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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 Returner’s 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. I’d like to take this opportunity to thank the
following users of both online communities for their support, interest, and feedback throughout.

False Truce Shei-kun ArenTrel Ggrypwolf ThienCatVu


Iron Pyrite Ironox Yurim Wings of War Yomandas
Dark Siren Sally Kazuki Jack of Sticks The Daily Nissan RPGFantasySquare
Tabby Kat Shogunboy Irish Ninja Chappu Vagrant Angel
kckolbe

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 7 – p.129 - The World
….…p.131 – Final Fantasy I
Chapter 2 – p.3 – Character Creation ….…p.133 – Final Fantasy II
….…p.4 – Races ….…p.134 – Final Fantasy III
….…p.12 – Attributes ….…p.136 – Final Fantasy IV
….…p.15 – Characters Above 1st Level ….…p.138 – Final Fantasy V
….…p.139 – Final Fantasy VI
Chapter 3 – p.16 – Jobs ….…p.144 – Final Fantasy VII
….…p.18 – Black Mage ….…p.146 – Final Fantasy VIII
….…p.20 – Blue Mage ….…p.148 – Final Fantasy IX
….…p.23 – Dark Knight ….…p.150 – Final Fantasy X
….…p.25 – Dragoon ….…p.154 – Final Fantasy XI
….…p.27 – Engineer ….…p.156 – Final Fantasy XII
….…p.30 – Entertainer ….…p.160 – Final Fantasy XIII
….…p.32 – Fighter ….…p.162 – Final Fantasy Tactics
….…p.34 – Freelancer
….…p.36 – Gambler Chapter 8 – p.165 – Magic
….…p.39 – Geomancer …….p.168 – Black Magic
….…p.44 – Monk ….…p.173 – White Magic
….…p.47 – Ninja ….…p.178 – Blue Magic
….…p.49 – Paladin ….…p.181 – Time Magic
….…p.51 – Ranger ….…p.186 – Arts
….…p.53 – Red Mage ….…p.188 – Summoning
….…p.55 – Samurai
….…p.58 – Thief Chapter 9 – p.204 – Beastiary
….…p.60 – Time Mage
….…p.62 – White Mage A blank character sheet is provided at the end of this book.

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
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 save-
the-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. You’ll 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.

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When do I Roll the Dice?
Throughout the game, your character will likely try to do things that aren’t 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, we’ll 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 later…for 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 character’s (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 there’s never more dire
consequences.
On skill checks, Complications get a little more…well, complicated. Since Final Fantasy heroes are often
beyond beginner’s 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
1d4…or 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 they’ll 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 Gambler’s 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.

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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 character’s 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?

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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 ('I’m not a thief, I’m 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 you’ll learn later on, we don’t 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 you’ll become is far more important than what you’ve accomplished off-
screen 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, cat-
robots, 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 character’s 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. We’re just barely scratching the surface of possibilities here however, so don’t 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.

4
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 Typical Weight


1.6 – 1.8m (Male) 68 – 102kg (Male)
1.5 – 1.7m (Female) 52 – 91kg (Female)

Hair Colors Lifespan


Blond, black, brown, Young is 5 -16 years old.
auburn, white Average is 17 - 59 years
old.
Eye Colors Old is 60 - 90 years old.
Brown, blue, green

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 speaker’s 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 there’s 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.

5
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 Hume’s, ranging from light tan to a bronze or copper color. Their best-
known 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


1.8 – 2.1m (Male) 51 – 87kg (Male)
1.7 – 2.0m (Female) 45 – 69kg (Female)

Hair Colors Lifespan


Blond, black, gray, white Young is 12 -20 years old.
Average is 21 - 80 years
Eye Colors old.
Gray, green, blue Old is 81 - 120 years old.

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 moment’s 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.

6
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 Typical Weight


2.5 – 2.8m 160 – 220kg

Hair Colors Lifespan


Black, brown, gray, red Young is 16 -24 years old.
Average is 25 - 50 years
Eye Colors old.
Blue, green, brown 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 Talekeeper’s 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.

7
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 Typical Weight


1.6 – 1.8m (excluding ears) 49 – 66kg (Male/Female)

Hair Colors Lifespan


Universally silver or red. Young is 8-17 years old.
Average is 18-90 years old.
Eye Colors Old is 91-180 years old.
Silver, red, green, blue

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 tribe’s 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.

8
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 Typical Weight


0.8 – 1.0m (Male / Female) 34 – 38kg (Male)
32 – 36kg (Female)
Hair Colors
Brown, blond, red, grey, green Lifespan
Young is 2 -6 years old.
Eye Colors Average is 7 - 20 years old.
Brown, blue 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.

9
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 Typical Weight


0.9 – 1.2m (Male / Female) 24 – 30kg (Male / Female)

Fur Colors Lifespan


White, grey, brown, purple Young is 1 -10 years old.
Average is 11 - 24 years old.
Deely-Bopper Colors Old is 25 - 30 years old.
White, green, red, yellow, purple

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.

10
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 Typical Weight


Varies. Usually 1.6 – 1.9m. Varies. Generally 200kg+

Hair Colors Lifespan


Any Unknown

Eye Colors
Black

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 didn’t 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 couldn’t 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 highly-
trained 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.

11
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 character’s 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 character’s 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.
Spirit (SPR) - Spirit represents a character’s willpower, and an Attribute Score Rating
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
characters with a lower Spirit simply do not possess. This score is useful 5 1
6 2
for a myriad of abilities, spells and skills, as well as helping the character 7 2
resist detrimental status effects. 8 2
9 3
10 3
Attributes in the 1-2 range represent a character who is extremely subpar 11 3
in some way, because in game terms you're going to have a lot of trouble 12 4
13 4
doing something with Attributes that low. 14 4
15 5
Attribute Ratings 16 5
Your Attribute Rating is the always-positive number which will be used to 17 5
18 6
determine things like how many times per session certain abilities can be 19 6
used and how high your skills can go – but generally, your attribute 20 6
SCORE is the stat that will matter the most. You receive a point in an 21 7
attribute rating for every three points you possess in the associated 22 7
23 7
attribute. Consult the table to the right for clarification. 24 8
By placing 6 Attribute Points in Strength, for example, a character would 25 8
start with a Strength of 6, and a STR Rating of 2. 26 8
27 9
28 9
Again, you may not have a starting attribute score of less than 1 or 29 9
greater than 10 after this step. The only exception to this is equipment or 30 10
abilities which grant additional attribute bonuses, allowing the character to Etc... Etc...
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.

12
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 Armor (ARM): A sum of the character's protection
general physical condition. Damage done to a against physical attack. The higher the rating, the
character reduces their Hit Points; if their HP is less damage they will suffer. Whenever a character
ever reduced to 0 or lower, they fall unconscious. would take physical damage, their ARM score is
To calculate HP, add your VIT score with the subtracted from the amount they would be dealt –
HP/Level granted by your Job, and multiply the for example, a character with 5 ARM would reduce
total by your character level. Then, add 10. 30 damage down to 25.
This attribute is simply calculated by adding up the
Magic Points (MP): Magic Points represent a total ARM granted by your equipment.
character's reservoir of spellcasting energy. Spells
and other magical powers reduce a character's MP
when used. Magic Armor (M.ARM): The character’s protection
To calculate MP, add your INT score with the against magical attacks. The higher the rating, the
MP/Level granted by your Job, and multiply the less damage they will suffer. Whenever a character
total by your character level. would take magical damage, their M.ARM score is
Note that any Job without an MP Modifier has zero subtracted from the amount they would be dealt –
MP, regardless of INT. for example, a character with 20 M.ARM would
reduce 60 damage down to 40 instead.
Evasion (EVA): The character's affinity for This attribute is simply calculated by adding up the
reflexively dodging or parrying incoming physical total M.ARM granted by your equipment.
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 target’s Evasion score to have any
effect at all. If the total attack roll including
Accuracy is lower than the target’s 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
don’t know the attack is coming, or where it’s
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 opponent’s
EVA, the attack lands and you may calculate
damage using the same two dice – more on that
later!

13
Step Five: Job, Abilities, Skills, and Magic
Now it’s 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 Spell Rank Level
have a magic-using chart that appears similar to the one seen here. 1 1, 1, 3, 2, 4
This means that at levels one the character begins play with two 2 6, 9, 12
‘Rank one’ spells of his choice. At levels two, three and four, the 3 15, 18
character receives another ‘Rank one’ spell from their list. And 4 21, 24
levels six, nine, and twelve, they can take a ‘Rank two’ spell instead 5 28
if they so choose, and so on.

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 don’t 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 they’d 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 character’s 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.

14
Starting a Character above 1st Level?
Characters won’t always withstand the rigors of the Final Fantasy world – some gracefully return to their
old lives, some are defeated in battle or perform legendary acts of self-sacrifice.
Sometimes, old villains can become new allies, or long-forgotten companions can return more powerful
than before.
Perhaps the heroes themselves are already well-established paragons in the world, not batting an eye at
the lesser threats that plague the typical adventurer.

For all of these reasons and more, what follows is a quick set of rules designed to create characters
above first level. While there’s quite a few perks to making a higher-level character right off the start,
there’s 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 don’t 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 Total Adjustments Starting Gil Starting Destiny


1 2 abilities, 30 attribute points 500 0
2 2 abilities, 31 attribute points, +1 skill point 600 0
3 2 abilities, 32 attribute points, +2 skill points 800 0
4 2 abilities, 33 attribute points, +3 skill points 1,100 0
5 3 abilities, 34 attribute points, +4 skill points 1,500 0
6 3 abilities, 35 attribute points, +5 skill points, 1 Limit Break 2,000 1
7 3 abilities, 36 attribute points, +6 skill points, 1 Limit Break 2,600 1
8 3 abilities, 37 attribute points, +7 skill points, 1 Limit Break 3,300 1
9 4 abilities, 38 attribute points, +8 skill points, 1 Limit Break 4,100 1
10 4 abilities, 39 attribute points, +9 skill points, 1 Limit Break 5,000 2
11 4 abilities, 40 attribute points, +10 skill points, 1 Limit Break 6,000 2
12 4 abilities, 41 attribute points, +11 skill points, 1 Limit Break 7,100 2
13 5 abilities, 42 attribute points, +12 skill points, 1 Limit Break 8,300 2
14 5 abilities, 43 attribute points, +13 skill points, 1 Limit Break 9,600 2
15 5 abilities, 44 attribute points, +14 skill points, 1 Limit Break 11,000 3
16 5 abilities, 45 attribute points, +15 skill points, 2 Limit Breaks 12,500 3
17 6 abilities, 46 attribute points, +16 skill points, 2 Limit Breaks 14,100 3
18 6 abilities, 47 attribute points, +17 skill points, 2 Limit Breaks 15,800 3
19 6 abilities, 48 attribute points, +18 skill points, 2 Limit Breaks 17,600 3
20 6 abilities, 49 attribute points, +19 skill points, 2 Limit Breaks 19,500 3
21 7 abilities, 50 attribute points, +20 skill points, 2 Limit Breaks 21,500 4
22 7 abilities, 51 attribute points, +21 skill points, 2 Limit Breaks 23,600 4
23 7 abilities, 52 attribute points, +22 skill points, 2 Limit Breaks 25,800 4
24 7 abilities, 53 attribute points, +23 skill points, 2 Limit Breaks 28,100 4
25 8 abilities, 54 attribute points, +24 skill points, 2 Limit Breaks 30,500 4
26 8 abilities, 55 attribute points, +25 skill points, 2 Limit Breaks 33,000 4
27 8 abilities, 56 attribute points, +26 skill points, 2 Limit Breaks 35,600 4
28 8 abilities, 57 attribute points, +27 skill points, 2 Limit Breaks 38,300 5
29 9 abilities, 58 attribute points, +28 skill points, 2 Limit Breaks 41,100 5
30 9 abilities, 59 attribute points, +29 skill points, 2 Limit Breaks 44,000 5

15
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 doesn’t Engineer – Masters of clockwork contraptions and
have much in the way of defense or subtlety – only peculiar inventions, Engineers keep themselves and their
unmatched offensive capability. He assaults his foes with allies outfitted with fantastic – if improbable – weapons,
overwhelming elemental attacks and a variety of armor and gadgets. Armed with explosive substances
negative status effects. As they grow in power, the created from defeated enemies, these brilliant heroes
damage they can unleash is unparalleled. can replicate even the most powerful of magicks without
ever needing to learn a single spell.
Blue Mage - Blue Mages are enigmatic power-seekers
better known as Immortals. They are renowned for the Fighter – These devoted warriors know their destiny lies
monstrous magicks they wield, their metamorphing on the battlefield. Fighters are the perfect blend of
physical bodies, and their rapidly dwindling sanity. offensive and defensive skills, and you can rely on these
juggernauts to hit hard, hit fast, and hit often. Their
Dark Knight - Combining vicious black magic that combat abilities allow them to adapt to any situation, and
drains life and slams their enemies with vicious status their aggressive style spells disaster for anyone who gets
effects, these unrelenting fighters go to every means in their way.
necessary to exploit their target's and leave a lasting
impression. Freelancer – Heroes who simply don’t find themselves
fitting a single niche, instead dabbling in each of the
Dragoon - The masters of the lance are tacticians and different Jobs to eventually become truly multifaceted
commanders of the highest degree. Between their individuals. While they might appear weak at first,
unique aerial maneuvers and their ability to direct the Freelancers are capable of mixing and matching abilities
flow of battle, Dragoons rarely need to rely on their allies from all nineteen Jobs.
for aid.
Gambler - Tempt fate, roll the dice, and shoot first and
Entertainer - These artisans, mimics and minstrels ask questions later. These swashbucklers have a knack
contribute far more than just song and swaying hips to an for getting lucky when it really counts, and they taunt the
adventuring troupe. With a unique brand of magic that is powers-that-be with their unique support abilities that can
channeled through their expressive Arts, they can inspire save the day…or spell disaster for the party.
their companions to new heights of greatness.

16
Geomancer – These tough, peaceful nomads have Samurai - A noble warrior who follows the code of
formed a strange connection to the powers of Creation, bushido, turning simple skill with a blade into an art-form
able to call forth the very terrain to do their bidding. as exotic and beautiful as it is deadly. Their supernatural
Unrivalled in their complete mastery of the natural world, style can turn an enemy’s strength into a weakness, and
they are able to perform feats that few others could ever their mastery of the sword allows them to perform
hope to match. amazing feats as they travel the land spreading hope to
the downtrodden.
Monk - A melee combatant who seeks to make their
body the ultimate weapon, eschewing the use of armor. Thief - These fleet-of-foot combatants walk on the wrong
By channeling Ki through their bodies, they are resilient, side of the law and possess a variety of dirty tricks. As
powerful warriors on the way to attaining physical comfortable exploring ancient ruins and dungeons as
perfection. they are in an urban setting, Thieves have taken the five-
fingered-discount to a whole new level.
Ninja - A subtle warrior who is famed for his ability to
fight flawlessly with two weapons. These swift and Time Mage – Able to reshape the forces of time and
stealthy assassins are known for using poisoned blades space, these unpredictable cosmic dabblers are as
and thrown weapons to ensure that their targets can powerful as they are scarce. Shrouding themselves in
neither run nor hide, and that the first round of combat magical barriers and using the unlimited powers of the
will be their target’s last. mind to overcome even physical challenges, they can
cast formidable spells that stretch seconds into hours.
Paladin - Though these knights have harnessed the
power of White Magic to provide additional healing and White Mage - This dedicated healer welcomed with open
restorative abilities, don't expect them to be sitting on the arms to any adventuring party they choose to join,
back lines. With inherent leadership abilities and supporting their comrades with nigh-endless healing and
unrivaled defense, Paladins are holy swordsmen who are resurrection abilities.
often the first to kick down a door and charge into the Some have begun to scratch the surface of the Esper
fray. world, granting the party the assistance of a patron
Summon.
Ranger – Archers and gunslingers who deliver accurate
and deadly long-ranged attacks to unsuspecting foes.
Moving with unmatched celerity and dexterity, these self-
reliant 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.

Once you’ve selected a Job, here’s several phrases you’ll see and what they mean.
HP/level: Upon leveling up, you’ll add this number + your VIT score to your current maximum HP.
MP/level: Upon leveling up, you’ll 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 Geomancer’s 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.

17
BLACK MAGE
黒魔道士
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 becomes 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 Level


1 1, 1, 2, 3, 4
2 5, 6, 8, 10
3 12, 14, 16, 18
4 20, 22, 24, 26
5 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
Black 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.

18
Job Abilities
Specialization - Passive Personal Element – Instant, Self
The Black Mage specializes in a certain elemental The character has a deep, personal connection and
subtype. Perhaps he is a coldhearted sort who prefers to familiarity with one of the world's elements, and suffers
freeze his foes in sub-zero temperatures with Ice magic, no harm when it is used against her. When taking this
or he is as stoic and patient as the earth itself and allows ability, the Black Mages gains an Immunity to one of the
his studies to reflect this magical preference. Some following five elemental types of her choice – Fire, Ice,
characters are naturally drawn to water-elemental magic, Water, Earth, or Lightning.
and some concentrate on the control of pure electrical
current. Perhaps the character is a pyromaniac, at his Unnecessary Force - Passive
most potent when wielding Fire magic, able to control The Black Mage’s spells are so powerful that they can
infernos and blazes with his will alone. Whether a literally blast their opponents away. Upon taking this
thousand volts of lightning runs through your veins or you ability, the Black Mage may now also add a Medium
remain grounded firmly in the realm of Earth magic, a Range knockback effect to all Tier 3 or higher spells that
Black Mage with a specialization is able to control spells deal damage.
of his element with more finesse and raw power.
Choose an element; Ice, Fire, Water, Earth, or Lightning. Power to Burn - Passive
The damage step has increased by one for all elemental
The Black Mage is capable of harnessing the natural
damage dealt by the character of that type. (For
elemental strength in an area to fuel their craft. When
example, if a character who has taken an Ice
casting an elemental spell in the appropriate Elemental
specialization was casting a spell that normally deals Field (for example, an Ice spell in a raging blizzard or a
(INT x 1) points of Ice damage, it would now do (INT x 2) thunder spell during a severe storm), the character can
instead, and so on.) This ability may be taken multiple
choose to spend double the standard MP of the spell in
times, increasing the damage step by one each time.
order to increase their damage by an additional 50%.
However, Specialization cannot be used for multiple
This ability may be taken multiple times, increasing the
different elements.
damage percentage by 50% each time.

Elemental Seal – Instant, Self Counter Magic - Passive


By concentrating on individual enemies instead of entire With his supreme mastery of the magical arts, the Black
hordes of monsters, the character can focus in such a Mage is capable of striking back when he is the target of
way that his spells ignore magical resistance. Upon an enemy spell. If the Black Mage takes damage from or
activating Elemental Seal, treat your next Single-target is targeted by a spell he knows, cast on him by an
spell as though your foe had a M.ARM of zero and ignore enemy, then he may return fire with the same spell
the effects of Shell. This ability may be used a number of automatically as a Counterattack. The spell still costs
times per session equal to the Black Mage’s SPR rating. MP, but is considered an Instant action. The Black Mage
cannot use Counter Magic if he is occupied with a Slow
Obliterate – Slow, Special action of his own or if the spell was Reflected.
The Black Mage is destruction incarnate, capable of
imposing his will on colossal inanimate objects (and even Golden Gaze – Passive, Self
truly powerful magical artifacts and wards), turning them While some mages may suffer from dark circles under
all into piles of rubble. their eyes after a night of poring over ancient tomes,
Normally a character must make a strength check to many Black Mages are afflicted with a far more obvious
destroy inanimate objects. Upon using Obliterate, the side effect from dealing with the darker arts. Their eyes
Black Mage may make such a check but with a +4 bonus glow a dim golden, green or blue in color even in pitch
to the roll, and may use his SPR attribute instead of STR. blackness. More of a blessing than a curse, this ‘golden
Obliterate can target objects up to Long Range. This gaze’ is sometimes rudely referred to as the ‘Evil Eye,’
bonus may be taken multiple times, increasing the bonus and for understandable reasons. In addition to allowing
granted by +4 each time. the character to instantly see through magical Illusions, a
Black Mage with this ability can instantly determine the
Into the Fray – Passive truthfulness of any statement, once per day, simply by
The Black Mage knows how to defend himself with making eye contact with the speaker and looking directly
standard and not-so standard weapons, and is adept at into their soul. And if this wasn’t enough, spending a
wielding magical implements as he is with magic itself. single point of Destiny allows the Black Mage to glean
The character now deals 100% damage (instead of the the surface thoughts of someone in the same manner.
standard 50%) when using his INT or SPR attribute to In this way, a character with Golden Gaze is often privy
calculate damage for Arcane weapons. to secrets that others simply couldn’t know.

19
BLUE MAGE
青魔道士
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 Level


1 1 – 10
2 11 – 20
3 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 character’s experiences. Upon choosing a monster, they receive
access to the creature’s 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 Mage’s physical appearance does not change, metamorphing into a Humanoid opponent often
causes the character’s voice and mannerisms to change noticeably. This is often enough to pose as a formerly-
defeated 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.

20
Job Abilities
Observe – Passive Sapphire Seal – Instant, Self
Durability aside, keen observation and a sharp analytical The magic wielded by a blue mage is not to be trifled
mind are the Blue Mage's best friends. By carefully with, and is difficult to divert or absorb. After activating
watching the magic woven by an opponent, they can Sapphire Seal, the next spell cast will ignore the effects
gather enough information for a kind of mystical reverse of Reflect, as well as any elemental Resistances,
engineering, allowing them to Learn monster magic Immunities or Absorbencies the foe may possess.
without putting themselves in harm's way. A Blue Mage This ability may be used a number of times per session
with this ability no longer needs to be targeted by a Blue equal to the Blue Mage’s SPR rating.
Magic spell to acquire it – only see it used during a battle
in which the character is an active participant. Observe Immortal – Passive
has no effect if the Blue Mage is Unconscious or affected Blue Mages are renowned for being extraordinarily
by any of the following Status Conditions: Berserk, Blind, difficult to kill. Some say this is because of the beast
Confuse, Sleep, Stone, Stun, or Zombie. blood that runs through their veins, others attribute it to
And again, a Blue Mage may not learn a spell from divine ordinance. Whatever the reason, it’s a well-known
another Blue Magic user – only the original monster. fact that, ever since the first Blue Mage adopted the title
Several Blue Magic spells are defensive instead of of ‘Immortal,’ the name has proven to be accurate.
aggressive, and are essentially only obtainable by a Blue Whenever a Blue Mage uses Destiny points to ‘Cheat
Mage with the Observe ability. Death’ as described in chapter 4, the costs for doing so
is reduced by 2. This ability may be taken multiple times,
Chimera’s Blood – Self, Passive but the cost for Cheating Death can never be reduced to
The elements flow deep in the Blue Mage’s monstrous less than 3.
blood, and provide him with additional weaknesses and
protections. Upon taking this ability, choose one of the Defy Death – Passive
seven following elements - Fire, Ice, Water, Wind, Earth, An Immortal defeated by a single attack? Laughable.
Shadow, or Lightning. The Blue Mage now has an Upon obtaining this Job Ability, the Blue Mage gains an
Immunity to that Element, and is unaffected by spells or Immunity to the damage and effects of the following
attacks of that type. However, he must then choose a spells; Death, Doomsday, Break, Lv.? Doom,
second element from the list, which he will forever have a Degenerator, Roulette, Quarter, Demi, and Black Hole.
Weakness against. They are also Immune to Limit Breaks and monster
The Blue Mage may take this ability up to three times, abilities that attempt to instantly remove a flat percentage
choosing new elements for the Immunities and of the Blue Mage’s health, cause an instant-death effect,
Weaknesses each time. He may never obtain a and Limit Breaks that would deal damage greater than
resistance or immunity to the element which he is now the Blue Mage’s maximum HP are completely negated.
weak to, even through equipment or job abilities,
including Metamorphosis.
Azure Lore – Slow, Single
The character’s attacks siphon away his enemies’
Absolute Power – Special magical strength, using it to restore his own. Make a
Long hours of study and experimentation with monster normal attack action, and treat the character’s weapon
magic has left the mage’s body physically weaker, but as though it had the MP Drain property – the Blue Mage
the power that the character gains in trade is perhaps recovers magic points equal to 50% of the damage done.
enough to forever deny the grip of death. This is a Short Range attack.
Once per game session when a Blue Mage would gain Azure Lore may be used a number of times per session
one or more points of EXP, a Blue Mage can choose not equal to the Blue Mage’s SPR rating.
to take any experience points and receive one point of
Destiny instead.
Blood Price – Special
The character is vengeful, having has dedicated himself
Aura Magic – Instant, Self to the absolute genocide of another person, species, job
Monstrous spells, whilst powerful, are often limiting – class, monster group, followers of a certain religious
most notable in the fact that all Blue Magic is designed to order, etc, that he believes has wronged him in some
battle individual foes and not large groups. With this way, which should be declared when taking this ability.
ability in his repertoire, the Blue Mage is no longer limited When the Blue Mage is fighting this type of foe, the
in such a fashion. character is able to expend HP instead of MP for casting
After using Aura Magic, the next Blue Magic spell cast Blue Magic spells. For example, if a spell was to cost 25
becomes a Group target spell, allowing their normally magic points to cast normally, the Blue Mage could
one-foe attacks to affect all enemies. However, the Blue choose to use the spell by giving up 25 HP instead.
Mage loses 25% of his maximum HP after the usage of Blood Price cannot be used if casting a spell would
this ability. Aura Magic may be used a number of times reduce the Blue Mage to 0 HP or less.
per session equal to the Blue Mage’s VIT rating.

21
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 can’t 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 character’s bloodstream. They are immune to opponent’s 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 mage’s 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 character’s 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.

22
DARK KNIGHT
あんこく
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 Level


1 2, 4, 6
2 8, 10, 12
3 14, 18
4 22, 26
5 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 Knight’s 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 Knight’s 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…

23
Job Abilities
Last Resort – Passive, Self Darkside – Standard, Single
Dark Knights become stronger as they near death - not The Dark Knight strikes his target, his blade burning with
weaker - and are capable of making truly tremendous a black fire fueled by ceaseless rage. Make a normal
attacks even when they may be too injured to stand. attack action. If successful, 200% ARM Shadow damage
When the Dark Knight is at 50% or fewer HP he deals is dealt by the attack. While powerful, Darkside has a
additional damage with all spells and physical attacks. If price – if damage is dealt by this attack, the Dark Knight
a weapon was to do (STR x 1) points of damage, it would suffers damage equal to 25% of the Dark Knight's
now do (STR x 2) instead, and so on. maximum HP. The damage done to the Dark Knight
In addition, all non-magical damage dealt while the Dark ignores ARM and Protect. This is a Short Range attack
Knight is at 50% health or less may be treated as ARM that may be used a number of times per session equal to
Shadow damage if the Dark Knight chooses. the Dark Knight’s VIT rating.
This ability may be taken multiple times, increasing the
damage step by 1 each time. Night Sword – Slow, Single
The Dark Knight points his sword at the target, and an
No Mercy – Slow, Single ethereal red spike rips through them from below. Make a
The Dark Knight is capable of performing terrifying normal attack action, and treat the character’s weapon
finishing moves, striking fear into the hearts of his foes. as though it has the HP Drain property – the Dark Knight
Upon obtaining this job ability, a deathblow may be recovers hit points equal to 50% of the damage done.
performed on any foe that has been reduced to 0 hit This is a Medium Range attack.
points. The specifics of the move are up to you - This ability may be used a number of times per session
decapitating the head of an enemy, ripping out his spinal equal to the Dark Knight’s INT rating.
column, or worse - but a successful completion of a
deathblow will cause foes to be afflicted with the negative Mark of Domination – Slow, Single
status effect Fear for one round. This effect may only be A Dark Knight leaves a supernatural or physical ‘calling
used once per combat. Obviously, it will also instantly kill card’ on his enemy. Some feel a physical scar is the best
the unconscious target, and the Dark Knight’s allies way to make their opponent never forget the encounter –
might be equally horrified. others mark their targets with magic that leave a
creeping sensation of being watched.
Killing Machine – Standard, Local Once the mark has been established, the character and
Dark Knights are capable of cutting down their enemies his target are linked and connected by a sinister power.
in great numbers, not needing to pause to deal with The Dark Knight always knows where his target is (even
lesser opponent. Make a normal attack action which if separated by hundreds of miles) and receives a +1
deals 50% damage, but strikes every foe within Short bonus to ACC and EVA against the target in combat.
Range. Killing Machine cannot be a critical hit or limit But this is only the beginning. For a single point of
break. Destiny once per session the Dark Knight may physically
take control of the target’s body– again, no matter the
distance between them. In combat the link only lasts for
Blood Weapon - Passive one round, easily long enough to make the target hurl his
Many Dark Knights triumph in combat by crippling their weapon away, turn on his own allies, or any number of
enemies to the point that they can no longer fight back. other things. Outside of combat, the possession is
Whenever a negative status effect (except longer; several minutes at the least.
Unconsciousness) is applied by the Dark Knight’s The dominated target instinctively resists any direct
weapon or Black Magic, the status effect will not wear off command that would cause physical harm to itself, and
in several rounds as per normal, and must be cured with forcing a character under Mark of Domination to hurl
magic or restorative items. For example, the status from themselves off a cliff or attack themselves often severs
an Auto-Poison weapon will not fade after several the connection.
rounds, but can still be removed with Antidotes, Poisona, A Dark Knight may end Mark of Domination at any time
and similar effects. as a Slow action, and a character may only have one
target ‘Marked’ at a time. It can also be cured with very
Black Sky – Instant, Self powerful White Magic.
The Dark Knight walks hand-in-hand with death and
destruction. After activating Black Sky, the Dark Knight Deteriorate – Passive
may turn the effects of the spell Arise, Curse, Poison, Dark Knights are masters of hitting their enemies where it
Blind, Melt, Drain, Virus, or Zombie into Group target hurts. After obtaining this job ability, the difficulty on SPR
spells as opposed to Single target spells. rolls to resist Black Magic – such as Blind, Zombie, or
This ability may be used a number of times per session Virus - caused by the Dark Knight is now at a +2 higher
equal to the Dark Knight’s SPR rating. difficulty for his enemies. This ability may be taken
multiple times, increasing the difficulty to resist by +2
each time.

24
DRAGOON
竜騎士
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: Dragon’s 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 isn’t the Dragoon’s 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 Dragoon’s 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.

25
Job Abilities

Threaten – Passive Impale – Passive, Self


The Dragoon is capable of directing the ebb and flow of While not all dragoons use a lance, intensive training
combat, forcing enemies to turn and face him in order to with a spear does have its advantages. By becoming one
protect more vulnerable party members. with their weapon, Dragoons are capable of felling
Upon landing a Critical Hit upon an enemy, the Dragoon multiple enemies with a single, powerful strike. A
can choose to deal no damage cause any effects and dragoon with this ability is treated as having the Follow-
instead force the target to specifically attack the Dragoon Through weapon property on all Reach weapons he
for 4 rounds, or until the Dragoon is Unconscious. There wields – however, this ability has no effect if the Dragoon
is no restriction in how the target can do this, but all is dual-wielding or otherwise using more than a single
offensive attacks must either be directed at the Dragoon, weapon in combat.
or include the Dragoon among the targets. If the
character cannot be targeted (due to Jump, for example), High Jump – Passive
the enemy may attack freely, but will continue to go after The Dragoon can leap mountains with a single bound;
the Dragoon if the opportunity presents itself. his spear can touch the clouds and pierce the heavens.
In addition, when using a single Reach weapon, attacks This ability provides a number of bonuses.
from the Dragoon will result in a Critical Hit on a roll of First, the Dragoon’s Jump ability is now Long range
10-12 instead of the standard 11-12. instead of Medium. GMs may choose to rule that
travelling extreme distances may require more than one
Deep Breathing – Standard, Group round for dramatic effect, however.
The Dragoon lets loose a supernatural draconic breath Secondly, after using Jump, the Dragoon no longer
attack to suppress his foes’ magical or physical abilities. needs to land the following turn and may instead stay
Make a normal attack action and choose one of the airborne nearly indefinitely.
following effects: Finally, whenever the Dragoon hits a flying target with a
Firebreath: A cone of black flame jets scalds all short- Jump, the target loses their Flight ability until the end of
range enemies for (INT x 4) + 2d6 points of Fire damage. the next round as they are pushed to the ground - and
In addition, this ability has a 50% chance to inflict the pinned there - by the Dragoon’s downward attack.
negative status effect Blind.
Crystalbreath: White-hot bolts of energy electrocute all Ancient Circle – Standard, Group
short-range enemies for (INT x 4) + 2d6 points of Intense training has given the Dragoon insight into the
Lightning damage. In addition, this ability has a 50% vulnerabilities of the creatures he imitates, and this ability
chance to inflict the negative status effect Seal. is the proof. This ability grants the Dragoon and his allies
Deep Breathing may be used a number of times per the Dragon Killer ability on any weapon they wield a
session equal to the Dragoon’s INT rating. number of round equal to the Dragoon’s VIT rating.
Dragoon Killer allows them to inflict 200% damage
Ride the Storm – Passive, Group against Dragon-type monsters with all attacks.
While the elements often pose a threat for large armies, This ability may only be used once per session.
the Dragoon is a tactical master of the highest degree
and has learned how to use adverse environments to his Lancet – Slow, Single
advantage. Whenever the Dragoon fights in Difficult Lancet is a mysterious ability passed on through the
Terrain weather conditions that would normally apply a ages from Dragon to Dragoon. By utilizing this technique,
negative modifier to combat rolls (such as a raging the character may draw forth a foe’s life energy and use
blizzard or torrential downpour) these are applied as it to heal himself and his allies. Make a normal attack
bonuses instead. The effect extends to the Dragoon’s action that deals half damage. All allies recover HP and
allies as well, and this ability has been the trump card in MP equal to the damage done. This ability is a Short-
more than one unwinnable battle over the years. Ranged attack that may be used a number of times per
session equal to the Dragoon’s SPR rating.
Scan – Instant, Single
For these master tacticians, knowing thy enemy plays a Whirling Spear – Passive
great role in determining the best course of action. With a You are a dervish on the battlefield, striking approaching
moment’s appraisal the Dragoon can judge minute foes reflexively. Whenever an enemy makes a Short
details about any opponent. After using this ability, the Ranged physical attack against you, they automatically
Dragoon can learn the level, species, elemental take damage equal to your (DEX + SPR) attribute total,
strengths and weaknesses, and Job (if it has one) of a ignoring ARM, Protect, and Unusual Defense. Damage
single target. The target is aware that he is being ‘sized taken from Whirling Spear does not provoke
up.’ counterattacks, and the damage occurs before the
This ability may be used a number of times per session enemy makes their attack roll.
equal to the Dragoon’s INT rating, but only once per
round.

26
ENGINEER
モーグリ

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 Engineer’s
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 Engineer’s 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 Engineer’s Refined Items
as ‘magical attacks’ for the purposes of calculating damage, not physical.

Skill Tool Gained Properties


1 “Auto Crossbow” The character’s physical attacks deal normal damage to all enemies instead of a single
target. Physical attacks can be made at Medium Range.
2 “Bio Blaster” Whenever the Engineer deals physical or magical damage to a foe, the target also
receives the effects of the negative status effect Poison.
3 “Noise Blaster” Whenever the Engineer deals physical or magical damage to a foe, the target also
receives the effects of the negative status effect Confusion.
4 “Drill” All of the Engineer’s attacks ignore ARM and Protect.
5 “Flash” 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.
6 “Chainsaw” The character deals 200% damage with all physical attacks and all magical attacks that
deal elemental-based damage.
7 “Air Anchor” The character deals 200% damage with all physical attacks, and critical hits reduce the
target’s health to 0 instantly. This is an Instant Death effect that may not work on
bosses. Physical attacks can be made at Medium Range.
8+ “Micro Missile” 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.

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

27
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 character’s 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 Effect Example Enemies:


Accelerator Casts Force Field, granting an ally an Immunity to random elements Flan, Gilgamesh
Air Gem Casts Aeroga, dealing (INT x 6) + 2d6 Group Wind damage Wyvern
Antarctic Wind Casts Blizzara, dealing (INT x 5) + 2d6 Ice damage Chimera
Arctic Wind Casts Blizzard, dealing (INT x 3) + 2d6 Ice damage Dingo
Bomb Fragment Casts Fire, dealing (INT x 3) + 2d6 Fire damage Bomb
Bracchus Wine Casts Berserk, turning one target into a mindless combatant Imperial Soldiers
Cactus Thorn Casts 1000 Needles, doing 100 or 1,000 damage to a target Cactuar
Chef’s Knife Casts Death, instantly killing an enemy Tonberry
Cherub Down Casts Float, allowing one ally to hover and avoid Earth damage Killer Bee
Chocofeather Casts Quick, granting the Engineer the Haste status Chocobo
Curse Spike Casts Condemned, causing the target to be Cursed for 1d3 rounds Lost Soul, Deathgaze
Dark Matter Casts Black Hole, reducing a target’s health by 75% of maximum Demon, War Machine
Deadly Waste Casts Bio, dealing (INT x 3) + 2d6 damage and Poisoning the target Antlion, Malboro
Dragon Scale Casts Watera, dealing (INT x 5) + 2d6 Water damage Hydra
Dynamo Stone Casts Ray Bomb, dealing (INT x 6) + 2d6 nonelemental damage Chocobo Eater
Earth Drum Casts Stone, dealing (INT x 3) + 2d6 Earth damage Ogre
Earth Gem Casts Stonaga, dealing (INT x 6) + 2d6 Group Earth damage Landworm, Mamool Ja
Echo Grass Casts Vox, removing the Seal status from one companion Leafer, Funguar
Electro Marble Casts Thunder, dealing (INT x 3) + 2d6 Lightning damage Larvae
Farplane Shadow Casts X-Zone, banishing and defeating summoned creatures Evil Wall, Varuna
Fish Scale Casts Water, dealing (INT x 3) + 2d6 Water damage Achelous, Giant Frog
Flashbang Casts Flash, dealing (SPR x 3) + 2d6 damage blinding the target. Magic Urn
Hourglass Casts Hastaga, granting all allies Haste until combat ends Various Bosses
Ice Gem Casts Blizzaga, dealing (INT x 6) + 2d6 Group Ice damage Iron Giant
Ink Casts Blind, robbing a foe of the ability to see Ahriman
Lightning Gem Casts Thundaga, dealing (INT x 6) + 2d6 Group Lightning damage Evrae
Lightning Marble Casts Thundara, dealing (INT x 5) + 2d6 Lightning damage Couerl
Lunar Curtain Casts Barrier, negating all ranged attacks Various Bosses
Molotov Casts Firaga, dealing (INT x 6) + Group 2d6 Fire damage Imperial Commander
Mute Mask Casts Seal, preventing a target from using spells or job abilities Mandragora, Exoray
Mystery Fluid Casts Quarter, reducing a target’s health by 25% of maximum Anacondaur
Phosphorous Bomb Casts Fira, dealing (INT x 5) + 2d6 Fire damage Gelatitan
Second Chance Casts Life, bringing an ally back from unconsciousness with 1 HP The Four Fiends
Shear Feather Casts Aero, dealing (INT x 3) + 2d6 Wind damage Axebeak
Smoke Bomb Casts Escape, allowing the party to flee from battle Goblin
Sticky Web Casts Lock, wrapping the target in layers of webbing. Spider, Antlion
Supreme Gem Casts Supernova, dealing (INT x 25) or (SPR x 25) + 2d6 damage Various Bosses
Three Stars All allies receive the effects of Haste, Protect, and Shell. Various End Bosses
Tribal Drum Casts Stona, dealing (INT x 5) + 2d6 Earth damage Ochu
War Gong Casts Brave, rendering all allies immune to Fear until combat ends Thug, Gigas
Water Gem Casts Wateraga, dealing (INT x 6) + Group 2d6 Water damage Geosgaeno
Windmill Casts Aerora, dealing (INT x 5) + 2d6 Wind damage Zu
Zombie Dust Casts Zombie, causing one enemy to suffer the curse of the undead 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 – it’s like the potion of the mechanical world!

Grenade Deals (INT x 3) + 2d6 points of Group Fire damage. Miscellaneous

28
Job Abilities
Salvage – Standard, Single Soul of Thamasa – Passive
The Engineer is a master of shutting down dangerous This illustrious ability is what truly separates Engineer
constructs, and using their spare parts to further his craftsmen from the merely talented.
arsenal of Refined weapons. For every point of Destiny that the Engineer spends
The Engineer attempts to pull out a handful of important when Synthesizing a weapon or armor, the equipment is
parts and wires from a Construct-type enemy within treated as being one tier higher than it really is for the
Short Range. The Engineer makes a DEX or INT check purpose of choosing weapon properties. The weapon still
opposed by the opponent’s STR or DEX, whichever is does not receive more than the standard number of
higher. If the Engineer wins the construct is reduced to 0 properties, only gains access to properties that would
HP instantly, and they automatically receive the Refined otherwise not be allowed. For example, an Engineer
item for that enemy. could spend six points of destiny to grant a Tier 2
weapon the ‘Break Damage Limit’ property normally
Maintenance – Passive, Special reserved for legendary equipment.
Veteran Engineers keep a close eye on their comrades'
equipment, ensuring that it is always in top condition. Chemist – Special, Self
The Engineer and one ally of his choice receive the The character has a natural flair for fiddling with alchemy,
Indestructible property on all weapons, accessories and and is much more adept than most at utilizing potions
armor. The Engineer may choose to change and supplies in the heat of combat.
Maintenance targets only outside of combat. Whenever a character with this ability takes damage or
suffers a negative status effect, he may use any
Efficient Construction – Instant, Special restorative item currently in his inventory on himself as
Normally, a character who attempts to create something an Instant action. He may even use this ability when he
from scratch suffers a penalty without proper would normally be prevented from using an item – such
mechanisms and a feasible workspace. The Engineer as taking damage enough to drop him to 0 or below in
with this ability is able to quickly cobble together his order to use a Phoenix Down, or when he would be
inventions with little more than the tools at hand and affected by a negative status effect such as Petrify or
some old-fashioned elbow grease, and never takes Sleep.
negative penalties to Synthesis checks. This ability does not apply to items that normally only
function outside of combat, such as Tents.
Pandora’s Box – Standard, Local Chemist may be used a number of times per session
equal to the Engineer’s DEX rating.
The Engineer possesses a strange box that – when
opened – inflicts negative status effects to either every
enemy or every ally. Although dangerous and unreliable, Junkyard – Instant, Special
the Pandora’s Box can be a powerful tool as a last resort. The Engineer’s exhaustive experience with the inner
Upon using Pandora’s Box, roll 1d6 and consult the chart working of machines allows him to point out ‘stress
below for the status effect. Then flip a coin – calling it points’ to his allies. When used, Junkyard grants the
correctly means you choose whether the status affects entire party the Construct Killer property on any weapon
all enemies or all allies – Incorrectly means the GM they wield for a number of round equal to the Engineer’s
chooses. This ability may be used a number of times per INT rating. Construct Killer allows them to inflict 200%
combat equal to the Engineer’s SPR rating. damage against Construct-type monsters with all attacks.
This ability may only be used once per session.
Roll Result
1 Red Spring – Poison Twin Accessory – Passive
2 Blue Screw – Blind A character with this ability is capable of equipping a total
3 Green Gear – Stop of two accessory-type items at any time, and gaining the
4 Silver Disc – Sleep benefits of both.
5 Gold Battery – Haste
6 Rainbow Moogletron – Protect and Shell Gillionaire – Special
The Engineer knows how to turn a small profit with his
Oil Spill – Standard, Single inventions, able to earn some additional income outside
The Engineer has discovered a black, crude oil that of the normal amount received for adventuring and
works marvelously for greasing cogs in his inventions – saving damsels in distress.
it’s also a bit of a fire hazard. A character with Gillionaire can make a Trade check
A target enemy within Short Range loses any Resistance (usually difficulty 7) prior to each game session when in a
to Fire they may have possessed and gains a populated area where he could feasibly sell his designs
Vulnerability to Fire damage. In short, all Fire damage and/or services. On a successful check, the Engineer
now deals an additional 50% damage to the targeted foe receives (50 x character’s level) gil.
until the end of combat. Regardless of the outcome, Gillionaire can only be
attempted once per game session.

29
ENTERTAINER
吟遊詩人
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 Entertainer’s 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 Entertainer’s Fantasia epic ability, only one Art can be kept active at any given time,
whether Reversed or Normal.

