your current location unless moved by a third party. Furthermore, your EVA score is effectively zero. Stun: Your turn is skipped completely. You can take no action whatsoever. Your EVA score is effectively zero. Generally, Stun should only last for one round. Unconscious: When your HP reaches zero, you are completely incapacitated. You can take no actions until revived by a Phoenix Down, Phoenix Pinion, or resurrection spell. Curative Potions and Healing spells will have no effect. Zombie: Your body is infused with negative energy, partially transforming you into a creature of darkness. All curative spells, effects, and potions are reversed, dealing damage instead of healing it.

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POSITIVE STATUS EFFECTS Luckily, not all status effects are bad. Positive status effects, often granted by white magic, can bestow great advantages on your character- while they last. If your character is knocked unconscious, any positive status effects disappear immediately. If a character wishes, they can prevent themselves from receiving a positive status effect with the same sort of Spirit check listed above. While rare, situations where such normally beneficial spells are a hindrance DO pop upsuch as a Zombied character trying not to receive the effects of Regen. It should be noted that even a character with Immunities to status effects can choose to be affected by them if he or she wishes. Thus, a character with a Ribbon equipped and thus Immune to all statuses could still operate under the effects of Protect and Haste if they liked, or even allow themselves to be Charmed. And again, whenever we say a status or effect lasts for several rounds, we mean four, but the GM can rule it to be less for dramtic effect.

Auto-Life: If your HP is reduced to 0 while under an Auto-Life spell, you are immediately revived with 1 HP. This still causes Auto-Life and all other status effects to immediately fade. Flight: As Float, but move freely in any direction. Short Range attacks take a -4 penalty to hit you. Float: Floating characters take no damage from Earth-based spells and abilities, and hover several inches above the ground. They also take no damage from falling, but they dont receive the same benefits to avoid Short Range attacks that true Flying characters have. Haste: You have time for an additional Standard action in the same turn. Slow actions begin and end on the same turn. Haste overwrites and cancels the Slow status. Protect: All physical damage dealt to you is halved for the duration of the effect. The damage is halved after ARM reduces the initial amount. Reflect: Most magic that would otherwise affect the target is instead redirected towards a random target on the opposite side. For example, this means that casting Fire on a Reflected enemy will result in you or one of your allies being damaged instead. Regen: The literal opposite of Poison. While under the effects of Regen, a character gains 10% of his max HP at the end of each of his turns. Shell: All magical damage dealt to you is halved for the duration of the effect. The damage is halved after M.ARM reduces the initial amount.

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Leveling Up
"The way I see it, as long as you make it out of a battle alive, you're one step closer to fulfilling your dream." - Seifer Almasy

Upon gaining a level, the character chooses one Attribute and raises it by one point. They then receive one additional skill point, and finally, they recalculate HP and MP. At level 3, and every 3 levels thereafter (3, 6, 9, etc) they gain a bonus attribute point. This point cannot be spent in the characters highest attribute however, and instead serves to round the character out and show that she is gaining more than just brute force or an outstanding intellect from her adventure. (Characters created above first level dont receive these bonus attributes automatically they have to be earned.) At level 4, and every 4 levels thereafter (8, 12, 16, etc), a character obtains a new Job Ability of her choice. At levels 5, 15, and 25, a character receives a new Limit Break. Characters can only gain their final Limit Break if they have accomplished their Life Goal. If they dont accomplish this goal until level 26+ - or ever! the character doesnt receive the Limit Break until they have. Use the following chart as a reference tool. Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Additional Benefits --+1 to different Attribute Job Ability Limit Break #1 +1 to different Attribute -Job Ability +1 to different Attribute New Trait -+1 to different Attribute, Job Ability --+1 to different Attribute, Limit Break #2 Job Ability -+1 to different Attribute -Job Ability, New Trait +1 to different Attribute --+1 to different Attribute, Job Ability Limit Break #3 -+1 to different Attribute Job Ability -+1 to different Attribute

5 points of EXP are required to level up. Experience is awarded as follows;

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Quote/Backstory - 1 EXP Upon character creation, players are encouraged to provide a backstory complete with goals and future ambitions. Or, for the easiest point of EXP you'll ever earn, top it off by filling out a clever and concise character quote on your sheet. Either one of these is worth 1 point of EXP right off the start. At the GMs discretion, doing both of these might be worth 2 EXP before the first session even begins. Combat - 1 EXP To defeat your foes, whether through direct combat, a successful plan, or other means awards 1 EXP. Sometimes sneaking past foes will not award this exp, as they were not 'Defeated,' merely temporarily overcome. Outsmarting your foes to overcome the challenge also generally counts as deserving of an EXP reward, at the GM's discretion. Some battles are known as Skirmishes at the GMs final discretion, these are fights where the foes are greatly below the partys level or ability, not fighting back, or Charmed. Skirmishes never award EXP. Bosses - 1 or 2 EXP To defeat a long-running or major campaign villain in an epic struggle will award an additional point of experience, or two if the villain was a truly titanic, save-the-world level End Boss. The foe must be defeated permanently for this exp to be retrieved - in a skirmish in which a Boss manages to flee, this exp will not be received however, the party does still receive the normal 1 EXP for Combat. Quest - 1 EXP To complete a story arc or a major quest will award 1 points of experience. Session - 1 EXP At the end of every single gaming session, all players who attended will be awarded 1 point of EXP.

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Recovery and Death


"With each passing day, the world finds new and exciting ways to kill a man." - Balthier Mid Bunansa

Even the most cautious heroes will take a few lumps on the road to glory, and as the battles start coming in thick and fast, the injury tally is likely to rise in turn. This section looks at the aftermath: healing, resting, recuperating, and getting back to fighting fitness. After Combat Ends all characters who had been knocked Unconscious get back to their feet and are treated as having one hit point. White Mages with the Body and Soul job ability can even automatically bring the entire party back to 100% HP after combat ends an remarkably useful ability for any adventuring troupe. Resting The ability to recover lost Hit Points is crucial to a partys long-term survival. Magic and items can patch up injuries on the go, but can drain the party's resources if there's a lot of hurt to go around. The alternative is to let injuries heal up the natural way with rest. To rest, characters need just two things: time and space. Time is self-explanatory the longer the party has to kick back and relax, the more beneficial the rest will be. In order to benefit from a rest period, a character cannot undertake any complex or physically exerting activities during that time period unless they are directly related to the recovery process. In other words, taking the time to make splints and sewing wounds is fine; forging a sword or clearing boulders is not. Space is a little trickier. The default space requirement for rest is an area where the party can stretch out without fear of being attacked by marauding monsters and the like. In practical terms, this means that long stretches of rest are impossible in the middle of a dungeon thick with enemies unless the party can find some way to keep itself completely protected during that time - it's difficult to really relax when there's a perpetual fear of monster ambush. Full Rest (Inn or Special Vehicle) Well-furnished and comfortable, most Inns have also taken to hiring a few White Mages to tend the many adventurers that pass through, and are thus the highest form of luxury recovery available to a party, though prices can be a deterrent. After staying at an Inn for a full night, all characters will be restored to maximum HP and MP. Using a Tent always ensures the party gets a Full Rest, as long as the party spends at least a few hours doing so. Special Vehicles with the Good Nights Sleep talent also allow the party to take a Full Rest. Time Taken: 7 to 8 hours Travel Rest Travel Rest is typical of the kind of night's sleep a party will get on the road. Assuming the party can rest for a full night without interruptions, they recover 50% of their maximum HP and MP. Time Taken: 7 to 8 hours Fitful Rest Fitful Rest can be defined as either sleeping fewer than the usual seven or eight hours or being interrupted in the night by a monster attack. At the end of a Fitful Rest period, all party members regain 25% of their maximum HP and MP values. Time Taken: 3 to 6 hours Healing Skill Characters with the Healing Skill can use their talents to assist the natural healing process, increasing recovery gains in both the short and long term. During rest periods, characters may make a Skill Check at varying difficulties usually 11 to speed up the healing process. If the Check is successful, the party's

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recovery gains at the end of the rest period will be equal to the next-highest grade of rest. If the characters took a Fitful Rest, they'll get the benefits of Travel Rest, if they took Travel Rest, they'll get the benefits of Full Rest. The only thing that changes in this case is the actual recovery benefit; no additional time or resources are consumed. A Complication means the characters ministrations actually have the opposite effect, meaning that no healing is received at all. Cooking Some characters have taken the Cooking synthesis skill, allowing them to use their culinary knowledge to create exotic dishes with restorative properties. Such dishes are able to heal 50% or 100% of a characters or partys HP, depending on how whether the food is standard fare or truly gourmet cuisine. This can quickly become expensive, but a skilled chef can keep a party going strong for days or weeks on end with this method. (see p.106 for more information on Cooking) Consecrated Areas Ordinarily, resting in the middle of a dangerous dungeon is out of the question. But in some cases, the PCs may discover small patches of consecrated ground in otherwise dangerous territory, usually marked by unusual features or simply a noticeable aura of magic energy. In addition, characters with access to a certain White Magic spell have the ability to consecrate the earth. Such areas naturally repel monsters and other hostile creatures, making it possible to rest there for at least short periods of time. Critical Injuries All characters suffer a few scratches and scrapes during the course of their career, but some injuries cant just be shrugged off with a Potion and a good nights sleep. Things like broken arms, trauma and severed vocal cords are all examples of these kinds of Critical Injuries. Critical Injuries can bestow negative attributes as determined by the GM for as long a period as the injury remains. It can usually be treated by a mid-level White Mage or High-level Paladin, and lesser injuries such as broken bones heal in weeks of game time. Incapacitation When a character is reduced to zero health, they are incapacitated, unconscious, and unable to act in any way. There are a variety of ways to resurrect a comrade fallen in this way; Phoenix Downs, the Life spell, and more, can all return a character from near-death to life. Death There are two ways for death to occur in the Final Fantasy RPG. The first is for the entire party to be knocked Unconscious. Most of the time, this doesnt mean the end for the party; rather, theyll wake up in a nearby safe location, losing all EXP and Destiny they had saved up. Against Bosses and End Bosses however, this does often mark the end of the campaign. The second method is if a single character falls, and the opponents use the No Mercy ability on him. All Bosses and End Bosses have this ability, able to permanently end a characters existence with a Slow Action. There is absolutely no resurrection for Dead characters without spending Destiny.

Enemies and Death When foes are brought to 0hp, they are considered defeated. What this MEANS, exactly, is up to the player and the GM to come to a conclusion on together. Deceased? Unconscious? Lacking any will to fight? Generally, foes are killed but players shouldnt feel this is morally wrong. The Farplane assures that existence after death is peaceful and pleasing for all races, and defeated monstrosities are dissolved into the universal holy energy of the cosmos.

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Limit Breaks
"You just dont get it at all. THERE ISNT A THING I DONT CHERISH!!" - Cloud Strife

Limit Breaks are special abilities, which require no MP to use and are only accessible after a character sustains a substantial amount of damage. Some powerful foes may possess Limit Breaks, but this is rare. There are two ways to perform a Limit Break. First, they can be randomly accessed while making your attack's attack accuracy roll. When a character rolls a pair of sixes, this represents a Critical Hit, and a possible Limit Break. If the character has 25% of his maximum health remaining or less, the character may use a Limit Break of their choice instead of his regular attack. Characters with the Shared Ability Limit Breaker or the Overdrive equipment property may perform such techniques at 50% or less of their health instead. Secondly, a character can use a Limit Break by spending three points of Destiny, the same as it would cost to perform their Epic Ability. Limit Breaks used in this way require a standard action to perform and can only be used on the characters turn. Regardless of how the Limit Break is used, a character may only use one Limit Break per round. A Limit Break may have almost any effect. It may heal, revive, cause physical damage, magical damage, status effects, or any number of other things. Characters retain older Limit Breaks when they gain a new one. Thus, the character may choose to use any one of the Limit Breaks in his possession when they become accessible.

To receive their third and final limit break, the following criteria must be met: - the character must be level 25 or higher - the character must have accomplished his or her Life Goal When a character achieves his third Limit Break, he is no longer restricted by the maximum Attribute restrictions, and may raise any statistic as high as he likes. The Limit Creation System is used to create the set Limit Breaks that your character will learn over the course of his career. It uses a point-buy method to determine the exact effects of a given Limit Break; A Rank 1 limit break (obtained at character level 5) gives you 10 points to work with. A rank 2 (obtained at level 15) gives you 20, and a rank 3 gives you 30. Point costs are listed in each section, and vary from effect to effect. A complete list follows over the following pages.

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Area Effect (5 Points)


The limit break affects either all enemies or all allies. This ability cannot be combined with the 5-point Refund version of Random Target.

Attack (Physical) (3 Points)


The Limit is designed to inflict heavy damage on the target, using your equipped weapon. This sort of Limit break always deals physical damage, and uses your normal attack to determine how much damage is dealt with some modifications. Consult the chart below. Limit Break Rank 1 2 3 Damage Step Increase +2 +4 +6

Thus, if Cid was to wield a Sword that did (STR x 1) + 2d6 points of damage, a Rank 1 limit break would alter this damage to be (STR x 3) + 2d6. A Rank 3 limit would alter this damage to be (STR x 7) + 2d6. Limit breaks are considered to be Medium-range attacks, no matter the weapon with which they are performed, and a physical attack of this sort is still reduced by ARM.

Attack (Magic) (3 Points)


Attack (Magic) is the magical version of Attack (Physical). Rather than elaborate blade dances or crushing axe blows, you use the power of magic to burn, freeze, disintegrate, or otherwise destroy your foes in spectacular ways. This primary effect functions almost exactly the same way as Attack (Physical) however, you use your INT or SPR instead of STR or DEX to determine the damage dealt, Also, Attack (Magic) always deals magical damage, rather than physical damage, and is affected by M.ARM. Damage dealt in this way is Non-elemental unless you also take the Elemental effect. Limit breaks are considered to be Medium-range attacks, no matter the weapon with which they are performed.

Backfire (3 Point Refund)


The limit break is dangerous to its user as well as to his enemies, for every time the power is used, there is a 25% chance that it backfires affecting the user instead of its intended target. May not be combined with beneficial Primary Effects such as Revive, Healing or Esuna, and may not be used in conjunction with Random Target. If combined with Area Effect, a Backfire causes all allies to be affected.

Break Arts (4 Points)


Similar to Status Effects, Break Arts damage an opponent's stats in battle. Multiple Break Arts of the same type are not cumulative. 5 points will allow any of the following, of your choice. All ratings reduced by 50% are rounded up. Power Break reduces a foe's STR rating by 50% and halves all STR-based damage. Magic Break reduces a foe's INT rating by 50% and halves all INT-based damage and healing. Speed Break reduces a foe's DEX rating by 50% and halves the foes EVA, ACC, and DEX-based damage. Armor Break reduces a foe's VIT rating by 50% and the foes ARM and MARM scores are reduced to 0. Soul Break reduces a foe's SPR rating by 50%. Magical Resistances, Absorbencies and Immunities are lessened (reduced by one step) and all SPR-based damage is halved

Death Attack (10 Points)


Attacks a single opponent with an attack that reduces the enemy's HP by 50% of its current value. Taking this ability twice reduces the opponents health to 0 instantly. This is considered an instant Death effect.

Debilitate (2 Points)
Debilitate infuses the enemy with a random elemental weakness. Roll 1d6 and consult the following table to determine which one. If cast a second time, the new weakness will replace the first. Lasts until the battle ends or the weakness is overridden by a new attempt to Debilitate. If the target already possesses a Weakness, Resistance, Die Roll (d6) Inflicted Weakness Immunity or Absorbency to the resultant element, roll again. Taking 1 Fire this ability twice will allow for the user of the limit break to choose a 2 Ice weakness instead of rolling one randomly, and also allows the user of 3 Water the limit break to choose Shadow or Holy as an elemental weakness. 4 Lightning 5 Wind 6 Earth

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Drain HP (3 Points)
The limit break, which must deal damage of some type to the opponent, returns 50% of the damage dealt back to the user as health, restoring his HP. Taking the Effect twice will allow the user to return 100% instead. HP Drain may not be combined with Healing.

Drain MP (3 Points)
The limit break, which must deal damage of some type to the opponent, returns 50% of the damage dealt back to the user as magical energy, restoring his MP. Taking the Effect twice will allow the user to return 100% instead. MP Drain may NOT be combined with Healing.

Elemental (1 or 3 Points)
The attack carries a certain element with it - Fire, Ice, etc, and does damage of that type. If the limit break is used with a weapon that has an elemental property, the element of the limit overrides the element of the weapon. If your elemental choice is Holy, then the cost of this effect is increased from 1 to 3. If the target is immune or resistant to the Element of that type, normal damage is dealt instead. If multiple Elements are used in the Limit Break, treat the attack as whichever element would be most effective.

Elemental Mastery (2 or 5 Points)


Grants one target Absorbency to one element for two rounds. All damage dealt by that element is reversed, restoring HP instead of reducing it. The element must be chosen when the ability is learned, Undead targets still only get an Immunity instead of an Absorbency. For 5 points, the Absorbency lasts until the end of combat.

Esuna (5 Points)
Esuna removes all negative status effects from the target, with the exception of unconsciousness.

Healing (5 Points)
A target of your choice regains 50% of their HP or MP, chosen when this Effect is added to the limit break. Taking this ability twice will allow for both effects to occur once, or for the target to regain 100% of the chosen stat instead of 50%. To fully heal a targets HP and MP would require this ability to be taken 4 times, for 20 points.

Movement (1, 2, or 5 Points)


The Limit Break causes either the user or its target to move a distance based on the number of points spent Short Range for one point, Medium Range for 2 points, and Long Range for 5 points. This can be used to knockback opponents, but also to get allies out of harms way or perform attacks at extreme distances. Allies do not have Slow actions interrupted when friendly characters perform beneficial Limit Breaks involving them, including Movement.

Multi-Attack (6 Points, see below)


The Limit Break now requires an attack roll, and must be combined with the Attack (Physical) or Attack (Magical) effect. For 6 points, the character using the Limit Break now attacks twice, potentially dealing its damage twice. For 12 points, the character attacks 3 times. For 18 points, 4 times; so forth and so on.

Neutralize (3 Points)
Neutralize removes all Weaknesses and Resistances from the target until combat ends, and reduces all Immunities and Absorbencies to Resistances.

Piercing (4 Points)
The attack, which must deal damage in some fashion, is able to penetrate even the strongest of enemy defenses. The Limit Break ignores ARM and M.ARM.

Random Target (1 or 3 Point Refund)


The attack is chaotic in nature and cannot be completely controlled. For the 1 point refund, the technique targets a random enemy (or ally, if the limit break is beneficial). For the 5-point refund the target is completely random, and may be either an enemy or a friend. If combined with Area Effect, the limit break targets a random Group.

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Revenge (4 points)
A Revenge attack which must deal some type of damage has greater effect as your health declines. A limit break with this effect does ADDITIONAL damage equal to half the difference between your max HP and your current HPi.e., half the amount of damage you have taken so far.

Revive (4 points)
This effect revives a character whose Hit Points have been depleted, returning him to consciousness and restoring 1 HP.

Self-Only (1 Point Refund)


The effect, which must be beneficial in nature, works in such a way so that it can only affect its user- no other ally may be targeted. May not be used in conjunction with Area Effect, Random Target, or Specialized Target (Humanoid only).

Short Range (1 Point Refund)


Normally, all Limit Breaks are considered Medium Ranged, meaning they can target flying creatures or without penalty. However, with this effect the attack or is restricted to melee range. Must be combined with an offensive ability and cannot be combined with Self-Only.

Specialized Target (1 or 5 Point Refund)


One or more types of monster is unaffected by attack. For one point, choose one type of creature from the following list that is Immune to the Limit Break; Abnormal, Aerial, Amorph, Arcana, Aquan, Beast, Construct, Dragon, Fiend, Insect, Plant, or Undead. For a 5 point refund, ALL types of monsters are Immune to the attack except for one chosen category. Specialized Target cannot be taken more than once.

Stat Booster (6 points)


Stat Boosters are effects that augment the subject's normal abilities, making him stronger, faster, smarter, and more powerful. Multiple Stat Boosters of the same type are not cumulative. When taking this effect, choose an attribute such as DEX or STR or INT, and increase the damage dealt by all attacks of that type by one step. For example, if a weapon was to do STR x1 points of damage, it will now do STR x 2 instead, and so on. This effect remains until the end of combat and may not be combined with Backfire.

Status Effect (Varies, consult chart below)


The limit break automatically bestows one or more positive or negative status effects on the target. The power of the limit break determines which positive or negative status effects are available. By adding multiple status effects the costs are cumulative for example, inflicting an enemy with Zombie, Poison and Sleep would cost a total of 9 points. Limit Break Rank 1 2 3 Status Effect Zombie, Poison, Sleep, Stop, Confusion, Seal, Float, Reflect Mini, Curse, Slow, Petrify, Protect, Shell, Flight Stun, Fear, Charm, Haste, Auto-Life Point Cost 3 6 8

Stylish (1 Point)
The Limit Break is combined with a dazzling display of light, color, or raw power to awe allies and enemies alike. After the Limit Break is used, all allies receive a +1 bonus to ACC and EVA until the beginning of your next turn. Alternatively, all enemies suffer a -1 penalty to ACC and EVA for the same duration. For each time Stylish is taken after the first, the cost increases by 1. (So to give all allies a +3 bonus, Stylish would need to be taken three times and cost 6 points in total; 1 for the first, 2 for the second, 3 for the third) Sinking 28 points into Stylish would grant a total bonus or penalty of 7 ACC and EVA.

Transformation (1 or 4 Points)
The character or the limit breaks target adopts a completely different form when the Limit Break is used, changing its type from the standard Humanoid to any of the following categories; Abnormal, Aerial, Amorph, Arcana, Aquan, Beast, Construct, Dragon, Fiend, Insect, Plant, or Undead. For 1 point, the category must be determined ahead of time. For 4 points, the user determines the transformation type at the time the Limit Break is used, and may select multiple types. This lasts until combat ends.

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Non-Combat Challenges
Not every difficulty the PCs will face can be as easily defined as a horde of evil foes brandishing weapons. This section discusses Traps, Social challenges, and more. Social Challenges A smart group of adventurers doesn't get in a fight with every living thing they meet. Unfortunately, there are times when others block the way forward uncooperative guards, recalcitrant informants, enemy spies, and prowling monsters will test the characters bartering, sneaking, and role-playing skills to the limit. Unlike physical challenges, social challenges hinge on what a character says as much as how they roll. If a PC attempts to use a persuasive skill like Negotiation, the player must act out the attempt as well as simply rolling for it. Good performances might net the player a bonus or waive the roll entirely, assuming this is in character; no amount of smooth talking on the player's part can compensate for a Complication on that Negotiation roll. Heres some examples of how difficult Negotiation checks might be. Negotiation Difficulty Elementary (5) Easy (7) Moderate (9) Challenging (11) Impressive (13) Heroic (15) Godlike (20) Impossible (30) Situation Convince an admiring fan that you really are just that amazing. Haggle a deal with a shopkeeper in a backwater village, seduce a Gambler. Impress a diplomat or noble with your well-reasoned arguments. Insult an imperial soldier until he opens the prison door to come strike you. Leave a monster trembling in fear from your intimidating stare. Rally an army for your cause, lie to a Judge and get away with it. Lie to an Esper or a mind-reader and get away with it. Befriend a Tonberry.

Traps Traps can give a party plenty of headaches without ever straining their sword arms. If overcome, traps and hazards reward the party with Experience Points. They can deal damage directly, inflict statuses, sound alarms that summon or release monsters for the PCs to fight, and more. A common trap is a Monster-In-A-Box, a creature of almost any type that lives within the dark confines of a treasure chest, bursting out to attack unsuspecting adventurers. Travel Note that these are only rough estimates, and can vary depending on a number of factors reliability of transportation, problems encountered on the road, weather, terrain. For instance, pouring rain could easily halve the amount of ground the party normally covers in a day's time. Travel Type Walking (Normal) Walking (Hard March) Chocobo (Normal) Chocobo (Racing/War) Wheeled Vehicle (Primitive) Wheeled Vehicle (Modern) Ship (Sail) Ship (Steam) Airship (Primitive) Airship (Modern) Speed 25km /day 50km /day 280km /day 400km /day 300km /day 700km /day 170km /day 960km /day 1200km /day 9000km /day

Submersion and Drowning At times Final Fantasy heroes will find it necessary to travel underwater to arrive at their destination, or battle foes beneath the waves. A simple (if rather difficult to believe) rule covers such situations a character can hold their breath for a total number of rounds equal to (1 + their Swimming Skill + their VIT rating), after which time they are rendered Unconscious. A character can only be killed by prolonged submersion and suffocation under extreme conditions, such as an hour or more. Objects and Hardness Whether it be as complex as a suit of M-Tek Armor or as simple as a steel jail cell wall, players and characters alike will always find reasons to destroy inanimate objects. Although characters with the Destructive Strike ability are better suited to rip a path through their surroundings, anyone may destroy an object or structure if they succeed at a Strength skill test. Thus, objects cannot slowly weaken under a continued assault of attacks; its all or nothing.

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The difficulty of breaking an object is the same as any other check the character must make a STR check equal to or greater than this value to destroy it. Consult the chart below for information on typical and not-so-typical materials and objects. Equippable items armor, shields, weapons, accessories, etc cannot be broken or damaged with a simple STR check. Object Glass Wood Crystal Flimsy Metal Stone Reinforced Metal / Steel Adamantite / Orichalum A fifty-story building Difficulty to Break Elementary (5) Easy (7) Moderate (9) Challenging (11) Impressive (13) Heroic (15) Godlike (20) Impossible (30)

Elemental Field From howling snowstorms to blistering heat, the environments that players will find themselves fighting in is nearly endless. But such conditions mean more than just running the risk of developing a case of heatstroke or the sniffles. Other chapters mention Difficult Terrain, and the suggested ruling of -2 to -4 to a particular skill check, or even all skill and accuracy rolls the character makes. But particularly strong weather or terrain conditions like the inside of a volcano or in the middle of a hurricane can warp and accumulate large concentrations of Elemental energy. Magical attacks made in an Elemental Field have their damage increased by 50% if they share the same element. For example, characters battling in the freezing tundra might discover their Ice elemental spells or Ice-Strike weapons deal additional damage. Alternative uses for Magic Aside from causing direct damage, inflicting status effects and healing allies, characters may also use the power of the elements to manipulate the environment. Possible effects include: Earth: Can cause tremors that can quickly damage and destroy smaller environmental features, opening up previously inaccessible sections. Fire: Setting things on fire is the easiest way to make a battle a little more interesting. Structures and vegetation burn up slowly enough that theyll most probably be ablaze for the rest of the battle; combatants, however, are far less durable. Anyone caught in the middle of a fire will suffer Fire Elemental damage equal to 10% of their maximum Hit Points for each Round spent in the fire. Environmental features set on fire and then rigged to fall on opponents do Fire Elemental rather than Physical damage. Ice: Ice Elemental attacks have the ability to freeze bodies of water or ice over soggy ground, turning previously traversable areas into Difficult Terrain. Fire is capable of melting through most ice formations. Lightning: Capable of powering or overloading heavy machinery and electronic devices. The exact results of such actions depend on the device in question, but could easily range from destroying a shield generator protecting a major villain to activating an elevator to high ground. Water: Can sweep smaller environmental features out of the way and soak into solid ground, turning it into muddy and Difficult Terrain. Wind: Knock things over or blow smaller objects away a good way for retrieving things that would normally be beyond the party's reach. It may also disperse other atmospheric conditions, like snow and fog.

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CHAPTER VII: THE WORLD


No matter how dark the night, the morning always comes. And our journey begins anew." - Balthier Mid Bunansa

One of the largest problems with the Final Fantasy series at least where tabletop gaming is concerned is the lack of a recurring setting. There are repeated fundamentals that appear in most games in the series, such as Chocobos, Moogles, and magical crystals tied to a heroic prophecy, but even these common elements are absent in a handful of games. You can base the game in any location or world you wish. More than one Final Fantasy game has seen the cast board a shuttle to the moon or descend deep into the dwarven caves beneath the earth however, some GMs specifically wish to set their games into one of the canon worlds. So in this chapter, well discuss each of the Final Fantasy game settings as briefly as possible, suggest several adventures that could take place in the world, and give suggestions on how to modify the standard rules to replicate the setting. What you wont find, however, are plot synopsizes or descriptions of places in the games. No matter how detailed a worlds description might be, we believe that distilling all the energy and fire that made a game interesting down to dry facts and descriptions is a terrible thing. (We also dont want to see this already long book even longer.) Consider this chapter more a repository of additional/optional rules than any attempt at helping the GM build a campaign world. And speaking of optional rules Optional Rule: Alternate EXP Variants For many players especially those who are new to the system the rapid level gain presented in the core book is too quick. Heroes who begin and end their careers in the span of six months of regular play might be undesirable to groups who prefer their epic tales to be equally epic in length. If the presented suggestion for the rate of EXP accumulation doesnt work for you, consider one of the following fixes; Leveling-Up takes place during story events. With this method, players dont worry about experience points at all and instead gain a level whenever the GM deems it to be appropriate. The benefit to this is that everyone levels-up together at the end of a session, reducing downtime during games and making sure nobody feels left behind for missing a few sessions. It also allows you to pace the game to be as slow or as fast as you and your group like. Change the amount of EXP needed to gain a Level. This is almost an easy fix as the above suggestion. Some players dont want to stop tracking EXP completely, and instead feel the best solution would be to increase the amount of experience needed per level from 5. Changing it to 10, for example, effectively assumes characters will still gain a level every three to four game sessions, depending on how combat-intensive your games might be. Purchased Levels. With this variant, Destiny and EXP have been combined. Characters do not gain experience points in the normal fashion they do, however, gain 3 additional points of Destiny whenever they defeat a Notorious Monster, Boss or End Boss, and can spend 5 points of Destiny to automatically Level-Up. Furthermore, all players start with 3 points of Destiny instead of the standard 1. This is a risky variant because several abilities in the core game become inferior or obsolete, such as the Blue Mages Absolute Power ability, the Master Thief epic ability, the Entertainers Victory March Art, the entire Freelancer jobthe list goes on. Conversely, Fighters and Summons become exceptionally more powerful and players will rarely (if ever) use Destiny to increase dice rolls, or be able to resurrect deal characters. The trade-off is that the game will become strategic, even more high-powered, and a great deal more hilarious as players attempt to constantly one-up each other in hopes of obtaining more Destiny to further advance their careers. Thus, this variant should be considered only when players are looking for a competitive, comic-bookish game that nobody takes too seriously.whomever is the most awesome, wins.

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Distant Places
Outside of the familiar world our heroes likely inhabit, isolated dimensions and secluded realities give birth to powerful monsters and are home to cosmic wanderers, Espers, and even the souls of the dead. Below is a sample of two possible alternate dimensions that may appear in your Final Fantasy games.

The Void
The Void refers to as an actual, physical dimension that can often take a form familiar to those who traverse it, or can be reshaped at will by the current denizens thereof. Entire deserts, fortresses, forests, caverns and so forth have been birthed within the Void, interconnected through a series of passages that often seem to contradict logic. The rules of space and time do not necessarily seem to apply the same way as they do in the normal world, and time does not seem to flow at all for any inhabitants of this place. In its unchanged state, the Void is a dimension of infinite nothingness. The Void is known to be a connective dimension, through which other realities and worlds can be reached. Due to this fascinating feature about the Void, countless numbers of power-hungry mages have sought to control it and wield the dimension as a cosmic weapon and at times, they have come close to succeeding. The Void seems to possess the power to distort or destroy matter, consuming it utterly. The rampant nihilistic attitude of those seeking to make use of its power is well-recorded. Often times, this starts out as a simple desire for incredible power but inevitably leads to an intense desire to reduce all of everything to a state of non-existence. Some scholars speculate that this is because The Void is an intelligent, sentient being instead of this merely being the result of gaining use of such destructive power; they speculate that the Void controls its users just as much as they influence control over it. Entrance to the Void is as simple as stepping through a Dimensional Gate created with the Time Magic spell of the same name. However, leaving has always been much more difficult, which makes the Void a suitable prisonfrozen in timefor the most fearsome beasts in existence. Some beings such as Ultima Weapon and Gilgamesh reside within the Void and use the powers of the dimension to hop between worlds.

The Farplane
The Farplane is where the souls of the deceased reside, a peaceful afterlife that remains a mystery to all those but its permanent inhabitants. Only souls that are at rest travel here the dead who still harbor resentment or have yet to accept their fate still wander the world, ultimately becoming Fiends suffused with the powers of hatred. The Farplane can be visited by the living, and often images of the deceased little more than figments can appear to those who seek them.

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FINAL FANTASY I
"WARRIORS! Revive the power of the ORBS!"

The first of the game series takes place in a world where the elemental forces of earth, fire, water and wind are governed by four magical orbs. Over the past four hundred years they have grown dark, turning the world into a nightmarish place where nothing can grow, wildfires tear across the land, the wind is still. Just when the people have lost all hope, the sage Lukahn speaks of a prophecy that four Light Warriors will come to save the world in this, its time of darkness. Events are set into motion with the appearance of the four Light Warriors, who each carry one of the darkened Orbs. In the original game, their journeys took them from the Kingdom of Dreams, Cornelia, to the ruined Temple of Fiends and beyond. They battled pirates, sailed the Aldean Sea, retrieved a stolen crystal eye for a blind witch, raised an airship from its resting place deep beneath the desert, proved their courage to the Dragon King, and restored the four orbs. At the end of the story they discovered that a long-forgotten foe, the knight Garland, has ascended to a state of godhood via the use of a time paradox, becoming the entity known as Chaos. In a last, final act of heroism, the heroes travel two thousand years into the past to end the paradox, creating a future where their heroism is unneeded and unknown. What is Chaos? Most everything that takes place in this original Final Fantasy is the direct result of the entity known as Chaos, and its creation of a time paradox to ensure that it could never be permanently defeated. Thousands of years ago, an empire waged war on the scientific utopia of Lufenia. In desperation and fear, they used the powers of The Void and the Four Crystals to create a child to be their ultimate weapon. The child was named Garland, and did indeed end the war with barely-understood powers of discord. However, Garland was betrayed by the civilization he had been birthed to protect, and in his anguish and rage, unconsciously created a rift in the fabric of the universe which pulled him through. He wandered the Interdimensional Rift for years and his mind became twisted with bitterness, madness and hate. It is said that he met the archdragon Shinryu in his wanderings, who took interest in the hapless supersoldier and offered him power and escape from the void. In desperation, Garland agreed and inadvertently begun the cycle of evil that would leave the world in ruin. Garland was ejected from the Interdimensional Rift and found himself in a city known as Cornelia. Without knowing what else to do, he began serving as a knight within the royal army. This would not last, however his mind had been twisted from the infusions and years of drifting in the Void, and he kidnapped the princess and fled to the ruined castle north of the city the Temple of Chaos. Garland is stopped and nearly killed in the Temple of Chaos, but the Four Fiends intercede on his behalf. By focusing their energies on a single focal point, they manage to create a hole in time and pull Garland back in time by two thousand years. This is where the paradox begins. As Garland is pulled backwards in time, his hatred merges with the power of the four crystals as well as Shinryus

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malicious energies. He himself is transformed into a new entity altogether, and creates four servants to do his bidding - the Four Fiends. Garland realizes that his life could not be saved by the Fiends unless he himself commanded them to do so; and to this end, sends his newly-created elemental minions into the future. They, in turn, funnel elemental forces to him and allow him to transmute into something far more powerful - Chaos. Thus, the loop effectively sustains itself with Garland dying in the present, but being reborn in the past, repeating over and over and over again. He is a splinter of Chaos, capable of growing back into the whole if the need should arise. Defeating Chaos in the past prevents him from sending the Fiends to the future. Without the fiends in the future, Garland can't be sent back to the past. This breaks the time loop, and the paradox, unable to sustain itself, reverts time back to its original state. Note to GMs! In the Bestiary at the end of this book are stats for both Garland and Chaos for the purposes of setting a game in the FF1 world, always use Garlands stat block for the final encounter. Chaos, as he is presented there, is far beyond the capabilities of most parties. Jobs In the original game, only six of the nineteen standard jobs made an appearance; Fighter, Monk, Thief, Black Mage, White Mage, and Red Mage. Players who wish to stay true to the original could consider choosing from only this restrictive list. Races Numerous different races appear in the first game, including humans, elves, dwarves, mermaids, dragons, and robots. Though humans populate most of the world, each of the other races has their own town or city where they live peacefully. Adventure Ideas A piece of ancient Lefenish technology is discovered a working robot. It immediately begins tilling the soil, purifying the water, and cleaning the planet. The citizens of all the nearby towns are ecstaticso why do the heroes have such a bad feeling about this seemingly-innocent device? A young boy from the port town of Onrac has gone missing, and a witness says he was pulled underwater by mermaids. The playful denizens of the underwater shrine nearby would never willingly kidnap someone, would they? The dwarves have been hard at work expanding their tunnels after finding a rare adamantite vein, but at least a handful of dwarves believe that theyll be digging directly into the old Cave of Earth under the devils tail. Can the heroes stop the expedition before the dwarves dig too deeply and wake up monsters best left alone? The Mirage Tower, an ancient structure that lies hidden somewhere in the great desert, was made magically invisible thousands of years ago. Now that the enchantment is wearing off, the tower has a distorted, indistinct look. But the enchantment going haywire has isnt something to be ignored; a nearby town is slowly being turned invisible, and unseen monsters stalk to desert and surrounding plains. How long before the entire world is lost in the mirage?

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FINAL FANTASY II
When the battle is over, I want to fill the world with wild roses. A world where we can overcome what we have lost, where even the rain and the wind can provide us with strength... - Firion

The second story in the series revolves around the evil empire of Palamecia and its slow takeover of the known world. Spearheading the war is The Emperor, a ruthless and charismatic leader with superior technology and magic at his disposal, not to mention an army of monsters that he has summoned forth from Gell to aid him. The princess of the Fynn nation, Hilda, has established a rebel and formed a resistance movement. The heroes will likely be members of the resistance, undertaking a variety of missions against Palamecia to defeat the Emperor. In the original games, the heroes found themselves taking out the imperial airship known as the Dreadnought by hurling a legendary flame into its engine, befriending kings and armies of Dragoons, battling behemoths in a coliseum, and unlocking the powerful Ultima spells. At the climax of the game The Emperor creates a powerful Cyclone that destroys a handful of cities and threatens to tear the world asunder before raising his new, unassailable citadel from the depths of Hell; Castle Pandaemonium. The concept of both the afterlife as well as Hell are both very real places in this universe, and characters who perish go to a realm very much like The Farplane of The Void where they can continue on. Who is The Emperor? Emperor Maetus is a rather enigmatic figure. So the legend goes, the once-charming Emperor of Palamecia challenged the world, promising his beautiful daughters hand in marriage to any man who could retrieve her from the top floor of his castle. Many attempted but fell to the beasts that Mateus had added as obstacles, until one man used a hot air balloon to overcome the challenge. The Emperor was furious and embarrassed by this and in a fit of rage, killed them both. He became reclusive and dangerous, spending his days studying how to summon the dead and retrieve a soul from the bowels of Hell with magic. At first the Emperors mages believed Mateus only wanted to save the soul of his daughter, but as the years passed the experiments and rituals became more and more dangerous. At some point, Emperor Mateus went too far his soul was sold to a being of hell or simply torn asunder nobody knows. He declared war on the world, beginning his mad and arrogant conquest of mankind. Upon his inevitable death, he will assume the mantle of Emperor of Hell and will return more powerful than before. Jobs Final Fantasy II didnt use a Job system, instead allowing the characters to develop however they liked based on the weapons they had equipped. Players battling the empire of Palamecia should be able to choose any job they like. Races Unlike the first game, FFII is predominantly a human population with little to no mention of other species. Adventure Ideas Minwu, a powerful and courageous white wizard, has created more than a handful of powerful items. Most noticeably of these is the Orb of Minwu, which is said to house a fragment of his soul. With the world distrustful of such magic due to The Emperor, what will become of this artifact?

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FINAL FANTASY III


Youre going off to save the world? What, did you get hit on the head or something?

Many years ago, on the Floating Continent hovering high above the surface of an unnamed planet, the technologically advanced civilization of the Lufenians once again sought to harness the power of the four elemental crystals of light. However, they failed to control these four fundamental sources of worldly energy and the power of Light would have consumed the world had the crystals not been opposed by their natural counterparts: the four dark elemental crystals. Disturbed by the sudden interruption of the careful balance of the elements, four warriors were granted the power of the dark crystals in order to recontain the power of the light crystals. These so-called Dark Warriors succeeded in their quest, and restored harmony to the world. But their victory came too late to save the doomed civilization that had foolishly tried to harness the power of the crystals to begin with. Their once-proud culture was reduced to ruin, though their floating continent remained, a reminder of what had come before. And on that very continent, the circle of Gulgans, a race of blind soothsayers and fortune-tellers, predicted that eventually things would come full circle. Just as the power of light can be abused, so too can the power of darkness. And when that occurred, the crystals of the light would call forth their own champions to restore balance to the world. The story of Final Fantasy II opens with an earthquake near the village of Ur on the floating continent. The rumbling opens a hidden cave wherein the first crystal of light resides. When the heroes discover this strange crystal, they receive a portion of its power and very specific instructions from a disembodied voice; go forth, restore the other crystals and bring equilibrium back to the world. Not knowing what to make of the crystal's pronouncements, but nonetheless recognizing the importance of its words, the four heroes tentatively set out. Over the course of the game the heroes assist a clan of nomadic vikings with their angry water deity, restore the Elder Tree from the Living Woods, drink with dwarves, deal with grumpy moogle bodyguards and a mad king, and leave the floating continent to explore the world below discovering their tiny home pales in comparison to the size of the rest of the planet, which has been ravaged by the elemental forces of the Dark Crystals. The primary antagonist of the game is the misguided wizard Xande, who has the rather lofty goal of stopping time to escape his own mortality. He has set up his operations in the Crystal Tower, and is the force attempting to drain the crystals of power for his own uses, though it is later revealed that he was inspired and guided by an even more malicious entity from beyond The Void Jobs Final Fantasy III was the first in the series to feature the full scope of the Job system, as well as features that would later become a staple of the games such as summoned creatures and special abilities for each Job. Time Mages and Geomancers especially will find themselves right at home in this campaign world.

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Races Humans, Moogles, Dwarves all make appearances, as well as a cycloptic blind race known as the Gulgans. Natural prophets and clairvoyants, the Gulgans are believed to be distant descendants of the Lufenians. Optional Rule: Wandering Town Final Fantasy games encourage the players to chat up random strangers, saunter into buildings, and poke their noses into vases, woodpiles, and anything else that might hide valuables. If you want to simulate this, give players the option of simply wandering around town for a few hours, then give them a rundown of the rumors, stories, and otherwise inconsequential information (Aurora Castle has many guards!) they've picked up along the way. At your discretion, you can also have wandering players roll their Inquiry, Trade or Awareness skill with an appropriate difficulty if successful, the player's character has found important information, a great barter on equipment, or a few gil or a recovery Item hidden somewhere in the town. Apart from being genre-appropriate, this also allows GMs to boost players' stocks if the adventure ahead is particularly tough or demanding. Adventure Ideas A band of thieves have broken into the Temple of Time and stolen Noah's Lute, an artifact capable of waking Unie, the guardian of the Dream Realm, from her eternal slumber. What are they planning and how can the heroes stop them? The forbidden land of Eureka was once a prosperous ancient kingdom destroyed in some great disaster. Now it is little more than a necropolis, populated by restless spirits unable to depart their former home. What great secrets and treasures await anyone courageous enough to explore this dangerous place? When the Vikings of Myraluka Cove find themselves the target of a mass Mini spell, their short fuses get even shorter. Knowing that the only thing worse than an angry Viking is a knee-high angry Viking, the heroes need to find the mage responsible, and FAST, before the pintsized pillagers start cleaving their way through every magical town and academy along the coast.