30
Job Abilities
Power Chord – Slow, Group Weapon of Choice – Passive, Self
You do not need a microphone – your voice is simply Rarely do any two Entertainers battle in the same way;
POWERFUL. By belting out a power chord you can send some form weapons out of sonic or kinetic energy, or
foes, admirers, and articles of clothing flying by the sheer blast targets with the raw power of music. Some call forth
awesome power of your voice. Make a standard attack painted, abstract creatures, and others wield heavy
roll – if successful, all enemies suffer 100% M.ARM chains as they dance. Regardless how you choose to
nonelemental damage and are Knocked Back a Medium ‘knock ‘em dead,’ Weapon of Choice has you covered.
Range. Furthermore, all enemies are immediately Whenever a character with this ability uses the Art innate
Disarmed and are treated as having 0 ARM and M.ARM ability, one enemy of their choice takes (5 x Entertainer’s
until the start of their turn. Level) points of damage that ignores ARM and Protect.
Power Chord may be used once per session. Furthermore, the character knows how to hold their own
in a fight and receives an additional +4 HP/Level,
Juggler – Passive bringing their total to +8.
As much an art form as song or dance, the character has
mastered the art of…throwing and catching things. While Copycat – Standard, Varies
this might seem to be a comedic trick designed solely to During battle, an Entertainer can observe others' actions
amuse children, most enemies stop laughing when the and mimic them. When using this ability the character will
now-bulletproof character hurls a heavy steel sphere at repeat the last action taken before his turn by an ally –
them with perfect accuracy. even if this means using a spell or ability the Entertainer
Upon gaining the Juggler ability, all of the character’s does not actually possess!
weapons are treated as though they were also Ranged. This is subject to several important restrictions.
The character may target flying foes without the normal - Any rolls for the attack are determined by your stats.
4 penalty, or target enemies up to a Medium Range. Skills and skill-based abilities (such as Steal) use the
Furthermore, the character is now Immune to damage Acting skill instead. The action must be performed on the
from tangible Ranged weapons such as bullets, shuriken same target(s). If the Entertainer does not have enough
or arrows – she simply catches them in mid-flight. MP to cast a spell, then that spell cannot be used. Any
Intangible items (such as needles from the 1000 Needles actions that involve the use of thrown weapons,
spell or a monster’s energy beam) cannot be caught, as consumables or items that the user does not have
they are not in a state of matter that can be palmed when cannot be performed. Copycat may be used a number of
they reach the character's grasp. Likewise, projectiles times per session equal to the Entertainer’s INT rating.
larger than the character could conceivably lift or hold
are also out of the question.
Master Mimic – Passive
The character has further learned the secrets of the
Spellbound – Slow, Special mimes, better able to copy the actions of others. Upon
The Entertainer challenges any competitor to test their taking this ability, choose one of the following ways to
mettle – or metal – against his superior skills. When this enhance your Copycat ability. The Entertainer may now:
ability is used the Entertainer makes a Perform check …use the mimicked ability on either himself, the original
opposed by the target’s SPR or Perform skill, whichever target, or the original user.
is higher. If successful, the Entertainer may cast the ….use Copycat with any action made previously in the
Rasp spell as an Instant action, destroying the target’s round instead of just the prior turn.
MP. …. use Copycat an unlimited number of times per
session instead of a number of times per session equal
Showstopper – Passive to the Entertainer’s INT rating.
Entertainers were born destined to be in the limelight, the Master Mimic can be taken multiple times to obtain all
stars of their own personal epics. Some live to be the three effects.
center of attention – whether it be from hundreds of
cheering fans or merely the result of performing daredevil Madness and Genius – Passive
feats to shock and astonish their allies. Whenever the The character’s mind is a shifting kaleidoscope of
Entertainer critically succeeds on a Perform skill check or eccentricity; but it’s not all bad. Once per session, the
spends a point of Destiny, they also receive a +2 bonus player may privately ask the GM a single question, which
to all checks until the end of their next turn. the GM must answer as honestly as possible using only
‘yes’ or ‘no’ as the response.
Center Stage – Passive However, there is a downside to this ability. The
Your Art could span generations; it has changed lives character is a tortured artist and will be forever unable to
and heralded you as a true visionary of your time, and get a good night’s sleep, whether it be due to constantly
there are millions in need of the leadership of a visionary. pestering fans, simply not being used to sleeping on the
You may choose to use your Perform skill in place of road, or something else entirely. The Entertainer treats
your Negotiate skill on all checks, and you may reroll any Full Rest as a Travel Rest instead.
Perform checks that critically fail.

31
FIGHTER
戦士
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


It’s 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.

32
Job Abilities

Provoke – Standard, Single Wild Swing – Standard, Single


There will always be villains with world domination on The Fighter stands against overwhelming odds, and
their minds - but if they want the world, they'll have to go often triumphs. Make a normal attack action.
through you. Through the choice use of a few taunts, the If the attack is successful, and the targeted foe is at least
Fighter can stir an enemy into a rage. 3 levels higher than the Fighter, a Boss or End Boss,
The target of Provoke will change tactics specifically 200% ARM damage is dealt by the attack. On a
attack the user for a number of rounds equal to the successful attack against a foe who does not meet the
Fighter’s SPR rating + 2, or until the Fighter is level or difficulty criteria, half damage is dealt instead.
Unconscious. There is no restriction in how the target This ability may be used a number of times per session
can do this, but all offensive attacks must either be equal to the Fighter's SPR rating.
directed at the Fighter, or include the Fighter among the
targets. If the Fighter cannot be targeted, the enemy may Unstoppable – Instant, Self
attack freely, but will continue to go after the Fighter if the A Fighter with this ability is a one man army, capable of
opportunity presents itself. wading through hordes of enemies and coming out
Provoke may be used once per combat. almost unscathed. Whenever the character and his allies
are outnumbered by enemies, the Fighter can summon
Skin of Iron – Passive, Self reserves of inner strength to receive the effects of Auto-
A Fighter's body is very resistant to pain, and he can Regen. This effect lasts until the enemies no longer
easily shrug off attacks that would fell lesser soldiers. outnumber the party.
After obtaining this ability, whenever a critical hit or Limit
Break is successful against the Fighter, there is a flat Trauma – Instant, Self
50% chance for the attack to be totally negated and the The character has trained to fight no matter the condition
Fighter to take no damage or effects of the attack. his body is in, and indeed finds an inner strength through
suffering.
Berserker – Instant, Self When afflicted with any negative status effect the
The Fighter has managed to harness his rage and use it Fighter’s damage is increased by one step - if an attack
as a weapon. Using this ability causes the Fighter to gain was to do (STR x 1) points of damage, it would now do
the Berserk status until the end of the current combat or (STR x 2) instead, and so on.
until the character is reduced to 0 hp. However, This ability can be taken multiple times, increasing
Berserker can only be used when the Fighter is already damage by one additional step each time.
at 50% HP or less.
After obtaining this ability, the Fighter is not limited to First Strike - Passive
only making Attack actions when under the effects of A trained Fighter learns to prepare themselves for
Berserk and can also use Job Abilities. However, he still combat at any and every opportunity; accordingly, when
may not use any non-combat skills or the Defend action, the time for battle arrives, the Fighter is always amongst
and must remain fighting until all foes lie dead. the first to strike a blow. After obtaining this ability, a
While Berserk, the Fighter is Immune to the Charm, Fighter may always act in the Pre-emptive combat –
Fear, and Sleep status effects, and they receive a +2 although he won't always know what's going on.
bonus to rolls dealing with lifting, throwing and destroying Furthermore, the Fighter may make an immediate
objects, or using Improbable Weapons. physical Counterattack whenever they take damage in
the Pre-Emptive Round.
Warcry – Standard, Group
The fighter lets loose a vicious warcry, spurring on the Armor Mastery – Standard, Self
entire party. All allies (including the fighter) have their A Fighter is a versatile and flexible combatant, able to
physical and magical damage increased by two steps – if rapidly change tactics to deal with any type of foe.
a weapon was to do (STR x 1) points of damage, it would As a Standard action the Fighter may choose to swap his
now do (STR x 3) instead, and so on. The effects of the ARM and M.ARM armor scores, making himself more
Warcry only last until the end of the Fighter’s next turn. resistant to physical damage if wearing Light armor, or
This ability may only be used once per session. more resistant to magical damage if in Heavy armor.
The effects of Armor Mastery wear off at the end of
Cleave – Standard, Group combat, but the Fighter can use this ability multiple times
In a flawless display of speed, strength and accuracy, the in the same battle to constantly change his defensive
Fighter delivers a single blow to every foe in range. Make focus.
a normal attack action which deals 50% damage, but
strikes every foe within Short Range. Cleave cannot be a
critical hit.

33
FREELANCER
すっぴん
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 Freelancer’s 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 Job’s 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 Job’s 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.

34
Job Abilities

Throw Stone – Standard, Single Force of Will - Passive


The Freelancer hurls a small rock at one enemy, hoping The character is a never-say-die, ambitious would-be
to get their attention for a moment. But even the most hero propelled by raw desire and willpower– and it is this
well-intentioned acts tend to have consequences for the inner strength which enables the Freelancer to excel at
unfortunate Freelancer. whatever they choose.
No attack roll is required, and the enemy is automatically Generally considered to be the most redeeming of all
Stunned for one round and takes 1d6 points of damage Freelancer abilities, once per game session a character
ignoring ARM. However, until the end of the current with Force of Will may use one of their job-specific
combat, the targeted monster deals 200% damage to the abilities one additional time, even if they have already
character with all attacks and spells, and ignores the ‘used up’ the ability for the round, session, or combat
effects of Protect or Shell if your character has them. encounter. For example, a Freelancer who has become
Throw Stone may be used once per combat. a Samurai could use Third Eye twice per session instead
of once, or they could use Quick Hit twice in a round.
Pray – Slow, Group It should go without saying, but Force of Will cannot be
‘used’ on itself.
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. Cry - Passive
Upon using Prayer, there is a 50% chance that all allies On the other side of the spectrum from the self-confident
will recover (SPR x 2) +2d6 hit points, and a 50% chance Freelancer is the natural coward – you. Your lips tremble
that nothing will happen. at danger, and your eyes fill with uncontrollable tears
when the odds are against you. When you turn tail and
Outmaneuver – Passive run, even the most vicious beasts feel something akin to
guilt and are less likely to pursue you.
While other adventurers may rely on powerful armor and
The character and his allies all receive a +2 bonus to
years of refined tactical knowledge to keep them alive in
their Escape skill checks when attempting to Run Away
combat, you manage to get by with sheer, blind luck and
in combat.
knowing when to duck and cover. Whenever the
character successfully Evades an enemy’s attack, they
recover 10% of their maximum hit points. Weapon Mastery - Passive
You don’t know where your journey will take you or what
Scholar –Special you’ll learn as you travel, so you devote time to practicing
with all types of equipment to be prepared for any
The character is a natural intellectual, having gained a
situation. The character has access to all normal weapon
small spellcasting talent and an abundance of obscure
categories other than Two Weapons (such as Reach,
knowledge from long-lost grimoires.
Concealed, Arcane, etc) regardless of their current Job
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. Quick Hit – Instant, Single
Secondly, the character becomes a walking The character delivers a light, low-damage attack before
encyclopedia of knowledge, gaining a +1 bonus to all preparing a real one, choosing offense over defense.
their Lore skill checks, and may roll Lore even if they do Make a standard attack action – if it hits, deal (DEX x 1)
not have any points invested in the relevant skill. + 2d6 points of ARM damage to the enemy and apply no
other weapon effects. Until the beginning of your next
Bottomless Pockets - Passive turn, you have an EVA score of 0.
You never realize how valuable a strategically-bent piece Quick Hit can only be used once per round, and cannot
of wire is until you’re staring at the inside of a locked be a critical hit.
prison door. In keeping with this philosophy, the
character has an odd or end for every situation. Blaze of Glory –Special
Once per session, the character can ‘conjure up’ a The Freelancer knows that his time in the limelight is not
mundane item, no questions asked – provided it’s small permanent, and that eventually, he will be called upon to
enough for them to be carrying around. Even if they have make the ultimate sacrifice so that others may finish what
no logical reason to be hauling around armor polish, ten the character has begun. While this might be a difficult
feet of rope or invisible ink, the rest of the party can rest thing to accept for some characters, the Freelancer has
assured it’ll be there when they need it the most. long prepared himself for the inevitable, and knows he
In addition, the conjured item grants a one-time +2 bonus won’t be going quietly into the long goodnight.
to any appropriate skill check, after which the item gets The character may use the ‘Moment of Glory’ aspect of
‘used up’ or broken or otherwise rendered useless. spending destiny, as described in chapter 4, for no
associated cost. Their last moments are always assured
to be exciting ones.

35
GAMBLER
ギャンブラー
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 can’t 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 Gambler’s 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 Gambler’s 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 isn’t the Gambler’s turn.

Innate Ability: Slots – Standard, Varies


By conjuring forth three magical slot machine reels in the air, a Gambler is capable of betting with fate…using 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 Gambler’s 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.

36
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 Gambler’s 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 Gambler’s 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 Gambler’s 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 Gambler’s 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.)

37
Job Abilities

Save The Day – Special, Slow Stacked Deck – Instant


When things look their most grim, you can always rely on The character might be a naturally auspicious high roller,
a Gambler’s bravado and overconfidence to turn the but even Lady Luck needs a break sometimes. Often
tables. This ability requires the Gambler to make a heroic considered to be the ‘core’ ability for many Gamblers,
speech or suave one-liner, and when the Slow action Stacked Deck ensures that things almost always go
resolves on their following turn, their next action has a according to plan.
greatly increased likelihood of success. All skill checks After obtaining this ability, the Gambler can make any
receive a +4 bonus during the turn Save the Day was ally or enemy, including himself, reroll one die. This
used, and one attack made during the turn deals 200% ability may be used a number of times per session equal
damage but cannot be a critical hit. to the Gambler's SPR rating, but never multiple times on
Upon using this ability, the Gambler is noted to receive a the same die, even by different Gamblers.
point of Bad Luck as described in their Epic Ability.
Jinx – Passive
Spare Change – Standard, Group Upon critically hitting an enemy, a Gambler may choose
As a last ditch effort, the Gambler can use his winnings to give up one of his points of Bad Luck, instead
as a weapon to save his own life. Through a long time of transferring the negative karma to his target. Until the
wheeling and dealing, the Gambler becomes so adept at end of the enemy’s next turn, every roll they make will be
handling gil, that he can now throw it at enemies with treated as an automatic failure, including such things as
enough skill and aim to inflict heavy damage. resisting negative status effects. The enemy is not aware
Every 10 gil thrown equals 1 HP of damage. There is no he has been Jinxed and tries to battle normally.
limit to how much of his gil he can throw at the enemies, Jinx cannot be used if the Gambler does not have any
as long as he has enough gil for the assault, and the points of Bad Luck.
attack does not require an attack roll. The damage
caused is divided between each target within the enemy Beat the Odds – Passive
group. For example, if the Gambler throws 600 gil total,
Many Gamblers share a love of grandstanding and
the Gambler will inflict 20 damage to each enemy – the
grandeur, and have gone to great lengths to ensure their
character cannot choose to deal it all to a specific
daredevil feats get the attention they deserve. As a
opponent. The damage caused in this way is not reduced
master of hogging the proverbial limelight from foes and
by ARM or similar effects, and gil thrown in this way is
allies alike, whenever the Gambler gains a point of
lost and irrecoverable.
Destiny for heroic actions of great personal risk or
swashbuckler-like daring (for example, kidnapping the
Wildfire – Standard, Special star of an opera in the middle of a public performance, or
The Gambler lets loose a wild barrage of attacks, dealing leaping through glass from a dazzling height, guns
large amounts of damage but with the potential of blazing), he will receive a +2 to combat, skill and ability
harming allies or even himself. All enemies and allies roll rolls until the action has died down in addition to the
2d6; The two lowest rollers are each targeted by the Destiny. This bonus does not apply on the Gambler’s
Gambler’s Wildfire ability and take 300% normal damage ‘Slots’ abilities, but does work in combination with other
from the assault. No accuracy attack roll is necessary for job abilities such as Wildfire and Slot Shot.
this ability and Wildfire cannot be a critical hit, but it can If there happens to be any source of music in the
be combined with Save The Day to conceivably deal surrounding area, whether an Entertainer’s song or a
500% damage to multiple targets. royal orchestra, the tune immediately changes to be
upbeat and synched with the Gambler’s actions.
Winning Streak - Passive
Whenever the Gambler rolls a Critical Hit, gets a Jackpot The Last Word – Instant, Special
effect on one of his Slots, or succeeds on a skill check Upon being reduced to 0 hit points or less, the Gambler
with a ‘Godlike’ or ‘Impossible’ difficulty, he may may activate The Last Word and make an immediate
immediately take another Standard action. This does not Counterattack against the monster responsible for
‘stack’ with the Follow-Through weapon property, and, as knocking him unconscious, or use one of the following
per normal rules, a character may still never take more abilities; Spare Change, Wildfire, or Slots. The character
than three Standard actions in a single round. cannot gain HP with this attack under any circumstances,
and is Unconscious as soon as the counterattack ends.
One For The Money – Passive, Self If, for whatever reason, the Gambler was brought to 0 HP
The only way you’ll be getting the Gambler’s gil is by by himself or one of his allies, The Last Word cannot be
prying it out of his cold, dead hands. The character’s may used.
reroll one die of his choice whenever he uses the ‘Reel of The Last Word may be used whenever the Gambler is
Fortune’ Slots. reduced to 0 hit points, even when it isn’t the character’s
In addition, whenever the Gambler uses Spare Change turn. This ability may be used once per combat.
there is a 50% chance that the gil used will not be lost.

38
GEOMANCER
風水士
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 you’d 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 you’ll 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. They’re reliable and unfailing means of supporting your group….regardless of your Geomancer’s 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 Geomancer’s Survival skill.
All possible Geotrance effects are listed over the following few pages

39
TOWN PLAINS
Buildings and areas of habitation constructed by Open areas of relatively level and dry ground where
intelligent life. Because of its broad focus, this terrain set grass and scrubland are the dominant plant life.
encompasses everything from ancient temples to Temperatures in this terrain can range from temperate to
bustling metropolitan areas. A building or complex does sub-tropical. Colder grasslands such as taiga will
not have to be in active use or even good repair to generally use the Snow terrain set, while hotter, drier
qualify for this terrain type; Town also encompasses grasslands such as steppe may use the Desert set. This
crumbling ruins and the wreckage of ancient civilizations. set is also used for conditions far away from solid
ground, high in the clouds or simply aboard an airship or
Offensive: Plasma other flying construct.
A cylinder of multicolored electricity rotates up from the
ground. Make a standard attack as though your weapon Offensive: Wind Shear
had the Lightning Strike property. If you already had the Multiple blasts of cutting air are launched through the sky
Lightning Strike property, then Plasma deals 200% toward the target. Make a standard attack as though your
damage. weapon had the Wind Strike property. If you already had
the Wind Strike property, then Wind Shear deals 200%
Defensive: Back Alley damage.
The Geomancer concentrates, moving walls and
buildings, creating doorways where there was nothing Defensive: Sun Bath
before, and shifting the streets and passways around the Golden light shimmers and dances over the battlefield,
party. They are instantly separated from their foes, lost in providing (Geomancer’s Best Attribute x 2) + 2d6 healing
an urban maze. This Geotrance ability instantly removes to all party members.
the party from combat, much like the white magic spell
Escape. Maelstrom: Tempest
An unstoppable cyclone fills the area, bolts of thunder
Maelstrom: Spirit Flame crisscrossing the sky. The attack causes all enemies to
Walls of ivory fire surround the Geomancer, crackling suffer a Short-Range knockback at the start of each of
with energy that’s particularly effective against the their turns for four rounds, and affects all enemies with
undead. The flames deal 300% ARM damage to all foes, the negative status effect Seal.
but deal 500% normal damage to Undead enemies and Furthermore, the Elemental Field of the current combat
has a 25% chance of destroying them instantly. Undead then becomes Lightning or Wind, Geomancer’s choice.
destroyed with Spirit Flame cannot self-resurrect as All Wind or Lightning damage (based on the
normal. Geomancer’s decision) deals an additional 50% damage.

FOREST MOUNTAINS
Terrain marked by extensive tree growth. Forests can Rocky, elevated terrain with cooler temperatures and
range in size from a small wood to a sprawling rainforest, spare, if not outright non-existent vegetation. At the
and cover a wide range of climate types. Colder, snow- highest elevations, air temperature can drop to freezing
blown forests can use the Forest or Snow terrain sets, levels and sharp winds frequently blow; these conditions
while moist, water-logged jungles might qualify as both may qualify for the Snow terrain set.
Forest and Swamp.
Offensive: Local Quake
Offensive: Elf Fire The power of the Geomancer causes the earth to shake
Blue-white flames appear in midair around a single violently. Make a standard attack as though your weapon
enemy. Make a standard attack, dealing 200% M.ARM had the Earth Strike property. If you already had the
nonelemental damage to a single target. Elf Fire has a Earth Strike property, then Local Quake deals 200%
25% chance to cause the target to become Blinded. damage.

Defensive: Wild Bear Defensive: Stone Wall


A large, blue-furred bear spirit appears, blesses a single With a soft entreaty, the Geomancer convinces the
party member, and then vanishes. The spirit's blessing mountain spirits to protect the party. Jagged walls of
acts like the Esuna spell, healing the target of all thick stone burst forth and grant all allies additional ARM
negative status conditions. equal to (Geomancer’s level x 2) until the end of combat.

Maelstrom: Hell Ivy Maelstrom: Landslide


Thick-vined ivy with sharp, barbed thorns sprouts up all This exertion of power causes stones, dirt, and debris of
over the battlefield and strike at every opponent standing all kinds to be sent cascading across the battlefield. The
in Medium range. The vines deal 300% Earth M.ARM wave of matter deals 300% Earth M.ARM damage to all
damage and cause the opponent to suffer Speed Break enemies, who are also knocked back a Short range. Any
for several rounds, which reduces their DEX rating by ally affected by the negative status effect Petrify is cured
50%, rounded up, and also halves their EVA and ACC of this condition, and any enemy who took damage from
scores. Landslide is afflicted with Stop for several rounds.

40
DESERT UNDERGROUND
Dry areas of often intense heat and relatively little plant Covers subterranean areas both natural and artificial,
growth. Sand and dust are an omnipresent feature of the including -- but not limited to -- caverns, tunnels, and
landscape, and are easily whipped up by passing winds. underground complexes. These environments tend to
see little sunlight, making them both cool and frequently
Offensive: Sandstorm damp.
A fierce gust of sharp wind and stinging sands sweeps
up around the Geomancer, lashing out violently. Make a Offensive: Snare
standard attack that deals normal damage; then, all The earth beneath the target’s feet becomes a whirling
characters within a Short Range of the Geomancer vortex, sucking it down several feet before re-solidifying.
(enemies and allies alike) are inflicted with the negative Make a standard attack that deals normal damage, and
status effect Blind for one round. the target is inflicted with the negative status effect Stop
for one round.
Defensive: Quicksand
The dune beneath one enemy's feet turns to liquid goo, Defensive: Earth Heal
which tries to suck the opponent beneath the ground. Several speckled mushrooms bloom and greenish-brown
One enemy is automatically inflicted with the Stop and dust swirls forth from nowhere and settles onto the party
Slow statuses for one round. members, providing (Geomancer’s Best Attribute x 2) +
2d6 healing to all party members.
Maelstrom: Desert Winds
The desert storms howl, plastering foes with particles of Maelstrom: Cave-In
sand. Moving becomes difficult as flesh is slowly With a roar and a rumble, the ceiling of the location
transmuted to stone. The attack causes Petrify to each begins to collapse, and huge boulders rain down from
enemy in the area for the usual 4 rounds. overhead. A total of 1d6+2 boulders strike, each one
Furthermore, the Elemental Field of the current combat dealing 200% ARM Earth damage. However, each
then becomes Wind. All Wind-based spells and attacks boulder strikes a randomly-determined target – which
in the area – whether wielded by friend or foe – do an includes the allies of the Geomancer, but not the
additional 50% damage. 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 LAVA
Low-lying wetlands with relatively little solid ground. A Areas of extreme heat. Typically volcanic terrain, though
swamp can be composed primarily of mud, slow-moving, fierce blazes, industrial structures such as blast furnaces
or stationary shallow water, and often features a rich and magical fire may qualify for this terrain set.
array of vegetation. Jungles with high levels of rainfall or
tree growth close to a body of water can also exhibit Offensive: Fire Whip
swamp-like terrain. A globe of constantly-flickering red, orange, and yellow
streaks across the battlefield. Make a standard attack as
Offensive: Will ‘o Wisp though your weapon had the Fire Strike property. If you
A ghostly, ominous shape slowly materializes from the already had the Fire Strike property, then Fire Whip
end of the Geomancer’s weapon. Make a standard deals 200% damage.
attack as though your weapon had the Shadow Strike
property. If you already had the Shadow Strike property, Defensive: Shining Air
then Will ‘o Wisp deals 200% damage. Clouds of heat and steam fill the area, adding
atmospheric conditions that creatures native to the area
Defensive: Heavy Dust have never before experienced. All enemies participating
An eerie mystical haze rises to envelop the battlefield, in combat no longer have an Immunity or Resistance to
reducing the effectiveness of enemy magical attacks. Fire damage. This effect lasts until the remainder of
The Geomancer and all allies gain additional M.ARM combat.
equal to (Geomancer’s level x 2) until the end of combat.
Maelstrom: Prominence
Maelstrom: Poison Mist White-hot fury begins to explode all around you, searing
A massive cloud of evil, vile-smelling mist rises from the the sky with crimson and boiling the very ground itself. All
ground to choke out the air itself. To breathe is to suck enemies take 300% M.ARM Fire damage.
venom into your lungs, but as the alternative is death, Furthermore, the Elemental Field of the current combat
enemies are left with little choice. All enemies are then becomes Fire. All Fire-based spells and attacks in
automatically inflicted with the negative status effect the area – whether wielded by friend or foe – do an
Poison until they leave the area – a Medium-range zone. additional 50% damage.

41
WATER COSMIC
Large bodies of fresh- or saltwater, ranging from small This is a catch-all category for terrains that don’t fall
lakes to great rivers and the mighty ocean itself. Smaller under any of the prior nine categories. Whether in the
water-based features, such as a pond found in a forest or coldest reaches of space, or a dimensional rift between
a mountain stream, generally do not qualify as Water worlds, Cosmic energy empowers the Geomancer in
terrain unless they are prominently involved in a battle. even the most far-reaching of realities.

Offensive: Sliprain Offensive: Dark Flare


Bright light refracts in a mysterious pattern through the A cannon blast of energy erupts from the Geomancer,
water, disorienting and damaging an enemy. Make a ripping through a foe with the tremendous force that
standard attack as though your weapon had the Water comes from desperation. Make a standard attack as
Strike property. If you already had the Water Strike though your weapon had the Shadow Strike or Holy
property, then Sliprain deals 200% damage and the Strike property. Dark Flare is automatically a critical hit if
target is afflicted with Confuse for one round. at least half of your party is Unconscious or has been
defeated in the current battle.
Defensive: Waterfall
A soft blue glow surrounds all party members, providing Defensive: Cosmic Embrace
(Geomancer’s Best Attribute x 2) + 2d6 healing to all With a word, the Geomancer bathes one ally in the light
party members. of all creation. The target of this Geotrance receives the
positive status effect ‘Regen’ until combat ends.
Maelstrom: El Nino Furthermore, all his equipment is treated as having the
The anger of the ocean itself awakes, washing over all Indestructible weapon property as long as the Regen
enemies in an unstoppable tidal wave. All enemies take lasts.
300% M.ARM Water damage and are knocked back a
Medium range. Maelstrom: Great Gospel
Furthermore, the Elemental Field of the current combat The light of the cosmos shines down upon the battlefield
then becomes Water. All Water-based spells and attacks – if applicable, this is accompanied by a light rain. Until
in the area – whether wielded by friend or foe – do an the remainder of combat, all allies may perform Limit
additional 50% damage. 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.

42
Job Abilities
Home Terrain – Passive Master of Elements – Passive, Special
The character has formed a special kinship with an While the Geomancer's most effective powers are best
aspect of the world, and they can display their complete utilized while in combat, Geomancers still have a general
mastery over their chosen element no matter where they ability to harness the essence of the world around them
are. Choose one of the following ten types of Terrain – for their own purposes. This manifests as +2 bonus to all
Plains, Forest, Desert, Underground, Lava, Town, skill checks in a specific skill for the Geomancer and his
Mountains, Swamp, Snow, or Water. The Geomancer allies. The skill bonus depends on the natural terrain
always has access to that terrain type when using around the Geomancer. Consult the following list.
Geotrance, in addition to whatever the current location
provides. Plains – Riding Forest – Athletics
Underground –Thievery Desert – Survival
Stoneskin – Passive Lava – Synthesis Town – Vehicles
Mountains - Climbing Swamp – Stealth
The character has shrouded themselves in the protection
Snow – Awareness Water – Swimming
offered by the elements. For every 10 hit points the
Cosmic – All Lore skills
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 Primal Might – Passive, Special
health would thus receive a bonus of 12 to their ARM or The Geomancer has the strength of the earth in her
M.ARM score. Stoneskin may be taken twice to apply the muscles, and the speed of air or the grace of water in her
bonus to both ARM and M.ARM scores. movements. Normally a Geomancer calculates their EVA
score with their DEX rating, and their ACC score with
Geowareness – Passive their STR or DEX rating, but a Geomancer with Primal
Might may use whatever attributes they wish for these
Even in the busiest metropolis the pulse of creation
calculations.
resonates, and the character can hear its heartbeat no
In addition, the Geomancer no longer takes damage from
matter where in the world he travels. Geotrance can now
Adverse environmental conditions. For example, they
be used as a Standard action instead of a Slow action.
may wade through lava without suffering direct damage,
Furthermore, the gentlest touches of displaced air now
or ignore the harmful gases in a poisonous swamp.
warn the Geomancer when danger approaches, and give
However, they can still be wounded by made-made
ample time to prepare. This drastically reduces the risk of
poisons and can still drown underwater.
a Preemptive attack at the GM’s Discretion.
Elemental Body – Slow, Special
Dreamstate – Self, Special The Geomancer can take on aspects of the environment
By meditating for roughly an hour, the Geomancer is
to become undetectable, malleable, and nearly
capable of entering a trance-like state of transcendence,
untouchable. The exact nature of this ability varies
where his spirit becomes one with the land itself, and he
depending on the geomancer – some become millions of
is connected to Creation in a primal, utopic sense.
tiny grains of sand, other dissolve into snowflakes. More
In game terms, this means that the Geomancer is able to
urban geomancers have been known to merge with
tell the precise location of every physical object within a
stone walls underground or the brickwork of the city.
Long Range, from the tiniest pebble to a rampaging As a Slow action, a Geomancer can cast the spell Vanish
monster. The Geomancer is also no longer required to
on themselves with no associated MP cost, granting
make Survival skill checks until he leaves the current
them a +6 bonus to Stealth skill checks and their EVA
area, able to always succeed if he so chooses.
score. The effects of Elemental Body are lost as soon as
Be warned, some extremely powerful magical items and
the Geomancer performs a combat-based action or upon
beings have a dangerous resonance that can actually
taking damage.
inflict physical harm upon the meditating Geomancer if
his spirit comes into direct contact with it.
Beastmaster – Special
The Geomancer can understand and make himself
Skyforged – Standard, Self understood by animals. The creatures respond with their
The Geomancer can allow the natural energies of a own postures and/or vocalizations – though this doesn’t
place flow into his weapon, allowing it to take on the make critters smarter, calm or loyal, most recognize a
properties of the surrounding area. Whenever there is an Geomancer by this ability instantly and have enough
Elemental Field active, the Geomancer can take a respect that they’ll hear the character out before
standard action to add the same [Element] Strike defaulting to aggression, panic, or indifference. Most
property to his weapon. For example, a Geomancer creatures generally attempt to be helpful.
could infuse is weapon with Fire Strike when inside a Beastmaster allows the Geomancer to hold intense,
burning building. This lasts until Skyforged is used again. interesting and logical conversations with creatures
normally lacking the intelligence to do so, or who
normally could never possess a language.

43
MONK
モンク
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 monk’s hands and feet become
almost a blur, pummeling a single foe with a series of punishing blows. On the Monk’s
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.

44
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 wearer’s 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 moment’s 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 Martial Mastery – Special
The Monk gathers their Ki, slamming her fist into the The Monk has studied under various teachers and thus
ground and releases the accumulated energies in a wave possesses a vast array of techniques. Upon taking
of force, erupting in a shower of rocks and debris. Martial Mastery, choose an additional type of martial art
The attack can either damage one target up to a Long from the Monk’s Innate ability that the character
range away, or the Monk can use the ability as a Local possesses.
attack to effect all enemies, allies and objects (excluding This ability may be taken multiple times, choosing a
himself) within Medium Range. different martial art each time.
Regardless of how Shockwave is used, the Monk makes
a normal attack roll – if successful, it deals 100% Earth Focus – Passive, Self
ARM damage to each target in the blast. Using their Ki to supplement a repertoire of already-
Furthermore, the monk must also make a Strength check formidable martial arts, the Monk becomes faster,
to determine the level of destruction caused to the precise, and more accurate. Upon obtaining this ability,
surrounding area, based on the path the Shockwave the Monk receives a permanent +1 bonus to both their
traveled through. (See p.128 for more information on ACC and EVA scores. This ability may be taken multiple
destroying objects) times.
This ability may be used once per combat.
Shatter Armor – Standard, Single
Counter - Passive After making a successful melee attack, the Monk may
Moving with superior speed, the Monk is able to make a choose deal 0 damage and instead, destroy the armor or
series of devastating counterattacks. Upon taking this shield the target currently has equipped. The Monk
ability, the Monk can use the ‘Counterattack’ weapon makes a STR check opposed by the opponent’s STR or
property on Brawl weapons 2 additional times per game VIT, whichever is higher. If the Monk wins the armor is
session. In addition, any other weapon category the destroyed, and if the foe wins there is no effect. Broken
Monk wields gains the Counterattack property as well, equipment can usually be recreated for 25% of their
usable once per session as normal. normal price – half what it would cost to create armor
from base materials. It still takes several days or more,
Formless Strikes – Passive and many targets without armor are exceptionally
Legends speak of Monks who, in their great age, vulnerable.
possess a sliver of understanding about the greater This ability may only be used once per combat.
workings of the cosmos. This extraordinarily powerful Armor with the Indestructible property is immune to this
ability gives credence to such stories – it is said that attack.
some Monks can strike at their opponent’s Ki directly,
brutalizing their foe’s spirit instead of their physical body. Chakra – Slow, Self
A Monk may choose to have his attacks deal One of the most renowned abilities of the Monk, they are
nonelemental magical damage instead of physical able to tap into their inner strength to cleanse their
damage if he wishes at any time. The type of damage bodies of impurities and damage. All negative status
done must be declared prior to making an attack roll. effects are removed and the Monk regains 25% of their
total HP. This ability may be taken multiple times,
Aura Bolt – Slow, Single increasing the percentage of HP the Monk regains up to
The Monk fires a powerful beam of blue-white energy 100%. This ability can be used a number of times per
from their palms, cutting into the target at Medium range. session equal to the Monk's INT rating.
Make a normal attack action which deals 200% Holy
M.ARM damage and cannot be a critical hit. This ability Hamedo – Passive
may be used a number of times per session equal to the The Monk has taken the ability to counterattack his foes
Monk's INT rating. to an entirely new level, able to anticipate blows and
respond with brutal retribution even before they land.
Haymaker – Slow, Single After obtaining Hamedo, rather than counterattacking
The character puts their all into a single, incredibly after damage is calculated, the character may perform a
powerful strike that can stagger even the most powerful Counterattack as soon as a foe makes an attack that
of creatures . Make a normal attack with a -6 penalty to beats their EVA score, and prior to damage being
ACC. If it connects, the blow deals 200% damage and determined. In addition, counterattacks now have a 50%
causes Stun and Seal for one round. Haymaker cannot chance of causing a Short Range knockback. This often
be a critical hit. 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.

46
NINJA
トウ
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 decoy…as 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 weapon’s 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 Shatter Weapon – Standard, Single
Utilizing secret ninja magic, the character creates several Ninjas are renowned for a variety of unique – and often
shadowy simulacra to absorb enemy attacks. They move dirty – tactics. This ability is one of the most renowned in
and act as the Ninja does, making it nigh-impossible to a ninja’s repertoire.
tell which target is the correct one. After making a successful melee attack, the Ninja may
Image creates two self-copies, each of which grants a choose deal 0 damage and instead, shatter a weapon
bonus of +2 EVA to the Ninja while they are active. Each the target is currently holding. The Ninja makes a STR
time the Ninja is targeted by a magical or physical attack, check opposed by the opponent’s STR or DEX,
one of the copies vanishes, thus reducing the evasion whichever is higher. If the Ninja wins the weapon is
bonus granted. Thus, after the Ninja has been attacked destroyed, and if the foe wins there is no effect. Broken
twice, the effects of Image ends. weapons can usually be reforged for 25% of their normal
This ability can be used a number of times per session price – half what it would cost to create a weapon from
equal to the Ninja’s SPR rating. base materials. It still takes several days or more, and
many targets without their weapons are helpless indeed.
Grim Reaper – Passive, Self This ability may only be used once per combat.
While many warriors believe that battles need to be long, Obviously, weapons with the Indestructible property are
drawn-out affairs, most ninjas seek to perfect the art of immune to this attack.
the single strike - ending combat with one precise cut
before their enemy can react or respond. Beso Toxico – Passive, Self
All attacks made by the ninja in the first round of each The Ninja has practiced with various poisons and deadly
combat result in a critical hit on an accuracy roll of 9-12 natural toxins, and their attacks now leave wounds that
instead of the standard 12. even the most powerful magic cannot heal.
The character treats all non-Improbable Weapons they
Shadowbind – Passive wield as though they possessed the Spell Effect: Virus
Though many of a Ninja’s foes will contemplate fleeing, property. As always, this means that as a standard action
this ability ensures they stay precisely where the Ninja or on a critical hit, the ninja can cast the Virus spell,
wants them – the character can stop his opponents by which negates all healing a foe could receive.
anchoring their shadows to the ground. In addition, the Ninja can cast the Sickness spell once
After obtaining this maneuver, whenever you per session undetected, allowing them to debilitate the
successfully damage your foe with the Throw ability, health of their targets, softening them up for a later
there is a 50% chance that the target will be inflicted assassination or even allowing them to pin the blame of
automatically with the negative status effect Stop, lasting the death on natural illness.
until the beginning of your next turn.
Ninjutsu Tool Mastery – Passive
Sunken State – Slow, Self A Ninja with this ability specializes in the unique – and
After utilizing this ability, the effective Stealth of the Ninja usually illegal – tools and methods passed down from
is increased by +4, or +6 if under the cover of darkness clan to clan for generations, and knows where to obtain
and shadow. The effects of Sunken State are lost as them through underworld contacts.
soon as the Ninja performs a combat-based action (such Smoke Bombs and all of the ‘Black Market Goods’ listed
as using a different Job ability or attacking), or upon in the equipment chapter can be purchased for 50% of
taking damage. Furthermore, the EVA score of the ninja their normal price. The ninja may carry any number of
is increased by their (newly adjusted) Stealth skill. these items at a time, and they don’t count toward the
This ability may be used a number of times per session maximum number of items a character may have in his
equal to the Ninja’s INT rating, and lasts until broken. inventory.
In addition, the Ninja can cast Twilight as an Instant Finally, the Ninja deals an additional damage step with
action once per session with no MP cost. 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
Unspell – Standard, Single
With a simple two-fingered gesture, the Ninja strips his
accurate of spells have difficulty singing her skin or
foe of any magical protections. This ability functions
slowing her down. Upon taking this ability, whenever any
exactly like the Dispel magic, removing all positive status
enemy attempts to cast a single-target spell on the Ninja,
effects that currently affect the target, though it requires
they must roll (2d6 + INT rating) and beat the Ninja's
no MP to use. This ability can be used a number of times
EVA score with the result in order for the spell to
per session equal to the Ninja’s INT rating, and can
succeed. Spells that fail in this way still cost MP and use
affect targets up to a Medium range away.
the enemy's turn.
The Ninja is unable to evade Group-target spells.

48
PALADIN
おとこだて
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 Level


1 1, 2, 4, 6
2 8, 10, 12
3 14, 18
4 22, 26
5 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 Paladin’s. 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 isn’t the Paladin’s 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 Pure Soul - Passive
Though a powerful natural combatant, a Paladin's With this ability, a Paladin gains a powerful resistance to
training also takes into account the well-being of their enfeebling magic. The Paladin receives a +3 bonus to
allies, teaching them to sacrifice themselves if another's rolls to resist the effects of negative status effects. This
life is at stake. The Paladin chooses an ally to be ability may be taken multiple times.
covered; until the Paladin chooses a new target, they will
keep a watchful eye on this ally and guard them from Avenger – Passive, Self
injury. Whenever the Covered target is struck by ARM Some paladins have taken the stance that the best
Damage, the Paladin may leap in front of that ally as an defense is a good offense, and as such focus more on
Instant action. All damage that would be taken by the ally their skills with a blade than protecting their vulnerable
is instead applied to the Paladin (using the original allies. When the Paladin is at 75% or more HP, she deals
target’s ARM and M.ARM scores). additional damage with all attacks. If a weapon or spell
The Paladin may only Cover one ally at any time. was to do (STR x 1) points of damage, it would now do
Cover can only be used if the Paladin is not afflicted with (STR x 2) instead, and so on.
an effect or status that would prevent them from reaching This ability may be taken multiple times, increasing the
their target or taking an immediate Instant action of their damage step by 1 each time.
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 Leadership – Passive, Local
from reaching them (such as being in another room). 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,
Holy Circle – Standard, Local Allies Berserk, and Charm when they are within a Medium
The Paladin raises his blade to the sky, parting the Range of you. A Fighter with the Berserker ability may
clouds and encasing the party in a beam of divine light. still use it to willingly afflict himself with the Berserk
This ability grants the Paladin and his allies the Undead status, and former foes who have been Charmed to fight
Killer ability on any weapon they wield for a number of on your party’s side are also unaffected.
round equal to the Paladin’s VIT rating. Undead Killer
allows them to inflict 200% damage against Undead-type
monsters with all attacks. This ability may only be used Saint’s Cross – Passive, Local
once per session. 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
Shield of Light – Instant, Self allies receive an automatic bonus to M.ARM equal to the
The Paladin glows with a heavenly light and braces
Paladin’s job level.
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 Radiant Aura – Instant, Group
ignores M.ARM and Shell. Furthermore, while Shield of The Paladin glows with a divine, astral luminosity,
Light lasts, the Paladin gains the Indestructible property causing foes to recoil and shield their eyes.
on any Armor he may be using, including Shields. All enemies within a Short Range of the Paladin when
This ability may be used a number of times per session Radiant Aura is used are afflicted with the negative
equal to the Paladin’s INT rating. 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
Last Stand – Passive, Self the target is normally Immune to Blind.
When the Paladin is at 25% or fewer HP he receives
Radiant Aura lasts for a number of rounds equal to the
200% healing from all White Magic spells, job abilities,
Paladin’s SPR rating. This ability may be used once per
items and weapon properties, excluding Regen and its
session and may be used at any time, even when it isn’t
superior version, Aura.
the Paladin’s turn.

Sentinel – Special Astra – Instant, Single


More than one Paladin has lamented the difficulty of
The Paladin is capable of protecting an ally by focusing
channeling magic while dealing with monsters intent on
his will to create a magical shield. The target ally negates
using you as a toothpick. Whenever a character with this
all effects and damage from the next attack they receive,
ability would lose his Slow-casting spell due to a
at which point the benefit of Astra is lost. This ability
knockback, critical hit, etc, he may choose to use cannot be used on the Paladin, nor can more than one
Sentinel and continue casting. If multiple sources of
ally have the benefits of this ability at any given time.
damage attempt to interrupt the cast, then Sentinel must
However, Astra can be used even when it is not the
be used multiple times. This ability may be used a
Paladin’s turn.
number of times per session equal to the Paladin’s SPR
This ability may be used once per session.
rating.

50
RANGER
かりうど
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, it’s almost like an invisible hand is guiding a
Ranger’s 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 target’s
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 isn’t the Ranger’s 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 adversary’s 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
foe’s own imprecise attacks back at each other.

51
Job Abilities

Ammunition – Standard, Self X-Fight – Slow, Special


While not all Rangers use arrows or bullets, those who Letting loose with everything he’s got, the Ranger can
do are always ready with ammo for any occasion. By unleash a rapid fire volley of attacks to his opponents,
quickly drawing different types of arrows from their firing up to four times. The Ranger makes four normal
quiver, reloading a pistol with elementally-aligned shells, attacks, targeted on either one or multiple enemies. Each
magically altering the properties of their floating attack does only half damage, and none of the attacks
surfboard or whatever, the character is able to constantly can be a critical hit. This ability may be used a number of
exploit the weaknesses of his enemies. As a Standard times per session equal to the Ranger’s STR rating.
action, a Ranger may choose to add any of the following
Weapon Properties to their currently-equipped Ranged Camouflage – Passive
weapon; Fire Strike, Earth Strike, Water Strike, Wind
The Ranger is at home in his environment, able to deliver
Strike, Lightning Strike, or Ice Strike.
precise shots without being detected. You may add half
of your Survival skill (rounded up) to your Stealth skill on
Take Aim - Slow, Single all checks.
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
Trick Shot – Passive
The Ranger is a master marksman, capable of making
where it would seem impossible. Upon using Take Aim,
ranged attacks that initially seem impossible. By
the Ranger receives a +10 bonus to ACC on his next
declaring a Trick Shot, the Ranger is capable of ‘banking’
attack roll.
a ranged attack off of surfaces before it reaches its
This ability can also be used outside of combat for
target. For each surface a Ranger wishes to bounce a
granting a +5 bonus to any skill involving precise and
shot from, add -1 to the final result of the attack roll.
silent aimed shots, such as firing a grappling gun up a
Thus, a Ranger could shoot around a corner by banking
castle wall.
a bullet off of a wall at a -1 penalty, or fire a bullet that
bounces off several walls and shatters every source of
Charge - Slow, Single light in the room at a much higher penalty, or other such
Another method used to increase the effectiveness of a feats. This ability may be used in conjunction with any
Ranger’s assault is simply to wait for a perfect shot. This other Ranger ability except for Sharpshot. The Trick Shot
is a normal attack action which deals 50% more damage. is ineffectual if the attack roll misses – in the above
A hasted Ranger can still choose to perform Charge as a example, a ranger would not be able to extinguish only
Slow action if they so choose. one or two light sources on an almost-successful
attempt.
Disabling Shot - Standard, Single
The Ranger fires a well-placed, crippling shot intended to Blackout – Passive
cripple the target’s fighting ability. Make a normal attack There are a myriad of targets on a foe’s body, but
action – on a successful hit, the target takes no damage several of them are more appealing targets than others.
but suffers penalties depending where the Ranger was The Ranger is treated as always having the Blind Touch
aiming. Obviously, some creatures will be unaffected by property on any weapon he wields.
this ability – take size, lack of appendages, and similar
considerations into account. Sidewinder – Instant, Special
Arms: The target drops any contents currently held in
The Ranger lets loose a barrage of extremely powerful
one hand, as chosen by the Ranger. This could by a
missile attacks that send a foe hurtling backwards,
weapon, a shield, or an item, and usually acts as a
attempting to pin them to a wall or the ground. After
Disarm.
using Sidewinder, the Ranger’s next successful attack
Legs: The Target cannot Escape from combat with
also causes a Medium Range knockback and causes
spells or abilities, nor can they attempt to Run Away. Stop for one round. This ability may be used a number of
Vitals: The enemy suffers a -2 penalty to their ACC or times per session equal to the Ranger’s STR rating, and
EVA score, (Ranger’s choice) until the end of combat. can only be used in conjunction with Ranged attacks.

Aerial Maneuver – Passive Advice – Standard, Group


Though showy and ostentatious, a Ranger with this The character takes a moment to locate an enemy’s
ability is capable of making precise shots delivered while weak point and announces it to his allies. Until the end of
diving or free-falling, and ignores all associated penalties the Ranger’s next turn, one enemy loses access to the
when doing so. Furthermore, after being affected by a following special abilities; Controlled Defense, Unusual
knockback or while in midair (after leaping from a great Defense, Status Touch, Counterattack, Magical
height for example. The ranger cannot, say, hop in place to
Counterattack, and Regeneration.
obtain this bonus), the Ranger receives a +2 bonus to his
This ability may be used a number of times per session
EVA score until the end of his next turn when he lands.
equal to the Ranger’s INT rating

52
RED MAGE
赤魔道士
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 Level


1 1, 1, 2, 4
2 6, 8, 10, 12
3 14, 16, 18, 20
4 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 Runic – Standard, Local.
Most Red Mages scoff at the notion that magic takes The Red Mage uses their weapon as a sort of magical
years of diligent study to understand, and years more to lightning rod, focusing a spell's own magic power into
learn. They wield raw power with only limited their body. Runic absorbs and negates the first spell cast
understanding but a great deal more practice than the in the Red Mage's presence, be it from friend or foe.
Mages who garb themselves in robes of black or white, Runic lasts until the Red Mage either successfully
and direct powers beyond their understanding with a flair absorbs a spell or until the start of his next turn.
and flourish. After a spell is absorbed by Runic, the Red Mage gains
The character may now substitute his SPR score for his MP equal to the spell’s casting cost. Summons spells are
INT score for the purposes of calculating MP per level as unaffected by Runic. This ability may be used a number
well as for all spells. of times per combat equal to the Red Mage’s VIT rating.

Spellblade – Slow, Single Crimson Seal – Instant, Self


The character can invest a portion of magical energy in While most spells are Slow actions - that is, they don't
his or his allies’ magical weapons, granting them the activate until the start of the user's next turn - Red Mages
Spell Effect property for any single spell of Tier 4 or lower have undergone a great deal of training to speed up their
that the Red Mage is able to cast. The character using spellcasting to be superior to other mages. After
this weapon will be able to then cast the spell directly activating Crimson Seal, casting any non-summon spell
from the weapon upon landing a critical hit, or as a now takes only a Standard action as opposed to a Slow
standard action for no MP cost at a 25% chance of Action. This ability may be used a number of times per
breaking the equipment, even if they are not normally session equal to the Red Mage’s SPR rating.
able to use magic.
The effects of Spellblade last until the end of combat and Magic Burst - Passive, Self
may be cast on multiple different allies simultaneously. Following up a dazzling burst of magic with a physical
strike is standard fare for these versatile casters, and it
Allure – Standard, Self gives them a significant edge in combat.
With little more than a tip of his hat and a charming By using their natural hybridization to their advantage,
smile, the Red Mage can get precisely what he or she the Red Mage can use magic to cloak and distort his
wants – even if it means turning a newly-enraptured foe actions while he engages in melee combat, or just use
against their former allies to save the mage’s skin. The some of the left-over energy to give his rapier strike an
character chooses a single Humanoid-type foe of the extra boost.
opposite sex (or otherwise potentially interested), Whenever the Red Mage makes an attack roll against a
designates it to be the target, then makes an opposing target that was affected by one of their spells in the same
SPR check. If the Red Mage is successful the target is round, they receive a +2 bonus to their ACC and EVA
affected by the status effect Charm until the end of the score or increase their damage by one step – player’s
current combat or until the Red Mage has departed. This choice.
effect is broken if the Red Mage or any of his allies attack These bonuses last until the start of the Red Mage’s next
the creature in question. turn.
Allure may be attempted only once per combat.
Overwhelm - Special
Divert Spell - Special Red Mages exult in the sheer power of free flowing
The character is capable of redirecting spells mid-cast, magical energies, and nothing is more ripe for
sending even the most powerful of magicks harnessing than spells that ricochet wildly after bouncing
boomeranging out of control across the battlefield. off a Reflected target. Even if it isn’t his turn, the Red
Once per combat, the character may grant himself or one Mage can declare he’s using Overwhelm whenever any
enemy the Auto-Reflect status, lasting until the start of spell is Reflected. After doing so, the spell will deal 200%
the Red Mage’s next turn. This ability may be used at of its original damage or healing. This ability may be
any time. used a number of times per session equal to the Red
Mage’s INT rating.
Natural Aptitude - Special
The Red Mage is experienced and worldly, having Sagacity- Special
dabbled in even the most obscure skills. The character is a Sage, and has dabbled in even the
Whenever the Red Mage employs a skill that he has most obscure magical arts. Sages have obtained the
invested two or fewer points into, he gains a +2 bonus to ability to learn Time Magic in addition to the standard
the roll. This even applies to ‘nonexistent’ skills such as Red and Black schools.
Lore (Tapestries) or Animal Husbandry.

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 self-
discipline 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.

55
Weapon Tier Effect
1 “Dispatch” – An unseen specter-sword slashes at the target. No additional effect.
2 “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%.
3 “Shooting Star” – A beam of white light blasts into one foe. The Samurai receives the effects of
Haste for several turns.
4 “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.
5 “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.
6 “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.
7 “Climhazzard” – The Samurai strikes multiple times before the katana shatters, in a lightning-
quick display of weapon mastery. 500% weapon damage is done instead of 200%.
8 “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 weapon’s 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
a foe on top of a lake's surface. A Fire Kami could allow the Samurai to pull orphans Roll Kami Element
out of a burning building unharmed. 1 Fire
Though powerful, the Kami are far from omnipotent, and never mischievous or 2 Earth
malicious. When a Samurai synthesizes a Blade weapon, he may choose the 3 Wind
elemental type of Kami within his sword – otherwise the elemental type is chosen 4 Water
randomly, and does not naturally include Shadow or Holy elements. 5 Lightning
Blades that have the Elemental Strike or Element Enhancer property use a Kami of 6 Ice
the same type where applicable.

56
Job Abilities

Warding Circle – Standard, Local Allies Armor Break – Slow, Single


There is no greater blight on this earth than the Fiends, A conflagration of blue flames blazes the enemy, searing
creatures of supernatural descent serving the forces of flesh and bone. A single foe is afflicted with Armor Break,
evil. The warriors of Bushido seek to rectify that. This which reduces his VIT rating by 50%, rounded up. The
ability grants the Samurai and his allies the Fiend Killer foe’s ARM and MARM scores are reduced to zero for 4
ability on any weapon they wield for a number of round rounds. Armor Break may only be active on one enemy
equal to the Samurai’s VIT rating. Fiend Killer allows at a time, and some bosses may be immune to this
them to inflict 200% damage against Fiend-type ability.
monsters with all attacks. This ability may only be used
once per session. Third Eye – Instant, Self
When used, all damage and effects from a Single-
Magic Break – Slow, Single targeted physical or magical attack will be negated.
The world seems to darken as the Samurai propels a Ineffective against limit breaks, multi-hit abilities, and
glowing silver sphere of energy at the target. A single foe some Boss abilities.
is afflicted with Magic Break, which reduces his INT This ability may be used at any time, even when it isn't
rating by 50%, rounded up. All INT-based damage and the Samurai's turn, and may be used once per combat.
healing is halved for 4 rounds. Magic Break may only be
active on one enemy at a time, and some bosses may be Ikishoten - Passive
immune to this ability. Of all the types of warriors that scatter the land, none is
more dangerous in single, one-on-one combat than a
Iaido - Passive Samurai. Increase all damage by one step - if a
Iaido is the smooth, controlled art of drawing a blade character's attack was to do (STR x 1) points of damage,
from its sheath, striking an opponent, removing blood it would now do (STR x 2) instead, and so on. This ability
from the blade, and then replacing the sword in the is only active if all of your allies are unconscious, or you
scabbard in a single motion. battle a foe without their assistance.
By learning this art of graceful strikes, a Samurai This ability can be taken multiple times, increasing the
becomes more adept at calling forth a blade’s true power damage by one additional step each time.
without damaging the sword.
Whenever a Samurai uses Draw-Out, there is now a 25% Soul Break – Slow, Single
chance that the katana will not be destroyed and that Intangible cherry-blossoms swirl around the target,
Draw-Out can be used again with the same weapon. burning into his very soul. A single foe is afflicted with
This ability can be taken multiple times, up to a maximum Soul Break, which reduces his SPR rating by 50%,
percentage of 50%. rounded up. Any magical resistances, such as
Absorbency or Immunity, are lessened by one step. For
Speed Break – Slow, Single example, an Immunity becomes a Resistance instead.
An angry swarm of red and blue energy emerges from Furthermore, all SPR-based damage is halved for 4
the katana, ripping into the Samurai’s foe. A single foe is rounds. Soul Break may only be active on one enemy at
afflicted with Speed Break, which reduces his DEX rating a time, and some bosses may be immune to this ability.
by 50%, rounded up. The target’s EVA, ACC, and all
DEX-based damage is halved for 4 rounds. Speed Break Two-handed Grip - Passive
may only be active on one enemy at a time, and some Samurai have spent many years learning to fight with
bosses may be immune to this ability. their single, chosen weapon, and they can use it to
deadly effect. A Samurai cannot be disarmed if he does
Flawless Form – Passive, Special not choose to be, whether through spells, limit break
The Samurai eschews the use of armor, garbing himself effects, or combat maneuvers. In addition, the weapon
in humble, simple garments that never hinder the receives the Indestructible property.
character’s movements – they use superior
swordsmanship to parry and deflect attacks. Power Break – Slow, Single
When not wearing Armor of any type, the Samurai is
An unearthly whisper seems to flow from the Samurai’s
treated as having an ARM and M.ARM score of equal to
blade which brings even the strongest foes down. A
double his current level. Thus, a level 8 Samurai would
single foe is afflicted with Power Break, which reduces
have 16 ARM and M.ARM. When the character reaches
his STR rating by 50%, rounded up. All STR-based
level 20 or higher, the bonus granted from Flawless Form
damage is halved for 4 rounds. Power Break may only
is triple the character’s level instead. A level 25 Samurai
be active on one enemy at a time, and some bosses may
would have 75 ARM and M.ARM.
be immune to this ability.

57
THIEF
シーフ
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 Thief’s 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
Ranger’s 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 Thief’s 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 isn’t the Thief’s 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 GM’s
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
opponent’s 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, SOULS…these 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!

58
Job Abilities

Flee – Passive Mug – Passive


Nothing – no, NOTHING – catches a Thief. The No longer content with simple larceny, the Thief has
character may now move a Medium Range instead of a achieved the pinnacle of armed robbery, able to deliver
Short Range as an Instant action on each of their turns, punishing blows to his enemies even as he rifles through
making them the kings of battlefield mobility. In addition, unprotected pockets. Whenever you roll a critical hit, you
a character with Flee never has to make Escape checks may also Steal the item carried by the given monster as
to Run Away in combat – it is assumed that they always an Instant action, without needing to make an opposed
automatically succeed if they choose to do so. A Thief check. If the monster no longer has the item to Steal, the
still cannot Run Away unless his allies are successful on Thief receives (100 x Enemy’s Level) gil instead.
their Escape checks, however.
Assassin's Kiss – Passive
Treasure Hunter - Passive The Thief is capable of taking advantage of helpless
The Thief has obtained a sixth-sense, able to spot foes, and able to perform vicious strikes. When striking a
danger – and treasure! – before the rest of his party. You target who is affected by the negative status effects Stop,
may choose to use your Thievery skill in place of your Stun or Sleep, or otherwise denied their EVA score, your
Awareness skill on all checks. damage is increased by one step. That is, a weapon that
would normally do (DEX x 1) points of damage would
Steal the Spotlight - Special now do (DEX x 2), and so on. Targets affected by a
Whenever the Thief spends Destiny to add an additional Thief’s Feint ability fall under this category as well.
d6 to any roll, there is a 50% chance that the Thief will This ability can be taken multiple times, increasing the
receive the bonus dice, but not actually lose any Destiny damage by one additional step each time.
if the roll succeeds. For example, a character could
spend 3 points of Destiny to increase his Steal check up Flimflam – Special
to 5d6 plus his Thievery skill. If the check is successful, In an unusual maneuver, the Thief is able to steal even
the GM flips a coin or otherwise calculates the 50% the very protective auras possessed by his foes, and use
chance – if the Thief is lucky, he retains all the Destiny them as his own.
he would have spent. Upon obtaining Flimflam, the Thief can now use his Steal
ability to pilfer positive status effects. As always, the
Sleight of Hand – Passive Thief rolls his Thievery skill versus the opponent’s STR
The Thief is a master of misdirection and deception, or DEX rating, whichever is higher. If he succeeds, one
capable of directing his target’s attention elsewhere positive status effect – Shell, Protect, Auto-Life, Haste, or
whilst he rifles through their pockets. the like – of the GM’s choice is removed from the foe and
After obtaining this ability, Thievery skill checks can no added to the Thief instead. The remaining duration of the
longer be opposed with an Awareness roll – proving that status effect (if it has one) does not change.
the hand is indeed quicker than the eye. Furthermore,
the Thief gets a +1 bonus to his Thievery skill. This ability Master of Disguise – Standard, Single
may be taken multiple times, increasing the skill bonus The Thief moves through his enemies ranks and
by +1 each time. vanishes into their midst, disguising himself as one of
them. The Thief makes a Disguise skill check in combat,
Feint – Standard, Single opposed by an INT check made by each of his enemies
separately. The Thief gains a +2 bonus to this check if he
A Thief is capable of performing a bluff attack to throw
had previously used Steal to grab a tuft of hair, uniform,
his opponent off-guard, making him easier for his allies to
or other item to make the impromptu costume more
hit. Make a standard attack action – if successful, the
believable.
Thief deals 0 damage but sends his opponent reeling,
Each enemy who fails the check to see through Master
causing them to have an effective EVA of 0 until the end
of Disguise will be convinced the ally is one of them until
of the Thief’s next turn. This ability may be used a
that foe takes damage from the character. (Monsters
number of times per session equal to the Thief’s INT
aren’t too bright, and it’s a really good disguise.)
rating.
Collateral damage (such as Group or randomly targeting
attacks) can still happen, but the monster will not attempt
Preemptive Footwork – Passive to exclusively target the Thief. As mentioned, this effect
Using lightning-fast reflexes, the Thief can start moving is broken if the character attacks the creature, but
before the rest of the party. After obtaining this ability, a otherwise lasts until combat ends. Notorious Monsters,
Thief may always act in Pre-emptive combat – although Bosses and End Bosses won’t fall for Master of Disguise.
he won't always know what's going on.
Furthermore, the Thief may make an immediate physical
Counterattack whenever they take damage in the Pre-
Emptive Round.

59
TIME MAGE
時魔道士
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 Mage’s 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 Mage’s 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 Level


1 1, 1, 3, 4, 5
2 6, 8, 10, 12
3 14, 16, 19
4 21, 24, 27
5 28, 30

Epic Ability: Cosmic Standstill - Instant, Self


The Time Mage’s 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. All other characters, both enemies
and allies, are treated as having 0 EVA and are Stunned until Cosmic Standstill ends, even if they are normally
immune to the effects of Stun.
The Time Mage cannot change the location of anything, whether animate or inanimate, and 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 foe’s Reflect status and THEN begin
to blast away with magic. And finally, characters cannot cast the ‘Hyperdrive’ spell, land critical hits or cause Limit
Breaks to occur 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.

60
Job Abilities
Rewind - Special Telekinesis – Passive, Special
Being a true master of the time means never having to The Time Mage is capable of using nearby objects as a
say “I wish I would have….” With this awe-inspiring weapon as skillfully as a monk or master of improbable
ability, the Time Mage actually shifts himself and all weapons, hurtling them towards foes with the power of
nearby allies backwards in the time stream. Rewind may his mind alone.
not be used in combat due to the absolute concentration All Improbable Weapons are now treated as Arcane
required. instead of belonging to the Brawl category, can be hurled
Upon activation, the character chooses a number of at Medium Range and usually also have additional
hours that the party will travel backwards in time, up to a effects as decided by the GM (such a gigantic boulder
maximum of the Time Mage’s level. Be aware that the having Earth Strike, or a storm of feathers Blinding the
party only travels in time and not space, meaning they target). Such weapons still usually deal STR-based
will arrive at the same physical location, merely earlier. damage unless combined with the Mind over Matter job
The party can never encounter themselves nor cause a ability.
paradox, since they have actually rewound reality and Furthermore, the Time Mage can Instantly cast the spell
started over. However, there is a very large downside to Tractor for no MP a number of times per session equal to
the usage of this ability. Upon activating Rewind, the their STR rating.
Time Mage instantly ages; the character receives a -2
permanent loss to any one attribute of the GM’s choice Mind over Matter – Passive, Special
and appears to be roughly a decade older. A character The character’s ability to control the flow of gravity and
who is reduced down to 0 in any attribute is instantly the dimensions often allows him to perform feats of
forever torn from reality and lost in time. strength with nothing but the power of his mind.
By expending Destiny during the use of Rewind, the The Time Mage may substitute his INT score and rating
character can go back even further than a few hours – up for his STR attribute for just about everything; damage
to 10 years for every point of Destiny spent, in fact, with STR-based weapons, determining accuracy,
making the use of Rewind potentially a bizarre leap into opposed skill checks, moving or throwing objects,
the far past. breaking objects by overcoming their hardness, the
Gravity and Gravija spells, determining maximum skill
Phantom Weapon – Instant, Special caps, and also for calculating the number of times per
The Time Mage bends and shifts the dimensions, items session they can use abilities tied to the STR rating.
instantly appearing in the character’s hands out of thin
air. A Time Mage with this ability is never caught Blink – Instant, Special
unprepared, and he has access to his Inventory and By activating this ability, the Time Mage may
equipment at all times no matter how far separated from automatically take an additional Standard action. This
his possessions he may be. Alternatively, the Time Mage ability may be used at any time, even when it isn’t the
may use this ability to send his possessions into some Time Mage’s turn, allowing them to interrupt an enemy’s
unknown dimension, where they remain safe and out-of- round. Furthermore, due to the sudden movement
sight until they are needed. disorientating his enemies, the Time Mage gains a +4
bonus to EVA until the start of his next turn.
Levitate – Passive, Self Blink can be combined with Haste to allow the Time
The Time Mage perpetually hovers several inches above Mage to cast spells on enemy turns.
the ground, and receives the effects of Auto-Float at all This ability may be used once per session.
times. Floating characters take no damage from Earth-
based spells and abilities, nor do they damage from Magic Shield – Special, Self
falling. Able to twist pure magical plasma into a type of
defensive bubble, the Time Mage can lessen the
Stasis Strike – Passive physical harm caused by enemy attacks.
The Time Mage is exceptionally good at neutralizing and The player may declare he is activating Magic Shield as
paralyzing his foes with magic. Whenever the Time Mage a Standard action – it then persists until it is cancelled as
inflicts the negative status effect Stun on an opponent, an Instant action, the character’s MP becomes 0, the end
the duration of the status effect lasts for one additional of the game session, or when the character is knocked
round. This ability can be taken multiple times. unconscious.
While Magic Shield is active, all enemies who attack the
Etherite – Passive Time Mage are treated as if they had the MP Damage
Practical and levelheaded, the Time Mage has weapon property – 50% of the total damage they deal
conducted extensive studies on items that restore the targets the Time Mage’s HP, and the other 50% targets
user’s magical potency. This ensures that the character their MP.
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.

61
WHITE MAGE
白魔道士
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 Level


1 1, 1, 3, 4, 5
2 6, 8, 10, 12
3 14, 16, 18
4 20, 22, 24
5 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 Mage’s 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 mage’s 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 isn’t the
White Mage’s 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.

62
Job Abilities

Grand Summoner – Special Reckoning – Passive, Special


Many mages argue over which school of magic is more The White Mage is a master of smiting her foes, bringing
useful - the destructive power of Black, the peerless even the strongest of evil creatures to their knees. All
support of White, the unique intensities of Blue, or the offensive Holy and Wind spells now do increased
indispensable manipulation of Time. But all agree on one damage; if such spells were to do (INT x 1) points of
point - that none can compare to the limitless potential of damage, they would now do (INT x 2) instead, and so on.
Summoning. For some reason or another, it has long This ability may be taken multiple times, increasing the
been known that White Mages are the mortals most ‘in damage step by one each time.
tune’ with the Espers, and are often capable of
summoning them with very little effort. Blessed Existence – Instant, Self
Upon taking this ability, the White Mage gains access to The White Mage leads a charmed life, avoiding harm in
one Summon of her choice, based on her level. A White mundane, day-to-day activities with unsurprising alacrity.
Mage who can cast only Tier 1 spells may only choose a This same quiet protection can also be extended to the
Rank 1 Esper, whereas a White Mage who can cast Tier White Mage’s allies to protect them from distressing
one, two and three spells may choose an Esper up to failure.
Rank 3, and so on. The White Mage and each of their party members may
The Esper chosen by Grand Summoner may be a Party reroll one skill check per session. Blessed Existence
Esper or an Individual Esper – these choices are all up to cannot be used to negate automatic failures from such
the individual player. It might have taken the party under things as a Gambler’s Bad Luck.
its wing for reasons unknown, or manifest due to being
spiritually tied to an ages-old heirloom in the character’s
possession, or anything else the player can dream up! Clear Mind – Instant, Special
And if this wasn’t enough, the character now needs to Being a battlefield healer is no easy feat; all too many
only two Destiny to summon an Individual Esper instead White Mages have watched their spells fizzle when their
of the standard three points. allies need it most. To this end, they have learned
methods to empower their magicks by putting more of
themselves into their spells.
Divine Seal – Instant, Self Whenever a spell would be interrupted due to a
By activating this ability, a White Mage is capable of knockback, limit break, critical hit, or teamwork attack,
imbuing her next healing spell with far more magical you may activate this ability. By paying the MP cost for
energy than normal. If it was to heal a target for (INT x 1) the spell a second time, you may continue casting
hit points, it would now heal the target for (INT x 2) uninterrupted and the spell is not cancelled.
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 Mage’s
Stronger Together – Special
The White Mage knows that her patient understanding
SPR rating.
and selflessness isn’t for nothing; by remaining altruistic
and calm throughout her adventures, she leaves a
Peaceful Messenger – Passive lasting impression and even begins to inspire her allies.
The White Mage is welcomed with open arms wherever Thanks to the character’s guidance, the party begins to
they may travel, and their pleas to be heard are enough discover a strength they didn’t know they had.
to give pause to even the coldest hearts – even the most By spending 3 points of Destiny at any time, the White
vile of individuals know that White Mages have the best Mage can empower her allies; the character and all party
interests of the masses at heart. members receive a permanent +1 bonus to any two
You may add half of your Healing skill, rounded down, to different attributes of their choice.
your Inquiry and Negotiate skills on all checks.
Body and Soul – Special
MP Stroll – Passive, Self The White Mage is capable of using and administering
Simply by keeping their mind and spirit pure, the obscure salves and healing items in conjunction with
lifestream continues to flow into the character, their white magic, able to tend to their comrades quickly
rejuvenating them with magical energies. At the end of once battle has ended.
each combat encounter the White Mage recovers 25% of Outside of combat, all conscious allies including the
their total maximum magic points back passively. White Mage recover 100% of their maximum HP.
Upon taking a Fitful rest or partaking in Travel Rest, the
White Mage also regains 100% of their MP instead of the
normal value. 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.

63
CHAPTER IV: DEFINING A HERO
“It’s not the net result that matters, it’s the day-to-day struggles people go through that makes one’s 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 hero’s uniqueness through skills and quirks – and get some great bonuses along the way.
We’ll 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 isn’t 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 normal-
sized 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 GM’s 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.

64
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 player’s 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
Gambler’s 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 craftsmanship…or 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 creature’s 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 character’s maximum hit points. Enemies can still target the pilot of the vehicle, but at a -4
penalty to hit due to their added speed and 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 Night’s 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 party’s 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 doesn’t 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
vehicle’s ARM and M.ARM scores must be overcome to get inside or simply destroy it. At the GM’s 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 earth’s 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 player’s 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
player’s control over his character’s beliefs and attitude is absolute.

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Complications
No situation is ever so bad it can’t 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 succeed…or 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 character’s Escape and Survival skills are up to snuff!

Here’s 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 it’s 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 aren’t 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 they’re
chasing. Kellos does, but he gets a
Complication too. He’s 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 isn’t 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
Don’t 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 doesn’t 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 isn’t quite right – whether in the form of a con-man attempting to swindle the
party with counterfeit Elixirs, or a dozen slavering beasts waiting in ambush around the corner.

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 character’s 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 it’s
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 night’s rest in adverse conditions, or popping
joints back into place in the thick of battle.

Inquiry – INT / SPR


Whether it’s 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 they’ve 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 world’s precursor races, sometimes known
as Lufenian or Lefenish. Ancient languages see very little usage in the world’s day-to-day affairs,
particularly in their spoken forms; these are usually the domain of scholars and adventurers canny
enough to realize that sooner or later everything comes down to mysteriously-inscribed slabs and relics.
Bhasa Mithra (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 aren’t 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 people’s toes
in the process. At the GM’s 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 don’t 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 one’s 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 doesn’t
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 Character’s 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 character’s goals, and when the character performs
a dramatic (though not necessarily life-threatening) action. The watch-word here is ‘dramatic’ – this
means disarming a city-leveling bomb at the four second mark, leaping a fifty-foot drop to catch a rope
dangling from the side of a getaway vehicle, supporting an entire two-story house with nothing but muscle
power while its on fire AND a party members rushes inside to save the trapped occupants….y’know, that
sort of thing.

Earning Destiny
Though some GMs may choose to alter these methods slightly, the standard ways to receive Destiny are
as follows;
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 Esper’s 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
world’s 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 Mage’s ‘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 job’s 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 doesn’t 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
airship’s 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 character’s 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.

75
Summoning
“Old man’s 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 party’s 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 won’t 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 Esper’s 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 Summon’s 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 well-
balanced 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 Summon’s
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 character’s 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 Summon’s
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 Auto-
Status. 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 world’s 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 in-
house, 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 item’s 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 budget-
priced 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-a-
brac 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 they’re 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 character’s Inventory. Regardless of a character’s 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
character’s 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 wicked-
looking scythe, the keen edge and versatility of these weapons go a long way to accounting for their
popularity. Quite a few experienced heroes have 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 foe’s ARM
rating.

Brawl - Whether a simple unarmed strike, a padded leather glove, foot-long steel claws, or a heavy chair
smashed over your opponent’s head, Brawl weapons run the gamut from improvised tools grabbed as a
last resort to weapons designed for hand-to-hand combat.
Standard Brawl weapons possess the ‘Counterattack’ special property; Once per session when 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 wielder’s 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 wielder’s 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 marksman’s ability to deal damage from a distance can prove invaluable
in many situations. They require precision instead of raw power, and thus use the user's DEX instead of
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 one’s 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 isn’t 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.

82
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 Cost Creation Type Difficulty Damage Dealt Additional Abilities


1 100g Weaponsmith 10 (Attribute x 1) + 2d6 Only standard weapon properties
2 500g Weaponsmith 11 (Attribute x 2) + 2d6 One additional equipment ability
3 1200g Weaponsmith 12 (Attribute x 3) + 2d6 One additional equipment ability
4 3500g Weaponsmith 14 (Attribute x 4) + 2d6 One additional equipment ability
5 7000g Weaponsmith 16 (Attribute x 5) + 2d6 Two additional equipment abilities
6 15000g Weaponsmith 17 (Attribute x 6) + 2d6 Two additional equipment abilities
7 30000g Weaponsmith 18 (Attribute x 7) + 2d6 Three additional equipment abilities
8 N/A N/A N/A (Attribute x 8) + 2d6 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 foe’s 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 or SPR
rating, rounded up, and a bonus to his EVA equal to half his INT or SPR 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 SOS-
Status 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 Josh’s 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 Yoichi Bow


Tier 2 Huge, Special Ability Tier 7 Ranged, +2 DEX, Precision, Special Ability
This strange weapon is covered in runes and The simple Yoichi bow resembles a traditional
glyphs. It appears to have no special properties Samurai’s weapon, often using arrows that appear
whatsoever except being surprisingly heavy – but to be made out of bamboo. Despite is humble
when used to destroy any object – walls, airships, or appearance, the Yochi Bow rarely misses its mark
what have you – the character is treated as if he and also allows its wearer to avoid the negative
possessed the Destructive Strike shared ability. effects caused by any Difficult Terrain.

Maneater Mage Masher


Tier 3 Huge, Humanoid Killer Tier 2 Concealed, MP Damage
Created due to inter-tribal warfare by some long- Though the name might raise a few eyebrows,
forgotten group of nomadic people, the Maneater is there’s nothing humorous about this weapon. A
decorated with beads and feathers, with simple target struck with this weapon feels a hopeless
messages carved into the well-preserved wood. sense of longing as their magical energies are torn
away, spilling out of them like silvery dust on the
Berserker's Axe wind.
Tier 6 Huge, Auto-Berserk, +2 STR
The double-blade on this axe shimmers as if Swordbreaker
reflecting flame, with a handle wrapped in red Tier 4 Concealed, Special Ability
leather. It seems normal enough until carried into This dagger is favored by one-on-one fighters,
combat, at which point the weapon takes over. especially Elvaan nobles who find themselves
The eyes of the wielder are filled with madness and constantly dueling. With just a flick of the wrist, the
a berserker’s rage, and he will only regain control of Swordbreaker is capable of destroying even the
his senses when all foes lie dead before him. mightiest of weapons.
Once per session, the wielder may use the Ninja’s
Sky Render Shatter Weapon ability as a standard action.
Tier 5 Ranged, Aerial Eater, Aerial Killer
This simple wooden bow appears almost splintered Assassin’s Knife
at both ends, and it takes a keen eye to discover Tier 5 Concealed, Humanoid Killer, Special Ability
that the weapon was designed with that This machete-like weapon seems to be cut from a
appearance. It is especially adept at defeating flying single piece of obsidian, and grants its wielder the
enemies. Assassin’s Kiss job ability.

Heartbreaker Dragon Claws


Tier 6 Ranged, Charm Touch, Piercing Tier 3 Brawl, Dragon Killer
Made of melded wood and gold, this weapon has As the name suggests, these five wickedly-curved
caused more than a few fights within adventuring spikes set into a leather glove are designed for
troupes who stumble upon it. Fittingly appropriate, piercing the tough hide of draconic monsters.
as the arrows from this bow are capable of melting
even the coldest hearts, stirring jealousy and envy, Kaiser Knuckle
and ‘encouraging’ even the most wicked of foes to Tier 5 Brawl, +2 Strength, Special Ability
fight alongside you. A staple weapon for well-to-do Monks everywhere,
the Kaiser Knuckle is forged from some long-
Destroyers forgotten alloy and weighs close to half a ton.
Tier 7 Brawl, Follow-Through, Overdrive, Auto-Haste Characters using the Kaiser Knuckle may use the
While Final Heaven is a weapon that has achieved Counterattack property one additional time per
legendary status, the Destroyers – sometimes combat.
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.

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Coffinmaker Genji Blade
Tier 5 Ranged, Seal Touch, Spell Effect: Seal Tier 7 Blade, Special Ability
This black, crimson and aqua-colored firearm lets The Genji period was a short-lived historical
loose bursts of steam and hums with energy period thousands of years ago, named after the
whenever it is reloaded. The guns imbues all of its master swordsman who used this blade and a suit
ammunition with the ability to completely Seal all of of armor to forcibly take the throne. He ruled for
its targets magical attacks and special abilities. one year before resigning, leaving the kingdom in
turmoil.
Blackjack The Genji Blade seems to possess no unique
Tier 2 Ranged, Special Ability abilities unless it is dual-wielded with Two
Years of gambling, shuffling cards and rolling dice Weapons. In such a situation, the Genji Blade
have paid off, and the owner of a Blackjack finds becomes enormously powerful – almost on par
himself able to better put his foes to the ground with a Legendary weapon – and grants the user
without ever once drawing his firearm. With the the Auto-Regen, Piercing, Auto-Haste, and Follow
Blackjack equipped, a Gambler finds that lady luck Through properties.
seems to smile on his endeavors far more often.
Once per session, a Gambler can use his Jinx ability Ironside
as an Instant action, even if he has no Bad Luck and Tier 3 Huge, Special Ability
hasn’t rolled a Critical Hit. Forged from its namesake, this cold iron maul
chills to the touch. It seems to drain the very
Valiant warmth from the air. A Dark Knight wielding
Tier 5 Ranged, SOS-Protect, Special Ability Ironside may now use Night Sword as a
It’s a dangerous life, and there’s always someone Standard action instead of a Slow Action.
who’ll be wanting to slit your throat when you sleep.
Presumably, that thought was the driving force Scarecrow
behind the creation of the Valiant, a weapon that Tier 5 Huge, HP Drain, MP Drain
ensures its owner is never caught unawares. It appears at first glance to be little more than a
With the Valiant equipped, the character is treated common farmer’s scythe, used for harvesting fruits
as though he has the Preemptive Footwork job and vegetables and weeding gardens. That is, of
ability, and may always act in Preemptive combat course, until some poor foe finds his life force and
rounds. magic rapidly dissipating under the unrelenting
attacks of a Scarecrow.
Vigilante
Tier 2 Blade, Special Ability The Ogre
A simple katana used by many still in training – or at Tier 5 Huge, Triple Critical, Special Ability
least, by the ones who plan on living to see their Named after great, hulking beasts of legend, this
training end some day. The bearer of Vigilante double-headed greatsword is almost six feet tall,
receives a +1 bonus to their EVA at the start of and made from a stone blade attached to an iron
every combat. This effect lasts until they take hilt. It is warm to the touch and emanates a low,
damage, after which time the additional bonus is lost rumbling growl whenever the character is being
for that encounter. lied to.

Kotetsu Valhalla
Tier 3 Blade, Fiend Killer Tier 6 Huge, +4 VIT, Special Ability
This katana was clearly forged by a master of his The ability woven into this seven-foot golden
art, the blade sharper than a razor’s edge and axe is an unusual one. Whenever the wielder of
perfectly weighted. It is especially effective against this weapon would drop to 0 HP or less, they have
Fiends of all types. a 50% chance to remain at 1 HP instead.

Heaven's Cloud Colossus


Tier 5 Blade, Earth Proof, Special Ability Tier 7 Huge, +2 STR, Overdrive, Triple Critical
A warrior equipped with Heaven’s Cloud need not This mighty weapon is made entirely of Orichalum
remain earthbound. The Kami within this blade also with no decoration whatsoever. It seems plain in
provides any wielder to Instantly receive the effects every way save for its immense weight, which can
of Flight for 4 rounds, once per session. surprise even the mightiest of warriors.

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Illumina Sage's Staff
Tier 7 Huge, Indestructible, Holy Strike, Blind Touch Tier 3 Arcane, Spell Effect: Varies
Known in many circles as the Lightbringer, this There are many Sage’s Staves in the world, each
powerful two-handed greatsword shares several with a distinctive spell incorporated into it.
traits with the Excalibur. Illumina exudes constant Whether White, Black, Blue or Time magic, these
light in a wide area, bright enough that it is difficult to wooden tribal-looking rods are often as
look directly at the blade, and foes struck by it are unpredictable as they are fragile. When casting
often physically blinded by the radiance. the Spell Effect directly from a Sage’s Staff, the
Unlike the Excalibur, however, Illumina is a weapon chance for it to be destroyed by the attempt is
of immense size and weight. It boasts a blade that is increased to 50%.
almost three feet wide at its base.
Ascalon
Dragon Whisker Tier 7 Arcane, Auto-Life, Alchemy, Special Ability
Tier 2 Reach, Dragon Eater A pair of pristine ivory wings decorate the top of
The name is no euphemism; this polearm was this ruby-studded staff, obviously designed to be
actually created from several massive pieces of reminiscent of an angel. A single glowing crystal
draconic chin hair, woven together to create a has been carefully wrapped into the staff’s tip with
supple rod and topped with a bone tooth or iron golden bands.
point. In addition to the very powerful Auto-Life ability,
Ascalon has an additional function when held by a
Aura Lance White Mage with the MP Stroll ability. Instead of
Tier 3 Reach, Spell Effect: Flash recovering 25% of the White Mage’s total MP after
This glowing polearm is armed with a rather useful each combat, the mage regains 100% instead.
power – upon command, it can unleash a blast of
illumination capable of damaging and blinding foes. Regal Cutlass
Flash is a Blue Magic spell. Tier 2 Blade, Special Ability
This jewel-encrusted blade, often a target for
Obelisk sticky-fingered thieves, is a sign of royal heritage.
Tier 6 Reach, Triple Critical, Special Ability Anyone wielding the Regal Cutlass receives a +2
Often used by Lalafell Dragoons, this weapon has to all Negotiate checks.
one very interesting property; against foes who
would physically overpower the wielder, the Obelisk Enhancer
strengthens the wielder accordingly. Tier 3 Blade, Special Ability
Whenever battling a foe with a higher STR rating This thin, dull silver sword appears to have no
than the wielder, all damage dealt by physical special properties until the wielder casts a spell.
attacks is increased by one step – for example, if The sword will then burst to life, glowing with the
the weapon was to do (STR x 6) damage, it will deal corresponding elemental color, and receive the
(STR x 7) damage instead, and so on. corresponding [Element]-Enhancer ability. For
example, upon casting Firaga, the sword would
Petalchaser glow a brilliant crimson and would receive the
Tier 2 Arcane, Special Ability effects of Fire-Enhancer, causing an additional
The reasons for the original creation of this unusual 50% damage from all the following fire spells and
weapon have forever been lost in the annals of effects.
history; we can only speculate. In its regular form, The elemental enhancement will remain
the Petalchaser is little more than a flowering rose, unchanged for 24 hours, after which time the
small enough to be easily worn in the hair. In this sword will return to its original dull color, and a
form the Petalchaser is Indestructible, and it will new spell may be cast, and a new elemental
never wilt or show signs of aging. With the slightest enhancement received.
thought, though, the rose can transform itself into a
full-length staff or sword, made of green iron and Blood Sword
vegetable material and covered in small thorns. The Tier 5 Blade, +2 STR, HP Drain
primary function of the Petalchaser these days is Orange light glows from within this rune-covered
often as a form of concealed defense for blade and the hilt is warm to the touch. The sword
Entertainers, but many Red Mages have been is cracked in several places and appears
spotted with a rose protruding from their extremely old, but pulsates with a red-hot heat.
trademarked crimson chapeaus, as well.

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Soul Saber Ancient Sword
Tier 4 Blade, Special Ability Tier 6 Blade, Petrify Proof, Petrify Touch
This crystalline sword appears relatively ordinary, Made from a dull grey stone, this blade seems
save for the magical runes etched into the hilt and ready to crumble at any moment. Such
blade. However, if the Soul Saber is wielded by a appearances are obviously deceiving, as the
Red Mage, the character may use the Runic ability Ancient Sword – created by the long-lost race of
an additional one time per session. Even after the warrior-mystics – is one of the most powerful of its
character has used Runic his maximum number of kind.
times per session, the Red Mage may continue to
use the ability indefinitely, but with a 25% chance Mop
that the sword will shatter each time. Tier 7 Reach, Follow-Through, Water Strike, Spell
Effect: Mighty Guard
Defender Known only as the weapon of ‘that guy who hit
Tier 6 Blade, Holy Enhancer, Auto-Protect people with a mop,’ this near-legendary weapon
This thin blade is well-known and used commonly appears to be little more than a long wooden pole
the world over, as it is one of the most reliable, topped with a slightly-damp mass of coarse yarn.
useful, and simplistic creations of all the magical In the right hands, however, it is of nearly
weapons. While designs vary, most feature a set of unparalleled power. Seriously, you should have
golden wings wrapped protectively around the seen the guy, he was mowing down LEGIONS
blade. 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 weapon’s 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 Ranger’s 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 Apocalypse’s 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, Apocalypse’s 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, SOS-
Berserk, 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

91
the very light from its surroundings, and tendrils of black shadow began to encroach the nearby lands.
The ending to this ill-omened tale has become little more than a children’s bedtime story; Parents tell of
the White Knight, one of the evil man’s former friends who came to find him. Whatever they may have
spoke of matters little and is known by none, but the battle that rocked the demon’s citadel for two days
and nights is spoken of often. In the end, the white knight emerged, barely alive and unarmed, and
passed away in peace.
Folklore states that the Deathbringer and Excalibur lie together in the heart of the obsidian citadel, one
emanating perpetual light, and the other, forever devouring it. But these are, of course, merely legends.

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 oft-
spoken of as the Excalibur, the blade of the gods themselves. How it came to be is unknown; stories say
that it was first used by a dusty-haired youth, innocent and unarmored and with eyes unprepared to see
the world pass away, carrying only a sword forged from an unknown metal and pulsing with white-hot
light. 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
her…and 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 enemy’s 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 sword’s corrupt nature.
Finally, Ragnarok forcefully betrayed it’s master, causing the man to draw his own
blood and tumble into the sea.. The sword’s 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 weapon’s 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


just…well….shields…that 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. They’ve been assigned ARM and M.ARM values based on their Tier,
and adding 50% of the equipment’s 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 you’ve done so far, we’d give you
a break and let you simply choose from a pre-made list. Simply swap out the listed effect for another Tier-
appropriate one if you’d 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 isn’t listed.

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

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

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

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

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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 Cost Effect Type Difficulty


Ahriman Tears 10g Temporary Immunity to Blind. N/A N/A
Bomb Core 50g Deals fire damage in an area. N/A N/A
Choco Whistle 100g Calls Chocobos in the area. Tinkering 8
Craftsman’s Tools 200g A necessity for Synthesists. Tinkering 13
Glowstone 10g A depleted crystal, provides dim light. N/A N/A
Gysahl Greens 50g Food for Chocobos! N/A N/A
Incense, Prayer 500g Repels lesser hostile monsters for one hour. Alchemy 16
Incense, Swamp 10g Repels Insects for one hour. Alchemy 8
Kupo Nut 50g Gives Moogles great strength! N/A N/A
Oxygen Ball 150g Allows underwater breathing. Tinkering 14
Tinker’s Tools 100g Provides a +1 bonus to simple skill checks. Tinkering 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 creature’s 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 one’s 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.