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FINAL FANTASY IV
"Some fight for law...some fight for justice. What do you fight for?" - KluYa

The fourth installment of the Final Fantasy series sees the world slowly become more technologicallyadvanced, a trend that would continue for the rest of the games. The story opens with the most powerful nation in the world, the Kingdom of Baron, utilizing its unparalleled air force and its legions of Dark Knights to attack peaceful nations in search of four Crystals, each corresponding to a different classical element. The story follows the leader of the air force who begins to question the king's motives. It is a story of betrayal and repentance, where the ex-general is forced to uncover the King of Barons secret and must race to collect the crystals before they fall into the hands of a half-Lunerian sorcerer and an entity named Zemus. Zemus plans to annihilate all life on the planet with a giant walking machine known as the Giant of Babil, thus allowing the Lunerian race to populate the world instead. The party battles the four elemental archfiends, descends deep into the underworld and the land of dwarves, and finally teleport to the moons core in their pursuit of Zemus. The Kingdom of Banon The kingdom of Baron is by far the largest and most powerful of the kingdoms. Long ruled by wise, powerful monarchs in succession, Baron is also perhaps the most prosperous of the kingdoms of the Earth. This great success is in no small part due to the influence of the Lunarians, whose technological prowess led to the creation of the Serpent Road and, more importantly, the fleet of military ships that, seemingly by magic, fly through the air. This fleet of airships, known as the Red Wings, is the single-most powerful military force ever created, and guarantees that the kingdom of Baron will have a major influence upon the Earth for years to come. Around the middle of the tenth century, two major technological breakthroughs further escalated Baron's rise to prominence. First, a mysterious portal between Baron and the mystical town of Mysidia was created, known as the Serpent Road. For the first time, mages were welcomed into the kingdom, and eventually would even be given limited roles within Baron's military. Second, a brilliant young engineer unveiled an amazing new device known as the steam engine, which used boiled water to generate power. This technology allowed Baron to increase the speed of their naval vessels, giving them a significant edge in trade and a clear naval superiority. Over the next eight years, this same engineer enhanced this discovery further, using these steam engines to give Baron's navy the power of flight through a concept similar to a gyroplane. The King was awestruck at the potential of such airships, and ordered most of the kingdom's navy retrofitted immediately. The result was a fleet of flying galleons that would be dubbed the Red Wings. Recently, dark rumors have begun surfacing within the town. The guard has been noticeably increased around the castle perimeter, and the King is often closeted with his most trusted advisors. Over the last few months, many have remarked that the King seems a changed man. Although renowned for his kindness, generosity, and honor as a knight, it is whispered that the King is preparing for war. The airship hangars resound day and night with the sounds of construction, and all the weapon and armor smiths in town have been closed to all non-military personnel. For the first time in its history, there is growing dissent against Baron's powerful monarchy... Races In addition to the standard humans and dwarves, the Lunerian race is heavily involved in the story of Final Fantasy V. They are an extra-terrestrial species that looks indistinguishable from humans. Their planet was destroyed, so they took refuge on Earth. There, they taught the secrets of magic and basic technology to the still-evolving humans, before realizing that the still under-developed planet was not ready for them. They went to sleep deep in the moons core

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Optional Rule: Nationalities While the standard Races can still exist on the vast, wide world, GMs looking for added flavor and realism could consider restricting their players to only Hume characters and using this optional Nationalities rule set. This allows Hume characters to alter their stat lines based upon their home region, getting automatic bonuses and penalties to their attributes that allow them to start with scores higher than 10. The regions and the associated bonuses are listed below. Baron: +1 STR, -1 DEX Damcyan: +1 DEX and SPR, -1 STR and VIT Fabul: +2 STR or VIT, -2 INT Mysidia: +2 INT, -1 STR and DEX Toroia: +2 DEX, -1 VIT and INT Eblana: +1 DEX and INT, -1 VIT and SPR Jobs Most of the standard jobs appear in Final Fantasy V, but we suggest players avoid the Freelancer option and stick with something more traditional. Optional Rule: Fallen Paladins and Redeemed Dark Knights Paladins and Dark Knights are the champions of the forces of Holy and Shadow; those who stray too far from their path may, at the GMs discretion, find themselves losing their abilities but able to switch sides. A Dark Knight who has lost sight of his own, selfish goals and instead pursues a life of altruism may lose his Dark Knight abilities. When such an event occurs, the Dark Knight may undertake a quest to become a Paladin instead. If successful, they use the Paladin job list from then on, recalculate their HP and MP scores, and may exchange their lost abilities and spells at a one-for-one ratio. However, no skill points are rearranged, and they may no longer use their Black Magic spells. Similarly, a Paladin who loses their way may be forced to adopt the mantle of Dark Knight. As before, they trade their abilities in and lose access to their White Magic. GMs may allow the characters to alter Limit Breaks at this time as well to make for a more thorough and aesthetic change. Adventure Ideas The only known cure for Desert Fever is a Sand Pearl, which is produced by the worlds only known Antlion. A scheming merchant realizes that by capturing the Antlion and keeping it in captivity, hell be able to make a fortune exploiting those in desperate need of a cure. The Devils Road is a psuedomystical passage between Mysidia and Baron. The road is said to exact an extreme toll on those who use its portals for travel, but the precise nature of the toll is unknown. Months after taking the Devils Road, the PCs begin hearing stories about a band of adventurers matching their exact description, attacking the innocent and leaving destruction in their wake

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FINAL FANTASY V
"The world still needs you! Warriors of the Crystal" - King Tycoon

In ages long past, an ancient evil warlock known as Exdeath was sealed away by the four Warriors of Dawn using the powers of the elemental crystals. In this day and age, however, the crystal seal is treated as a childrens fantasy or even forgotten. Unfortunately, each crystal is being used to improve people's living, effectively draining them of their power and causing them to shatter. The game centers around a group of strangers brought together by circumstance to save the Crystals that have mysteriously begun shattering one by one. Eventually it is revealed that the villain Exdeath is behind this, as part of a plan to both release himself from his imprisonment, and to gain the power of the Void, a realm of nothingness which could bestow absolute power on one able to resist being absorbed by it. Despite the best attempts by the heroes to prevent this inevitable destruction, all four of the elemental crystals shatter and Exdeath is released. He retakes his seat of power and begins to open an interdimensional rift, infusing himself with the limitless but unstable power of The Void. Races Outside from Humes almost no other races appear in Final Fantasy V, save for the talking turtle that is Sage Ghido. Jobs Being the first game in the series to exclusively promote the job-change system, each of the heroes should begin play as a Freelancer. GMs who wish to get particularly fancy might restrict certain Jobs until after the players obtain shards of a shattered crystal. For TRUE nostalgics, the following crystals are were tied to the following Jobs in Final Fantasy V: Wind: Fighter, Monk, Thief, Black Mage, White Mage, Blue Mage Water: Red Mage, Time Mage, Entertainer Fire: Ninja, Geomancer, Ranger Earth: Dragoon, Samurai, Engineer Adventure Ideas An endangered Wyvern has been seen encircling the ruined city of Gohn. What is it looking for in the rubble? The Library of the Ancients is a fascinating place, home to all the worlds knowledge. But the dusty volumes here are not only a draw for intellectuals, but also to many monsters capable of rudimentary spellcasting. When a curious goblin makes off with a powerful, forbidden tome, scholars scramble to track it down and not all of them have altruistic reasons for doing so! Its a madhouse of mayhem as the magical masses struggle against one another for their chance at powerful black magicand all they need to do is fry a few goblins!

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FINAL FANTASY VI
"You think a minor thing like the end of the world was gonna do me in?" - Sabin Rene Figaro

One thousand years ago precisely, the three gods known as the Warring Triad battled for dominance over the world. The gods created their armies by transforming humans and animals into Summons - Espers and granting them intense magical power. The world was brought to the precipice of destruction by this War of the Magi, but the Gods realized their struggle was foolish and turned themselves to stone. With their last act, they fashioned a new dimension for the now-purposeless Espers to live peacefully away from humans to prevent their powers from ever being abused. In the present, the world has experienced a technological revolution and magic has faded into legend. To the south, the Gestahlian Empire - lead by Emperor Gestahl - has inadvertently discovered the entrance to the Esper world and kidnapped several of the creatures. Using vile machinery, the Empire discovered a method to drain the Espers of their magical energy and imbue humans and machines with this power instead, resulting in the phenomenon known as Magitek. Using Magitek to overpower the armies of other nations, the Gestahlian Empire conquered the southern continent and began to push into the north with the ultimate aim of world conquest. Their army fueled by the souls and raw magical energies of Espers, demigods thought to be a thing of myth is nigh-unstoppable. But the Gestahls goals of world domination pale in comparison to the true danger the frightening ambition of his right-hand man, the mad mage Kefka. a rebel faction known as The Returners be able to make a stand in time, fighting against what they can barely understand? Magicite Final Fantasy VI-inspired games should make extensive use of the Summon section of the book. Magicite is what remains of Espers after they perish, anchoring the Esper's soul to a crystalline substance. Espers can communicate from these Magicite shards in quiet, disembodied voices, and they can also temporarily reform into their living incarnations when helped by a destined individual. Party Espers and Individual Espers should be commonplace in such a game. The following ability is available to any newly-created non-casting character with GM approval.

Magicite-Infused - Standard, Single


The character gains access to Black, White or Time magic due to the Spell Rank Level Empires experimentations; Whether this was at their behest or done 1 3, 6 forcefully varies. 2 9,12 The character will learn spells starting at level 3, though far more slowly than 3 16, 20 any mage (consult the chart to the right), and gains an MP score if it didnt 4 25, 30 have one already. Characters with Magicite-Infused are treated as having an MP/Level bonus of +0. Jobs that already begin play with access to magic, such as Entertainers or Blue Mages, cannot take Magicite Infused. It is possible that this shared ability could be obtained as the game proceeds, but the top-notch security put in place makes it rather unlikely that any new subjects of the Empires genetic splicing will be able to return to their old lives. Most Magicite-Infused soldiers receive a Slave Crown and are immediately put under the command of an experienced, dangerous general who wont hesitate to act on any suspicions they might have about the new recruit.

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Races Humans populate most of the world of Final Fantasy VI, but we also see a community of Moogles, halfwolf pickpockets, dozens of talkative ghosts and one very disgruntled Yeti. Jobs Most of the standard Jobs make an appearance in this setting, and players shouldnt feel restricted. From flamboyant, kingly engineers who build submerging castles to bestial wild child Blue Mages, Final Fantasy VI is great pace for that character concept youve always wanted to try to make an appearance. Adventure Ideas When the partys lost airship gets hijacked by an affluent swindler in Jidoor and put up for sale in the auction house, the group needs to find a way to steal it back or raise a few million gil in a hurry. Magicite is an Espers soul, without a body or form. Raw energy that can fuse with a human spirit or fuel a machine. But is it possible to create a new body for an Esper to inhabit, reforming a deceased Esper from that spark of life? When someone close to the party perishes at the hands of evil, they hear about the legend of the Doom Train - An Esper, or perhaps simply a spectral manifestation that carries the souls of the deceased to their final resting place. But when a well-intentioned rescue mission ends up damaging the Train, the spirits of the dead begin to walk the world once more. Can the PCs find a way to undo the damage theyve caused?

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Magitek
Magitek, commonly abbreviated M-Tek, is a global and controversial company that deals primarily with the fusion of magic and machinery. Magitek originally worked in medical research before expanding into prosthetics, which evolved into the less-morally-acceptable Grafts. During the Second War, Magitek was the manufacturer of the Androids. They now dabble in a wide variety of projects; many of which are shrouded in mystery. Magitek is perhaps best known for their line of war machines powered by an ingenious invention known simply as the M-Tek engine. Within an M-Tek engine, the global energy of Creation in converted into a pure energy that is nearly as potent as nuclear power. In system terms, a mage can expend MP (the exact amount varies from item to item) to generate a charge. This charge can then be used to power its M-Tek Cannon, or any other M-Tek item as the GM sees fit. To charge up the M-Tek Mecha, there is a small cover on the left side of its torso that conceals a palm indentation. All the user has to do is put their hand on it and concentrate. The strength and defensive capabilities of a Magitek Mecha varies depending on the model, while any rolls calling for other stats (such as Intelligence for the cannon attacks, or opposed rolls when the user of such a vehicle is in combat) uses the driver's statistics instead.

M-Tek Mecha
The most well known use for M-Tek power is that of the large robotic war machines. The tallest of the 5 used here is 15' tall, and while deadly to the normal person, they can be destroyed by mundane means. Each Mecha is divided into several individual pieces usually Arms, Legs and Body. These sections are Multiple Parts of the same foe. If it loses all the hit points in a certain area, then that part is destroyed beyond repair and will need to be replaced. When all sections of the mecha are trashed, its probably only good for spare parts. An M-Tek Mecha with destroyed Legs is obviously unable to pursue foes, and is afflicted with the negative status effect Stop. Each M-Tek Mecha part can be destroyed with a sufficiently high STR check like most inanimate objects, and the Destructive Strike ability thus provides a huge onus when battling these clockwork creations. All M-Tek Mecha come equipped with a basic radio receiver- known as the Communications Array - that allows the pilots to communicate with each other and their squadron leader. Also, for those looking to get through M-Teks as fast as possible, All M-Teks save for the scout have possibly one true weakness- the pilot's head and upper body is uncovered. The pilot counts as being a Ranged target for the purposes of calculating accuracy thus, non-ranged weapons will generally take a -4 penalty to hit the poor bastard. This also results in taking out the M-Tek without harming the machine itself. Resourceful M-Tek pilots often try to block such attacks with one of the Mecha's arms. Accuracy for all of an M-Tek Mechas non-magical attacks use the drivers Weapon Systems skill.

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The Grunt-class M-Tek Armor


The Grunt is a large semi-humanoid war machine that resembles some 9' headless squat being. The torso is oversized compared to its stubby legs and arms that usually scrape the ground. Nonetheless, the Grunt is fast and agile for its appearance. The M-force cannon is located within the gut of the machine. The Grunt grants the rider an additional 20 ARM and MARM.
Category: Construct Size: 9ft MP Cost to Activate: 30 HP: 250 (Main Body), 80 (Arms), 80 (Legs) STR: 18 (+6) DEX: 7 (+2) Attacks: Light M-Tek Missiles, 20+2d6 Fire damage, Local or Group target (Body) Punch, 36+2d6 damage (Arms) Metal Kick, 36+2d6 damage, target must succeed at an opposed STR check to prevent a Medium Range Knockback. (Legs) Magic: M-Tek Cannon, deals (INT x 3) + 2d6 damage, costs 20 MP Special: Multiple Parts, Counterattack, Vulnerability to Lightning Evasion: 9 ARM: 0, +20 to Rider MARM: 0, +20 to Rider

The Gladiator-class M-Tek Armor


The Gladiator is a heavier armored variant of the Grunt. It's bigger and more sluggish than the original, but it can pack a mean wallop with its fists, which are often reinforced with heavy Adamantite. The missile pods are located in the Gladiators legs, and this M-Tek grants the rider an additional 30 ARM and MARM.
Category: Construct Size: 12ft MP Cost to Activate: 40 HP: 350 (Main Body), 100 (Arms), 100 (Legs) STR: 24 (+8) DEX: 4 (+1) Attacks: Medium M-Tek Missiles, 40+2d6 Fire damage, Local or Group target (Legs) Steel Crush, 48+2d6 damage, target must succeed at an opposed STR check to prevent a Medium Range Knockback. (Arms) Magic: M-Tek Pulse Cannon, deals (INT x 5) + 2d6 damage, costs 40 MP Special: Multiple Parts, Counterattack, Status Touch: Stun, Vulnerability to Lightning Evasion: 8 ARM: 0, +30 to Rider MARM: 0, +30 to Rider

The Goliath-class M-Tek Armor


The Goliath is the heaviest M-Tek ever created, standing 15' tall and 3 tons in weight. They can easily crush humanoid races in their opposable hands, which are fitted with enormous claws that drag along the ground as it moves. The Goliath grants the rider an additional 50 ARM and MARM.
Category: Construct Size: 15ft MP Cost to Activate: 80 HP: 500 (Main Body), 150 (Arms), 250 (Legs) STR: 30 (+10) DEX: 2 (+0) Attacks: Heavy M-Tek Missiles, 80+2d6 Fire damage, Local or Group target (Body) Claws, 90+2d6 damage (Arms) Magic: Wave Cannon, deals (INT x 7) + 2d6 damage, costs 60 MP Special: Multiple Parts, Counterattack, Magical Counterattack, Vulnerability to Lightning Evasion: 7 ARM: 0, +50 to Rider MARM: 0, +50 to Rider

The Scout-class M-Tek Armor


A small, rapid unit, equipped only with a small gun and no M-Tek cannon. It is used, as its name suggests, for scouting and reconnaissance and comes equipped with a state-of-the-art cloaking device. However, the cockpit of the Scout-class Armor is fully visible, making driving it a risk. The Scouts grants no additional ARM to the rider, but is generally loaded with Fog Bombs and Chaos Gas to sow discord during serious skirmishes.
Category: Construct Size: 7.5ft MP Cost to Activate: 20 HP: 150 (Main Body), 100 (Legs) STR: 10 (+3) DEX: 17 (+5) Attacks: Submachine Gun, 30+2d6 Group damage (Body) Magic: None Special: Multiple Parts, Reduced HP, Vulnerability to Lightning, Sunken State job ability. Evasion: 7 ARM: 0 MARM: 0

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Magitek Equipment
Although M-Tek Mecha provides a superior defense to most conventional armor, it also qualifies as a mobile weapon platform capable of doing incredible damage to everything in its way. With very few exceptions, all Magitek Mecha come equipped with a Magitek Cannon. Some special models are equipped with support weapons such as Magitek laser cannons and Missile pods. Magitek cannons These awesome weapons create beams of pure magical energy. They generally have a diameter of 4 and can fire a Medium Range with perfect accuracy. M-Tek Missiles The nastiest M-Tek weapons are arguably the missiles, capable of destroying everything in a large radius. Their main drawback is the fairly limited usage available - a pod loaded with small rockets only has a payload of 8 missiles. Consult the following chart for more details on each potential type of missile. The Capacity refers to the maximum number that can be held in a missile pod at any given type. A pod cannot mix-and-match, and all listed missiles can be fired from Medium Range. As a vehicle-mounted weapon, the Weapon Systems skill is required to use M-Tek missiles as well. Type Light Medium Heavy Bio-Bomb Fog Bomb Chaos Gas Damage 30+2d6 50+2d6 125+2d6 40+2d6 ----Capacity 8 5 1 4 4 4

Bio-Bomb: A poison attack with a 50% chance to inflict the Poison status condition. The Poison caused by a Bio-Bomb wears off in several rounds after the afflicted have left the area. As long as the targets remain within the sickly green cloud caused by this attack, the status has no maximum duration. Fog Bomb: The missile creates a large cloud of thick incendiary smoke when it detonates, completely removing visibility. All combatants inside the cloud other than the pilots of M-Tek Mecha are afflicted with the negative status effect Blind, with no maximum duration for as long as they remain in the affected area. Chaos Gas: A favorite of particularly cruel commanders and generals in the Great War, this gas bomb has a 50% chance to inflict the Confusion status condition on all targets in its Medium Range radius, with no maximum duration for as long as they remain in the affected area.

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FINAL FANTASY VII


"I know you got problems... hell, we all do. But you gotta understand that there ain't no gettin' offa this train we're on, till we get to the end of the line.." - Barret Wallace

The world of Final Fantasy VII is a truly modern setting; cars, television, firearms, cellphones and space travel are commonplace. The planet is named Gaia, and it is economically, militarily, and politically dominated by a powerful conglomerate called the Shinra Electric Power Company, which profits from the use of machines known as Mako Reactors. The reactors siphon life-energy - called "Mako" - out of the Planet and convert it into a simple fossil fuel. Although most civilians are unaware of this fact, Mako energy is drawn from the Lifestream, a flow of life-force from which originates all living things. In short, the Lifestream is the sum of all the life that has ever and will ever walk upon the planet. The process of extracting Mako energy literally drains the life of the Planet in order to generate electricity areas where multiple reactors exist are perpetually dark, barren places. President Rufus Shinra leads his eponymous organization and is thus the world's de facto ruler. Though aware of the harmful effects, Shinra Corp functions without remorse, even branching into genetic experiments that have created many of the monsters that roam Gaias surface. Shinra's management is concerned with the limited repositories of Mako energy available for harvesting, and fascinated with the legend of the Promised Land; a place where the land is fertile and where Mako flows abundantly. Only a race called the Cetra, or the Ancients, are, according to legend, able to find it. However, the Cetra were all but driven to extinction by the "Calamity From the Skies", an alien creature called Jenova. Small rebels groups try to quell the various dangers toward the innocent, but the real battle will ultimately not be with a corporation.

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Optional Rule: Materia In order to understand what Materia is and how it is created, One must understand the phenomenon known as "Spirit Energy". When any living thing dies, its spirit returns to the planet giving it the power to live and breed new life. In some places, spirit energy is naturally strong and Materia can be found in its natural form. More often, however, Materia is created is through the use of Mako Reactors. Several of the Final Fantasy games included accessories or materials that granted non-magical characters access to specific spells, and Materia in FFVII is no exception. This is easy enough to replicate and requires surprisingly little work on your part. In this system, such magic-granting substances are always accessories. No matter which Black, White, Blue, or Time spell that it contains, simply equipping any accessory of this nature instantly grants a character without access to magic an MP Pool. They receive (Level x 10) points of MP from which to cast the spell (or spells) contained in the item. For example, the 8-th level party finds a small ruby which the GM reveals to them is the Flare Magicite. The Black Mage equips the accessory and does not gain any additional MP, but gains access to the Flare spell even if he doesnt meet the other prerequisites. When the party Fighter equips the item, he gains an 80 point MP pool. Unfortunately, since Flare requires 140mp to cast, the Fighter wont be able to rain fiery death on his enemies until level 14 at the earliest. At the GMs discretion, having a Materia accessory equipped for four solid levels can permanently grant the character access to the spell contained with it.

Races The world of Gaia is dominated almost exclusively by humans. Other than several nearly-extinct species, Humes are the only race worth noting in Final Fantasy VII. Jobs Play what you like, and dont forget to flavor appropriately. Adventure Ideas The Turks is the unofficial nickname for the Investigation Sector of the Shinra Company. They act as the companys muscle and arent afraid to get their hands dirty with kidnappings, assassinations, or worse. When the classily-dressed Turks show up and start attempting to forcefully recruit the PCs into their line of work, the heroes will have their hands full with these dangerous professionals who dont take no for an answer. A small community has passed a law stating that all persons infused with Mako by Shinra are to be immediately taken in to one of their facilities designed to purge the Mako impurity from them. Quite a few SOLDIERs arent too keen on the idea of losing their Mako-enhanced talents. Not to mention the rumors about what really happens in the Mako Severing chambers...

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FINAL FANTASY VIII


"Life and death, victory and defeat, honor and disgrace... Each of these go hand in hand. There's only one way or the other. How 'bout it? Are you still up for it?" - Headmaster Cid Kramer

While calm in appearance, the serenity that blankets the world is merely a curtain over the turmoil that threatens to surface at any moment. An unprovoked attack against a neighboring country, an assault by a strike team deep into enemy territory, and a declaration of war against the world plunges a previously peaceful existence into bitterness and chaos. Thrust into the ensuing madness are the military academies, locations where the best and brightest are trained to become elite mercenary units. The neighboring countries of Galbadia and Dollet grow more hostile with each passing day. And when Galbadia's irrational hostility is rumored to be linked to a woman capable of casting magic without the aid of the Guardian Forces Summoned creatures a dangerous cold war becomes the starting point for a supernatural struggle that will transcend time itself. New Shared Ability: Gunblade Specialization Gunblades - blade-type weapons with a barrel running inside the length of the sword prove that you can bring a knife to a gunfight. Used primarily for slicing through enemies like a normal sword, hitting the swords trigger fires a round which sends a shockwave through the blade and into the target. Some Gunblades are even capable of firing rockets or bullets. All Blade-type weapon the character wields are treated as having the Critical Attack property just like a Reach weapon. Thus, attacks with Gunblades cause critical hits on attack rolls that result on a dice result of 11-12 instead of just the standard 12. What is a SeeD? In ages past, an individual named Cid Kramer attempted to transform a building belonging to an ancient people the Centra into a glorified orphanage. He dubbed it a Garden in honor of his wifes favorite pastime, but the project was doomed to failure since it lacked financial support. As a lastditch effort, Cid requested several of the orphans take on part-time jobs as the children grew up, they became accustomed to working hard and took on jobs on par with adventuring work. The Garden benefited from the enormous funds flowing in, and in time it became a training facility. Years later, the Gardens tutor specialized military forces with classes in both general education as well as combat. When a Garden military cadet turn 15, they may attempt to become a SeeD at an exam given every spring. Students have until the age of twenty to pass the SeeD exam before they are required to leave. Contrary to popular belief, SeeD is not an abbreviation of any four words, but rather refer to the analogy of seeds in a garden. The capitalization of the last D has no specific or significant meaning. Guardian Forces In Final Fantasy VIII, Summons are mighty autonomous energy bodies which can reside within objects and living organisms. They are known as Guardian Forces, and a character with a comparable

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consciousness is capable of allowing the creature to manifest for a limit period of time as normal. However, unlike in other settings, the Summons draw power from the same section of the mind that stores memories. Minimal usage can cause temporary memory loss, and long-term alliances with Espers can have far more permanent effects. This memory loss is stated to be the reason the use of Guardian Forces is widely criticized, and Balamb Garden is the only academy where their use has been approved. Races The setting is another one populated predominantly by humans however, one other race does deserve special mention. The Shumi are a strange genderless people of humanoid proportions. They are generally pale or white-skinned and lacking any body hair, with oversized hands used for digging and craftsmanship. However, the Shumis' appearance depends on their inner nature, and at an undisclosed period in their lives, a Shumi will evolve into a form most reflecting their personality. This fact greatly affects their cultural attitude towards themselves and other beings. Exactly how many forms a Shumi can evolve into or whether there is an actual limit to their options of physical form is also unknown. It is known that greedy or cowardly Shumi can de-evolve into hideous rotund monstrosities, and it is believed that becoming a Human is not impossible. As their evolution depends greatly on their inherent attitude, the Shumi are, on average, tolerant and humble pacifists of good nature. They refer to individuals both Shumi and human - other by their role in a community instead of by a given name, and are also known to appoint "Honorary Shumi", even outside of their own tribe. When a Shumi is killed, it rapidly forms its body into an egg-like cocoon that will hatch at some point in the distance future, hinting that the species are constantly reincarnating and evolving. Jobs Most of the traditional non-mage Jobs make an appearance in some form or another. Players will have to have a good reason to play a caster in this low-magic setting. Adventure Ideas An important individual is falsely accused of a crime and imprisoned in the D-District prison, a mechanized top-security prison that buries deep beneath the earths crust. How can the heroes stage a jailbreak when the jail is thousands of tonnes of rock? The Lunar Cry refers to an absolutely bizarre phenomenon where creatures of the Moon - monsters literally fall to the earths surface at regular intervals. The cycle began tens of thousands of years ago; a product of gravity, the phenomenon is similar to the pull on the tides; when the moons surface reaches saturation point with monsters, it spills and falls to the planet. When researchers discover an upcoming Lunar Cry the world begins to panic. The damage caused would be sufficient to destroy entire nations. How can the PCs possibly hope to deal with a disaster of this magnitudeand indescribable oddity? SeeDs are called to Fishermans Horizon (a pacifist town built around a defunct train station) when a long-forgotten Marine Expedition Facility starts working again, seemingly of its own accord. It has begun to broadcast a strange frequency into the oceans.

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FINAL FANTASY IX
"The only dependable thing about the future is uncertainty." - Amarant Coral

In the world known as Gaia, Queen Brahne of the kingdom of Alexandria lusts for power, and is trying to increase her domain by conquering the surrounding lands. The brewing war escalates when Brahne takes the advice of a dangerous advisor named Kuja, using the devastating power of the Summons to crush any nation that would oppose her invasion plans. The heroes could have no way of knowing that the advisor himself is part of a far greater plan, manipulating events as a harbinger of Gaia's destruction. Mist A strange magic phenomena found primarily on the Mist Continent, Mist is a low-hanging greenish cloud that has caused many of the kingdoms to retreat to higher elevations. It has been known to negatively affect the mind, causing an increase in violent tendencies, and also to distort a characters magical energies. The people of the Mist Continent, and in particular the city of Lindblum, have developed mist-powered engines which are primarily used to power airships. However, this means airships will only function where there is mist, meaning they can't fly outside of Mist Continent. Additionally, the cable cars within the Aerbs Mountains are also mist-powered.

The Crystal Core The lifestream remains a driving force behind creation in Final Fantasy IX. So it is said, deep within the core of each planet lies a single luminescent crystal which is the source of all life. When a living thing dies, its soul and memories return to the crystal. These memories accumulate inside the planet's crystal and allow it to create ever more complex beings. Eventually, the crystal will grow dim and will be unable to create new souls, and the cycle will slow to a halt. The planet will become barren and die and the crystal will move on to a new planet. Thus, upon a planet's death, its soul returns to the cosmos, bringing with it the accumulated memories of the planet and allowing the universe to grow. Every planet's crystal has a unique glow, and Gaia's crystal glows in brilliant blue. New Races Final Fantasy IX is home to a swell of new species, from half-hippos, to mole people, to man-sized magician dolls mass-produced as weapons of war, and quite a few of these are appropriate for adventuring heroes. The genderless Qu are an even-tempered, relatively harmless species of rotund gourmands. They have developed a unique style of Blue Magic revolving around eating their enemies

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called themselvesbrace yourselfGastromancy. The Nezumi often simply refer to themselves as Burmecians (after their city, Burmecia) instead of by their racial name, and are anthropomorphic rat-people who stand on two legs and are proud warriors. Finally, the perpetually-jolly Dwarves live in the shadow of an ancient tree, treating visitors like royalty and speaking with exaggerated Scottish accents. Moogles and Androids are incredibly common in this setting, as well. New Shared Ability: Devour With this ability, the character becomes a gourmet of the most unusual of cuisines defeated foes.

Devour Standard
By taking a standard action, the character may attempt to completely eat any enemy that has been brought to 0 HP or below. The results of this vary some enemies are surprisingly delicious, where others are unfit for consumption to say the least. You never know until you try! A Blue Mage with the Devour ability may also learn their spells from devouring he remains of fallen foes, in addition to (or instead of!) the normal methods. This ability cannot be used to munch on matter that is not monstrous in nature at least, no more than normal. A character with the Devour ability cannot chew through steel bars or a wooden wall, despite the fact that they may have just swallowed whole an Iron Giant earlier. When a character Devours an enemy, roll 2d6 and consulting the following chart to see what transpires. Roll 2 3 4 Result GMs choice. The character turns pale and gets covered with sickly-looking spots. The character is afflicted by the negative status effect Stun for a whopping four rounds. The character suffers from indigestion. The noises caused by their displeased stomach alerts enemies to the characters presence, causing a -2 penalty to all Stealth checks until the end of the game session. The characters breath becomes repugnant, causing a -2 penalty to all social rolls until the end of the game session. The monster was toxic, Poisoning the character for four rounds / 40% of the characters HP. No effect. The monster acts as a Healing snack, restoring 50% of the characters maximum HP. The monster acts as a Status Guard meal, giving all negative statuses a 25% chance of failure for the remainder of the game session. The monster was filled with strange chemicals, causing the character to suffer delirious hallucinations of a psychedelic nature. The player may ask the GM a single question, which the GM must answer as honestly as possible using only yes or no as the response. The character takes on some properties of the monster it just ate. Choose one of the following from the list that the monster also possessed; Unusual Defense, Controlled Defense, Weakness, Flight, Status Touch, Immunity, Resistance, Undead, Counterattack, Magical Counterattack. The effects are the same as the monsters wherever possible (a critter with Immunity to Fire would grant the character the same immunity, for example) and last until the end of the game session. The monster was a true delicacy, and the character permanently receives a +1 bonus to their lowest Attribute.

5 6 7 8 9 10

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Adventure Ideas Lord Avon is a genius playwright known for his famous works such as "I Want to be Your Canary", and "Wishing Upon A Star" and other unnamed works. But when a five-hundred year-old manuscript penned by Lord Avon is discovered and reveals him to have been a Summoner of Madain Sari, a lone scholar (who also happens to be a big fan) begin scouring his plays for veiled messages and clues to the past. The PCs cant possibly take him seriously at first; at least, not until the scholar barely escapes an assassination attempt. Can there actually be secrets hidden in a theater play? Oglops creepy ladybug-like insects produce an oil that remains one of the most popular medicines on the marketand in Conde Petie, seasoned oglop is considered a delicacy. So when the heroes are approached by a merchant asking to capture him a few, they think nothing of it. How could they know that once a year during mating season, the oily Oglops swarm in groups of tens of thousands.

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FINAL FANTASY X
"Although I know the journey will be hard, we have lots of time. The road is ahead of us, so let's start out today. The people and the friends that we have lost, or the dreams that have faded... Never forget them." - Yuna

Greatly resembling a single large island, the world of Spira is a place of duality. From verdant, lush woodlands to tropical paradises, at first glance, Spira seems to be a place of life. Heroes are commonplace adventurers, mages, Chocobo knights and warriors are welcomed with open arms wherever they travel. And it would doubtless be a paradise were it not for Sin the ancient beast which threatens the whole world. For one thousand years Sin has roamed Spira with seemingly no purpose other than to bring destruction. The religious teachings of an ancient scholar named Yu Yevon preach of peace and harmony, benevolence in a much diminished world - a world where only a few million people live and virtually any kind of technological and social progress has been asleep for 1000 years. Machines, once abundant, are shunned by the religious order; they preach that Sin is mankinds punishment for growing too prideful and reliant on technology. Only the Al Bhed try to regain some of the lost knowledge, and they have been permanently despised and outcast for this simple view. The sport of Blitzball unites the whole world around a common passion, the sport which survived Sin's coming and going year after year. But beneath the surface unity of Spiran mainland, distrust and old anger still boils deep: without Sin's dreadfully pacifying presence war would certainly erupt. The Summoners and their Guardians are tasked with defeating Sin on a journey known as a pilgrimage, an act which requires great sacrifice. But only a few brief years of reprieve are granted from Sins constant threat; Can anyone truly say a cycle of death brings hope for the future? Sin One thousand years ago, a nation of technological might Bevelle declared war on a city of mystics Zanarkand. Though the mages of Zanarkand were no match for the machines of their oppressor, a single man was unwilling to let his nation end in defeat. His name was Yu Yevon, and in a powerful ritual he transformed the city and all its inhabitants into a Summon; Zanarkand, the City That Never Sleeps. In order to protect himself and maintain the ritual forever, he forged a living armor made from the souls of the dead - the monster, Sin. Yu Yevon gave this creature a set of very simple instructions: destroy any machina or settlement which grew larger than a small village in order to bring technical evolution to a halt, and retaliate to all hostility with extreme prejudice. However, the strain on summoning both Sin and maintaining his beloved Dream Zanarkand proved too much, even for Yu Yevons considerable abilities. Soon, Sin was left solely with instinct and the instructions given to it upon creation. Sin's first act as such was to destroy the real Zanarkand. The armies of Bevelle saw this destruction and retreated, bringing the first news of the great monster. Yu Yevon had informed his wife of this mad plan and taught her a means of calming the creature. She passed this knowledge on to the

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leaders of Bevelle, thus beginning the teachings of Yevon and the endless resurrection of the unstoppable beast. New System: Blitzball Spiras most popular sport is played in a massive sphere made of water and centered in a stadium of thousands. A Blitzball game consists of two (generally six-person) teams who are each attempting to kick the Blitzball (a resilient rubbery ball no longer than a Humes head ) into the other teams goal. Traditionally, a game consists of two 5-minute rounds, separated by an intermission between the rounds. While most Blitzball players are trained professionals, heroes like the PCs can put their own unique abilities to use as well. Youve never seen blitzball until you see a team of ninjas take on a geomancer and his allies, while a red mage sweet-talks the opposing teams goalie. What follows is a full set of rules to take your existing characters and drop them right into a Blitzball match without having to modify things too much; after all, a good game of Blitzball really isnt that much different than combat, when you come right down to it. When forming your team, its important to decide what sort of role your character would best fill, and choose a position accordingly. Blitzball requires a balanced mix of offense and defense, and characters who can put the physical hurt on the other team are as valued as those who can score goals or get the crowds on their side. There are three different roles that can be filled. Striker: Can Score. The front-line men, strikers are dexterous individuals who focus on getting the three points needed to win the game. Each team needs a minimum of one Striker to be eligible for competitive play. Defender: Can Guard. The best Defenders are characters who can take a hit and dish it out right back. Goalie: Can Inspire. Goalies are generally quick in both mind and body. While they arent actually required, a team can only have a maximum of 1 goalie. Once the game is underway, characters only have so many options at their disposal. All characters can move, Attack, Pass, and Intercept, and they each get one more choice from by their selected position. Moving: Blitzing is very much like standard combat. You may move a Short Range (one section of the field) and perform a standard action (such as attacking or passing), or you may move from one end of the field to the other and take no other actions. A character with a Swimming score of 4 or higher can move a Medium Range and perform a standard action, instead. Attacking: The ball, if used as a weapon, deals (DEX x 1) + 2d6 points of damage. Unarmed attacks (tackles, etc) deal (STR x 1) + 1d6 points of damage. Teamwork Attacks are the secret to winning Blitzball, however. By combining efforts and taking the normal -2 penalty to their attack rolls, two or more players can launch an offensive barrage that interrupts Slow actionssuch as enemy players attempting to pass the ball. Passing: Passing is a Slow action which allows you to toss the blitzball accurately and without failure to any Defender or Striker on the field. Intercept: If you are within Short Range of the opposing team member who currently has the blitzball, you can choose to intercept them as a Standard action and attempt to wrest it away. The Intercepting character makes a STR check opposed by either a VIT or DEX check, whichever is higher. If the Intercepting character wins the opposed check, they are now in possession of the ball. Score: The Striker takes aim and makes his move, throwing or kicking the blitzball towards the opposing teams goal. The Striker makes a DEX check opposed by either an INT or DEX check, whichever is higher, from the enemy Goalie. Scoring suffers a -2 penalty to the roll at Medium Range, and a -4 penalty at Long Range. If the total check result to Score is 5 or less, the Striker misses the goalposts completely. Guard: Guarding is an Instant action that you can perform at any time, even when it is not your turn. Whenever a character within Short Range would take damage, you may move in front of them and take the hit in their stead. Any combat damage that would be taken by an ally is applied to the Defender instead.

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Inspire: With very little else to do when they arent under siege by Strikers trying to score, a Goalie often finds himself strutting and playing the crowds, or shouting out tactical suggestions to his teammates. The Goalie chooses one ally and takes a Slow action to survey the field or get the crowd chanting. On the following round, the Goalie makes a SPR or INT check (at a varying difficulty depending on how the game has been going so far, or if theyre on their home field and so on, but we suggest difficulty 9). If successful, the target ally either regains 5 Hit Points as he finds his second wind, or receives a +2 bonus to all rolls on his next turn. A Goalie who is in the middle of Inspiring his allies cannot stop Strikers from scoring, however, so this powerful technique must be used with caution. Regardless of a characters maximum HP, any character who has taken more than fifty points of damage is removed from the field by a referee. The maximum ARM and M.ARM scores a character can have in a Blitzball match is 10; anything more than that is against game regulations. The first team to score 3 goals is declared the victor. Alternatively, a team may be awarded a victory if there are no conscious Strikers on the opposing team. Although it can vary in impromptu games (or illegal matches), breaking any of the following rules is an automatic penalty, and any character who does so is removed from the field immediately. - Casting spells including Summons - Being outside the Blitzsphere for more than two rounds - Using weapons - Attacking a Goalie - Using Job Abilities, save for those pre-approved before the match begins. Ultimately, the GM gets the final say as to whats allowed and what isnt, but to the right is our opinion on the complete list of Job Abilities that would be beneficial in a Blitzball game but wouldnt completely destroy the delicate balance of the above rules, or are simply too much fun to pass up. We didnt include abilities that are probably irrelevant, since we don't expect characters to intentionally break the rules, need elemental immunities, or bonus damage when fighting dragons...but then again, you never know.

Complete List of Blitzball-Appropriate Abilities


Advice Allure Blood Price Assassin's Kiss Astra Avenger Berserker Beso Toxico Blackout Blessed Existence Blink Cleave Chakra Charge Copycat and Master Mimic Counter Cover Darkside Defy Gravity Disabling Shot Elemental Body Favored Terrain Feint Flawless Form Formless Strikes Geotrance Golden Gaze Grim Reaper Hamedo Haymaker Home Terrain Ikishoten Image Jinx Juggler Jump and High Jump Killing Machine Last Resort Lancet Limit Breaker Maintenance Magic Shield Master of Elements Master of Disguise Mind over Matter Mutation Night Sword Outmaneuver Pandora's Box Power Break Power Chord Pray Primal Might Provoke Quick Hit Radiant Aura Reflexes Rewind Ride the Storm Saint's Cross Save the Day Scan Shatter Armor Shadowbind Shield of Light Showstopper Sidewinder Skin of Iron Speed Break Stacked Deck Steal the Spotlight Stoneskin Stronger Together Sunken State Take Aim The Last Word Threaten Throw Third Eye Trauma Trick Shot Unstoppable Warcry Winning Streak Whirling Spear Wild Swing X-Fight

Blitzball-Appropriate Epic Abilities


Benediction Blitz Bonecrusher Cheat Fate Clockwork Tools Cosmic Standstill Dragon's Spirit Duel Fantasia Force of Nature Invincible Master Thief One Man Army Sharpshot

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Races Among the myriad of races of Spira are the Ronso, powerfully-built, blue-skinned feline humanoids known for their strong sense of honor and pride who guard their sacred mountain fiercely. The Al Bhed are identical to humans except for their uniquely swirled pupils and stunningly green eyes, and are the only Spiran race to openly reject the teachings of Yevon. For this reason they are often ostracized by the rest of the population Jobs Freelancers are common in Spira, especially due to people focusing on a selection of abilities to make them the star player of a blitzball team. Blue Magic is predominantly the domain of the Ronso, and Time Magic is all but-unheard of. Engineers are rare due to the anathema regarding technology. Dolls Stuffed avatars and effigies, Dolls are foot-tall teddy bears and toys that have been animated by magic, often serving as Arcane weapons for various colors of mage. However, some characters might wish for their Dolls to be more functional outside of combat instead of striking out with tiny wooden swords and cotton-filled limbs. We suggest taking the Animal Companion shared ability with the following talents; Loyal, Familiarity, and Talkative, as well as 5 other points distributed wherever you like. In this way a Doll companion can act as a mages eyes and hands. Whether posing as a regular stuffed animal to overhear conversations or running and fetching keys to a locked jail cell, these cotton-stuffed companions have much to offer their creator. The Unsent Being Unsent is a state of being in Spira, as well as the common name for those in that state. When a person dies, the spirit of the person goes to the Farplane with the help of a Summoner performing a ritual called the Sending. If a person's spirit is not forcefully sent in this way, it can remain as a ghost-like apparition capable of affecting the living world. While some Unsent can retain a corporal state and a rational mind, most are typically overcome by malice and eventually become Fiends. An Unsent is capable of ending its own existence whenever it so chooses. Adventure Ideas The Al Bhed have recently begun winning matches with a newly-formed team of quiet, masked players. Nobody knows where they come from, but the team has been dominating the blitzball championship circuit with ruthless efficiency. Some have begun to speculate foul play - could the Al Bhed be using Machina to win? And if so, for what purpose? A scholar from Djose has proclaimed he has found an ancient sphere that teaches the process required to turn a mortal man or woman into a Fayth. For a thousand years Sin has claimed countless lives. Each decade a single Summoner sets forth on a pilgrimage to stop Sin, bringing the Calm for ten years before the cycle of death begins anew. When a Summoners journey ends abruptly with him giving up, the heroes former Guardians are faced with a choice. Can they, too, simply abandon their journey? Or will they choose to ignore the traditional teachings of Yevon, devising their own eccentric means of battling the great destroyer?

153

FINAL FANTASY XI
"I need to be stronger." - Abbadon

Twenty years ago, the Great Crystal War ravaged the land of Vana'diel. A demonic warlord united the Beastmen races of the world and lead them against the five enlightened races of the goddess Altana. The nations of Vana'diel attempted to fight the Beastmen independently, only to suffer repeated losses against their enemies' vastly-superior numbers. At the pinnacle of the conflict, the nations of San d'Oria, Bastok, Jeuno, Windurst, and Tavnazia put aside their historical enmities and for the first time in history stood united. Finally, after more than two years of bloody battles, the Shadow Lord and his Beastmen forces were broken and defeated. Victory came at a high price, however many of the city-states were in ruins, and Tavnazia was completely wiped off the map altogether. The death toll was estimated to be in the tens of thousands. Vana'diel has drastically changed in the twenty years since the war; a period of tentative calm presides. The tentative friendship still stands between the remaining nations, and with it comes a new age. Many cities have managed to rebuild and achieve some standards of life that existed before the Great War, while trade and Airship routes between once-isolated nations now exist. The nations have not yet fully recovered from the drastic loss of personnel, and subsequently have come to rely on Adventurers. These would-be heroes and mercenaries are charged with the task of maintaining the fragile peace across the lands, even as rumors of a brooding darkness once again begin to circulate. Optional Rule: Beyond Level 30 In the ever-changing world of Vanadiel, new challenges have a way to coming out of the proverbial woodwork to keep the heroes on their toes. For truly epic games, you could use this optional rule to allow characters to theoretically continue leveling forever. Characters do not gain Limit Breaks beyond level 30, but they do gain the following;
- two attribute points per level which may be spent anywhere the player chooses - a new Skill Point every second level - a new Ability or spell (players choice) every 5 levels

GMs will have to work doubly hard to create monsters that are a challenge for such titanic heroes. Races The five Enlightened Races of Vana'diel and their cities are as follows: Humes, who are said to suffer from the sin of Apathy, built the Republic of Bastok in the wastes of a mineral-rich landscape. They are adaptable and cunning. Galka, who are said to suffer from the sin of Rage, have no home city and instead settled in Bastok with the Humes. They are treated as refugees and an underclass, but manage to eke out a living with hard physical labor. Elvaan, who are said to suffer from the sin of Arrogance, formed the militaristically-powerful city of San dOria. The sound of their national anthem plays throughout the streets proudly. Mithra, who are said to suffer from the sin of Envy, are catlike amazonesses that have settled in the Federation of Windurst with the Tarutaru. Tarutaru, who are said to suffer from the sin of cowardice, reside in the Federation of Windurst where they spend their days poring over books and advancing the development of magical knowledge. Jobs Other than Freelancers, Engineers and Time Mages, all of the standard Jobs made an appearance in Final Fantasy XI. The game also introduced a concept call Subjobs, where each character could be a conglomerate of two different Jobs. GMs wishing to stick true to the source material could make the following rule alteration; Characters who begin play as Freelancers must declare two Jobs of their choice. The Freelancers Epic Ability, Job Change, now only allows the character to become of those two options. In addition, Job

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Change is now the only Epic Ability in the game that does not cost Destiny to activate, but may only be done outside of combat. Optional Rule: Villainous Abilities In addition to the Job-specific Abilities and the Shared Abilities that all characters have access to, Villainous Abilities also exist, allowing the campaign nemesis to even the playing field with a few unique tricks. While its possible a player could utilize one or more of these powers by making an evil character, its highly recommended that GMs think long and hard about the mood of their game before allowing PCs access to this list. Sacrifice Minion Instant, Self Paladins have the ability Cover, allowing them to leap in front of allies to absorb damage in their stead. Similarly, this Villainous Ability allows the user to negate all damage and effects from an attack by grabbing a nearby minion and forcing them to take damage instead. To use this ability, the user must have an ally within Short Range if the target is unwilling, an opposed STR check is needed to succeed. An ally who is sacrificed in order to absorb all damage is instantly reduced to 0 HP, instead of taking damage as normal. Sacrifice Minion negates damage even if the spell or ability was a Group or Local target. Evil Laughter Standard, Local Evil Laughter may be used only once per session, and it affects all enemies and allies who can hear the user. This ability has no effect other than being generally creepy, unless the target is already affected by the negative status effect Fear. In such a situation, the target receives cannot use Destiny until the end of combat due to a severely shaken morale. Further, Evil Laughter passively grants a +4 on Negotiate checks to intimidate foes. Sever Soul Passive Fueled by the powers of Shadow, the character is able to hoist the body of an unconscious enemy and drain them of the very energies that connect them to the Lifestream. The target of this ability has their soul ripped from their lifeless remains, doomed to forever haunt the place of their death as a Lost Soul. Upon obtaining Sever Soul, the character, Boss or End Boss can now use their No Mercy ability as an Instant action instead of a Slow action to quickly finish off fallen foes.