Craftsman’s 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 Craftsman’s 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

97
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 it’s 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.

Tinker’s Tools: The exact properties of each individual item vary greatly, but these are the rates for
equipment created by Tinkers to make the common man’s 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 character’s Inventory.

Name Cost Effect Type Difficulty


Potion 50g Restores 25 HP to a single, conscious target. Alchemy 8
Hi-Potion 100g Restores 50 HP to a single, conscious target. Alchemy 10
X-Potion 500g Restores 250 HP to a single, conscious target. Alchemy 12
Ether 50g Restores 25 MP to a single target. Alchemy 8
Hi-Ether 150g Restores 50 MP to a single target. Alchemy 10
Turbo Ether 500g Restores 100 MP to a single target. Alchemy 12
Eyedrop 10g Remove the negative status effect Blind. Alchemy 10
Soft 100g Remove the negative status effect Petrify. Alchemy 10
Antidote 25g Remove the negative status effect Poison. Alchemy 10
Revivify 50g Remove the negative status effect Zombie. Alchemy 10
Echo Screen 100g Remove the negative status effect Seal. Alchemy 10
Remedy 500g Remove all negative status effects except Unconscious. Alchemy 12
Phoenix Down 400g Restores unconscious character to 1 HP. Alchemy 12
Phoenix Pinion 1000g Restores unconscious character to 50% maximum HP. Alchemy 14
Elixir 5000g Restores 100% of a character’s HP and MP.* Alchemy 16
Megalixir N/A Restores 100% of the party’s HP and MP. N/A N/A
Tent 500g When used, the party may take a Full Rest. Tailoring 12
Smoke Bomb 100g Casts Escape, allowing the party to flee.* Alchemy 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 Goods Cost Creation Type Difficulty
their Throw ability, Black Market Dart 300g Tinkering 10
Goods are illegal to manufacture, buy, Dream Dust 500g Alchemy 8
sell, or have in ones possession. Loco Weed 300g Alchemy 12
This has not stopped them from being Malboro Poison 200g Alchemy 8
commonplace, however, and more Shruiken 40g Alchemy 8
than one adventurer has started Skean 200g Weaponsmithing 10
finding stealthier solutions to his
problems with illegal wares.

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 Ninja’s Throw command,
but also apply one of the following effects of the Ninja’s 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 target’s M.ARM score.

100
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 Cost Effect Type Difficulty


N-Kai Armlet 500g +2 bonus to STR attribute Tailoring 10
Yellow Scarf 500g +2 bonus to DEX attribute Tailoring 10
Tiger Mantle 500g +2 bonus to VIT attribute Tailoring 10
Magician Shoes 500g +2 bonus to INT attribute Tailoring 10
Prism Cape 500g +2 bonus to SPR attribute Tailoring 10
Muscle Belt 2000g +4 bonus to STR attribute Tailoring 12
Hyper Wrist 2000g +4 bonus to DEX attribute Tailoring 12
Germinas Boots 2000g +4 bonus to VIT attribute Tailoring 12
Ruby Armlet 2000g +4 bonus to INT attribute Tailoring 12
Gale Hairpin 2000g +4 bonus to SPR attribute Tailoring 12
Marvel Shoes 6000g +4 bonus to all attributes Tailoring 14
Winged Boots 3000g Adds the Auto-Float status Tailoring 10
Chocobo Outfit 20g Dress like a Chocobo!* Tailoring 8
Sprint Shoes 200g +1 to Escape checks when fleeing* Tailoring 10
Goggles 500g Immunity to Blind Tinkering 10
Peace Ring 500g Immunity to Berserk Tinkering 10
Rage Ring 100g Adds the Auto-Berserk status Tinkering 8
Reflect Ring 3000g Adds the Auto-Reflect status Tinkering 12
Barrier Ring 1500g Adds the SOS-Shell status Tinkering 12
Protect Ring 1500g Adds the SOS-Protect status Tinkering 12
Echo Bangle 1000g Immunity to Seal Tinkering 11
Pod Bracelet 1000g Immunity to Poison and the Bio spell Tinkering 11
Gigas Bangle 2000g Immunity to Break abilities and effects Tinkering 12
Gold Hairpin 5000g Resistance to Fire, Water, Earth and Air Tinkering 13
Aegis Jewel 10000g Immune to various status effects* Tinkering 14
Angel Ring 6000g User is capable of Flight Tinkering 15
Wonderwatch 500g Your party goes second in Initiative.* Tinkering 11
Slave Crown 1200g Adds the Auto-Charm status.* Tinkering 11
Tetra Elemental 5000g All equipment becomes Indestructible Tinkering 15
Atlas Armlet 7000g Immune to Knockback effects Tinkering 14
Gauntlets 4000g Immune to Disarm effects Armorsmithing 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.

101
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. Here’s 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 ‘Dragon’s 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.

Knight’s Crest: Fighter Only. +6 STR, +4 VIT. A Fighter with the Knight’s 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 geomancer’s 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
Paladin’s SPR rating.

102
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 Cost Effect Type Difficulty


Airship, Basic 10000g Large, Flying, Movement 2 Machines 12
Airship, Luxurious 16000g Large, Flying, Movement 3, Weapon Systems Machines 14
Airship, Sky Fortress 40000g Multi-Pilot, Flying, Indestructible, Weapon Systems Machines 20
Land Vehicle 5000g Movement 3 Machines 12
M-Tek Mecha Hull 8000g Power Source Machines 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? That’s dumb.


If you’ve played Final Fantasy, you know that steel and iron aren’t nearly as good as ‘gold’ equipment,
despite the fact that gold is a notoriously soft, heavy metal. It’s 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
wasn’t.
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.

103
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 party’s biggest assets, but having the ability to whip up a skeleton key from scraps
when locked within the castle dungeons, or repair the Fighter’s 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 Synth Difficulty Modifiers


Inadequate tools +2
Inadequate workspace +2
Completely infeasible workspace +4

Craftsmen’s 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. It’s 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 weeks…or 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 item’s cost
to attempt to create it, they’re 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
above…and 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 near-
legendary 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.

104
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
shouldn’t 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


don’t specifically state how a character
would go about crafting up magically-
imbued 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 that’s ‘relatively close’ and use
that as a template, and remember that
function is less important than interesting.

GM’s 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 aren’t in the hands of the PCs too early on,
and providing both short and long-term goals for characters. Likewise, unless you’re 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 don’t 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 character’s
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 Base Cost Creation Difficulty


Snack 100g 9
Meal 150g 9
Banquet 300g 10

Type of Effect Cost Modifier Creation Difficulty


Healing (50%) x2 +0
Healing (100%) x4 +3
Strength Up x1 +1
Vitality Up x1 +1
Dexterity Up x1 +1
Intelligence Up x1 +1
Spirit Up x1 +0
Status Guard x3 +1
Auto-Regen x3 +2
Auto-Life x5 +4

Banquets and Craftsman’s 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
Craftsman’s Tools are unable to create Banquet-type meals under any conditions.
For those who are wondering, a set of Craftsman’s 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 character’s Inventory, as normal.
Player’s 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.

106
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 Graft’s 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.’

107
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.

108
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 foe’s 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 they’re not in direct line of sight.

109
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 character’s actions on the second turn. Thus, a Black Mage could begin casting
Fire on his first turn and on his second turn, if uninterrupted, the spell would be cast, allowing him to 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, we’ll 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 target’s 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 demon’s arm, slicing tendons for 39 damage as he leaps
back to his feet and poses majestically.

110
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, there’s 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 it’s assumed that the creature is still out
there, lurking and waiting for them to return. Fleeing from a regular monster group effectively means the
encounter was nullified, and the players probably won’t encounter the same creatures a second time.

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.

111
What’s 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 there’s
no reason a gun or Shruiken couldn’t 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 character’s 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)

112
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 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 Difficulty Examples


1 Elementary (5) A pair of sunglasses, a sweet fedora, cutlery and tableware
2 Easy (7) An unconscious party member, a long table or heavy door
3 Moderate (9) A cannonball, an aquarium filled with angry lobsters
4 Challenging (11) A falling chandelier, a motorcycle, steel girders, a blacksmith’s anvil.
5 Impressive (13) A large tree, windmill ‘blades,’ a live shark
6 Heroic (15) A towering statue/granite pillar, a medium-sized landslide, a railroad car
7 Godlike (20) The side of a mountain or glacier, an airship, a small meteorite
8 Impossible (30) 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 doesn’t
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 wouldn’t make much sense to
factor a user’s strength into account if he’s using his airship to ram an enemy vessel. Use whatever stat
you can argue is remotely appropriate – in the previous example, DEX or INT (to spot and aim towards a
weak spot on the ship’s hull, for example) might be a good substitution.

113
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 opponent’s 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 opponent’s 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 don’t 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? It’s the GM’s responsibility to walk the
fine line between making sure that this mechanical sacrifice isn’t worthless, and also making sure players
don’t 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 opponent’s 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, shouldn’t require an opposed roll.

GM’s 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.

GM’s Note: Combat and Rewards!


A party’s 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 it’s 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. Stun and Fear are special cases. The list of negative status effects follow.

Berserk: You go berserk, and can do nothing on your turn but attack the nearest enemy. 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 harm’s
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 character’s turns, roll 1d6. On a result of 1 or 2, the character attacks his
allies or heals his enemies, acting as if he was fighting on the enemy’s side. On a result of 3 or 4, the
character performs nonsensical actions such as trying to use Inquiry on a tree. On a result of 5 or 6, the
character may act normally. The GM may determine the character’s random actions, or he may allow the
player to do so. Taking damage has a 25% chance of removing the Confusion status.
Curse: The character’s 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. Fear only lasts for one round, thus only forcing the affected target to miss one turn.
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 player’s next turn instead of the
beginning, essentially taking a full two rounds to use. This is one of the nastier status effects, and as such
it is quite uncommon – 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. Unless stated otherwise, Stun lasts for only 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 up…such as a Zombied character trying
not to receive the effects of Regen.
It should be noted that even a character with Immunities to status effects can choose to be affected by
them if he or she wishes. Thus, a character with a Ribbon equipped – and thus Immune to all statuses –
could still operate under the effects of Protect and Haste if they liked, or even allow themselves to be
Charmed.

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 don’t 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 character’s 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 don’t 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 don’t accomplish this goal until level 26+ - or ever!
– the character doesn’t receive the Limit Break until they have.

Use the following chart as a reference tool.

Level Additional Benefits


1 --
2 --
3 +1 to different Attribute
4 Job Ability
5 Limit Break #1
6 +1 to different Attribute
7 --
8 Job Ability
9 +1 to different Attribute
10
11 --
12 +1 to different Attribute, Job Ability
13 --
14 --
15 +1 to different Attribute, Limit Break #2
16 Job Ability
17 --
18 +1 to different Attribute
19 --
20 Job Ability
21 +1 to different Attribute
22 --
23 --
24 +1 to different Attribute, Job Ability
25 Limit Break #3
26 --
27 +1 to different Attribute
28 Job Ability
29 --
30 +1 to different Attribute

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

119
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 GM’s
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 GM’s final discretion, these are fights where the foes are
greatly below the party’s 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.

120
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 party’s long-term survival. Magic and items can patch
up injuries on the go, but can drain the party's resources if there's a lot of hurt to go around. The
alternative is to let injuries heal up the natural way – with rest. To rest, characters need just two things:
time and space. Time is self-explanatory – the longer the party has to kick back and relax, the more
beneficial the rest will be. In order to benefit from a rest period, a character cannot undertake any
complex or physically exerting activities during that time period unless they are directly related to the
recovery process. In other words, taking the time to make splints and sewing wounds is fine; forging a
sword or clearing boulders is not.
Space is a little trickier. The default space requirement for rest is an area where the party can stretch out
without fear of being attacked by marauding monsters and the like. In practical terms, this means that
long stretches of rest are impossible in the middle of a dungeon thick with enemies unless the party can
find some way to keep itself completely protected during that time - it's difficult to really relax when there's
a perpetual fear of monster ambush.

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
Night’s 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

121
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 character’s 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
character’s or party’s 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 can’t just be shrugged off
with a Potion and a good night’s 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 doesn’t mean the end for the party; rather, they’ll 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 character’s 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 shouldn’t 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.

122
Limit Breaks
"You just don’t get it at all. THERE ISN’T A THING I DON’T CHERISH!!"
- Cloud Strife

Limit Breaks are special 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 character’s turn.
Regardless of how the Limit Break is used, a character may only use one Limit Break per round.

A Limit Break may have almost any effect. It may 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.

123
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 Damage Step Increase


1 +2
2 +4
3 +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 foe’s EVA, ACC, and DEX-based damage.
Armor Break reduces a foe's VIT rating by 50% and the foe’s 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 opponent’s 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 target’s 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 harm’s 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 HP-
i.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.
Positive status effects last until combat ends. Negative status effects last for a total of 4 rounds, except for Stun which
only lasts until the end of the monster or character’s next turn.

Limit Break Rank Status Effect Point Cost


1 Zombie, Poison, Sleep, Stop, Confusion, Seal, Float, Reflect 3
2 Mini, Curse, Slow, Petrify, Protect, Shell, Flight 6
3 Stun, Fear, Charm, Haste, Auto-Life 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 break’s target adopts a completely different form when the Limit Break is used, changing its
type from the standard ‘Humanoid’ to any of the following categories; 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. Here’s some examples of how difficult Negotiation checks might be.

Negotiation Difficulty Situation


Elementary (5) Convince an admiring fan that you really are just that amazing.
Easy (7) Haggle a deal with a shopkeeper in a backwater village, seduce a Gambler.
Moderate (9) Impress a diplomat or noble with your well-reasoned arguments.
Challenging (11) Insult an imperial soldier until he opens the prison door to come strike you.
Impressive (13) Leave a monster trembling in fear from your intimidating stare.
Heroic (15) Rally an army for your cause, lie to a Judge and get away with it.
Godlike (20) Lie to an Esper or a mind-reader and get away with it.
Impossible (30) 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 Travel Type Speed
can vary depending on a number of factors – Walking (Normal) 25km /day
reliability of transportation, problems Walking (Hard March) 50km /day
encountered on the road, weather, terrain. For Chocobo (Normal) 280km /day
instance, pouring rain could easily halve the Chocobo (Racing/War) 400km /day
amount of ground the party normally covers in a Wheeled Vehicle (Primitive) 300km /day
day's time. Wheeled Vehicle (Modern) 700km /day
Ship (Sail) 170km /day
Submersion and Drowning Ship (Steam) 960km /day
At times Final Fantasy heroes will find it Airship (Primitive) 1200km /day
necessary to travel underwater to arrive Airship (Modern) 9000km /day
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; it’s 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 Difficulty to Break


Glass Elementary (5)
Wood Easy (7)
Crystal Moderate (9)
Flimsy Metal Challenging (11)
Stone Impressive (13)
Reinforced Metal / Steel Heroic (15)
Adamantite / Orichalum Godlike (20)
A fifty-story building 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 they’ll 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,
we’ll 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 won’t find, however, are plot synopsizes or descriptions of places in the games. No matter how
detailed a world’s description might be, we believe that distilling all the energy and fire that made a game
interesting down to dry facts and descriptions is a terrible thing. (We also don’t want to see this already
long book 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 doesn’t work for you, consider one of the following fixes;

Leveling-Up takes place during story events. With this method, players don’t worry about experience
points at all and instead gain a level whenever the GM deems it to be appropriate. The benefit to this is
that everyone levels-up together at the end of a session, reducing downtime during games and making
sure nobody feels ‘left behind’ for missing a few sessions. It also allows you to pace the game to be as
slow or as fast as you and your group like.

Change the amount of EXP needed to gain a Level. This is almost an easy fix as the above
suggestion. Some players don’t want to stop tracking EXP completely, and instead feel the best solution
would be to increase the amount of experience needed per level from 5. Changing it to 10, for example,
effectively assumes characters will still gain a level every three to four game sessions, depending on how
combat-intensive your games might be.

‘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 Mage’s ‘Absolute Power’ ability, the Master Thief epic ability, the Entertainer’s Victory March Art, the
entire Freelancer job…the 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.

129
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 prison…frozen in time…for 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.

130
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 Shinryu’s

131
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 Garland’s 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 ecstatic…so
why do the heroes have such a bad feeling about this seemingly-innocent device?

A young boy from the port town of Onrac has gone missing, and a witness says 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 they’ll be digging directly into the old Cave of Earth under the
‘devil’s 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 isn’t something to be ignored; a nearby
town is slowly being turned invisible, and unseen monsters stalk to desert and surrounding plains. How
long before the entire world is lost in the mirage?

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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 daughter’s 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 Emperor’s 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 didn’t 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?

133
FINAL FANTASY III
“You’re 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 re-
contain 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.

134
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.

135
FINAL FANTASY IV
"Some fight for law...some fight for justice. What do you fight for?"
- KluYa

The fourth installment of the Final Fantasy series sees the world slowly become more technologically-
advanced, a trend that would continue for 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 Baron’s secret and must race to collect the crystals before they fall into the
hands of a half-Lunerian sorcerer and an entity named Zemus. Zemus plans to annihilate all life on the
planet with a giant walking machine known as the Giant of Babil, thus allowing the Lunerian race to
populate the world instead.

The party battles the four elemental archfiends, descends deep into the underworld and the land of
dwarves, and finally teleport to the moon’s core in their pursuit of Zemus.

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 moon’s core

136
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 GM’s 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.
GM’s may allow the characters to alter Limit Breaks at this time as well to make for a more thorough and
aesthetic change.

Adventure Ideas
The only known cure for Desert Fever is a Sand Pearl, which is produced by the world’s only known
Antlion. A scheming merchant realizes that by capturing the Antlion and keeping it in captivity, he’ll be
able to make a fortune exploiting those in desperate need of a cure.

The Devil’s Road is a 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 Devil’s Road, the PCs begin hearing stories about a band of adventurers matching their
exact description, attacking the innocent and leaving destruction in their wake…

137
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 children’s 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 world’s 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! It’s a madhouse of mayhem
as the magical masses struggle against one
another for their chance at powerful black
magic…and all they need to do is fry a few
goblins!

138
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 Gestahl’s 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
Empire’s experimentations; Whether this was at their behest or done 1 3, 6
forcefully varies.
The character will learn spells starting at level 3, though far more slowly than 2 9,12
any mage (consult the chart to the right), and gains an MP score if it didn’t 3 16, 20
have one already. Characters with Magicite-Infused are treated as having an 4 25, 30
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 Empire’s 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 won’t hesitate to act on any suspicions they might have about the new recruit.

139
Races
Humans populate most of the world of Final Fantasy VI, but we also see a community of Moogles, half-
wolf pickpockets, dozens of talkative ghosts and one very disgruntled Yeti.

Jobs
Most of the standard Jobs make an appearance in this setting, and players shouldn’t 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 you’ve always wanted to try to make an appearance.

Adventure Ideas
When the party’s 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 Esper’s 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
they’ve caused?

140
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, it’s 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 Mecha’s non-magical attacks use the driver’s Weapon Systems skill.

141
The Grunt-class M-Tek Armor The Gladiator-class M-Tek Armor
The Grunt is a large semi-humanoid war machine The Gladiator is a heavier armored variant of the
that resembles some 9' headless squat being. The Grunt. It's bigger and more sluggish than the
torso is oversized compared to its stubby legs and original, but it can pack a mean wallop with its fists,
arms that usually scrape the ground. Nonetheless, which are often reinforced with heavy Adamantite.
the Grunt is fast and agile for its appearance. The The missile pods are located in the Gladiator’s
M-force cannon is located within the gut of the legs, and this M-Tek grants the rider an additional
machine. The Grunt grants the rider an additional 30 ARM and MARM.
20 ARM and MARM.
Category: Construct
Category: Construct Size: 12ft
Size: 9ft MP Cost to Activate: 40
MP Cost to Activate: 30
HP: 350 (Main Body), 100 (Arms), 100 (Legs)
HP: 250 (Main Body), 80 (Arms), 80 (Legs) STR: 24 (+8)
STR: 18 (+6) DEX: 4 (+1)
DEX: 7 (+2)
Attacks: ‘Medium’ M-Tek Missiles, 40+2d6 Fire damage,
Attacks: ‘Light’ M-Tek Missiles, 20+2d6 Fire damage, Local Local or Group target (Legs)
or Group target (Body) Steel Crush, 48+2d6 damage, target must succeed
Punch, 36+2d6 damage (Arms) at an opposed STR check to prevent a Medium
Metal Kick, 36+2d6 damage, target must succeed Range Knockback. (Arms)
at an opposed STR check to prevent a Medium
Range Knockback. (Legs) Magic: M-Tek Pulse Cannon, deals (INT x 5) + 2d6 damage,
costs 40 MP
Magic: M-Tek Cannon, deals (INT x 3) + 2d6 damage, costs 20 Special: Multiple Parts, Counterattack, Status Touch: Stun,
MP Vulnerability to Lightning
Special: Multiple Parts, Counterattack, Vulnerability to Lightning
Evasion: 8
Evasion: 9 ARM: 0, +30 to Rider
ARM: 0, +20 to Rider MARM: 0, +30 to Rider
MARM: 0, +20 to Rider

The Goliath-class M-Tek Armor The Scout-class M-Tek Armor


The Goliath is the heaviest M-Tek ever created, A small, rapid unit, equipped only with a small gun
standing 15' tall and 3 tons in weight. They can and no M-Tek cannon. It is used, as its name
easily crush humanoid races in their opposable suggests, for scouting and reconnaissance and
hands, which are fitted with enormous claws that comes equipped with a state-of-the-art cloaking
drag along the ground as it moves. The Goliath device. However, the cockpit of the Scout-class
grants the rider an additional 50 ARM and MARM. Armor is fully visible, making driving it a risk.
The Scouts grants no additional ARM to the rider,
Category: Construct
Size: 15ft
but is generally loaded with Fog Bombs and Chaos
MP Cost to Activate: 80 Gas to sow discord during serious skirmishes.

HP: 500 (Main Body), 150 (Arms), 250 (Legs) Category: Construct
STR: 30 (+10) Size: 7.5ft
DEX: 2 (+0) MP Cost to Activate: 20

Attacks: ‘Heavy’ M-Tek Missiles, 80+2d6 Fire damage, HP: 150 (Main Body), 100 (Legs)
Local or Group target (Body) STR: 10 (+3)
Claws, 90+2d6 damage (Arms) DEX: 17 (+5)
Magic: Wave Cannon, deals (INT x 7) + 2d6 damage, costs 60
MP Attacks: Submachine Gun, 30+2d6 Group damage (Body)
Special: Multiple Parts, Counterattack, Magical Counterattack, Magic: None
Vulnerability to Lightning Special: Multiple Parts, Reduced HP, Vulnerability to Lightning,
Sunken State job ability.
Evasion: 7
ARM: 0, +50 to Rider Evasion: 7
MARM: 0, +50 to Rider ARM: 0
MARM: 0

142
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 Damage Capacity


Light 30+2d6 8
Medium 50+2d6 5
Heavy 125+2d6 1
Bio-Bomb 40+2d6 4
Fog Bomb --- 4
Chaos Gas --- 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.

143
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 Gaia’s surface.

Shinra's management is concerned with the limited repositories of Mako energy available for harvesting,
and fascinated with the legend of the Promised Land; a place where the land is fertile and where Mako
flows abundantly. Only a race called the Cetra, or the Ancients, are, according to legend, able to find it.
However, the Cetra were all but driven to extinction by the "Calamity From the Skies", an alien creature
called Jenova.

Small rebels groups try to quell the various dangers toward the innocent, but the real battle will ultimately
not be with a corporation.

144
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 doesn’t 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 won’t be able to rain fiery
death on his enemies until level 14 at the earliest.

At the GM’s 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 don’t forget to flavor appropriately.

Adventure Ideas
‘The Turks’ is the unofficial nickname for the ‘Investigation Sector’ of the Shinra Company. They act as
the company’s muscle and aren’t afraid to get their hands dirty with kidnappings, assassinations, or
worse. When the classily-dressed Turks show up and start attempting to forcefully ‘recruit’ the PCs into
their line of work, the heroes will have their hands full with these dangerous professionals who don’t take
no for an answer.

A small community has passed a law stating that all persons infused with Mako by Shinra are to be
immediately taken in to one of their facilities designed to purge the Mako ‘impurity’ from them. Quite a few
SOLDIERs aren’t too keen on the idea of losing their Mako-enhanced talents. Not to mention the rumors
about what really happens in the Mako Severing chambers...

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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 sword’s ‘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
wife’s favorite pastime, but the project was doomed
to failure since it lacked financial support. As a last-
ditch effort, Cid requested several of the orphans
take on part-time jobs – as the children grew up,
they became accustomed to working hard and took
on jobs on par with adventuring work. The Garden
benefited from the enormous funds flowing in, and in time it became a training facility. Years later, the
Gardens tutor specialized military forces with classes in both general education as well as combat. When
a Garden military cadet turn 15, they may attempt to become a ‘SeeD’ at an exam given every spring.
Students have until the age of twenty to pass the SeeD exam before they are required to leave.

Contrary to popular belief, ‘SeeD’ is not an abbreviation of any four words, but rather refer to the analogy
of seeds in a garden. The capitalization of the last D has no specific or significant meaning.

Guardian Forces
In Final Fantasy VIII, Summons are mighty autonomous energy bodies which can reside within objects
and living organisms. They are known as Guardian Forces, and a character with a comparable

146
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 earth’s 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 earth’s 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 moon’s 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
magnitude…and indescribable oddity?

SeeDs are called to Fisherman’s 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.

147
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 character’s magical
energies.

The people of the Mist Continent, and in particular the city of Lindblum, have developed mist-powered
engines which are primarily used to power airships. However, this means airships will only function where
there is mist, meaning they can't fly outside of Mist Continent. Additionally, the 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, it’s 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

148
called themselves…brace yourself…Gastromancy.
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 Result
2 GM’s choice.
3 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.
4 The character suffers from indigestion. The noises caused by their displeased stomach alerts enemies
to the character’s presence, causing a -2 penalty to all Stealth checks until the end of the game
session.
5 The character’s breath becomes repugnant, causing a -2 penalty to all social rolls until the end of the
game session.
6 The monster was toxic, Poisoning the character for four rounds / 40% of the character’s HP.
7 No effect.
8 The monster acts as a ‘Healing’ snack, restoring 50% of the character’s maximum HP.
9 The monster acts as a ‘Status Guard’ meal, giving all negative statuses a 25% chance of failure for the
remainder of the game session.
10 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.
11 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.
12 The monster was a true delicacy, and the character permanently receives a +1 bonus to their lowest
Attribute.

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 can’t 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 market…and 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 mankind’s 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 Sin’s 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 Yevon’s 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

150
leaders of Bevelle, thus beginning the teachings of Yevon and the endless resurrection of the
unstoppable beast.

New System: Blitzball


Spira’s 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 Hume’s head ) into the other team’s 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. You’ve never seen blitzball until you see a team of ninjas take on a geomancer
and his allies, while a red mage sweet-talks the opposing team’s goalie. What follows is a full set of rules
to take your existing characters and drop them right into a Blitzball match without having to modify things
too much; after all, a good game of Blitzball really isn’t that much different than combat, when you come
right down to it.

When forming your team, it’s important to decide what sort of role your character would best fill, and
choose a ‘position’ accordingly. Blitzball requires a balanced mix of offense and defense, and characters
who can put the physical hurt on the other team are as valued as those who can score goals or get the
crowds on their side.
There are three different roles that can be filled.

Striker: Can Score. The front-line men, strikers are dexterous individuals who focus on getting the three
points needed to win the game. Each team needs a minimum of one Striker to be eligible for competitive
play.
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 aren’t 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 actions…such 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
team’s 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.

151
Inspire: With very little else to do when they aren’t under Complete List of Blitzball-Appropriate Abilities
siege by Strikers trying to score, a Goalie often finds
Advice Mind over Matter
himself strutting and playing the crowds, or shouting out Allure Mutation
tactical suggestions to his teammates. The Goalie chooses Blood Price Night Sword
one ally and takes a Slow action to survey the field or get Assassin's Kiss Outmaneuver
the crowd chanting. On the following round, the Goalie Astra Pandora's Box
Avenger Power Break
makes a SPR or INT check (at a varying difficulty Berserker Power Chord
depending on how the game has been going so far, or if Beso Toxico Pray
they’re on their home field and so on, but we suggest Blackout Primal Might
difficulty 9). If successful, the target ally either regains 5 Hit Blessed Existence Provoke
Blink Quick Hit
Points as he finds his second wind, or receives a +2 bonus Cleave Radiant Aura
to all rolls on his next turn. Chakra Reflexes
A Goalie who is in the middle of Inspiring his allies cannot Charge Rewind
stop Strikers from scoring, however, so this powerful Copycat and Master Mimic Ride the Storm
Counter Saint's Cross
technique must be used with caution. Cover Save the Day
Darkside Scan
Regardless of a character’s maximum HP, any character Defy Gravity Shatter Armor
who has taken more than fifty points of damage is removed Disabling Shot Shadowbind
Elemental Body Shield of Light
from the field by a referee. Favored Terrain Showstopper
The maximum ARM and M.ARM scores a character can Feint Sidewinder
have in a Blitzball match is 10; anything more than that is Flawless Form Skin of Iron
against game regulations. Formless Strikes Speed Break
Geotrance Stacked Deck
Golden Gaze Steal the Spotlight
The first team to score 3 goals is declared the victor. Grim Reaper Stoneskin
Alternatively, a team may be awarded a victory if there are Hamedo Stronger Together
no conscious Strikers on the opposing team. Haymaker Sunken State
Home Terrain Take Aim
Ikishoten The Last Word
Although it can vary in impromptu games (or illegal Image Threaten
matches), breaking any of the following rules is an Jinx Throw
automatic penalty, and any character who does so is Juggler Third Eye
Jump and High Jump Trauma
removed from the field immediately. Killing Machine Trick Shot
- Casting spells including Summons Last Resort Unstoppable
- Being outside the Blitzsphere for more than two rounds Lancet Warcry
- Using weapons Limit Breaker Winning Streak
Maintenance Whirling Spear
- Attacking a Goalie Magic Shield Wild Swing
- Using Job Abilities, save for those pre-approved before Master of Elements X-Fight
the match begins. Master of Disguise

Ultimately, the GM gets the final say as to what’s allowed


and what isn’t, but to the right is our opinion on the
complete list of Job Abilities that would be beneficial in a Blitzball-Appropriate Epic Abilities
Blitzball game but wouldn’t completely destroy the delicate Benediction
Blitz
balance of the above rules, or are simply too much fun to Bonecrusher
pass up. We didn’t include abilities that are probably Cheat Fate
irrelevant, since we don't expect characters to intentionally Clockwork Tools
break the rules, need Cosmic Standstill
Dragon's Spirit
elemental immunities, or Duel
bonus damage when Fantasia
fighting dragons...but then Force of Nature
again, you never know. Invincible
Master Thief
One Man Army
Sharpshot

152
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 mage’s 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 Summoner’s
journey ends abruptly with him
giving up, the heroes – former
Guardians – are faced with a
choice. Can they, too, simply
abandon their journey? Or will they
choose to ignore the traditional
teachings of Yevon, devising their
own eccentric means of battling
the great destroyer?

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 Vana’diel, 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 (player’s 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
d’Oria. The sound of their national anthem plays throughout the streets proudly.
Mithra, who are said to suffer from the sin of Envy, are catlike amazonesses that have settled in the
Federation of Windurst with the Tarutaru.
Tarutaru, who are said to suffer from the sin of cowardice, reside in the Federation of Windurst where
they spend their days poring over books and advancing the development of magical knowledge.

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 Freelancer’s Epic
Ability, Job Change, now only allows the character to become of those two options. In addition, Job

154
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 it’s possible a player could utilize one or more of these powers by making an evil character,
it’s 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.

156
Nethicite, another type of magicite, works by absorbing Mist, thus nullifying the effects of magic and
storing vast amounts of power. Nethicite can be described as either deifacted or manufacted (literally,
god-made or man-made). Deifacted Nethicite contains a large amount of magic, theoretically making it
powerful enough to help reshape the world if used correctly…or incorrectly.

The Occuria
The Occuria are the most powerful beings in the world of Ivalice. 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-way-
trip for the host body.

Adventure Ideas
Seven centuries ago, the Occuria, knowing the Garif knew much about magicite and the ways of the
world, granted the peaceful people of the Jahara plains some Nethicite. However, even the wisest Garif
knew not how to use the stones, and, as such, several pieces were presented as a gift to the Dynast-King
instead. But it is said the Garif still know the location of one such Nethicite shards…

The sky city of Bhujerba is an A young, blind Seeq has


island of peace in the raging been well-known to the
storm that is Ivalice. Thanks to people of Dalmasca for
the Marquis’ diplomacy and many years. He peddles
tact, the people of the city are small confectionaries
protected from the empire’s wrapped lovingly in wax
strong arm save for a few paper for only a single gil,
soldiers keeping a watchful and bouquets of freshly-
eye on the city. But when picked wildflowers for only a
imperial troops start vanishing few gil more.
in the Lhusu Mines - well- What most people don’t
excavated tunnels beneath the know is that this Seeq’s
city where dozens of workers main source of income
spend each day unearthing doesn’t come from the
precious Magicite – will the candies or posies, but
PCs choose to turn a blind rather for the discreet
eye? Has the empire found messages he passes using
something of interest down in the parchment wrapped
those dark tunnels…or has it around his flowers. One of
found the empire? the PCs receives one such
message, and the
Airship malfunctions due to befuddled Seeq must
intentional mechanical apologetically explain he
sabotage have completely put never saw who wrote the
a halt to travel and trade note or knows what it said –
between the major cities. The he only remembers a wispy,
party or parties responsible feminine voice that sent
have yet to be apprehended. chills down his spine.

157
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 Typical Weight


1.6 – 1.9m 90 – 120kg

Skin Colors Lifespan


Black, ochre, brown, Young is 10 -20 years old.
green, blue, white Average is 21 - 70 years old.
Old is 71 – 80+ years old.
Eye Colors
Black, Blue, Red

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 one’s 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 barely-
restrained 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 don’t 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 aren’t 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.

158
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 Typical Weight


0.8 – 1.1m 80 – 100kg

Hair Colors Lifespan


White, blonde Young is 8 -35 years old.
Average is 36 - 150 years old.
Eye Colors Old is 151 – 400+ years old.
Brown

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.

159
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 fal’Cie 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.

l’Cie
The l'Cie (pronounced "luh-see") are people branded and forced into servitude by the god-machine
Espers known as fal’Cie. 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 l’Cie 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 l’Cie 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 Cocoon’s
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.

160
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. It’s 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 l’Cie 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 l’Cie shows signs of
weakness or despair, at which point the eidolon reveals
themselves for the first time – generally to confront their
failing l’Cie 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 GM’s 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 Night’s 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 won’t 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 (Character’s 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 being’s Gestalt Attack deals M.ARM damage of that type instead of
nonelemental.

161
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 Stones—magicite shards engraved with symbols of the twelve Zodiac constellations—to
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 hero’s
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, they’ll 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.

162
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 character’s 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, you’ll 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 isn’t always the norm, adventures in the recent Final Fantasy Tactics
Games have been far more lighthearted romps, everything from using Bug-B-
Gone to defeat insects preying on Gysahl green crops, to a Moogle’s
‘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.

163
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: Arbiter’s 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.

164
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 planet’s 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 world’s 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 monster’s 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 lightning-
strike 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.

165
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.

166
- 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 Entertainer’s Arts are laid out slightly differently, but the
same basic rules still apply.

167
Black Magic
Rank 1

Blizzard (6 MP) Thunder (6 MP)


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

168
Rank 2
Blizzara (30 MP) Fira (30 MP)
Target: Single Target: Single
Type: Elemental (Ice) Type: Elemental (Fire)
Reflectable Reflectable
The air around the target condenses to freezing point in A furious explosion tears through the air as a column of
an instant, encasing it in a towering spire of ice. Blizzara incandescent fire erupts under the target. Fira inflicts
inflicts (INT x 5) + 2d6 points of Ice damage to the target. (INT x 5) + 2d6 points of Fire damage to the target.

Bio (35 MP) Drain (25 MP)


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

169
Rank 3
Blizzaga (50 MP) Arise (40 MP)
Target: Group Target: Single
Type: Elemental (Ice) Type: Effect
Reflectable This spell is shunned by white mages and many other
Particles of frost and snow accelerate towards the target, individuals as one of the darker Black Magicks. The
rapidly sealing it in layer after layer of solid ice before the caster is capable of raising a recently-deceased creature
entire edifice shatters. Blizzaga inflicts (INT x 6) + 2d6 of any size or race as a Skeleton, which serves the
points of Ice damage to all enemies. caster loyally. The creature does not retain any of their
old attributes, skill, abilities or the like except for the
Firaga (50 MP) Large monster property, if they had it. They lack free will
Target: Group or any memories of their old life.
Type: Elemental (Fire) Level 1 to 19 targets use the low-level Skeleton monster
Reflectable stats, and targets of level 20 or higher use the Varuna
A colossal sphere of white-hot fire crashes onto the monster stats instead. Regardless of their new attributes,
target, sparking a furious explosion that engulfs it in a the size and shape of the creature remains what it was in
cloud of ash and cinders. Firaga inflicts (INT x 6) + 2d6 life.
points of Fire damage to all enemies. Creatures without bones (such as Cactuar, flans, and
beings composed entirely of magic) cannot be raised
Stonaga (50 MP) with this ability.
Target: Group
Type: Elemental (Earth) Sleepaga (30 MP)
Reflectable Target: Group
An enormous stalagmite rips through the ground beneath Type: Status
the feet of the foes, impaling them on razor-sharp blades Reflectable, Resist 14
of rock. Stonaga inflicts (INT x 6) + 2d6 points of Earth The air is suddenly filled with a strange fragrance,
damage to all enemies. compelling entire groups of otherwise vicious foes to let
their guard down, and rest a moment….
Thundaga (50 MP) All targets in the enemy Group are affected by the
Target: Group negative status effect Sleep.
Type: Elemental (Lightning)
Reflectable Death (140 MP)
A deafening peal of thunder rolls across the battlefield as Target: Single
lightning bolt after lightning bolt crashes to earth, Type: Status
trapping all targets in a sizzling sphere of electrical Reflectable, Resist 14
energy before dissipating again. Thundaga inflicts (INT x A decaying, hooded figure emerges from the ground in a
6) + 2d6 points of Lightning damage to all enemies. cloud of dark smoke, raising a massive scythe to cleave
the target’s life force in twain before fading away with a
Wateraga (50 MP) blood-curdling laugh. The target’s HP is reduced to zero.
Target: Group This spell does not work on bosses.
Type: Elemental (Water) If the spell is resisted or otherwise has no effect, the
Reflectable target instead suffers (INT x 7) + 2d6 points of Shadow
Winding streams of airborne water race towards all damage.
targets, quickly enclosing them in an immense liquid
dome before dissolving into a foaming tidal wave. Paralyze (80 MP)
Wateraga inflicts (INT x 6) + 2d6 points of Water damage Target: Single
to all enemies. Type: Status
Reflectable, Resist 14
Rasp (Special) Waves of energy wrap around the foe in order to
Target: Single constrict movement and prevent the target from
Type: Elemental (Shadow) participating in combat for one round.
Inexorably drawn by the lure of magical power, The target is affected by the negative status effect Stun.
translucent spheres of violet energy spiral in towards the
target, sapping the target’s energies before rushing Berserk (60 MP)
away. The target’s MP is reduced by the same amount Target: Single
used to cast the spell. Type: Status
Reflectable, Resist 14
The caster fills their target’s 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) Flare (150 MP)
Target: Single, Special Target: Single
Type: Status Type: Non-elemental
Even as Summoners seek to unite the lifestream and Reflectable
overlap the magical realms with our own, Black Mages Globes of pure magical energy blast into the target in a
angrily confront the very notion. At least one mage’s relentless stream, setting off one chaotic explosion after
intense dislike for the powerful beings known as Espers another before rushing out again. Flare inflicts (INT x 12)
was enough that a spell was crafted with no purpose + 2d6 points of Non-Elemental damage to a single
other than to banish the ‘abominations’ of summoned enemy.
creatures back to their home plane. Flare can be cast at a Long Range.
Upon successfully casting X-Zone, a dimensional hole is
ripped open and the Esper is hurled through it, instantly Quake (80 MP)
reduced to 0 hit points and removed from the current Target: Local
combat. Effects that the Esper may possess – such as Type: Elemental (Earth)
Auto-Life or Indestructible – will not allow the Esper to Prerequisite: Stonaga
remain in combat after X-Zone is used, or summoned A violent tremor tears through the length of the
again in the same game session. battlefield, breaking up the ground into shuddering,
X-Zone can be cast at a Long Range. crumbling fragments and yawning crevasses. Quake
inflicts (INT x 8) + 2d6 points of Earth damage to all
Scourge (100 MP) enemies and allies, though Floating and Flying targets
Target: Group are immune to its effects.
Type: Elemental (Shadow)
Prerequisite: Twilight Curse (110 MP)
A long shadow creeps over the ground, darkening the Target: Single
area as wicked spikes of unholy energy burst through to Type: Status
skewer all targets. Scourge inflicts (INT x 8) + 2d6 points Reflectable, Resist 15
of Shadow damage to all enemies. A sinister black circle materializes under the target,
streaming multi-colored lights and gasses before winking
Freeze (80 MP) shut. The negative status effect Curse is applied to the
Target: Single target.
Type: Elemental (Ice)
Reflectable Doomsday (250 MP)
Prerequisite: Blizzaga or Wateraga Target: Group
Chilly vapors float over the battlefield as fragments of Type: Status
blue ice cascade down on the target, forming a jagged, Resist 15
glacial prison to imprison it entirely. Freeze inflicts (INT x Prerequisite: Death
10) + 2d6 points of Ice damage to a single enemy. The sky darkens and black clouds roil above, and
silently-screaming faces protrude from the sky like boils
Nuke (80 MP) on creation.
Target: Single There is no initial effect – however, in three rounds, the
Type: Elemental (Fire) HP of all affected enemies is reduced to zero, regardless
Reflectable of current Hit Points, ARM, or M.ARM. If the spell is
Prerequisite: Thundaga or Firaga resisted or otherwise has no effect, in three rounds the
Spheres of orange flame rush towards the target, targets instead suffer (INT x 8) + 2d6 points of Shadow
engulfing it in an ever-growing explosion with the heat damage.
and fury of a newborn star. Nuke inflicts (INT x 10) + 2d6
points of Fire damage to a single enemy. Virus (150 MP)
Nuke can be cast at a Long Range. Target: Single
Type: Status
Osmose (1 MP) Resist 15
Target: Single The caster infects his target with a sinister disease, filling
Type: Elemental (Shadow) the enemy’s bloodstream with a living, deadly bacteria.
Prerequisite: Aspir Enemies afflicted with this plague are unable to recover
Spheres of white light erupt from the target as their their HP or MP scores or receive healing of any kind,
magical reserves are stolen. Osmose destroys (INT x 5) whether from limit breaks, attacks, abilities, spells or
+ 2d6 points of the target’s MP, and the caster regains a items. Virus wears off in four rounds as normal, but is not
number of Magic Points equal to the amount lost by the a true status effect and thus cannot be removed with
target. Esuna or other normal means.

171
Rank 5
Meltdown (250 MP) Scathe (230 MP)
Target: Single Target: Group
Type: Elemental (Fire) Type: Elemental (Shadow)
Reflectable Prerequisite: Scourge
Prerequisite: Flare An agglomeration of shadowy energy flashes into
A high-speed stream of heat and energy assails the existence above the battlefield, gathering before
target, immersing it in furious, bone-searing beginning its descent to earth, crackling with malevolent
temperatures. Meltdown inflicts (INT x 16) + 2d6 points energy as it crashes down. Scathe inflicts (INT x 16) +
of Fire or non-elemental damage to a single enemy 2d6 points of Shadow damage to all enemies.
(whichever is more effective), and is unaffected by
M.ARM and Shell. Break (200 MP)
Target: Single
Ultima (Special rules) Type: Elemental (Earth)
Target: Group Reflectable, Resist 16
Type: Non-elemental The ground beneath the target explodes in a seismic
Prerequisite: Any Rank 5 spell. nightmare of dust, soil and rocky spires. The target takes
An eerie calm falls over the battlefield as the sky grows (INT x 12) + 2d6 points of Earth damage. Then, if the
dark, shading the combatants in blue and black. Only spell was not resisted, the negative status effect Petrify is
one sound breaks the silence; a single note, gaining in applied to the target – and finally, there’s a 50% chance
pitch as a dome of purest blue energy forms in the sky that the violent shaking will have shattered the now-stone
above the caster, growing outwards in an unstoppable, combatant, reducing the target to 0 HP instantly if they
destructive rush that engulfs the area whole. The Black are not Immune to Petrify.
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.