155

FINAL FANTASY XII


"We are the arbiters of our destiny." - Basch fon Ronsenburg

Svagatam, traveler. Final Fantasy XII takes place in the Kingdom of Dalmasca, a small city-state in the world of Ivalice. A neutral party in the past wars between the neighboring Empires of Archadia and Rozarria, Dalmasca was ultimately conquered by Archadia and reduced to the status of an occupied state under Archadian rule, when its King agreed to Imperial rule. Will this war ever see an end? And what terrible conspiracies lie behind the might of the Empire? Clans and Hunts The Archadian soldiers have their hands full as it is dealing with political uprisings and the criminal underworld, and every so often a dangerous monster roams free for days or even weeks at a time until troops can be sent out to deal with the threat. Many folk began turning to independent bounty hunters and mercenaries to defeat these monsters, willing to pay out-of-pocket for peace of mind. Over time, groups of hunters began to organize themselves as Clans. The empire was quick to show their approval and sanction the work of the clans, since both groups were ultimately working toward the same goal. This means that, when pursuing a mark, registered Clan members have a great deal of legal leeway and can generally go where they please. New Races Quite a few new races populate the world of Ivalice, from Viera to Gria to the pot-bellied Seeq. On the following pages we present the Nu Mou and the Bangaa in an attempt to breathe some life into these commonplace denizens. Mist Mist is responsible for the existence of 'Magicite', stones that contain magical powers due to the presence of Mist in their crystalline structure. Magicite is divided into three types; spellstones that are used in the use of magic, skystones that are installed into mechanical components that give flight to vehicles, whether small-sized bikes or large airships, and memstones that function much like recording devices. The quality of magicite depends on the quantity of Mist and not on the size or shape of the stone. The ubiquitousness of magic and magicite, as well as its cost-efficiency, led to it replacing electricity and its various sources as the dominant usable energy in Ivalice. Due to the influence of Mist, several areas of Ivalice are 'jagd', areas in which Mist-laden winds and magicite-rich soil interfere with airship mechanisms. As such, jagds tend to be harsh, lawless frontiers, uncontrolled by any nation.

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Nethicite, another type of magicite, works by absorbing Mist, thus nullifying the effects of magic and storing vast amounts of power. Nethicite can be described as either deifacted or manufacted (literally, god-made or man-made). Deifacted Nethicite contains a large amount of magic, theoretically making it powerful enough to help reshape the world if used correctlyor incorrectly. The Occuria The Occuria are the most powerful beings in the world of Ivalice. They are referred to, by themselves and others, as "The Undying," though their existence is unknown to Ivalice at large. Dangerous entities indeed, they are apparently willing to do whatever it takes to lead the world of Ivalice into matching 'their vision,' whatever that may be, including using phantom images of loved ones to manipulate people and sealing away insubordinate races who refused to accept the Occurian weave of fate. The Occuria are apparently genderless, though they possess feminine voices and masculine titles. They have the ability to create and appear as ghosts and images. Their natural form is a floating specter with an ornate, armor-like appearance, and their speech resembles an archaic, poetic form of the common tongue. The Occuria have no visible faces, only glowing yellow eyes floating in an empty black void. An Occuria's physical manifestation exudes a great deal of Mist, which allows them to possess other beings and merge with them to drastically increase their strength and power. This is always a deadly one-waytrip for the host body. Adventure Ideas Seven centuries ago, the Occuria, knowing the Garif knew much about magicite and the ways of the world, granted the peaceful people of the Jahara plains some Nethicite. However, even the wisest Garif knew not how to use the stones, and, as such, several pieces were presented as a gift to the Dynast-King instead. But it is said the Garif still know the location of one such Nethicite shards The sky city of Bhujerba is an island of peace in the raging storm that is Ivalice. Thanks to the Marquis diplomacy and tact, the people of the city are protected from the empires strong arm save for a few soldiers keeping a watchful eye on the city. But when imperial troops start vanishing in the Lhusu Mines - wellexcavated tunnels beneath the city where dozens of workers spend each day unearthing precious Magicite will the PCs choose to turn a blind eye? Has the empire found something of interest down in those dark tunnelsor has it found the empire? Airship malfunctions due to intentional mechanical sabotage have completely put a halt to travel and trade between the major cities. The party or parties responsible have yet to be apprehended. A young, blind Seeq has been well-known to the people of Dalmasca for many years. He peddles small confectionaries wrapped lovingly in wax paper for only a single gil, and bouquets of freshlypicked wildflowers for only a few gil more. What most people dont know is that this Seeqs main source of income doesnt come from the candies or posies, but rather for the discreet messages he passes using the parchment wrapped around his flowers. One of the PCs receives one such message, and the befuddled Seeq must apologetically explain he never saw who wrote the note or knows what it said he only remembers a wispy, feminine voice that sent chills down his spine.

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BANGAA
A gruff, athletic lizardfolk renowned for its temperament. Bangaa are burly, muscular creatures caught in a permanent stoop; hard scales cover their bodies, while their snouts are jammed with razor-sharp teeth capable of rending and tearing with terrible ease. Despite their reptilian ancestry, Bangaa tend to grow 'whiskers' or facial hair as they age; females have a prominent ruff of downy fur that covers their chests, a rare difference between the two genders. Bangaa are excellent scouts and trackers, favoring smell and hearing over sight. As a result, it is not uncommon to see Bangaa wearing blindfolds as a fashion statement. Their long, loose-hanging ears are split in two, giving them superior directional hearing; the tips are often pierced or encased in metal. Facial and body tattoos are another common decorative device, particularly among younger Bangaa; they often denote rank or accomplishment. Typical Height 1.6 1.9m Skin Colors Black, ochre, brown, green, blue, white Eye Colors Black, Blue, Red Typical Weight 90 120kg Lifespan Young is 10 -20 years old. Average is 21 - 70 years old. Old is 71 80+ years old.

Society
Since ancient times, Bangaa have used a rigid caste system. Once born into a profession or role in Bangaa society, it is nearly impossible to change ones lot in life. In recent years the younger members of this race have begun to shun this traditional hierarchy, choosing to instead become mercenaries and warriors who fight fiercely to make their own way. Thanks to their strength and tough-as-leather constitution, Bangaa choosing to live in human circles can easily find employment as soldiers, guards, gladiators, and in the case of the more dim-witted specimens brute physical labor.

Roleplaying
Bangaa tend to be arrogant and boastful creatures, acting as if in the throes of a permanent ill temper. Though sometimes characterized as slow-witted or primitive, their intelligence is on par with that of humans. Furthermore, they can be extremely spiritual creatures, with a pious edge that may surprise those who think of them as barelyrestrained berserkers. Unsurprisingly, lizard is the most insulting thing one could call a Bangaa on par with calling a human 'monkey,' though only the fiercest of men could match the violence of a Bangaa's reaction in this regard. Bangaa names are always composed of two syllables, and tend to have a slightly harsh sound to them. Sample monikers include Rinok, Batahn, Eleono, Mouni, and Burrogh. In some cases, a two-letter honorific may be added before the name, separated by an apostrophe; examples of this include Ba'Gamnan and Va'Kansa. The letter 's' is almost never used in Bangaa naming.

Language
Bangaa in human societies quickly pick up their hosts' mannerisms and gestures, resulting in body language that occasionally borders on the comical. Due to their vocal structure, Bangaa tend to speak Common Tongue in a slurring or guttural fashion.

Bonuses
Bangaa dont go down easily. The No Mercy job ability, which is what Bosses use to permanently kill characters, only has a 25% chance of actually working on a Bangaa. They might lose a body part or two, but eyes arent really that essential anyway, their tails grow back, and Bangaa chicks dig scars.

Jobs
Most Bangaa find their way as Fighters, putting their natural skill in battle to good use. Other have discovered that they have more in common with fearsome dragons of yore than just a scaly hide; both species share a fondness for confrontation as well as a more contemplative, introversive side. Bangaa Dragoons are thus far from uncommon. Still others have brought a form of their tribal shamanism to an adventuring party, calling themselves bishops and using White or Red magic.

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NU MOU
Bound by physical limitations, the elusive Nu Mou are a society of first-rate sages and intellectuals, channeling the energy other races put into honing their bodies into sharpening their minds. Like the Viera, the Nu Mou are composed of two entirely separate species. The most commonly-encountered Nu Mou are gray-or brown-skinned, with long, floppy ears, elephant-like hides and sunken nostrils on either side of the face. Others are smaller and lighter-skinned, with brown, button-like noses, ears like a beagle's, and prominent facial hair. Typical Height 0.8 1.1m Hair Colors White, blonde Eye Colors Brown Typical Weight 80 100kg Lifespan Young is 8 -35 years old. Average is 36 - 150 years old. Old is 151 400+ years old.

Society
Nu Mou civilization is based upon the foundations of education. Young members of the race leave their families at an early age and find an older, more experienced mentor, training under his tutelage until they are themselves capable of educating others. These mentors do not necessarily have to be Nu Mou themselves; almost any being of exceptional wisdom and learning can step into this role, provided they are willing to adopt the student as one of their own. The relationship between instructor and pupil is expected to be a familial one the student is given a new name and cared for as kin, while the teacher is accorded the respect and obedience due to any parent. It is not uncommon for older Nu Mou to practice a craft or trade alongside their intellectual pursuits, making a living with alchemy, the appraising of ancient relics, or crafting enchanted items. Others may become magical mercenaries, hiring their services out to adventurers eager for added sorcerous punch on their expeditions. However, the Nu Mou are careful to keep this kind of freelancing within ethical boundaries profit is ultimately a secondary consideration. Not every Nu Mou is sedentary; many adults embarking on grand odysseys across the world in search of knowledge and guidance. Some choose the nomadic lifestyle for other reasons - just as a rolling stone gathers no moss, a roaming Nu Mou rarely has to worry about well-meaning apprentices begging to learn the ins and outs of sagehood.

Roleplaying
The Nu Mou are gentle, almost dispassionate creatures. If pressed to defend themselves, they prefer magic or diplomacy, particularly through intellectual bribery. Their enormous wealth of knowledge gives them significant leverage with other races, and they do not shy away from using it if the need arises. As they grow older, Nu Mou are likely to become more concerned with the 'big picture.' Their longevity allows them to bear first-hand witness to how one seemingly innocuous event can affect the course of history, establish a great nation or bring ruin to an entire peoples. For this reason, they may take on the mantle of history's shepherds, safeguarding ancient artifacts, observing obscure rituals, and intervening albeit discreetly in the natural flow of events to ensure that dark powers are not allowed to gain sway. Because of this, their actions and motives often seem inscrutable to other races who lack the Nu Mous' long-term vision.

Language
Nu Mou bear no language of their own, instead having a natural fluency for linguistics that allows them to quickly pick up the accents and dialects of the world.

Bonuses
Nu Mou benefit from strongly developed magical senses, and have the unique ability to clearly see the flowing streams of elemental energy fundamental to all spellcasting. All Nu Mou can cast the Analyze spell without an MP cost whenever they choose. Furthermore, they gain a +1 bonus to any Lore skill check due to their studious natures.

Jobs
Unsurprisingly, Nu Mou find themselves as spellcasting jobs almost exclusively, with Time Mage being the most prominent. Despite their natural penchant for White, Black, and Time magic however, most members of this obscure race find Blue Magic to be an utter abomination.

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FINAL FANTASY XIII


"Since when have heroes ever needed plans?" - Snow Villiers

The world of Final Fantasy XIII is a story around two worlds; The floating, spherical machine city of Cocoon, and the world below - Gran Pulse, a world of natural evolution. Cocoon is an artificial world powered by entities known as fal'Cie, malevolent Espers responsible for running everything from the artificial sun to cultivating the land and providing water, to keeping the world of Cocoon floating within Gran Pulse's atmosphere. Over eight millions individuals populate the planetoid, living their days in the shadows of the falCie and under the iron thumb of the central government, the Sanctum.. The people of Cocoon are made to believe that Pulse is a hellish place, and the people are kept in constant fear of a possible invasion. The Sanctum uses military force to quarantines, exiles, or kill anyone from Cocoon who it believes has been influenced by the outside world. In reality, the humans who once lived on Gran Pulse are all but perished, with lingering architecture being their only living testament - the world below is now populated entirely by monsters. In reality, Cocoon is a sacrificial vessel of millions of innocent human lives. The fal'Cie provide the humans a "paradise", and in exchange, when the time is right, they will sacrificing Cocoon and all its inhabitants in order to try and summon forth their Maker from the lifestream. However, the fal'Cie themselves are unable to destroy Cocoon to their core programming and purpose, so they need the help of Pulse l'Cie. lCie The l'Cie (pronounced "luh-see") are people branded and forced into servitude by the god-machine Espers known as falCie. They gain the gift of magic, but also bear the burden of completing a task known as a Focus - for their fal'Cie master. However, the fal'Cie will not explicitly tell the l'Cie what their Focus is. Instead, they must figure it out for themselves with the aid of various ambiguous visions. The l'Cie is branded with a tattoo-like symbol visible somewhere on their person's body, which usually appears as an overlapping sequence of black arrows. Over time, the arrows multiply and a closed eye is revealed. When the eye of the brand opens fully, the l'Cie's time to complete their Focus has run out. Should the lCie fail to fulfill this Focus before his or her brand advances to its final stage, that l'Cie becomes what is known as a Cie'th the soulless. Mired in eternal sorrow and regret, and robbed of all free will, Cie'th are damned to wander the world unliving and undying, until their corrupted and decomposing flesh at last can move no more. For Cie'th, there is no salvation. However, the "reward" for completing a Focus is not much better, for the l'Cie will be granted eternal youth and turned into a crystal, to sleep peacefully until the next time the lCie has need of them. It is for this reason that many think the fate of a l'Cie is worse than death itself. If the Sanctum was ever to discover a l'Cie serving an Esper from Pulse, they would surely be hunted relentlessly as a dangerous enemy of Cocoons society. The l'Cie of Cocoon, however, are hailed as heroes and often are recruited directly into the military. Races Final Fantasy XIII is canonically another all-human game, but then again, we have no idea what sort of species lived on the surface of Pulse in ages past. It remains entirely plausible that some races still remain.

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New Rule: Staggering Opponents A new combat tactic emerges in Final Fantasy XIII which allows heroes to stagger their enemies by hitting them hard and fast enough to reduce their armor values to zero. Whenever a character rolls a critical hit, instead of dealing 200% damage as normal, he may declare he is instead choosing to stagger the targeted enemy. Enemies do not get a roll to resist this, and staggered enemies are treated as being afflicted with Armor Break for 4 rounds they are treated as having an ARM and MARM score of 0. Monsters Many of the creatures that inhabit Cocoon and the wasteland portions of Gran Pulse are mechanical, automated beasts. Its easy enough to reflect this; simply use the normal stats for monsters as found in the bestiary, add the Construct type and change their visual descriptions to suit your needs. Bombs may be polyhedral shapes and Dingoes may be motorized bionic predators called Pantherons, but the difference is minimal at best. Eidolons Within the soul of each lCie lies a powerful spirit known as an Eidolon a Summon. While they grant the powers of magic to their hosts, they can also manifest directly as powerful summoned creatures. They often lie dormant until the lCie shows signs of weakness or despair, at which point the eidolon reveals themselves for the first time generally to confront their failing lCie in combat. The character must overcome their emotional uncertainties and win the Eidolon's allegiance, or face death. An eidolon who is defeated in battle like this serves their host unwaveringly from then on, the character having proved their worth. In addition to their combat prowess, summons in the world of Final Fantasy XIII possess the unique ability to Gestalt to transform - into vessels and vehicles, ranging from motorbikes to moving fortresses to lumbering mechanical war machines. Upon obtaining the powers of an eidolon an event which happens generally at the GMs discretion the character also automatically gains the Special Vehicle shared ability. This allows them to construct Special Vehicles that are also Eidolons! All Special Vehicle Eidolons should have the Magic Touch talent, and cannot take Good Nights Sleep. When deciding which summon your newly-created character will take as their Eidolon, you still remain restricted by the standard levels. For example, a character who chooses Carbuncle to be their Eidolon will gain access to the summon at very early levels, whereas a character who settles on Bahamut wont see much use of the Eidolon until much, much later in the game. Eidolons in Final Fantasy XIII do not possess Devotions, and thus do not grant Destiny to the character. They also gain the additional ability:
Gestalt Attack: The Eidolon shifts down into a vehicular form, granting the character temporary control over its vast array of powers. Gestalt attack deals (Characters Highest Attribute x Vehicles Skill) + 2d6 points of nonelemental M.ARM damage to all enemies.

When you design your Eidolon, you may also choose to grant it an elemental type if you so choose. If you do, simply note that the beings Gestalt Attack deals M.ARM damage of that type instead of nonelemental.

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FINAL FANTASY TACTICS


"Never shame your name... never tolerate injustice... living true to your heart is the warrior's way. - Balbanes Beoulve

Ivalice is a kingdom divided by war and class segregation, where heroes must rise to rise among the masses. Lords, nobles and aristocrats wield much of the real power of the country, living luxuriously while plotting against one another. Many legends revolve around the Zodiac Brave Story, which deals with twelve knights who used the power of Zodiac Stonesmagicite shards engraved with symbols of the twelve Zodiac constellationsto fight against a demon summoned by an ambitious king to control Ivalice. Many of these legends have been preserved in powerful tomes. It has been said that some of these books are so powerful they are capable of opening rifts in the dimensions, sending any who may be reading of Ivalician legends back through time to live the stories described within. Clans The major driving force in the world of Ivalice is the Clans, organizations of like-minded warriors and hunters dedicated to assisting the paying customer, no matter what. Clans allows enterprising individuals to 'lease' their employees for various uses, and in return, provide their members with a handful of benefits such as guaranteed allies and a steady flow of gil. They are subject to an ever-changing membership as new members are hired and discarded daily. A well-to-do Clan hall might boast dormitories, a training hall, a medical center, a library, and a heros hall; part museum, part hall of fame, and part shrine to the departed. On the other hand, a new Clan might have all of their meetings out of the local pub. Officially, Clans have a plethora of rules and regulations, though 99% of them are summarily ignored by everyone. Only one rule is constantly enforced and abided with absolute dedication: Your fellow clan members are your family. To turn your back on a member in need is to find yourself out on your ass. In addition to the above, the clan also has no use for members who accept payment for an incomplete job. What the customer pays for, the customer gets. Come hell or high water. Though, if the customer decides to backstab the Clan, the members are free to return the favor. Grid-Based Combat For GMs looking to replicate the combat found in the Final Fantasy Tactics series of games, theyll need a few more supplies than a few six-sided dice, paper and pencils. The system revolves around a combat grid, where vast fields and cramped dungeons are represented by one-inch squares. Players will need to use a grid map simply to visualize the complexities of battle, using small miniature figures or tokens to represent themselves and their enemies. Each square can only ever be occupied by one character at a time.

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Movement Instead of being able to automatically move a Short Range each round, or a Medium Range as a standard action, characters are now restricted to a set number of squares they can move each turn. This value is based strictly on the characters dexterity attribute. Once each turn, a character may move a number of squares equal to his DEX rating + 2 as an Instant action. This movement may be taken at the start of his turn, the end, or anywhere in-between. Characters cannot move diagonally. Range Now that the Final Fantasy d6 has shifted towards a more specific set of range increments than vague measurements, youll need to know how to read spells and abilities so they make sense on a grid. A Short Range refers to one square in any non-diagonal direction away from the character. Or, to put it another way, immediately adjacent. Thus, characters cannot make Short Range melee attacks unless they are directly next to their target. A Medium Range refers to five squares away from the character. This is most often used for Abilities and Ranged weapons such as guns or bows. A Long Range refers to any target on the grid. Characters cannot target spaces of figures they do not have a direct line of sight to ducking behind a tree is a good way to avoid enemy fire for a round, for example. Magic and Range Magic receives a fairly significant overhaul when playing in a Final Fantasy Tactics game. Spells no longer differentiate between enemy or ally, and instead affect a number of individual combat squares based on the normal size of the spell. Self targeting spells now affect the caster, as well as anyone friend or foe who might be in an adjacent square. Theoretically, such spells could therefore affect up to five targets. Single target spells have the same range, but the center square can reach and target up to a Medium range away from the caster 5 squares. Group target spells no longer affect all allies or enemies within a certain distance. Instead, they, too, are targeted spells. They are slightly larger than Self and Single spells, encompassing 13 squares as shown to the right instead of the standard 5. Adventures Though it isnt always the norm, adventures in the recent Final Fantasy Tactics Games have been far more lighthearted romps, everything from using Bug-BGone to defeat insects preying on Gysahl green crops, to a Moogles adorable pet Adamantoise or Malboro getting loose and wrecking havoc. In the original, missions still retained a tongue-in-cheek attitude despite the deadly serious political plot that occupied the main story.

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Judges and the Law


The heavily-armored, quasi-magical enforcers of the law known as Judges are a special order of knights under Imperial control. As independent nations and territories flourished over Ivalice, a rise in crime and regional conflicts quickly began throwing smaller communities into chaos. To reduce the amount of time required by judicial process, a military court was established - the Order of Judges. They are the supreme enforcers of law in the world of Ivalice, wielding extraordinary power in their own right over lower-ranked citizens. The higher ranking Judge Magisters function as chief arbiters and enforcers of Ivalician law. A sample Judge is presented below.

Judge
Level: 14
Category: Humanoid Location: Anywhere Size: 2ft Reaction: Neutral HP: 450 MP: 136 STR: 13 (+4) VIT: 9 (+3) DEX: 8 (+2) INT: 8 (+2) SPR: 6 (+2) Attacks: Arbiters Blade, 8 ACC, 65+2d6 damage (Disarmable) Imprison, 6 ACC, target is inflicted with the Lock spell and reduced to 0 HP. Imprison can only be used against targets that have knowingly broken Ivalician Law. Magic: Escape, Tractor, Advanced Law (20mp, all Local targets are affected by the Seal status.) Special: Final Attack: Escape (A Judge can teleport safely out of combat instantly when defeated, taking any Imprisoned targets with them), Seal Proof Evasion: 10 ARM: 30 (0 without Armor) MARM: 15 Rewards: None.

Almost all judges have the supernatural ability to instantly determine the truthfulness of any statement, making them nearly impossible to lie to. While a disturbing concept, corrupted Judges do exist, allowing their unconditional and nearly omnipotent form of impartial justice to be swayed by money and power. Corrupt judges are tried, given the same treatment as any common lawbreaker, and tried by a jury of their peers. A corrupt Judge is almost always sentenced to immediate execution. Despite their array of powers, Judges are in no way omnipotent. They do not possess any sort of precognition, and they lack the capacity to magically sniff out and track down lawbreakers. They are limited to mundane methods of pursuing the guilty, aided with a vast network of tentative allies.

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CHAPTER VIII: MAGIC


..You can DO that? -Tseng, FFVII

Magic is a fundamental and natural part of the world, manifesting in all things animate and inanimate. The flow of magical energies is, as a whole, essential to the planets well-being; only so long as the power of the elements is unchecked can the wind continue to blow, the earth continue to be fertile, the cycle of life and death remain unhindered. All of the world's inhabitants, whether conscious of it or not, have some small part of this force inside them; with training, it can be turned into a weapon more powerful than mere blade or brawn, more devastating than all the worlds technologies. Crystalline items and formations have been found to be curiously sympathetic to the flow of magic, able to focus, store and even amplify natural elemental forces. The most renowned of these are the Elemental Crystals, whose powerful magical reservoirs can raise and destroy nations with equal ease. Lesser crystals, most merely a conduit of the natural magic that flows through the planet, are in steady supply. Such items can be used for any number of purposes, from powering machinery to providing the raw ingredients for a wide range of Recovery Items. Most magically-empowered equipment is constructed by binding the rush of energy freed by the destruction of such objects into the item during the creation process. More powerful arms and armor may be made of pure crystal capable of absorbing and channel significant amounts of magical power. Raw magic can also temporarily be captured, often upon the death of a creature. Such frozen magic is the reason behind items spontaneously being created upon a monsters death, especially those of arcane origin, such as Bombs; virtually any fragment of their bodies can be used to unleash a small spark of offensive fire spellcasting. Even as it sustains life, magic in turn creates its own ecology, ranging in scale from the animal-like Kami spirits who travel the streams of magic like so many schools of fish to the primitive elementals, a creature 'birthed' by large, concentrated masses of elemental energy coming together in one location. Top of the proverbial totem pole are the Espers, known by a million and one names throughout the universe; such creatures were birthed on a plane of pure power, connected to a world by only the most tenuous of links, drawn into material existence by the persuasive talents of summoners or their own wanderlust. The environment, too, interacts with raw flows of magic, resonating where the elements are most sympathetic. The heat of a volcano, for instance, can tie together many streams of Fire Elemental energy, creating a reservoir of power favorable to arcane creatures and spellcasters alike. Similarly, a lightningstrike during a ferocious thunderstorm attracts Lightning Elemental energy; a torrential rainfall leads to the accumulation of Water Elemental power. For those who rely on the might of the elements, careful consideration of one surroundings is an important factor in effectively shaping these energies. These Elemental Fields have been the deciding factor in more than one battle. Active wielders of magical power vary wildly in shape and scope. With sufficient training or natural talent, many people can channel elemental flows into their lives in tiny ways, from making the garden grow just a little larger, to knowing when to fold in a game of cards. Such people are rarely aware of their own talents. However, a true Mage's talent lies in their ability to actively twist and focus raw flows of magic into physical, visible forms; dark mists, freezing gales, howling storms and scorching waves of fire, and far more impressive feats.

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Paladins and Dark Knights are unique casters instead of channeling the elemental energies from the world around them, they contain a reservoir of spiritually-aligned magic within; sheer potential. The Elements of Magic The compartmentalization and classification of magic in its many and diverse forms has occupied scholars for centuries; even to this day, the finer details of magical taxonomy can be fuel for considerable debate. Certain aspects, however, are considered to be universally agreed on. Among them is the fact that Energy is the basic building-block of magic; though further diversified and refined, raw Energy itself can be used to drive a wide variety of helpful and harmful effects. From here, all magic can be broadly broken up into three major forces Elemental, Cosmic and Life. Each stands in opposition to its siblings, but the total sum of their parts forms of the base of all practical magic. The Elemental forces are sometimes also called natural forces, deriving that designation from the fact that they are inextricably tied to natural phenomena. The most common of these involve the four basic elements Earth, Fire, Wind and Water which in turn combine to form the distinctive Para-elements of Lightning and Ice. The collective grouping of these six Earth, Fire, Wind, Water, Lightning, and Ice is generally known as the Combat Elements; spells focusing their power are intended for harm and destruction more often than not. Completing this pantheon is Life Magic - Holy and Shadow. The inclusion of these is a bone of contention for those who see them as supernatural rather than mundane forces. In some quarters they are not considered elements at all, and simply excised from the reckoning. Without any doubt, Holy is the dominating force in the magical world, and in experimental conditions, advanced practitioners of the Arcane have come to the conclusion that the name itself is actually a bit of a misnomer - Holy, visually seen as a bright flash of white light, is actually pure and undiluted magical energy from the core of Creation itself, untainted by the color spectrum of fire, earth, air, and the like. Shadow, on the other hand, is Holy magic which has become tainted or corrupted through various means. Holy magic is incredibly rarer than the other venues of magical means, and is often treated with an intrinsic level of respect. Rules for easy reference. When you cast a spell, the MP is only used when the spell is successfully cast. If the spell is interrupted by a critical hit, the Seal condition, a limit break or a Knockback, no MP is spent although Job abilities may have been wasted. All magic has a Medium Range unless noted differently, and never misses even the most Evasive of foes. No attack roll is needed unless specified otherwise, and magic can never critically hit. Elemental Affinities Many creatures, weapons, and relics have an affinity to a particular element. This means that they draw strength from that element, and often have a weakness to an opposing element. There are eight different elemental types; they are: - Earth is the essence of the planet itself. Electricity-using monsters are typically weak against Earth. - Fire is the essence of heat and flame. Plants, insects, undead, and cold-using monsters are typically weak against Fire. - Water is the essence of the ocean and of healing. Flame-using creatures are typically weak against Water. - Air is the essence of the sky and movement. Flying creatures are typically weak against Air. - Ice is the essence of cold and frost. Reptiles and flame-using monsters are typically weak against Ice. - Lightning is the essence of electricity and energy. Metallic and water-dwelling creatures are typically weak against Lightning. - Shadow is the essence of darkness and evil. Angels and other strongly good creatures are typically weak against Shadow.

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- Holy is the undiluted, untampered light of Creation itself. Undead, demons, and strongly evil creatures are typically weak against Holy. Sometimes, a monster is so strongly aligned with a particular element that it is impervious to harm from that element, or even grows stronger from exposure to it. On the other hand, such a monster is often at the mercy of the opposing element. Certain Relics can also grant elemental affinities to player characters. There are five levels of elemental affinities: - Weakness means the target takes 200% damage from attacks of that element. - Vulnerable means the target takes an additional 50% damage from attacks of that element. - Resistance means the target takes only half damage from attacks of that element. - Immunity means the target takes no damage or effects from attacks of that element. - Absorb means the target takes no damage from attacks of that element, and instead regains an amount of HP equal to half the damage rolled. Intuitive Magic A Red Mage stands on the crown of a hill, his crimson hat rippling in the wind as the sky overhead slowly clouds over. Below, the village watches the skies with awe as the season's drought draws to a dramatic conclusion. Many miles away, a Black Mage bends over the pile of twigs and kindling, starting the party campfire with a word and the slightest effort of will. Meanwhile, in the depths of a sunken library long lost to mortal man, a Blue Mage pores tirelessly over volume after volume of forgotten lore, the force of her magic gently turning pages that would crumble to dust under the pressure of her fingers. Elsewhere, a Paladin spends many weeks cleansing an evil artifact, infusing it with the powers of Holy, never needing to rest or sleep. Intuitive Magic is exactly that; magic used outside of combat to perform mundane (and not-so-mundane) tasks. The usefulness of Intuitive Magic is limited by the creativity of the player and the allowances by the GM. Intuitive magic performed by extremely high-level characters should be likewise powerful. A White Mage could dam a river with a magical wall, or a Dark Knight could corrupt the same river, making it poisonous to drink. How to read the spell lists Black and White magic are laid out in the following format:
Spell Name (- MP) Target: Single, Group, Self, Local, Global Type: Elemental, Non-elemental, Skill, Status, Effect, Recovery Reflectable, Resistible 11 Description

The target should be self-explanatory, where the Type has no in-game impact it merely allows players to read the entries better at a glance. If a spell includes the phrase Reflectable this denotes that the spell can be bounced around by the status effect Reflect. Resistible denotes that the spell contains a status effect, which can be nullified if the target of the spell succeeds at a SPR check at the listed difficulty. The description of the spell contains its damage and a rough idea of how the spell looks when cast. The latter can vary from character to character, as some mages have made stylistic choices about how their spells appear. Summoning magic and the Entertainers Arts are laid out slightly differently, but the same basic rules still apply.

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Black Magic
Rank 1
Blizzard (6 MP) Target: Single Type: Elemental (Ice) Reflectable A flurry of high-speed ice particles are launched at the target, inflicting (INT x 3) + 2d6 points of Ice damage. Lock (4 MP) Target: Single Type: Status Reflectable A set of ghostly chains or similar shackles wrap around the target, causing the negative status Stop. A Difficulty 12 Escape or Strength check as a Standard action can end the effects of Lock. Elemental Spikes (8 MP) Target: Single Type: Elemental (Varies) The character is surrounded by globes of elemental energy. Declare which of three elements the Spikes will be tied to Fire, Ice or Lightning when casting this Spell. Anyone striking someone protected by Elemental Spikes will take elemental M.ARM damage equal to the targets SPR score. Spells or abilities that increase the damage steps of elemental spells have no effect here. Elemental Spikes last until the end of combat. Twilight (2 MP) Target: Local Type: Effect Torches and lanterns wink out, and a strange darkness creeps outwards, reducing the illumination in the area and turning the battlefield into Difficult Terrain. Bright, direct sunlight becomes shadowy and causes a -2 penalty to attack rolls for both enemies and allies alike. If the spell is cast in an environment that is already dark, the area becomes pitch black and all combatants are affected by the negative status effect Blind, which cannot be removed by other spells or items. The effects of the Twilight spell last for several turns. Fire (6 MP) Target: Single Type: Elemental (Fire) Reflectable A burning sphere of fire rushes towards a chosen point, exploding on impact. Fire inflicts (INT x 3) + 2d6 points of Fire damage to the target. Blind (10 MP) Target: Single Type: Status Reflectable, Resist 12 A blinding cloud of thick black fog surrounds the target, robbing it of all senses. The target is inflicted with Blind. Thunder (6 MP) Target: Single Type: Elemental (Lightning) Reflectable A brilliant bolt tears down from the sky, striking its mark with barely-contained energy. Thunder inflicts (INT x 3) + 2d6 points of Lightning damage to the target. Stone (6 MP) Target: Single Type: Elemental (Earth) Reflectable Several large chunks of earth rise from the ground at the casters feet, then hurl themselves at a nearby foe with surprising force. Stone inflicts (INT x 3) + 2d6 points of Earth damage to the target. Water (6 MP) Target: Single Type: Elemental (Water) Reflectable Water begins to filter out of the air, forming a solid ball around the target that lifts it off the ground before bursting in a shower of liquid. Water inflicts (INT x 3) + 2d6 points of Water damage to the target. Poison (6 MP) Target: Single Type: Status Reflectable, Resist 12 A frothing cloud of sickly violet bubbles pour over the target with suffocating force, inflicting them with Poison. Sickness (3 MP) Target: Special Type: Elemental (Shadow) Resist 12 By casting this loathsome spell the mage can induce natural illness or weakness. Normally this spell targets only a single character, but by casting it on a citys food or water supply it can affect multiple targets. It can cause a healthy individual to become bed-ridden with a hacking cough, or a target already suffering a serious illness to suddenly worsen or even die. In combat, a Humanoid who fights with Sickness suffers a -2 penalty to their ACC and EVA scores. Sickness can only be removed with a Healing check at difficulty 12. Sleep (5 MP) Target: Single Type: Status Reflectable, Resist 12 Clouds of light mist play around the target as the apparition of a moon appears overhead to shower soft starlight upon it. One foe is affected with Sleep.

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Rank 2
Blizzara (30 MP) Target: Single Type: Elemental (Ice) Reflectable The air around the target condenses to freezing point in an instant, encasing it in a towering spire of ice. Blizzara inflicts (INT x 5) + 2d6 points of Ice damage to the target. Bio (35 MP) Target: Single Type: Status Reflectable, Resist 13 Prerequisite: Poison Virulent green orbs begin to bubble out of the ground, quickly overwhelming the area with a deadly puddle of toxins. Bio inflicts (INT x 3) + 2d6 points of damage to the target, and inflicts the negative status effect Poison. Unlike normal Poison, this does not wear off after several rounds and must be cured with a spell or item. Aspir (1 MP) Target: Single Type: Elemental (Shadow) Orbs of blinding pink energy form around the target, growing larger and more luminous as they draw magical energies from the target; once full, the orbs return to the caster, transferring the stolen energy upon contact. Aspir destroys (INT x 1) + 2d6 points of the targets MP, and the caster regains a number of Magic Points equal to the amount lost by the target. Thundara (30 MP) Target: Single Type: Elemental (Lightning) Reflectable An electric-blue thunderbolt crashes into the ground, creating a deadly array of ball lightning to encircle the target. Thundara inflicts (INT x 5) + 2d6 points of Lightning damage to the target. Tractor (10 MP) Target: Single Type: Effect Resist 13 Gravitational force pulls strongly on the target character or item, dragging it through the air towards the caster. Tractor cancels out both natural and magical Float and Flight effects for two rounds, and moves mundane objects, characters or monsters up to a Medium Range toward the Caster. Large monsters or extremely heavy objects will be unaffected by this spell. Stona (30 MP) Target: Single Type: Elemental (Earth) Reflectable Fingers of stone burst forth from the ground, snatching shut around the target in a shower of flying stones and dirt before shattering. Stona inflicts (INT x 5) + 2d6 points of Earth damage to the target. Fira (30 MP) Target: Single Type: Elemental (Fire) Reflectable A furious explosion tears through the air as a column of incandescent fire erupts under the target. Fira inflicts (INT x 5) + 2d6 points of Fire damage to the target. Drain (25 MP) Target: Single Type: Elemental (Shadow) Blood-red orbs circle the target, growing larger and more livid as they draw out the very essence of the target's life; once full, the orbs return to the caster, releasing their payload of stolen vitality on contact. Drain inflicts (INT x 3) + 2d6 points of Shadow damage to the target, and the caster regains a number of Hit Points equal to the amount lost by the target. Melt (10 MP) Target: Single Type: Effect Reflectable This powerful and unique spell allows the caster to channel white-hot heat into an inanimate object usually armor and render it twisted and worthless until the magick ends. If cast on a weapon or other held object, Melt deals (INT x 2) + 2d6 points of Fire damage to the items holder every round until the spell ends, or until the item is dropped. If cast on armor, in addition to the damage taken each round, the targets ARM score is reduced to 0 as fabrics ignite and metal becomes fragile. Melt lasts for a total of three rounds, and is therefore incredibly useful to neutralize foes with high physical defenses. Regardless if the spell is effective or even if it is reflected or otherwise negated the caster of Melt deals themselves (INT x 2) + 2d6 points of Fire damage due to the incredible heat channeled by this spell. Melt cannot be re-cast on the same target until the effects have worn off. Zombie (30 MP) Target: Single Type: Status Reflectable, Resist 13 The target disappears, swallowed by a wave of miasmic green smoke seeking to steal away its life force. The negative status effect Zombie is applied to the target. Watera (30 MP) Target: Single Type: Elemental (Water) Reflectable The ground buckles and cracks as a column of water erupts, violently immersing an enemy before dispersing again. Watera inflicts (INT x 5) + 2d6 points of Water damage to the target.

169

Rank 3
Blizzaga (50 MP) Target: Group Type: Elemental (Ice) Reflectable Particles of frost and snow accelerate towards the target, rapidly sealing it in layer after layer of solid ice before the entire edifice shatters. Blizzaga inflicts (INT x 6) + 2d6 points of Ice damage to all enemies. Firaga (50 MP) Target: Group Type: Elemental (Fire) Reflectable A colossal sphere of white-hot fire crashes onto the target, sparking a furious explosion that engulfs it in a cloud of ash and cinders. Firaga inflicts (INT x 6) + 2d6 points of Fire damage to all enemies. Stonaga (50 MP) Target: Group Type: Elemental (Earth) Reflectable An enormous stalagmite rips through the ground beneath the feet of the foes, impaling them on razor-sharp blades of rock. Stonaga inflicts (INT x 6) + 2d6 points of Earth damage to all enemies. Thundaga (50 MP) Target: Group Type: Elemental (Lightning) Reflectable A deafening peal of thunder rolls across the battlefield as lightning bolt after lightning bolt crashes to earth, trapping all targets in a sizzling sphere of electrical energy before dissipating again. Thundaga inflicts (INT x 6) + 2d6 points of Lightning damage to all enemies. Wateraga (50 MP) Target: Group Type: Elemental (Water) Reflectable Winding streams of airborne water race towards all targets, quickly enclosing them in an immense liquid dome before dissolving into a foaming tidal wave. Wateraga inflicts (INT x 6) + 2d6 points of Water damage to all enemies. Rasp (Special) Target: Single Type: Elemental (Shadow) Inexorably drawn by the lure of magical power, translucent spheres of violet energy spiral in towards the target, sapping the targets energies before rushing away. The targets MP is reduced by the same amount used to cast the spell. Arise (40 MP) Target: Single Type: Effect This spell is shunned by white mages and many other individuals as one of the darker Black Magicks. The caster is capable of raising a recently-deceased creature of any size or race as a Skeleton, which serves the caster loyally. The creature does not retain any of their old attributes, skill, abilities or the like except for the Large monster property, if they had it. They lack free will or any memories of their old life. Level 1 to 19 targets use the low-level Skeleton monster stats, and targets of level 20 or higher use the Varuna monster stats instead. Regardless of their new attributes, the size and shape of the creature remains what it was in life. Creatures without bones (such as Cactuar, flans, and beings composed entirely of magic) cannot be raised with this ability. Sleepaga (30 MP) Target: Group Type: Status Reflectable, Resist 14 The air is suddenly filled with a strange fragrance, compelling entire groups of otherwise vicious foes to let their guard down, and rest a moment. All targets in the enemy Group are affected by the negative status effect Sleep. Death (140 MP) Target: Single Type: Status Reflectable, Resist 14 A decaying, hooded figure emerges from the ground in a cloud of dark smoke, raising a massive scythe to cleave the targets life force in twain before fading away with a blood-curdling laugh. The targets HP is reduced to zero. This spell does not work on bosses. If the spell is resisted or otherwise has no effect, the target instead suffers (INT x 7) + 2d6 points of Shadow damage. Paralyze (80 MP) Target: Single Type: Status Reflectable, Resist 14 Waves of energy wrap around the foe in order to constrict movement and prevent the target from participating in combat for one round. The target is affected by the negative status effect Stun. Berserk (60 MP) Target: Single Type: Status Reflectable, Resist 14 The caster fills their targets mind with thoughts of hatred and fury, attempting to release the beast within. The target is affected by the negative status effect Berserk.

170

Rank 4
X-Zone (60 MP) Target: Single, Special Type: Status Even as Summoners seek to unite the lifestream and overlap the magical realms with our own, Black Mages angrily confront the very notion. At least one mages intense dislike for the powerful beings known as Espers was enough that a spell was crafted with no purpose other than to banish the abominations of summoned creatures back to their home plane. Upon successfully casting X-Zone, a dimensional hole is ripped open and the Esper is hurled through it, instantly reduced to 0 hit points and removed from the current combat. Effects that the Esper may possess such as Auto-Life or Indestructible will not allow the Esper to remain in combat after X-Zone is used, or summoned again in the same game session. X-Zone can be cast at a Long Range. Scourge (100 MP) Target: Group Type: Elemental (Shadow) Prerequisite: Twilight A long shadow creeps over the ground, darkening the area as wicked spikes of unholy energy burst through to skewer all targets. Scourge inflicts (INT x 8) + 2d6 points of Shadow damage to all enemies. Freeze (80 MP) Target: Single Type: Elemental (Ice) Reflectable Prerequisite: Blizzaga or Wateraga Chilly vapors float over the battlefield as fragments of blue ice cascade down on the target, forming a jagged, glacial prison to imprison it entirely. Freeze inflicts (INT x 10) + 2d6 points of Ice damage to a single enemy. Nuke (80 MP) Target: Single Type: Elemental (Fire) Reflectable Prerequisite: Thundaga or Firaga Spheres of orange flame rush towards the target, engulfing it in an ever-growing explosion with the heat and fury of a newborn star. Nuke inflicts (INT x 10) + 2d6 points of Fire damage to a single enemy. Nuke can be cast at a Long Range. Osmose (1 MP) Target: Single Type: Elemental (Shadow) Prerequisite: Aspir Spheres of white light erupt from the target as their magical reserves are stolen. Osmose destroys (INT x 5) + 2d6 points of the targets MP, and the caster regains a number of Magic Points equal to the amount lost by the target. Flare (140 MP) Target: Single Type: Non-elemental Reflectable Globes of pure magical energy blast into the target in a relentless stream, setting off one chaotic explosion after another before rushing out again. Flare inflicts (INT x 12) + 2d6 points of Non-Elemental damage to a single enemy. Flare can be cast at a Long Range. Quake (80 MP) Target: Local Type: Elemental (Earth) Prerequisite: Stonaga A violent tremor tears through the length of the battlefield, breaking up the ground into shuddering, crumbling fragments and yawning crevasses. Quake inflicts (INT x 8) + 2d6 points of Earth damage to all enemies and allies, though Floating and Flying targets are immune to its effects. Curse (110 MP) Target: Single Type: Status Reflectable, Resist 15 A sinister black circle materializes under the target, streaming multi-colored lights and gasses before winking shut. The negative status effect Curse is applied to the target. Doomsday (250 MP) Target: Group Type: Status Resist 15 Prerequisite: Death The sky darkens and black clouds roil above, and silently-screaming faces protrude from the sky like boils on creation. There is no initial effect however, in three rounds, the HP of all affected enemies is reduced to zero, regardless of current Hit Points, ARM, or M.ARM. If the spell is resisted or otherwise has no effect, in three rounds the targets instead suffer (INT x 8) + 2d6 points of Shadow damage. Virus (150 MP) Target: Single Type: Status Resist 15 The caster infects his target with a sinister disease, filling the enemys bloodstream with a living, deadly bacteria. Enemies afflicted with this plague are unable to recover their HP or MP scores or receive healing of any kind, whether from limit breaks, attacks, abilities, spells or items. Virus wears off in four rounds as normal, but is not a true status effect and thus cannot be removed with Esuna or other normal means.

171

Rank 5
Meltdown (250 MP) Target: Single Type: Elemental (Fire) Reflectable Prerequisite: Flare A high-speed stream of heat and energy assails the target, immersing it in furious, bone-searing temperatures. Meltdown inflicts (INT x 16) + 2d6 points of Fire or non-elemental damage to a single enemy (whichever is more effective), and is unaffected by M.ARM and Shell. Ultima (Special rules) Target: Group Type: Non-elemental Prerequisite: Any Rank 5 spell. An eerie calm falls over the battlefield as the sky grows dark, shading the combatants in blue and black. Only one sound breaks the silence; a single note, gaining in pitch as a dome of purest blue energy forms in the sky above the caster, growing outwards in an unstoppable, destructive rush that engulfs the area whole. The Black Mage becomes a conduit for the power of Ultima, the catastrophic spell radiating outwards from him. The sound reaches ear-splitting frequencies, and all of existence within the sphere begins to implode on itself .Every molecule, every atom within the reach of Ultima detonates at the speed of light, before Ultima finally flickers out of existence and leaves the shattered landscape still once more. This is a spell spoken of in hushed whispers. It is a power capable of destroying continents, of shattering stars. It is not to be used lightly. The casting of Ultima requires the Black Mage to have maximum MP, all of which is spent upon casting this spell. It also requests the expenditure of 3 additional points of Destiny though this is not strictly REQUIRED, choosing not to pay the 3 Destiny for this spell will cause it to become a Local instead of Group spell, and thus deal damage not only to the enemy group, but also to the caster, all allies, and every creature and structure for hundreds of miles. Ultima deals (INT x 50) + 2d6 points of nonelemental damage to all foes. Heat beyond description rips through living entities, disintegrating flesh and bone instantly. Death caused in this way is painless and instantaneous. If used as a Local spell, the damage is dealt to all structures, terrain, and living creatures in a 500-mile radius. This is damage enough to destroy entire cities, and leave the ground barren and lifeless for decades, if not centuries, to follow. The devastation caused by an uncontrolled Ultima is unrivaled and globally feared. Scathe (230 MP) Target: Group Type: Elemental (Shadow) Prerequisite: Scourge An agglomeration of shadowy energy flashes into existence above the battlefield, gathering before beginning its descent to earth, crackling with malevolent energy as it crashes down. Scathe inflicts (INT x 16) + 2d6 points of Shadow damage to all enemies. Break (200 MP) Target: Single Type: Elemental (Earth) Reflectable, Resist 16 The ground beneath the target explodes in a seismic nightmare of dust, soil and rocky spires. The target takes (INT x 12) + 2d6 points of Earth damage. Then, if the spell was not resisted, the negative status effect Petrify is applied to the target and finally, theres a 50% chance that the violent shaking will have shattered the now-stone combatant, reducing the target to 0 HP instantly if they are not Immune to Petrify.

172

White Magic
Rank 1
Banish (10 MP) Target: Single Type: Elemental, Holy Beams of white light radiate from the casters outstretched hands, basking the area in a flickering white light. Banish inflicts (INT x 3) + 2d6 points of Holy damage to an undead target all other foes are unaffected. In addition, this spell can be used to destroy the remains of fallen undead foes utterly remnants crumble to dust, and thus preventing any Undead from self-resurrecting as normal. Cure I (10 MP) Target: Single Type: Recovery Reflectable Small, glittering particles of light twinkle down upon the target, filling their lungs and bathing their wounds in white. Cure I restores (INT x 2) + 2d6 points of HP to any conscious target. Dia (5 MP) Target: Single Type: Elemental, Holy Reflectable Pinpricks of white light circle the target rapidly, blasting away with tiny beams of light for a moment before dissipating. Dia inflicts (INT x 2) + 2d6 points of Holy damage, and removes magically-granted Invisibility and natural Stealth from the enemy, as it is now dimly outlined with a white glow. Foes who have taken damage from the Dia spell cannot successfully make Stealth rolls until the end of combat, and their EVA score does not increase from the Invisible or Vanish spells or the Sunken State or Elemental Body job abilities. Stop (10 MP) Target: Single Type: Status Reflectable, Resist 12 The joints of the target bend and lock suddenly, leaving the target unable to move. While definitely uncomfortable, the paralyzing effects of this spell are completely painless and cause no lasting damage. The target is affected by the negative status effect Stop. Poisona (5 MP) Target: Single Type: Recovery By concentrating for a moment, the caster is able to neutralize the poisons and venoms within the body. The target is no longer affected by the negative status effect Poison. Although some truly potent poisons are unaffected by this spell, it remains a tried-and-true favorite amongst adventurers everywhere. Its also great for getting rid of hangovers. Aero (15 MP) Target: Single Type: Elemental (Wind) Reflectable Gale-force winds slam into the target, the first of a very unique set of offensive White Magic spells. Aero inflicts (INT x 3) + 2d6 points of Wind damage to the target. Vox (5 MP) Target: Single Type: Recovery Reflectable There are few things more vulnerable than a mage unable to cast this simple (if oddly-named) spell prevents that. The target is no longer affected by the negative status effect Seal and is immune to its effects for the remainder of combat. Float (10 MP) Target: Single Type: Recovery Resist 12 Though not a true spell of flight, the caster is able to alter the air currents slightly, protecting allies from harmful falls and allowing them to hover a few inches above the ground. It nullifies damage caused by Earth-based spells and abilities, as well as damage caused by falling. The target of this spell receives the positive status effect Float for several rounds. Chivalry (0 MP) Target: Party Type: Effect The caster of Chivalry is the last line of defense for her allies, holding even the most vicious and vile foes at bay while her comrades escape. Upon casting Chivalry, all willing party members and allies other than the caster are instantly removed from combat and returned to the nearest safe location, as if they performed an Escape action successfully. They may not re-engage in the same encounter. If the caster of Chivalry defeats the remaining opponents, all party members even those who did not participate in the encounter gain experience points, items and gil as normal. Faith (10 MP) Target: Single Type: Effect Proving once and for all that faith in ones own abilities is the key to success, the casters unwavering belief in her comrades allows them to instill one friend with selfconfidence and conviction. The target of Faith receives an automatic +2 bonus to his next skill check, opposed roll, or attack.

173

Rank 2
Escape (10 MP) Target: Party Type: Effect Acting as a short-range teleport, this spell allows the party to exit dungeons with convenient swiftness. The spell returns all party members to the last safe location on or near the surface. This magick also doubles as a way to safely flee dangerous combat, as casting will instantly end combat and return the likely-wounded characters to the nearest safe resting location. Wall (50 MP) Target: Single Type: Effect The user of this spell is capable of forming a shimmering barrier of magical force, strong enough to deflect and absorb most projectile attacks. All attacks made against the target of a Wall spell from a Medium Range or Long Range away are negated. Short Range attacks are unaffected, and the spell ends if the Walled character is ever the target of a Critical Hit or Limit Break, regardless of distance. This spell is not a status effect and cannot be removed with Dispel or similar methods. Seal (20 MP) Target: Single Type: Status Reflectable, Resist 13 Near-invisible bands of force clasp around the targets limbs and mouth, making it impossible to use abilities or spells. The target is affected with the negative status effect Seal. Consecrate (10 MP) Target: Local Type: Effect Consecrated ground, blessed with holy energy, naturally repels monsters and other hostile individuals for short periods of time. Though some foes are unaffected by Consecrate, lesser enemies will find it difficult to pass onto the sacred ground, and it will become possible for a party to rest there undisturbed until the spell ceases with little fear of random monster attacks in the night. The effects of this spell last until the caster leaves the consecrated ground, and do not repel extremely powerful creatures or ones with a Resistance to Holy. Protect (40 MP) Target: Single Type: Status Reflectable, Resist 13 A barricade of blue light explodes into existence in front of an ally, gleaming brightly. Protect bestows the effects of the positive status Protect on one target. All physical damage they take (after ARM is calculated) is halved. This effect lasts until combat ends. Aerora (30 MP) Target: Single Type: Elemental (Wind) Reflectable A tempest storm throws a single foe into the air, buffeting their body with nonlethal force. Aerora inflicts (INT x 5) + 2d6 points of Wind damage to the target. Cure II (25 MP) Target: Single Type: Recovery Reflectable Droplets of astral light seem to fall from the skies, mending injuries and closing wounds instantly. Cure II restores (INT x 4) + 2d6 points of HP to any conscious target. Shell (40 MP) Target: Single Type: Status Reflectable, Resist 13 A semi-translucent, multifaceted sphere of pale light encases an ally, protecting them from the brunt of hostile magical attacks. Shell bestows the effects of the positive status Shell on one target. All magical damage they take (after M.ARM is calculated) is halved. This effect lasts until combat ends. Life (40 MP) Target: Single Type: Recovery A smiling cherubim descends from the heavens and basks an unconscious ally in a golden glow no matter how close to their demise the target may have been, they find themselves whisked safely from the brink of death. This spell may only be cast on allies with 0 HP or less, and returns them to 1 HP. Temper (30 MP) Target: Self Type: Status Used almost exclusively by Red Mages and Paladins, Temper empowers the users attacks with barelycontained magic. Runes appear down the length of their weapon, and dull metal and wood equipment begins to shimmer with a celestial light. The caster of this spell deals an additional two damage step with all physical attacks while the spell remains active. The effects of Temper last a number of rounds equal to the casters SPR rating.

174

Rank 3
Cure III (40 MP) Target: Single Type: Recovery Reflectable Green baubles of water and light shimmer around the target, restoring (INT x 6) + 2d6 points of HP to any conscious target. Life II (50 MP) Target: Single Type: Recovery A pillar of faint holy energy illuminates the ground around the fallen target, helping them to return to their feet as if carried aloft by invisible hands. An unconscious or dying target is returned to a semblance of fighting form. The target recovers (INT x 4) + 2d6 points of HP, and this spell may only be cast on allies with 0 HP or less. Aeroga (50 MP) Target: Group Type: Elemental (Wind) Reflectable A hurricane-like blast of air is launched from the outstretched hands of the caster, quickly turning into a cyclone that sweeps through the area. Aeroga inflicts (INT x 6) + 2d6 points of Wind damage to all enemies. Curaga (90 MP) Target: Party Type: Recovery Reflectable Rings of dancing green lights surround the caster and all his allies, restoring (INT x 5) + 2d6 points of HP to all conscious members of the party. Brave (100 MP) Target: Party Type: Status The caster fills his allies hearts with hope, rendering them Immune to the negative status effect Fear until combat ends. Addle (80 MP) Target: Single Type: Status Reflectable, Resist 14 Another attempt by White Mages at combat aggressiveness, Addle affects both the body and mind of an enemy in order to cause them to react slower to attacks. Upon casting Addle, one targets EVA score is reduced by a number of points equal to the casters INT rating. A foes Evasion score can never drop to less than 0, and the effects of Addle last until the end of combat. If a target is reduced to 0 EVA by this spell, they also take (INT x 8) + 2d6 points of nonelemental damage as their joints stiffen and muscles seize up. Addle cannot be used in conjunction with the Bladefoe Minuet Entertainer Art. Mini (40 MP) Target: Single Type: Status Reflectable, Resist 14 With this unusual magick, even the most colossal of creatures can be shrunk down to the size (and sometimes appearance) of a small woodland critter. A single target is afflicted with the Mini status, which causes them to deal only half damage with physical attacks, and take an additional 50% damage for the duration. Inanimate objects cannot be affected by this spell. Quite a few mages give this spell a little additional flair, using it to turn their foes into frogs or pigs for the duration. Stona (30 MP) Target: Single Type: Recovery Often referred to as simply Soft, this spell is able to restore someone who has been turned to stone. The target is no longer affected by the negative status effect Petrify. Regen (50 MP) Target: Single Type: Recovery Reflectable, Resist 14 Wounds mend, injuries knit, and bones re-set extremely rapidly with this powerful spell. The target receives the positive status effect Regen, recovering 10% of their max hit points every round. This spell has no effect on Unconscious targets. Teleport (100 MP) Target: Party Type: Effect Prerequisite: Escape Much like Escape, Teleport can take the entire party great distances in the blink of an eye. This is subject to a few important restrictions. First, the party cannot be in combat when this spell is cast. Second, the location can be anywhere in the world, so long as the caster has been there within the last several months and is familiar with the location. Third, the spell will fail if the location is extremely dangerous, such as submerged under lava or overrun by monsters. Finally, Teleport can only transport the party to geographical locations, never to an object or person. Confuse (60 MP) Target: Single Type: Status Reflectable, Resist 14 This spell allows the caster to blur the mental line between friend and foe a single target is afflicted with the Confuse status.

175

Rank 4
Cure IV (150 MP) Target: Single Type: Recovery Reflectable The most powerful of the standard Cure spells, invoking this magic surrounds one ally with globes of sapphire iridescence that mend even the most grievous of wounds. Cure IV restores (INT x 10) + 2d6 points of HP to any conscious target. Tornado (100 MP) Target: Group Type: Elemental (Wind) Reflectable Prerequisite: Aeroga A maelstrom of hurricane-force winds touch down, convalescing into a vortex of localized destruction. While some magic is notable for collateral damage, Tornado is surprising and unique in this fashion. Despite the massive injuries it can cause to foes, the windstorm doesnt even uproot a single blade of grass or concern a single creature other than its intended targets. Tornado inflicts (INT x 8) + 2d6 points of Wind damage to all foes. Reflect (40 MP) Target: Single Type: Status Reflectable, Resist 15 A shower of green light splashes over the target, solidifying into layer after layer of shimmering magical protection. This powerful spell creates an anti-magic barrier around a target and grants them the effects of Reflect until combat ends. Auto-Life (130 MP) Target: Single Type: Recovery Reflectable Prerequisite: Life II White magic teaches not only to mend wounds, but to begin the healing process even before the injuries are inflicted. The target receives the positive status effect Auto-Life, returning them to 1 HP Instantly as soon as a spell or effect would reduce them to 0 or less. If Auto-Life is cast on an Undead or Zombied foe, they are immediately reduced to 0 HP instead of the usual effect. Dispel (90 MP) Target: Single Type: Status Reflectable A shimmering blue mist engulfs the target, its power tearing away beneficial enchantments in an instant. Dispel removes all the following effects from a single target; Protect, Shell, Haste, Auto-Life, Reflect, Regen, and Float. Haste (120 MP) Target: Single Type: Status Reflectable, Resist 15 A six-faceted crystal of pure energy appears around the target, shattering in a brilliant confusion of mirror images. The target moves faster than he ever has before thanks to this spell, and receives the effects of Haste until combat ends. Esuna (60 MP) Target: Single Type: Recovery Reflectable A standard spell in almost every healers repertoire, Esuna fully cleanses the target of all negative status effects, with the exception of Unconsciousness and the countdown caused by the Doomsday and Lv.? Doom spells. Particularly powerful magical effects, such as eons-long Petrification, or bloodline curses is outside the powers of this spell. At the GMs discretion, Esuna may also remove the ongoing effects of other unhelpful spells, such as Melt, Addle or Gravity. Barrier (100 MP) Target: Group Type: Effect A stronger version of the Wall spell, evoking the magic of Barrier creates an impenetrable shield of light around the user and all allies. Barrier negates all damage and effects from all Medium Range and Long Range attacks against the party. A Critical Hit or Limit Break will end a Barrier spell before damage is calculated, but the spell is not a status effect and cannot be Dispelled or removed with similar methods. Aura (150 MP) Target: Single Type: Recovery Reflectable, Resist 15 Spheres of white light surround and imbue the target, filling them with strength and the ability to stand against even the most powerful of fiends. The target receives the positive status effect Regen, but they recover 25% of their max hit points every round instead of the normal 10%. If the target is already under the effects of Regen, Aura overwrites the prior recovery rate and causes the target to gain 25% HP per round instead. This spell has no effect on Unconscious targets. Curaga II (250 MP) Target: Party Type: Recovery Reflectable Twelve pearls of softly-glowing light enclose all allies in twinned hexagons, restoring (INT x 8) + 2d6 points of HP to the caster and all nearby conscious allies.

176

Rank 5
Full-Life (350 MP) Target: Party Type: Recovery All living allies even characters with 0 or less HP - are returned to maximum health upon the casting of this spell. Though Full-Life does not remove detrimental status effects, it is nonetheless one of the most powerful spells in any healers arsenal. Holy Shield (200 MP) Target: Group Type: Status Reflectable, Resist 16 Holy Shield combines two of the most powerful White Magic spells, granting all allies the positive status effects Protect and Shell. These statuses last until the end of combat. Holy (300 MP) Target: Single Type: Elemental (Holy) Reflectable Spheres of white energy descend from the heavens, spinning around the foe quickly. These pearls of light encapsulate the target in silver glow, humming slowly and musically. Then the heavens part, and a brilliant blast of energy sears into them, burning his retinas with pure Holy energy and evaporating sinful flesh and bone. Holy deals (SPR x 20) + 2d6 points of Holy damage to a single foe.

177

Blue Magic
Rank 1
Goblin Punch (5 MP) Learned From: Goblin Target: Single Type: Non-elemental The caster launches themselves at an opponent with unusual speed. Goblin Punch deals (STR x 2) +2d6 points of damage unless the target is of a lower level than the caster. In such a situation, the attack inflicts (STR x 6) +2d6 damage instead. Web Armor (5 MP) Learned From: Spider Target: Self Type: Non-elemental Strands of thin, translucent material wrap themselves around the caster's arms and legs, giving the caster Protect and Stop for as many rounds as the Blue Mage chooses to keep the spell active. If the Stop status effect is removed or the target is Immune to Stop, the Protect also fades. Self-Destruct (10 MP) Learned From: Bomb Target: Single Type: Non-elemental The caster instantly converts their life force into explosive energy, creating a cataclysmic blast that rips through the enemy for a number of points of M.ARM Fire damage equal to the casters maximum Hit Points. After damage has been resolved, the Caster is automatically reduced to 0 HP and cannot be revived until combat ends. Choco Ball (10 MP) Learned From: Chocobo Target: Single Type: Non-elemental Reflectable A crackling sphere of yellow energy forms around the caster, growing in size until it is launched at the target, inflicting (SPR x 3) + 2d6 nonelemental damage. Aerialtype monsters take 200% damage from Choco Ball. Homing Laser (10 MP) Learned From: Achelous Target: Single Type: Non-elemental Reflectable A salvo of searing laser beams arcs out of the casters body and blasts the target in a spectacular series of explosions. Homing Laser deals (INT x 3) + 2d6 nonelemental damage, and has a 25% chance to cause Confusion. Frog Song (15 MP) Learned From: Giant Frog Target: Single Type: Status Resist 12 The Blue Mage hums, sings or ribbits a haunting melody, a song with its roots in the oldest of curses. Frog Song afflicts a Humanoid or Beast listener with the negative status effects Mini and Seal, transforming them into a harmless green frog no more than a few inches tall. Pollen (10 MP) Learned From: Killer Bee Target: Single Type: Non-elemental A light dust drifts around the group, which is inhaled to leave the target slightly refreshed. Pollen restores (SPR x 2) + 2d6 HP and MP to one target, but cannot be used on the caster. Seed Cannon (10 MP) Learned From: Funguar Target: Single Type: Elemental (Earth) The caster tenses up before firing a heavy seed pod, pummeling the target. (Where the seed comes from is up for dispute by sages everywhere.) Seed Cannon inflicts (VIT x 4) + 2d6 points of Earth damage. Blank Gaze (10 MP) Learned From: Ahriman Target: Single Type: Status The target stares into his targets soul, eliminating magical protection with the power of the Evil Eye. Blank Gaze removes one beneficial magic effect from a random enemy, and their M.ARM score is reduced by 50% until the end of the casters turn. Laser Eyes (20 MP) Learned From: Anacondaur Target: Single Type: Non-elemental Reflectable Brilliant beams of energy pulse from the caster's eyes, slashing into the target for (INT x 4) + 2d6 points of nonelemental damage. This damage is not affected by monsters that have the Unusual Defense ability. Revenge (20 MP) Learned From: Bunyip Target: Single Type: Non-elemental A wave of invisible force crashes into the target. For every 2 points of HP the Blue Mage is missing from his maximum health, the target takes 1 point of damage. This is not reduced by M.ARM or Shell. Flash (40 MP) Learned From: Ochu Target: Single Type: Non-elemental, Status The caster directs a searing pulse of phosphorescent light at their opponents, inflicting (SPR x 3) + 2d6 damage and automatically inflicting the target with the negative status effect Blind. Flash cannot be resisted. Poison Breath (10 MP) Learned From: Hydra Target: Single Type: Status Resist 12 A morass of multicolored toxins is exhaled in a sickly plume. The target is affected by Poison.

178

Rank 2
Ultrawaves (40 MP) Learned From: Couerl Target: Single Type: Non-elemental, Status Purple waves of ultrasonic energy ripple from the casters body, inflicting (DEX x 8) + 2d6 damage. In addition, both the caster and affected monsters are affected by the negative status effect, Confusion. Condemned (70 MP) Learned From: Tonberry Target: Single Type: Non-elemental Reflectable A cackling red skull appears over the target before slowly fading away. The foe receives the effects of the negative status effect Curse. This spell cannot be resisted. Electrocute (30 MP) Learned From: Chimera Target: Single Type: Elemental (Lightning) Reflectable The caster hovers in mid-air, conducting sparks of energy as green bolts of electrical energy blast through the air at random intervals to devastating effect. Each round for a number of rounds equal to the Blue Mages DEX rating, any targets caught in the blast are struck for (INT x 4) + 2d6 Lightning damage. Drill Shot (20 MP) Learned From: Chocobo Eater, Antlion Target: Single Type: Non-elemental The caster jabs at the target, creating a stream of multicolored spheres that rush out towards it and explode on impact. Make a standard Attack action that deals 100% damage, ignoring ARM, Protect, and any other statuses that would reduce the physical damage dealt. Lv.? Doom (80 MP) Learned From: Deathgaze Target: Single Type: Status Reflectable Ghostly, fog-colored skulls materialize above the enemy, letting out a haunting laugh before fading out. When you cast this spell, roll 1d6 - Lv.? Doom only affects targets whose Level is a multiple of the number you rolled. Rolling a 1 means that all targets are affected. There is no initial effect however, in 3 rounds, the HP of a target affected by Lv.? Doom is reduced to zero, regardless of current Hit Points, ARM, or M.ARM. If the target is immune to instant death, in 3 rounds they suffer (INT x 8) + 2d6 points of Shadow damage instead. Aqua Rake (70 MP) Learned From: Chimera Target: Single Type: Elemental (Water) Reflectable The Blue Mage releases a blast of hurricane force wind that engulfs their a foe as it carries with it a barrage of water bubbles that explode upon touching anything, damaging one enemy for (INT x 4) + 2d6 Water damage and (INT x 4) + 2d6 Wind damage. Thrust Kick (80 MP) Learned From: Iron Giant Target: Single Type: Non-elemental The caster launches into an athletic flying kick, surrounded by a faint nimbus of energy as they slam into their target with a sound barrier-breaking crash. Thrust Kick deals (STR x 5) + 2d6 points of nonelemental damage and the target has a 50% chance of being knocked back a Long Range directly upwards. In addition to effectively removing the target from combat for one round as if the target was afflicted by Stun, characters who are not immune to falling damage (from the Defy Gravity ability or a Float spell, for example) lose 50% of their maximum HP upon colliding with the ground again on the following turn. 1000 Needles (100 MP) Learned From: Cactuar Target: Single Type: Non-elemental One thousand stinging cactus thorns are shot from the casters body at the target in rapid succession. A successful standard attack roll is required. If successful, 1000 Needles inflicts 100 nonelemental points of damage to the target; Shell, Unusual Defense, and M. ARM and ARM have no effect on this damage. If the attack roll results in a roll of 12 (a critical hit), 1000 damage is inflicted instead of the normal 100. This spell cannot reduce a target lower than 1 HP. Flamethrower (20 MP) Learned From: Chimera Target: Single Type: Elemental (Fire) Reflectable The caster releases a blistering stream of fire from their mouth or fingers, scorching their intended target for (INT x 6) + 2d6 Fire damage. Angel Snack (40 MP) Learned From: Evrae Target: Local Type: Non-elemental A cascade of sparkling blue stars showers down on everyone in the area both allies and enemies negating all magic in the area. Angels Snack dispels all Status Conditions, beneficial or otherwise. Further, each target takes (INT x 4) + 2d6 points of nonelemental damage for every status effect removed in this fashion. Angel Snack has no effect on unconscious foes or allies. Degenerator (100 MP) Learned From: Lost Soul Target: Single Type: Effect Reflectable Resist 13 The caster emits a single burst of black energy that all but rips the life energy of out its target. The target cannot participate in Teamwork Attacks or spend Destiny until combat ends. Furthermore, each time they cast a spell they lose 20% of their maximum MP, and each time they attack they lose 20% of their maximum HP. The effects of this dreadful spell last until the end of combat.

179

Rank 3
Wall Change (50 MP)
Learned From: Gigas

Stone Breath (120 MP)


Learned From: Adamantoise

Target: Single Type: Non-elemental A shimmering globe of energy encloses the target, cycling through a series of colors and hues before vanishing. Wall Change makes the target Resistant to all elements with the exception of one; roll 1d6 and consult the table below to determine which one. The combatant is Weak to Roll Immunity the chosen element. Roll again every round. 1 Earth This effect lasts until the end 2 Fire of the current combat, or 3 Water until the target is 4 Wind unconscious. 5 Ice 6 Lightning Force Field (50 MP)
Learned From: Behemoth

Target: Single Type: Elemental (Earth) Resist 14 The caster exhales a cloud of creeping gray vapors that slowly drift to settle over the target. Stone Breath deals (VIT x 12) + 2d6 points of Earth damage. If the target fails their resistance roll they also suffer the negative status effect Petrify. Supernova (150 MP)
Learned From: Atma Weapon

Target: Single Type: Non-elemental The caster is enveloped by a prismatic glow, creating a rapidly expanding field which summons a flash of white light to engulf them, Roll Immunity gradually spreading out to 1 Earth and Fire cover their allies before 2 Water and Wind fading. Force Field 3 Ice and Lightning bestows an Immunity to 4 Shadow random elements. This 5 Holy spell lasts until the end of 6 Targets Choice combat and may be cast multiple times on the same target(s). Bad Breath (75 MP)
Learned From: Great Malboro

Target: Single Type: Non-elemental Reflectable Pure white light floods the area, turning all combatants into stark black shadows; a second later, a swarm of dark particles homes in on the spells target, blasting them for (INT x 25) + 2d6 or (SPR x 25) + 2d6 points of non-elemental damage casters choice. Supernova can be cast at a Long Range. Mighty Guard (100 MP)
Learned From: Ultima Weapon

Target: Single Type: Status Resist 14 Brilliant green globes of energy form around the caster and their allies, fading into thin air a second later. Mighty Guard adds the Status Conditions Haste, Float, Protect, and Shell to one target. Roulette (150 MP)
Learned From: Shinryu

Target: Single Type: Status Resist 14 The mage exhales a stream of dark, billowing toxic smoke, the billowing fume causing varying degrees of sickness almost instantly. Bad Breath inflicts multiple Status Conditions on the target. Roll a 1d6 and consult the table below to determine which Conditions are added to the target. Roll
1 2 3 4 5 6

Status Effects
Berserk, Blind Berserk, Blind, Poison Berserk, Blind, Poison, Seal Confusion, Blind, Poison, Seal, Stop Confusion, Blind, Poison, Seal, Stop, Zombie Confusion, Blind, Poison, Seal, Stop, Zombie, Curse

Target: Local Type: Non-elemental All natural light suddenly ceases as a single spotlight begins to spin across the battlefield, drawing in tighter and tighter circles around the combatants until it stops on a single target, defeating it instantly. In order to determine the 'lucky winner' of this grisly fate, all active combatants should make a 2d6 roll once Roulette is cast. The lowest rolling combatant is immediately reduced to 0 HP, regardless of their current HP score, Armor or M. Armor rating. This ability works on all Notorious Monsters and Bosses, even if they are normally immune to instant death-inducing attacks. End Bosses remain unaffected. White Wind (100 MP) Learned From: Wyvern, Dragons Target: Single Type: Elemental (Holy) A dazzling constellation of pearls hovers around the caster, radiating waves of bright light to restore (Casters Current HP) HP to one ally of his choice. If combined with the Blue Mage ability Aura Magic, the 25% HP is subtracted before the caster and all allies recover health.

180

Time Magic
Rank 1
Burn Ray (10 MP) Target: Single Type: Nonelemental Reflectable The air around all one enemy condenses, compressing into a tight ball until it explodes. Burn Ray inflicts (INT x 4) + 2d6 points of nonelemental damage to one enemy. Meteorite (20 MP) Target: Single Type: Nonelemental The caster tears a small meteorite free from its path across the cosmos, pulling it down to earth where it crashes into all enemies. Meteorite inflicts (INT x 3) + 2d6 points of nonelemental damage to all enemies. Eject (15 MP) Target: Single Type: Effect Reflectable With little more than a word and a gesture, the character reverses gravity around one enemy and sends him hurtling skyward. The target must make a difficulty 12 DEX check or be caught in the negative gravity zone and thrown a Medium Range into the air and then smashed back into the ground when the caster reverses the spell as an Instant action. Thus, if successful, Eject can cause any targets vulnerable to falling damage (creatures without Float, Flight, or Defy Gravity) to lose 50% of their maximum HP upon collision with the ground. Large creatures are immune to the Eject spell. Enervate (10 MP) Target: Single Type: Effect The Time Mage creates a localized pocket of accelerated time around a small nonorganic object, causing it to age thousands of years in an instant. Some materials disintegrate in seconds. Steel, iron, and certain other metals can rust or become brittle due to prolonged exposure to the humid air, and even the most resilient of materials have their Toughness to destroy reduced by 4. If used on a Construct enemy, Enervate deals (INT x 6) +2d6 points of nonelemental damage. Float (5 MP) Target: Single Type: Status Resist 12 Though not a true spell of flight, the caster buoys a target into the air with anti-gravitational energy, protecting them from harmful falls and allowing them to hover a few inches above the ground. It nullifies damage caused by Earth-based spells and abilities, as well as damage caused by falling. The target of this spell receives the positive status effect Float until combat ends. Sprint (5 MP) Target: Single Type: Status A series of red rings materialize around the targets legs or equivalent anatomy, glowing with suffused power before fading away again. The target's movement speed is doubled for several minutes they can now travel a Medium range distance instead of a Short range each round. Analyze (10 MP) Target: Single Type: Effect The user is capable of determining the exact properties and Tier (if applicable) of any magical item. This ranges from weapons and armor to accessories and unmarked potions; even things like magical paintings and nondescript crystal fragments. For this reason, many shifty bazaar owners loudly declare that this spells authenticity is suspect, and that the mundane goods theyre trying to peddle truly are lost, powerful artifacts. Legendary equipment cannot be read with this spell, and extremely evil items can cause a magical backlash and cause the caster of Analyze physical harm. Illusion (10 MP) Target: Local Type: Effect The character can create a realistic, moving visual image that others can see. The spell does not make real, solid objects, instead conjuring only magical figments and trickeries. They can move and make noises as long as the caster is within a Short Range of his illusion, and they vanish utterly if he ever goes more than a Medium Range away. Illusion cannot create false textures or temperatures, and viewers are under no compulsion to believe the authenticity of what they see; no more than usual, anyway. Illusion cannot be used to change someones appearance flawlessly, nor can the spells effects occupy more than several meters of space. Viewers can make an challenging Awareness check (difficulty 11) to see through the effects of Illusion. Magnetite Cloud (20 MP) Target: Local Type: Status By forming a magnetic photon field, the caster is able to restrict the movement of anyone relying on burdensome metal armor or protection. All enemies and allies who are using Heavy Armor or armor composed of magnetic metals (such as iron and steel, but not Orichalum or adamantite) are inflicted with the negative status effect Stop for the standard 4 rounds. Targets do not receive a SPR check to avoid the effects of Magnetite Cloud, and what materials and opponents are magnetic is ultimately up to the GM. Magnetite Cloud cannot cause metalwielding foes to be Disarmed.

181

Rank 2
Quick (50 MP) Target: Self Type: Status Resist 13 A translucent clock encases the caster, creating a pocket of localized time. Quick grants the positive status effect Haste to the caster. Ray Bomb (25 MP) Target: Single Type: Nonelemental Reflectable Brilliant spheres of energy appear before the caster, joining together into a single searing burst of destruction. Ray Bomb inflicts (INT x 6) + 2d6 points of nonelemental damage. Quarter (60 MP) Target: Single Type: Status Reflectable, Resist 13 Spheres of black and violet surge out to enclose one opponent, crackling with audible force as the gravity inside the bubbles increases a hundredfold. Quarter reduces a target's HP by 25% of its maximum. Time Slip (35 MP) Target: Single Type: Status Reflectable A current of time swirls around the target, stirring up dust and decay as it pushes the unfortunate forward into old age and disability or renders them youthful and strong, but inexperienced. Upon casting Time Slip, the targets age will change rapidly; whether the character will grow Old or Young is determined randomly. Time Slip lasts for a number of rounds equal to the casters SPR rating. Old: The target is affected with Power Break and Speed Break, causing them to deal half damage with all STR and DEX based physical attacks. However, all offensive and healing spells have a 50% increased effect for the duration. Young: The target is affected with Magic Break, causing the effectiveness of all INT-based spells, attacks and healing to be halved. However, all physical attacks deal an additional 50% damage for the duration. Invisible (30 MP) Target: Single Type: Status Reflectable Invisible makes an ally translucent, nearly impossible to target with melee attacks. The targets EVA score and Stealth score increase by 4 for several rounds. Escape (10 MP) Target: Party Type: Effect Acting as a short-range teleport, this spell allows the party to exit dungeons with convenient swiftness. The spell returns all party members to the last safe location on or near the surface. This magick also doubles as a way to safely flee dangerous combat, as casting will instantly end combat and return the likely-wounded characters to the nearest safe resting location. Gravity (40 MP) Target: Single Type: Nonelemental Reflectable The caster launches a dark bubble of energy, wholly enclosing the target before subjecting it to crushing gravitational force for a significant period of time. Gravity deals (INT x 3) + 2d6 points of nonelemental damage to the target at the start of each of their rounds, for a number of rounds equal to the casters STR rating. Furthermore, while Gravity lasts the target finds it difficult to move or be moved. They are Immune to knockback effects and non-Large enemies can never physically move themselves more than a Short Range in a single round (though things like Teleport and Escape spells can bypass this).Gravity cannot be re-cast on the same target until the effects have worn off. Hyperdrive (60 MP) Target: Local Type: Effect A hazy clock face shimmers into existence across the battlefield, hands shuddering as they begin to slow, eventually stopping dead. For a moment, the second hand wavers, almost seeming to move backwards before the clock explodes in a shower of fragments. All enemies and allies other than the caster may immediately take a standard action. These actions are presumed to happen simultaneously. Dimensional Gate (50 MP) Target: Local Type: Effect The fabric of reality ripples and twists, finally creating a tear in time and space itself Appearing as a black portal through which an infinite expanse of stars can be seen, captured moments continually flicker and replay across the rippling surface of the gate. If stepped through, the Dimensional Gate can lead the party to either the Void or the Farplane, depending on the casters wishes. (See p142. for more information on these
locations.)

This spell cannot be cast in combat, and it closes a number of hours equal to the casters SPR rating after being cast trapping anyone who has not yet returned on the other side, perhaps permanently.

182

Rank 3
Comet (60 MP) Target: Group Type: Nonelemental The caster reaches towards the heavens, pulling a comet out of time to crash down in a shower of fire and molten rock. Comet causes 1d6 meteors to damage foes; each strike inflicts (INT x 7) + 2d6 nonelemental damage to all enemies. Demi (100 MP) Target: Single Type: Status Prerequisite: Quarter Reflectable, Resist 14 An opaque gray sphere encloses the target; seconds later, crushing gravitational forces compress, releasing the target only once the sphere has shrunk to a speck of its former self. Gravity reduces a target's HP by 50%, not modified for ARM or M.ARM. Demi still cannot exceed the normal damage limitation of 999. Shockwave Pulsar (60 MP) Target: Single Type: Nonelemental Reflectable Gravity suddenly ceases to function as glowing sphere of stellar energy and gases materializes above the battlefield, drawing an adversary into its embrace before exploding in a violent burst of light and heat. Shockwave Pulsar inflicts (INT x 8) + 2d6 damage to one enemy. Temporal Shift (90 MP) Target: Local Type: Status In an instant, the caster is surrounded by ring after ring of translucent clocks, circling in a slow pattern before speeding up and shattering. The glittering debris hovers in mid-air for a moment, drawing the lines of an ethereal clock face before winking out of existence. Temporal Shift negates the status effects Stop, Stun, Slow, and Haste, and no enemy or ally may receive any of those status effects for the remainder of combat. Brainstorm (80 MP) Target: Single Type: Status Reflectable, Resist 14 (Special) Hazy lights encircle the target as it wavers and fades, body suddenly out of sync with time around it then the caster assaults the foes mind with waves of energy, robbing the target of wits and reasoning. One enemy target is afflicted with the Confuse status. The enemy does not get a SPR roll to resist the effects of Brainstorm if they are already afflicted with Stop, Slow, Stun, or Haste. Teleport (100 MP) Target: Party Type: Effect Prerequisite: Escape Much like Escape, Teleport can take the entire party great distances in the blink of an eye. This is subject to a few important restrictions. First, the party cannot be in combat when this spell is cast. Second, the location can be anywhere in the world, so long as the caster has been there within the last several months and is familiar with the location. Third, the spell will fail if the location is extremely dangerous, such as submerged under lava or overrun by monsters. Finally, Teleport can only transport the party to geographical locations, never to an object or person. Disable (80 MP) Target: Single Type: Status Reflectable, Resist 14 The target is encased in a bubble of turquoise light, freezing time and preventing the target from participating in combat for one round. The target is affected by the negative status effect Stun. Haste (120 MP) Target: Single Type: Status Reflectable, Resist 14 The Time Mage slows the entire world with the exception of one target thus making it seem as though they possess incredible speed. The target receives the effects of Haste until combat ends. Slow (100 MP) Target: Single Type: Status Reflectable, Resist 14 With target is pushed outside of the normal flow of time, their movements becoming predictable and sluggish. The target is afflicted with the negative status effect Slow. Advanced Illusion (30 MP) Target: Local Type: Effect Prerequisite: Illusion This spell is similar to the Illusion magick, but with the following changes. First, the caster needs not be anywhere near the spell for it to function, and the spell now also includes thermal, and olfactory trickeries as well other than being nonsolid and incapable of causing damage, the illusion it is completely lifelike in every way. Viewers can make a Notice check (difficulty 13) to realize that the image is abnormal, unless the Advanced Illusion has been cast around an individual to change his appearance there is no way to detect the spell if it has been cast in this way.

183

Rank 4
Flight (60 MP) Target: Single Type: Status Prerequisite: Float Resist 15 A shower of amber lights sparkles around the target, revealing the faint outline of an angelic pair of wings before disappearing again. The target receives the ability to fly until combat ends. Targets with Flight are immune to falling damage, Earth damage, and short-ranged weapons suffer a -4 penalty to hit them (in addition to the obvious movement bonuses a flying character would obtain). Reset (80 MP) Target: Local Type: Status A glittering hourglass appears hovering beside the caster, filled with the sands of barely-suppressed temporal energy. After Reset is cast, the Time Mage can declare any enemy or ally must re-roll any one attack or check the hourglass shatters on command, sending everyone back a few precious seconds in the time stream. After the Reset spell is cast, the Time Mage can force this reroll at any time until combat ends, even when it isnt his turn. Reset lasts until a reroll is caused in this method, then the spell ends casting the Reset spell a second time while the first is still active has no additional effect. Gravija (100 MP) Target: Group Type: Nonelemental Reflectable Prerequisite: Gravity The caster releases a black sphere of pure gravitational energy, causing thousands of tones of force to press upon and pulverize his enemies. Gravija deals (INT x 5) + 2d6 points of nonelemental damage to each enemy target at the start of each of their rounds, for a number of rounds equal to the casters STR rating. Furthermore, while Gravija lasts enemies find it difficult to move or be moved. They are Immune to knockback effects and non-Large creatures can never physically move themselves more than a Short Range in a single round (though things like Teleport and Escape spells can bypass this). Gravija cannot be re-cast until the effects have worn off on all targets. Quasar (120 MP) Target: Group Type: Nonelemental The skies part, drawing down a searing shower of celestial debris and radiation to bombard the battlefield. Quasar inflicts (INT x 10) + 2d6 points of nonelemental damage to all enemies. Time Stop (130 MP) Target: Special Type: Status (Time) Resist 15 The Time Mage creates a localized pocket of space around one target, freezing it and everything nearby in time for a moment. Time Stop causes the negative status effects Stun and Stop to one target, as well as all other enemies and allies within a Short Range of that target. Vanish (100 MP) Target: Group Type: Status Prerequisite: Invisible Vanish turns the entire party completely translucent, allowing them to move without detection and become nearly impossible to strike in combat. All party members gain a +6 bonus to their EVA score and Stealth skill checks for several rounds. The bonuses granted by Vanish do not stack with other such effects, such as the Invisible spell or a Geomancers Elemental Body job ability. Black Hole (200 MP) Target: Group Type: Status Resist 15 Prerequisite: Demi A spinning vortex of gravitational energy forms above the battlefield, crackling as it begins to direct crushing pressure on all enemies. If unresisted, Black Hole reduces all foes to 25% of their maximum HP, not modified for ARM or M.ARM. Black Hole cannot exceed 999 damage. X-Zone (60 MP) Target: Single, Special Type: Status The fabric of reality splits open in a flash of white light, revealing the alien stars beyond for brief instant. Otherworldly creatures such as Espers are forced back to their own reality by the casting of this spell. X-Zone only works on Espers target is instantly reduced to 0 hit points and removed from the current combat. Effects that the Esper may possess such as Auto-Life or Indestructible will not allow the Esper to remain in combat after X-Zone is used, or summoned again in the same game session. X-Zone can be cast at a Long Range. Hastaga (150 MP) Target: Party Type: Status Reflectable, Resist 15 Prerequisite: Haste A glowing red clock materializes below the casters allies, hands spinning at normal speed but increasing by the second before it fades in a flash, bestowing the Status Condition Haste on all allies until the end of combat.

184

Rank 5
Warp (250 MP) Target: Self Type: Status The Time Mage has attained the pinnacle of his craft, and can now choose to exist apart from time as we perceive it. He is little more than a blur on the battlefield, phasing in and out of reality as he wills it. After casting this spell, whenever the Time Mage is targeted by an attack but before accuracy/damage is rolled, the character may opt to expend 20% of his maximum MP to negate any damage or effects he would take from the assault. He does not evade the attack, nor does this prevent Group magic from harming his allies the Time Mage is simply not there. The effects of Warp end when the Time Mage is reduced to 0 MP or HP, or the end of combat. Flare Star (250 MP) Target: Single Type: Elemental Reflectable Drawing on the forces of the cosmos, the caster bathes the battlefield in the light of a dying star, searing a single foe with pure stellar energy. Flare Star deals (INT x 10) + 2d6 points of Fire damage, (INT x 10) + 2d6 points of Shadow damage, and (INT x 10) + 2d6 points of Holy damage to one enemy. Meteo (200 MP) Target: Group Type: Nonelemental With a single motion, the caster splits the skies above the battlefield to reveal the stars and planets beyond and a single fiery meteor hurtling towards the battlefield below, crashing down in a shower of rock and flame. Meteo deals (INT x 25) + 2d6 points of nonelemental damage to all enemies. Slowaga (250 MP) Target: Group Type: Status Prerequisite: Slow Reflectable, Resist 16 A giant, hazy silver clock appears over the battlefield, spinning lazily as it slows down by the second. Slowaga afflicts all foes with the negative status effect Slow.

185

Arts
Arts are complicated spells that may manifest in a variety of ways; a songstress soothing melody or a heavy metal power ballad. They might be a dance, a juggling routine, or a portrait that captures the essence of life itself. Mechanically, they function like other spells; they can be used with the Spell Effect weapon property, several of them cost MP, and a Sealed character loses the benefits of their Arts. Unlike other spells, each Art is essentially two different functions wrapped into one, and a character chooses with function of the Art Normal or Reversed theyd like to use upon casting it. Arts cannot be Reflected.
Swift Etude (0 MP) Normal: The Entertainer and one other target receive a bonus to their DEX score equal to the casters Perform skill. Reversed: The target receives a penalty to their DEX score equal to the casters Perform skill. The value may not be reduced below 1. Herculean Etude (0 MP) Normal: The Entertainer and one other target receive a bonus to their STR score equal to the casters Perform skill. Reversed: The target receives a penalty to their STR score equal to the casters Perform skill. The value may not be reduced below 1. Healing Etude (0 MP) Normal: The Entertainer and one other target regain 10% of their maximum Hit Points each round. Reversed: The Entertainer uses the Demi spell on one target, instantly reducing 50% of their maximum HP unless they succeed on a difficulty 14 resist roll. Logical Etude (0 MP) Normal: The Entertainer and one other target receive a bonus to their INT score equal to the casters Perform skill. Reversed: The target receives a penalty to their INT score equal to the casters Perform skill. The value may not be reduced below 1. Soulful Etude (0 MP) Normal: The Entertainer and one other target receive a bonus to their SPR score equal to the casters Perform skill. Reversed: The target receives a penalty to their SPR score equal to the casters Perform skill. The value may not be reduced below 1. Paeon (0 MP) Normal: The party has an additional +3 to rolls to resist status effects. Reversed: The resistance to negative status effects of all foes are sharply reduced. All enemies have a -3 to rolls to resist status effects. Explosive Performance (0 MP) Normal: The character makes a Perform check to destroy an object with a +4 bonus to the roll, or automatically destroys a Tier 1 weapon, armor, or shield. Whether held or unattended, the equipment instantly splinters and snaps, rendering it utterly unusable. Reversed: The Art repairs objects or broken equipment over a period of several rounds, as long as all the individual parts of the broken item are nearby. Equipment repaired in this way does not require any additional gil expenditure to fix. Valor Minuet (0 MP) Normal: Increases the offensive capabilities of the party. All nearby allies receive a +2 to their ACC rolls. Alternatively, Valor Minuet may be used to increase only one allys ACC score by a value equal to the Entertainers Perform skill. Reversed: Reduces the offensive capabilities of all enemies. All foes receive a -2 to their ACC rolls. Alternatively, Valor Minuet may be used to decrease only one enemys ACC score by a value equal to the Entertainers Perform skill. Enemies can never have an ACC score lower than +0 with the use of this Art. Bladefoe Minuet (0 MP) Normal: Increases the defensive capabilities of the party. All nearby allies receive a +2 to their EVA. Alternatively, Bladefoe Minuet may be used to increase only one allys EVA score by a value equal to the Entertainers Perform skill. Reversed: Reduces the defensive capabilities of all enemies. All foes receive a -2 to their EVA. Alternatively, Bladefoe Minuet may be used to decrease only one enemys EVA score by a value equal to the Entertainers Perform skill. Bladefoe Minuet cannot be used in conjunction with the Addle spell.