172
White Magic
Rank 1
Banish (4 MP) Aero (9 MP)
Target: Single Target: Single
Type: Elemental, Holy Type: Elemental (Wind)
Beams of white light radiate from the caster’s Reflectable
outstretched hands, basking the area in a flickering white Gale-force winds slam into the target, the first of a very
light. Banish inflicts (INT x 3) + 2d6 points of Holy unique set of offensive White Magic spells. Aero inflicts
damage to an undead target – all other foes are (INT x 3) + 2d6 points of Wind damage to the target.
unaffected. In addition, this spell can be used to destroy
the remains of fallen undead foes utterly – remnants Vox (5 MP)
crumble to dust, and thus preventing any Undead from Target: Single
self-resurrecting as normal. Type: Recovery
Reflectable
Cure I (8 MP) There are few things more vulnerable than a mage
Target: Single unable to cast – this simple (if oddly-named) spell
Type: Recovery prevents that. The target is no longer affected by the
Reflectable negative status effect Seal and is immune to its effects
Small, glittering particles of light twinkle down upon the for the remainder of combat.
target, filling their lungs and bathing their wounds in
white. Cure I restores (INT x 2) + 2d6 points of HP to any Float (10 MP)
conscious target. Target: Single
Type: Recovery
Dia (5 MP) Resist 12
Target: Single Though not a true spell of flight, the caster is able to alter
Type: Elemental, Holy the air currents slightly, protecting allies from harmful
Reflectable falls and allowing them to hover a few inches above the
Pinpricks of white light circle the target rapidly, blasting ground. It nullifies damage caused by Earth-based spells
away with tiny beams of light for a moment before and abilities, as well as damage caused by falling. The
dissipating. Dia inflicts (INT x 2) + 2d6 points of Holy target of this spell receives the positive status effect Float
damage, and removes magically-granted Invisibility and for several rounds.
natural Stealth from the enemy, as it is now dimly
outlined with a white glow. Foes who have taken damage Chivalry (0 MP)
from the Dia spell cannot successfully make Stealth rolls Target: Party
until the end of combat, and their EVA score does not Type: Effect
increase from the Invisible or Vanish spells or the The caster of Chivalry is the last line of defense for her
Sunken State or Elemental Body job abilities. allies, holding even the most vicious and vile foes at bay
while her comrades escape.
Stop (10 MP) Upon casting Chivalry, all willing party members and
Target: Single allies other than the caster are instantly removed from
Type: Status combat and returned to the nearest safe location, as if
Reflectable, Resist 12 they performed an Escape action successfully. They may
The joints of the target bend and lock suddenly, leaving not re-engage in the same encounter.
the target unable to move. While definitely If the caster of Chivalry defeats the remaining opponents,
uncomfortable, the paralyzing effects of this spell are all party members – even those who did not participate in
completely painless and cause no lasting damage. The the encounter – gain experience points, items and gil as
target is affected by the negative status effect Stop. normal.

Poisona (5 MP) Faith (3 MP)


Target: Single Target: Single
Type: Recovery Type: Effect
By concentrating for a moment, the caster is able to Proving once and for all that faith in one’s own abilities is
neutralize the poisons and venoms within the body. The the key to success, the caster’s unwavering belief in her
target is no longer affected by the negative status effect comrades allows them to instill one friend with self-
Poison. Although some truly potent poisons are confidence and conviction.
unaffected by this spell, it remains a tried-and-true The target of Faith receives an automatic +2 bonus to his
favorite amongst adventurers everywhere. It’s also great next skill check, opposed roll, or attack.
for getting rid of hangovers.

173
Rank 2
Escape (10 MP) Aerora (30 MP)
Target: Party Target: Single
Type: Effect Type: Elemental (Wind)
Acting as a short-range teleport, this spell allows the Reflectable
party to exit dungeons with convenient swiftness. The A tempest storm throws a single foe into the air, buffeting
spell returns all party members to the last safe location their body with nonlethal force. Aerora inflicts (INT x 5) +
on or near the surface. 2d6 points of Wind damage to the target.
This magick also doubles as a way to safely flee
dangerous combat, as casting will instantly end combat Cure II (25 MP)
and return the likely-wounded characters to the nearest Target: Single
safe resting location. Type: Recovery
Reflectable
Wall (50 MP) Droplets of astral light seem to fall from the skies,
Target: Single mending injuries and closing wounds instantly. Cure II
Type: Effect restores (INT x 4) + 2d6 points of HP to any conscious
The user of this spell is capable of forming a shimmering target.
barrier of magical force, strong enough to deflect and
absorb most projectile attacks. Shell (40 MP)
All attacks made against the target of a Wall spell from a Target: Single
Medium Range or Long Range away are negated. Short Type: Status
Range attacks are unaffected, and the spell ends if the Reflectable, Resist 13
Walled character is ever the target of a Critical Hit or A semi-translucent, multifaceted sphere of pale light
Limit Break, regardless of distance. encases an ally, protecting them from the brunt of hostile
This spell is not a status effect and cannot be removed magical attacks.
with Dispel or similar methods. Shell bestows the effects of the positive status Shell on
one target. All magical damage they take (after M.ARM is
Seal (20 MP) calculated) is halved. This effect lasts until combat ends.
Target: Single
Type: Status Life (40 MP)
Reflectable, Resist 13 Target: Single
Near-invisible bands of force clasp around the target’s Type: Recovery
limbs and mouth, making it impossible to use abilities or A smiling cherubim descends from the heavens and
spells. The target is affected with the negative status basks an unconscious ally in a golden glow – no matter
effect Seal. how close to their demise the target may have been, they
find themselves whisked safely from the brink of death.
Consecrate (10 MP) This spell may only be cast on allies with 0 HP or less,
Target: Local and returns them to 1 HP.
Type: Effect
Consecrated ground, blessed with holy energy, naturally Temper (30 MP)
repels monsters and other hostile individuals for short Target: Self
periods of time. Though some foes are unaffected by Type: Status
Consecrate, lesser enemies will find it difficult to pass Used almost exclusively by Red Mages and Paladins,
onto the sacred ground, and it will become possible for a Temper empowers the user’s attacks with barely-
party to rest there undisturbed until the spell ceases with contained magic. Runes appear down the length of their
little fear of random monster attacks in the night. weapon, and dull metal and wood equipment begins to
The effects of this spell last until the caster leaves the shimmer with a celestial light.
consecrated ground, and do not repel extremely powerful The caster of this spell deals an additional two damage
creatures or ones with a Resistance to Holy. step with all physical attacks while the spell remains
active. The effects of Temper last a number of rounds
Protect (40 MP) equal to the caster’s SPR rating.
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.

174
Rank 3
Cure III (40 MP) Mini (40 MP)
Target: Single Target: Single
Type: Recovery Type: Status
Reflectable Reflectable, Resist 14
Green baubles of water and light shimmer around the With this unusual magick, even the most colossal of
target, restoring (INT x 6) + 2d6 points of HP to any creatures can be shrunk down to the size (and
conscious target. sometimes appearance) of a small woodland critter. A
single target is afflicted with the Mini status, which
Life II (50 MP) causes them to deal only half damage with physical
Target: Single attacks, and take an additional 50% damage for the
Type: Recovery duration. Inanimate objects cannot be affected by this
A pillar of faint holy energy illuminates the ground around spell.
the fallen target, helping them to return to their feet as if Quite a few mages give this spell a little additional flair,
carried aloft by invisible hands. An unconscious or dying using it to turn their foes into frogs or pigs for the
target is returned to a semblance of fighting form. The duration.
target recovers (INT x 4) + 2d6 points of HP, and this
spell may only be cast on allies with 0 HP or less. Stona (30 MP)
Target: Single
Aeroga (50 MP) Type: Recovery
Target: Group Often referred to as simply ‘Soft’, this spell is able to
Type: Elemental (Wind) restore someone who has been turned to stone. The
Reflectable target is no longer affected by the negative status effect
A hurricane-like blast of air is launched from the Petrify.
outstretched hands of the caster, quickly turning into a
cyclone that sweeps through the area. Aeroga inflicts Regen (50 MP)
(INT x 6) + 2d6 points of Wind damage to all enemies. Target: Single
Type: Recovery
Curaga (90 MP) Reflectable, Resist 14
Target: Party Wounds mend, injuries knit, and bones re-set extremely
Type: Recovery rapidly with this powerful spell. The target receives the
Reflectable positive status effect Regen, recovering 10% of their max
Rings of dancing green lights surround the caster and all hit points every round. This spell has no effect on
his allies, restoring (INT x 5) + 2d6 points of HP to all Unconscious targets.
conscious members of the party.
Teleport (100 MP)
Brave (100 MP) Target: Party
Target: Party Type: Effect
Type: Status Prerequisite: Escape
The caster fills his allies’ hearts with hope, rendering Much like Escape, Teleport can take the entire party
them Immune to the negative status effect Fear until great distances in the blink of an eye.
combat ends. This is subject to a few important restrictions.
First, the party cannot be in combat when this spell is
Addle (80 MP) cast. Second, the location can be anywhere in the world,
Target: Single so long as the caster has been there within the last
Type: Status several months and is familiar with the location.
Reflectable, Resist 14 Third, the spell will fail if the location is extremely
Another attempt by White Mages at combat dangerous, such as submerged under lava or overrun by
aggressiveness, Addle affects both the body and mind of monsters.
an enemy in order to cause them to react slower to Finally, Teleport can only transport the party to
attacks. Upon casting Addle, one target’s EVA score is geographical locations, never to an object or person.
reduced by a number of points equal to the caster’s INT
rating. A foe’s Evasion score can never drop to less than Confuse (60 MP)
0, and the effects of Addle last until the end of combat. Target: Single
If a target is reduced to 0 EVA by this spell, they also Type: Status
take (INT x 8) + 2d6 points of nonelemental damage as Reflectable, Resist 14
their joints stiffen and muscles seize up. This spell allows the caster to blur the mental line
Addle cannot be used in conjunction with the ‘Bladefoe between friend and foe – a single target is afflicted with
Minuet’ Entertainer Art. the Confuse status.

175
Rank 4
Cure IV (150 MP) Haste (120 MP)
Target: Single Target: Single
Type: Recovery Type: Status
Reflectable Reflectable, Resist 15
The most powerful of the standard Cure spells, invoking A six-faceted crystal of pure energy appears around the
this magic surrounds one ally with globes of sapphire target, shattering in a brilliant confusion of mirror images.
iridescence that mend even the most grievous of The target moves faster than he ever has before thanks
wounds. Cure IV restores (INT x 10) + 2d6 points of HP to this spell, and receives the effects of Haste until
to any conscious target. combat ends.

Tornado (100 MP) Esuna (60 MP)


Target: Group Target: Single
Type: Elemental (Wind) Type: Recovery
Reflectable Reflectable
Prerequisite: Aeroga A standard spell in almost every healer’s repertoire,
A maelstrom of hurricane-force winds touch down, Esuna fully cleanses the target of all negative status
convalescing into a vortex of localized destruction. While effects, with the exception of Unconsciousness and the
some magic is notable for collateral damage, Tornado is countdown caused by the ‘Doomsday’ and ‘Lv.? Doom’
surprising and unique in this fashion. Despite the spells. Particularly powerful magical effects, such as
massive injuries it can cause to foes, the windstorm eons-long Petrification, or bloodline curses is outside the
doesn’t even uproot a single blade of grass or concern a powers of this spell. At the GM’s discretion, Esuna may
single creature other than its intended targets. Tornado also remove the ongoing effects of other unhelpful spells,
inflicts (INT x 8) + 2d6 points of Wind damage to all foes. such as Melt, Addle or Gravity.

Reflect (40 MP) Barrier (100 MP)


Target: Single Target: Group
Type: Status Type: Effect
Reflectable, Resist 15 A stronger version of the Wall spell, evoking the magic of
A shower of green light splashes over the target, Barrier creates an impenetrable shield of light around the
solidifying into layer after layer of shimmering magical user and all allies.
protection. This powerful spell creates an anti-magic Barrier negates all damage and effects from all Medium
barrier around a target and grants them the effects of Range and Long Range attacks against the party. A
Reflect until combat ends. Critical Hit or Limit Break will end a Barrier spell before
damage is calculated, but the spell is not a status effect
Auto-Life (130 MP) and cannot be Dispelled or removed with similar
Target: Single methods.
Type: Recovery
Reflectable Aura (150 MP)
Prerequisite: Life II Target: Single
White magic teaches not only to mend wounds, but to Type: Recovery
begin the healing process even before the injuries are Reflectable, Resist 15
inflicted. The target receives the positive status effect Spheres of white light surround and imbue the target,
Auto-Life, returning them to 1 HP Instantly as soon as a filling them with strength and the ability to stand against
spell or effect would reduce them to 0 or less. even the most powerful of fiends.
If Auto-Life is cast on an Undead or Zombied foe, they The target receives the positive status effect Regen, but
are immediately reduced to 0 HP instead of the usual they recover 25% of their max hit points every round
effect. instead of the normal 10%. If the target is already under
the effects of Regen, Aura overwrites the prior recovery
Dispel (90 MP) rate and causes the target to gain 25% HP per round
Target: Single instead.
Type: Status This spell has no effect on Unconscious targets.
Reflectable
A shimmering blue mist engulfs the target, its power Curaga II (250 MP)
tearing away beneficial enchantments in an instant. Target: Party
Dispel removes all the following effects from a single Type: Recovery
target; Protect, Shell, Haste, Auto-Life, Reflect, Regen, Reflectable
and Float. 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) Holy (300 MP)
Target: Party Target: Single
Type: Recovery Type: Elemental (Holy)
All living allies – even characters with 0 or less HP - are Reflectable
returned to maximum health upon the casting of this Spheres of white energy descend from the heavens,
spell. Though Full-Life does not remove detrimental spinning around the foe quickly. These pearls of light
status effects, it is nonetheless one of the most powerful encapsulate the target in silver glow, humming slowly
spells in any healer’s arsenal. and musically. Then the heavens part, and a brilliant
blast of energy sears into them, burning his retinas with
Holy Shield (200 MP) pure Holy energy and evaporating sinful flesh and bone.
Target: Group Holy deals (SPR x 20) + 2d6 points of Holy damage to a
Type: Status single foe.
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.

177
Blue Magic
Rank 1
Goblin Punch (5 MP) Learned From: Goblin Pollen (10 MP) Learned From: Killer Bee
Target: Single Target: Single
Type: Non-elemental Type: Non-elemental
The caster launches themselves at an opponent with A light dust drifts around the group, which is inhaled to
unusual speed. Goblin Punch deals (STR x 2) +2d6 leave the target slightly refreshed. Pollen restores (SPR
points of damage unless the target is of a lower level x 2) + 2d6 HP and MP to one target, but cannot be used
than the caster. In such a situation, the attack inflicts on the caster.
(STR x 6) +2d6 damage instead.
Seed Cannon (10 MP) Learned From: Funguar
Web Armor (5 MP) Learned From: Spider Target: Single
Target: Self Type: Elemental (Earth)
Type: Non-elemental The caster tenses up before firing a heavy seed pod,
Strands of thin, translucent material wrap themselves pummeling the target. (Where the seed comes from is up
around the caster's arms and legs, giving the caster for dispute by sages everywhere.) Seed Cannon inflicts
Protect and Stop for as many rounds as the Blue Mage (VIT x 4) + 2d6 points of Earth damage.
chooses to keep the spell active. If the Stop status effect
is removed or the target is Immune to Stop, the Protect Blank Gaze (10 MP) Learned From: Ahriman
also fades. Target: Single
Type: Status
Self-Destruct (5 MP) Learned From: Bomb The target stares into his target’s soul, eliminating
Target: Single magical protection with the power of the Evil Eye. Blank
Type: Non-elemental Gaze removes one beneficial magic effect from a
The caster instantly converts their life force into explosive random enemy, and their M.ARM score is reduced by
energy, creating a cataclysmic blast that rips through the 50% until the end of the caster’s turn.
enemy for a number of points of M.ARM Fire damage
equal to the caster’s maximum Hit Points. After damage Laser Eyes (20 MP) Learned From: Anacondaur
has been resolved, the Caster is automatically reduced Target: Single
to 0 HP and cannot be revived until combat ends. Type: Non-elemental
Reflectable
Choco Ball (8 MP) Learned From: Chocobo Brilliant beams of energy pulse from the caster's eyes,
Target: Single slashing into the target for (INT x 4) + 2d6 points of
Type: Non-elemental nonelemental damage. This damage is not affected by
Reflectable monsters that have the Unusual Defense ability.
A crackling sphere of yellow energy forms around the
caster, growing in size until it is launched at the target, Revenge (20 MP) Learned From: Bunyip
inflicting (SPR x 3) + 2d6 nonelemental damage. Aerial- Target: Single
type monsters take 200% damage from Choco Ball. Type: Non-elemental
A wave of invisible force crashes into the target. For
Homing Laser (10 MP) Learned From: Achelous every 2 points of HP the Blue Mage is missing from his
Target: Single maximum health, the target takes 1 point of damage.
Type: Non-elemental This is not reduced by M.ARM or Shell.
Reflectable
A salvo of searing laser beams arcs out of the caster’s Flash (35 MP) Learned From: Ochu
body and blasts the target in a spectacular series of Target: Single
explosions. Homing Laser deals (INT x 3) + 2d6 Type: Non-elemental, Status
nonelemental damage, and has a 25% chance to cause The caster directs a searing pulse of phosphorescent
Confusion. light at their opponents, inflicting (SPR x 3) + 2d6
damage and automatically inflicting the target with the
Frog Song (13 MP) Learned From: Giant Frog negative status effect Blind. Flash cannot be resisted.
Target: Single
Type: Status Poison Breath (6 MP) Learned From: Hydra
Resist 12 Target: Single
The Blue Mage hums, sings or ribbits a haunting melody, Type: Status
a song with its roots in the oldest of curses. Frog Song Resist 12
afflicts a Humanoid or Beast listener with the negative A morass of multicolored toxins is exhaled in a sickly
status effects Mini and Seal, transforming them into a plume. The target is affected by Poison.
harmless green frog no more than a few inches tall.

178
Rank 2
Ultrawaves (30 MP) Learned From: Couerl Thrust Kick (80 MP) Learned From: Iron Giant
Target: Single Target: Single
Type: Non-elemental, Status Type: Non-elemental
Purple waves of ultrasonic energy ripple from the The caster launches into an athletic flying kick,
caster’s body, inflicting (DEX x 8) + 2d6 damage. In surrounded by a faint nimbus of energy as they slam into
addition, both the caster and affected monsters are their target with a sound barrier-breaking crash. Thrust
affected by the negative status effect, Confusion. Kick deals (STR x 5) + 2d6 points of nonelemental
damage and the target has a 50% chance of being
Condemned (40 MP) Learned From: Tonberry knocked back a Long Range – directly upwards. In
Target: Single addition to effectively removing the target from combat
Type: Non-elemental for one round as if the target was afflicted by Stun,
Reflectable characters who are not immune to falling damage (from
A cackling red skull appears over the target before slowly the Defy Gravity ability or a Float spell, for example) lose
fading away. The foe receives the effects of the negative 50% of their maximum HP upon colliding with the ground
status effect Curse. This spell cannot be resisted. again on the following turn.

Electrocute (30 MP) Learned From: Chimera 1000 Needles (100 MP) Learned From: Cactuar
Target: Single Target: Single
Type: Elemental (Lightning) Type: Non-elemental
Reflectable One thousand stinging cactus thorns are shot from the
The caster hovers in mid-air, conducting sparks of caster’s body at the target in rapid succession. A
energy as green bolts of electrical energy blast through successful standard attack roll is required. If successful,
the air at random intervals to devastating effect. Each 1000 Needles inflicts 100 nonelemental points of
round for a number of rounds equal to the Blue Mage’s damage to the target; Shell, Unusual Defense, and M.
DEX rating, any targets caught in the blast are struck for ARM and ARM have no effect on this damage. If the
(INT x 4) + 2d6 Lightning damage. attack roll results in a roll of 12 (a critical hit), 1000
damage is inflicted instead of the normal 100. This spell
Drill Shot (20 MP) Learned From: Chocobo Eater, Antlion cannot reduce a target lower than 1 HP.
Target: Single
Type: Non-elemental Flamethrower (20 MP) Learned From: Chimera
The caster jabs at the target, creating a stream of multi- Target: Single
colored spheres that rush out towards it and explode on Type: Elemental (Fire)
impact. Make a standard Attack action that deals 100% Reflectable
damage, ignoring ARM, Protect, and any other statuses The caster releases a blistering stream of fire from their
that would reduce the physical damage dealt. mouth or fingers, scorching their intended target for (INT
x 6) + 2d6 Fire damage.
Lv.? Doom (80 MP) Learned From: Deathgaze
Target: Single Angel Snack (40 MP) Learned From: Evrae
Type: Status Target: Local
Reflectable Type: Non-elemental
Ghostly, fog-colored skulls materialize above the enemy, A cascade of sparkling blue stars showers down on
letting out a haunting laugh before fading out. When you everyone in the area – both allies and enemies -
cast this spell, roll 1d6 - Lv.? Doom only affects targets negating all magic in the area. Angel’s Snack dispels all
whose Level is a multiple of the number you rolled. Status Conditions, beneficial or otherwise. Further, each
Rolling a 1 means that all targets are affected. target takes (INT x 4) + 2d6 points of nonelemental
There is no initial effect – however, in 3 rounds, the HP damage for every status effect removed in this fashion.
of a target affected by Lv.? Doom is reduced to zero, Angel Snack has no effect on unconscious foes or allies.
regardless of current Hit Points, ARM, or M.ARM. If the
target is immune to instant death, in 3 rounds they suffer Degenerator (100 MP) Learned From: Lost Soul
(INT x 8) + 2d6 points of Shadow damage instead. Target: Single
Type: Effect
Aqua Rake (50 MP) Learned From: Chimera Reflectable
Target: Single Resist 13
Type: Elemental (Water) The caster emits a single burst of black energy that all
Reflectable but rips the life energy of out its target. The target cannot
The Blue Mage releases a blast of hurricane force wind participate in Teamwork Attacks or spend Destiny until
that engulfs their a foe as it carries with it a barrage of combat ends. Furthermore, each time they cast a spell
water bubbles that explode upon touching anything, they lose 20% of their maximum MP, and each time they
damaging one enemy for (INT x 4) + 2d6 Water damage attack they lose 20% of their maximum HP. The effects
and (INT x 4) + 2d6 Wind damage. of this dreadful spell last until the end of combat.

179
Rank 3
Wall Change (50 MP) Stone Breath (120 MP)
Learned From: Gigas Learned From: Adamantoise
Target: Single Target: Single
Type: Non-elemental Type: Elemental (Earth)
A shimmering globe of energy encloses the target, Resist 14
cycling through a series of colors and hues before The caster exhales a cloud of creeping gray vapors that
vanishing. Wall Change makes the target Resistant to slowly drift to settle over the target. Stone Breath deals
all elements with the exception of one; roll 1d6 and (VIT x 12) + 2d6 points of Earth damage. If the target
consult the table below to determine which one. fails their resistance roll they also suffer the negative
The combatant is Weak to status effect Petrify.
the chosen element. Roll Roll Immunity
again every round. 1 Earth Supernova (150 MP)
This effect lasts until the end 2 Fire Learned From: Atma Weapon
of the current combat, or 3 Water Target: Single
until the target is 4 Wind Type: Non-elemental
unconscious. 5 Ice Reflectable
6 Lightning Pure white light floods the area, turning all combatants
Force Field (50 MP) into stark black shadows; a second later, a swarm of
Learned From: Behemoth dark particles homes in on the spell’s target, blasting
Target: Single them for (INT x 25) + 2d6 or (SPR x 25) + 2d6 points of
Type: Non-elemental non-elemental damage – caster’s choice.
The caster is enveloped by a prismatic glow, creating a Supernova can be cast at a Long Range.
rapidly expanding field which summons a flash of
white light to engulf them, Mighty Guard (100 MP)
gradually spreading out to Roll Immunity Learned From: Ultima Weapon
cover their allies before 1 Earth and Fire Target: Single
fading. Force Field 2 Water and Wind Type: Status
bestows an Immunity to 3 Ice and Lightning Resist 14
random elements. This 4 Shadow Brilliant green globes of energy form around the caster
spell lasts until the end of 5 Holy and their allies, fading into thin air a second later. Mighty
combat and may be cast 6 Target’s Choice Guard adds the Status Conditions Haste, Float, Protect,
multiple times on the same and Shell to one target.
target(s).
Roulette (150 MP)
Learned From: Shinryu
Bad Breath (75 MP)
Target: Local
Learned From: Great Malboro
Type: Non-elemental
Target: Single
All natural light suddenly ceases as a single spotlight
Type: Status
Resist 14 begins to spin across the battlefield, drawing in tighter
and tighter circles around the combatants until it stops on
The mage exhales a stream of dark, billowing toxic
a single target, defeating it instantly. In order to
smoke, the billowing fume causing varying degrees of
determine the 'lucky winner' of this grisly fate, all active
sickness almost instantly. Bad Breath inflicts multiple
combatants should make a 2d6 roll once Roulette is cast.
Status Conditions on the target. Roll a 1d6 and consult
The lowest rolling combatant is immediately reduced to 0
the table below to determine which Conditions are added
HP, regardless of their current HP score, Armor or M.
to the target.
Armor rating. This ability works on all Notorious Monsters
Roll Status Effects and Bosses, even if they are normally immune to instant
1 Berserk, Blind death-inducing attacks. End Bosses remain unaffected.
2 Berserk, Blind, Poison
3 Berserk, Blind, Poison, Seal White Wind (100 MP) Learned From: Wyvern, Dragons
4 Confusion, Blind, Poison, Seal, Stop Target: Single
5 Confusion, Blind, Poison, Seal, Stop, Zombie Type: Elemental (Holy)
6 Confusion, Blind, Poison, Seal, Stop, Zombie, Curse A dazzling constellation of pearls hovers around the
caster, radiating waves of bright light to restore (Caster’s
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 (5 MP) Sprint (5 MP)
Target: Single Target: Single
Type: Nonelemental Type: Status
Reflectable A series of red rings materialize around the target’s legs
The air around all one enemy condenses, compressing or equivalent anatomy, glowing with suffused power
into a tight ball until it explodes. Burn Ray inflicts (INT x before fading away again. The target's movement speed
4) + 2d6 points of nonelemental damage to one enemy. is doubled for several minutes – they can now travel a
Medium range distance instead of a Short range each
Meteorite (10 MP) round.
Target: Single
Type: Nonelemental Analyze (10 MP)
The caster tears a small meteorite free from its path Target: Single
across the cosmos, pulling it down to earth where it Type: Effect
crashes into all enemies. Meteorite inflicts (INT x 3) + The user is capable of determining the exact properties
2d6 points of nonelemental damage to all enemies. and Tier (if applicable) of any magical item. This ranges
from weapons and armor to accessories and unmarked
Eject (15 MP) potions; even things like magical paintings and
Target: Single nondescript crystal fragments. For this reason, many
Type: Effect shifty bazaar owners loudly declare that this spell’s
Reflectable authenticity is suspect, and that the mundane goods
With little more than a word and a gesture, the character they’re trying to peddle truly are lost, powerful artifacts.
reverses gravity around one enemy and sends him Legendary equipment cannot be ‘read’ with this spell,
hurtling skyward. The target must make a difficulty 12 and extremely evil items can cause a magical backlash
DEX check or be caught in the negative gravity zone and and cause the caster of Analyze physical harm.
thrown a Medium Range into the air – and then smashed
back into the ground when the caster reverses the spell Illusion (6 MP)
as an Instant action. Thus, if successful, Eject can cause Target: Local
any targets vulnerable to falling damage (creatures Type: Effect
without Float, Flight, or Defy Gravity) to lose 50% of their The character can create a realistic, moving visual image
maximum HP upon collision with the ground. that others can see. The spell does not make real, solid
Large creatures are immune to the Eject spell. objects, instead conjuring only magical figments and
trickeries. They can move and make noises as long as
Enervate (5 MP) the caster is within a Short Range of his illusion, and they
Target: Single vanish utterly if he ever goes more than a Medium
Type: Effect Range away. Illusion cannot create false textures or
The Time Mage creates a localized pocket of accelerated temperatures, and viewers are under no compulsion to
time around a small nonorganic object, causing it to age believe the authenticity of what they see; no more than
thousands of years in an instant. Some materials usual, anyway. Illusion cannot be used to change
disintegrate in seconds. Steel, iron, and certain other someone’s appearance flawlessly, nor can the spell’s
metals can rust or become brittle due to ‘prolonged’ effects occupy more than several meters of space.
exposure to the humid air, and even the most resilient of Viewers can make an challenging Awareness check
materials have their Toughness to destroy reduced by 4. (difficulty 11) to see through the effects of Illusion.
If used on a Construct enemy, Enervate deals (INT x 6)
+2d6 points of nonelemental damage. Magnetite Cloud (12 MP)
Target: Local
Float (5 MP) Type: Status
Target: Single By forming a magnetic photon field, the caster is able to
Type: Status restrict the movement of anyone relying on burdensome
Resist 12 metal armor or protection. All enemies and allies who are
Though not a true spell of flight, the caster buoys a target using Heavy Armor or armor composed of magnetic
into the air with anti-gravitational energy, protecting them metals (such as iron and steel, but not Orichalum or
from harmful falls and allowing them to hover a few adamantite) are inflicted with the negative status effect
inches above the ground. It nullifies damage caused by Stop for the standard 4 rounds. Targets do not receive a
Earth-based spells and abilities, as well as damage SPR check to avoid the effects of Magnetite Cloud, and
caused by falling. The target of this spell receives the what materials and opponents are magnetic is ultimately
positive status effect Float until combat ends. up to the GM. Magnetite Cloud cannot cause metal-
wielding foes to be Disarmed.

181
Rank 2
Quick (40 MP) Escape (10 MP)
Target: Self Target: Party
Type: Status Type: Effect
Resist 13 Acting as a short-range teleport, this spell allows the
A translucent clock encases the caster, creating a pocket party to exit dungeons with convenient swiftness. The
of localized time. Quick grants the positive status effect spell returns all party members to the last safe location
Haste to the caster. on or near the surface.
This magick also doubles as a way to safely flee
Ray Bomb (25 MP) dangerous combat, as casting will instantly end combat
Target: Single and return the likely-wounded characters to the nearest
Type: Nonelemental safe resting location.
Reflectable
Brilliant spheres of energy appear before the caster, Gravity (40 MP)
joining together into a single searing burst of destruction. Target: Single
Ray Bomb inflicts (INT x 6) + 2d6 points of nonelemental Type: Nonelemental
damage. Reflectable
The caster launches a dark bubble of energy, wholly
Quarter (30 MP) enclosing the target before subjecting it to crushing
Target: Single gravitational force for a significant period of time.
Type: Status Gravity deals (INT x 3) + 2d6 points of nonelemental
Reflectable, Resist 13 damage to the target at the start of each of their rounds,
Spheres of black and violet surge out to enclose one for a number of rounds equal to the caster’s STR rating.
opponent, crackling with audible force as the gravity Furthermore, while Gravity lasts the target finds it difficult
inside the bubbles increases a hundredfold. Quarter to move or be moved. They are Immune to knockback
reduces a target's HP by 25% of its maximum. effects and non-Large enemies can never physically
move themselves more than a Short Range in a single
Time Slip (25 MP) round (though things like Teleport and Escape spells can
Target: Single bypass this).Gravity cannot be re-cast on the same target
Type: Status until the effects have worn off.
Reflectable
A current of time swirls around the target, stirring up dust Hyperdrive (60 MP)
and decay as it pushes the unfortunate forward into old Target: Local
age and disability – or renders them youthful and strong, Type: Effect
but inexperienced. A hazy clock face shimmers into existence across the
Upon casting Time Slip, the target’s age will change battlefield, hands shuddering as they begin to slow,
rapidly; whether the character will grow Old or Young is eventually stopping dead. For a moment, the second
determined randomly. Time Slip lasts for a number of hand wavers, almost seeming to move backwards before
rounds equal to the caster’s SPR rating. the clock explodes in a shower of fragments.
Old: The target is affected with Power Break and Speed All enemies and allies other than the caster may
Break, causing them to deal half damage with all STR immediately take a standard action. These actions are
and DEX based physical attacks. However, all offensive presumed to happen simultaneously.
and healing spells have a 50% increased effect for the
duration. Dimensional Gate (50 MP)
Young: The target is affected with Magic Break, causing Target: Local
the effectiveness of all INT-based spells, attacks and Type: Effect
healing to be halved. However, all physical attacks The fabric of reality ripples and twists, finally creating a
deal an additional 50% damage for the duration. tear in time and space itself Appearing as a black portal
through which an infinite expanse of stars can be seen,
Invisible (30 MP) captured moments continually flicker and replay across
Target: Single the rippling surface of the gate.
Type: Status If stepped through, the Dimensional Gate can lead the
Reflectable party to either the Void or the Farplane, depending on
Invisible makes an ally translucent, nearly impossible to the caster’s wishes. (See p142. for more information on these
target with melee attacks. The target’s EVA score and locations.)
Stealth score increase by 4 for several rounds. This spell cannot be cast in combat, and it closes a
number of hours equal to the caster’s SPR rating after
being cast – trapping anyone who has not yet returned
on the other side, perhaps permanently.

182
Rank 3
Comet (60 MP) Teleport (100 MP)
Target: Group Target: Party
Type: Nonelemental Type: Effect
The caster reaches towards the heavens, pulling a comet Prerequisite: Escape
out of time to crash down in a shower of fire and molten Much like Escape, Teleport can take the entire party
rock. Comet causes 1d6 meteors to damage foes; each great distances in the blink of an eye.
strike inflicts (INT x 7) + 2d6 nonelemental damage to all This is subject to a few important restrictions.
enemies. First, the party cannot be in combat when this spell is
cast. Second, the location can be anywhere in the world,
Demi (100 MP) so long as the caster has been there within the last
Target: Single several months and is familiar with the location.
Type: Status Third, the spell will fail if the location is extremely
Prerequisite: Quarter dangerous, such as submerged under lava or overrun by
Reflectable, Resist 14 monsters.
An opaque gray sphere encloses the target; seconds Finally, Teleport can only transport the party to
later, crushing gravitational forces compress, releasing geographical locations, never to an object or person.
the target only once the sphere has shrunk to a speck of
its former self. Gravity reduces a target's HP by 50%, not Disable (80 MP)
modified for ARM or M.ARM. Demi still cannot exceed Target: Single
the normal damage limitation of 999. Type: Status
Reflectable, Resist 14
Shockwave Pulsar (60 MP) The target is encased in a bubble of turquoise light,
Target: Single freezing time and preventing the target from participating
Type: Nonelemental in combat for one round.
Reflectable The target is affected by the negative status effect Stun.
Gravity suddenly ceases to function as glowing sphere of
stellar energy and gases materializes above the Haste (90 MP)
battlefield, drawing an adversary into its embrace before Target: Single
exploding in a violent burst of light and heat. Shockwave Type: Status
Pulsar inflicts (INT x 8) + 2d6 damage to one enemy. Reflectable, Resist 14
The Time Mage slows the entire world with the exception
Temporal Shift (70 MP) of one target – thus making it seem as though they
Target: Local possess incredible speed. The target receives the effects
Type: Status of Haste until combat ends.
In an instant, the caster is surrounded by ring after ring of
translucent clocks, circling in a slow pattern before Slow (100 MP)
speeding up and shattering. The glittering debris hovers Target: Single
in mid-air for a moment, drawing the lines of an ethereal Type: Status
clock face before winking out of existence. Reflectable, Resist 14
Temporal Shift negates the status effects Stop, Stun, With target is pushed outside of the normal flow of time,
Slow, and Haste, and no enemy or ally may receive any their movements becoming predictable and sluggish.
of those status effects for the remainder of combat. The target is afflicted with the negative status effect
Slow.
Brainstorm (80 MP)
Target: Single Advanced Illusion (30 MP)
Type: Status Target: Local
Reflectable, Resist 14 (Special) Type: Effect
Hazy lights encircle the target as it wavers and fades, Prerequisite: Illusion
body suddenly out of sync with time around it – then the This spell is similar to the Illusion magick, but with the
caster assaults the foe’s mind with waves of energy, following changes. First, the caster needs not be
robbing the target of wits and reasoning. anywhere near the spell for it to function, and the spell
One enemy target is afflicted with the Confuse status. now also includes thermal, and olfactory trickeries as well
The enemy does not get a SPR roll to resist the effects of – other than being nonsolid and incapable of causing
Brainstorm if they are already afflicted with Stop, Slow, damage, the illusion it is completely lifelike in every way.
Stun, or Haste. 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) Time Stop (130 MP)
Target: Single Target: Special
Type: Status Type: Status (Time)
Prerequisite: Float Resist 15
Resist 15 The Time Mage creates a localized pocket of space
A shower of amber lights sparkles around the target, around one target, freezing it and everything nearby in
revealing the faint outline of an angelic pair of wings time for a moment.
before disappearing again. The target receives the ability Time Stop causes the negative status effects Stun and
to fly until combat ends. Targets with Flight are immune Stop to one target, as well as all other enemies and allies
to falling damage, Earth damage, and short-ranged within a Short Range of that target.
weapons suffer a -4 penalty to hit them (in addition to the
obvious movement bonuses a flying character would Vanish (100 MP)
obtain). Target: Group
Type: Status
Reset (80 MP) Prerequisite: Invisible
Target: Local Vanish turns the entire party completely translucent,
Type: Status allowing them to move without detection and become
A glittering hourglass appears hovering beside the nearly impossible to strike in combat. All party members
caster, filled with the sands of barely-suppressed gain a +6 bonus to their EVA score and Stealth skill
temporal energy. After Reset is cast, the Time Mage can checks for several rounds.
declare any enemy or ally must re-roll any one attack or The bonuses granted by Vanish do not stack with other
check – the hourglass shatters on command, sending such effects, such as the Invisible spell or a
everyone back a few precious seconds in the time Geomancer’s Elemental Body job ability.
stream.
After the Reset spell is cast, the Time Mage can force Black Hole (200 MP)
this reroll at any time until combat ends, even when it Target: Group
isn’t his turn. Reset lasts until a reroll is caused in this Type: Status
method, then the spell ends – casting the Reset spell a Resist 15
second time while the first is still active has no additional Prerequisite: Demi
effect. A spinning vortex of gravitational energy forms above the
battlefield, crackling as it begins to direct crushing
Gravija (100 MP) pressure on all enemies. If unresisted, Black Hole
Target: Group reduces all foes to 25% of their maximum HP, not
Type: Nonelemental modified for ARM or M.ARM. Black Hole cannot exceed
Reflectable 999 damage.
Prerequisite: Gravity
The caster releases a black sphere of pure gravitational X-Zone (60 MP)
energy, causing thousands of tones of force to press Target: Single, Special
upon and pulverize his enemies. Type: Status
Gravija deals (INT x 5) + 2d6 points of nonelemental The fabric of reality splits open in a flash of white light,
damage to each enemy target at the start of each of their revealing the alien stars beyond for brief instant.
rounds, for a number of rounds equal to the caster’s STR Otherworldly creatures such as Espers are forced back
rating. to their own reality by the casting of this spell.
Furthermore, while Gravija lasts enemies find it difficult to X-Zone only works on Espers – target is instantly
move or be moved. They are Immune to knockback reduced to 0 hit points and removed from the current
effects and non-Large creatures can never physically combat. Effects that the Esper may possess – such as
move themselves more than a Short Range in a single Auto-Life or Indestructible – will not allow the Esper to
round (though things like Teleport and Escape spells can remain in combat after X-Zone is used, or summoned
bypass this). Gravija cannot be re-cast until the effects again in the same game session.
have worn off on all targets. X-Zone can be cast at a Long Range.

Quasar (120 MP) Hastaga (150 MP)


Target: Group Target: Party
Type: Nonelemental Type: Status
The skies part, drawing down a searing shower of Reflectable, Resist 15
celestial debris and radiation to bombard the battlefield. Prerequisite: Haste
Quasar inflicts (INT x 10) + 2d6 points of nonelemental A glowing red clock materializes below the caster’s allies,
damage to all enemies. 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) Meteo (200 MP)
Target: Self Target: Group
Type: Status Type: Nonelemental
The Time Mage has attained the pinnacle of his craft, With a single motion, the caster splits the skies above
and can now choose to exist apart from time as we the battlefield to reveal the stars and planets beyond –
perceive it. He is little more than a blur on the battlefield, and a single fiery meteor hurtling towards the battlefield
phasing in and out of reality as he wills it. below, crashing down in a shower of rock and flame.
After casting this spell, whenever the Time Mage is Meteo deals (INT x 25) + 2d6 points of nonelemental
targeted by an attack but before accuracy/damage is damage to all enemies.
rolled, the character may opt to expend 20% of his
maximum MP to negate any damage or effects he would Slowaga (200 MP)
take from the assault. He does not evade the attack, nor Target: Group
does this prevent Group magic from harming his allies – Type: Status
the Time Mage is simply not there. Prerequisite: Slow
The effects of Warp end when the Time Mage is reduced Reflectable, Resist 16
to 0 MP or HP, or the end of combat. A giant, hazy silver clock appears over the battlefield,
spinning lazily as it slows down by the second. Slowaga
Flare Star (250 MP) afflicts all foes with the negative status effect Slow.
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.

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 – they’d like to use upon casting it.
Arts cannot be Reflected.

Swift Etude (0 MP) Explosive Performance (0 MP)


Normal: The Entertainer and one other target receive a Normal: The character makes a Perform check to
bonus to their DEX score equal to the caster’s Perform destroy an object with a +4 bonus to the roll, or
skill. automatically destroys a Tier 1 weapon, armor, or shield.
Reversed: The target receives a penalty to their DEX Whether held or unattended, the equipment instantly
score equal to the caster’s Perform skill. The value may splinters and snaps, rendering it utterly unusable.
not be reduced below 1. Reversed: The Art repairs objects or broken equipment
over a period of several rounds, as long as all the
Herculean Etude (0 MP) individual parts of the broken item are nearby. Equipment
Normal: The Entertainer and one other target receive a repaired in this way does not require any additional gil
bonus to their STR score equal to the caster’s Perform expenditure to fix.
skill.
Reversed: The target receives a penalty to their STR Valor Minuet (0 MP)
score equal to the caster’s Perform skill. The value may Normal: Increases the offensive capabilities of the party.
not be reduced below 1. All nearby allies receive a +2 to their ACC rolls.
Alternatively, Valor Minuet may be used to increase only
Healing Etude (0 MP) one ally’s ACC score by a value equal to the
Normal: The Entertainer and one other target regain Entertainer’s Perform skill.
10% of their maximum Hit Points each round. Reversed: Reduces the offensive capabilities of all
Reversed: The Entertainer uses the Demi spell on one enemies. All foes receive a -2 to their ACC rolls.
target, instantly reducing 50% of their maximum HP Alternatively, Valor Minuet may be used to decrease only
unless they succeed on a difficulty 14 resist roll. one enemy’s ACC score by a value equal to the
Entertainer’s Perform skill.
Logical Etude (0 MP) Enemies can never have an ACC score lower than +0
Normal: The Entertainer and one other target receive a with the use of this Art.
bonus to their INT score equal to the caster’s Perform
skill. Bladefoe Minuet (0 MP)
Reversed: The target receives a penalty to their INT Normal: Increases the defensive capabilities of the
score equal to the caster’s Perform skill. The value may party. All nearby allies receive a +2 to their EVA.
not be reduced below 1. Alternatively, Bladefoe Minuet may be used to increase
only one ally’s EVA score by a value equal to the
Soulful Etude (0 MP) Entertainer’s Perform skill.
Normal: The Entertainer and one other target receive a Reversed: Reduces the defensive capabilities of all
bonus to their SPR score equal to the caster’s Perform enemies. All foes receive a -2 to their EVA.
skill. Alternatively, Bladefoe Minuet may be used to decrease
Reversed: The target receives a penalty to their SPR only one enemy’s EVA score by a value equal to the
score equal to the caster’s Perform skill. The value may Entertainer’s Perform skill.
not be reduced below 1. Bladefoe Minuet cannot be used in conjunction with the
Addle spell.
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.