186

Performance of Wind (0 MP) Normal: The Entertainer is capable of exhibiting some minor control over the element of Wind. The Elemental Field of the current combat becomes Wind. All Windbased spells and attacks in the area whether wielded by friend or foe do an additional 50% damage. Reversed: A Reversal of this Art negates the effects of Wind Elemental Field. Performance of Ice (0 MP) Normal: The Entertainer is capable of exhibiting some minor control over the element of Ice. The Elemental Field of the current combat becomes Ice. All Ice-based spells and attacks in the area whether wielded by friend or foe do an additional 50% damage. Reversed: The temperature in frigid areas seems to warm slightly with the reversal of the Ice Threnody, turning blistering cold into a bearable chill. It negates the effects of Ice Elemental Fields. Performance of Shadow (0 MP) Normal: The Entertainer is capable of exhibiting some minor control over the element of Shadow. The Elemental Field of the current combat becomes Shadow. All Shadow-based spells and attacks in the area whether wielded by friend or foe do an additional 50% damage. In addition, casting using this Art slowly closes the gap between the realms of the living and the dead, showing glimpses of the Farplane. Ghostly animals may approach curiously, or the whispers of the newly-deceased may be able to impart knowledge to the party. Of course, it may just as easily be dangerous many dwellers of the Farplane are unsatisfied, even angry, and getting too close can often prove disadvantageous. Reversed: A reversal of the Performance of Shadow negates the effects of Shadow Elemental Fields. Performance of Earth (0 MP) Normal: The Entertainer is capable of exhibiting some minor control over the element of Earth. The Elemental Field of the current combat becomes Earth. All Earthbased spells and attacks in the area whether wielded by friend or foe do an additional 50% damage. Reversed: A reversal of this Art will cause the ground to become calm and still, negating the effects of Earth Elemental Fields. Victory March (150 MP) Special: The ultimate Art, this spell can only be used once per game session either its normal function or the reversed version. Normal: Victory March grants the entertainer and all allies 1 additional point of EXP or Destiny (individual players choice) upon defeating a Notorious Monster, Boss, or End Boss. Reverse: A reversal of Victory March allows the Entertainer to transfer one or more points of his Destiny to another character. If combined with the Entertainers Fantasia ability, this allows ALL non-Entertainer allies to receive the same number of Destiny that the character gave up.

Performance of Water (0 MP) Normal: The Entertainer is capable of exhibiting some minor control over the element of Water. The Elemental Field of the current combat becomes Water. All Waterbased spells and attacks in the area whether wielded by friend or foe do an additional 50% damage. Reversed: With a reversal of this Art, the Entertainer can cause even the most turbulent waters to become calm and utterly still. This negates any penalties to Swim checks the water may have caused, and negates the effects of Water Elemental Fields. Performance of Fire (0 MP) Normal: The Entertainer is capable of exhibiting some minor control over the element of Fire. The Elemental Field of the current combat becomes Fire. All Fire-based spells and attacks in the area whether wielded by friend or foe do an additional 50% damage. Reversed: A reversal of this Art allows the entertainer to quench non-magical fires of a reasonable size. The fire simply acts as though there was no flammable matter left to consume, dwindling in size and finally vanishing after several rounds. It also negates the effects of Fire Elemental Fields. Performance of Lightning (0 MP) Normal: The Entertainer is capable of exhibiting some minor control over the element of Lightning. The Elemental Field of the current combat becomes Lightning. All Lightning-based spells and attacks in the area whether wielded by friend or foe do an additional 50% damage. Reversed: By reversing the Art of Lightning, the Entertainer can dispel Illusions, Advanced Illusions, magical trickeries and figments, and see the true form of monsters who have taken humanoid shape. It also negates the effects of Lightning Elemental Fields. Wake to Life (0 MP) Normal: The Entertainer can imbue mundane, nonmagical objects with sentience. They become flexible and mobile, capable of understanding simple orders and carrying out basic tasks. Objects awakened in this way cannot participate in combat, are generally loyal to the Entertainer that created them, and are as resilient than the material they are made out of. Clever entertainers have used Wake to Life to convince shackle locks to spring open of their own accord, create marionettes that would amuse the king himself, and confuse their opponents with surprised, struggling suits of armor. As soon as the Wake to Life Art ends, the objects instantly return to their former lifeless state. Reversed: With a Reversal of this Art, the entertainer may drain the magical energy from foes. The Entertainer and one other ally of his choice gain the MP Drain property on any weapon they wield.

187

Summoning
As discussed previously, Summons are powerful entities that watch over the party or individual characters. Though they normally exist outside of reality as we can perceive it, spending Destiny can cause a groups Summon ally to manifest. Following is a complete list of Summons, their combat capabilities and their driving goals.

Bismarck

(Rank 1)

Carbuncle

(Rank 1)

The haunting melody of a whale song fills the area as Bismarck, the great white humpback whale, swims through the air and dives into a pool of water that appears on the battlefield. Once submerged, he surfaces and sprays a mist from his blowhole. Spells Water, Vox Abilities Slam: The Great Whale slams his enormous bulk into one foe, doing (STR x 3) or (VIT x 4) + 2d6 points of physical damage. Geyser: Bismarck dives beneath the surface, gathering water into his great mouth. The ground beneath the target ripples as the whale surfaces underneath it, with his blowhole situated beneath the target's feet. With a mighty blow, Bismarck fires a stream of water up at the foe, sending it flying into the air with a Medium-Range knockback. As always, targets without Flight or an immunity to falling damage lose 50% of their maximum HP when they re-collide with the ground. Astral Flow, Azure Crash: Bismarcks whale song fills the area as the entire battlefield is flooded with water. Without warning, he swims rapidly through the field, pulling a current of water with him and doing (VIT x 6) + 2d6 Water elemental damage to all enemies. Special Immunity to Water, Vulnerable to Lightning, Resistance to Fire Devotion The party/character receives Destiny whenever they put themselves in danger to prevent the oceans or its defenseless inhabitants from coming to harm.

The summoner takes a small ruby out of her pocket and tosses it almost casually into the air. As the sun catches the ruby, a brilliant flash of light occurs. When the light clears, the ruby is clearly lodged in the forehead of a small, turquoise animal. Carbuncle does a little somersault in the air, glad to be of service to its summoner. Spells Dia, Wall, Meteorite, Regen, Faith Abilities Searing Light: The tiny gem within Carbuncles forehead sears a foe with ruby energy, doing (SPR x 3) or (INT x 3) + 2d6 points of non-elemental magical damage that ignores MARM and Shell. Ruby Light: Carbuncle raises its head, causing the light of the sun to reflect off of its ruby brightly. The reflected light seems to coat one of the Summoner's party members. As the light dies, the affected party member feels lighter in spirit, as though the light is protecting him. The target gains the positive status effect Reflect for several rounds. Astral Flow, Shielding Light: Carbuncle rears up onto its hind legs, staring at the sun. Suddenly, it launches itself into the air, spinning around quickly. Once it is several feet off the ground, it seems to pause, floating in midair as it collects the solar rays. Finally, it releases its accumulated light over the Summoner's party, coating each in a divine light and granting each party member with Reflect and Shell for several rounds, and restoring (INT x 3) MP to all party members. Special Unusual Defense: Physical (Takes 200% damage from all physical sources and half from all magical), AutoRegen, Auto-Reflect Devotion Carbuncle has no driving goals, content to watch the party/character do what they like so long as it does not interrupt the Espers naptime. Carbuncle cannot grant Destiny.

188

Chocobo

(Rank 1)

Salamander

(Rank 1)

A loud and familiar Kweh! alerts your attention to the horizon, where a cloud of dust announces the arrival of your Summon. Chocobo rushes into the fray at top speed, wings outstretched and feathers blowing in the breeze. Spells Choco Ball, Cure I, Fire, Meteorite, Faith Abilities Chocobop: By battering an enemy with an irritated combination of pecks and kicks, Chocobo can inflict (STR x 2) or (DEX x 5) + 2d6 points of physical damage. Choco Esuna: The Esper is able to heal abnormal statuses merely by flapping its purifying wings. Choco Esuna removes all negative status effects from one character, and also grants the target an Immunity to all negative status effects until they take damage. Choco Barrier: A golden barrier forms in midair, granting the effects of Protect and Shell to one character. Astral Flow, Chocobo Rush: The Chocobo lets out a loud K-KWEHHH! and charges forward, and literally dozens of other creatures follow suit. Chocobos of all colors suddenly appear, along with leafers, cactuars, and all sorts of other natural critters. This impromptu stampede deals (STR x 5) or (DEX x 5) + 2d6 points of damage to all enemies. Devotion Chocobo is the spirit of adventure and travel, and encourages any individuals that it has taken under its wing to go out and explore. The party/character receives Destiny whenever they discover a secret alcove of the world, or travel to a distant land without using the aid of machines.

The summoner opens her palm to reveal a beautiful flower made of brilliant flame, which she lays on the ground. Out of this flower crawls a small scarlet lizard with brilliant beads of crimson fire for eyes. Crawling along the ground in front of the Summoner, it leaves tiny lizard-prints melted into every surface it touches. Though less than a foot long, this tiny lizard possesses unimaginable power; it is the living manifestation of fire. It is Salamander. Spells Fire, Elemental Spikes (Fire) Abilities Cough Drop: The tiny lizard belches forth a sphere of flame, dealing (VIT x 2) + 2d6 points of Fire damage to one target and removing any Resistances to Fire the target may have possessed. Fire Breath: Salamander opens its mouth and hisses at one poor hapless foe, bathing in it in a stream of pure elemental Fire and dealing (INT x 5) + 2d6 points of Fire damage. Unfortunately, as Salamander draws closer to being banished, less and less flame is produced. Fire Breath inflicts full damage if Salamander has between 100-51% of his total HP remaining; 50% damage if between 5026%; and a mere 25% when at or below 25% of maximum HP. Astral Flow, Crimson Roar: Salamander unleashes a massive torrent of pure flame, smothering all enemies in a sea of burning agony - dealing (INT x 8) + 2d6 points of Fire damage. Unfortunately, as Salamander draws closer to being banished, less and less flame is produced. Crimson Roar inflicts full damage if Salamander has between 100-51% of his total HP remaining; 50% damage if between 5026%; and only 25% when at or below 25% of maximum HP. Special Absorbs Fire, Weakness to Water Devotion The party/character receives Destiny whenever they solve a problem with a public display of spectacular, fiery destruction while still remaining paragons of heroism.

189

Siren

(Rank 1)

Sylph

(Rank 1)

Soft harp music permeates the area, catching the attention of all present. Waves lap against the ground as a woman of unimaginable beauty strides out from the foam, wearing little more than a few strips of fabric and short boots. Her golden hair flows freely, wafting in even the slightest breeze. Although the harp is a peaceful instrument, something about Siren's face seems wild and untamed. Spells Water, Sleep, Vox Abilities Lunatic Voice: Siren plays her harp and sings a wordless song, her eyes locking on a single target. The target takes (SPR x 4) or (INT x 3) + 2d6 points of damage and has a 50% chance to become Berserk, growing angry at the prospect of not possessing her for his own. Kiss: Siren brings her hand to her lips and plants a kiss there, then extends her palm outward and blows softly toward one enemy. The target has a 50% chance of becoming Charmed for one round. Astral Flow, Siren Song: With a coy smile, Siren coos a strange song, backed up by her harp. The entire enemy group takes (SPR x 5) + 2d6 damage, and each has 50% chance to be instantly smitten with love and become Confused as they fight friend and foe alike for the rights to Siren's attention. Special Resistance to Water, Counterattack (50%), Magical Counterattack (50%) Devotion Siren coaxes her protgs to manipulate their foes instead of fighting them. The party/character receives Destiny whenever they turn an enemy into an ally with deception, flirtation, or honeyed words.

A light breeze gusts through the battlefield, carrying sounds of young girls giggling. A small group of mischievous sprites appears, flitting about in front of the Summoner and leaving showers of pink pixie dust in their wake. It's never easy to discern just how many are there, as the Sylphs dart to and fro in a mindless dance around their summoner. Spells Dia, Lock, Illusion Abilities Sylvan Touch: A single Sylph separates from the group, flying toward an enemy. With a mischievous giggle, she taps it lightly on the nose, drawing forth both health and magic. Wings fluttering, she flies back to the party and swoops around them, distributing the stolen energy in a shower of sparkling pink motes. Sylvan Touch drains both (DEX x 3) or (SPR x 2) + 2d6 points of HP and MP from the target, then grants herself and all party members the same amount of HP and MP drained. Astral Flow, Sylvan Dance: Instead of a single sprite flying out, the entire cloud of Sylphs swarms the battlefield, dancing wildly around each of the enemies. After their twirl with the targets, the Sylphs return to the party and dance around them as well, distributing the health and magic that their first dance had drained. Sylvan Dance drains both (DEX x 5) + 2d6 points of HP and MP from all targets, then grants all party members the same amount of HP and MP drained. Special Resistance to Wind, Auto-Float, Vulnerable to Shadow Devotion The Sylphs might be mischievous tricksters, but they are supernaturally bound to the planets forests . The party/character receives Destiny whenever they protect a woodland from its enemies without upsetting the delicate balance of nature in the process.

190

Valefor

(Rank 1)

Catoblepas

(Rank 2)

Descending from the sky on leathery wings, Valefor drifts slowly downwards and hovers in front of the Summoner, protecting them from those who wish to do her master harm. Valefor is a large avian creature that vaguely resembles a humanoid bird, with a plumage of red and purple downy feathers. As she hovers and awaits commands, she emits soft comforting cries from her silvery, steel-like beak. Spells Chivalry, Aero, Blizzard, Fire, Thunder, Water Abilities Vertical Dive: Valefor swoops in, slashing at the target with hooked claws and her hard-as-steel beak. The attack deals (STR x 4) or (SPR x 3) + 2d6 points of damage. Sonic Wings: Valefor's wings beat slower and slower, seeming to slow time down for a moment. Gusts of wind caused by this movement blow towards the target, blasting them with (STR x 5) + 2d6 points of Wind damage and hindering their attacks. There is a 25% chance the target will be affected by the negative status effect Stun until the start of Valefors next turn. Astral Flow, Energy Blast: Soaring high above the battlefield, Valefor collects energy in her beak. With a burst of intense light the energy is released amidst the enemy group, scorching them for (STR x 6) + 2d6 points of non-elemental damage. Furthermore, all enemies damaged in this way have a 50% chance to be affected by Armor Break. Special Flight Devotion Valefor honors those who demonstrate bravery in the face of danger, or are willing to sacrifice their own goals for the greater good . The party/character receives Destiny whenever perform an act of extreme altruism.

A thundering of hooves announces the arrival of the Great Boar, though he seems much less impressive and much more intimidating up close. Catoblepas charges onto the battlefield from afar, legs flailing as he runs and casting great clouds of earth up in his wake. The large green-furred beast skids to a halt in front of the summoner, great head hanging low to the ground despite a very long neck. He snorts, his head very pig-like save for the mane and the single glowing eye. Spells Ray Bomb, Melt Abilities Cycloptic Tackle: The Esper overruns a single target, attempting to trample them with his many hooves. The attack deals (STR x 5) or (VIT x 4) + 2d6 points of damage Medusa's Eye: Catoblepas lowers his head to the ground and stares intently at the target, his eye glowing a dull orange. The target's eyes are drawn to the gaze and fixed with terror... then the beast blinks and lifts his head away from the ground, the look having shocked the system of the target to inflict (VIT x 6) + 2d6 points of damage and having a 25% chance to Petrify the target for several rounds. Unblinking Stare: Catoblepas affixes his gaze to a single target, stripping away their magical fortifications. Until combat ends, that foe suffers a -1 penalty to resist negative status effects, and the effect is cumulative. Astral Flow, Devil's Eye: Catoblepas lowers his head and stares across the battlefield, his single eye glowing a bright red. Visions of lifeless stones and statues float around his head, and all the targets attempt to break away from the beast's intent stare. When he finally closes his eye, all enemies are afflicted with the negative status effect Petrify for two rounds, but do not receive the usual double ARM and M.ARM bonus that being petrified normally grants. Special Resistance to Earth, Beast Killer Devotion This Esper is a slothful being that knows the value in waiting for the right time to strike, felling its opponents with a single glance. The party/character receives Destiny whenever they duplicate this method and defeat all of their foes in the Pre-Emptive round of combat.

191

Ifrit

(Rank 2)

Leviathan

(Rank 2)

The ground rumbles and shakes as a fountain of magma erupts from the earth, carrying a giant muscular beast. The magma cools and hardens as Ifrit lands with a loud thud, his massive horns reflecting the ambient light. Flame erupts from his canine maw as he throws back his head and bellows. Spells Fire, Fira, Temper Abilities Strike: Ifrit leaps towards one target, tearing into them with wickedly-curved claws. The attack deals (STR x 5) or (SPR x 4) + 2d6 points of damage Meteor Drive: Ifrit lets out a roar as his claws are engulfed in flames, then leaps toward his victim with insane speed and pounds upon it with his burning fists. This barrage deals (STR x 8) + 2d6 points of ARM Fire damage Astral Flow, Hellfire: Ifrit grabs his victim and hurls it into the sky, then claws out a huge rock from the ground. The rock is engulfed in fire and melts from the incredible heat. With a powerful roar and a final burst of flames, Ifrit launches the ball of molten rock at the target to inflict a tremendous amount of Fire damage and a short-range knockback. Hellfire deals (STR x 10) + 2d6 points of ARM damage to a single target. Special Absorbs Fire, Weakness to Ice, Vulnerability to Water Devotion Ifrit grants his boon to heroes who can demonstrate their dominance over other, lesser mortals. The party/character receives Destiny whenever they accomplish their goals with raw force, and manage to simply take what they want without repercussion.

A briny smell is in the air as the ground before the summoner turns to water. Suddenly, the pool of water is disturbed as the sinuous form of Leviathan, lord of the depths, breaches the surface and rises into the air. Spells Water, Watera Abilities Azure Crash: Leviathan collides with a target, moving with superior agility to inflict as much damage as possible with its sinuous body. The attack deals (DEX x 5) or (STR x 4) + 2d6 points of damage. Crushing Coils: Leviathan wraps himself around an inanimate object and squeezes, using brute force to splinter and destroy ships and other large objects. Leviathan can make a STR check (using the characters attributes, as always) to destroy an object with a +6 bonus to the roll. Jet: Leviathan unleashes a powerful keen as a wave becomes visible surging towards the enemies. The wave quickly reaches the monsters, washing over them to inflict (DEX x 8) + 2d6 Water damage to all foes. Astral Flow, Tidal Wave: Again, Leviathan keens, but this time, water is suddenly visible on all sides of the monsters. With a thunderous crash, the oceans of the world slam into the monsters, simultaneously drowning and crushing them. All monsters on the battlefield take grievous amounts of Water damage and are knocked back a Short Range; Tidal Wave deals (DEX x 10) + 2d6 points in all and even affects enemies who are Large or otherwise Immune to knockback. Special Immunity to Water, Weakness to Lightning, Resistant to Fire, Resistant to Ice Devotion The lord of the oceans is a noble and regal Esper who, perhaps surprisingly, values law and political hierarchy above all else. Treating those in positions of power with disrespect is inexcusable. The party/character receives Destiny whenever they carry out a task for a politically powerful individual such as a noble or the king himself with efficiency and humility.

192

Pandemonium

(Rank 2)

Ramuh

(Rank 2)

Winds begin to whip up the battlefield, quickly condensing into a howling tornado. What looms over the enemy when all has dispersed looks like something out of a fever dream: a faceless giant, purple skin dappled and mottled with splashes of pink and white, sizing the field up with an eyeless gaze. As three long tubes slung over one shoulder start drawing in the surrounding air, what at first appeared to be a tail begins to grow in size, swelling until it is almost spherical and creaking with tension. Pandemonium, the Wind Devil, is ready to strike. Spells Aero, Aerora Abilities Cyclonic: The Esper swirls through the battlefield, leaving destruction in its wake. The attack deals (DEX x 5) or (INT x 4) + 2d6 points of damage to one enemy. Aerial Blast: Pandemonium releases the accumulated contents of his wind-bag in a single violent torrent that all but blasts the target out of the battle. Aerial Blast inflicts (DEX x 8) + 2d6 points of Wind Elemental damage. The damage from this attack cannot be reduced with M.ARM or Shell, or affected by Reflect. However, any foe defeated with Aerial Blast does not drop money or items, having been blown away in the storm. Astral Flow, Wind Blade: The 'mouths' of Pandemonium's air-tubes flare wide, unleashing three screaming torrents of wind that twist and intertwine as they surge towards the enemy. Wind Blade inflicts (DEX x 10) + 2d6 points of Wind Elemental damage to all eligible combatants in the targeted Group and causes a Long Range knockback. The damage from this attack cannot be reduced with M.ARM or Shell. However, any foe defeated with Wind Blade does not drop money or items, having been blown away in the storm. Special Absorbs Wind, Auto-Float, Aerial Killer Devotion Pandemonium is as chaotic the wind itself, and finds great amusement in situations where everything seems to go wrong. The party/character receives Destiny whenever a Complication a natural roll of 2 on a skill check turns a simple, easy situation into something far more complex and dangerous.

Storm clouds gather overhead and the rumble of thunder can be heard in the distance, and bolts of lightning burst from the clouds and strike the ground in front of the Summoner. When the flash of light and peal of thunder have faded, the Summoner is accompanied by a wizened man with a long grey beard, dressed in loose green robes and carrying a gnarled old staff. Despite his age, not a flicker of weakness or infirmity passes over Ramuh's face; his expression is hard, eyes shining with a terrible majesty. Spells Thunder, Thundara, Elemental Spikes (Lightning), Osmose, Mini, Flash, Seal, Wall, Dimensional Gate, Vox Abilities Shock Strike: Ramuh lifts his staff high, allowing it to be struck by an errant bolt of lightning from the clouds. Whirling the rod once over his head, he points it at the target and the electrical charge leaps towards it, shocking it with (INT x 5) + 2d6 points of Lightning damage and carrying 50% chance to dispel all positive status effects currently bestowed upon the target. Silencing Rain: By parting the heavens with a sudden downpour, Ramuh can muffle the sounds needed for spellcasting and make warriors struggle to battle. Silencing Rain creates the effects of Difficult Terrain in the current location, and all targets (enemies and allies both) are affected by Seal. Astral Flow, Judgment Bolt: Ramuh chants in an arcane language, and the sky grows dark from gathering clouds. The clouds swirl and twist above the targets, the winds howling and the sound of thunder growing louder with each second. Suddenly a volley of lightning crashes into the ground amidst the targets, electricity arcing between their bodies and jolting them all with Lightning damage; (INT x 9) + 2d6 points total. In addition, Judgment Bolt removes all positive status effects from the target. Special Immune to Lightning, Weakness to Water, Auto-float Devotion Ramuh has been known by many names over his ageless existence; some logical, some unusual. He has been the Justicar, the Archon of Storms, the Master of Creation. He has watched religions form in worship of him, and he has watched centuries come as little more than an old man smoking a pipe. The party/character receives Destiny whenever they change the world by outsmarting a problem. Ramuh is pleased when he sees legacies based on good, common sense.

193

Shiva

(Rank 2)

As the Summoner completes the final motions of the summoning ritual, man-sized fragments of ice come crashing down on the battlefield, creating a jagged tower of polished, glistening cold. Yet this spectacular structure is only the beginning; instantly, a soft shaft of light falls down upon it, illuminating the gentle fall of snowflakes as a lithe female figure descends from above, landing in the midst of the ice. For a moment, only her reflection is visible: the delicate blue skin covered in strange, inhuman markings, the scant scraps of clothing protecting only her modesty from the elements, multiplied into infinity by countless facets of ice. Then her eyes snap open, shattering the frozen carapace. Shiva, queen of ice, stands ready for battle. Spells Blizzard, Blizzara, Elemental Spikes (Ice), Wall Abilities Slap: The Esper sashays forward before striking one foe surprisingly hard with an ice-cold palm. The attack deals (SPR x 5) or (DEX x 4) + 2d6 points of damage to one enemy. Glacial Shards: The ice goddess calls forth frozen winds to sweep the battlefield, creating Difficult Terrain. Whenever a target takes Ice-based damage, they are also automatically affected by the Slow status for their next turn. Creatures with a Resistance or better to Ice magic are unaffected. Heavenly Strike: Shiva regards her target with a cool, disdainful gaze. Judging the foe unworthy of effort, she waves her hand and freezes the air above the target into an enormous block of ice. The block immediately drops, delivering a crushing blow that inflicts (SPR x 8) + 2d6 Ice damage. Astral Flow, Diamond Dust: Shifting her stance for stability, Shiva gathers moisture from the air and concentrates it into a dense ball of ice. When the ball bursts it unleashes a blast of pure frigid might, encasing her enemies in a tomb of frozen walls. With the snap of her fingers the ice prison shatters, leaving the enemies of Shiva shivering on the ground and suffering from a great deal of Ice damage; (SPR x 9) + 2d6 points in all. Furthermore, all enemies damaged by this attack also receive a Weakness to Ice for the remainder of combat. Special Absorbs Ice, Weakness to Fire Devotion The Ice Queen who holds a deep respect for those who value family and friendship. Cold is this Espers anger and swift her vengeance to those who would lay a hand on someone incapable of defending themselves. The party/character receives Destiny whenever they protect an innocent, a child, or someone close to them from the cruelties of the world.

194

Titan

(Rank 2)

Asura

(Rank 3)

A deep rumbling is felt in the earth and the battleground is covered with a web of cracks and fissures. An immense muscular humanoid bursts out, covered with primitive tattoos and clad only with a loincloth. As dust and grit cascade off his body, Titan bellows with rage and glowers at those who would dare befoul the sanctity of the land. Spells Chivalry, Stone, Stona, Magnetite Cloud Abilities Juggernaut: The Esper marches across the battlefield before slamming its boulder-sized fists into a foe. The attack deals (VIT x 5) or (STR x 4) + 2d6 points of damage. Debris Shower: Titan raises both arms, causing the earth itself to explode upward in a pillar of boulders and stone. Debris Shower deals (VIT x 9) + 2d6 points of ARM damage to any enemy with Float or Flight. Guardian Golem: The Esper stabilizes its massive bulk and steps in front of one of the Summoners allies, ready to protect them from harm. This ability functions almost exactly like the Paladin ability, Cover. For as long as Titan remains on the field, all physical damage that would be taken by the ally is instead applied to Titan - without modifying for ARM and M.ARM as normal. Titan cannot stop protecting the target once Guardian Golem has been activated, and must continue to use Guardian Golem on each subsequent round until Dismissed. Astral Flow, Earthen Fury: Titan plunges his powerful fists deep into the surface and, with a deep snarling grunt, rips loose a large slab of rock. Growling and bellowing to express his rage, Titan slams the slab upon the targets, inflicting tremendous Earth damage to all the Summoner's foes; (VIT x 10) + 2d6 points worth. Earthen Fury also causes a short-range knockback. Special Immune to Earth, Resistant to Lightning, Resistant to Wind, Vulnerable to Water, Regeneration 20 Devotion As one might expect, the ponderous Titan is the guardian of the earth and is single-minded in his ceaseless goal of protecting the world. The party/character receives Destiny whenever they avert a natural disaster.

A beautiful woman floats down serenely from the heavens, bringing with her a sense of peace and balance. It becomes apparent that Asura is actually three bodies and three faces sharing a single head, all sitting in the lotus position back to back. The first body is that of a lovely blonde woman, hands folded in her lap. Another is a woman with red skin and hair and a dark scowl on her face, threateningly brandishing a sword. The final body is a woman with blue skin and light yellow hair, a vacant smile on her face as she playfully tosses a dagger from one hand to the other. When Asura acts, she spins slowly in front of the party, each face bestowing a different gift. Spells Aspir, Seal, Regen, Addle, Confuse, Invisible, Float, Vox, Stop, Sleep, Wall, Time Slip Abilities Blessing: Roll a 1d6. A roll of 1-2 causes the Face of Yang effect. A roll of 3-4 causes the Face of Yin effect. A roll of 5-6 causes the Face of Asura effect. Face of Yang: Asura spins, and the red-skinned woman scowls at the party. A warrior by nature, she points her sword at them, urging them to defeat their enemies. The magic from this blessing surrounds the party, granting the Protect status to them until Asura uses her Blessing or Blessings of the Deity ability. Face of Yin: Asura spins, and the blue-skinned woman with the vacant smile faces the party. She gestures toward them with her dagger, granting a feeling of peace and happiness. Along with the serenity comes (SPR x 8) + 2d6 healing to all party members. Face of Asura: Asura spins, and the blonde woman looks gracefully upon the party. With a vague nod of her head, fallen comrades find new hope. Asura casts Life upon all Unconscious allies and has a 50% chance to cast Life on all defeated foes, as well. Astral Flow, Blessings of the Deity: The goddess of both peace and war offers her aid to the strongest, wisest and most beautiful combatant on the field, all three faces aligning in perfect harmony for only a moment . All enemies and allies make a STR check, an INT check and a SPR check. If the same character rolled higher than all other participants on two or more checks, they recover 100% of their HP and MP instantly, gain Auto-Haste, an Immunity to Critical Hits and an Immunity to all status effects for several rounds. Special Weakness to Holy, Weakness to Shadow, Controlled Defense Devotion The Esper Asura is the gatekeeper and queen of their land, challenging all who would seek the aid of the Summons. In time, she has learned to grow fond of those heroes with enough wit to overcome her in battle. The party/character receives Destiny whenever they use an long-standing foes own strengths against him.

195

Cerberus

(Rank 3)

Fenrir

(Rank 3)

A terrific howling is heard from the core of the earth. A gaping fissure opens in the ground, from which a tremendous three-headed dog leaps with a hideous snarl. Cerberus lands in front of the party, his three sets of fangs bared in a snarl. Spells Slow, Demi Abilities Attack: Cerberus tears into a foe with sharp teeth, dealing (DEX x 7) or (STR x 6) + 2d6 points of damage. Ragdoll: Cerberus grabs one foe and hurls him into another as he rushes through combat, causing chaos in the enemy ranks. This attack can only be used if at least two enemies exist on the field the first target takes (DEX x 9) + 2d6 points of damage and is knocked back a Short Range. The second target takes (DEX x 8) + 2d6 points of damage and receives the negative status effect Stop for one round. Sonic Drive: All three of Cerberus' heads look towards the same foe. A hideous barking emerges from all three throats - the sound is so horrendous that the monster suffers from a sudden case of shaky knees and receives the effects of the negative status effect Stop until Cerberus is dismissed. In addition, he takes a penalty of -2 to his ACC and EVA scores. Astral Flow, Counter Rockets: Cerberus grants all party members one final boon the ability to bite back as he does. Until combat ends, each character may make one (possibly additional) Counterattack as though they were using a Brawl type weapon. Special Arcana Killer, Counterattack (100%), Magical Counterattack (50%) Devotion Cerberus is the watchdog of the underworld, fiercely guarding the gates to the land of the dead without pause in this ceaseless duty. He grudgingly respects those with a similar territorial mindset. The party/character receives Destiny whenever they protect a person or place they have sworn to guard.

Dark clouds gather over the battlefield, turning day to night as a towering column of rock bursts forth from the ground. Suddenly, a howl rings out from on high. There atop the great rock face stands a majestic horned wolf, violet fur broken up by whorled tufts of white and gold that almost look like wings by what little light remains. Rearing his head back, Fenrir gives another howl and prepares to enter the fray. Spells Magnetite Field, Sleep, Sprint, Disable Abilities Crescent Fang: Fenrir charges down a foe, dealing (VIT x 7) + 2d6 points of damage. Howling Moon: The dark clouds part, allowing a pale moon to shimmer into existence over the battlefield. Beams of light begin pouring down and envelope a single foe in their glow. Howling Moon deals (VIT x 12) + 2d6 points of damage to any foe who is afflicted by the negative status effect Sleep. No damage is dealt otherwise. Eclipse Bite: Eclipse Bite deals (STR x 7) + 2d6 points of damage Damage, and the target receives a Weakness to Shadow and a Resistance to Holy until combat ends. If the target already has a Weakness to Shadow, they get a weakness to Holy instead and a Resistance to Shadow instead. Millennial Decay: One target suddenly finds their memories and abilities siphoning away, having sudden difficulty remembering their strongest maneuevers. The foe loses access to one spell or attack of the characters choice for one round. Censure: Fenrir roars with an utter authority, turning to a single Beast-type enemy into a mewling coward with his rebuke. Until combat ends, the target is treated as being level 1, deals half damage with all attacks, suffers a -4 penalty to resist negative status effects, and cannot roll critical hits or perform limit breaks. Astral Flow, Eclipse: With a fierce howl, Fenrir leaps from his perch, rocketing towards the Summoner's foes at such speeds that his very form begins to blur into a comet of green energy. Seconds before striking, the wolf's body separates into five ghostly images that whirl around the battlefield, creating a vortex to engulf the enemy. Eclipse inflicts (VIT x 12) or (DEX x 12) + 2d6 points of damage on all eligible combatants in the targeted group. Furthermore, once Fenrir is dismissed after using this ability, the summoner(s) gains the effects of Haste for several rounds. Special Resistant to Lightning, Beast Killer Devotion The powerfully-built Fenrir, father of all beasts, is willing to cooperate with those who have proven themselves to be the Alphas in their respective societies. The party/character receives Destiny whenever they fight for and obtain a position of power in society, such as becoming the leader of a clan or taking the throne.

196

Phantom

(Rank 3)

Seraph

(Rank 3)

An eerie stillness fills the air. Seemingly from nothing, a figure engulfed in dark mist appears and then disappears, fading in and out of existence. When Phantom can be seen, a translucent cloak covers its entire body, save for two glowing eyes. Phantom has no fear of Holy energies however, being the long-dead spirit of a great force of good. Spells Seal, Invisible, Float, Barrier, Dia, Banish, Paralyze, Teleport, Faith, Life Abilities Pearl Light: Phantom's cloak pulls back slightly from its face and a brilliant white light shines from its eyes. Whomever Phantom stares at with this pure light suffers (INT x 6) or (SPR x 8) + 2d6 points of non-elemental damage. Silver Mist: Phantom creates a shining silver fog throughout the battlefield, the effects of which deal constant damage to unholy enemies. Until combat ends, all Fiend and Undead-type creatures lose 20% of their maximum HP at the start of each of their turns. Undead destroyed in this method cannot resurrect as normal. Astral Flow, Eternal Shroud: Phantom's cloak spreads out to cover the entire party, granting them the same ghostly essence that it enjoys. Phantom's essence invigorates the party like a chill breeze, granting all allies Float until the end of combat. Furthermore, all allies receive a +6 bonus to their EVA score and Stealth skill, as if they were under the effects of the Vanish spell. Special Resistant to Holy, Resistant to Shadow, Undead Killer, Auto-Float, Final Attack: Pearl Light Devotion The hallowed spirit holds no love for other undead, and urges his summoners to seek out and destroy such abominations wherever they may dwell. The party/character receives Destiny whenever they permanently defeat a powerful Undead-type enemy of Notorious Monster, Boss or End Boss status.

The summoner bows her head and closes her eyes, imparting a prayer for assistance to the fates. As she does so, a golden beam of light shines down from above, and a winged woman wearing a rainbow-colored robe descends from the sky to gently touch down before the summoner. Spells Regen, Life II, Dia, Escape, Brave Abilities Healing Rain: Seraph gazes hopefully upwards and sings a single note. Light shines from the heavens and bathes a single party member in warmth, healing them of wounds. The target ally recovers (INT x 6) + 2d6 points of HP, and also receives the effects of Regen for several rounds. Angel Feathers: The Seraph floats over to one character, whispering words of power and stroking their hair. The target gains a Resistance to Holy and AutoFloat until they suffer a critical hit, and also gain access to the fighter job ability Skin of Iron, reducing the chance for them to be critically hit by 50%. Astral Flow, Angelic Anthem: Seraph spreads her wings and flies high into the air as an angelic chorus is heard from above. As her wings flap, feathers begin to slowly fall, showering the party. The feathers disappear as soon as they touch each party member, providing healing for the entire group. All members regain (INT x 10) + 2d6 points of HP, receive the effects of Regen for several round, and are simultaneously cleansed of negative status effects as per the spell Esuna. Special Immune to Holy, Weakness to Shadow, Flight, Regeneration 40 Devotion Seraph is a simple entity, urging her altruistic summoners to find happiness in whatever way they like. The party/character receives two points of Destiny instead of one whenever they accomplish one of their goals, so long as it is does not involve destruction or bring harm to other people.

197

Tritoch

(Rank 3)

Yojimbo

(Rank 3)

With the beating of feathery wings, the rainbow dragon Tritoch swoops down from the skies. Feathers and scales shimmer red, blue, gold and green in the light as he gently sets down on four short legs, taking your breath away. A tuft of iridescent fur tips the end of his twitching serpentine tail, a long tongue flicks from a beak-like mouth and battle-hardened eyes peer from beneath an ancient bronze helmet. Spells Blizzaga, Thundaga, Firaga, Brave Abilities Elemental Infusion (Special): Whenever Tritoch absorbs a Fire, Ice, or Lightning-based spell or effect, all damage dealt by Tritoch is increased by one step until he is dismissed. This bonus is cumulative thus, after the fifth spell absorbed in this way, Tritoch will deal an additional (STR x 10) damage Antipode: Rearing back his head, Tritoch lifts his wings and lets out a roar. Blue and red particles flow from his mouth, encircling the target in a whirlwind of fire and ice. The particles converge, causing a massive explosion as raging heat meets freezing cold. Antipode deals either Fire or Ice damage, depending on whichever element the target is most vulnerable to. Antipode deals (STR x 7) + 2d6 points of damage that ignores MARM. Tritoch may use this ability on himself. Sanctuary of Thunder: Tritoch bestows his elemental gift on all members of the party, filling them with a strong electrical current and granting them all an Absorbency to Lightning until combat ends. Tri-Nova: Taking to the air once more, Tritoch spreads wide his wings and whips his tail downward. Showers of energy rain from him onto the battlefield, engulfing the enemies first in searing flames, then freezing them in ice and finally unleashing a blast of thunder to shock the targets. Tri-Nova deals either Fire, Lightning, or Ice damage, depending on whichever element the target is most vulnerable to. However, there is a price for such a powerful attack. Tri-Nova deals (STR x 10) + 2d6 points of damage to a target enemy, as well as an equal amount to the summoner(s). Special Absorbs Fire, Absorbs Ice, Absorbs Lightning, AutoProtect, Flight Devotion Tritoch, having one been imprisoned inside a great block of ice for centuries, is grateful to his summoners when they prevent the same fate from befalling others. The party/character receives Destiny whenever they orchestrate a jailbreak, release captives, or otherwise grant freedom to those denied it.

A cloud of cherry blossoms fall from the sky as the heavens turn to night and a full moon appears overhead. Out of nowhere, a deep, guttural bark issues from the distance as a giant dog comes bounding in front of the summoner. Behind the dog, a giant swordsman wearing a wide-brimmed hat and ornate clothing strides slowly forward, taking a position in front of the summoner. Yojimbo extends one hand towards his summoner, waiting for payment and another opportunity to display his mastery of the blade. Spells None Abilities Tribute: Yojimbo requires payment to use any ability. Daigoro (500 gil) - Yojimbo is unimpressed by the sum offered and sends his dog to do the job. The ghostly hound Daigoro randomly attacks one enemy or ally for (DEX x 7) + 2d6 points of damage. Kozuka (2,000 gil)- Yojimbo is satisfied with the payment and reveals a set of well-made knives that he deftly throws to inflict (DEX x 12) + 2d6 points of damage to one enemy. Wakizashi (5,000 gil)- Yojimbo is pleased by the payment and slashes at the targets. He pauses for a moment to wipe the blood from his blade before sheathing it and awaiting his next command, while the monsters are left to bleed out the inflicted (DEX x 15) + 2d6 points of damage. Astral Flow, Zanmato (Special) If, at the time of Yojimbos departure, he has received 10,000 gil or more from the heroes, the Esper is silently elated with the sum offered and decides to perform his most impressive technique. He takes a moment to survey the battlefield and assess his enemies, all the while subtly shifting his stance. With a sudden movement quicker than the eye can perceive, Yojimbo draws his katana and slashes at his targets, then returns the blade to its sheath. The enemies are motionless for a moment, and then one by one their heads roll off their shoulders and land at their feet with dull thuds, followed moments later by their twitching corpses. All normal foes and Bosses, are instantly killed by this attack, even if the target is normally immune to instant-death attacks. Final Bosses remain unaffected. If used on a Final Boss, Yojimbo will not perform Zanmato and will instead revert to Wakizashi. He will not, however, return the extra Gil required to contract his deadliest skill. Special Auto-Life, Fiend Killer Devotion Yojimbo is a hardened mercenary, eschewing morals or other values for the sake of wealth. The party/character receives Destiny whenever they carry out a task for another individual purely for the sake of material gain, especially if the heroes fee would leave the individual impoverished afterwards.

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Anima

(Rank 4)

Atomos

(Rank 4)

A blackened metal chain plummets out of the sky, plunging into the ground with a thundering jolt. The chain retracts as it slowly pulls something out of the shadowed depths of the earth. More chains spring out of the earth, pulling themselves taught around the emerging figure, a strangely fish-like creature who roars in impotent fury as she weeps boiling blood. This is the dark spirit Anima. Spells Zombie, Death, Scourge, Demi, Degenerator Abilities Pain: Anima cries out to the battlefield as a drop of molten blood is flung from her eye upon the target. As the dark essence sears away at the target, the pure rage of Anima attacks their very spirit. In addition to causing (SPR x 6) + 2d6 Shadow Elemental damage, Pain has a 25% chance to kill the victim instantly. This secondary effect is considered a Death effect and may not work on bosses. Splintered Soul: Animas lower head lets out a scream of anguish, causing all who hear it to fall to their knees in agony. The attack deals (SPR x 14) + 2d6 Shadow Elemental damage to enemies and allies alike. Astral Flow, Catastrophe: The chain binding Anima to the surface snaps free, sending Anima plunging back into the earth. The chains themselves drag the enemy party down with her, allowing them to meet Anima's other face, a monstrous crowned skeleton, whose chains are near breaking point. As the combatants sink deeper into the darkness, the bindings snap, and Anima's other half is freed. With two gaunt arms she begins to vent all the pain and suffering of her existence into a single foe, slowly at first before picking up speed, doing (SPR x 16) + 2d6 Shadow Elemental damage to one enemy. Special Resistant to Shadow, Weakness to Holy, Auto-Stop, Auto-Zombie, Auto-Poison Devotion Despite her tortured appearance, Anima Sola seeks to take on the pains and the burdens of the world. Often, the only way to relieve someone of their suffering is through a permanent release. The party/character receives Destiny whenever they permanently defeat a Fiend-type enemy or an individual who has become physically corrupted from power of Notorious Monster, Boss or End Boss status.

A dark shadow envelops the battlefield as demon machine Atomos appears, its body barely more than a giant mouth hovering in the sky. A singular light glows deep in the void of its gaping maw, seemingly drawing in the surrounding light and causing the encroaching shadows. Its dark eyes flare open to survey those who the Summoner needs eliminated from existence, a thunderstorm of unreal proportions crackling across the sky behind it. Spells Demi, Gravija Abilities Devastation: Atomos massive form encompasses almost the entire sky, and he is capable of reigning destruction down upon all he sees. Atomos jets forth a series of arcing lasers, striking the ground without aim or concern. Devastation deals (INT x 4) + 2d6 damage to every person and object in a several mile radius, including the summoners allies but excluding Atomos himself. Engulf: Atomos' hideous body turns to face one target. A powerful vacuum forms as its singularity pulls at the target, slowly sucking it inside. The target must brace itself quickly to defend against the 25% chance to be sucked into the dark void of Atomos' stomach and removed from the encounter, as if forced through a Dimensional Gate spell. Though the target is not truly killed, Engulf is considered a Death effect and some bosses may be immune to this ability. Wormhole: Atomos sucks so hard at the edges of reality that he begins to peel back the world and exposes something else underneath. The current battlefield is now treated as very unusual Difficult Terrain. All bonuses granted to EVA and ACC by abilities and spells are treated as negatives instead, and whenever an enemy or ally would normally roll a critical hit, their turn instantly ends, and they are affected with the Confuse status instead, even if they are normally immune to Confuse. Critical Hits and Limit Breaks now occur on rolls naturally resulting in a pair of 1s. Astral Flow, G-Force Infinity: The singularity inside Atomos is fully revealed as the center of a black hole, causing an immense pull on all the Summoner's foes. The intense vacuum effect deals (INT x 14) + 2d6 points of nonelemental damage to all enemies and has a 50% draw them all into the deadly phenomenon, removing them from the current encounter. Like Engulf, being pulled through the black hole has the same effect as being forced into a Dimensional Gate spell. Some bosses may be immune to this ability. Special Indestructible (Takes zero damage from all sources), Auto-Float, Construct-Killer. Devotion Atomos is all but mindless, and grants no Destiny to his summoners.

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Diabolos

(Rank 4)

Doomtrain

(Rank 4)

With a dry, dusty fluttering, a swarm of ethereal bats surround the summoner and fly up to form an immense globe of pure darkness. Silently, the demonic Diablos descends from this globe and flares his wings as he scans the battlefield. He hungers, and all are his prey. Spells Poison, Blind, Twilight, Bio, Drain, Aspir, Osmose, Shockwave Pulsar, Curse, Virus, Dispel, Gravija Abilities Camisado: Diablos lunges forward, his clawed hands burning with sickly purple flame, and rakes his talons through his chosen victim. No wounds are caused, but the victim can feel his very soul being shredded away by the attack. Camisado deals damage equal to (1d6 x 10) percent of the foes maximum health. The enemy can never be reduced to 0 HP from this attack and will always be left with at least 1 HP. Camisado is considered a Death status effect. Astral Flow, Souls of Darkness: The globe of blackness that acts as Diablos' portal to this realm implodes back into a swarm of ethereal bats which gracefully pivot and fly through his enemies, causing no physical wounds but hammering away at their very essence before fading away and taking Diablos with them. Souls of Darkness deals damage equal to (2d6 x 10) percent of the foes maximum health. The enemy can never be reduced to 0 HP from this attack and will always be left with 1 HP, even if 100% or more HP loss is rolled. Souls of Darkness is considered a Death status effect. Special Resistant to Shadow, Vulnerable to Holy, Auto-Float Devotion Diabolos urges his summoners to embrace their emotions, including the natural human response of fear. The party/character receives Destiny whenever they defeat a Boss or End Boss without ever gaining an immunity to Fear during the course of the fight.

The ringing of haunting bells suddenly sounds, signaling the approach of the runaway Doomtrain. A series of pale white train tracks crisscross the battlefield as the ghostly train chugs into view, its many undead passengers engaged in deep conversation. As Doomtrain carries the departed tothe other sideit has been signaled to stop for a moment to pick up a few more. Spells None Abilities The Other Side (Special): Any target brought to 0 hp from Doomtrain is killed instantly. Their spirit boards the ghostly train wordlessly, never to be seen again. Last Call: Doomtrains mere presence begins to close the rift between life and death, bringing the living one step closer to joining him. The haunting call of Doomtrains whistle deals (DEX x 10) + 2d6 points of Shadow damage to all characters at 50% health or less, friend or foe alike. Astral Flow, Grand Train: The train tracks lead Doomtrain onto a collision course with a targeted enemy. The phantom train picks up speed before the collision, and ghostly hands reach out from the windows to grab at the foe and pull him inside the confines of the train. This attack deals (DEX x 14) + 2d6 points of Shadow damage, and inflicts the negative status effects Blind, Poison, and Berserk on the targeted enemy. If the enemy is at 50% or less health, the status effects Seal and Stun are also inflicted and all positive status effects are removed. Special Resistant to Shadow, Vulnerable to Holy, Unusual Defense (Takes 200% damage from all magical sources and half from all magical), Devotion Doomtrain has no goals of its own, merely content with its function and nothing more. However, knowing the heroes departed allies will be able to rest, at last, thanks to the Doomtrainoften brings comfort to even the most jaded hearts. Whenever the summoner or a longstanding party member permanently dies (Cheating Death doesnt count, nor do deaths caused by other allies), all other PCs gain one point of Destiny.

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Knights of the Round

(Rank 4)

Maduin

(Rank 4)

Impressive in their armor, and carrying a fierce variety of weaponry, three warriors enter the field, standing firm before the summoner. One stands larger than the other two, a white dragons head printed upon the flowing crimson of his cape. All three hides their faces with thick visors, but you get the impression that theyre smiling jovially. Spells Consecrate, Cure IV, Life, Esuna, Barrier, Addle, Temper, Protect, Shell, Brave Abilities Heros Resolve: The knights take the battle seriously, but not so much that they cant give their summoners combat pointers as they engage the foe. Thanks to the Knights of the Rounds training, one hero gains the ability to automatically cause an Armor Break, Power Break, Soul Break or Speed Break for 4 rounds whenever they cause a critical hit. Eschaton: The call to charge is given and the three warriors advance, striking out with their weapons. Swords flash, axes swing, spears twirl, and all enemies are struck for (VIT x 9) + 2d6 points of damage. Champions Call: The Knights raise their respective weapons high, displaying a confidence and camaraderie that inspires all who witness it. The Knights of the round and all allies have their damage step increased by one step until the summon is dismissed. Astral Flow, Ultimate End (90mp): Even legendary warriors can sometimes outdo themselves. One at a time, the three wade through the enemies ranks and strike with such force that the targets may as well not have any protection. Eschaton deals (VIT x 14) + 2d6 damage to all enemies, ignoring M.ARM and Shell. Special Auto-Protect, Controlled Defense Devotion The Knights of the Round embody the concept of strength in numbers, and proudly serve alongside those heroes who follow their lead. The party/character receives Destiny whenever they unite a nation or people against a common cause, or rally an army to wage war.

Proud and strong, Maduin rides into battle on a wave of brilliant light. The humanoid Esper glows with a pale lavender light, his well-muscled features and clawed appendages reminiscent of Ifrit. However, this unearthly warrior is peaceful and logical, adopting an oddly martial stance as he awaits for a command Spells Haste, Reflect, Flare, Seal, Force Field, Temporal Shift Abilities Riot Blade: Maduins hand snaps to his waist, drawing forth a thin sword with lightning-fast quickness. He darts forward and slashes one foe, dealing (STR x 8) + 2d6 points of non-elemental damage and having a 25% chance to cause the Confusion status. Trance: Maduins strongest ability is the power to unlock a humans innermost potential. The Esper absorbs a copious amount of MP, channeling it directly into a single party member. Until Maduin is dismissed, that ally deals 200% damage with all attacks and spells, acts as though they possess the Break Damage Limit weapon property, and gains the Flight status. Trance can only be applied to one Ally at a time, and can never be used on Maduin himself. Astral Flow, Chaos Wing: Maduin rises in the air and begins to glow with a lavender light, no longer able to contain the power that exists within him. Streaks of energy jet from his skin, burning the ground around him and all foes within Short Range for (STR x 14) + 2d6 point of damage. In addition, any weapons or armor the targets may be wearing are destroyed. When Chaos Wing ends, Maduin dissipates into a fine purple mist. Special Auto-Shell, Auto-Reflect Devotion Maduin has no fear and confidently believes himself and his summoner companions capable of doing things that have never before been accomplished. There are no boundaries for he and his allies. The party/character receives one point of Destiny whenever they succeed at an Impossible skill check.

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Phoenix

(Rank 4)

Alexander

(Rank 5)

An ancient, ugly bird lands slowly on the ground before the summoner. It turns one sad eye towards the party before giving forth a beautiful song. Suddenly, the avian bursts into flames, still singing. Out of the conflagration, a giant bird covered in gloriously vibrant plumage soars suddenly into the sky. It spreads its wings in front of the summoner, and a beautiful circular rainbow appears briefly. Phoenix is once again reborn. Spells Fira, Firaga, Flight, Esuna, Auto-Life Abilities Blaze of Life: Phoenix begins circling above the battlefield, then dives forward, covering the entire area in a flame which spreads out from its wings. To the party, the flame does not burn; instead, it soothes the mind and calls unconscious comrades back to action, casting Life on all party members. The enemy, however, is scorched by the flame as it burns away their impurities, doing (SPR x 12) + 2d6 Fire elemental damage to all enemies. Astral Flow, Rebirth: Phoenix circles above the battlefield again, singing its powerful song. Finally, it dives again, wreathing its entire body in flame. To the party, the flame feels glorious as it awakens their fallen comrades, casting Full Life on all party members. To the opponents, it feels as though the sun has descended to incinerate them for (SPR x 14) + 2d6 Fire elemental damage. Special Auto-Life Devotion Phoenix grants his boon to those who can survive the impossible, rising from the ashes as it does. The party/character receives one point of Destiny whenever an ally Cheats Death.

The summoner closes her eyes and gives a small prayer, which is answered as a massive mechanical creature rises up behind her. Alexander, the holy guardian, towers over the battlefield, resplendent in brightly-ornamented silver armor. It may be humanoid, but nothing below the waist can be seen above the ground. The arms are massive pillars, leaning against the ground, though no hands are visible. Perhaps the strangest thing about Alexander is what appears to be a palace on its wide shoulders, with towers sprouting high up over its head. Spells Holy, Dispel, Esuna, Aura, Brave, Cure IV, Holy Shield Abilities Ray of Light: A thin beam of light shines from Alexander's visor onto a target. The beam pulses with red energy as it begins to trace a glyph around the target, weaving ever faster. As the glyph has been etched onto the ground, the beam expands to fill the glyph, burning the target for (VIT x 20) + 2d6 Holy Elemental damage. Perfect Soul: Alexander grants a fragment of his nature to one character. The character becomes Impervious to all status effects other than Unconsciousness for 4 rounds. Astral Flow, Holy Judgment: Alexander shudders and clanks as a pair of immense feathered wings emerge from its back, shattering metal and stone. The wings beat slowly in the air as a ball of Holy energy is formed in front of Alexander's body. Suddenly the wings stop, and the ball splits into thousands of thin streams of energy, spiraling around the battlefield until, one by one, each plunges into a different enemy. The energy explodes within the targets, searing them all for extreme Holy elemental damage; (VIT x 35) + 2d6. Special Indestructible (Takes zero damage from all sources), Undead Killer, Fiend Killer, Break Damage Limit Devotion Alexanders mind is alien and incomprehensible, but it seems more likely to function for those individuals who help and rely on their allies for aid. The party/character receives Destiny whenever they defeat a Nororious Monster, Boss or an End Boss using a Teamwork Attack.

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Bahamut

(Rank 5)

Odin

(Rank 5)

The beating of massive wings can be heard as Bahamut swoops onto the battlefield and settles in front of the summoner, unleashing a roar loud enough to break the heavens. The King of Summoned Monsters has come, and even the strongest of heroes should fall to his knees in awe of such power. Spells Tornado, Quake, Brave, Flare Abilities Impulse: Bahamut raises his scaled hands, both of them burning and rippling with surging power. Releasing a mighty roar, he slams his hands together and directs the unleashed explosive energy over one enemy, crushing it for (STR x 20) + 2d6 points of non-elemental damage. Astral Flow, Mega Flare: The King of Summoned Monsters opens his jaws and gathers energy into a ball. Using the force of a deafening roar, he unleashes his full strength in a blast of raw magical power that engulfs the enemies in a catastrophic vortex of energy. The magnitude of the NonElemental damage inflicted is enough to fell even the strongest foes, doing (STR x 40) + 2d6 damage in total. Special Flight, Humanoid Killer, Resistance to all Elements except Holy, Break Damage Limit Devotion Bahamut only obeys the strong, and is quick to spurn the commands of any mortal he finds unworthy. The party/character receives three additional points of Destiny whenever they defeat an End Boss.

The sky above the Summoner and her allies darkens as the sound of a horse's gallop is heard. Suddenly, a giant form is seen leaping over the party. The form is slowly revealed to be a muscular, horned man atop an eight-legged horse. Odin draws his sword, Zantetsuken, ready to cleave his master's enemies in two. Spells None Abilities Patience (Special): Unlike other Espers, Odin only recieves one action per round no matter how many characters may have been involved in his summoning. Atom Edge: Odin sizes up one opponent, studying his strengths and weaknesses. In a flash, he urges his horse Sleipnir into a gallop, slicing into the foe with a force strong enough to cleave a weak monster in two instantly. When struck, there is a 25% chance for the target to be sliced in half, reducing its HP to 0 regardless of current HP. If it survives, the force of the blow still does (DEX x 20) + 2d6 damage. Astral Flow, Zantetsuken: The sky above the summoner becomes darker as Odin draws his sword and readies himself. In a flash, he begins galloping forward, using his momentum to deliver a mighty slash to all foes, inflicting dire damage and possibly slicing his foes in two. There is a 50% chance for every target's HP to be reduced to 0, regardless of current HP (roll separately for each target). This ability works on all creatures, including Notorious Monsters, Bosses and even End Bosses. Any who are lucky enough to survive still receive (DEX x 35) + 2d6 points of damage. Special Atop a Pale Horse: Due to Sleipnir, Odins immortal mount, Odin can utilize Flight at will and can move up to a Long Range every round while still remaining able to attack. Devotion Nihilistic and remorseless, Odins obsidian blade seeks only destruction to his enemies and send their souls to Valhalla. In the end, there will be nothing; no future. No hope. No aspirations. The party/character receives three points of Destiny by choosing to abandon their Life Goal. This is as much a mental decision as much as it is a supernatural pact; the character will never be able to accomplish this former Life Goal, no matter if they later regret their decision and attempt to do so.

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CHAPTER IX: BESTIARY


"Hmph. Ive fought worse." - Gilgamesh

The old adage maintains that good cannot exist without evil. Nowhere is this more true than in the worlds of Final Fantasy, where the road to ones destiny is paved with the bones of evil, ravening, and outright bizarre foes. This section contains a sample of sample monsters and villains, as well as rules for constructing your own. Level As with PCs, monsters have a Level from 1 to 30+, reflecting their overall experience and toughness. Generally, the monsters Level will be equal to the average Level of the Party it is intended for; a Level 5 Party, for instance, will generally be best off facing monsters ranging from Level 4 to Level 6. Monster Category Begin by selecting one or more of the fourteen Monster Categories outlined below; in design terms, each offers a broad template from which the finer details of the monster can be worked out. Categories are not mutually exclusive; dual-category monsters such as Dragon/Undead are perfectly plausible. In some cases, however, the Category might not be immediately obvious, in which event this step can be postponed until the monsters other characteristics have been determined. Abnormal - Generic monsters which fit in no other category, including unique or one-of-a-kind creatures. Aerial - Monsters with the power to defy gravity, usually through wings, but occasionally through more exotic means, such as inflated bladders, gas sacs, or magic. Recommended Abilities: Elemental Weakness (Wind), Flight Amorph - Shapeless monsters with no discernible anatomy; all but impervious against conventional weapons. Some Amorphs may be capable of shifting from one form to another. Recommended Abilities: Unusual Defense Arcana - Monsters created of raw magic. Aquan - Water-dwelling monsters. Though usually only encountered in their native element, they may occasionally venture onto dry land to terrorize its denizens. Recommended Abilities: Elemental Weakness (Lightning), Elemental Resistance (Water) Beast - The natural inhabitants of the world. Includes monstrous animals and other fauna twisted by magic.

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Construct - Artificial creations, animated by technology or magic. Includes such series stalwarts as golems and robots. Recommended Abilities: Elemental Weakness (Lightning), Drain Proof, Status Immunities Dragon - Monstrous reptiles with a serpentine bent. Covers the classic winged dragons as well as their ground-bound relatives. Fiend - Supernatural opponents serving the cause of evil, generally highly adept with the use of magic. Recommended Abilities: Elemental Weakness (Holy), Elemental Resistance (Shadow) Humanoid - Creatures of humanoid proportions and modest intelligence. Insect - Insects of every shape and size, typically protected by tough, chitinous shells. Recommended Abilities: Elemental Weakness (Ice) Plant - Animated and mutated plant matter as well as natural hazards such as carnivorous plants. Recommended Abilities: Elemental Weakness (Fire) Undead - The living dead are creatures reanimated by foul sorcery or supernatural circumstance. After an Undead creature is defeated, they return to 100% HP and MP after a varied period of time, ranging anywhere from several minutes to several years although most undead can reanimate merely hours after their defeat. Certain white magic spells can prevent this, such as Banish. Spells that instantly reduce a foe to 0 HP have no effect on Undead Undead may still choose to use attacks and abilities that cause themselves to be KOd, however. Recommended Abilities: Undead, Elemental Weakness (Fire), Status Immunities Location Where the monster is most likely to be encountered; usually its preferred habitat, or range of habitats. Basic concept and Category will take most of the guesswork out of this Aquan monsters will be found in Water locations, where Plants are more at home in places like Swamps and Forests. The environment a monster lives in also provides a starting point for assigning things like Elemental Resistances and Immunities later on obviously, a glacier-dwelling monster is more likely to be able to brave Blizzard Spells than one inhabiting a volcano. The eleven types of Locations are: Desert - Hot, arid, sandy regions. Forests - Dense temperate forests and woodlands made up of timber trees. Sometimes includes jungles, hot and humid areas of tropical rain forest, with heavy rainfall and even heavier vegetation. Lava Places of extreme heat, such as the inside of a volcano or near the earths core. Swamp - Alternately known as marshes. Fetid wetlands notorious for their muddy, unstable ground. Mountains - Rocky highlands characterized by sparser, tougher vegetation and colder temperatures. Plains - Also called steppe or veldt. Typically large, unbroken stretches of rolling grassland. Water - Large, natural bodies of flowing or standing freshwater located inland, rivers and lakes. Towns - Areas of civilization. Though the term town is used, this category applies to settlements of any size, from tiny hamlets to large cities. It also refers to ancient ruins and dungeon-like civilizations. Snow - Cold deserts,' tundra marked by sparse vegetation, periodic snowfall and extreme temperatures. Underground - Caves, caverns, tunnels, mines, and any other areas characterized by persistent lack of sunlight and cool, damp environs. Cosmic Outside the normal boundaries for reality, Cosmic locations are often interdimensional sites for epic boss confrontations. Size The monsters overall size measured in meters. More of a cosmetic consideration than a practical one; whilst size does give some indication as to the monsters overall resilience and power, small monsters are just as capable of dealing out grievous damage as large ones, if not more so.

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Attributes Like characters, monsters have five Attributes: Strength, Vitality, Dexterity, Intelligence and Spirit. Attacks With the basic properties of the monster settled, its time to move onto its offensive capabilities. Attacks are the first and simplest of these; offensive, damage-dealing maneuvers carried out as Attack Actions in combat, and are not affected by the Seal status effect. Regardless of its range of abilities, every monster will have at least one or two 'natural' melee attacks to fall back on, typically in the form of a bite, punch, claw or horn. The exact form of the attack is largely dependent on the monsters type. A Humanoid-type monster, for instance, might have a sword or spear, whilst a Plant-type monster could attack with thorns or vines. Reaction The monsters Reaction gauges how the monster will react to the players when the inevitable encounter takes place, and offers a useful yardstick for how the encounter develops from there. Pick one of the four categories below: Friendly monsters offer advice, directions, items, or healing, depending on the circumstances. Some may expect compensation for their troubles, while others help the party for free. Neutral monsters are passive, and will retaliate only if threatened themselves. While they wont go out of their way to help the players, they wont attempt to hinder them either. If not attacked or otherwise intimidated and intelligent enough, they may be willing to barter or offer their assistance in exchange for payment or some other small favor. Wary monsters wont pounce on the players outright, but it wont take much to provoke their ill-will. If they feel threatened by the Party, they will almost certainly be the first to attack. Hostile monsters will attack PCs on sight, regardless of the circumstances and odds. This may be for a wide variety of reasons, ranging from territorial considerations to simple hunger.

Building a Beast
Step One: Concept As with creating a character, the first step in building a monster is to decide what it is. Is it a small, quick fairy with magical attacks? Or is it a hulking Behemoth with incredible strength and power? First, decide if the monster Normal, Notorious, or a Boss.

Normal monsters are cannon fodder, and should make up around 75% of the opponents the Party runs into during
the course of their adventures. However, this does necessarily not mean that the players will have an easy time with them. Notorious monsters are a step up, representing grizzled veterans, favored minions, and one-of-a-kind creatures. Notorious monsters are usually encountered at the end of every other session; the average adventure will usually have several of these to give the players grief. Unlike normal monsters, Notorious monsters and their superiors can have quite developed personalities, and should make for a memorable encounter if handled correctly. Bosses usually appear during an adventure's climax, and should be constructed as a typically epic showdown requiring a good deal of the Partys resources and wit to overcome. End Bosses are the players most powerful archenemies. These are typically only encountered after a series of adventures, if not the end of a full-fledged campaign, and tend to be an integral part of the games ongoing storyline.

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Step Two: Base Stats


Normal Monsters get a total of 30 + (Level * 1) points to allocate between the five stats. Notorious Monsters get a total of 30 + (Level * 2) points to allocate between the five stats. Bosses get a total of 30 + (Level * 3) points to allocate between the five stats. End Bosses may use as many points as the GM sees fit.

Step Three: Derived Stats


In these equations, X is a variable number. For normal monsters, its 1. For Notorious, its 2. For Bosses, its 4. For End Bosses, 8. Hit Points are equal to 10 + (VIT * level) + (Level * X). Then, triple the creatures HP. Magic Points are equal to 10 + (INT * level) + (Level * X).

Step Four: Monster Types, Evasion and Accuracy


Monsters are divided into three further basic types Strong, Fast, and Smart. Decide which type of monster youre building, then calculate the creatures EVA and ACC scores accordingly. Strong Monsters have a base EVA of 6, plus their DEX rating. They have a base ACC of 2, plus their STR rating. Fast Monsters have a base EVA of 8, plus their DEX rating. They have a base ACC of 0, plus their STR rating. Smart Monsters have a base EVA of 5, plus their DEX rating. They have a base ACC of 3, plus their INT rating. Notorious Monsters, Bosses and End Bosses receive an additional +1 bonus to their ACC and EVA scores.

Step Five: Abilities Monsters, like characters, have special and unique powers, and more powerful monsters have stronger, more powerful abilities. Multiple Parts: The monster is made up of several separate parts- the main body, which has normal HP, and up to three other parts. The total HP of the extra parts adds up to half the HP of the main body. The monster dies if the main body is destroyed, but the additional parts can often make this difficult. Each additional part has access to one attack and/or spell. If one part is destroyed, the monster may revive it as a standard action after at least 1d6 rounds have passed. Combination Attack: May only be used by a
monster with Multiple Parts. If ALL parts are intact, they may all combine their actions for the round into one powerful attack that deals more damage than normal. Combination Attacks use one of the creatures standard attacks, but deal 300% damage.

Unusual Defense: Due to some racial characteristic,


the monster takes either half damage from Physical attacks and 200% damage from Magical attacks, or vice versa. As an alternate form of this power, the monster will automatically reverse its defenses every 1d6 turns - it shifts from being weak against Physical and strong against Magical, to being strong against Physical and weak against Magical.

Weakness: The monster has a Weakness to one or


more elements.

Flight: The monster is capable of flight, putting it out of


reach of most weapons. Short-range weapons suffer a -4 penalty to hit flying creatures.

Controlled Defense: As Unusual Defense, but the


monster may shift forms at will as an Instant action.

Item Use: The monster possesses one healing item it


may use during combat specify the exact item. Note that the characters will not necessarily find this item if the monster dies without using it.

Final Attack: When killed, the monster unleashes a powerful final attack. The attack can only be used when the monster dies, takes no MP, and is an Instant action. Status Touch: The monster can cause a negative status condition with its normal attacks generally a 25% - 50% chance to become affected with the negative status effect listed. Resistance: The monster has a Resistance to one
element.

Call for Help: The monster calls for another monster of


the same type, who arrives at the end of the round to join the battle. Because the monster must be the same type as the one that calls for help, boss monsters cannot choose this power.

Fear: The monster is so powerful that at the beginning of


each round, all of its enemies have a 50% chance to be affected by the Fear status for one turn. This can only be used by Bosses.

Immunity: The monster has an Immunity to the listed


element.

Regeneration: The monster has a form of Regen,


regaining the listed number of HP per round.

207

Undead: The monster is undead. All drain-type attacks


against an Undead target are reversed, meaning the user loses HP or MP and the monster gains it. Undead creatures gain an Absorbency to Shadow damage and a Weakness to Holy damage. Undead monsters also receive the Auto-Zombie status; Cure spells and healing limit breaks or abilities deal damage instead of restoring HP. Items and spells that raise comrades at 0 hp or less such as Life and Phoenix Downs have an opposite effect on the Undead, destroying them instantly. This will be ineffective on Notorious Monsters, Bosses, and End Bosses. All Undead are Immune to Poison.

Reduced HP: The monster does not follow the triple


health rule of regular monsters, for whatever reason, and either has x1 or x2 instead. This reflects pack monsters, harmless world critters, or regular racial representatives such as bandits.

Large: The monster is huge, making it Immune to


Knockback and the action-interruption that knockbacks normally cause.

Call Minions: The monster can take an Instant action


once per combat to call for its minions, who arrives at the end of the round to join the battle. The minions that are called must be at least 2 levels lower than the caller. There is generally a numerical listing beside the name of the minion; this represents how many appear when the Call Minion ability is used.

Counterattack: The monster has a percentile chance


to counterattack any physical attack against it with a normal attack.

Magical Counterattack: The monster has a


percentile chance to counterattack any magical attack against it with an Instantly-casted spell.

Impervious: An ability generally only possessed by


bosses, Impervious grants an Immunity to every negative status effect EXCEPT what those that have been specifically listed.

Two Weapons: Without needing to have Multiple Parts, the monster has a variety of weapons at its disposal and can strike simultaneously with them, making its attacks harder to dodge. Like players who dual-wield, monsters with Two Weapons roll 3d6 for accuracy, and keep the best two. They also add the entire 3d6 when calculating damage instead of the standard 2d6.

Step Six: Weapons Some monsters have adopted crude tools or use powerful weapons to grant them additional combat bonuses. Whenever you see an attack or special property marked with an asterix (*), youll know that it is tied to the creatures weapon. Thus, an enemy that has been Disarmed or has his weapon broken does not have access to these attacks or properties. Step Seven: Rewards Many monsters leave behind items or gil when they are defeated, or have items that may be stolen. Usually, the item is related to the monster or its abilities. For example, while a goblin may drop a short sword when defeated, a giant bird most likely will not. If a monster has a Drop Item, it has a 50% chance to give up the item when defeated. Steal Items can only be found by using the Thiefs Steal ability. A Refined item can be obtained only with the Engineers Innate ability. Step Eight: Review Double-check your monster to make sure everything is in order. Its the GMs job to play fair, and it might be tempting to create monsters that could decimate your players in a single round of combat, or be Immune to everything they could throw at it. Avoid this at all costs, even for bosses! As the GM, youre the final arbiter of the level of challenge present in the game for your players. Killing Heroes 101 All Notorious Monsters, Bosses and End Bosses are Immune to Mini, Charm, Stun and Fear. Both Bosses and End Bosses are usually immune or at least very resistant to instant-death inducing attacks, and they always possess the Break Damage Limit ability, allowing them to do more than 999 damage in a single round. Finally, Notorious Monsters, Bosses and End Bosses all possess the Dark Knights No Mercy ability, which allows them to permanently kill a player who has fallen to 0 hit points as a Slow action. This is one of the few ways a Final Fantasy character can truly die. Unlike the standard version of the ability, there is no limit to the number of times per session that enemies may use No Mercy.

208

Leafer
Level: 1

Killer Bee
Level: 1

The low, baritone hum fills the air even before you see whats causing it. Then the striped, insectoid predator hovers into sight, its giant poisoned stinger poised to strike. Killer Bees, much like their name would suggest, are vicious members of a species otherwise normally content with gathering pollen and making honey. They have a mean streak a mile wide, and can use their stinger to poison targets as a last-ditch, suicidal attempt to overcome larger foes. Most importantly, Killer Bees rarely travel alone, and a hive of them the size of a large tree is an intimidating sight indeed. Category: Aerial, Beast, Insect Location: Desert, Town, Forest, Swamps Size: 1ft (1.5ft including wings) Reaction: Hostile HP: 42 MP: 15 STR: 5 (+1) VIT: 3 (+1) DEX: 16 (+5) INT: 4 (+1) SPR: 3 (+1) Attacks: Flyby, 4 ACC, 5+2d6 damage *Stinger, 2 ACC, 8+2d6 damage, Inflicts poison, user takes 32+2d6 damage Magic: Pollen Special: Weakness to Ice, Weakness to Wind, Vulnerable to Fire, Call for Help, Auto-Float Evasion: 10 ARM: 3 MARM: 3 Rewards: Steal: Antidote, Refine: Cherub Down

The curious albino rabbit looks up at you, with hindquarters seemingly lodged in a small, leafy bush. It wiggles its nose at you in annoyance as you approach. Leafers are one of the world's most common creatures. They're herbivores and almost entirely harmless, preferring to spend their days munching greenery to assaulting travelers. They're an unusual species in that they dislike foraging for food - instead, they use their hind feet to carry sources of nourishment around with them. This acts as both a makeshift bed and ready protection from predators, as well as always ensuring nourishment is close at hand. A leafers preferred source of bedding is Gysahl Greens. Some children keep Leafers as pets, and the creatures seem to put up with that with only minor reluctance. Category: Beast Location: Forests, Plains, Towns Size: 9 inches Reaction: Friendly HP: 20 MP: 0 STR: 2 (+0) VIT: 4 (+1) DEX: 12 (+4) INT: 2 (+0) SPR: 9 (+3) Attacks: Incisor, 2 ACC, 2+2d6 damage Magic: None Special: Weakness to Fire, Reduced HP, Call for Help Evasion: 12 ARM: 0 MARM: 5 Rewards: Steal: Gysahl Greens, Refine: Echo Grass

209

Axebeak
Level: 1

Dingo
Level: 1

The long beak of the avian has a peculiar shape from which its name is derived, presumably used for spearing water-dwelling fish. It seems unconcerned by your presence and barely glances up as you approach. The Axebeak is almost never dangerous. Though its carnivorous diet consists exclusively of meat and even carrion, the Axebeak has never been known to feast on any of the major races. However, it will defend itself if provoked, and also has an eye for shiny trinkets and baubles. Category: Aerial, Beast Location: Desert, Mountains, Plains Size: 1.2m Reaction: Neutral HP: 48 MP: 0 STR: 8 (+2) VIT: 5 (+1) DEX: 10 (+3) INT: 3 (+1) SPR: 5 (+1) Attacks: Dive-bomb, 2 ACC, 8+2d6 damage Shred Pockets, 3 ACC, character takes 0 damage but loses 10+2d6 gil. Magic: None Special: Vulnerable to Lightning, Weakness to Wind, Flight, Aquan Killer, Flight, Steal job ability (+2). Evasion: 11 ARM: 3 MARM: 3 Rewards: Steal: Potion, Refine: Shear Feather

The brown, mottled skin of the beast does little to conceal the taut muscles and thick veins just beneath the skins surface. A pair of gleaming yellow eyes peer at you, as if waiting and hoping for you to run. Typically these wild tundra predators are golden-orange in color, and hunt small game such as rabbits, rodents or lizards. Unlike many other canine predators, Dingoes do not generally form large packs, but instead live in smaller family groups. A Dingo is characterized by their increasingly-skeletal appearance and vile smell as they age, to the point that they can be mistakenly be thought to be undead at first glance. Though their tactics in combat arent subtle, a Dingo has the unusual ability to regenerate damage very rapidly. Not only does this advantage help them overcome stronger foes, but it also means that a wounded Dingo who flees can return with friends only a few minutes later, completely healed. Category: Beast Location: Mountains, Snow, Plains Size: 1.7m Reaction: Hostile HP: 45 MP: 0 STR: 9 (+3) VIT: 4 (+1) DEX: 8 (+2) INT: 5 (+1) SPR: 5 (+1) Attacks: Vicious Bite, 5 ACC, 9+2d6 damage. Pursuit, never miss, 18+2d6 damage. Pursuit is only usable on a target who failed an Escape check on their last turn. Magic: None Special: Regeneration 5, Immunity to Ice, Aerial Killer Evasion: 8 ARM: 1 MARM: 5 Rewards: Steal: Potion, Refine: Arctic Wind

210

Skeleton
Level: 2

Goblin
Level: 2

The meter-tall creature before you is dressed like a man, but the large, floppy ears and stout, humpbacked posture make it unmistakable as anything but a Goblin. It carries a wicked looking blade and its black, pupil-less eyes gleam as it looks you up and down. Goblins are a humanoid race in their own right its only the violent tendencies of several tribes and subspecies such as the Black Goblins that prevent them from being recognized as such. They are nomadic creatures with different names across the globe sometimes referred to as Imps, Baknamies, Gobbledyguks, Moblins, and Devils. Because of the vast differences in the species goals, the race is, as a whole, unpredictable. You can never tell if the goblin you meet in the damp corners of an unexplored dungeon will be sticking his sword into your leg, or trying to haggle a fair price to sell it to you. Category: Humanoid Location: Desert, Forest, Lava, Swamp, Mountains, Plains , Towns, Snow, Underground Size: 0.9m Reaction: Wary HP: 108 MP: 20 STR: 7 (+2) VIT: 12 (+4) DEX: 6 (+2) INT: 4 (+1) SPR: 3 (+1) Attacks: *Shortsword, 4 ACC, 7+2d6 damage Unarmed Flail, -1 ACC, 7+2d6 damage Magic: Goblin Punch, Blind Special: Item Use: Potion, Call for Help, Resistance to Ice Evasion: 7 ARM: 6 (2 without armor) MARM: 3 (0 without armor) Rewards: Drop: Potion, Steal: Tier 1 Weapon, Refine: Smoke Bomb

The creature appears to be a set of Hume bones, bleached white and moving of their own accord. It carries both sword and shield, and two dim yellow lights flicker in its eye sockets maliciously as it moves towards you. Skeletons are the animated remains of the dead by high-level Black Mages, and when their master dies or dismisses them, they are left without orders, and shamble off into the world for reasons unknown. Possessing no real intelligence, these unholy grunts tend to find safety in areas where most races don't tread, such as wide deserts or abandoned ruins. They viciously attack any living thing that stumbles upon them, oblivious to the risks whether this is out of a dim memory of their former master's orders, or a genuine contempt and envy for the living is unknown. Category: Undead Location: Desert, Town, Underground Size: Usually 1.7m, but can vary by creatures original size Reaction: Hostile HP: 96 MP: 14 STR: 11 (+3) VIT: 10 (+3) DEX: 6 (+2) INT: 1 (+0) SPR: 5 (+1) Attacks: *Slash, 5 ACC, 11+2d6 damage Throw Bone, -1 ACC, 11+2d6 damage Magic: Sleep Special: Undead Evasion: 8 ARM: 7 (0 without armor) MARM: 2 (0 without armor) Rewards: Steal: Buckler, Refine: Zombie Dust

211

Giant Frog
Level: 3

Thug
Level: 3

Settled comfortably on his purple hindquarters, the Giant Frog tilts its blubbery head to one side and regards you with a slight fascination. Thenwith hunger. An enormous amphibian that occupies the dark, damp places of the world. Due to its insatiable appetite, Giant Frogs are forced to constantly hunt out new feeding grounds. However, being territorial creatures, more than a few deadly fights have broken out involving a comfortable-looking giant lilypad in an underground pond. Category: Beast Location: Underground, Swamp, Forest Size: 1.6m Reaction: Varies depending on species; usually Neutral or Wary HP: 138 MP: 19 STR: 12 (+4) VIT: 11 (+3) DEX: 5 (+1) INT: 2 (+0) SPR: 2 (+0) Attacks: Crushing Hop, 6 ACC, 12+2d6 damage Sticky Tongue, 3 ACC, 5+2d6 damage and causes a short-range knockback Disgusting Mucus, 0 ACC, 12+2d6 damage and has a 50% chance to cause Blind. Magic: Frog Song Special: Resistance to Water, Vulnerable to Thunder, Insect Eater, Insect Killer, Final Attack: Frog Song, Magical Counterattack (50%) Evasion: 7 ARM: 4 MARM: 4 Rewards: Steal: Glowstone, Refine: Fish Scale

Thugs encompass a wide catgory. They might include beastmen or simple pickpockets trying to make a living. Whether backalley brawlers, orcish raiders, or yakuza hired muscle, Thugs are tough combatants that usually fight in waves. They make the most out of surprise attacks, using their Ambush job ability to deal 200% damage in the pre-emptive combat round. Category: Humanoid Location: Varies Size: Varies by race Reaction: Always Wary or Hostile HP: 56 MP: 0 STR: 4 (+1) VIT: 5 (+1) DEX: 4 (+1) INT: 2 (+1) SPR: 2 (+1) Attacks: *Crushing Blade, 4 ACC, 12+2d6 damage Dump-Tackle , -1 ACC, 24+2d6 damage Magic: None Special: Reduced Attributes, Ambush job ability, Call for Help, Reduced HP, Item Use: Potion, Counterattack (25%) Evasion: 7 ARM: 10 (0 without armor) MARM: 10 (0 without armor) Rewards: Drop: Potion, Steal: 200 gil, Refine: War Gong

212

Larvae
Level: 3

Funguar
Level: 3

Intense, furious bursts of light and energy surround around what appears to be an oozing cocoon. The being hovers several feet in the air, leaving a few drops of still-sizzling multicolored ooze on the ground below it. The Larvae is an unusual creature, to be sure. Violent and prone to magical outbursts, it apparently lacks any goals other than its own survival. The fiend remains in this larval stage for several decades after which time it can become dormant for years, then suddenly re-emerge as a wholly unique fiend. Some legends even say that Deathgaze was once a Larvae. Category: Amorph, Fiend Location: Desert, Lava, Swamp, Mountains, Plains , Water, Towns, Snow, Underground, Cosmic Size: 2.5ft Reaction: Hostile HP: 111 MP: 55 STR: 2 (+0) VIT: 8 (+2) DEX: 3 (+1) INT: 14 (+4) SPR: 6 (+2) Attacks: Mana Sparks, 7 ACC, deals 12+2d6 damage to both the targets HP and MP. Magic: Elemental Spikes (Lightning), Thunder, Rasp, Aspir Special: Resistance to Lightning, Flight, Magical Counterattack (25%), Auto-Float, Vulnerable to Holy, Additional Evasion Evasion: 9 ARM: 4 MARM: 8 Rewards: Steal: Ether, Refine: Electro Marble

A thick stalk supports four large, blood-red leaves, each bearing a mouth lined with sharp, carnivorous teeth. The roots could almost be confused with clawed feet and hands at first glance, and the whole creature moves back and forth with an unnatural sway. The Funguar is a deadly vegetative creature that grows in water of high salinity. Due to their hostile behavior, chemicals are often produced to prevent these creatures' growth, but all but the most lethal of mixtures fail to actually kill them. Those who study the Lore of such creatures have reached a concerning conclusion Funguar reproduce through pollination and can reach adulthood in less than two weeks. Based on these extraordinary powers of reproduction, many chemists have pressed for an increase in the use of such chemicals. Category: Arcana, Plant Location: Desert, Forests, Swamp, Plains, Towns Underground Size: 1.1m Reaction: Hostile HP: 111 MP: 43 STR: 5 (+1) VIT: 8 (+2) DEX: 7 (+2) INT: 10 (+3) SPR: 2 (+0) Attacks: Bite, 6 ACC, 5+2d6 damage Spore Rain, 0 ACC, Group, 10+2d6 damage and inflicts Stun Magic: Seed Cannon, Fire, Sleep Special: Weakness to Fire, Vulnerable to Ice, Immune to Blind, Immune to Charm, Call for Help Evasion: 7 ARM: 8 MARM: 4 Rewards: Drop: Dream Dust, Steal: Antidote, Refine: Echo Grass

213

Spider
Level: 3

Bomb
Level: 4

Your first warning is almost too faint to be recognized a quiet chittering, similar to the sound of many blades tapping against stone rhythmically. These colossal predatorial arthropods are almost perfectly silent. Because of their size and often broods of thousands upon thousands of eggs they require much more meat than most carnivores, and therefore hunt larger prey when capable. They often wait in ambush, hiding in dark crevices and deep swamps.