186
Performance of Wind (0 MP) Performance of Water (0 MP)
Normal: The Entertainer is capable of exhibiting some Normal: The Entertainer is capable of exhibiting some
minor control over the element of Wind. The Elemental minor control over the element of Water. The Elemental
Field of the current combat becomes Wind. All Wind- Field of the current combat becomes Water. All Water-
based spells and attacks in the area – whether wielded based spells and attacks in the area – whether wielded
by friend or foe – do an additional 50% damage. by friend or foe – do an additional 50% damage.
Reversed: A Reversal of this Art negates the effects of Reversed: With a reversal of this Art, the Entertainer can
Wind Elemental Field. cause even the most turbulent waters to become calm
and utterly still. This negates any penalties to Swim
Performance of Ice (0 MP) checks the water may have caused, and negates the
Normal: The Entertainer is capable of exhibiting some effects of Water Elemental Fields.
minor control over the element of Ice. The Elemental
Field of the current combat becomes Ice. All Ice-based Performance of Fire (0 MP)
spells and attacks in the area – whether wielded by Normal: The Entertainer is capable of exhibiting some
friend or foe – do an additional 50% damage. minor control over the element of Fire. The Elemental
Reversed: The temperature in frigid areas seems to Field of the current combat becomes Fire. All Fire-based
warm slightly with the reversal of the Ice Threnody, spells and attacks in the area – whether wielded by
turning blistering cold into a bearable chill. It negates the friend or foe – do an additional 50% damage.
effects of Ice Elemental Fields. Reversed: A reversal of this Art allows the entertainer to
quench non-magical fires of a reasonable size. The fire
Performance of Shadow (0 MP) simply acts as though there was no flammable matter left
Normal: The Entertainer is capable of exhibiting some to consume, dwindling in size and finally vanishing after
minor control over the element of Shadow. The several rounds. It also negates the effects of Fire
Elemental Field of the current combat becomes Shadow. Elemental Fields.
All Shadow-based spells and attacks in the area –
whether wielded by friend or foe – do an additional 50% Performance of Lightning (0 MP)
damage. Normal: The Entertainer is capable of exhibiting some
In addition, casting using this Art slowly closes the gap minor control over the element of Lightning. The
between the realms of the living and the dead, showing Elemental Field of the current combat becomes
glimpses of the Farplane. Ghostly animals may approach Lightning. All Lightning-based spells and attacks in the
curiously, or the whispers of the newly-deceased may be area – whether wielded by friend or foe – do an
able to impart knowledge to the party. Of course, it may additional 50% damage.
just as easily be dangerous – many dwellers of the Reversed: By reversing the Art of Lightning, the
Farplane are unsatisfied, even angry, and getting too Entertainer can dispel Illusions, Advanced Illusions,
close can often prove disadvantageous. magical trickeries and figments, and see the true form of
Reversed: A reversal of the Performance of Shadow monsters who have taken humanoid shape. It also
negates the effects of Shadow Elemental Fields. negates the effects of Lightning Elemental Fields.

Performance of Earth (0 MP) Wake to Life (0 MP)


Normal: The Entertainer is capable of exhibiting some Normal: The Entertainer can imbue mundane,
minor control over the element of Earth. The Elemental nonmagical objects with sentience. They become flexible
Field of the current combat becomes Earth. All Earth- and mobile, capable of understanding simple orders and
based spells and attacks in the area – whether wielded carrying out basic tasks. Objects awakened in this way
by friend or foe – do an additional 50% damage. cannot participate in combat, are generally loyal to the
Reversed: A reversal of this Art will cause the ground to Entertainer that created them, and are as resilient than
become calm and still, negating the effects of Earth the material they are made out of.
Elemental Fields. Clever entertainers have used Wake to Life to convince
shackle locks to spring open of their own accord, create
Victory March (150 MP) marionettes that would amuse the king himself, and
Special: The ultimate Art, this spell can only be used confuse their opponents with surprised, struggling suits
once per game session – either its normal function or the of armor.
reversed version. As soon as the Wake to Life Art ends, the objects
Normal: Victory March grants the entertainer and all instantly return to their former lifeless state.
allies 1 additional point of EXP or Destiny (individual Reversed: With a Reversal of this Art, the entertainer
player’s choice) upon defeating a Notorious Monster, may drain the magical energy from foes. The Entertainer
Boss, or End Boss. and one other ally of his choice gain the MP Drain
Reverse: A reversal of Victory March allows the property on any weapon they wield.
Entertainer to transfer one or more points of his Destiny
to another character. If combined with the Entertainer’s
Fantasia ability, this allows ALL non-Entertainer allies to
receive the same number of Destiny that the character
gave up.

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 group’s 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 The summoner takes a small ruby out of her pocket and
Bismarck, the great white humpback whale, swims tosses it almost casually into the air. As the sun catches
through the air and dives into a pool of water that the ruby, a brilliant flash of light occurs. When the light
appears on the battlefield. Once submerged, he surfaces clears, the ruby is clearly lodged in the forehead of a
and sprays a mist from his blowhole. small, turquoise animal. Carbuncle does a little
somersault in the air, glad to be of service.
Spells
Water, Vox Spells
Dia, Wall, Meteorite, Regen, Faith
Abilities
Slam: The Great Whale slams his enormous bulk into Abilities
one foe, doing (STR x 3) or (VIT x 4) + 2d6 points of Searing Light: The tiny gem within Carbuncle’s forehead
physical damage. sears a foe with ruby energy, doing (SPR x 3) or (INT x
Geyser: Bismarck dives beneath the surface, gathering 3) + 2d6 points of non-elemental magical damage that
water into his great mouth. The ground beneath the ignores MARM and Shell.
target ripples as the whale surfaces underneath it, with Ruby Light: Carbuncle raises its head, causing the light
his blowhole situated beneath the target's feet. With a of the sun to reflect off of its ruby brightly. The reflected
mighty blow, Bismarck fires a stream of water up at the light seems to coat one of the Summoner's party
foe, sending it flying into the air with a Medium-Range members. As the light dies, the affected party member
knockback. As always, targets without Flight or an feels lighter in spirit, as though the light is protecting him.
immunity to falling damage lose 50% of their maximum The target gains the positive status effect Reflect for
HP when they re-collide with the ground. several rounds.
Astral Flow, Azure Crash: Bismarck’s whale song fills Astral Flow, Shielding Light: Carbuncle rears up onto
the area as the entire battlefield is flooded with water. its hind legs, staring at the sun. Suddenly, it launches
Without warning, he swims rapidly through the field, itself into the air, spinning around quickly. Once it is
pulling a current of water with him and doing (VIT x 6) + several feet off the ground, it seems to pause, floating in
2d6 Water elemental damage to all enemies. midair as it collects the solar rays. Finally, it releases its
accumulated light over the Summoner's party, coating
Special each in a divine light and granting each party member
Immunity to Water, Vulnerable to Lightning, Resistance with Reflect and Shell for several rounds, and
to Fire restoring (INT x 3) MP to all party members.

Devotion Special
The party/character receives Destiny whenever they put Unusual Defense: Physical (Takes 200% damage from
themselves in danger to prevent the oceans or its all physical sources and half from all magical), Auto-
defenseless inhabitants from coming to harm. Regen, Auto-Reflect

Devotion
The esper of glee has no driving goals, content to watch
the party/character do what they like so long as it does
not interrupt Carbuncle’s naptime.
Carbuncle cannot grant Destiny.

188
Chocobo (Rank 1) Salamander (Rank 1)
A loud and familiar ‘Kweh!’ alerts your attention to the The summoner opens her palm to reveal a beautiful
horizon, where a cloud of dust announces the arrival of flower made of brilliant flame, which she lays on the
your Summon. Chocobo rushes into the fray at top ground. Out of this flower crawls a small scarlet lizard
speed, wings outstretched and feathers blowing in the with brilliant beads of crimson fire for eyes. Crawling
breeze. along the ground in front of the Summoner, it leaves tiny
lizard-prints melted into every surface it touches. Though
Spells less than a foot long, this tiny lizard possesses
Choco Ball, Cure I, Fire, Meteorite, Faith unimaginable power; it is the living manifestation of fire. It
is Salamander.
Abilities
Chocobop: By battering an enemy with an irritated Spells
combination of pecks and kicks, Chocobo can inflict Fire, Elemental Spikes (Fire)
(STR x 2) or (DEX x 5) + 2d6 points of physical damage.
Choco Esuna: The Esper is able to heal abnormal Abilities
statuses merely by flapping its purifying wings. Choco Cough Drop: The tiny lizard belches forth a sphere of
Esuna removes all negative status effects from one flame, dealing (VIT x 2) + 2d6 points of Fire damage to
character, and also grants the target an Immunity to all one target and removing any Resistances to Fire the
negative status effects until they take damage. target may have possessed.
Choco Barrier: A golden barrier forms in midair, granting Fire Breath: Salamander opens its mouth and hisses at
the effects of Protect and Shell to one character. one poor hapless foe, bathing in it in a stream of pure
Astral Flow, Chocobo Rush: The Chocobo lets out a elemental Fire and dealing (INT x 5) + 2d6 points of Fire
loud ‘K-KWEHHH!’ and charges forward, and literally damage.
dozens of other creatures follow suit. Chocobos of all Unfortunately, as Salamander draws closer to being
colors suddenly appear, along with leafers, cactuars, and banished, less and less flame is produced. Fire Breath
all sorts of other natural critters. This impromptu inflicts full damage if Salamander has between 100-51%
stampede deals (STR x 5) or (DEX x 5) + 2d6 points of of his total HP remaining; 50% damage if between 50-
damage to all enemies. 26%; and a mere 25% when at or below 25% of
maximum HP.
Devotion Astral Flow, Crimson Roar: Salamander unleashes a
Chocobo is the spirit of adventure and travel, and massive torrent of pure flame, smothering all enemies in
encourages any individuals that it has taken under its a sea of burning agony - dealing (INT x 8) + 2d6 points of
wing to go out and explore. The party/character receives Fire damage.
Destiny whenever they discover a secret alcove of the Unfortunately, as Salamander draws closer to being
world, or travel to a distant land without using the aid of banished, less and less flame is produced. Crimson Roar
machines. inflicts full damage if Salamander has between 100-51%
of his total HP remaining; 50% damage if between 50-
26%; 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 A light breeze gusts through the battlefield, carrying
attention of all present. Waves lap against the ground as sounds of young girls giggling. A small group of
a woman of unimaginable beauty strides out from the mischievous sprites appears, flitting about in front of the
foam, wearing little more than a few strips of fabric and Summoner and leaving showers of pink pixie dust in their
short boots. Her golden hair flows freely, wafting in even wake. It's never easy to discern just how many are there,
the slightest breeze. Although the harp is a peaceful as the Sylphs dart to and fro in a mindless dance around
instrument, something about Siren's face seems wild and their summoner.
untamed.
Spells
Spells Dia, Lock, Illusion
Water, Sleep, Vox
Abilities
Abilities Sylvan Touch: A single Sylph separates from the group,
Lunatic Voice: Siren plays her harp and sings a flying toward an enemy. With a mischievous giggle, she
wordless song, her eyes locking on a single target. The taps it lightly on the nose, drawing forth both health and
target takes (SPR x 4) or (INT x 3) + 2d6 points of magic. Wings fluttering, she flies back to the party and
damage and has a 50% chance to become Berserk, swoops around them, distributing the stolen energy in a
growing angry at the prospect of not possessing her for shower of sparkling pink motes. Sylvan Touch drains
his own. both (DEX x 3) or (SPR x 2) + 2d6 points of HP and MP
Kiss: Siren brings her hand to her lips and plants a kiss from the target, then grants herself and all party
there, then extends her palm outward and blows softly members the same amount of HP and MP drained.
toward one enemy. The target has a 50% chance of Astral Flow, Sylvan Dance: Instead of a single sprite
becoming Charmed for one round. flying out, the entire cloud of Sylphs swarms the
Astral Flow, Siren Song: With a coy smile, Siren coos a battlefield, dancing wildly around each of the enemies.
strange song, backed up by her harp. The entire enemy After their twirl with the targets, the Sylphs return to the
group takes (SPR x 5) + 2d6 damage, and each has 50% party and dance around them as well, distributing the
chance to be instantly smitten with love and become health and magic that their first dance had drained.
Confused as they fight friend and foe alike for the rights Sylvan Dance drains both (DEX x 5) + 2d6 points of HP
to Siren's attention. and MP from all targets, then grants all party members
the same amount of HP and MP drained.
Special
Resistance to Water, Counterattack (50%), Magical Special
Counterattack (50%) Resistance to Wind, Auto-Float, Vulnerable to Shadow

Devotion Devotion
Siren coaxes her protégés to manipulate their foes The Sylphs might be mischievous tricksters, but they are
instead of fighting them. The party/character receives supernaturally bound to the planet’s forests . The
Destiny whenever they turn an enemy into an ally with party/character receives Destiny whenever they protect a
deception, flirtation, or honeyed words. 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 A thundering of hooves announces the arrival of the
slowly downwards and hovers in front of the Summoner, Great Boar, though he seems much less impressive and
protecting them from those who wish to do her master much more intimidating up close. Catoblepas charges
harm. Valefor is a large avian creature that vaguely onto the battlefield from afar, legs flailing as he runs and
resembles a humanoid bird, with a plumage of red and casting great clouds of earth up in his wake. The large
purple downy feathers. As she hovers and awaits green-furred beast skids to a halt in front of the
commands, she emits soft comforting cries from her summoner, great head hanging low to the ground despite
silvery, steel-like beak. a very long neck. He snorts, his head very pig-like save
for the mane and the single glowing eye.
Spells
Chivalry, Aero, Blizzard, Fire, Thunder, Water Spells
Ray Bomb, Melt
Abilities
Vertical Dive: Valefor swoops in, slashing at the target Abilities
with hooked claws and her hard-as-steel beak. The Cycloptic Tackle: The Esper overruns a single target,
attack deals (STR x 4) or (SPR x 3) + 2d6 points of attempting to trample them with his many hooves. The
damage. attack deals (STR x 5) or (VIT x 4) + 2d6 points of
Sonic Wings: Valefor's wings beat slower and slower, damage
seeming to slow time down for a moment. Gusts of wind Medusa's Eye: Catoblepas lowers his head to the
caused by this movement blow towards the target, ground and stares intently at the target, his eye glowing a
blasting them with (STR x 5) + 2d6 points of Wind dull orange. The target's eyes are drawn to the gaze and
damage and hindering their attacks. There is a 25% fixed with terror... then the beast blinks and lifts his head
chance the target will be affected by the negative status away from the ground, the look having shocked the
effect Stun until the start of Valefor’s next turn. system of the target to inflict (VIT x 6) + 2d6 points of
Astral Flow, Energy Blast: Soaring high above the damage and having a 25% chance to Petrify the target
battlefield, Valefor collects energy in her beak. With a for several rounds.
burst of intense light the energy is released amidst the Unblinking Stare: Catoblepas affixes his gaze to a
enemy group, scorching them for (STR x 6) + 2d6 points single target, stripping away their magical fortifications.
of non-elemental damage. Furthermore, all enemies Until combat ends, that foe suffers a -1 penalty to resist
damaged in this way have a 50% chance to be affected negative status effects, and the effect is cumulative.
by Armor Break. Astral Flow, Devil's Eye: Catoblepas lowers his head
and stares across the battlefield, his single eye glowing a
Special bright red. Visions of lifeless stones and statues float
Flight around his head, and all the targets attempt to break
away from the beast's intent stare. When he finally
Devotion closes his eye, all enemies are afflicted with the negative
Valefor honors those who demonstrate bravery in the status effect Petrify for two rounds, but do not receive the
face of danger, or are willing to sacrifice their own goals usual ‘double ARM and M.ARM’ bonus that being
for the greater good . The party/character receives petrified normally grants.
Destiny whenever perform an act of extreme altruism.
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 A briny smell is in the air as the ground before the
erupts from the earth, carrying a giant muscular beast. summoner turns to water. Suddenly, the pool of water is
The magma cools and hardens as Ifrit lands with a loud disturbed as the sinuous form of Leviathan, lord of the
thud, his massive horns reflecting the ambient light. depths, breaches the surface and rises into the air.
Flame erupts from his canine maw as he throws back his
head and bellows. Spells
Water, Watera
Spells
Fire, Fira, Temper Abilities
Azure Crash: Leviathan collides with a target, moving
Abilities with superior agility to inflict as much damage as
Strike: Ifrit leaps towards one target, tearing into them possible with its sinuous body. The attack deals (DEX x
with wickedly-curved claws. The attack deals (STR x 5) 5) or (STR x 4) + 2d6 points of damage.
or (SPR x 4) + 2d6 points of damage Crushing Coils: Leviathan wraps himself around an
Meteor Drive: Ifrit lets out a roar as his claws are inanimate object and squeezes, using brute force to
engulfed in flames, then leaps toward his victim with splinter and destroy ships and other large objects.
insane speed and pounds upon it with his burning fists. Leviathan can make a STR check (using the character’s
This barrage deals (STR x 8) + 2d6 points of ARM Fire attributes, as always) to destroy an object with a +6
damage bonus to the roll.
Astral Flow, Hellfire: Ifrit grabs his victim and hurls it Jet: Leviathan unleashes a powerful keen as a wave
into the sky, then claws out a huge rock from the ground. becomes visible surging towards the enemies. The wave
The rock is engulfed in fire and melts from the incredible quickly reaches the monsters, washing over them to
heat. With a powerful roar and a final burst of flames, Ifrit inflict (DEX x 8) + 2d6 Water damage to all foes.
launches the ball of molten rock at the target to inflict a Astral Flow, Tidal Wave: Again, Leviathan keens, but
tremendous amount of Fire damage and a short-range this time, water is suddenly visible on all sides of the
knockback. Hellfire deals (STR x 10) + 2d6 points of monsters. With a thunderous crash, the oceans of the
ARM damage to a single target. world slam into the monsters, simultaneously drowning
and crushing them. All monsters on the battlefield take
Special grievous amounts of Water damage and are knocked
Absorbs Fire, Weakness to Ice, Vulnerability to Water back a Short Range; Tidal Wave deals (DEX x 10) + 2d6
points in all and even affects enemies who are Large or
Devotion otherwise Immune to knockback.
Ifrit grants his boon to heroes who can demonstrate their
dominance over other, lesser mortals. The Special
party/character receives Destiny whenever they Immunity to Water, Weakness to Lightning, Resistant to
accomplish their goals with raw force, and manage to Fire, Resistant to Ice
simply take what they want without repercussion.
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 Storm clouds gather overhead and the rumble of thunder
condensing into a howling tornado. What looms over the can be heard in the distance, and bolts of lightning burst
enemy when all has dispersed looks like something out from the clouds and strike the ground in front of the
of a fever dream: a faceless giant, purple skin dappled Summoner. When the flash of light and peal of thunder
and mottled with splashes of pink and white, sizing the have faded, the Summoner is accompanied by a
field up with an eyeless gaze. As three long tubes slung wizened man with a long grey beard, dressed in loose
over one shoulder start drawing in the surrounding air, green robes and carrying a gnarled old staff. Despite his
what at first appeared to be a tail begins to grow in size, age, not a flicker of weakness or infirmity passes over
swelling until it is almost spherical and creaking with Ramuh's face; his expression is hard, eyes shining with a
tension. Pandemonium, the Wind Devil, is ready to strike. terrible majesty.

Spells Spells
Aero, Aerora Thunder, Thundara, Elemental Spikes (Lightning),
Osmose, Mini, Flash, Seal, Wall, Dimensional Gate, Vox
Abilities
Cyclonic: The Esper swirls through the battlefield, Abilities
leaving destruction in its wake. The attack deals (DEX x Shock Strike: Ramuh lifts his staff high, allowing it to be
5) or (INT x 4) + 2d6 points of damage to one enemy. struck by an errant bolt of lightning from the clouds.
Aerial Blast: Pandemonium releases the accumulated Whirling the rod once over his head, he points it at the
contents of his wind-bag in a single violent torrent that all target and the electrical charge leaps towards it,
but blasts the target out of the battle. Aerial Blast inflicts shocking it with (INT x 5) + 2d6 points of Lightning
(DEX x 8) + 2d6 points of Wind Elemental damage. The damage and carrying 50% chance to dispel all positive
damage from this attack cannot be reduced with M.ARM status effects currently bestowed upon the target.
or Shell, or affected by Reflect. However, any foe Silencing Rain: By parting the heavens with a sudden
defeated with Aerial Blast does not drop money or items, downpour, Ramuh can muffle the sounds needed for
having been blown away in the storm. spellcasting and make warriors struggle to battle.
Astral Flow, Wind Blade: The 'mouths' of Silencing Rain creates the effects of Difficult Terrain in
Pandemonium's air-tubes flare wide, unleashing three the current location, and all targets (enemies and allies
screaming torrents of wind that twist and intertwine as both) are affected by Seal.
they surge towards the enemy. Wind Blade inflicts (DEX Astral Flow, Judgment Bolt: Ramuh chants in an
x 10) + 2d6 points of Wind Elemental damage to all arcane language, and the sky grows dark from gathering
eligible combatants in the targeted Group and causes a clouds. The clouds swirl and twist above the targets, the
Long Range knockback. The damage from this attack winds howling and the sound of thunder growing louder
cannot be reduced with M.ARM or Shell. However, any with each second. Suddenly a volley of lightning crashes
foe defeated with Wind Blade does not drop money or into the ground amidst the targets, electricity arcing
items, having been blown away in the storm. between their bodies and jolting them all with Lightning
damage; (INT x 9) + 2d6 points total. In addition,
Special Judgment Bolt removes all positive status effects from
Absorbs Wind, Auto-Float, Aerial Killer the target.

Devotion Special
Pandemonium is as chaotic the wind itself, and finds Immune to Lightning, Weakness to Water, Auto-float
great amusement in situations where everything seems
to go wrong. The party/character receives Destiny Devotion
whenever a Complication – a natural roll of 2 on a skill Ramuh has been known by many names over his
check – turns a simple, easy situation into something far ageless existence; some logical, some unusual. He has
more complex and dangerous. 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 Esper’s 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 A beautiful woman floats down serenely from the
is covered with a web of cracks and fissures. An heavens, bringing with her a sense of peace and
immense muscular humanoid bursts out, covered with balance. It becomes apparent that Asura is actually three
primitive tattoos and clad only with a loincloth. As dust bodies and three faces sharing a single head, all sitting
and grit cascade off his body, Titan bellows with rage in the lotus position back to back. The first body is that of
and glowers at those who would dare befoul the sanctity a lovely blonde woman, hands folded in her lap. Another
of the land. is a woman with red skin and hair and a dark scowl on
her face, threateningly brandishing a sword. The final
Spells body is a woman with blue skin and light yellow hair, a
Chivalry, Stone, Stona, Magnetite Cloud vacant smile on her face as she playfully tosses a dagger
from one hand to the other. When Asura acts, she spins
Abilities slowly in front of the party, each face bestowing a
Juggernaut: The Esper marches across the battlefield different gift.
before slamming it’s boulder-sized fists into a foe. The
attack deals (VIT x 5) or (STR x 4) + 2d6 points of Spells
damage. Aspir, Seal, Regen, Addle, Confuse, Invisible, Float, Vox,
Debris Shower: Titan raises both arms, causing the Stop, Sleep, Wall, Time Slip
earth itself to explode upward in a pillar of boulders and
stone. Debris Shower deals (VIT x 9) + 2d6 points of Abilities
ARM damage to any enemy with Float or Flight. Blessing: Roll a 1d6. A roll of 1-2 causes the Face of
Guardian Golem: The Esper stabilizes its massive bulk Yang effect. A roll of 3-4 causes the Face of Yin effect. A
and steps in front of one of the Summoner’s allies, ready roll of 5-6 causes the Face of Asura effect.
to protect them from harm. This ability functions almost Face of Yang: Asura spins, and the red-skinned woman
exactly like the Paladin ability, Cover. scowls at the party. A warrior by nature, she points her
For as long as Titan remains on the field, all physical sword at them, urging them to defeat their enemies. The
damage that would be taken by the ally is instead applied magic from this blessing surrounds the party, granting
to Titan - without modifying for ARM and M.ARM as the Protect status to them until Asura uses her Blessing
normal. Titan cannot stop protecting the target once or Blessings of the Deity ability.
Guardian Golem has been activated, and must continue Face of Yin: Asura spins, and the blue-skinned woman
to use Guardian Golem on each subsequent round until with the vacant smile faces the party. She gestures
Dismissed. toward them with her dagger, granting a feeling of peace
Astral Flow, Earthen Fury: Titan plunges his powerful and happiness. Along with the serenity comes (SPR x 8)
fists deep into the surface and, with a deep snarling + 2d6 healing to all party members.
grunt, rips loose a large slab of rock. Growling and Face of Asura: Asura spins, and the blonde woman
bellowing to express his rage, Titan slams the slab upon looks gracefully upon the party. With a vague nod of her
the targets, inflicting tremendous Earth damage to all the head, fallen comrades find new hope. Asura casts Life
Summoner's foes; (VIT x 10) + 2d6 points worth. Earthen upon all Unconscious allies – and has a 50% chance to
Fury also causes a short-range knockback. cast Life on all defeated foes, as well.
Astral Flow, Blessings of the Deity: The goddess of
Special both peace and war offers her aid to the strongest,
Immune to Earth, Resistant to Lightning, Resistant to wisest and most beautiful combatant on the field, all
Wind, Vulnerable to Water, Regeneration 20 three faces aligning in perfect harmony for only a
moment . All enemies and allies make a STR check, an
Devotion INT check and a SPR check.
As one might expect, the ponderous Titan is the guardian If the same character rolled higher than all other
of the earth and is single-minded in his ceaseless goal of participants on two or more checks, they recover 100%
protecting the world. The party/character receives of their HP and MP instantly, gain Auto-Haste, an
Destiny whenever they avert a natural disaster. 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 foe’s own strengths against him.

195
Cerberus (Rank 3) Fenrir (Rank 3)
A terrific howling is heard from the core of the earth. A Dark clouds gather over the battlefield, turning day to
gaping fissure opens in the ground, from which a night as a towering column of rock bursts forth from the
tremendous three-headed dog leaps with a hideous ground. Suddenly, a howl rings out from on high. There
snarl. Cerberus lands in front of the party, his three sets atop the great rock face stands a majestic horned wolf,
of fangs bared in a snarl. violet fur broken up by whorled tufts of white and gold
that almost look like wings by what little light remains.
Spells Rearing his head back, Fenrir gives another howl and
Slow, Demi prepares to enter the fray.

Abilities Spells
Attack: Cerberus tears into a foe with sharp teeth, Magnetite Field, Sleep, Sprint, Disable
dealing (DEX x 7) or (STR x 6) + 2d6 points of damage.
Ragdoll: Cerberus grabs one foe and hurls him into Abilities
another as he rushes through combat, causing chaos in Crescent Fang: Fenrir charges down a foe, dealing (VIT
the enemy ranks. This attack can only be used if at least x 7) + 2d6 points of damage.
two enemies exist on the field – the first target takes Howling Moon: The dark clouds part, allowing a pale
(DEX x 9) + 2d6 points of damage and is knocked back a moon to shimmer into existence over the battlefield.
Short Range. The second target takes (DEX x 8) + 2d6 Beams of light begin pouring down and envelope a single
points of damage and receives the negative status effect foe in their glow. Howling Moon deals (VIT x 12) + 2d6
Stop for one round. points of damage to any foe who is afflicted by the
Sonic Drive: All three of Cerberus' heads look towards negative status effect Sleep. No damage is dealt
the same foe. A hideous barking emerges from all three otherwise.
throats - the sound is so horrendous that the monster Eclipse Bite: Eclipse Bite deals (STR x 7) + 2d6 points
suffers from a sudden case of shaky knees and receives of damage Damage, and the target receives a Weakness
the effects of the negative status effect Stop until to Shadow and a Resistance to Holy until combat ends. If
Cerberus is dismissed. In addition, he takes a penalty of the target already has a Weakness to Shadow, they get
-2 to his ACC and EVA scores. a weakness to Holy instead and a Resistance to Shadow
Astral Flow, Counter Rockets: Cerberus grants all instead.
party members one final boon – the ability to ‘bite back’ Millennial Decay: One target suddenly finds their
as he does. Until combat ends, each character may memories and abilities siphoning away, having sudden
make one (possibly additional) Counterattack as though difficulty remembering their strongest maneuevers. The
they were using a Brawl type weapon. foe loses access to one spell or attack of the character’s
choice for one round.
Special Censure: Fenrir roars with an utter authority, turning to a
Arcana Killer, Counterattack (100%), Magical single Beast-type enemy into a mewling coward with his
Counterattack (50%) rebuke. Until combat ends, the target is treated as being
level 1, deals half damage with all attacks, suffers a -4
Devotion penalty to resist negative status effects, and cannot roll
Cerberus is the watchdog of the underworld, fiercely critical hits or perform limit breaks.
guarding the gates to the land of the dead without pause Astral Flow, Eclipse: With a fierce howl, Fenrir leaps
in this ceaseless duty. He grudgingly respects those with from his perch, rocketing towards the Summoner's foes
a similar territorial mindset. The party/character receives at such speeds that his very form begins to blur into a
Destiny whenever they protect a person or place they comet of green energy. Seconds before striking, the
have sworn to guard. 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 The summoner bows her head and closes her eyes,
figure engulfed in dark mist appears and then imparting a prayer for assistance to the fates. As she
disappears, fading in and out of existence. When does so, a golden beam of light shines down from above,
Phantom can be seen, a translucent cloak covers its and a winged woman wearing a rainbow-colored robe
entire body, save for two glowing eyes. Phantom has no descends from the sky to gently touch down before the
fear of Holy energies however, being the long-dead spirit summoner.
of a great force of good.
Spells
Spells Regen, Life II, Dia, Escape, Brave
Seal, Invisible, Float, Barrier, Dia, Banish, Paralyze,
Teleport, Faith, Life Abilities
Healing Rain: Seraph gazes hopefully upwards and
Abilities sings a single note. Light shines from the heavens and
Pearl Light: Phantom's cloak pulls back slightly from its bathes a single party member in warmth, healing them of
face and a brilliant white light shines from its eyes. wounds. The target ally recovers (INT x 6) + 2d6 points
Whomever Phantom stares at with this pure light suffers of HP, and also receives the effects of Regen for several
(INT x 6) or (SPR x 8) + 2d6 points of non-elemental rounds.
damage. Angel Feathers: The Seraph floats over to one
Silver Mist: Phantom creates a shining silver fog character, whispering words of power and stroking their
throughout the battlefield, the effects of which deal hair. The target gains a Resistance to Holy and Auto-
constant damage to unholy enemies. Until combat ends, Float until they suffer a critical hit, and also gain access
all Fiend and Undead-type creatures lose 20% of their to the fighter job ability ‘Skin of Iron’, reducing the chance
maximum HP at the start of each of their turns. Undead for them to be critically hit by 50%.
destroyed in this method cannot resurrect as normal. Astral Flow, Angelic Anthem: Seraph spreads her
Astral Flow, Eternal Shroud: Phantom's cloak spreads wings and flies high into the air as an angelic chorus is
out to cover the entire party, granting them the same heard from above. As her wings flap, feathers begin to
ghostly essence that it enjoys. Phantom's essence slowly fall, showering the party. The feathers disappear
invigorates the party like a chill breeze, granting all allies as soon as they touch each party member, providing
Float until the end of combat. Furthermore, all allies healing for the entire group. All members regain (INT x
receive a +6 bonus to their EVA score and Stealth skill, 10) + 2d6 points of HP, receive the effects of Regen for
as if they were under the effects of the Vanish spell. several round, and are simultaneously cleansed of
negative status effects as per the spell ‘Esuna.’
Special
Resistant to Holy, Resistant to Shadow, Undead Killer, Special
Auto-Float, Final Attack: Pearl Light Immune to Holy, Weakness to Shadow, Flight,
Regeneration 40
Devotion
The hallowed spirit holds no love for other undead, and Devotion
urges his summoners to seek out and destroy such Seraph is a simple entity, urging her altruistic summoners
abominations wherever they may dwell. The to find happiness in whatever way they like.
party/character receives Destiny whenever they The party/character receives two points of Destiny
permanently defeat a powerful Undead-type enemy of instead of one whenever they accomplish one of their
Notorious Monster, Boss or End Boss status. 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 A cloud of cherry blossoms fall from the sky as the
Tritoch swoops down from the skies. Feathers and heavens turn to night and a full moon appears overhead.
scales shimmer red, blue, gold and green in the light as Out of nowhere, a deep, guttural bark issues from the
he gently sets down on four short legs, taking your distance as a giant dog comes bounding in front of the
breath away. A tuft of iridescent fur tips the end of his summoner. Behind the dog, a giant swordsman wearing
twitching serpentine tail, a long tongue flicks from a a wide-brimmed hat and ornate clothing strides slowly
beak-like mouth and battle-hardened eyes peer from forward, taking a position in front of the summoner.
beneath an ancient bronze helmet. Yojimbo extends one hand towards his summoner,
waiting for payment and another opportunity to display
Spells his mastery of the blade.
Blizzaga, Thundaga, Firaga, Brave
Spells
Abilities None
Elemental Infusion (Special): Whenever Tritoch
absorbs a Fire, Ice, or Lightning-based spell or effect, all Abilities
damage dealt by Tritoch is increased by one step until he Tribute: Yojimbo requires payment to use any ability.
is dismissed. This bonus is cumulative – thus, after the Daigoro (500 gil) - Yojimbo is unimpressed by the sum
fifth spell absorbed in this way, Tritoch will deal an offered and sends his dog to do the job. The ghostly
additional (STR x 10) damage hound Daigoro randomly attacks one enemy or ally for
Antipode: Rearing back his head, Tritoch lifts his wings (DEX x 7) + 2d6 points of damage.
and lets out a roar. Blue and red particles flow from his Kozuka (2,000 gil)- Yojimbo is satisfied with the
mouth, encircling the target in a whirlwind of fire and ice. payment and reveals a set of well-made knives that he
The particles converge, causing a massive explosion as deftly throws to inflict (DEX x 12) + 2d6 points of damage
raging heat meets freezing cold. Antipode deals either to one enemy.
Fire or Ice damage, depending on whichever element the Wakizashi (5,000 gil)- Yojimbo is pleased by the
target is most vulnerable to. Antipode deals (STR x 7) + payment and slashes at the targets. He pauses for a
2d6 points of damage that ignores MARM. Tritoch may moment to wipe the blood from his blade before
use this ability on himself. sheathing it and awaiting his next command, while the
Sanctuary of Thunder: Tritoch bestows his elemental monsters are left to bleed out the inflicted (DEX x 15) +
gift on all members of the party, filling them with a strong 2d6 points of damage.
electrical current and granting them all an Absorbency to Astral Flow, Zanmato (Special) – If, at the time of
Lightning until combat ends. Yojimbo’s departure, he has received 10,000 gil or more
Tri-Nova: Taking to the air once more, Tritoch spreads from the heroes, the Esper is silently elated with the sum
wide his wings and whips his tail downward. Showers of offered and decides to perform his most impressive
energy rain from him onto the battlefield, engulfing the technique. He takes a moment to survey the battlefield
enemies first in searing flames, then freezing them in ice and assess his enemies, all the while subtly shifting his
and finally unleashing a blast of thunder to shock the stance. With a sudden movement quicker than the eye
targets. Tri-Nova deals either Fire, Lightning, or Ice can perceive, Yojimbo draws his katana and slashes at
damage, depending on whichever element the target is his targets, then returns the blade to its sheath. The
most vulnerable to. However, there is a price for such a enemies are motionless for a moment, and then one by
powerful attack. Tri-Nova deals (STR x 10) + 2d6 points one their heads roll off their shoulders and land at their
of damage to a target enemy, as well as an equal feet with dull thuds, followed moments later by their
amount to the summoner(s). twitching corpses. All normal foes and Bosses, are
instantly killed by this attack, even if the target is
Special normally immune to instant-death attacks. Final Bosses
Absorbs Fire, Absorbs Ice, Absorbs Lightning, Auto- remain unaffected.
Protect, Flight If used on a Final Boss, Yojimbo will not perform
Zanmato and will instead revert to Wakizashi. He will not,
Devotion however, return the extra Gil required to contract his
Tritoch, having one been imprisoned inside a great block deadliest skill.
of ice for centuries, is grateful to his summoners when
they prevent the same fate from befalling others. Special
The party/character receives Destiny whenever they Auto-Life, Fiend Killer
orchestrate a jailbreak, release captives, or otherwise
grant freedom to those denied it. 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.

198
Anima (Rank 4) Atomos (Rank 4)
A blackened metal chain plummets out of the sky, A dark shadow envelops the battlefield as demon
plunging into the ground with a thundering jolt. The chain machine Atomos appears, its body barely more than a
retracts as it slowly pulls something out of the shadowed giant mouth hovering in the sky. A singular light glows
depths of the earth. More chains spring out of the earth, deep in the void of its gaping maw, seemingly drawing in
pulling themselves taught around the emerging figure, a the surrounding light and causing the encroaching
strangely fish-like creature who roars in impotent fury as shadows. Its dark eyes flare open to survey those who
she weeps boiling blood. This is the dark spirit Anima. the Summoner needs eliminated from existence, a
thunderstorm of unreal proportions crackling across the
Spells sky behind it.
Zombie, Death, Scourge, Demi, Degenerator
Spells
Abilities Demi, Gravija
Pain: Anima cries out to the battlefield as a drop of
molten blood is flung from her eye upon the target. As Abilities
the dark essence sears away at the target, the pure rage Devastation: Atomos’ massive form encompasses
of Anima attacks their very spirit. In addition to causing almost the entire sky, and he is capable of reigning
(SPR x 6) + 2d6 Shadow Elemental damage, Pain has a destruction down upon all he sees. Atomos jets forth a
25% chance to kill the victim instantly. This secondary series of arcing lasers, striking the ground without aim or
effect is considered a Death effect and may not work on concern. Devastation deals (INT x 4) + 2d6 damage to
bosses. every person and object in a several mile radius,
Splintered Soul: Anima’s lower head lets out a scream including the summoner’s allies but excluding Atomos
of anguish, causing all who hear it to fall to their knees in himself.
agony. The attack deals (SPR x 14) + 2d6 Shadow Engulf: Atomos' hideous body turns to face one target. A
Elemental damage to enemies and allies alike. powerful vacuum forms as its singularity pulls at the
Astral Flow, Catastrophe: The chain binding Anima to target, slowly sucking it inside. The target must brace
the surface snaps free, sending Anima plunging back itself quickly to defend against the 25% chance to be
into the earth. The chains themselves drag the enemy sucked into the dark void of Atomos' stomach and
party down with her, allowing them to meet Anima's other removed from the encounter, as if forced through a
face, a monstrous crowned skeleton, whose chains are Dimensional Gate spell. Though the target is not truly
near breaking point. As the combatants sink deeper into killed, Engulf is considered a Death effect and some
the darkness, the bindings snap, and Anima's other half bosses may be immune to this ability.
is freed. With two gaunt arms she begins to vent all the Wormhole: Atomos sucks so hard at the edges of reality
pain and suffering of her existence into a single foe, that he begins to ‘peel back’ the world and exposes
slowly at first before picking up speed, doing (SPR x 16) something else underneath. The current battlefield is
+ 2d6 Shadow Elemental damage to one enemy. now treated as very unusual Difficult Terrain. All bonuses
granted to EVA and ACC by abilities and spells are
Special treated as negatives instead, and whenever an enemy or
Resistant to Shadow, Weakness to Holy, Auto-Stop, ally would normally roll a critical hit, their turn instantly
Auto-Zombie, Auto-Poison ends, and they are affected with the Confuse status
instead, even if they are normally immune to Confuse.
Devotion Critical Hits and Limit Breaks now occur on rolls naturally
Despite her tortured appearance, Anima Sola seeks to resulting in a pair of 1s.
take on the pains and the burdens of the world. Often, Astral Flow, G-Force Infinity: The singularity inside
the only way to relieve someone of their suffering is Atomos is fully revealed as the center of a black hole,
through a permanent release. The party/character causing an immense pull on all the Summoner's foes.
receives Destiny whenever they permanently defeat a The intense vacuum effect deals (INT x 14) + 2d6 points
Fiend-type enemy or an individual who has become of nonelemental damage to all enemies and has a 50%
physically corrupted from power of Notorious Monster, draw them all into the deadly phenomenon, removing
Boss or End Boss status. 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.

199
Diabolos (Rank 4) Doomtrain (Rank 4)
With a dry, dusty fluttering, a swarm of ethereal bats The ringing of haunting bells suddenly sounds, signaling
surround the summoner and fly up to form an immense the approach of the runaway Doomtrain. A series of pale
globe of pure darkness. Silently, the demonic Diablos white train tracks crisscross the battlefield as the ghostly
descends from this globe and flares his wings as he train chugs into view, it’s many undead passengers
scans the battlefield. He hungers, and all are his prey. engaged in deep conversation. As Doomtrain carries the
departed to…the other side…it has been signaled to stop
Spells for a moment to pick up a few more….
Poison, Blind, Twilight, Bio, Drain, Aspir, Osmose,
Shockwave Pulsar, Curse, Virus, Dispel, Gravija Spells
None
Abilities
Camisado: Diablos lunges forward, his clawed hands Abilities
burning with sickly purple flame, and rakes his talons The Other Side (Special): Any target brought to 0 hp
through his chosen victim. No wounds are caused, but from Doomtrain is killed instantly. Their spirit boards the
the victim can feel his very soul being shredded away by ghostly train wordlessly, never to be seen again.
the attack. Camisado deals damage equal to (1d6 x 10) Last Call: Doomtrain’s mere presence begins to close
percent of the foe’s maximum health. The enemy can the rift between life and death, bringing the living one
never be reduced to 0 HP from this attack and will step closer to joining him. The haunting call of
always be left with at least 1 HP. Camisado is Doomtrain’s whistle deals (DEX x 10) + 2d6 points of
considered a ‘Death’ status effect. Shadow damage to all characters at 50% health or less,
Astral Flow, Souls of Darkness: The globe of friend or foe alike.
blackness that acts as Diablos' portal to this realm Astral Flow, Grand Train: The train tracks lead
implodes back into a swarm of ethereal bats which Doomtrain onto a collision course with a targeted enemy.
gracefully pivot and fly through his enemies, causing no The phantom train picks up speed before the collision,
physical wounds but hammering away at their very and ghostly hands reach out from the windows to grab at
essence before fading away and taking Diablos with the foe and pull him inside the confines of the train. This
them. Souls of Darkness deals damage equal to (2d6 x attack deals (DEX x 14) + 2d6 points of Shadow
10) percent of the foe’s maximum health. The enemy can damage, and inflicts the negative status effects Blind,
never be reduced to 0 HP from this attack and will Poison, and Berserk on the targeted enemy. If the enemy
always be left with 1 HP, even if 100% or more HP loss is is at 50% or less health, the status effects Seal and Stun
rolled. Souls of Darkness is considered a ‘Death’ status are also inflicted and all positive status effects are
effect. removed.

Special Special
Resistant to Shadow, Vulnerable to Holy, Auto-Float Resistant to Shadow, Vulnerable to Holy, Controlled
Defense
Devotion
Diabolos urges his summoners to embrace their Devotion
emotions, including the natural human response of fear. Doomtrain has no goals of its own, merely content with
The party/character receives Destiny whenever they its function and nothing more. However, knowing the
defeat a Boss or End Boss without ever gaining an heroes’ departed allies will be able to rest, at last, thanks
immunity to Fear during the course of the fight. to the Doomtrain…often brings comfort to even the most
jaded hearts. Whenever the summoner or a long-
standing party member permanently dies (Cheating
Death doesn’t count, nor do deaths caused by other
allies), all other PCs gain one point of Destiny.

200
Knights of the Round (Rank 4) Maduin (Rank 4)
Impressive in their armor, and carrying a fierce variety of Proud and strong, Maduin rides into battle on a wave of
weaponry, three warriors enter the field, standing firm brilliant light. The humanoid Esper glows with a pale
before the summoner. One stands larger than the other lavender light, his well-muscled features and clawed
two, a white dragon’s head printed upon the flowing appendages reminiscent of Ifrit. However, this unearthly
crimson of his cape. All three hides their faces with thick warrior is peaceful and logical, adopting an oddly martial
visors, but you get the impression that they’re smiling stance as he awaits for a command…
jovially.
Spells
Spells Haste, Reflect, Flare, Seal, Force Field, Temporal Shift
Consecrate, Cure IV, Life, Esuna, Barrier, Addle,
Temper, Protect, Shell, Brave Abilities
Riot Blade: Maduin’s hand snaps to his waist, drawing
Abilities forth a thin sword with lightning-fast quickness. He darts
Hero’s Resolve: The knights take the battle seriously, forward and slashes one foe, dealing (STR x 8) + 2d6
but not so much that they can’t give their summoners points of non-elemental damage and having a 25%
combat pointers as they engage the foe. Thanks to the chance to cause the Confusion status.
Knights of the Round’s training, one hero gains the ability Trance: Maduin’s strongest ability is the power to unlock
to automatically cause an Armor Break, Power Break, a human’s innermost potential. The Esper absorbs a
Soul Break or Speed Break for 4 rounds whenever they copious amount of MP, channeling it directly into a single
cause a critical hit. party member. Until Maduin is dismissed, that ally deals
Eschaton: The call to charge is given and the three 200% damage with all attacks and spells, acts as though
warriors advance, striking out with their weapons. they possess the Break Damage Limit weapon property,
Swords flash, axes swing, spears twirl, and all enemies and gains the Flight status. Trance can only be applied to
are struck for (VIT x 9) + 2d6 points of damage. one Ally at a time, and can never be used on Maduin
Champion’s Call: The Knights raise their respective himself.
weapons high, displaying a confidence and camaraderie Astral Flow, Chaos Wing: Maduin rises in the air and
that inspires all who witness it. The Knights of the round begins to glow with a lavender light, no longer able to
and all allies have their damage step increased by one contain the power that exists within him. Streaks of
step until the summon is dismissed. energy jet from his skin, burning the ground around him
Astral Flow, Ultimate End (90mp): Even legendary and all foes within Short Range for (STR x 14) + 2d6
warriors can sometimes outdo themselves. One at a point of damage. In addition, any weapons or armor the
time, the three wade through the enemies’ ranks and targets may be wearing are destroyed. When Chaos
strike with such force that the targets may as well not Wing ends, Maduin dissipates into a fine purple mist.
have any protection. Eschaton deals (VIT x 14) + 2d6
damage to all enemies, ignoring M.ARM and Shell. Special
Auto-Shell, Auto-Reflect
Special
Auto-Protect, Controlled Defense Devotion
Maduin has no fear and confidently believes himself –
Devotion and his summoner companions – capable of doing things
The Knights of the Round embody the concept of that have never before been accomplished. There are no
strength in numbers, and proudly serve alongside those boundaries for he and his allies.
heroes who follow their lead. The party/character receives one point of Destiny
The party/character receives Destiny whenever they whenever they succeed at an ‘Impossible’ skill check.
unite a nation or people against a common cause, or
rally an army to wage war.

201
Phoenix (Rank 4) Alexander (Rank 5)
An ancient, ugly bird lands slowly on the ground before The summoner closes her eyes and gives a small prayer,
the summoner. It turns one sad eye towards the party which is answered as a massive mechanical creature
before giving forth a beautiful song. Suddenly, the avian rises up behind her. Alexander, the holy guardian, towers
bursts into flames, still singing. Out of the conflagration, a over the battlefield, resplendent in brightly-ornamented
giant bird covered in gloriously vibrant plumage soars silver armor. It may be humanoid, but nothing below the
suddenly into the sky. It spreads its wings in front of the waist can be seen above the ground. The arms are
summoner, and a beautiful circular rainbow appears massive pillars, leaning against the ground, though no
briefly. Phoenix is once again reborn. hands are visible. Perhaps the strangest thing about
Alexander is what appears to be a palace on its wide
Spells shoulders, with towers sprouting high up over its head.
Fira, Firaga, Flight, Esuna, Auto-Life
Spells
Abilities Holy, Dispel, Esuna, Aura, Brave, Cure IV, Holy Shield
Blaze of Life: Phoenix begins circling above the
battlefield, then dives forward, covering the entire area in Abilities
a flame which spreads out from its wings. To the party, Ray of Light: A thin beam of light shines from
the flame does not burn; instead, it soothes the mind and Alexander's visor onto a target. The beam pulses with
calls unconscious comrades back to action, casting Life red energy as it begins to trace a glyph around the
on all party members. The enemy, however, is scorched target, weaving ever faster. As the glyph has been
by the flame as it burns away their impurities, doing (SPR etched onto the ground, the beam expands to fill the
x 12) + 2d6 Fire elemental damage to all enemies. glyph, burning the target for (VIT x 20) + 2d6 Holy
Astral Flow, Rebirth: Phoenix circles above the Elemental damage.
battlefield again, singing its powerful song. Finally, it Perfect Soul: Alexander grants a fragment of his nature
dives again, wreathing its entire body in flame. To the to one character. The character becomes ‘Impervious’ to
party, the flame feels glorious as it awakens their fallen all status effects other than Unconsciousness for 4
comrades, casting Full Life on all party members. To the rounds.
opponents, it feels as though the sun has descended to Astral Flow, Holy Judgment: Alexander shudders and
incinerate them for (SPR x 14) + 2d6 Fire elemental clanks as a pair of immense feathered wings emerge
damage. from its back, shattering metal and stone. The wings beat
slowly in the air as a ball of Holy energy is formed in front
Special of Alexander's body. Suddenly the wings stop, and the
Auto-Life ball splits into thousands of thin streams of energy,
spiraling around the battlefield until, one by one, each
Devotion plunges into a different enemy. The energy explodes
Phoenix grants his boon to those who can survive the within the targets, searing them all for extreme Holy
impossible, rising from the ashes as it does. The elemental damage; (VIT x 35) + 2d6.
party/character receives one point of Destiny whenever
an ally Cheats Death. Special
Indestructible (Takes zero damage from all sources),
Undead Killer, Fiend Killer, Break Damage Limit

Devotion
Alexander’s 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.

202
Bahamut (Rank 5) Odin (Rank 5)
The beating of massive wings can be heard as Bahamut The sky above the Summoner and her allies darkens
swoops onto the battlefield and settles in front of the as the sound of a horse's gallop is heard. Suddenly, a
summoner, unleashing a roar loud enough to break the giant form is seen leaping over the party. The form is
heavens. The King of Summoned Monsters has come, and slowly revealed to be a muscular, horned man atop
even the strongest of heroes should fall to his knees in awe an eight-legged horse. Odin draws his sword,
of such power. Zantetsuken, ready to cleave his master's enemies in
two.
Spells
Tornado, Quake, Brave, Flare Spells
None
Abilities
Impulse: Bahamut raises his scaled hands, both of them Abilities
burning and rippling with surging power. Releasing a mighty Patience (Special): Unlike other Espers, Odin only
roar, he slams his hands together and directs the unleashed recieves one action per round no matter how many
explosive energy over one enemy, crushing it for (STR x 20) characters may have been involved in his
+ 2d6 points of non-elemental damage. summoning.
Astral Flow, Mega Flare: The King of Summoned Monsters Atom Edge: Odin sizes up one opponent, studying
opens his jaws and gathers energy into a ball. Using the his strengths and weaknesses. In a flash, he urges
force of a deafening roar, he unleashes his full strength in a his horse Sleipnir into a gallop, slicing into the foe with
blast of raw magical power that engulfs the enemies in a a force strong enough to cleave a weak monster in
catastrophic vortex of energy. The magnitude of the Non- two instantly. When struck, there is a 25% chance for
Elemental damage inflicted is enough to fell even the the target to be sliced in half, reducing its HP to 0
strongest foes, doing (STR x 40) + 2d6 damage in total. regardless of current HP. If it survives, the force of the
blow still does (DEX x 20) + 2d6 damage.
Special Astral Flow, Zantetsuken: The sky above the
Flight, Humanoid Killer, Resistance to all Elements except summoner becomes darker as Odin draws his sword
Holy, Break Damage Limit and readies himself. In a flash, he begins galloping
forward, using his momentum to deliver a mighty
Devotion slash to all foes, inflicting dire damage and possibly
Bahamut only obeys the strong, and is quick to spurn the slicing his foes in two. There is a 50% chance for
commands of any mortal he finds unworthy. every target's HP to be reduced to 0, regardless of
The party/character receives three additional points of current HP (roll separately for each target). This ability
Destiny whenever they defeat an End Boss. 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, Odin’s 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, Odin’s 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.

203
CHAPTER IX: BESTIARY
"Hmph. I’ve 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 one’s 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 monster’s 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 monster’s 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.

204
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 KO’d, 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 earth’s 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 monster’s overall size measured in meters. More of a cosmetic consideration than a practical one;
whilst size does give some indication as to the monster’s overall resilience and power, small monsters are
just as capable of dealing out grievous damage as large ones, if not more so.

205
Attributes
Like characters, monsters have five Attributes: Strength, Vitality, Dexterity, Intelligence and Spirit.

Attacks
With the basic properties of the monster settled, it’s 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 monster’s 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 monster’s 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 won’t go out of
their way to help the players, they won’t 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 won’t pounce on the players outright,
but it won’t 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 Party’s 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 game’s ongoing storyline.

206
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, it’s 1. For Notorious, it’s 2. For Bosses, it’s 4. For
End Bosses, 8.
Hit Points are equal to 10 + (VIT * level) + (Level * X). Then, triple the creature’s 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 you’re
building, then calculate the creature’s EVA and ACC scores accordingly.

Strong Monsters: EVA of 6, plus their DEX or VIT rating. ACC of 2, plus their STR rating.
Fast Monsters: EVA of 8, plus their DEX rating. ACC of 0, plus their STR rating.
Smart Monsters: EVA of 6, plus their DEX or SPR. 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 Unusual Defense: Due to some racial characteristic,
separate parts- the main body, which has normal HP, the monster takes either half damage from Physical
and up to three other parts. The total HP of the extra attacks and 200% damage from Magical attacks, or vice
parts adds up to half the HP of the main body. The versa. As an alternate form of this power, the monster will
monster dies if the main body is destroyed, but the automatically reverse its defenses every 1d6 turns - it
additional parts can often make this difficult. Each shifts from being weak against Physical and strong
additional part has access to one attack and/or spell. If against Magical, to being strong against Physical and
one part is destroyed, the monster may revive it as a weak against Magical.
standard action after at least 1d6 rounds have passed.
Weakness: The monster has a Weakness to one or
Combination Attack: May only be used by a more elements.
monster with Multiple Parts. If ALL parts are intact, they
may all combine their actions for the round into one Flight: The monster is capable of flight, putting it out of
powerful attack that deals more damage than normal. reach of most weapons. Short-range weapons suffer a -4
Combination Attacks use one of the creature’s standard penalty to hit flying creatures.
attacks, but deal 300% damage.
Item Use: The monster possesses one healing item it
Controlled Defense: As Unusual Defense, but the may use during combat – specify the exact item. Note that
monster may shift forms at will as an Instant action. 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 Call for Help: The monster calls for another monster of
the monster dies, takes no MP, and is an Instant action. the same type, who arrives at the end of the round to join
the battle. Because the monster must be the same type
Status Touch: The monster can cause a negative as the one that calls for help, boss monsters cannot
status condition with its normal attacks – generally a choose this power.
25% - 50% chance to become affected with the negative
status effect listed. Fear: The monster is so powerful that at the beginning of
each round, all of its enemies have a 50% chance to be
Resistance: The monster has a Resistance to one affected by the Fear status for one turn. This can only be
element. used by Bosses.

Immunity: The monster has an Immunity to the listed Regeneration: The monster has a form of Regen,
element. regaining the listed number of HP per round.

207
Undead: The monster is undead. All drain-type attacks Reduced HP: The monster does not follow the ‘triple
against an Undead target are reversed, meaning the health’ rule of regular monsters, for whatever reason, and
user loses HP or MP and the monster gains it. either has x1 or x2 instead. This reflects pack monsters,
Undead creatures gain an Absorbency to Shadow harmless world critters, or regular racial representatives
damage and a Weakness to Holy damage. such as bandits.
Undead monsters also receive the Auto-Zombie status;
Cure spells and healing limit breaks or abilities deal Large: The monster is huge, making it Immune to
damage instead of restoring HP. Knockback and the action-interruption that knockbacks
Items and spells that raise comrades at 0 hp or less – normally cause.
such as Life and Phoenix Downs – have an opposite
effect on the Undead, destroying them instantly. This Call Minions: The monster can take an Instant action
will be ineffective on Notorious Monsters, Bosses, and
once per combat to call for its minions, who arrives at the
End Bosses.
end of the round to join the battle. The minions that are
All Undead are Immune to Poison.
called must be at least 2 levels lower than the caller.
There is generally a numerical listing beside the name of
Counterattack: The monster has a percentile chance the minion; this represents how many appear when the
to counterattack any physical attack against it with a Call Minion ability is used.
normal attack.
Two Weapons: Without needing to have Multiple Parts,
Magical Counterattack: The monster has a the monster has a variety of weapons at its disposal and
percentile chance to counterattack any magical attack can strike simultaneously with them, making its attacks
against it with an Instantly-casted spell. harder to dodge. Like players who dual-wield, monsters
with Two Weapons roll 3d6 for accuracy, and keep the
Impervious: An ability generally only possessed by best two. They also add the entire 3d6 when calculating
bosses, Impervious grants an Immunity to every damage instead of the standard 2d6.
negative status effect EXCEPT what those that have
been specifically listed.

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 (*), you’ll know that it is
tied to the creature’s 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 Thief’s Steal ability.
A ‘Refined’ item can be obtained only with the Engineer’s Innate ability.

Step Eight: Review


Double-check your monster to make sure everything is in order. It’s the GM’s 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, you’re 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 Knight’s ‘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 Killer Bee
Level: 1 Level: 1

The low, baritone hum fills the air even before you see what’s 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
The curious albino rabbit looks up at you, with
of them the size of a large tree is an intimidating sight indeed.
hindquarters seemingly lodged in a small, leafy bush. It
wiggles its nose at you in annoyance as you approach.
Category: Aerial, Beast, Insect
Location: Desert, Town, Forest, Swamps
Leafers are one of the world's most common creatures.
Size: 1ft (1.5ft including wings)
They're herbivores and almost entirely harmless,
Reaction: Hostile
preferring to spend their days munching greenery to
assaulting travelers. They're an unusual species in that
HP: 42
they dislike foraging for food - instead, they use their
MP: 15
hind feet to carry sources of nourishment around with
STR: 5 (+1)
them. This acts as both a makeshift bed and ready
VIT: 3 (+1)
protection from predators, as well as always ensuring
DEX: 16 (+5)
nourishment is close at hand.
INT: 4 (+1)
A leafer’s preferred source of bedding is Gysahl Greens.
SPR: 3 (+1)
Some children keep Leafers as pets, and the creatures
seem to put up with that with only minor reluctance.
Attacks: Flyby, 4 ACC, 5+2d6 damage
*Stinger, 2 ACC, 8+2d6 damage, Inflicts poison, user takes
Category: Beast
32+2d6 damage
Location: Forests, Plains, Towns
Magic: Pollen
Size: 9 inches
Special: Weakness to Ice, Weakness to Wind, Vulnerable to Fire, Call
Reaction: Friendly
for Help, Auto-Float
Evasion: 11
HP: 20
ARM: 3
MP: 0
MARM: 3
STR: 2 (+0)
VIT: 4 (+1)
Rewards: Steal: Antidote, Refine: Cherub Down
DEX: 12 (+4)
INT: 2 (+0)
SPR: 9 (+3)

Attacks: Incisor, 0 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 Dingo
Level: 1 Level: 1

The brown, mottled skin of the beast does little to conceal the taut
muscles and thick veins just beneath the skin’s surface. A pair of
gleaming yellow eyes peer at you, as if waiting – and hoping – for you to
The long beak of the avian has a peculiar shape from run.
which its name is derived, presumably used for spearing
water-dwelling fish. It seems unconcerned by your Typically these wild tundra predators are golden-orange in color, and
presence and barely glances up as you approach. hunt small game such as rabbits, rodents or lizards. Unlike many other
canine predators, Dingoes do not generally form large packs, but
The Axebeak is almost never dangerous. Though it’s instead live in smaller family groups.
carnivorous diet consists exclusively of meat and even A Dingo is characterized by their increasingly-skeletal appearance and
carrion, the Axebeak has never been known to feast on vile smell as they age, to the point that they can be mistakenly be
any of the major races. However, it will defend itself if thought to be undead at first glance.
provoked, and also has an eye for shiny trinkets and Though their tactics in combat aren’t subtle, a Dingo has the unusual
baubles. ability to regenerate damage very rapidly. Not only does this advantage
help them overcome stronger foes, but it also means that a wounded
Category: Aerial, Beast Dingo who flees can return with friends only a few minutes later,
Location: Desert, Mountains, Plains completely healed.
Size: 1.2m
Reaction: Neutral Category: Beast
Location: Mountains, Snow, Plains
HP: 48 Size: 1.7m
MP: 0 Reaction: Hostile
STR: 8 (+2)
VIT: 5 (+1) HP: 45
DEX: 10 (+3) MP: 0
INT: 3 (+1) STR: 9 (+3)
SPR: 5 (+1) VIT: 4 (+1)
DEX: 8 (+2)
Attacks: Dive-bomb, 2 ACC, 8+2d6 damage INT: 5 (+1)
Shred Pockets, 2 ACC, character takes 0 SPR: 5 (+1)
damage but loses 10+2d6 gil.
Magic: None Attacks: Vicious Bite, 5 ACC, 9+2d6 damage.
Special: Vulnerable to Lightning, Weakness to Wind, Pursuit, never miss, 18+2d6 damage. Pursuit is only usable
Flight, Aquan Killer, Flight, Steal job ability (+2). on a target who failed an Escape check on their last turn.
Magic: None
Evasion: 11 Special: Regeneration 5, Immunity to Ice, Aerial Killer
ARM: 3
MARM: 3 Evasion: 8
ARM: 1
Rewards: Steal: Potion, Refine: Shear Feather MARM: 5

Rewards: Steal: Potion, Refine: Arctic Wind

210
Skeleton Goblin
Level: 2 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 it’s black, pupil-less eyes gleam as it looks
you up and down.

Goblins are a humanoid race in their own right – it’s only the
violent tendencies of several tribes and subspecies such as the
The creature appears to be a set of Hume bones, bleached Black Goblins that prevent them from being recognized as such.
white and moving of their own accord. It carries both sword and They are nomadic creatures with different names across the
shield, and two dim yellow lights flicker in its eye sockets globe – sometimes referred to as Imps, Baknamies,
maliciously as it moves towards you. Gobbledyguks, Moblins, and Devils.
Because of the vast differences in the species’ goals, the race
Skeletons are the animated remains of the dead by high-level is, as a whole, unpredictable. You can never tell if the goblin you
Black Mages, and when their master dies or dismisses them, meet in the damp corners of an unexplored dungeon will be
they are left without orders, and shamble off into the world for sticking his sword into your leg, or trying to haggle a fair price to
reasons unknown. Possessing no real intelligence, these unholy sell it to you.
grunts tend to find safety in areas where most races don't tread,
such as wide deserts or abandoned ruins. They viciously attack Category: Humanoid
any living thing that stumbles upon them, oblivious to the risks - Location: Desert, Forest, Lava, Swamp, Mountains, Plains ,
whether this is out of a dim memory of their former master's Towns, Snow, Underground
orders, or a genuine contempt and envy for the living is Size: 0.9m
unknown. Reaction: Wary

Category: Undead HP: 108


Location: Desert, Town, Underground MP: 20
Size: Usually 1.7m, but can vary by creature’s original size STR: 7 (+2)
Reaction: Hostile VIT: 12 (+4)
DEX: 6 (+2)
HP: 96 INT: 4 (+1)
MP: 14 SPR: 3 (+1)
STR: 11 (+3)
VIT: 10 (+3) Attacks: *Shortsword, 4 ACC, 7+2d6 damage
DEX: 6 (+2) Unarmed Flail, -1 ACC, 7+2d6 damage
INT: 1 (+0) Magic: Goblin Punch, Blind
SPR: 5 (+1) Special: Item Use: Potion, Call for Help, Resistance to Ice

Attacks: *Slash, 5 ACC, 11+2d6 damage Evasion: 10


Throw Bone, -1 ACC, 11+2d6 damage ARM: 6 (2 without armor)
Magic: Sleep MARM: 3 (0 without armor)
Special: Undead
Rewards: Drop: Potion, Steal: Tier 1 Weapon, Refine: Smoke
Evasion: 9 Bomb
ARM: 7 (0 without armor)
MARM: 2 (0 without armor)

Rewards: Steal: Buckler, Refine: Zombie Dust

211
Giant Frog Thug
Level: 3 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. Then…with hunger. Thugs encompass a wide catgory. They might include beastmen
or simple pickpockets trying to make a living. Whether back-
An enormous amphibian that occupies the dark, damp places of alley brawlers, orcish raiders, or yakuza hired muscle, Thugs are
the world. Due to its insatiable appetite, Giant Frogs are forced tough combatants that usually fight in waves. They make the
to constantly hunt out new feeding grounds. However, being most out of surprise attacks, using their Ambush job ability to
territorial creatures, more than a few deadly fights have broken deal 200% damage in the pre-emptive combat round.
out involving a comfortable-looking giant lilypad in an
underground pond. Category: Humanoid
Location: Varies
Category: Beast
Location: Underground, Swamp, Forest Size: Varies by race
Reaction: Always Wary or Hostile
Size: 1.6m
Reaction: Varies depending on species; usually Neutral or HP: 56
Wary MP: 0
STR: 4 (+1)
HP: 138 VIT: 5 (+1)
MP: 19 DEX: 4 (+1)
STR: 12 (+4) INT: 2 (+1)
VIT: 11 (+3) SPR: 2 (+1)
DEX: 5 (+1)
INT: 2 (+0) Attacks: *Crushing Blade, 3 ACC, 12+2d6 damage
SPR: 2 (+0) Dump-Tackle , -1 ACC, 24+2d6 damage
Magic: None
Attacks: Crushing Hop, 6 ACC, 12+2d6 damage Special: Reduced Attributes, Ambush job ability, Call for Help,
Sticky Tongue, 3 ACC, 5+2d6 damage and causes a Reduced HP, Item Use: Potion, Counterattack (25%)
short-range knockback
Disgusting Mucus, 0 ACC, 12+2d6 damage and has a Evasion: 7
50% chance to cause Blind. ARM: 10 (0 without armor)
Magic: Frog Song MARM: 10 (0 without armor)
Special: Resistance to Water, Vulnerable to Thunder, Insect
Eater, Insect Killer, Final Attack: Frog Song, Magical Rewards: Drop: Potion, Steal: 200 gil, Refine: War Gong
Counterattack (50%)

Evasion: 9
ARM: 4
MARM: 4

Rewards: Steal: Glowstone, Refine: Fish Scale

212
Larvae Funguar
Level: 3 Level: 3

Intense, furious bursts of light and energy surround around what


A thick stalk supports four large, blood-red leaves, each bearing
appears to be an oozing cocoon. The being hovers several feet
a mouth lined with sharp, carnivorous teeth. The roots could
in the air, leaving a few drops of still-sizzling multicolored ooze
almost be confused with clawed feet and hands at first glance,
on the ground below it.
and the whole creature moves back and forth with an unnatural
sway.
The Larvae is an unusual creature, to be sure. Violent and prone
to magical outbursts, it apparently lacks any goals other than its
The Funguar is a deadly vegetative creature that grows in water
own survival. The fiend remains in this larval stage for several
of high salinity. Due to their hostile behavior, chemicals are often
decades – after which time it can become dormant for years,
produced to prevent these creatures' growth, but all but the most
then suddenly re-emerge as a wholly unique fiend. Some
lethal of mixtures fail to actually kill them.
legends even say that Deathgaze was once a Larvae.
Those who study the Lore of such creatures have reached a
concerning conclusion – Funguar reproduce through pollination
Category: Amorph, Fiend
and can reach adulthood in less than two weeks. Based on
Location: Desert, Lava, Swamp, Mountains, Plains , Water,
these extraordinary powers of reproduction, many chemists
Towns, Snow, Underground, Cosmic
have pressed for an increase in the use of such chemicals.
Size: 2.5ft
Category: Arcana, Plant
Reaction: Hostile
Location: Desert, Forests, Swamp, Plains, Towns
Underground
HP: 111
Size: 1.1m
MP: 55
Reaction: Hostile
STR: 2 (+0)
VIT: 8 (+2)
HP: 111
DEX: 3 (+1)
MP: 43
INT: 14 (+4)
STR: 5 (+1)
SPR: 6 (+2)
VIT: 8 (+2)
DEX: 7 (+2)
Attacks: Mana Sparks, 7 ACC, deals 12+2d6 damage to both
INT: 10 (+3)
the target’s HP and MP.
SPR: 2 (+0)
Magic: Elemental Spikes (Lightning), Thunder, Rasp, Aspir
Special: Resistance to Lightning, Flight, Magical Counterattack
Attacks: Bite, 6 ACC, 5+2d6 damage
(25%), Auto-Float, Vulnerable to Holy
Spore Rain, 0 ACC, Group, 10+2d6 damage and
inflicts Stun for one round
Evasion: 8
Magic: Seed Cannon, Fire, Sleep
ARM: 4
Special: Weakness to Fire, Vulnerable to Ice, Immune to Blind,
MARM: 8
Immune to Charm, Call for Help
Rewards: Steal: Ether, Refine: Electro Marble
Evasion: 8
ARM: 8
MARM: 4

Rewards: Drop: Dream Dust, Steal: Antidote, Refine: Echo


Grass

213
Spider Bomb
Level: 3 Level: 4

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 Bomb’s mouth is wide and grinning, filled with
Your first warning is almost too faint to be recognized – a quiet what appear to be red-hot teeth, and the pupil-less orange eyes
chittering, similar to the sound of many blades tapping against stare at you with amusement, intensity…and maliciousness.
stone rhythmically.
Bombs – also known as Balloons, Purobolos, Grenades, Mines,
These colossal predatorial arthropods are almost perfectly and Pineapples – are a common magical creature that thrives in
silent. Because of their size – and often broods of thousands most areas of the world. They are often astonishingly
upon thousands of eggs – they require much more meat than aggressive, willing to even detonate themselves in a spectacular
most carnivores, and therefore hunt larger prey when capable. explosion to finish off their enemies. The remnants of a defeated
They often wait in ambush, hiding in dark crevices and deep bomb looks like an orange, half-deflated and featureless
swamps. balloon, which retains the explosive and flammable properties
that the Bomb did in life.

Category: Beast, Insect Category: Aerial, Arcana


Location: Desert, Forests, Swamp, Mountains, Plains, Snow, Location: Desert, Lava, Mountains, Plains , Towns
Underground Size: 2.5ft
Size: 9.8m Reaction: Wary or Hostile, depending on species subtype
Reaction: Wary
HP: 138
HP: 111 MP: 42
MP: 19 STR: 5 (+1)
STR: 10 (+3) VIT: 8 (+2)
VIT: 8 (+2) DEX: 11 (+3)
DEX: 11 (+3) INT: 7 (+2)
INT: 2 (+0) SPR: 4 (+1)
SPR: 2 (+0)
Attacks: Bodyslam, 1 ACC, 20+2d6 damage
Attacks: Bite, 5 ACC, 20+3d6 damage Magic: Self-Destruct, Fire, Melt
Spider Wrap, 2 ACC, 10+2d6 damage and Stop Special: Weakness to Ice, Absorbs Fire, Auto-Float, Flawless
Magic: Web Armor, Poison Spell (Self-Destruct can be cast Instantly, and costs no MP,
Special: Weakness to Fire, Vulnerable to Water, Two Weapons once per round), Chain Reaction (Can cause other allied Bombs
to Self-Destruct at the same time it does, but each Self-Destruct
Evasion: 9 - including the original - only deals 50% damage.)
ARM: 7
MARM: 5 Evasion: 11
ARM: 10
Rewards: Steal: Potion, Refine: Sticky Web MARM: 3

Rewards: Drop: Bomb Core, Steal: Potion, Refine: Bomb


Fragment

214
Imperial Soldier Ogre
Level: 4 Level: 5

The earth rumbles as the green-skinned colossus approaches,


his rancid breath visible in the cool air. The sound of metal
“That’s far enough! Drop your weapons and put your hands in grinding on metal accompanies each footstep thanks to the
the air, rebel scum!” thing’s patchwork armor, and it draws a weapon twice as large
as you….
Wherever civilization flourishes, there will always be those who
seek to usurp power – these shock troops serve such aspiring Ogres are physically imposing enemies found the world over.
dictators unwaveringly. Their loyalty is absolute, though their Blessed with only rudimentary intelligence, they arm themselves
training is minimal and they are best known for their terrible aim. with weapons from steel mauls and flails, or simply use trees
Imperial Soldiers can be either male or female, generally use ripped out of the ground as makeshift clubs.
low-technology guns as weapons, and wear helmeted uniforms Even a few Ogres can pose problems for an entire band of
of matching colors. They are often cleared for use of heavier adventurers due to their extremely fast regenerative abilities.
weaponry should the need arise.
Category: Humanoid
Category: Humanoid Location:
Location: Varies Size: 3.1-4m
Size: Varies by race Reaction: Hostile
Reaction: Usually wary
HP: 195
HP: 26 MP: 0
MP: 0 STR: 14 (+4)
STR: 3 (+1) VIT: 10 (+3)
VIT: 3 (+1) DEX: 5 (+1)
DEX: 3 (+1) INT: 1 (+0)
INT: 3 (+1) SPR: 4 (+1)
SPR: 3 (+1)
Attacks: Chain Flail, 6 ACC, 28+2d6 damage (Disarmable)
Attacks: *Bullet, 2 ACC, 15+2d6 damage Crushing Finish, 0 ACC, 42+2d6, Short Range
*Wave Cannon, -5 ACC, 36+2d6 damage Knockback and has a 25% chance to Shatter Armor
Bomb Core, 0 ACC, Group, 30+2d6 Fire M.ARM Ogre Pummel, 3 ACC, 14+2d6 damage
Fisticuffs, 0 ACC, 3+2d6 damage Magic: None
Magic: None Special: Resistance to Fire, Resistance to Ice, Regeneration
Special: Reduced Attributes, Counterattack (25%), Call for 15, Counterattack (25%), Final Attack: Crushing Finish
Help, Reduced HP, Item Use: Potion
Evasion: 9
Evasion: 7 ARM: 13 (3 without armor)
ARM: 20 (0 without armor) MARM: 7
MARM: 10 (0 without armor)
Rewards: Steal: Random Tier 2 weapon, Refine: Earth Drum
Rewards: Drop: Bomb Core, Steal: Potion, Refine: Bracchus
Wine

215
Achelous Flan
Level: 5 Level: 5

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 Flan’s
The many fins on the strange yellow-orange creature seem to surface.
move independently, giving it a very graceful appearance. The
darker-colored tips of each tentacle-like fin begin to shimmer – a Whether known as Jellies, Puddings, Oozes, Mousse, or the
moment later, a sizzling orange laser streaks through the water variety of other names this magical species has been given,
towards you, burning through everything in its path. these multicolored slime-like creatures rarely attack on sight.
With no need to consume nourishment, the motivations of these
While at first glance an Achelous could be mistaken for a bizarre magic-wielding elemental blobs are mostly unknown.
species of fish, these aquatic predators are actually composed When attacked, Flans will lash out with everything they have,
almost entirely of magic. using their formidable offensive magic to heal themselves if they
Ancient cultures revered the Achelous, believing them to be the find themselves weakened.
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 Category: Amorph
water. Location: Lava, Plains , Water, Towns, Snow, Underground
While the Achelous begins to prepare their dangerous Homing Size: Varies
Laser attack, their fins glow with a shimmering light. Reaction: Wary

Category: Aquan, Arcana HP: 150


Location: Water, Snow, Town MP: 85
Size: 2ft STR: 2 (+0)
Reaction: Hostile VIT: 7 (+2)
DEX: 9 (+3)
HP: 135 INT: 14 (+4)
MP: 75 SPR: 3 (+1)
STR: 4 (+1)
VIT: 6 (+2) Attacks: Slime Surge, 2 ACC, 2+2d6 damage that ignores ARM
DEX: 10 (+3) Magic: Low-level offensive magic with the Flan’s same element
INT: 12 (+4) (i.e.; Fire, Blizzard)
SPR: 3 (+1) Special: Unusual Defense: Physical, Call for Help, Absorbs-
[Element] (Varies)
Attacks: Cutting Fins, 1 ACC, 16+2d6 Water damage
Blinding Barrage, 1 ACC, 8+2d6 damage and inflicts Evasion: 9
Blind ARM: 15
Magic: Homing Laser MARM: 5
Special: Magical Counterattack (50%), Immune to Blind,
Weakness to Lightning, Resistant to Water Rewards: Steal: Potion, Refine: Accelerator

Evasion: 11
ARM: 5
MARM: 10

Rewards: Steal: Ether, Refine: Fish Scale

216
Chocobo Hydra
Level: 5 Level: 6 (Notorious Monster)

“Kweh!”

The lovable, large, and common avian creatures known as A long serpentine head begins to pull itself out of the swamp, the
Chocobo have come in many different colors; some yellow, bog water running in long, drool-like rivulets from the beast’s
some blue, black, green, red, white and gold. They are used gaping mouth. Then a second head rises, and then a third and a
as transportation between many major cities, and Chocobo fourth….
breeding, racing, digging, and taming has been around for
hundreds of years. It’s only in the last few decades that These terrifying multi-headed beasts lurk underwater, waiting for
airships have begun to replace these creatures as a primary prey of any sort to draw near. They are fearsome combatants with
method of travel. an independently-thinking mind located in each of its many heads.
They possess remarkable senses, capable of hearing other A Hydra hide can fetch a high price, as the thick skin is
Chocobos from miles away, and smelling buried objects deep waterproof, doesn’t conduct electricity, and nearly impossible to
underground. damage with fire – however, more than one overconfident
Though Chocobos are usually extremely friendly, some adventuring troupe have met their end to these dangerous beings.
subspecies which have remained in the hostile wild for many
years have developed aggressive, survivalist personalities. Category: Aquan, Fiend
Location: Swamps, Underground
Category: Beast Size: 6-7m
Location: Desert, Forests, Mountains, Plains , Towns, Snow Reaction: Hostile
Size: 1.3m
Reaction: Almost always Friendly HP: 282 (Body), 47 (Head)
MP: 0 (Body), 64 (Head)
HP: 30 STR: 9 (+3)
MP: 45 VIT: 12 (+4)
STR: 3 (+1) DEX: 10 (+3)
VIT: 3 (+1) INT: 7 (+2)
DEX: 11 (+3) SPR: 4 (+1)
INT: 6 (+2)
SPR: 13 (+4) Attacks: Bite, 6 ACC, 27+2d6 damage (Head Only)
Sulfurous Breath, 6 ACC, 21+2d6 Fire damage, has a
Attacks: Peck, 1 ACC, 6+2d6 damage 50% chance to inflict Blind (Head Only)
Choco Guard, grants the user Protect and Shell Magic: Poison Breath
Magic: Choco Ball Special: Resistant to Water, Large, Resistant to Lightning,
Special: Reduced HP x1, Vulnerable to Ice, Vulnerable to Resistant to Fire, Resistant to Shadow, Multiple Parts,
Shadow Combination Attack (Triple Threat, deals 300% damage)

Evasion: 12 Evasion: 10
ARM: 6 ARM: 10
MARM: 0 MARM: 15

Rewards: Steal: Hi-Potion, Refine: Chocofeather Rewards: Drop: Blood Sword, Steal: Revivify, Refine: Dragon
Scale

217
Ahriman Bunyip
Level: 6 Level: 6

The draconic creature seems to possess a hard shell-like skin,


glistening with moisture. It’s arms are muscled almost to the
The bulbous, cycloptic monster is held aloft by two rapidly point of being ridiculous, and the squat purple dragon is clearly
beating bat-like wings. It’s rubbery skin is the same shade as a upset at the interruption…
Hume’s, with other similar features that genuinely disturb you if
you think too much about it. A Bunyip is, in fact, part of the dragonoid family. They prefer
non-temperate environments where they can have their
The Ahriman is a winged, floating creature with a predominant privacy, such as tropical rainforests and the middle of deserts.
single eye. Based on its appearance, the creature is often Extremely territorial, Bunyips rarely meet with others of their
referred to as the Evil Eye or Float Eye. In Monster Talk, they own kind.
refer to themselves as Buer.
Ahriman were once people, twisted and corrupted in undeath by Category: Dragon
fiendish magic. They fight with a great deal of caution and care Location: Desert, Forests, Plains , Snow
for their own life, lashing out with powerful magicks before Plains, Snow
retreating to higher ground. Size: 1.4m
Reaction: Hostile
Category: Aerial, Fiend
Location: Desert, Forests, Swamp, Plains , Towns, Snow HP: 300
Size: 3m wingspan, 1m tall MP: 20
Reaction: Hostile STR: 10 (+3)
VIT: 14 (+4)
HP: 192 DEX: 2 (+0)
MP: 80 INT: 6 (+2)
STR: 8 (+2) SPR: 4 (+1)
VIT: 8 (+2)
DEX: 6 (+2) Attacks: Slam, 5 ACC, 30+2d6 damage
INT: 10 (+3) Facefirst Slam, 2 ACC, 20+2d6 damage and the
SPR: 4 (+1) target’s ARM score is reduced to 0 for several
rounds.
Attacks: Collision Course, 6 ACC, 16+2d6 damage Magic: Revenge
Grim Gaze, -2 ACC, instantly reduces a target to 0 HP Special: Unusual Defense: Physical (takes half damage from
Magic: Fira, Thundara, Blizzara, Stona, Rasp, Bio, Drain, Aspir, physical and 200% damage from magical attacks), Resistance
Blank Gaze, Protect, Shell to Water, the Fighter job ability ‘Skin of Iron’
Special: Unusual Defense (takes half damage from magical and
200% damage from physical attacks), Immune to Blind, Call for Evasion: 10
Help, Auto-Float ARM: 15
MARM: 5
Evasion: 8
ARM: 10 Rewards: Steal: Potion, Refine: Dragon Scale
MARM: 10

Rewards: Drop: Ahriman’s Tears, Steal: Eye Drops, Refine: Ink

218
Zu Couerl
Level: 7 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 The orange feline lets out a low, burbling growl, it’s tail twitching
at your approach. The creature’s entire body is tensed and
Fierce and ruthless carnivores, these massive avians are ready to spring, the two large, multicolored whiskers beginning
renowned for their lack of self-preservation when hunting. It’s to glow softly.
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 These aggressive predators prefer to take down their foes with a
attention to any wounds it may be receiving as well. bombardment of magical attacks from afar before finally closing
Only when the Zu is fully sated will it leave, carrying several still- in for the feast. They are prideful hunters, and more than one
flailing citizens back with it for a later snack. Couerl has been reported as fleeing from a battle upon being
Some studiers of monster lore have determined that the Zu and physically wounded.
its cousin, the Garudas, do not feel physical pain. Or at least, They hunt in small packs of 3-4, and apparently communicate by
any discomfort they may feel is overwhelmed by the hunger slight movements in their ribbon-like whiskers. Often, Couerl will
pains caused by possessing four independent stomachs. defer to the decisions of an elder of their species.
They use Ultrawaves often in combat, attempting to sow discord
Category: Aerial, Beast among their opponents while being immune to normal
Location: Desert, Forests, Swamp, Mountains, Plains backlashes of the spell.
Size: 6m
Reaction: Hostile Category: Arcana, Beast
Location: Desert, Forests, Plains, Snow
HP: 219 Size: 2m long (not including tail)
MP: 45 Reaction: Wary
STR: 14 (+4)
VIT: 8 (+2) HP: 198
DEX: 9 (+3) MP: 90
INT: 4 (+1) STR: 7 (+2)
SPR: 7 (+2) VIT: 6 (+2)
DEX: 12 (+4)
Attacks: Swoop, 6 ACC, 42+2d6 damage INT: 9 (+3)
Titanic Jaws, 1 ACC, 56+2d6 damage and inflicts SPR: 4 (+1)
Armor Break
Magic: None Attacks: Raking Claws, 6 ACC, 21+2d6 damage
Special: Flight, Counterattack (25%) Corner the Prey, 4 ACC, 21+2d6 damage and the
target suffers a -2 penalty to Run Away rolls.
Evasion: 9 Magic: Ultrawaves, Wall
ARM: 10 Special: Absorbs Lightning, Call for Help, Immune to Confusion
MARM: 10
Evasion: 10
Rewards: Steal: Hi-Potion, Refine: Windmill ARM: 10
MARM: 15

Rewards: Steal: Hi-Ether, Refine: Lightning Marble

219
Mandragora Lost Soul
Level: 8 Level: 9

The distinctive-looking Mandragora peers up at you, holding


it’s spherical head in its floppy, fingerless hands. Then it lets
out a squeep and runs into the darkness, as fast as it’s 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 The ghost appears both solid and semi-translucent, it’s body a dull
exhibiting personalities surprisingly similar to ours. They are brown. It possesses two large eyes which it does not seem to
ruled by a monarchy and often wear small, tailored garments open, but no other facial features.
to protect them from the cold – which is deadly to the Then the warmth begins to drain from the air, and the ghost drifts
Mandragora people. forward…
There are many types of Mandragora, most of which live
peacefully with one another – Alarunes, Pumpkin Heads, Wild Lost Souls haunt forlorn and forgotten places, bound to this fate
Onions, Nightshades, Topstalks, Tomatoes, and more. If until finally put to rest. They are purposeless, restless spirits with
forced into combat, a Mandragora will usually attempt to call no continued reason for existence.
for help as much as possible, overwhelming larger and more Lost Souls often recall part of their former life, but it’s personality is
dangerous foes with sheer numbers. Mandragora are known fragmented by death and then manifestation as an undead spirit.
to become hostile and aggressive if they take nourishment Most Lost Souls have grown angry in the centuries that they have
from soil where blood has been spilled. remained on the mortal plane, and attack any living being that
They are a very chatty species to anyone who possesses the stumbles upon them. Their Degenerator spell is incredibly
Monster Talk language. powerful, quickly causing even the strongest of heroes to feel
Mandragora are edible. They frown upon this. distinctly mortal.

Category: Undead
Category: Plant Location: Desert, Dungeons, Forests, Swamps, Mountains,
Location: Desert, Forests, Swamps, Towns Plains, Towns, Snow, Underground
Size: 0.8ft Size: Varies
Reaction: Neutral Reaction: Varies. Almost always Hostile.