The floating sphere seems to be made of living flame, bobbing unsteadily as the nearby air is superheated. Two small fingerless appendages presumably arms appear to keep it balanced. The Bombs mouth is wide and grinning, filled with what appear to be red-hot teeth, and the pupil-less orange eyes stare at you with amusement, intensityand maliciousness. Bombs also known as Balloons, Purobolos, Grenades, Mines, and Pineapples are a common magical creature that thrives in most areas of the world. They are often astonishingly aggressive, willing to even detonate themselves in a spectacular explosion to finish off their enemies. The remnants of a defeated bomb looks like an orange, half-deflated and featureless balloon, which retains the explosive and flammable properties that the Bomb did in life. Category: Aerial, Arcana Location: Desert, Lava, Mountains, Plains , Towns Size: 2.5ft Reaction: Wary or Hostile, depending on species subtype HP: 138 MP: 42 STR: 5 (+1) VIT: 8 (+2) DEX: 11 (+3) INT: 7 (+2) SPR: 4 (+1) Attacks: Bodyslam, 3 ACC, 15+2d6 damage Magic: Self-Destruct, Fire, Melt Special: Weakness to Ice, Absorbs Fire, Auto-Float, Flawless Spell (Self-Destruct can be cast Instantly, and costs no MP, once per round), Chain Reaction (Can cause other allied Bombs to Self-Destruct at the same time it does, but each Self-Destruct - including the original - only deals 50% damage.) Evasion: 11 ARM: 10 MARM: 3 Rewards: Drop: Bomb Core, Steal: Potion, Refine: Bomb Fragment

Category: Beast, Insect Location: Desert, Forests, Swamp, Mountains, Plains, Snow, Underground Size: 9.8m Reaction: Wary HP: 111 MP: 19 STR: 10 (+3) VIT: 8 (+2) DEX: 11 (+3) INT: 2 (+0) SPR: 2 (+0) Attacks: Bite, 5 ACC, 20+3d6 damage Spider Wrap, 2 ACC, 10+2d6 damage and Stop Magic: Web Armor, Poison Special: Weakness to Fire, Vulnerable to Water, Two Weapons Evasion: 9 ARM: 7 MARM: 5 Rewards: Steal: Potion, Refine: Sticky Web

214

Imperial Soldier
Level: 4

Ogre
Level: 5

Thats far enough! Drop your weapons and put your hands in the air, rebel scum! Wherever civilization flourishes, there will always be those who seek to usurp power these shock troops serve such aspiring dictators unwaveringly. Their loyalty is absolute, though their training is minimal and they are best known for their terrible aim. Imperial Soldiers can be either male or female, generally use low-technology guns as weapons, and wear helmeted uniforms of matching colors. They are often cleared for use of heavier weaponry should the need arise. Category: Humanoid Location: Varies Size: Varies by race Reaction: Usually wary HP: 26 MP: 0 STR: 3 (+1) VIT: 3 (+1) DEX: 3 (+1) INT: 3 (+1) SPR: 3 (+1) Attacks: *Bullet, 4 ACC, 15+2d6 damage *Wave Cannon, -5 ACC, 30+2d6 damage Bomb Core, 3 ACC, Group, 30+2d6 Fire M.ARM Fisticuffs, 0 ACC, 3+2d6 damage Magic: None Special: Reduced Attributes, Counterattack (25%), Call for Help, Reduced HP, Item Use: Potion Evasion: 6 ARM: 20 (0 without armor) MARM: 10 (0 without armor) Rewards: Drop: Bomb Core, Steal: Potion, Refine: Bracchus Wine

The earth rumbles as the green-skinned colossus approaches, his rancid breath visible in the cool air. The sound of metal grinding on metal accompanies each footstep thanks to the things patchwork armor, and it draws a weapon twice as large as you. Ogres are physically imposing enemies found the world over. Blessed with only rudimentary intelligence, they arm themselves with weapons from steel mauls and flails, or simply use trees ripped out of the ground as makeshift clubs. Even a few Ogres can pose problems for an entire band of adventurers due to their extremely fast regenerative abilities. Category: Humanoid Location: Size: 3.1-4m Reaction: Hostile HP: 195 MP: 0 STR: 14 (+4) VIT: 10 (+3) DEX: 5 (+1) INT: 1 (+0) SPR: 4 (+1) Attacks: Chain Flail, 6 ACC, 28+2d6 damage (Disarmable) Crushing Finish, 0 ACC, 42+2d6, Short Range Knockback and has a 25% chance to Shatter Armor Ogre Pummel, 3 ACC, 14+2d6 damage Magic: None Special: Resistance to Fire, Resistance to Ice, Regeneration 15, Counterattack (25%), Final Attack: Crushing Finish Evasion: 7 ARM: 13 (3 without armor) MARM: 7 Rewards: Steal: Random Tier 2 weapon, Refine: Earth Drum

215

Achelous
Level: 5

Flan
Level: 5

The many fins on the strange yellow-orange creature seem to move independently, giving it a very graceful appearance. The darker-colored tips of each tentacle-like fin begin to shimmer a moment later, a sizzling orange laser streaks through the water towards you, burning through everything in its path. While at first glance an Achelous could be mistaken for a bizarre species of fish, these aquatic predators are actually composed almost entirely of magic. Ancient cultures revered the Achelous, believing them to be the spirits that guided the fallen souls to the Farplane which is why even today, so many burials are done in or near large bodies of water. While the Achelous begins to prepare their dangerous Homing Laser attack, their fins glow with a shimmering light. Category: Aquan, Arcana Location: Water, Snow, Town Size: 2ft Reaction: Hostile HP: 135 MP: 75 STR: 4 (+1) VIT: 6 (+2) DEX: 10 (+3) INT: 12 (+4) SPR: 3 (+1) Attacks: Cutting Fins, 1 ACC, 16+2d6 Water damage Blinding Barrage, 1 ACC, 8+2d6 damage and inflicts Blind Magic: Homing Laser Special: Magical Counterattack (50%), Immune to Blind, Weakness to Lightning, Resistant to Water Evasion: 11 ARM: 5 MARM: 10 Rewards: Steal: Ether, Refine: Fish Scale

The gelatinous, cylindrical creature possesses two large humanoid eyes and a massive mouth that take up most of their semisolid surface. It moves slowly, as if having difficulty remaining in such an upright form, and does not appear to speak. Elemental energies arc and crackle out from the Flans surface. Whether known as Jellies, Puddings, Oozes, Mousse, or the variety of other names this magical species has been given, these multicolored slime-like creatures rarely attack on sight. With no need to consume nourishment, the motivations of these magic-wielding elemental blobs are mostly unknown. When attacked, Flans will lash out with everything they have, using their formidable offensive magic to heal themselves if they find themselves weakened. Category: Amorph Location: Lava, Plains , Water, Towns, Snow, Underground Size: Varies Reaction: Wary HP: 150 MP: 85 STR: 2 (+0) VIT: 7 (+2) DEX: 9 (+3) INT: 14 (+4) SPR: 3 (+1) Attacks: Slime Surge, 0 ACC, 2+2d6 damage that ignores ARM Magic: Low-level offensive magic with the Flans same element (i.e.; Fire, Blizzard) Special: Unusual Defense: Physical, Call for Help, Absorbs[Element] (Varies) Evasion: 11 ARM: 15 MARM: 5 Rewards: Steal: Potion, Refine: Accelerator

216

Chocobo
Level: 5

Hydra
Level: 6 (Notorious Monster)

Kweh! The lovable, large, and common avian creatures known as Chocobo have come in many different colors; some yellow, some blue, black, green, red, white and gold. They are used as transportation between many major cities, and Chocobo breeding, racing, digging, and taming has been around for hundreds of years. Its only in the last few decades that airships have begun to replace these creatures as a primary method of travel. They possess remarkable senses, capable of hearing other Chocobos from miles away, and smelling buried objects deep underground. Though Chocobos are usually extremely friendly, some subspecies which have remained in the hostile wild for many years have developed aggressive, survivalist personalities. Category: Beast Location: Desert, Forests, Mountains, Plains , Towns, Snow Size: 1.3m Reaction: Almost always Friendly HP: 30 MP: 45 STR: 3 (+1) VIT: 3 (+1) DEX: 11 (+3) INT: 6 (+2) SPR: 13 (+4) Attacks: Peck, 1 ACC, 6+2d6 damage Choco Guard, grants the user Protect and Shell Magic: Choco Ball Special: Reduced HP x1, Vulnerable to Ice, Vulnerable to Shadow Evasion: 11 ARM: 6 MARM: 0 Rewards: Steal: Hi-Potion, Refine: Chocofeather A long serpentine head begins to pull itself out of the swamp, the bog water running in long, drool-like rivulets from the beasts gaping mouth. Then a second head rises, and then a third and a fourth. These terrifying multi-headed beasts lurk underwater, waiting for prey of any sort to draw near. They are fearsome combatants with an independently-thinking mind located in each of its many heads. A Hydra hide can fetch a high price, as the thick skin is waterproof, doesnt conduct electricity, and nearly impossible to damage with fire however, more than one overconfident adventuring troupe have met their end to these dangerous beings. Category: Aquan, Fiend Location: Swamps, Underground Size: 6-7m Reaction: Hostile HP: 282 (Body), 47 (Head) MP: 0 (Body), 64 (Head) STR: 9 (+3) VIT: 12 (+4) DEX: 10 (+3) INT: 7 (+2) SPR: 4 (+1) Attacks: Bite, 5 ACC, 27+2d6 damage (Head Only) Sulfurous Breath, 21+2d6 Fire damage, has a 50% chance to inflict Blind (Head Only) Magic: Poison Breath Special: Resistant to Water, Large, Resistant to Lightning, Resistant to Fire, Resistant to Shadow, Multiple Parts, Combination Attack (Triple Threat, deals 300% damage) Evasion: 10 ARM: 10 MARM: 15 Rewards: Drop: Blood Sword, Steal: Revivify, Refine: Dragon Scale

217

Ahriman
Level: 6

Bunyip
Level: 6

The bulbous, cycloptic monster is held aloft by two rapidly beating bat-like wings. Its rubbery skin is the same shade as a Humes, with other similar features that genuinely disturb you if you think too much about it. The Ahriman is a winged, floating creature with a predominant single eye. Based on its appearance, the creature is often referred to as the Evil Eye or Float Eye. In Monster Talk, they refer to themselves as Buer. Ahriman were once people, twisted and corrupted in undeath by fiendish magic. They fight with a great deal of caution and care for their own life, lashing out with powerful magicks before retreating to higher ground. Category: Aerial, Fiend Location: Desert, Forests, Swamp, Plains , Towns, Snow Size: 3m wingspan, 1m tall Reaction: Hostile HP: 192 MP: 80 STR: 8 (+2) VIT: 8 (+2) DEX: 6 (+2) INT: 10 (+3) SPR: 4 (+1) Attacks: Collision Course, 6 ACC, 16+2d6 damage Grim Gaze, -2 ACC, instantly reduces a target to 0 HP Magic: Fira, Thundara, Blizzara, Stona, Rasp, Bio, Drain, Aspir, Blank Gaze, Protect, Shell Special: Unusual Defense (takes half damage from magical and 200% damage from physical attacks), Immune to Blind, Call for Help, Auto-Float, Additional Evasion Evasion: 9 ARM: 10 MARM: 10 Rewards: Drop: Ahrimans Tears, Steal: Eye Drops, Refine: Ink

The draconic creature seems to possess a hard shell-like skin, glistening with moisture. Its arms are muscled almost to the point of being ridiculous, and the squat purple dragon is clearly upset at the interruption A Bunyip is, in fact, part of the dragonoid family. They prefer non-temperate environments where they can have their privacy, such as tropical rainforests and the middle of deserts. Extremely territorial, Bunyips rarely meet with others of their own kind. Category: Dragon Location: Desert, Forests, Plains , Snow Plains, Snow Size: 1.4m Reaction: Hostile HP: 300 MP: 20 STR: 10 (+3) VIT: 14 (+4) DEX: 2 (+0) INT: 6 (+2) SPR: 4 (+1) Attacks: Slam, 5 ACC, 30+2d6 damage Facefirst Slam, 2 ACC, 20+2d6 damage and the targets ARM score is reduced to 0 for several rounds. Magic: Revenge Special: Unusual Defense: Physical (takes half damage from physical and 200% damage from magical attacks), Resistance to Water, the Fighter job ability Skin of Iron, Additional Evasion Evasion: 8 ARM: 15 MARM: 5 Rewards: Steal: Potion, Refine: Dragon Scale

218

Zu
Level: 7

Couerl
Level: 8

The gigantic purple-black bird descends to the ground with a deafening beating of leathery wings, wasting no time before striking out with its claws and a mouthful of jagged teeth Fierce and ruthless carnivores, these massive avians are renowned for their lack of self-preservation when hunting. Its not unheard of for a Zu to swoop into the middle of a crowded town and begin to slaughter everyone in the vicinity, paying no attention to any wounds it may be receiving as well. Only when the Zu is fully sated will it leave, carrying several stillflailing citizens back with it for a later snack. Some studiers of monster lore have determined that the Zu and its cousin, the Garudas, do not feel physical pain. Or at least, any discomfort they may feel is overwhelmed by the hunger pains caused by possessing four independent stomachs. Category: Aerial, Beast Location: Desert, Forests, Swamp, Mountains, Plains Size: 6m Reaction: Hostile HP: 219 MP: 45 STR: 14 (+4) VIT: 8 (+2) DEX: 9 (+3) INT: 4 (+1) SPR: 7 (+2) Attacks: Swoop, 4 ACC, 42+2d6 damage Titanic Jaws, 1 ACC, 56+2d6 damage and inflicts Armor Break Magic: None Special: Flight, Counterattack (25%) Evasion: 10 ARM: 10 MARM: 10 Rewards: Steal: Hi-Potion, Refine: Windmill

The orange feline lets out a low, burbling growl, its tail twitching at your approach. The creatures entire body is tensed and ready to spring, the two large, multicolored whiskers beginning to glow softly. These aggressive predators prefer to take down their foes with a bombardment of magical attacks from afar before finally closing in for the feast. They are prideful hunters, and more than one Couerl has been reported as fleeing from a battle upon being physically wounded. They hunt in small packs of 3-4, and apparently communicate by slight movements in their ribbon-like whiskers. Often, Couerl will defer to the decisions of an elder of their species. They use Ultrawaves often in combat, attempting to sow discord among their opponents while being immune to normal backlashes of the spell. Category: Arcana, Beast Location: Desert, Forests, Plains, Snow Size: 2m long (not including tail) Reaction: Wary HP: 198 MP: 90 STR: 7 (+2) VIT: 6 (+2) DEX: 12 (+4) INT: 9 (+3) SPR: 4 (+1) Attacks: Raking Claws, 6 ACC, 21+2d6 damage Corner the Prey, 4 ACC, 21+2d6 damage and the target cannot Escape combat. Magic: Ultrawaves, Wall Special: Absorbs Lightning, Call for Help, Immune to Confusion Evasion: 9 ARM: 10 MARM: 15 Rewards: Steal: Hi-Ether, Refine: Lightning Marble

219

Mandragora
Level: 8

Lost Soul
Level: 9

The distinctive-looking Mandragora peers up at you, holding its spherical head in its floppy, fingerless hands. Then it lets out a squeep and runs into the darkness, as fast as its little stalk-like legs will carry it. The Mandragora are a sentient race of vegetables that live in a variety of temperate climates. They have a unique and surprisingly intelligent society (referred to as a patch) and exhibiting personalities surprisingly similar to ours. They are ruled by a monarchy and often wear small, tailored garments to protect them from the cold which is deadly to the Mandragora people. There are many types of Mandragora, most of which live peacefully with one another Alarunes, Pumpkin Heads, Wild Onions, Nightshades, Topstalks, Tomatoes, and more. If forced into combat, a Mandragora will usually attempt to call for help as much as possible, overwhelming larger and more dangerous foes with sheer numbers. Mandragora are known to become hostile and aggressive if they take nourishment from soil where blood has been spilled. They are a very chatty species to anyone who possesses the Monster Talk language. Mandragora are edible. They frown upon this.

The ghost appears both solid and semi-translucent, its body a dull brown. It possesses two large eyes which it does not seem to open, but no other facial features. Then the warmth begins to drain from the air, and the ghost drifts forward Lost Souls haunt forlorn and forgotten places, bound to this fate until finally put to rest. They are purposeless, restless spirits with no continued reason for existence. Lost Souls often recall part of their former life, but its personality is fragmented by death and then manifestation as an undead spirit. Most Lost Souls have grown angry in the centuries that they have remained on the mortal plane, and attack any living being that stumbles upon them. Their Degenerator spell is incredibly powerful, quickly causing even the strongest of heroes to feel distinctly mortal. Category: Undead Location: Desert, Dungeons, Forests, Swamps, Mountains, Plains, Towns, Snow, Underground Size: Varies Reaction: Varies. Almost always Hostile. HP: 246 MP: 154 STR: 2 (+0) VIT: 7 (+2) DEX: 5 (+1) INT: 15 (+5) SPR: 10 (+3) Attacks: Farplanes Grasp, 0 ACC, 30+2d6 Shadow damage and inflicts Fear for one round Magic: Blind, Poison, Twilight, Sickness, Blizzara, Rasp, Bio, Zombie, Fira, Death, Degenerator Special: Undead, Magical Counterattack (50%), Immune to Blind, Auto-Float, Auto-Protect Evasion: 9 ARM: 10 MARM: 25 Rewards: Steal: Revivify, Refine: Curse Spike

Category: Plant Location: Desert, Forests, Swamps, Towns Size: 0.8ft Reaction: Neutral HP: 46 MP: 82 STR: 2 (+0) VIT: 4 (+1) DEX: 10 (+3) INT: 8 (+2) SPR: 14 (+4) Attacks: Headbutt, 7 ACC, 30+2d6 damage Ripe Rampage, 2 ACC, 55+2d6 damage and the Mandragora is reduced to 0 HP Magic: None Special: Weakness to Ice, Vulnerable to fire, Reduced HP x1, Call for Help, Job ability Preemptive Footwork. High-ranking representatives of the species may not have Reduced HP, Additional ACC. Evasion: 11 ARM: 0 MARM: 0 Rewards: Steal: Loco Weed, Refine: Mute Mask

220

Ochu
Level: 9

Anacondaur
Level: 10

The obviously planetoid creature brandishes four thorny tendrils at you, each tipped with a pair of hooked fingerlike vines. The creatures gaping maw oozes a viscous, drooling sap, and it lets out a shockingly humansounding scream as it approaches Ochu are massive, man-eating plantlike Fiends that seem to possess no real intellect. Lacking a sense of self, they only seek to feed and destroy. Small tribes of Mandragora sometimes revere the Ochu, referring to them as the Lords of the Wood. Mandragora will sometimes even leave out thoughtful makeshift gifts, in hopes this tribute will be perceived as an act of peace. The Ochu, not capable of understanding such a gesture, just eat them anyway. Category: Fiend, Plant Location: Forests, Plains Size: 2.7m tall, tentacles add an additional 1.5m Reaction: Hostile HP: 300 MP: 30 STR: 13 (+4) VIT: 9 (+3) DEX: 5 (+1) INT: 2 (+0) SPR: 10 (+3) Attacks: Earthquake, 6 ACC, Group, 39+3d6 Earth damage *Drain Vine, 3 ACC, 39+3d6 damage and drains 39+2d6 MP Magic: Flash, Sleepaga Special: Status Touch: Poison (50%) *, Vulnerable to Fire, Weakness to Ice, Vulnerable to Holy, Flawless Spell (Flash can be cast Instantly, and costs no MP, once per round), Two Weapons * Evasion: 10 ARM: 15 MARM: 15 Rewards: Drop: Hi-Potion, Steal: Ether, Refine: Tribal Drum

The black-skinned creature hisses, slithering forward and leaving long trails of slime in its wake. You feel yourself compelled to make eye contact, unable to rip your gaze away from its hypnotic red eyes. The Anacondaur, despite its appearance, is actually a lizard and not a snake, closely related to the Basilisk family. They utilize a variety of attacks in combat, able to turn their foes to stone with a look, crush them in a strangling embrace, spit a corrosive liquid, and even utilize a form of unique magic that allows them to strike enemies from afar. Category: Fiend, Beast Location: Desert, Mountains, Plains, Water, Underground Size: 1.5m tall, 6m fully elongated Reaction: Hostile HP: 300 MP: 76 STR: 10 (+3) VIT: 8 (+2) DEX: 12 (+4) INT: 6 (+2) SPR: 4 (+1) Attacks: Slithering Strike, 5 ACC, 36+2d6 damage Poison Spit, 4 ACC, Group, 18+2d6 damage and inflicts Poison until combat ends Magic: Laser Eyes Special: Status Touch: Petrify (25%), Flawless Spell (Laser Eyes can be cast Instantly, and costs no MP, once per round), Additional Evasion Evasion: 11 ARM: 20 MARM: 10 Rewards: Steal: Antidote, Refine: Mystery Fluid

221

Chocobo Eater
Level: 10 (Notorious Monster)

Cactuar
Level: 11

The Cactuar gazes at you with caution, its jointless arms and legs continually moving in a mockery of a run. The Cactuar are a race of intelligent creatures that physically resemble cacti, and are stuck in a stiff pose that resembles a runners movement astute, because the Cactuar is the fastest species in all of Ivalice. The Cactuar is known for its characteristic attacks, but their high evasion and tendency to flee make them difficult prey. If a Cactuar takes damage but remains standing, it will often follow up the following turn by Escaping. Rumors speak of a Cactuar that has grown larger than all the rest, easily towering above most buildings. It is said to possess a curly moustache and a serious demeanor, though these claims are, as of yet, unfounded. Category: Abnormal, Plant Location: Desert, Plains Size: 4 inches Reaction: Usually Neutral HP: 46 MP: 110 STR: 3 (+1) VIT: 3 (+1) DEX: 22 (+7) INT: 7 (+2) SPR: 8 (+2) Attacks: Cactuar Tackle, Never miss, 12+2d6 damage that ignores ARM Magic: 1000 Needles, Flawless Spell (Escape can be cast Instantly, and costs no MP, once per round), Special: Counterattack, Reduced HP x1, Immune to Berserk, Sleep, Petrify, Stop and Slow, Call for Help, Increased EVA, and the Ninja job ability Evade Magic Evasion: 20 ARM: 0 MARM: 0 Rewards: Steal: Sprint Shoes, Refine: Cactus Thorn

The creature before you is unlike anything youve ever seen. The face is lizardlike, with cavity-filled molars jutting out in odd directions. The stench of something rotten is on its breath, and its two colossal arms drag along the ground beside it, easily twice as long as the beast is tall As the name suggests, this one-of-a-kind lizard has a very unusual diet, subsisting entirely off of Chocobo meat. It avoids attacking people unless cornered, or it must fight for a meal. More than one Chocobo breeder has put out a reward for the destruction of this beast, although as of yet, it continues its harvest uninterrupted. The Chocobo Eaters most deadly attack is its Drill Shot maneuver, which allows the hulking creature to inflict normal damage despite any protection the target may have. It often uses Cleave to damage multiple foes at once. Category: Abnormal Location: Desert, Forests, Mountains, Plains Size: 2.5m tall, 4m arms Reaction: Wary, Hostile vs. Chocobos HP: 564 MP: 100 STR: 17 (+5) VIT: 14 (+4) DEX: 3 (+1) INT: 7 (+2) SPR: 9 (+3) Attacks: Uppercut, 8 ACC, 85+2d6 damage Shakedown, 4 ACC, 68+2d6 damage, causes a Medium Range knockback and Disarms the target Magic: Drill Shot, Eject Special: Counterattack, Weakness to Fire, Cleave job ability. Evasion: 12 ARM: 25 MARM: 10 Rewards: Steal: Hyper Wrist, Refine: Dynamo Stone

222

Magic Urn
Level: 11

Antlion
Level: 12

The ceramic pot is not itself unusual, but an odd, erratically-blinking light emanates from it. As you approach, a small purple head pops out from the jar and stares at you with large yellow eyes, as if waiting expectantly for something. It is said that Magic Urns were once demons of legendary might, foes unto the gods themselves. The gods feared them and their power, and so changed their form to that of a harmless pot. It is further said that though their strength be stolen and their temperament cooled by transformation, they still possess terrible magical powers. Whether true or not, more than one adventurer has made a friend from these otherwise cautious, mute being by offering it an Elixir. When a Magic Urn uses the Escape spell in combat to flee, they soar skyward as if propelled by an engine. Category: Abnormal Location: Varies Size: 0.6m Reaction: Friendly HP: 102 MP: 190 STR: 2 (+0) VIT: 2 (+0) DEX: 12 (+4) INT: 15 (+5) SPR: 10 (+3) Attacks: Toss Stone, Never miss, 36+2d6 damage Magic: Tractor, Drain, Rasp, Aspir, Blizzaga, Thundaga, Firaga, Sleepaga, Protect, Shell, Seal, Escape, Mini, Confuse, Curaga, Addle, Melt Special: Controlled Defense, Magical Counterattack, Reward (If the party gives a Magic Urn an Elixir, they receive 1 additional point of EXP and all other rewards as if combat resolved normally.) Evasion: 10 ARM: 0 MARM: 0 Rewards: Refine: Flashbang Waves of sand burst skyward all around you, and you only have a splitsecond to dive and roll away from the massive orange-brown jaws that snap at the air. The rest of the creature emerges from the sand pit only moments later, chittering angrily in some unknown monstrous language. An Antlion has discovered you, and seeks to make you his next meal! Extremely aggressive carnivorous insects also sometimes known as Deathclaws, Antlions reside deep underground. They are not fussy eaters and are known to be able to make a single meal last for weeks. Rending flesh from their prey with large, envenomed jaws, Antlions are by far the most common nonmagical type of monster. Antlions often possess Geomancer abilities Category: Insect Location: Underground Size: 15-16m long Reaction: Hostile HP: 498 MP: 0 STR: 13 (+4) VIT: 12 (+4) DEX: 10 (+3) INT: 2 (+0) SPR: 5 (+1) Attacks: Spit Venom, 4 ACC, 36+2d6 damage, inflicts Poison Sandstorm, 2 ACC, Group, 72+2d6 Earth damage Antlion Bite, 8 ACC, 52+2d6 damage Magic: Drill Shot Special: Weakness to Water, Weakness to Ice, Resistant to Earth, Status Touch (Poison) (25%), Large Evasion: 9 ARM: 15 MARM: 15 Rewards: Steal: Hi-Potion, Refine: Deadly Waste

223

Chimera
Level: 12

Deathgaze
Level: 13 (Boss)

The abominations three heads- lion, rooster, and dragon - look at you simultaneously and let out a low warning growl. The Chimera is a monstrous beast with the head of a lion, rooster, and dragon. Each head has access to a different element of spell. The legends say that Chimeras were once mages, twisted into fell beings by the experiments of a man who was once called The Alchemist, and later became known as The Immortal, the first of the Blue Mages. Whether there is any truth to this rumor or not, its well-known that Chimeras do possess a special hatred for mages, especially those that utilize Blue Magic, and will ignore all other threats to target mages. Chimera almost always travel in packs. Category: Abnormal Location: Desert, Forests, Swamps, Mountains, Plains, Snow Size: 2.3m Reaction: Hostile HP: 354 MP: 166 STR: 10 (+3) VIT: 8 (+2) DEX: 5 (+1) INT: 12 (+4) SPR: 7 (+2) Attacks: Claw, 3 ACC, 40+3d6 damage Cockatrices Gaze, Never misses, drains 51+2d6 mp and deals no damage. Magic: Electrocute, Flamethrower, Aqua Rake, Blizzara, Seal, Quick, Illusion Special: Auto-Haste, Resistance to Water, Resistance to Lightning, Resistance to Fire, Resistance to Wind, Resistance to Ice, Two Weapons, Flight, Magical Counterattack (50%), can ignore Provoke, Threaten and similar effects. Evasion: 11 ARM: 15 MARM: 25 Rewards: Steal: Tier 3 armor, Refine: Antarctic Wind

The sheer size of the creature takes your breath away. Two vast wings disappear into the clouds above, and its glowing yellow eyes are larger than buildings. A sense of imminent dread settles deep into your soul at the very sight. The motives of the colossal winged undead known only as Deathgaze are a mystery. Every several hundred years it resurfaces to feed, flying from town to town to slaughter people by the thousands. Its motives are as inscrutable as the appearance of the monster itself. In combat, Deathgaze is reported to use his massive wings to knock foes up to miles away, then drawing targets back to him using Tractor to fight potential threats individually. Category: Aerial, Undead Location: Cosmic Size: 0.7 miles Reaction: Friendly, Neutral, Wary, Hostile HP: 849 MP: 257 STR: 17 (+5) VIT: 17 (+5) DEX: 9 (+3) INT: 15 (+5) SPR: 11 (+3) Attacks: Crush, 8 ACC, Group, 68+2d6 damage Abyssal Scream, 4 ACC, Group, 40+2d6 Shadow damage and causes a Long Range knockback. Magic: Lv.? Doom, Blizzaga, Thundaga, Melt, Tractor, X-Zone Special: Fear, Immune to Petrify, Large, Undead, Flight, Call Minions (10 Larvae), Destructive Strike ability, Skin of Iron ability Limit Break: Nihilium. 85+2d6 M.ARM damage, Random Target and Debilitate (2) against Shadow. Evasion: 10 ARM: 25 MARM: 25 Rewards: Drop: Ironside, Steal: Rage Ring, Refine: Curse Spike

224

Malboro
Level: 13

Wyvern
Level: 14

The hideous plant possesses brownish-green mottled skin and writhing tentacles. Its tooth-filled maw is filled with powerfully acidic saliva, and breathing the miasma that is its foul breath causes your head to pound and vision to swim. You feel your legs getting weaker for every second you spend near this accursed being. The Malboro often known as a Morbol or Oscar - is a mutanous form of plantlife that lacks the ability of photosynthesis and must feed on other creatures to survive. The Malboro is a fearsome foe most despised due to its horrible "Bad Breath" attack which inflicts a vast amount of status effects, capable of obliterating an entire party in a matter of a few turns. Oddly, Malboros seem to rapidly petrify as they age, darkening and hardening their rubbery skin. These elder Malboros are more intelligent than the rest, and seem to command obedience from the younger examples of the race. In combat, a Malboro can use the Blue Mage ability Aura Magic, giving up 183 HP in order to make Bad Breath a Group-targeting attack. Category: Plant Location: Desert, Forests, Swamps, Plains Size: 2.1m tall, 1.8m tentacles. Reaction: Hostile HP: 732 MP: 75 STR: 10 (+3) VIT: 17 (+5) DEX: 6 (+2) INT: 4 (+1) SPR: 6 (+2) Attacks: Drain Tentacle, 5 ACC, 40+2d6 damage and the Malboro has a 25% chance to recover 75 MP. Cloying Breath, 20+2d6 damage and inflicts Seal and Slow Magic: Bad Breath Special: Impervious, Aura Magic, Growing Threat (At the start of each combat round, all players take a -2 penalty to their EVA and ACC scores. This penalty accumulates each successive round.) Evasion: 8 ARM: 20 MARM: 10 Rewards: Drop: Malboro Poison, Steal: Remedy, Refine: Deadly Waste The dragons hot breath heats the air, its sharpened talons digging into the rocky earth. Its arms are feeble, having been traded for forelimbs at some point in the creature's eons-long development. Then the Wyvern takes flight, a blur of motion as it wheels gracefully through the sky. These lesser dragons, born inferior to others of their ilk, are nevertheless a fearsome foe. These species come in many colors, ranging from a dull mottled brown or black to a brilliant turquoise-blue that the Dragoons have emulated out of reverence. In ages past they were believed to be emissaries of some sort of War God, inspiring soldiers on the field to acts of foolhardy courage and bravery. Wyverns seem to be able to communicate telepathically with Dragoons, whom they never attack without provocation. Category: Aerial, Dragon Location: Mountains Size: 6.5m Reaction: Varies. Usually wary or Hostile. HP: 408 MP: 164 STR: 6 (+2) VIT: 8 (+2) DEX: 12 (+4) INT: 10 (+3) SPR: 8 (+2) Attacks: Bite, 2 ACC, 48+2d6 damage Inhale, 3 ACC, 40+2d6 MP is drained Megiddo Flame, 4 ACC, group, 60+2d6 Fire damage Magic: White Wind, Firaga, Thundaga, Disable, Invisible, Seal, Aeroga, Regen, Advanced Illusion Special: Resistant to Wind, Flight Evasion: 12 ARM: 20 MARM: 30 Rewards: Steal: Dragon Mail, Refine: Air Gem

225

Tonberry
Level: 14

Demonolith
Level: 15

The creature is quite small, two to three feet tall. It has green skin and a round head, with a small snout and round yellow eyes. It resembles, to some small degree, a bipedal lizard, and stands upright. It's wearing a hooded cloak, dull brown, and it has a dolphin-like tail peeking out from beneath the hem. In its left hand, it carries a large lantern that illuminates the ground at its feet, and swings mournfully in time with its silent footsteps. In the other, the creature holds a long, sharp chef's knife, which gleams with the hatred of the living. A Tonberry, also localized as Dingleberry or Pug, is quite small, usually no larger than two or three feet (sixty to ninety centimeters) tall. They are truly vicious predators of the highest degree, believing it is their duty in life to make wandering adventurer's pay for their sins, and seek vengeance for the many monsters slain by the humanoid races. It is this lust for faceless revenge that drives Tonberries, and, though they speak the Common Tongue, very few have words to share. Category: Abnormal Location: Forest, Swamps, Town, Underground Size: 2ft Reaction: Hostile HP: 450 MP: 136 STR: 13 (+4) VIT: 9 (+3) DEX: 8 (+2) INT: 8 (+2) SPR: 6 (+2) Attacks: Approach, slow action, no effect. Chefs Knife, 5 ACC, 156+2d6 damage (Disarmable) Everyones Grudge, Never miss, Group, Deals 100 M.ARM damage for every Tonberry each target has slain. Karma, Never Miss, Instantly reduces a mediumrange target to 0 hp. This is considered a Death status effect. Magic: Condemned Special: Impervious, Slow moving can only move a Short distance instead of a Medium distance each round. Tonberry cannot use other attacks until it has used Approach twice. If Tonberry is affected by a Knockback, it must start over. Tonberries possess the Killing Machine and No Mercy job abilities. Evasion: 9 ARM: 20 (0 without armor) MARM: 20 (5 without armor) Rewards: Steal: Safety Bit, Refine: Chefs Knife

The monolithic gravestone before you appears to bear words of sympathy for the fallen, listing many names. Several humanshaped bones appear to have been inserted into the grave during its construction, poking out at unusual angles. As you move in to inspect the epitaph further, the bones suddenly begin to stir and knit together of their own accord, slashing at the air where you stood only a moment ago Demonoliths were created by some twisted, long-forgotten wizard to protect his valuables. These constructs are fueled with necromantic energy of the most horrific kind; when a Demonolith slays a trespasser, it waits many years for the flesh to fall from the bones before assimilating the victims remnants into itself. Some truly ancient Demonoliths are more bone than construct, and are capable of movement most, however, have neither the strength nor size to escape their stony prison. Category: Construct, Undead Location: Towns, Underground Size: 2.2m tall Reaction: Hostile HP: 480 MP: 220 STR: 11 (+3) VIT: 9 (+3) DEX: 1 (+0) INT: 13 (+4) SPR: 11 (+3) Attacks: Raking Claw, 7 ACC, 55+2d6 damage Pharaohs Curse, 5 ACC, Medium Range, deals 26+2d6 Shadow damage that ignores ARM and inflicts Petrify Magic: Stona, Stonaga, Tractor, Lock, Melt Special: Status Touch: Curse (50%), Undead, Auto-Stop, Immune to Mini, Immune to Curse, Immune to Charm Evasion: 0 ARM: 30 MARM: 20 Rewards: Drop: Revivify, Refine: Zombie Dust

226

Land Worm
Level: 15

Imperial Captain
Level: 16

Open fire! Leave no survivors! Imperial Commanders, Captains and Generals are squad leaders for a handful of Imperial Soldiers they use large serrated swords in combat as well as guns, often more advanced weaponry possessed by the rest of their team. Imperial Captains are often quite powerful and are not to be underestimated. They have undergone rigorous selection procedures to become the pride of the Imperial Army. Some possess Android grafts, allowing them to see even in pitch blackness or communicate with other Systems across a distance. They possess the Warcry, First Strike and Leadership job abilities, making any Imperial Soldiers even more dangerous. Category: Humanoid Location: Varies Size: Varies by race Reaction: Varies, often Wary HP: 200 MP: 55 STR: 4 (+1) VIT: 5 (+1) DEX: 5 (+1) INT: 4 (+1) SPR: 3 (+1) Attacks: *Gatling Sword, 6 ACC, 75+2d6 damage *Superior Firepower, 4 ACC, 64+2d6 damage, inflicts Seal Right Hook, 2 ACC, 4+2d6 damage Magic: Wall, Blizzaga Special: Reduced Attributes, Reduced HP, Increased Accuracy, *Construct Killer, *Status Touch:Seal (25%), Call Minions (4 Imperial Soldiers), Call for Help, *Warcry, *First Strike, and Leadership job abilities Evasion: 9 ARM: 50 (0 without armor) MARM: 40 (0 without armor) Rewards: Steal: Tier 4 Heavy Armor, Refine: Molotov

The sand all around you ripples like the waves of the ocean before something that defies description bursts upward through the sand. The creature is enormous at least fifteen meters high and you wonder how many more are on the way. In stark contrast to their great strength and resilience, Land Worms are very vulnerable to status attacks. Category: Beast Location: Underground, Desert Size: Unknown. Reaction: Hostile HP: 930 MP: 0 STR: 18 (+6) VIT: 19 (+6) DEX: 4 (+1) INT: 2 (+0) SPR: 2 (+0) Attacks: Swallow, 8 ACC, inflicts Stun for several rounds. A Land Worm can only have one target Swallowed at a time, and any target Stunned in this way takes 90+2d6 Earth damage at the start of each of their turns. Black Drool, 4 ACC, 54+2d6 Shadow damage Sneeze, 0 ACC, 36+2d6 damage and causes a Long Range knockback. Magic: Quake Special: Immune to Blind, Immune to Mini, Immune to Earth, Vulnerable to Water, Large, Flawless Spell (Quake can be cast Instantly, and costs no MP, once per round) Evasion: 7 ARM: 10 MARM: 10 Rewards: Steal: Sages Staff (Quake), Refine: Earth Gem

227

Mamool Ja
Level: 16

Geosgaeno
Level: 16 (Notorious Monster)

The beast before you is an unusual one balancing on taloned, three-toed feet is a lizardlike creature clad in well-made warriors garb. It brandishes a scimitar and approaches you with loathing and pity in its milky, slanted eyes. A militaristic tribe of demihumans, the Mamool Ja are philosophers, poets, warriors and religious fanatics that seek nothing less than total domination over all other races. In their own tongue, Mamool Ja means 'brethren of the shining scale.' They are lead by an Autarch, a totalitarian, two-headed leader that rules with an oppressive iron fist. Category: Humanoid Location: Varies, usually Forest or Swamp Size: 1.7-2.1m Reaction: Hostile, some rules can be Neutral HP: 498 MP: 214 STR: 9 (+3) VIT: 9 (+3) DEX: 8 (+2) INT: 12 (+4) SPR: 8 (+2) Attacks: *Vorpal Blade, 3 ACC, 45+3d6 damage Somersault Kick, 7 ACC, 36+2d6 damage, Short Range knockback *Fanatics Fervor, grants the user Haste Magic: Zombie, Arise, Protect, Shell, Seal, Stop, Brave, Confuse, Aerora, Aeroga, Vox, Life, Cura, Addle, Haste Special: Magical Counterattack: Seal (25%), Two Weapons, Humanoid Killer, Item Use: Dream Dust Evasion: 10 ARM: 24 (10 without armor) MARM: 10 Rewards: Steal: Dream Dust, any Tier 2 weapon, Refine: Earth Gem

An unearthly roar fills the cavern, cutting through the murky water like a blade. Moments later, a massive fish-like Fiend bursts forth from the depths, two curved claws snapping out at you. Swords and arrows can be seen lodged in this creatures rocky skin, resembling those employed in ancient warfare. You can only assume how long this dangerous creature has lived The Geosgaeno is said to be the father of all Fiends, protecting his twisted offspring with a cold, calculating human mind. It was long thought that the Geosgaeno was merely a myth, until one brave adventurer ventured to find proof though the mans life was lost in the attempt, the existence of this centuries-old threat was confirmed at last. Portions of the Geosgaenos body has petrified, becoming harder than stone. It prefers to remain in the deepest parts of the ocean, unable to exist on land. Category: Aquan, Fiend Location: Underground Size: 16.1m Reaction: Hostile HP: 702 MP: 234 STR: 12 (+4) VIT: 12 (+4) DEX: 16 (+5) INT: 12 (+4) SPR: 10 (+3) Attacks: Furious Charge, 7 ACC, 75+2d6 damage Magic: Zombie, Bio, Drain, Rasp, Osmose, Scourge, Death, Haste, Confuse, Dispel Special: Controlled Defense, Regeneration 40, Immune to Seal, Immune to Float, Final Attack: Injection (launches poisoned spines into one foe, which contain Geosgaenos fiendish DNA. The target will slowly metamorph into a new if smaller Geosgaeno over the course of two weeks unless healed, becoming a Fiend.) Evasion: 12 ARM: 30 MARM: 40 Rewards: Drop: Defender, Steal: Elixir, Refine: Water Gem

228

Evil Wall
Level: 16 (Notorious Monster)

Gigas
Level: 17

On the wall a Demonic relief has been carved, complete with a challenging stone stare for who would seek to defile its master's resting place. Suddenly, the wall begins to shudder and move slowly towards you, the demonic visage animating! You better act fast lest this be the last thing you see before the Evil Wall bears down upon you and crushes your bones to dust!

The humanoid construct has been forged from Darksteel, with gaping holes in the side of its body where whirring gears and strange devices can be clearly seen. Despite its apparent minimal intelligence, this great, horned war machine shakes the ground as it approaches. According to legend, the Gigases were weapons built by the Ancients, developed for no function other than the eradication of life. They were later sealed away in a holy shrine at the cost of many lives. Though the truth of such legends cannot be ascertained, more than one aspiring Tinker has agreed that the craftsmanship involved in these hostile entities far surpasses anything that has been created in recent centuries. They can randomly alter their one elemental weakness at will, and attempt to neutralize more threatening foes by shattering weapons and hurling them aside. Category: Construct Location: Snow, Underground Size: 2.7m Reaction: Hostile HP: 897 MP: 0 STR: 17 (+5) VIT: 16 (+5) DEX: 6 (+2) INT: 4 (+1) SPR: 4 (+1) Attacks: Crush Punch, 8 ACC, 102+2d6 damage Grab and Toss, 5 ACC, 51+2d6 damage, Long Range Knockback and causes the target to be Disarmed. Magic: Wall Change Special: Counterattack, Additional Evasion, Regen 20, Flawless Spell (Wall Change can be cast Instantly, and costs no MP, once per round), the Fighter job ability Skin of Iron (50%) and the Ninja Shatter Weapon ability. Evasion: 15 ARM: 20 MARM: 40 (0 without armor) Rewards: Steal: Muscle Belt, Refine: War Gong

The Demon Wall is usually depicted as a large, stone monster encased in or carved upon a giant slab of stone. Mostly set as traps in tombs and temples, Demon Walls fight by sliding slowly toward the heroes with the intent of crushing them into the wall parallel to it, making the fight a race against time. Category: Fiend, Construct Location: Underground Size: Varies Reaction: Hostile HP: 798 MP: 346 STR: 10 (+3) VIT: 14 (+4) DEX: 5 (+1) INT: 19 (+6) SPR: 14 (+4) Attacks: Accursed Claws, never miss, 50+2d6 damage Magic: Scourge, X-Zone, Curse, Melt, Arise, Death, Berserk, Stonaga, Drain, Osmose, Illusion, Melt, Degenerator Special: Large, Immune to Seal, Immune to Petrify, Immune to Haste, Immune to Reflect, Curse Touch (100%), Crush (The Evil Wall moves a Short Range forward each round after 10 combat rounds, the Evil Wall generally forces the party off the side of a crevice or crushes them against another wall. This generally means death for the heroes.) Evasion: 11 ARM: 20 MARM: 20 Rewards: Steal: Blood Sword, Refine: Farplane Shadow

229

Varuna
Level: 17

Gelatitan
Level: 18

A gaunt undead horror, with cobalt veins crisscrossing layers of black sinew. The face of the creature if it has one - is obscured by a helmet formed from bone. Varuna are deceased warriors that have been granted a semblance of life from the Arise spell, though it has been stripped of its memories and personality, leaving behind nothing except the desire to kill and the knowledge of how to do it. They are often in the employ of extremely dangerous mages and malevolent entities with plans for domination or destruction on a global scale. While these wicked beings may be a challenging foe in combat, their true strength lies elsewhere. A Varunas unique abilities make it a far greater threat as a commanding voice for hordes of lesser fiends and undead troops.

The flans sludgelike exterior bubbles and roils from constant chemical reactions, toxic bubbles left in its wake as it surges forward. The biology of the thing is absurd, even by amorphic standards - the creatures monstrous maw is as large as a house and lined with jagged teeth. Enormous members of the Flan family, often formed when multiple lesser members of the species merge together. Due to their incredibly high HP, their Revenge spell can do enormous amounts of damage to unprepared parties. Category: Amorph Location: Underground, Swamp, Forest, Towns Size: 7m Reaction: Hostile HP: 894 MP: 64 STR: 16 (+5) VIT: 15 (+5) DEX: 7 (+2) INT: 2 (+0) SPR: 8 (+2) Attacks: Digestive Acid, 7 ACC, 128+2d6 damage, can only be used as a Counterattack. Gastric Juice, 4 ACC, 80+2d6 damage and has a 25% chance to cause Stop Engulf, -10 ACC, inflicts Stun and Poison for several rounds. A Gelatitan can only have one target Engulfed at a time, and any target Stunned in this way takes 32+2d6 damage at the start of each of their turns, ignoring ARM. Magic: Enervate, Revenge Special: Impervious (Slow, Stun, Petrify), Large, Counterattack (100%), Status Touch: Poison: (50%), Weakness to Fire Evasion: 12 ARM: 40 MARM: 50 Rewards: Steal: Tier 3 weapon, armor, and shield, Refine: Phosphorous Bomb

Category: Undead Location: Varies Size: Usually 1.9m, but can vary by creatures original size Reaction: Hostile HP: 438 MP: 265 STR: 10 (+3) VIT: 7 (+2) DEX: 10 (+3) INT: 14 (+4) SPR: 6 (+2) Attacks: Ghoulish Touch, 5 ACC, 50+2d6 Shadow damage Unholy Word, never miss, 28 + 2d6 Shadow damage that ignores ARM Magic: Arise, Sickness, Twilight, Bio, Zombie, Drain, Death, XZone, Scourge, Doomsday Special: Undead, Magical Counterattack (50%), Weakness to Fire, Regeneration 20, Impervious (Slow, Stun, Petrify), AutoFloat, Auto-Protect, Call Minions (6 Skeletons), Status Touch: Zombie (50%), Commander (All of the Varunas allies within a Medium Range are Immune to Charm, Confusion, and Sleep) and the Black Sky job ability. Evasion: 13 ARM: 30 MARM: 40 Rewards: Steal: Remedy, Refine: Farplane Shadow

230

Evrae and Evrae Altana


Level: 18 (Notorious Monster)

You recognize the dragon before you instantly. How could you not, having been told tales of the Dragon of Ruin since as long as you can remember. It moves with an almost godlike grace, and in an instant all the heroism you possess rushes out from you. All that remains is terror, absolute horror at confronting the being before you; Evrae, The World Destroyer. Evrae has been known by many names. The Lindwyrm, the World Destroyer, the Dragon of Ruin. It ruled all other dragons save for the great Shinryu for centuries, until its power alone drove it to madness. In the end, when it became a threat to even the other dragons, it was driven from its home and vanished for eons. Until now. Evrae has existed for so long that it has learned a few tricks from various Job Classes it can use the Dragoons Scan ability to instantly learn its enemies elemental weaknesses, and it can also utilize the Red Mages Runic and Divert Spell to launch a foes own spells against him. One of Evraes favorite tactics is to grab an opponent in its clawed hands, then drop them from a great height or drag them through water until they drown. Category: Aerial, Aquan, Arcana, Dragon Location: Underground, Water Size: 18.5m long Reaction: Neutral HP: 840 MP: 298 STR: 7 (+2) VIT: 13 (+4) DEX: 20 (+6) INT: 14 (+4) SPR: 12 (+4) Attacks: Bodyslam, 9 ACC, 42+2d6 damage, Short-range Knockback Grab, 2 ACC, 0 damage, Stopped until Evrae chooses to end the attack Magic: Angel Snack, Cure IV, Reflect, Aeroga, Invisible, Curse, Nuke, Blizzaga, Thundaga, Wateraga, Zombie Special: Flight, Large, Magical Counterattack (50%), Fear, Immune to Seal, Destructive Strike ability, Final Attack: Rebirth (When Evrae is reduced to 0 hit points, it becomes Evrae Altana. HP and MP are restored to full, all negative status effects are cleared, and the battle continues. Evrae Altana has all the same abilities as Evrae, with the addition that it is an Undead type creature.) Has job abilities including Scan, Runic, Divert Spell, and Sunken State. Limit Break: Twilight Breaker. 140+2d6 M.ARM damage, Random Target. Inflicts Zombie and then Auto-Life on the target.

Evasion: 15 ARM: 20 MARM: 30 Rewards: 1800 gil, Steal: Sky Render, Refine: Lightning Gem

231

Iron Giant
Level: 19

Gilgamesh
Level: 20 (Boss)

Enough expository banter. It's time we fight like men. And ladies. And ladies who dress like men. For Gilgamesh...IT IS MORPHING TIME! The hulking metal brute seemed to have been crafted from iron and adamantite, with pure veins of the blue mineral running through its silver skin. Adamantite crystals produce from the creatures shoulders and hands, and you can only speculate how much this humanoid golem would be WORTH if you melted it down. Your speculations are interrupted, unfortunately, by a whirr of anger coming from the core of the machine, and it raises its massive axe-shaped arm high. The origins of the Iron Giants are unknown. They hail from the Wastes, deep in the coldest reaches of the eternal tundra. They never seem to tire, marching across the Wastes hidden within the raging blizzards, annihilating every living thing they come across. In combat, they prefer to destroy their opponents weapons and keep mages out of combat via Thrust Kick. Category: Arcana, Construct Location: Snow, Underground Size: 4.1m Reaction: Hostile HP: 1170 MP: 0 STR: 13 (+4) VIT: 19 (+6) DEX: 7 (+2) INT: 6 (+3) SPR: 4 (+1) Attacks: *Iron Weapon, 6 ACC, 78+3d6 damage Ruin, 5 ACC, 52+2d6 damage that ignores ARM Magic: Thrust Kick Special: Counterattack (50%), Additional Evasion, Two Weapons, *Destructive Strike ability, Call Minions (1 Gigas), Flawless Spell (Thrust Kick can be cast Instantly, and costs no MP, once per round), Skin of Iron and Shatter Weapon job abilities. Evasion: 14 ARM: 50 MARM: 20 Rewards: Steal: Any Tier 4 weapon, Refine: Ice Gem This grey-skinned, colorfully-dressed masked man possesses six arms, each of which is holding a different blade. He appears to be a dimension traveler, a collector of rare and powerful weapons, and a physically powerful fighter. Gilgamesh is accompanied at all times by his great hound, Enkidu. Though he seems fierce and single-minded, it should be noted that Gilgamesh has a softer side, displaying a sense of humor, a willingness to help the weak, and the capacity to break the fourth wall. Gilgamesh is quite aware that he is a villain in a tabletop RPG. Category: Abnormal, Humanoid Location: Desert, Forests, Swamps, Mountains, Plains, Towns, Snow, Underground Size: 1.2m Reaction: Neutral HP: 1470 MP: 0 STR: 22 (+7) VIT: 20 (+6) DEX: 24 (+8) INT: 10 (+3) SPR: 16 (+5) Attacks: *Excalipoor, 8 ACC, 1 damage, ignores ARM Enkidu, 8 ACC, 110+3d6 damage, inflicts Berserk *Mastermune, 8 ACC, 132+3d6 damage *Monarch Sword, 4 ACC, 154+3d6 damage, Long-range Knockback Magic: None Special: *Counterattack (50%), Two Weapons, Immune to Petrify, Controlled Defense, Item Use: Remedy, Item Use: Elixir (once), Destructive Strike ability, Final Attack: Escape (When Gilgamesh is defeated, hell flee from the battlefield.) Limit Break: Gilgamesh Super-Special Destructo-Technique. Completely random target could even affect Gilgamesh.154+2d6 ARM damage. Break Stats reduces STR, DEX, INT, CHA, VIT, damage, EVA, ACC, maximum health and magical resistances by half. Evasion: 19 ARM: 40 MARM: 40 (0 without Armor) Rewards: 5000 gil, Drop: Genji Gloves, Steal: Genji Blade, Refine: Accelerator

232

Adamantoise
Level: 21 (Notorious Monster)

Behemoth
Level: 22 (Notorious Monster)

The tortoise-like creature moves slowly, as if every moment is a testament to its age. Every scale has been honed to a razors edge, and the lumbering Adamantoise pivots to meet your gaze with a proud, almost challenging look. Hunted almost to extinction for the Adamantite-filled shells for which the creature is named after, the few that remain have descended almost uniformly into the deepest parts of the earth. Even in these days of man-made alloys, the quality and strength of Adamantite is almost peerless. In combat, an Adamantoise will attempt to encase foes in stone before crushing them into a fine dust. Category: Abnormal, Beast Location: Desert, Mountains, Plains, Snow, Underground Size: 6.2m Reaction: Hostile HP: 2238 MP: 0 STR: 20 (+6) VIT: 32 (+10) DEX: 5 (+1) INT: 9 (+3) SPR: 6 (+2) Attacks: Crush, 9 ACC, Group, 140+2d6 damage Particle Breath, 5 ACC, 70+2d6 damage, Blinds and Dispels Magic: Stone Breath Special: Counterattack (25%), Auto-Protect, Large, Immune to Petrify, Skin of Iron job ability. Evasion: 10 ARM: 80 MARM: 20 Rewards: 2100 gil, Steal: Kaiser Plate, Refine: Lunar Curtain

Looking upon the behemoth, you have no doubt that the stories were true, and it was a creature fashioned by the gods during the creation of heaven and earth. Its muscles look as hard as steel, and its purple skin is pulled taut over its flesh as though the core of the beast is straining to escape the confines of skin. A man whom has never seen a Behemoth would describe it as such; it is a large, purple beast that uses its horns and magic to kill its opponents. It is estimated to be ten to twelve feet tall when standing. When attacking, it normally dashes on all fours, but when returning to an idle state it will usually stand upright. In battle, it will counterattack with a powerful horn rush and Thunder magic attacks. Anyone who HAS seen a Behemoth in person will have a very different description indeed, speaking in hushed tones about how the creatures skin did not seem to heal, how it was covered with scars from every adventurer it had ever slain. How the beasts entire form was a tribute to its awesome strength, and how it fought as if it drew knowledge from the dead souls trapped forever within its veins. The latter description is slightly more accurate. Category: Abnormal, Arcana, Beast Location: Mountains, Plains, Snow Size: 10-12ft tall Reaction: Hostile HP: 1542 MP: 250 STR: 18 (+6) VIT: 21 (+7) DEX: 15 (+5) INT: 10 (+3) SPR: 10 (+3) Attacks: Crush, 7 ACC, Group, 180+2d6 damage Gore, 12 ACC, 108+2d6 damage and Stun Magic: Force Field, Thundaga, Osmose, Haste, Reflect, Esuna Special: Counterattack (25%), Large, Magical Counterattack (50%), Final Attack: Flare, Additional Evasion, Destructive Strike ability. Evasion: 15 ARM: 30 MARM: 50 Rewards: 2000 gil, Steal: Destroyers, Refine: Lunar Curtain

233

Great Malboro
Level: 22

Atma Weapon
Level: 24 (Boss)

The Malboros head is topped with a gleaming golden crown, and the air the creature breaths is so foul that inhaling is impossible in its presence. It is a Malboro that has gained rank in the vegetative hierarch, as it were, and the plants monstrous breath brings uncontrollable tears to your eyes. The Great Malboro sometimes referred to as the King is the highest rank of Malboro, and wears a crown to prove it. It is still unknown how it came to wear its crown, or who, indeed, made it. There is a rumor which claims that, should a man slay the creature and don its crown, he will be at once transformed into a Malboro king. Should this be true, it could very well mean that the crown is cursed with the vilest of magicks, and the beast that wears it was once was a man. The Great Malboro leads its lessers with a calculating intellect and a ruthless demeanor. In combat, a Great Malboro can use the Blue Mage ability Aura Magic, giving up 297 HP in order to make Bad Breath a Group-targeting attack.

My name is.....Atma...... I ampure energy.and as ancient as the cosmos...left here since birth... Forgotten in the river of time... I've had an eternity to... ponder the meaning of things..And now I have an answer... The Atma Weapon is a strange entity. Partially biomechanical and partially undiluted energy, it was originally a weapon of war created by the Ancients. This is hardly a secret, as it's body is set with machineries and weaponry of a far higher order than anything made today. Though Atma is a construct, it was built with the ability to grow, and so it has evolved like a living creature. In combat, Atma uses massive damage to overwhelm foes and force them to fight defensively, relying on its enormous HP total to take whatever is thrown at it. Atmas Supernova spell is more than enough to destroy almost any adventurer with but a single cast. Category: Abnormal. Construct Location: Cosmic Size: Roughly 29m Reaction: Hostile HP: 1974 MP: 874 STR: 16 (+5) VIT: 23 (+7) DEX: 16 (+5) INT: 32 (+10) SPR: 15 (+5) Attacks: Mind Blast, Never miss, 80+2d6 damage, inflicts Petrify Diffusion, 6 ACC, 128+2d6 damage Soul Extraction, Never miss, Drains 160+2d6 MP Magic: Flare, Quake, Demi, Supernova, Flare Star, X-Zone, Addle Special: Final Attack: Flare Star, Fear, Large, Immune to Petrify, Immune to Slow, Immune to Confuse, Destructive Strike ability, Vulnerable to Holy. Atma Weapon will be destroyed instantly if reduced to 0 MP. Evasion: 14 ARM: 40 MARM: 50 Rewards: Drop: Ancient Sword and any legendary accessory, Steal: Megalixir, Refine: Hourglass

Category: Plant Location: Desert, Forests, Swamps Size: 4.8m tall, 2.9m tentacles. Reaction: Hostile HP: 1188 MP: 154 STR: 14 (+4) VIT: 17 (+5) DEX: 7 (+2) INT: 6 (+2) SPR: 12 (+3) Attacks: *Tentacle, 6 ACC, 112+2d6 damage Sour Mouth, 0 ACC, 98+2d6 damage, inflicts Slow and drains 50% of the targets MP Magic: Bad Breath Special: Impervious, Aura Magic, Call Minions (2 Malboro), Growing Threat (At the start of each combat round, all players take a -4 penalty to their EVA and ACC scores. This penalty accumulates each successive round.) Evasion: 8 ARM: 20 MARM: 40 Rewards: Drop: Remedy, Steal: Malboro Poison, Refine: Deadly Waste

234

War Machine
Level: 24

Demon
Level: 25

The encumbered hulk of a battlemech lumbers towards you, twin cannons beginning to hum dangerously The two-legged Imperial machines sometimes codenamed GEMINI are fully-automated offensive juggernauts capable of going toe-to-toe with even the worlds most ferocious beasts and dragons. Designed by the ever-popular Magitek Corp, the War Machines are said to have three settings; patrol, eradicate, and total genocide. It has been equipped with a device that allows it to absorb thunder-elemental magic with no ill-effects. Category: Construct Location: Unknown Size: 3.1m Reaction: Hostile or Neutral HP: 966 MP: 0 STR: 22 (+7) VIT: 12 (+4) DEX: 18 (+6) INT: 0 (N/A) SPR: 2 (+0) Attacks: *Gemini Gun, 9 ACC, 132+3d6 damage, can attack two different targets *Surge Beam, 7 ACC, 90+2d6 damage, inflicts Blind and Berserk Metal Kick, 9 ACC, 110+2d6 damage, causes a Short Range knockback Magic: None Special: Immune to Poison, Immune to Fear, *Two Weapons, Final Attack (Surge Beam), Controlled Defense, Weakness to Earth, Resistance to Fire, Absorbs Thunder, SOS-Berserk Evasion: 12 ARM: 30 MARM: 30 Rewards: 1200 gil, Steal: Potion, Refine: Dark Matter

Cinders and a thick black smoke fill the air even as the soil beneath your feet crumbles and gives way. An arm is the first thing to emerge jet-black skin and sickle-like claws, gripping the ground as it pulls itself out fully. It is impossible to mistake the being before you as anything but a Demon, an abhorrent creation spun from the evil powers of The Void itself. Born from negative energy, Demons are long-forgotten servitors of shadow that are often sent to carry out important, world-changing tasks. They often use their Advanced Illusion spell to impersonate a Hume, serving as someone with political sway - an advisor to a king or a commander in a war, for example. In combat they are capable of counterattacking with the fearsome Death spell, quickly dispatching unprepared heroes. Category: Humanoid, Fiend Location: Underground Size: 2.1m - 2.3m Reaction: Hostile HP: 1005 MP: 460 STR: 13 (+4) VIT: 12 (+4) DEX: 12 (+4) INT: 17 (+5) SPR: 11 (+3) Attacks: *Chaos Blade, 8 ACC, 85+2d6 damage, inflicts Berserk and Charm Poison Spines, 5 ACC, Group, 75+2d6 damage, inflicts Poison and Blind. Magic: Sickness, Bio, Drain, Arise, X-Zone, Scourge, Curse, Death, Flare, Advanced Illusion, Zombie, Addle, Melt, Degenerator Special: Weakness to Holy, Resistance to Fire, Impervious (Slow, Stun, Stop, Sleep, Poison), Magical Counterattack (50%), Regeneration 100, Humanoid Killer Evasion: 10 ARM: 40 MARM: 20 Rewards: 1300 gil, Steal: Hi-Potion, Refine: Dark Matter

235

Elemental Dragons
Level: 25 (Notorious Monsters)
The Six Elemental dragons are said to possess great interest in humanity, awakening from their slumber every several hundred years to observe the ways of manbefore satisfying their endless hunger by devouring some and returning to their reclusive ways. They were some of the first beings to walk to planet, and have primal ties to the crystals and even the origins of magic. Often humorless and stoic creatures, the Dragons are quick to anger and quicker still to take offense. Category: Dragon Location: Varies by Elemental Type Size: Varies. Often 16-18m long Reaction: Wary

Water Dragon

Earth Dragon

HP: 1080 MP: 660 STR: 12 (+4) VIT: 12 (+4) DEX: 16 (+5) INT: 24 (+8) SPR: 16 (+5) Attacks: Flash Rain, 12 ACC, Group, 120+2d6 Water damage, 50% chance to inflict Blind Water Wing, 10 ACC, 92+2d6 Water damage, causes a Long Range knockback Magic: Analyze, Illusion, Hyperdrive, Watera, Wateraga, White Wind Special: Large, Flight, Absorbs Water, Weakness to Thunder, Immune to Seal, Magical Counterattack (50%) Evasion: 11 ARM: 40 MARM: 60 Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

HP: 2280 MP: 360 STR: 16 (+5) VIT: 28 (+9) DEX: 8 (+2) INT: 12 (+4) SPR: 16 (+5) Attacks: Magnitude 8, 8 ACC, Group, 160+2d6 Earth damage Shockwave, 4 ACC, 128+2d6 damage and inflicts Petrify and Stun Magic: Analyze, Illusion, Hyperdrive, Stona, Stonaga, Quake, White Wind Special: Large, Flight, Absorbs Earth, Weakness to Wind, Immune to Seal, Magical Counterattack (25%), Physical Counterattack (25%) Evasion: 9 ARM: 60 MARM: 40 Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

236

Ice Dragon

Fire Dragon

HP: 1080 MP: 510 STR: 12 (+4) VIT: 12 (+4) DEX: 10 (+3) INT: 18 (+5) SPR: 26 (+8) Attacks: Absolute Zero, 9 ACC, 108+2d6 Ice damage and inflicts Stop Freezing Dust, never miss, 216+2d6 damage. Only usable on enemies affected by Stop. Hailstorm, 4 ACC, Group, 96+2d6 Ice damage and has a 25% chance to Shatter Armor Magic: Analyze, Illusion, Hyperdrive, Blizzara, Blizzaga, Freeze, White Wind Special: Large, Flight, Absorbs Ice, Weakness to Fire, Immune to Seal, Magical Counterattack (25%) Evasion: 11 ARM: 50 MARM: 50 Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

HP: 1380 MP: 335 STR: 24 (+8) VIT: 16 (+5) DEX: 15 (+5) INT: 11 (+3) SPR: 14 (+4) Attacks: Molten Claw, 11 ACC, 144+2d6 damage and has a 25% chance to Shatter Weapon Blaze, 6 ACC, Group, 120+2d6 Fire damage Magic: Analyze, Illusion, Hyperdrive, Fire, Fira, Firaga, Flare, White Wind, Melt Special: Large, Flight, Absorbs Fire, Weakness to Water, Immune to Seal, Magical Counterattack (25%), Physical Counterattack (25%) Evasion: 12 ARM: 60 MARM: 40 Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

237

Thunder Dragon

Wind Dragon

HP: 1455 MP: 435 STR: 16 (+5) VIT: 17 (+5) DEX: 16 (+5) INT: 15 (+5) SPR: 16 (+5) Attacks: Electrode, 8 ACC, 96+2d6 damage and user recovers 100% of damage done as HP. Gigavolt, 6 ACC, Group, 120+2d6 Thunder Damage and has a 25% chance to inflict Stun. Magic: Analyze, Illusion, Hyperdrive, Thundara, Thundaga, White Wind Special: Large, Flight, Absorbs Thunder, Weakness to Earth, Immune to Seal, Magical Counterattack (50%) Evasion: 12 ARM: 50 MARM: 50 Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

HP: 1305 MP: 360 STR: 16 (+5) VIT: 15 (+5) DEX: 24 (+8) INT: 12 (+4) SPR: 13 (+4) Attacks: Cyclonic, 6 ACC, has a 50% chance to reduce the target to 1 HP instantly. Causes a medium range knockback Gale Breath, 5 ACC, Group, 96+2d6 damage Magic: Analyze, Illusion, Hyperdrive, Aerora, Aeroga, Tornado, White Wind Special: Large, Flight, Absorbs Wind, Weakness to Ice, Immune to Seal, Magical Counterattack (25%) Evasion: 17 ARM: 40 MARM: 60 Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

238

Shinryu
Level: 26 (End Boss)

Garland
Level: 26 (End Boss)

You impertinent fools. You miserable INSECTS! I, Garland, will KNOCK YOU ALL DOWN!! I am that which follows.Omega Shinryu is a greatwyrm of colossal size, the father of all Dragons. He was the first of his species and fully intends on being the last. In recent years, Shinryu has taken to collecting powerful weapons and items from those who challenge him and fail. Its most prized possession currently is the Masamune, implying that Shinryu took the life of one of bravest, most noble warriors seen in. Among other things, Shinryu has the Paladin job ability Sentinel, allowing it to ignore spell interruption up to 24 times. Category: Dragon Size: Roughly 24m end-to-end Reaction: Hostile HP: 3150 MP: 1024 STR: 36 (+12) VIT: 32 (+10) DEX: 29 (+9) INT: 31 (+10) SPR: 44 (+24) Attacks: Atomic Ray, 15 ACC, 288+2d6 damage, removes all elemental Resistances and Immunities Magic: Flare, Haste, Regen, Confuse, Protect, Shell, Meltdown, Curse, Thundara, Thundaga, X-Zone, Roulette Special: Fear, Immune to Dispel, Large, Destructive Strike ability, Call Minions (8 Wyvern), Skin of Iron and Sentinel job abilities. Limit Break: Eraser. One target immediately loses 100% of his HP, which is returned to Shinryu as MP. Evasion: 16 ARM: 60 MARM: 60 Rewards: 10,000 gil, Drop: Masamune, Steal: Megalixir, Refine: Supreme Gem Garland was an orphan raised as a genetic experiment, enhancing his abilities until he had the strength to become a knight and a hero of the people. But his mind had been twisted from the infusions, and he turned against the kingdom that had so honored him. Upon his defeat he was swallowed up by The Void and reborn in a different time, where he has begun anew. Confident that his defeat will only cause his inevitable rebirth, Garland is reckless and headstrong, with a love for bloodlust and war. Garland has a handful of abilities from melee jobs, including Shatter Weapon, Shatter Armor, Warcry, Dark Harvest and Berserker. Category: Abnormal Size: 6.8ft Reaction: Varies HP: 2994 MP: 530 STR: 36 (+12) VIT: 30 (+10) DEX: 21 (+7) INT: 12 (+4) SPR: 21 (+7) Attacks: *Crushing Strikes, 15 ACC, 288+2d6 damage. Psychokinesis, 3 ACC, 252+2d6 damage and inflicts Confuse, and has a 25% chance to cause Armor Break Magic: Quake, Barrier, Dispel Special: Resistance to Shadow, Immune to Knockback, *Counterattack (50%), Immune to Seal, Immune to Slow, Immune to Petrify, Item Use: Megalixir, Garland causes a Short-Rage knockback whenever he deals damage, and possesses many different Job Abilities. Limit Break: Soul of Chaos. By releasing his inner demons and turmoil, Garland increases all STR-based damage he does by 5 steps. (An additional 180 damage on all melee attacks.) Evasion: 14 ARM: 80 MARM: 30 Rewards: 8,000 gil, Drop: Megalixir, Steal: Colossus, Refine: Three Stars

239

Exoray
Level: 28

King Behemoth
Level: 28 (Notorious Monster)

The three snapping pink jaws of the Exoray begin to make an awful screeching sound and the creature waves its stalks as if attempting to communicate but not with you, you realize, watching the independently-moving stemfaces converse amongst themselves. Sometimes casually referred to as Plant Brains, Exorays are patches of evil vegetation capable of taking over entire forests. Possessing surprising magical aptitude and speed, these cunning floral formations debilitate their enemies with overwhelming status attacks. They often have a tribe of Mandragora acting as unhappy servants, or even Malboros. Category: Plant Location: Forests Size: Varies drastically from 2-3ft to 9-11m Reaction: Hostile HP: 702 (Core), 132 (Tendril) MP: 598 (Core), 0 (Tendril) STR: 2 (+0) VIT: 7 (+2) DEX: 17 (+5) INT: 20 (+6) SPR: 12 (+4) Attacks: Mycotoxin, 9 ACC, 100+2d6 damage and inflicts Slow and Poison Silver Powder, 4 ACC, Group, 80+2d6 damage, has a 50% chance to inflict Charm Magic: Addle, Bio, Zombie, Paralyze, Death, Stonaga, Berserk, X-Zone, Reflect, Osmose, Advanced Illusion, Brainstorm, Seal Special: Weakness to Fire, Weakness to Ice, Resistant to Wind, Immune to Seal, Immune to Poison, Immune to Blind, Additional Evasion, Multiple Parts, Combination Attack (Vampire, deals 300% damage), Magical Counterattack (50%) Evasion: 16 ARM: 30 MARM: 30 Rewards: Steal: Elixir, Refine: Mute Mask

This is the end. This is the end of everything. No other single creature is as globally feared as the King Behemoth. Presumably named for its regal, fluttering mane and triumphant roars (violent enough to shake the earth itself), King Behemoths have been known to speak Common and mock adversaries before shredding them. Legends say that a Behemoth who has subsumed the souls of enough heroes has almost ascended to godhood these omnipotent predators are the Kings of their kind. Category: Abnormal, Arcana, Beast Location: Mountains, Plains, Snow Size: 21-24ft tall Reaction: Hostile HP: 1962 MP: 514 STR: 22 (+7) VIT: 21 (+7) DEX: 15 (+5) INT: 16 (+5) SPR: 12 (+4) Attacks: Reaping Slash, 10 ACC, Group, 220+2d6 damage and King Behemoth gets a permanent +4 bonus to resist negative status effects Atomic Breath, 10 ACC, Group, 176+2d6 damage and inflicts Stun Magic: Force Field, Thundaga, Osmose, Haste, Reflect, Esuna, Meteor, Flare, Slowaga Special: Counterattack (50%), Magical Counterattack (50%), Final Attack: Meteor, Destructive Strike ability, Large, Terrorize (Whenever the King Behemoth reduces a character to 0 HP, all characters have a 50% chance to be Stunned and Feared for one round) Limit Break: Comet Blast. One enemy is afflicted with Power Break, Magic Break, Speed Break, Soul Break, and Armor Break, then takes 208+2d6 points of Fire M.ARM damage. There is a 25% chance for this ability to backfire and affect King Behemoth instead of the intended target. Evasion: 14 ARM: 60 MARM: 60 Rewards: 5000 gil, Steal: Megalixir, Refine: Supreme Gem

240

Emperor Mateus
Level: 28 (End Boss)

Xande
Level: 28 (End Boss)

"Reluctance to forgive has long been a human failing. It is man's nature to sin, yet you answer sin with violence upon violence. Is that not itself a sin?" The ruler of a small kingdom who aims to conquer the entire world. Calm, patient and frighteningly intelligent, the Emperor has absolute faith in his plots inability to fail. His mastery of White Magic has given him an abnormally long lifespan in which to dissect the secrets of the Void, and use the powers of that dark dimension to make his sovereignty unquestionable and unchallengeable. Category: Humanoid Size: 5.8ft Reaction: Wary HP: 1794 MP: 962 STR: 16 (+5) VIT: 13 (+4) DEX: 22 (+7) INT: 26 (+8) SPR: 31 (+10) Attacks: *Starfall, 12 ACC, 160+2d6 Holy damage Step Mine, 4 ACC, 128+2d6 damage, Long Range knockback, 25% chance to Shatter both the targets Weapon and Armor Hellburst, 8 ACC, Group, 130+2d6 Fire damage Magic: All Tier 1-4 White Magic spells, Dimensional Gate Special: Immune to Petrify, Immune to Slow, Immune to Seal, Immune to Zombie, Resistance to Holy, Resistance to Shadow, Blood Magic (Whenever Mateus deals damage with Step Mine, Starfall, or Hellburst, he recovers 100% of the damage done as HP) Limit Break: Absolute Dominion. Mateus makes an attack roll against all Humanoid enemies, ACC 8. If successful, they are affected with Charm, Seal, Power Break, Magic Break, Speed Break, and Soul Break. Evasion: 16 ARM: 60 MARM: 80 Rewards: 8,000 gil, Drop: Ascalon Steal: Megalixir, Refine: Three Stars Once you are gone, eternal life will be mine Master Xande was originally one of three students to a great sage named Noah. When Noah died, both of the other apprentices were given great magical powers. Master Xande was given a much stranger gift; the gift of mortality. Xande was quickly driven mad by the thought of dying, and in a blind rage, sought to disrupt the flow of time itself. He believes that if he is capable of permanently ending time itself he will no longer have to fear death. Category: Abnormal Size: 6.0ft Reaction: Hostile HP: 1962 MP: 1270 STR: 7 (+2) VIT: 15 (+5) DEX: 18 (+6) INT: 37 (+12) SPR: 24 (+8) Attacks: Crystal Cortex, 16 ACC, 185+2d6 damage of a random elemental type Curse of Mortality, Group, 2 ACC, all affected targets permanently suffer a -2 loss to all attributes. Magic: All Tier 1-4 Time Magic spells, Protect, Shell, Meteo, Quake, Thundaga, Firaga, Blizzaga, Osmose, Rasp Special: Immune to Petrify, Immune to Zombie, Immune to Seal, Weakness to fire, can use No Mercy as an Instant action after using Particle Beam. Limit Break: Particle Beam. Xande teleports a Long Range into the sky, receiving the positive status effect Float. He releases a powerful beam which reduces one random enemy to 0 hit points, then deals an ADDITIONAL 481+2d6 damage and uses No Mercy to likely disintegrate them instantly. Evasion: 14 ARM: 40 MARM: 40 Rewards: 11,000 gil, Drop: None, Steal: Potion, Refine: Three Stars

241

ExDeath
Level: 28 (End Boss)

Kuja
Level: 28 (End Boss)

All the hatred in existence would not be enough to defeat me. Soon, the power of the Void will completely be mine, and the entire earth will kneel!" Hundreds of years ago, the Hume people turned to an alternative solution to purge their land of corruption and terror. They found a single tree and attempted to turn it into a solitary prison for the malevolent souls of the restless dead to inhabit. However, this taint spread throughout the branches of the ancient oak and it became self-aware.it took a human-like form and walked the land, as evil as the many souls that composed him. Thus, the monster Exdeath was born. Category: Plant, Fiend Size: 115m Reaction: Hostile HP: 4062 MP: 822 STR: 19 (+6) VIT: 40 (+13) DEX: 4 (+1) INT: 21 (+7) SPR: 36 (+12) Attacks: Almagest, 9 ACC, 133+2d6 Shadow damage White Hole, 0 ACC, Group, 361+2d6 damage Magic: Elemental Spikes (Shadow), Paralyze, X-Zone, Osmose, Doomsday, Flare, Seal, Addle, Reflect, Barrier, Dispel, Wall Change, Dimensional Gate, Time Stop, Degenerator. Special: Large, Immune to Petrify, Immune to Seal, *Humanoid Killer, Weakness to Holy, Absorbs Shadow, Soul Drain (Whenever a character is reduced to 0 HP by ExDeath they also lose 3 points of Destiny) Limit Break: Grand Cross. Each Humanoid opponent is afflicted with Confusion, Zombie, Slow, Stun, Poison and Curse. Evasion: 14 ARM: 60 MARM: 60 Rewards: Steal: Ancient Sword, Refine: Three Stars

"The weak lose their freedom to the strong. Such is the way of the strong. And it is the providence of nature that only the strong survive. That is why I needed strength." Kuja is a cybernetic creation given a soul, created by an ancient race of people that believed in the eradication of all life. Kuja follows this function absolutely, believing it unfair that the world could someday exist without him. He is an exceptional summoner with a love for luxury and elegance, with a highly metaphorical and poetic manner of speech. In combat, Kuja uses the nigh-indestructible Atomos summon almost exclusively to rain death down upon his foes. Category: Humanoid, Construct Size: 5.7ft Reaction: Varies. Usually Hostile HP: 2214 MP: 1310 STR: 6 (+2) VIT: 20 (+6) DEX: 21 (+7) INT: 36 (+12) SPR: 42 (+14) Attacks: *Regal Cutlass, 18 ACC, 48+2d6 damage Magic: All Art magic (Perform skill 6), and the Atomos, Odin, and Bahamut summons. Special: Vulnerable to Holy, Destructive Strike ability, Immune to Petrify, Immune to Seal, Immune to Zombie Limit Break: Star Shield. Kuja receives Elemental Mastery (Absorbency) to all 8 Elements as well as the effects of Esuna. Evasion: 14 ARM: 20 MARM: 90 Rewards: 12,000 gil, Drop: Any legendary accessory, Steal: Regal Cutlass, Refine: Three Stars

242

The Shadowlord
Level: 28 (End Boss)

" I cannot die. Not until I have eradicated you and your kind from this world. Not until I have cleansed this world of your filth! Come, it is the hour of reckoning! Death itself failed to stay my wrath. Let us see if you can do any better!" A decade before the Crystal War, the three nations of Vana'diel launched an expedition to the frozen north. The expedition included Ulrich, a powerful Hume swordsman; his friend, Raogrimm, the Galkan Talekeeper, keeper of the race's memories; and Cornelia, a beautiful Hume female warrior. The expedition through the northlands was fraught with danger, but none could have anticipated that Ulrich would become blind with jealousy over Raogrimm's budding relationship with the Hume woman. Perhaps motivated by the dark spirits of the place, he killed them both in a mad rage. Not even the most learned scholars could have possibly predicted how the Galkan talekeeper's magic would react with the magicite crystals where he died, and Raogrimm's infinite sadness...and anger at Ulrich's betrayal...was captured forever in the memory of the crystals. Now, the Shadow Lord is what remains of Raogrimm, a demon consumed by generations of torment. Each time it emerges from the frozen heights of Xarcabard it unites the lesser beastmen of Vana'diel under a single banner, declaring WAR on the nations of man. Category: Abnormal, Fiend Size: 9.2m tall Reaction: Hostile HP: 3640 MP: 354 STR: 30 (+10) VIT: 35 (+11) DEX: 13 (+4) INT: 15 (+5) SPR: 17 (+5) Attacks: *Umbral Slash, 13 ACC, 240+2d6 damage Dark Nova, 10 ACC, Group, 120+2d6 Shadow damage that causes a Short-Range knockback. Blighting Blade, 5 ACC, 240+2d6 Shadow damage and target loses 1 point of Destiny. Magic: Rasp, Firaga, Waterga, Aeroga, Blizzaga, Thundaga, Stonaga, Drain, Aspir, Scourge, X-Zone, Degenerator Special: Fear, Large, Weakness to Holy, Absorbs Shadow, Impervious (Slow, Poison) Limit Break: Implosion. The Shadowlord creates a whirling black pit under all his enemies. They are inflicted with Zombie, Slow, Power Break, Magic Break, Speed Break, Armor Break and Soul Break, and also become Vulnerable to Shadow damage. Evasion: 15 ARM: 50 MARM: 70 Rewards: 10,000 gil, Drop: Any legendary accessory, Steal: Ribbon, Refine: Farplane Shadow

243

Kefka
Level: 30 (End Boss)

Sephiroth
Level: 30 (End Boss)

Nothing beats the sweet music of hundreds of voices screaming in unisonUwee-hee-hee! Kefka is loud, short-tempered, maniacal and destructive. He possesses a deep hatred of nearly everything on the planet and an infamously sadistic sense of humor. His trademark laugh a high-pitched sociopathic cackle is feared by the many Magitek-infused henchmen that accompany him at nearly all times. In combat, Kefka often starts with the spell Doomsday, quickly ending the fight if his foes arent prepared. Failing this, he lets loose a magical assault at a distance before fleeing, often shouting out a taunting quip as he runs. Category: Humanoid Location: Varies, but Kefka avoids Deserts when possible. Size: 5.7ft Reaction: Hostile. So very, very Hostile. HP: 1875 MP: 1240 STR: 4 (+1) VIT: 20 (+6) DEX: 26 (+8) INT: 33 (+11) SPR: 51 (+17) Attacks: *Morningstar, 15 ACC, 32+2d6 damage Magic: All Tier 1-4 Black Magic spells, Degenerator Special: Controlled Defense, Auto-Protect, Auto-Shell, Vulnerable to Holy, Immune to Petrify, Immune to Seal, Immune to Slow, Call Minions (3 War Machines), Call Minions (2 Imperial Captains), Dancing Mad (Kefka can cast 4 spells as a Slow action, dealing 50% damage with each. Kefka is Immune to Knockback effects while using X-Magic.) Limit Break: Forsaken. Debilitate (2) causes a weakness to Holy to all foes, followed by 462+2d6 Holy M.ARM damage to each enemy. Recovers Kefkas MP to full. Evasion: 14 ARM: 10 MARM: 120 Rewards: 12,000 gil, Drop: Any legendary accessory, Steal: Slave Crown, Refine: Three Stars

Only death awaits you all, but do not fear. For it is through death that a new spirit energy is born. Soon, you will live again as part of me. Sephiroth is a half-human soldier, the results of genetic experiments involving an extra-terrestrial entity. Raised to be part of an elite military organization, he later followed his own ruthless agenda. Having recently ascended to a new level of existence, his strength and agility can be referred to as godlike. He possesses job abilities from a variety of different Jobs, including a Ninjas Shatter Weapon, the Black Mage Obliterate, almost all of the Samurai abilities, and a fair few from the Fighter list as well. Sephiroths largest and possibly only weakness is his disinclination to use magic. Category: Humanoid Size: 6.2ft Reaction: Varies. Usually Wary. HP: 4450 MP: 0 STR: 48 (+16) VIT: 41 (+14) DEX: 52 (+17) INT: 22 (+7) SPR: 44 (+14) Attacks: *Signature Blade, 17 ACC, 432+2d6 damage Havoc Wing, 12 ACC, 216+2d6 damage, ignores ARM and Protect, causes a Short Range knockback Magic: All Tier 1-4 Black Magic spells Special: Physical Counterattack (50%), Flight, Auto-Haste, Vulnerable to Holy, Immune to Poison, Immune to Confuse, Immune to Zombie, Immune to Slow, Destructive Strike ability. Limit Break: Heartless Angel. Demi Attack. 576+2d6 damage. Until the end of combat, Sephiroth does an additional 48 damage with all attacks. Evasion: 26 ARM: 60 MARM: 70 Rewards: 12,000 gil, Drop: Any legendary accessory, Refine: Three Stars

244

Ultima Weapon
Level: 30 (End Boss)

"A thousand years it has been since a challenger stood before me. Show me the power you possess. Defeat me if you can." The Ultima Weapon is a terrifying blend of monster and machine, created in ancient times by a race of people who sought to use it as an agent of peace. The remainder of Ultimas origin is unknown only that he still exists and the Ancients do not. And the creatures motives are just as mysterious; Ultima has sealed itself deep within the earth, waiting with infinite patience to be disturbed once again. In combat, Ultima Weapon uses X-Fight to attack four times with either Ultima Drive or Celestial Beam at 50% effectiveness each, dealing upwards of 700 damage per round. If he manages to gain Haste, the party can expect to be vaporized in short order. Category: Abnormal, Fiend Size: 11-12m tall Reaction: Hostile HP: 5250 MP: 1720 STR: 48 (+16) VIT: 50 (+16) DEX: 52 (+17) INT: 49 (+16) SPR: 51 (+17) Attacks: Ultima Drive, 19 ACC, 480+2d6 damage Diffractive Laser, Never-miss, 392 + 2d6 nonelemental M.ARM damage Celestial Beam, 19 ACC, 336 + 2d6 damage that ignores ARM and Protect Cosmic Realignment, Ultima Weapon recovers 100% MP. Magic: Mighty Guard, Degenerator , All Tier 1-4 White, Time, and Black magic spells, Meteo, Degenerator, Slowaga, Meltdown and Ultima. If any of Ultima Weapons spells are absorbed by Runic, the character is reduced to 0 HP instantly. This is NOT considered a Death status effect. Special: Fear, Immune to Spell Interruption, Impervious, Large, Weakness to Holy, Resistance to Shadow, X-Fight. Limit Break: Particle Rain. 637+2d6 nonelemental M.ARM damage to all enemies. Revenge, recovers 100% of the damage dealt as health. Evasion: 24 ARM: 100 MARM: 100 Rewards: 80,000 gil, Drop: All job-specific legendary accessories, Steal: Ribbon, Refine: Three Stars

245

CHAOS
Level: 30 (End Boss)
Category: Abnormal, Fiend Size: 7.6ft Reaction: Hostile HP: 7140 MP: 1780 STR: 53 (+17) VIT: 71 (+23) DEX: 28 (+9) INT: 51 (+17) SPR: 39 (+13) Attacks: Divine Punishment, 21 ACC, 424+2d6 Shadow or nonelemental damage that removes Auto-Life, Protect and Shell. Soul of Oblivion, 15 ACC, Group, 357+2d6 damage and all damaged targets cannot use Destiny for two rounds. Magic: Firaga, Thundaga, Blizzaga, Tornado, Quake, Flare, Slowaga, Haste, Aspir, Warp, Mighty Guard, Degenerator, X-Zone Special: Fear, Large, Weakness to Holy, Absorbs Shadow, Additional Evasion, Impervious, Flawless Spell: (X-Zone or Mighty Guard can be cast Instantly, and costs no MP, once per round) Limit Break: Brink of Delusion. All heroes are Dispelled, affected with Curse, lose all elemental Immunities and Resistances, are given a Weakness to Shadow, and are then dealt 742 +2d6 points of Shadow damage. Good game. Evasion: 25 ARM: 150 MARM: 150 Rewards: 10,000 gil, Drop: Any legendary accessory, Steal: Ribbon, Refine: Unknown I can see the weakness in your heart. In your last moments, clutch that wisdom, recognize how insignificant you are and despair. You cannot surpass me." Chaos was once a man; Garland, the Lufenian knight. But due to the time paradox that he himself orchestrated, as well as his infusion with the four pure elemental crystals, Chaos has ascended to a state of Godhood. Immortal and unstoppable, he has the capability to turn entire universes into nothingness and controls the pure undiluted Void itself. When forced into combat, Chaos generally prefers the form of a four-armed archdemon of dark red or golden-brown hues, with a set of pronounced horns and powerful wings. So long as Chaos still exists, the Fantasy is far from final..the worst is yet to come.

246

The Four Fiends


Level: Varies (Bosses)

My true strength lies in deathtaste my power, and die! Join mein a watery hell I will not underestimate you! I will restore your strength. Nowbring it on! The Four Fiends are a set of four demons which represent the negative aspects of the four classical elements. They were brought into being at the same time as the four Crystals, but the exact correlation between them is unknown. While their natures and appearances vary, we present here Scarmiglione of Earth, Cagnazzo of Water, Barbariccia of Wind, and Rubicante of Fire. Category: Fiend, Humanoid Location: Varies Size: Varies Reaction: Hostile.

Scarmiglione, the Blighted Despot


Level: 8 (Boss)

Cagnazzo, the Drowned King


Level: 12 (Boss)

HP: 340 MP: 86 STR: 18 (+6) VIT: 10 (+3) DEX: 8 (+2) INT: 9 (+3) SPR: 5 (+1) Attacks: Slash, 8 ACC, 54+2d6 damage Evil Gas, 50% chance to cause Curse and Seal. Magic: Poison, Bio, Stone, Stona, Sickness, Arise Special: Weak to Fire, Weak to Water, Status Touch: Zombie (25%), Undead, Immune to Petrify, Immune to Confuse, Final Attack: True Form (When Scarmiglione is reduced to 0 hit points, HP and MP are restored to 50% of their maximums, all negative status effects are cleared, and the battle continues.) Limit Break: Warpath. Causes Soul Break and Speed Break to one opponent, then deals 72+2d6 ARM damage to them. (Only after using Final Attack: True Form and only works on Humanoids.) Evasion: 10 ARM: 20 MARM: 10 Rewards: Steal: Rage Ring, Refine: Second Chance

HP: 780 MP: 130 STR: 12 (+4) VIT: 21 (+7) DEX: 10 (+3) INT: 8 (+2) SPR: 12 (+4) Attacks: Bodyslam, 6 ACC, 48+2d6 damage Shell Defend, When Defending in combat, Cagnazzo also regains 78hp per round. Magic: Watera, Wateraga, Protect, Shell, Seal Special: Immune to Ice, Weak to Lightning, Immune to Petrify, Immune to Confuse, Large, Absorbs Water, Vulnerable to Holy, Skin of Iron job ability. Limit Break: Tsunami. 60+2d6 Water M.ARM damage to all opponents, causing a Short-Range knockback. Evasion: 11 ARM: 20 MARM: 15 Rewards: Steal: Protect Ring, Refine: Second Chance

247

Barbariccia, the Empress of the Winds


Level: 15 (Boss)

Rubicante, the Autarch of Flame


Level: 18 (Boss)

HP: 750 MP: 280 STR: 8 (+2) VIT: 12 (+4) DEX: 26 (+8) INT: 14 (+4) SPR: 15 (+5) Attacks: Strike, Never miss, 32+2d6 damage Kiss, 2 ACC, Charm for several rounds Wind Shield, applies Protect to self for one round and Counterattacks with Thundara. Magic: Invisible, Protect, Haste, Seal, Cure II, Confuse, Thundara, Thundaga, Addle Special: Immune to Lightning, Weak to Fire, Flight, Auto-Shell, Absorbs Wind, Vulnerable to Holy, Immune to Petrify, Immune to Confuse Limit Break: Sensory Overload. Casts Haste on self, then Seal and Confuse on all foes.

HP: 870 MP: 568 STR: 19 (+6) VIT: 11 (+3) DEX: 14 (+4) INT: 27 (+9) SPR: 15 (+5) Attacks: Flaming Blade, 8 ACC, 95+2d6 damage Cloak of Cinders, Never miss, 57+2d6 damage and gains Absorb Fire and Absorb Ice for one round. Magic: Fira, Firaga, Protect, Shell, X-Zone, Cure III, Melt Special: Impervious, Weak to Ice, Weak to Water, Auto-Haste, Vulnerable to Holy. Limit Break: Inferno. Short Range and all enemies. Neutralize, Strength Break and Dexterity Break. 189+2d6 Fire M.ARM damage. Evasion: 15 ARM: 30 MARM: 30 Rewards: Drop: Tetra Elemental, Steal: Marvel Shoes, Refine: Second Chance

Evasion: 18 ARM: 20 MARM: 30 Rewards: Steal: Barrier Ring, Refine: Second Chance

248

Thoughts on Balanced Encounters


One of the most difficult things to do in this system is create balanced monsters to pit against your party. While the Bestiary is a good start, its impossible for us to create encounters and creatures that are neither too hard or too easy. Every group has their own strengths and weaknesses depending on player style and Job makeup while a party consisting of a White Mage, Fighter, Monk and Samurai may breeze through one encounter, three Geomancers and a Gambler may have an altogether different experience. This is why we dont attempt to tell you what level monsters your party should be fighting, or how many at a time. Because the Final Fantasy d6 produces vastly different parties based on their Job and ability choices, wed be doing you and your players a disservice if we set the rules in stone. Instead, wed like to take a moment to show you how a few simple spells, or changing the battlefield, can put a new spin on old fights and give monsters a fighting chance against even much-higher leveled PCs. First up is the Melt spell, a rank two black magick that can negate a characters ARM score for a few rounds, at the tradeoff of the caster taking some magical backlash. This is great for the heavy-armor wearing, shield-swinging, Auto-Protect hero who is often the first to charge in. Melt is cheap at only 10 MP, and theres two ways around the repercussions of the spell. Low-INT monsters will still be able to utilize the spell to greatly weaken armor, but minimize the damage both to themselves as well as the target. Or since the damage done by Melt is fire-based simply giving your creature a resistance or immunity to Fire solves the problem. Consider pairing up heavy bruiser monsters with Melt-using creatures, so that the spell can take effect on the same turn that the ogre starts swinging away. Up until players gain access to Esuna or a constant supply of Remedies, one of the best ways to frustrate healers is with the Zombie spell or status. Unless characters are carrying around the Revivify item, this status effect is one of the harder types to remove. Third up is Rasp, which allows high-INT monsters to expend hundreds of points of MP to reduce their targets magic point total by the same amount. Combine this with a way for the creature to regain its lost MP through standard actions, and you have a beast that can deal with troublesome mages one by one by destroying all of their MP in a single Slow action. Dont underestimate the power of Difficult Terrain! Thick ghostly fogs, icy or unstable floors, clouds of black industrial smoke, all of these things and more can cause hindrances to the party but not the areas native inhabitants. A encounter with a Bomb King inside a burning building is not only more difficult for characters who would otherwise breeze right through the fight, its also a great deal more memorable. Likewise, the element of surprise is a valuable weapon. Get into the habit of allowing your players to make broad tactical guesses machines are weak to lightning, for example and then introduce a creature that doesnt fit their stereotypes or an effect the players have never seen before. All it takes is a single round of Absorbing or Reflecting a casters elemental spell to turn the tables in a fight, or finding out that the bandit leader has access to a powerful Summon Theres hundreds of combinations of abilities that will keep your players on their toes. Just remember that life-threatening battles should definitely not be the norm unless thats what appeals to your group. The system was designed that Notorious Monsters and Bosses are the toughest fights, and regular monsters are generally quite stress-free. A good GM knows when to hold back and when to unleash hell, and should be able to do both skillfully. Wed also like to take a moment to talk about the End Bosses in the Bestiary. Some of the creatures that make an appearance, like Chaos, are clearly outside of the realm of good taste when it comes to monster design. These are foes that simply cannot be beaten except with the most incredible of party designs and boatloads of Destiny. Such adversaries were included because the existence of super bosses are a standing tradition in the Final Fantasy series of games, and serve as a reminder that, no matter how powerful your heroes might become, there are always, always cosmic evils waiting in the wings.

249

CONCLUSION
"It was time to bring the world once more into the light." - Final Fantasy

None of this would have been possible without the original Final Fantasy RPG by The Returners, available at http://www.returnergames.com/; this project would have never have seen the light of day were it not for the Scott Tengelin. You can email me with questions, comments, or death threats at ffrpg@live.ca And that, as they say, is that.

250

NAME: RACE AND JOB:


Attribute Total STR: DEX: VIT: INT: SPR:
Attack Type Accuracy

LEVEL:
Rating HP: MP: ARM: M.ARM: EVA: Base ACC:
Damage Special Properties Tier

ABILITIES
Athletics (DEX) Awareness (INT) Escape (DEX) Inquiry (INT / SPR) Lore: ______ (INT) Negotiation (SPR) Riding (DEX / SPR) Survival (INT) Synthesis: ______ (INT) Thievery (DEX) Vehicles (DEX)

SKILLS
Acting (SPR) Disguise (SPR / INT) Healing (INT) Language (INT) Lore: ______ (INT) Perform (SPR) Stealth (DEX) Swimming (STR / DEX) Systems (INT) Trade (SPR) Other: _______ (Any)

ARMOR AND ACCESSORY

TASK DIFFICULTY
Elementary: 5 Easy: 7 Moderate: 9 Challenging: 11 Impressive: 13 Heroic: 15 Godlike: 20 Impossible: 30

INVENTORY
(10 Items Max)

EXPERIENCE AND WEALTH


EXP Gil Destiny

BIO
Quote:
Gender: Weight: Height: Features: Age: Birthdate: Hometown:

GOALS
#1: #2: #3:

Life Goal:

LIMIT BREAKS
Name Level 5 15 25 Description

MAGIC
Name Rank MP Cost Description

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