HP: 46 HP: 246


MP: 82 MP: 154
STR: 2 (+0) STR: 2 (+0)
VIT: 4 (+1) VIT: 7 (+2)
DEX: 10 (+3) DEX: 5 (+1)
INT: 8 (+2) INT: 15 (+5)
SPR: 14 (+4) SPR: 10 (+3)

Attacks: Headbutt, 5 ACC, 30+2d6 damage Attacks: Farplane’s Grasp, 0 ACC, 30+2d6 Shadow damage and
Ripe Rampage, 2 ACC, 55+2d6 damage and the inflicts Fear for one round
Mandragora is reduced to 0 HP Magic: Blind, Poison, Twilight, Sickness, Blizzara, Rasp, Bio,
Scamper, a target Mandragora ally gains a +2 Zombie, Fira, Death, Degenerator
bonus to EVA and ACC until combat ends. Special: Undead, Magical Counterattack (50%), Immune to Blind,
Magic: None Auto-Float, Auto-Protect
Special: Weakness to Ice, Vulnerable to fire, Reduced HP
x1, Call for Help, Job ability Preemptive Footwork. Evasion: 9
High-ranking representatives of the species may not have ARM: 10
Reduced HP MARM: 25

Evasion: 9 Rewards: Steal: Revivify, Refine: Curse Spike


ARM: 0
MARM: 0

Rewards: Steal: Loco Weed, Refine: Mute Mask

220
Ochu Anacondaur
Level: 9 Level: 10

The black-skinned creature hisses, slithering forward and leaving long


The obviously planetoid creature brandishes four thorny trails of slime in its wake. You feel yourself compelled to make eye
tendrils at you, each tipped with a pair of hooked finger- contact, unable to rip your gaze away from its hypnotic red eyes.
like vines. The creature’s gaping maw oozes a viscous,
drooling sap, and it lets out a shockingly human- The Anacondaur, despite its appearance, is actually a lizard and not a
sounding scream as it approaches 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
Ochu are massive, man-eating plantlike Fiends that them in a strangling embrace, spit a corrosive liquid, and even utilize a
seem to possess no real intellect. Lacking a sense of form of unique magic that allows them to strike enemies from afar.
self, they only seek to feed and destroy. Small tribes of
Mandragora sometimes revere the Ochu, referring to Category: Fiend, Beast
them as the ‘Lords of the Wood.’ Mandragora will Location: Desert, Mountains, Plains, Water, Underground
sometimes even leave out thoughtful makeshift gifts, in Size: 1.5m tall, 6m fully elongated
hopes this tribute will be perceived as an act of peace. Reaction: Hostile
The Ochu, not capable of understanding such a gesture,
just eat them anyway. HP: 300
MP: 76
Category: Fiend, Plant STR: 10 (+3)
Location: Forests, Plains VIT: 8 (+2)
Size: 2.7m tall, tentacles add an additional 1.5m DEX: 12 (+4)
Reaction: Hostile INT: 6 (+2)
SPR: 4 (+1)
HP: 300
MP: 30 Attacks: Slithering Strike, 3 ACC, 36+2d6 damage
STR: 13 (+4) Poison Spit, 3 ACC, Group, 18+2d6 damage and inflicts
VIT: 9 (+3) Poison until combat ends
DEX: 5 (+1) Magic: Laser Eyes
INT: 2 (+0) Special: Status Touch: Petrify (25%), Flawless Spell (Laser Eyes can
SPR: 10 (+3) be cast Instantly, and costs no MP, once per round)
Attacks: Earthquake, 6 ACC, Group, 39+3d6 Earth Evasion: 12
damage ARM: 20
*Drain Vine, 3 ACC, 39+3d6 damage and MARM: 10
drains 39+2d6 MP
Magic: Flash, Sleepaga Rewards: Steal: Antidote, Refine: Mystery Fluid
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: 9
ARM: 15
MARM: 15

Rewards: Drop: Hi-Potion, Steal: Ether, Refine: Tribal


Drum

221
Chocobo Eater Cactuar
Level: 10 (Notorious Monster) Level: 11

The Cactuar gazes at you with caution, it’s 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 runner’s 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.
The creature before you is unlike anything you’ve ever seen. The face is
If a Cactuar takes damage but remains standing, it will
lizardlike, with cavity-filled molars jutting out in odd directions. The stench
often follow up the following turn by Escaping.
of something rotten is on its breath, and it’s two colossal arms drag along
Rumors speak of a Cactuar that has grown larger than
the ground beside it, easily twice as long as the beast is tall
all the rest, easily towering above most buildings. It is
said to possess a curly moustache and a serious
As the name suggests, this one-of-a-kind lizard has a very unusual diet,
demeanor, though these claims are, as of yet,
subsisting entirely off of Chocobo meat. It avoids attacking people unless
unfounded.
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
Category: Abnormal, Plant
continues its harvest uninterrupted.
Location: Desert, Plains
The Chocobo Eater’s most deadly attack is its Drill Shot maneuver,
Size: 4 inches
which allows the hulking creature to inflict normal damage despite any
Reaction: Usually Neutral
protection the target may have. It often uses Cleave to damage multiple
HP: 46
foes at once.
MP: 110
STR: 3 (+1)
Category: Abnormal
VIT: 3 (+1)
Location: Desert, Forests, Mountains, Plains
DEX: 27 (+9)
Size: 2.5m tall, 4m arms
INT: 7 (+2)
Reaction: Wary, Hostile vs. Chocobos
SPR: 3 (+1)
HP: 564
Attacks: Cactuar Tackle, Never miss, 12+2d6 damage
MP: 100
that ignores ARM
STR: 17 (+5)
Magic: 1000 Needles, Flawless Spell (Escape can be
VIT: 14 (+4)
cast Instantly, and costs no MP, once per round),
DEX: 3 (+1)
Special: Counterattack, Reduced HP x1, Immune to
INT: 7 (+2)
Berserk, Sleep, Petrify, Stop and Slow, Call for Help,
SPR: 9 (+3)
and the Ninja job ability ‘Evade Magic’
Attacks: Uppercut, 8 ACC, 85+2d6 damage
Evasion: 17
Shakedown, 4 ACC, 68+2d6 damage, causes a Medium
ARM: 0
Range knockback and Disarms the target
MARM: 0
Magic: Drill Shot, Eject
Special: Counterattack, Weakness to Fire, Cleave job ability.
Rewards: Steal: Sprint Shoes, Refine: Cactus Thorn
Evasion: 11
ARM: 25
MARM: 10

Rewards: Steal: Hyper Wrist, Refine: Dynamo Stone

222
Magic Urn Antlion
Level: 11 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 Waves of sand burst skyward all around you, and you only have a split-
legendary might, foes unto the gods themselves. second to dive and roll away from the massive orange-brown jaws that snap
The gods feared them and their power, and so at the air. The rest of the creature emerges from the sand pit only moments
changed their form to that of a harmless pot. It is later, chittering angrily in some unknown monstrous language. An Antlion
further said that though their strength be stolen and has discovered you, and seeks to make you his next meal!
their temperament cooled by transformation, they
still possess terrible magical powers. Extremely aggressive carnivorous insects also sometimes known as
Whether true or not, more than one adventurer has Deathclaws, Antlions reside deep underground. They are not fussy eaters
made a friend from these otherwise cautious, mute and are known to be able to make a single meal last for weeks. Rending
being by offering it an Elixir. flesh from their prey with large, envenomed jaws, Antlions are by far the
When a Magic Urn uses the Escape spell in combat most common nonmagical type of monster.
to flee, they soar skyward as if propelled by an Antlions often possess Geomancer abilities
engine.
Category: Insect
Category: Abnormal Location: Underground
Location: Varies Size: 15-16m long
Size: 0.6m Reaction: Hostile
Reaction: Friendly
HP: 498
HP: 102 MP: 0
MP: 190 STR: 13 (+4)
STR: 2 (+0) VIT: 12 (+4)
VIT: 2 (+0) DEX: 10 (+3)
DEX: 12 (+4) INT: 2 (+0)
INT: 15 (+5) SPR: 5 (+1)
SPR: 10 (+3)
Attacks: Spit Venom, 4 ACC, 36+2d6 damage, inflicts Poison
Attacks: Toss Stone, Never miss, 36+2d6 damage Sandstorm, 2 ACC, Group, 72+2d6 Earth damage
Magic: Tractor, Drain, Rasp, Aspir, Blizzaga, Antlion Bite, 6 ACC, 52+2d6 damage
Thundaga, Firaga, Sleepaga, Protect, Shell, Seal, Magic: Drill Shot
Escape, Mini, Confuse, Curaga, Addle, Melt Special: Weakness to Water, Weakness to Ice, Resistant to Earth, Status
Special: Controlled Defense, Magical Counterattack, Touch (Poison) (25%), Large
Reward (If the party gives a Magic Urn an Elixir, they
receive 1 additional point of EXP and all other Evasion: 10
rewards as if combat resolved normally.) ARM: 15
MARM: 15
Evasion: 9
ARM: 0 Rewards: Steal: Hi-Potion, Refine: Deadly Waste
MARM: 0

Rewards: Refine: Flashbang

223
Chimera Deathgaze
Level: 12 Level: 13 (Boss)

The abomination’s three heads- lion, rooster, and The sheer size of the creature takes your breath away. Two vast wings
dragon - look at you simultaneously and let out a low disappear into the clouds above, and it’s glowing yellow eyes are larger
warning growl. than buildings. A sense of imminent dread settles deep into your soul at the
very sight.
The Chimera is a monstrous beast with the head of a
lion, rooster, and dragon. Each head has access to a The motives of the colossal winged undead known only as Deathgaze are a
different element of spell. mystery. Every several hundred years it resurfaces to feed, flying from town
The legends say that Chimeras were once mages, to town to slaughter people by the thousands.
twisted into fell beings by the experiments of a man Its motives are as inscrutable as the appearance of the monster itself.
who was once called The Alchemist, and later In combat, Deathgaze is reported to use his massive wings to knock foes
became known as The Immortal, the first of the Blue up to miles away, then drawing targets back to him using Tractor to fight
Mages. Whether there is any truth to this rumor or potential threats individually.
not, it’s well-known that Chimeras do possess a
special hatred for mages, especially those that utilize Category: Aerial, Undead
Blue Magic, and will ignore all other threats to target Location: Cosmic
mages. Chimera almost always travel in packs. Size: 0.7 miles
Reaction: Friendly, Neutral, Wary, Hostile
Category: Abnormal
Location: Desert, Forests, Swamps, Mountains, HP: 849
Plains, Snow MP: 257
Size: 2.3m STR: 17 (+5)
Reaction: Hostile VIT: 17 (+5)
DEX: 9 (+3)
HP: 354 INT: 15 (+5)
MP: 166 SPR: 11 (+3)
STR: 10 (+3)
VIT: 8 (+2) Attacks: Crush, 8 ACC, Group, 68+2d6 damage
DEX: 5 (+1) Abyssal Scream, 4 ACC, Group, 40+2d6 Shadow damage
INT: 12 (+4) and causes a Long Range knockback.
SPR: 7 (+2) Magic: Lv.? Doom, Blizzaga, Thundaga, Melt, Tractor, X-Zone
Special: Fear, Immune to Petrify, Large, Undead, Flight, Call Minions (10
Attacks: Claw, 3 ACC, 40+3d6 damage Larvae), Destructive Strike ability, Skin of Iron ability
Cockatrice’s Gaze, Never misses, drains Limit Break: Nihilium. 85+2d6 M.ARM damage, Random Target and
51+2d6 mp and deals no damage. Debilitate (2) against Shadow.
Magic: Electrocute, Flamethrower, Aqua Rake,
Blizzara, Seal, Quick, Illusion Evasion: 12
Special: Auto-Haste, Resistance to Water, ARM: 25
Resistance to Lightning, Resistance to Fire, MARM: 25
Resistance to Wind, Resistance to Ice, Two
Weapons, Flight, Magical Counterattack (50%), can Rewards: Drop: Ironside, Steal: Rage Ring, Refine: Curse Spike
ignore ‘Provoke,’ ‘Threaten’ and similar effects.

Evasion: 10
ARM: 15
MARM: 25

Rewards: Steal: Tier 3 armor, Refine: Antarctic


Wind

224
Malboro Wyvern
Level: 13 Level: 14

The hideous plant possesses brownish-green mottled skin and writhing


tentacles. It’s 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 The dragon’s hot breath heats the air, it’s sharpened
other creatures to survive. The Malboro is a fearsome foe most talons digging into the rocky earth. It’s arms are feeble,
despised due to its horrible "Bad Breath" attack which inflicts a vast having been traded for forelimbs at some point in the
amount of status effects, capable of obliterating an entire party in a creature's eons-long development. Then the Wyvern
matter of a few turns. takes flight, a blur of motion as it wheels gracefully
Oddly, Malboros seem to rapidly petrify as they age, darkening and through the sky.
hardening their rubbery skin. These elder Malboros are more intelligent
than the rest, and seem to command obedience from the younger These lesser dragons, born inferior to others of their ilk,
examples of the race. are nevertheless a fearsome foe. These species come
In combat, a Malboro can use the Blue Mage ability ‘Aura Magic’, giving in many colors, ranging from a dull mottled brown or
up 183 HP in order to make Bad Breath a Group-targeting attack. black to a brilliant turquoise-blue that the Dragoons have
emulated out of reverence.
Category: Plant In ages past they were believed to be emissaries of
Location: Desert, Forests, Swamps, Plains some sort of War God, inspiring soldiers on the field to
Size: 2.1m tall, 1.8m tentacles. acts of foolhardy courage and bravery.
Reaction: Hostile Wyverns seem to be able to communicate telepathically
with Dragoons, whom they never attack without
HP: 732 provocation.
MP: 75
STR: 10 (+3) Category: Aerial, Dragon
VIT: 17 (+5) Location: Mountains
DEX: 6 (+2) Size: 6.5m
INT: 4 (+1) Reaction: Varies. Usually wary or Hostile.
SPR: 6 (+2)
HP: 408
Attacks: Drain Tentacle, 5 ACC, 40+2d6 damage and the Malboro has MP: 164
a 25% chance to recover 75 MP. STR: 6 (+2)
Cloying Breath, 20+2d6 damage and inflicts Seal and Slow VIT: 8 (+2)
Magic: Bad Breath DEX: 12 (+4)
Special: Impervious, Aura Magic, Growing Threat (At the start of each INT: 10 (+3)
combat round, all players take a -2 penalty to their EVA and ACC SPR: 8 (+2)
scores. This penalty accumulates each successive round.)
Attacks: Bite, 2 ACC, 48+2d6 damage
Evasion: 11 Inhale, 2 ACC, 40+2d6 MP is drained
ARM: 20 Megiddo Flame, never miss, group, 60+2d6
MARM: 10 Fire Damage, can only be used once per
combat
Rewards: Drop: Malboro Poison, Steal: Remedy, Refine: Deadly Waste 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 Demonolith
Level: 14 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 The monolithic gravestone before you appears to bear words of
gleams with the hatred of the living. sympathy for the fallen, listing many names. Several human-
shaped bones appear to have been inserted into the grave
A Tonberry, also localized as Dingleberry or Pug, is quite small, during its construction, poking out at unusual angles.
usually no larger than two or three feet (sixty to ninety As you move in to inspect the epitaph further, the bones
centimeters) tall. They are truly vicious predators of the highest suddenly begin to stir and knit together of their own accord,
degree, believing it is their duty in life to make wandering slashing at the air where you stood only a moment ago…
adventurer's pay for their sins, and seek vengeance for the many
monsters slain by the humanoid races. It is this lust for faceless Demonoliths were created by some twisted, long-forgotten
revenge that drives Tonberries, and, though they speak the wizard to protect his valuables. These constructs are fueled with
Common Tongue, very few have words to share. necromantic energy of the most horrific kind; when a
Demonolith slays a trespasser, it waits many years for the flesh
Category: Abnormal to fall from the bones before assimilating the victim’s remnants
Location: Forest, Swamps, Town, Underground into itself.
Size: 2ft Some truly ancient Demonoliths are more bone than construct,
Reaction: Hostile and are capable of movement – most, however, have neither
the strength nor size to escape their stony prison.
HP: 450
MP: 136 Category: Construct, Undead
STR: 13 (+4) Location: Towns, Underground
VIT: 9 (+3) Size: 2.2m tall
DEX: 8 (+2) Reaction: Hostile
INT: 8 (+2)
SPR: 6 (+2) HP: 480
MP: 220
Attacks: Approach, slow action, no effect. STR: 11 (+3)
Chef’s Knife, 5 ACC, 156+2d6 damage (Disarmable) VIT: 9 (+3)
Everyone’s Grudge, Never miss, Group, Deals 150 DEX: 1 (+0)
M.ARM damage for every Tonberry each target has INT: 13 (+4)
slain. SPR: 11 (+3)
Karma, Never Miss, Instantly reduces a medium-
range target to 0 hp. This is considered a ‘Death’ Attacks: Raking Claw, 7 ACC, 55+2d6 damage
status effect. Pharaoh’s Curse, 5 ACC, Medium Range, deals
Magic: Condemned 26+2d6 Shadow damage that ignores ARM and
Special: Impervious, Slow moving – can only move a Short inflicts Petrify
distance instead of a Medium distance each round. Magic: Stona, Stonaga, Tractor, Lock, Melt
Tonberry cannot use other attacks until it has used Approach Special: Status Touch: Curse (50%), Undead, Auto-Stop,
twice. If Tonberry is affected by a Knockback, it must start over. Immune to Mini, Immune to Curse, Immune to Charm
Tonberries possess the Killing Machine and No Mercy job
abilities. Evasion: 0
ARM: 30
Evasion: 8 MARM: 20
ARM: 20 (0 without armor)
MARM: 20 (5 without armor) Rewards: Drop: Revivify, Refine: Zombie Dust
Rewards: Steal: Safety Bit, Refine: Chef’s Knife

226
Land Worm Imperial Captain
Level: 15 Level: 16

“Open fire! Leave no survivors!”

Imperial Commanders, Captains and Generals are squad


leaders for a handful of Imperial Soldiers – they use large
The sand all around you ripples like the waves of the ocean serrated swords in combat as well as guns, often more
before something that defies description bursts upward through advanced weaponry possessed by the rest of their team.
the sand. The creature is enormous – at least fifteen meters Imperial Captains are often quite powerful and are not to be
high – and you wonder how many more are on the way. underestimated. They have undergone rigorous selection
procedures to become the pride of the Imperial Army.
In stark contrast to their great strength and resilience, Land Some possess Android grafts, allowing them to see even in
Worms are very vulnerable to status attacks. pitch blackness or communicate with other Systems across a
distance. They possess the Warcry, First Strike and Leadership
Category: Beast job abilities, making any Imperial Soldiers even more
Location: Underground, Desert dangerous.
Size: Unknown.
Reaction: Hostile Category: Humanoid
Location: Varies
HP: 930 Size: Varies by race
MP: 0 Reaction: Varies, often Wary
STR: 18 (+6)
VIT: 19 (+6) HP: 200
DEX: 4 (+1) MP: 55
INT: 2 (+0) STR: 6 (+2)
SPR: 2 (+0) VIT: 5 (+1)
DEX: 7 (+2)
Attacks: Swallow, 8 ACC, inflicts Stun for several rounds. A INT: 4 (+1)
Land Worm can only have one target Swallowed at a SPR: 3 (+1)
time, and any target Stunned in this way takes
90+2d6 Earth damage at the start of each of their Attacks: *Gatling Sword, 4 ACC, 78+2d6 damage
turns. *Superior Firepower, 4 ACC, 66+2d6 damage,
Black Drool, 4 ACC, 54+2d6 Shadow damage inflicts Seal
Sneeze, 0 ACC, 36+2d6 damage and causes a Right Hook, 2 ACC, 6+2d6 damage
Long Range knockback. Magic: Wall, Blizzaga
Magic: Quake Special: Reduced Attributes, Reduced HP, *Construct Killer,
Special: Immune to Blind, Immune to Mini, Immune to Earth, *Status Touch:Seal (25%), Call Minions (4 Imperial Soldiers),
Vulnerable to Water, Large, Flawless Spell (Quake can be cast Call for Help, *Warcry, *First Strike, and Leadership job abilities
Instantly, and costs no MP, once per round)
Evasion: 8
Evasion: 12 ARM: 50 (0 without armor)
ARM: 10 MARM: 40 (0 without armor)
MARM: 10
Rewards: Steal: Tier 4 Heavy Armor, Refine: Molotov
Rewards: Steal: Sage’s Staff (Quake), Refine: Earth Gem

227
Mamool Ja Geosgaeno
Level: 16 Level: 16 (Notorious Monster)

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 creature’s rocky
The beast before you is an unusual one – balancing on taloned, skin, resembling those employed in ancient warfare. You can
three-toed feet is a lizardlike creature clad in well-made warrior’s only assume how long this dangerous creature has lived…
garb. It brandishes a scimitar and approaches you with loathing
– and pity – in its milky, slanted eyes. The Geosgaeno is said to be the father of all Fiends, protecting
his twisted offspring with a cold, calculating human mind. It was
A militaristic tribe of demihumans, the Mamool Ja are long thought that the Geosgaeno was merely a myth, until one
philosophers, poets, warriors and religious fanatics that seek brave adventurer ventured to find proof – though the man’s life
nothing less than total domination over all other races. was lost in the attempt, the existence of this centuries-old threat
In their own tongue, Mamool Ja means 'brethren of the shining was confirmed at last.
scale.' They are lead by an Autarch, a totalitarian, two-headed Portions of the Geosgaeno’s body has petrified, becoming
leader that rules with an oppressive iron fist. harder than stone. It prefers to remain in the deepest parts of
the ocean, unable to exist on land.
Category: Humanoid
Location: Varies, usually Forest or Swamp Category: Aquan, Fiend
Size: 1.7-2.1m Location: Underground
Reaction: Hostile, some rules can be Neutral Size: 16.1m
Reaction: Hostile
HP: 498
MP: 214 HP: 702
STR: 9 (+3) MP: 234
VIT: 9 (+3) STR: 12 (+4)
DEX: 8 (+2) VIT: 12 (+4)
INT: 12 (+4) DEX: 16 (+5)
SPR: 8 (+2) INT: 12 (+4)
SPR: 10 (+3)
Attacks: *Vorpal Blade, 6 ACC, 45+3d6 damage
Somersault Kick, 7 ACC, 36+2d6 damage, Short Attacks: Furious Charge, 7 ACC, 75+2d6 damage
Range knockback Magic: Zombie, Bio, Drain, Rasp, Osmose, Scourge, Death,
*Fanatic’s Fervor, grants the user Haste Haste, Confuse, Dispel
Magic: Zombie, Arise, Protect, Shell, Seal, Stop, Brave, Special: Controlled Defense, Regeneration 40, Immune to Seal,
Confuse, Aerora, Aeroga, Vox, Life, Cura, Addle, Haste Immune to Float, Final Attack: Injection (launches poisoned
Special: Magical Counterattack: Seal (25%), Two Weapons, spines into one foe, which contain Geosgaeno’s fiendish DNA.
Humanoid Killer, Item Use: Dream Dust The target will slowly metamorph into a new – if smaller -
Geosgaeno over the course of two weeks unless healed,
Evasion: 8 becoming a Fiend.)
ARM: 24 (10 without armor)
MARM: 10 Evasion: 12
ARM: 30
Rewards: Steal: Dream Dust, any Tier 2 weapon, Refine: Earth MARM: 40
Gem
Rewards: Drop: Defender, Steal: Elixir, Refine: Water Gem

228
Evil Wall Gigas
Level: 16 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 The humanoid construct has been forged from Darksteel, with
you, the demonic visage animating! You better act fast lest this gaping holes in the side of its body where whirring gears and
be the last thing you see before the Evil Wall bears down upon strange devices can be clearly seen. Despite it’s apparent
you and crushes your bones to dust! minimal intelligence, this great, horned war machine shakes the
ground as it approaches.

The Demon Wall is usually depicted as a large, stone monster According to legend, the Gigases were weapons built by the
encased in or carved upon a giant slab of stone. Mostly set as Ancients, developed for no function other than the eradication of
traps in tombs and temples, Demon Walls fight by sliding slowly life. They were later sealed away in a holy shrine at the cost of
toward the heroes with the intent of crushing them into the wall many lives. Though the truth of such legends cannot be
parallel to it, making the fight a race against time. ascertained, more than one aspiring Tinker has agreed that the
craftsmanship involved in these hostile entities far surpasses
Category: Fiend, Construct anything that has been created in recent centuries.
Location: Underground They can randomly alter their one elemental weakness at will,
and attempt to neutralize more threatening foes by shattering
Size: Varies weapons and hurling them aside.
Reaction: Hostile
Category: Construct
HP: 798 Location: Snow, Underground
MP: 346 Size: 2.7m
STR: 10 (+3) Reaction: Hostile
VIT: 14 (+4)
DEX: 5 (+1) HP: 897
INT: 19 (+6) MP: 0
SPR: 14 (+4) STR: 17 (+5)
VIT: 16 (+5)
Attacks: Accursed Claws, never miss, 50+2d6 damage DEX: 6 (+2)
Magic: Scourge, X-Zone, Curse, Melt, Arise, Death, Berserk, INT: 4 (+1)
Stonaga, Drain, Osmose, Illusion, Melt, Degenerator SPR: 4 (+1)
Special: Large, Immune to Seal, Immune to Petrify, Immune to
Haste, Immune to Reflect, Curse Touch (100%), Crush (The Evil Attacks: Crush Punch, 7 ACC, 102+2d6 damage
Wall moves a Short Range forward each round – after 10 Grab and Toss, 5 ACC, 51+2d6 damage, Long Range
combat rounds, the Evil Wall generally forces the party off the Knockback and causes the target to be Disarmed.
side of a crevice or crushes them against another wall. This Magic: Wall Change
generally means death for the heroes.) Special: Counterattack, Regen 20, Flawless Spell (Wall Change
can be cast Instantly, and costs no MP, once per round), the
Evasion: 10 Fighter job ability ‘Skin of Iron’ (50%) and the Ninja ‘Shatter
ARM: 20 Weapon’ ability.
MARM: 20
Evasion: 11
Rewards: Steal: Blood Sword, Refine: Farplane Shadow ARM: 20
MARM: 40 (0 without armor)

Rewards: Steal: Muscle Belt, Refine: War Gong

229
Varuna Gelatitan
Level: 17 Level: 18

The flan’s 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
A gaunt undead horror, with cobalt veins crisscrossing layers of absurd, even by amorphic standards - the creature’s
black sinew. The face of the creature – if it has one - is obscured monstrous maw is as large as a house and lined with
by a helmet formed from bone. jagged teeth.

Varuna are deceased warriors that have been granted a Enormous members of the Flan family, often formed
semblance of life from the Arise spell, though it has been stripped when multiple lesser members of the species merge
of its memories and personality, leaving behind nothing except the together. Due to their incredibly high HP, their Revenge
desire to kill and the knowledge of how to do it. They are often in spell can do enormous amounts of damage to
the employ of extremely dangerous mages and malevolent entities unprepared parties.
with plans for domination or destruction on a global scale.
While these wicked beings may be a challenging foe in combat, Category: Amorph
their true strength lies elsewhere. A Varuna’s unique abilities make Location: Underground, Swamp, Forest, Towns
it a far greater threat as a commanding voice for hordes of lesser
fiends and undead troops. Size: 7m
Reaction: Hostile

Category: Undead HP: 894


Location: Varies MP: 64
STR: 16 (+5)
Size: Usually 1.9m, but can vary by creature’s original size VIT: 15 (+5)
Reaction: Hostile DEX: 7 (+2)
INT: 2 (+0)
HP: 438 SPR: 8 (+2)
MP: 265
STR: 10 (+3) Attacks: Digestive Acid, 7 ACC, 128+2d6 damage, can
VIT: 7 (+2) only be used as a Counterattack.
DEX: 10 (+3) Gastric Juice, 4 ACC, 80+2d6 damage and
INT: 14 (+4) has a 25% chance to cause Stop
SPR: 6 (+2) Engulf, -10 ACC, inflicts Stun and Poison for
several rounds. A Gelatitan can only have
Attacks: Ghoulish Touch, 3 ACC, 50+2d6 Shadow damage one target Engulfed at a time, and any target
Unholy Word, never miss, 28 + 2d6 Shadow Stunned in this way takes 32+2d6 damage
damage that ignores ARM at the start of each of their turns, ignoring
Magic: Arise, Sickness, Twilight, Bio, Zombie, Drain, Death, X- ARM.
Zone, Scourge, Doomsday Magic: Enervate, Revenge
Special: Undead, Magical Counterattack (50%), Weakness to Special: Impervious (Slow, Stun, Petrify), Large,
Fire, Regeneration 20, Impervious (Slow, Stun, Petrify), Auto- Counterattack (100%), Status Touch: Poison: (50%),
Float, Auto-Protect, Call Minions (6 Skeletons), Status Touch: Weakness to Fire
Zombie (50%), Commander (All of the Varuna’s allies within a
Medium Range are Immune to Charm, Confusion, and Sleep) and Evasion: 11
the Black Sky job ability. ARM: 40
MARM: 50
Evasion: 11
ARM: 30 Rewards: Steal: Tier 3 weapon, armor, and shield,
MARM: 40 Refine: Phosphorous Bomb

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 Dragoon’s ‘Scan’ ability to
instantly learn its enemies elemental weaknesses, and it can also utilize the Red Mage’s ‘Runic’ and ‘Divert Spell’ to launch a
foe’s own spells against him. One of Evrae’s 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, 10 ACC, 42+2d6 damage, Short-range Knockback


Grab, 5 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: 13
ARM: 20
MARM: 30

Rewards: 1800 gil, Steal: Sky Render, Refine: Lightning Gem

231
Iron Giant Gilgamesh
Level: 19 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!”

This grey-skinned, colorfully-dressed masked man possesses six


The hulking metal brute seemed to have been crafted from arms, each of which is holding a different blade. He appears to be a
iron and adamantite, with pure veins of the blue mineral dimension traveler, a collector of rare and powerful weapons, and a
running through its silver skin. Adamantite crystals produce physically powerful fighter. Gilgamesh is accompanied at all times by
from the creature’s shoulders and hands, and you can only his great hound, Enkidu.
speculate how much this humanoid golem would be Though he seems fierce and single-minded, it should be noted that
WORTH if you melted it down. Gilgamesh has a softer side, displaying a sense of humor, a
Your speculations are interrupted, unfortunately, by a whirr willingness to help the weak, and the capacity to break the ‘fourth
of anger coming from the core of the machine, and it raises wall.’ Gilgamesh is quite aware that he is a villain in a tabletop RPG.
its massive axe-shaped arm high….
Category: Abnormal, Humanoid
The origins of the Iron Giants are unknown. They hail from Location: Desert, Forests, Swamps, Mountains, Plains, Towns,
the Wastes, deep in the coldest reaches of the eternal Snow, Underground
tundra. They never seem to tire, marching across the Size: 1.2m
Wastes hidden within the raging blizzards, annihilating Reaction: Neutral
every living thing they come across.
In combat, they prefer to destroy their opponent’s weapons HP: 1470
and keep mages out of combat via Thrust Kick. MP: 0
STR: 22 (+7)
Category: Arcana, Construct VIT: 20 (+6)
Location: Snow, Underground DEX: 24 (+8)
Size: 4.1m INT: 10 (+3)
Reaction: Hostile SPR: 16 (+5)
HP: 1170 Attacks: *Excalipoor, never miss, 1 damage, ignores ARM
MP: 0 Enkidu, 8 ACC, 110+3d6 damage, inflicts Berserk
STR: 13 (+4) *Mastermune, 8 ACC, 132+3d6 damage
VIT: 19 (+6) *Monarch Sword, 4 ACC, 154+3d6 damage, Long-range
DEX: 7 (+2) Knockback
INT: 6 (+3) Magic: None
SPR: 4 (+1) Special: *Counterattack (50%), Two Weapons, Immune to Petrify,
Controlled Defense, Item Use: Remedy, Item Use: Elixir (once),
Attacks: *Iron Weapon, 6 ACC, 78+3d6 damage Destructive Strike ability, Final Attack: Escape (When Gilgamesh is
Ruin, 5 ACC, 52+2d6 damage that ignores ARM defeated, he’ll flee from the battlefield.)
Magic: Thrust Kick Limit Break: Gilgamesh Super-Special Destructo-Technique.
Special: Counterattack (50%), Two Weapons, *Destructive Completely random target – could even affect Gilgamesh.154+2d6
Strike ability, Call Minions (1 Gigas), Flawless Spell (Thrust ARM damage. Break Stats – reduces STR, DEX, INT, CHA, VIT,
Kick can be cast Instantly, and costs no MP, once per damage, EVA, ACC, maximum health and magical resistances by
round), Skin of Iron and Shatter Weapon job abilities. half.
Evasion: 12 Evasion: 17
ARM: 50 ARM: 40
MARM: 20 MARM: 40 (0 without Armor)
Rewards: Steal: Any Tier 4 weapon, Refine: Ice Gem Rewards: 5000 gil, Drop: Genji Gloves, Steal: Genji Blade, Refine:
Accelerator

232
Adamantoise Behemoth
Level: 21 (Notorious Monster) Level: 22 (Notorious Monster)

“Looking upon the behemoth, you have no doubt that the stories
The tortoise-like creature moves slowly, as if every moment were true, and it was a creature fashioned by the gods during the
is a testament to its age. Every scale has been honed to a creation of heaven and earth. Its muscles look as hard as steel, and
razor’s edge, and the lumbering Adamantoise pivots to its purple skin is pulled taut over its flesh as though the core of the
meet your gaze with a proud, almost challenging look. beast is straining to escape the confines of skin.”

Hunted almost to extinction for the Adamantite-filled shells A man whom has never seen a Behemoth would describe it as such;
for which the creature is named after, the few that remain it is a large, purple beast that uses its horns and magic to kill its
have descended almost uniformly into the deepest parts of opponents. It is estimated to be ten to twelve feet tall when standing.
the earth. Even in these days of man-made alloys, the When attacking, it normally dashes on all fours, but when returning to
quality and strength of Adamantite is almost peerless. an idle state it will usually stand upright. In battle, it will counterattack
In combat, an Adamantoise will attempt to encase foes in with a powerful horn rush and Thunder magic attacks.
stone before crushing them into a fine dust. Anyone who HAS seen a Behemoth in person will have a very
different description indeed, speaking in hushed tones about how the
Category: Abnormal, Beast creature’s skin did not seem to heal, how it was covered with scars
Location: Desert, Mountains, Plains, Snow, Underground from every adventurer it had ever slain. How the beast’s entire form
Size: 6.2m was a tribute to its awesome strength, and how it fought as if it drew
Reaction: Hostile knowledge from the dead souls trapped forever within its veins.

HP: 2238 The latter description is slightly more accurate.


MP: 0
STR: 20 (+6) Category: Abnormal, Arcana, Beast
VIT: 32 (+10) Location: Mountains, Plains, Snow
DEX: 5 (+1) Size: 10-12ft tall
INT: 9 (+3) Reaction: Hostile
SPR: 6 (+2)
HP: 1542
Attacks: Crush, 9 ACC, Group, 140+2d6 damage MP: 250
Particle Breath, 5 ACC, 70+2d6 damage, Blinds STR: 18 (+6)
and Dispels VIT: 21 (+7)
Magic: Stone Breath DEX: 15 (+5)
Special: Counterattack (25%), Auto-Protect, Large, INT: 10 (+3)
Immune to Petrify, Skin of Iron job ability. SPR: 10 (+3)

Evasion: 17 Attacks: Crush, 7 ACC, Group, 180+2d6 damage


ARM: 80 Gore, 9 ACC, 108+2d6 damage and Stun for one round
MARM: 20 Magic: Force Field, Thundaga, Osmose, Haste, Reflect, Esuna
Special: Counterattack (25%), Large, Magical Counterattack (50%),
Rewards: 2100 gil, Steal: Kaiser Plate, Refine: Lunar Final Attack: Flare, Destructive Strike ability.
Curtain
Evasion: 14
ARM: 30
MARM: 50

Rewards: 2000 gil, Steal: Destroyers, Refine: Lunar Curtain

233
Great Malboro Atma Weapon
Level: 22 Level: 24 (Boss)

The Malboro’s 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 plant’s monstrous breath brings uncontrollable tears to
your eyes. “My name is.....Atma...... I am…pure energy…….and as ancient as
the cosmos…...…left here since birth... Forgotten in the river of time...
The Great Malboro – sometimes referred to as the ‘King’ - I've had an eternity to... ponder the meaning of things…..And now I
is the highest rank of Malboro, and wears a crown to prove have an answer...”
it. It is still unknown how it came to wear its crown, or who,
indeed, made it. There is a rumor which claims that, The Atma Weapon is a strange entity. Partially biomechanical and
should a man slay the creature and don its crown, he will partially undiluted energy, it was originally a weapon of war created by
be at once transformed into a Malboro king. Should this be the Ancients. This is hardly a secret, as it's body is set with
true, it could very well mean that the crown is cursed with machineries and weaponry of a far higher order than anything made
the vilest of magicks, and the beast that wears it was once today. Though Atma is a construct, it was built with the ability to grow,
was a man. and so it has evolved like a living creature.
The Great Malboro leads it’s lessers with a calculating In combat, Atma uses massive damage to overwhelm foes and force
intellect and a ruthless demeanor. In combat, a Great them to fight defensively, relying on its enormous HP total to take
Malboro can use the Blue Mage ability ‘Aura Magic’, giving whatever is thrown at it. Atma’s Supernova spell is more than enough
up 297 HP in order to make Bad Breath a Group-targeting to destroy almost any adventurer with but a single cast.
attack.
Category: Abnormal. Construct
Location: Cosmic
Category: Plant Size: Roughly 29m
Location: Desert, Forests, Swamps Reaction: Hostile
Size: 4.8m tall, 2.9m tentacles.
Reaction: Hostile HP: 1974
MP: 874
HP: 1188 STR: 16 (+5)
MP: 154 VIT: 23 (+7)
STR: 14 (+4) DEX: 16 (+5)
VIT: 17 (+5) INT: 32 (+10)
DEX: 7 (+2) SPR: 15 (+5)
INT: 6 (+2)
SPR: 12 (+3) Attacks: Mind Blast, Never miss, 80+2d6 damage, inflicts Petrify
Diffusion, 6 ACC, 128+2d6 damage
Attacks: *Tentacle, 6 ACC, 112+2d6 damage Soul Extraction, Never miss, Drains 160+2d6 MP
Sour Mouth, 0 ACC, 98+2d6 damage, inflicts Magic: Flare, Quake, Demi, Supernova, Flare Star, X-Zone, Addle
Slow and drains 50% of the target’s MP Special: Final Attack: Flare Star, Fear, Large, Immune to Petrify,
Magic: Bad Breath Immune to Slow, Immune to Confuse, Destructive Strike ability,
Special: Impervious, Aura Magic, Call Minions (2 Vulnerable to Holy. Atma Weapon will be destroyed instantly if
Malboro), Growing Threat (At the start of each combat reduced to 0 MP.
round, all players take a -4 penalty to their EVA and ACC
scores. This penalty accumulates each successive round.) Evasion: 14
ARM: 40
Evasion: 11 MARM: 50
ARM: 20
MARM: 40 Rewards: Drop: Ancient Sword and any legendary accessory, Steal:
Megalixir, Refine: Hourglass
Rewards: Drop: Remedy, Steal: Malboro Poison, Refine:
Deadly Waste

234
War Machine Demon
Level: 24 Level: 25

The encumbered hulk of a battlemech lumbers towards


you, twin cannons beginning to hum dangerously…
Cinders and a thick black smoke fill the air even as the soil beneath
The two-legged Imperial machines – sometimes your feet crumbles and gives way. An arm is the first thing to emerge
codenamed GEMINI – are fully-automated offensive – jet-black skin and sickle-like claws, gripping the ground as it pulls
juggernauts capable of going toe-to-toe with even the itself out fully. It is impossible to mistake the being before you as
world’s most ferocious beasts and dragons. Designed by anything but a Demon, an abhorrent creation spun from the evil
the ever-popular Magitek Corp, the War Machines are said powers of The Void itself.
to have three settings; patrol, eradicate, and total
genocide. Born from negative energy, Demons are long-forgotten servitors of
It has been equipped with a device that allows it to absorb shadow that are often sent to carry out important, world-changing
thunder-elemental magic with no ill-effects. tasks. They often use their Advanced Illusion spell to impersonate a
Hume, serving as someone with political sway - an advisor to a king or
Category: Construct a commander in a war, for example. In combat they are capable of
Location: Unknown counterattacking with the fearsome Death spell, quickly dispatching
Size: 3.1m unprepared heroes.
Reaction: Hostile or Neutral
Category: Humanoid, Fiend
HP: 966 Location: Underground
MP: 0 Size: 2.1m - 2.3m
STR: 22 (+7) Reaction: Hostile
VIT: 12 (+4)
DEX: 18 (+6) HP: 1005
INT: 0 (N/A) MP: 460
SPR: 2 (+0) STR: 13 (+4)
VIT: 12 (+4)
Attacks: *Gemini Gun, 9 ACC, 132+3d6 damage, can DEX: 12 (+4)
attack two different targets INT: 17 (+5)
*Surge Beam, 7 ACC, 90+2d6 damage, inflicts SPR: 11 (+3)
Blind and Berserk
Metal Kick, 9 ACC, 110+2d6 damage, causes a Attacks: *Chaos Blade, 8 ACC, 85+2d6 damage, inflicts Berserk and
Short Range knockback Charm
Magic: None Poison Spines, 5 ACC, Group, 75+2d6 damage, inflicts
Special: Immune to Poison, Immune to Fear, *Two Poison and Blind.
Weapons, Final Attack (Surge Beam), Controlled Defense, Magic: Sickness, Bio, Drain, Arise, X-Zone, Scourge, Curse, Death,
Weakness to Earth, Resistance to Fire, Absorbs Thunder, Flare, Advanced Illusion, Zombie, Addle, Melt, Degenerator
SOS-Berserk Special: Weakness to Holy, Resistance to Fire, Impervious (Slow,
Stun, Stop, Sleep, Poison), Magical Counterattack (50%),
Evasion: 12 Regeneration 100, Humanoid Killer
ARM: 30
MARM: 30 Evasion: 10
ARM: 40
Rewards: 1200 gil, Steal: Potion, Refine: Dark Matter 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 man…before 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: 2280
MP: 360
STR: 16 (+5)
HP: 1080 VIT: 28 (+9)
MP: 660 DEX: 8 (+2)
STR: 12 (+4) INT: 12 (+4)
VIT: 12 (+4) SPR: 16 (+5)
DEX: 16 (+5)
INT: 24 (+8) Attacks: Magnitude 8, 8 ACC, Group, 160+2d6 Earth damage
SPR: 16 (+5) Shockwave, 4 ACC, 128+2d6 damage and inflicts Petrify
and Stun
Attacks: Flash Rain, 12 ACC, Group, 120+2d6 Water Magic: Analyze, Illusion, Hyperdrive, Stona, Stonaga, Quake, White
damage, 50% chance to inflict Blind Wind
Water Wing, 10 ACC, 92+2d6 Water damage, Special: Large, Flight, Absorbs Earth, Weakness to Wind, Immune to
causes a Long Range knockback Seal, Magical Counterattack (25%), Physical Counterattack (25%)
Magic: Analyze, Illusion, Hyperdrive, Watera, Wateraga,
White Wind Evasion: 16
Special: Large, Flight, Absorbs Water, Weakness to ARM: 60
Thunder, Immune to Seal, Magical Counterattack (50%) MARM: 40

Evasion: 12 Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem


ARM: 40
MARM: 60

Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

236
Ice Dragon Fire Dragon

HP: 1080
MP: 510 HP: 1380
STR: 12 (+4) MP: 335
VIT: 12 (+4) STR: 24 (+8)
DEX: 10 (+3) VIT: 16 (+5)
INT: 18 (+5) DEX: 15 (+5)
SPR: 26 (+8) INT: 11 (+3)
SPR: 14 (+4)
Attacks: Absolute Zero, 9 ACC, 108+2d6 Ice damage and
inflicts Stop Attacks: Molten Claw, 11 ACC, 144+2d6 damage and has a 25%
Freezing Dust, never miss, 216+2d6 damage. chance to Shatter Weapon
Only usable on enemies affected by Stop. Blaze, 6 ACC, Group, 120+2d6 Fire damage
Hailstorm, 4 ACC, Group, 96+2d6 Ice damage Magic: Analyze, Illusion, Hyperdrive, Fire, Fira, Firaga, Flare, White
and has a 25% chance to Shatter Armor Wind, Melt
Magic: Analyze, Illusion, Hyperdrive, Blizzara, Blizzaga, Special: Large, Flight, Absorbs Fire, Weakness to Water, Immune to
Freeze, White Wind Seal, Magical Counterattack (25%), Physical Counterattack (25%)
Special: Large, Flight, Absorbs Ice, Weakness to Fire,
Immune to Seal, Magical Counterattack (25%) Evasion: 12
ARM: 60
Evasion: 15 MARM: 40
ARM: 50
MARM: 50 Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem
Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

237
Thunder Dragon Wind Dragon

HP: 1455
MP: 435
STR: 16 (+5)
HP: 1305
VIT: 17 (+5)
MP: 360
DEX: 16 (+5)
INT: 15 (+5) STR: 16 (+5)
VIT: 15 (+5)
SPR: 16 (+5)
DEX: 24 (+8)
INT: 12 (+4)
Attacks: Electrode, 9 ACC, 96+2d6 damage and user
recovers 100% of damage done as HP. SPR: 13 (+4)
Gigavolt, 6 ACC, Group, 120+2d6 Thunder
Attacks: Cyclonic, 6 ACC, has a 50% chance to reduce the target to
Damage and has a 25% chance to inflict Stun.
1 HP instantly. Causes a medium range knockback
Magic: Analyze, Illusion, Hyperdrive, Thundara,
Gale Breath, 5 ACC, Group, 96+2d6 damage
Thundaga, White Wind
Special: Large, Flight, Absorbs Thunder, Weakness to Magic: Analyze, Illusion, Hyperdrive, Aerora, Aeroga, Tornado, White
Earth, Immune to Seal, Magical Counterattack (50%) Wind
Special: Large, Flight, Absorbs Wind, Weakness to Ice, Immune to
Evasion: 12 Seal, Magical Counterattack (25%)
ARM: 50
MARM: 50 Evasion: 17
ARM: 40
Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem MARM: 60

Rewards: 2,500 gil, Steal: Elixir, Refine: Supreme Gem

238
Shinryu Garland
Level: 26 (End Boss) Level: 26 (End Boss)

“You impertinent fools. You miserable INSECTS! I, Garland, will


KNOCK YOU ALL DOWN!!”
“I am that which follows….Omega……” 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
Shinryu is a greatwyrm of colossal size, the father of all people. But his mind had been twisted from the infusions, and he
Dragons. He was the first of his species and fully intends turned against the kingdom that had so honored him. Upon his defeat
on being the last. In recent years, Shinryu has taken to he was swallowed up by The Void and reborn in a different time,
collecting powerful weapons and items from those who where he has begun anew.
challenge him and fail. Its most prized possession Confident that his defeat will only cause his inevitable rebirth, Garland
currently is the Masamune, implying that Shinryu took the is reckless and headstrong, with a love for bloodlust and war.
life of one of bravest, most noble warriors seen in. Among Garland has a handful of abilities from melee jobs, including Shatter
other things, Shinryu has the Paladin job ability ‘Sentinel’, Weapon, Shatter Armor, Warcry, Dark Harvest and Berserker.
allowing it to ignore spell interruption up to 24 times.
Category: Abnormal
Category: Dragon Size: 6.8ft
Size: Roughly 24m end-to-end Reaction: Varies
Reaction: Hostile
HP: 2994
HP: 3150 MP: 530
MP: 1024 STR: 36 (+12)
STR: 36 (+12) VIT: 30 (+10)
VIT: 32 (+10) DEX: 21 (+7)
DEX: 29 (+9) INT: 12 (+4)
INT: 31 (+10) SPR: 21 (+7)
SPR: 44 (+24)
Attacks: *Crushing Strikes, 15 ACC, 288+2d6 damage.
Attacks: Atomic Ray, 15 ACC, 288+2d6 damage, Psychokinesis, 3 ACC, 252+2d6 damage and inflicts
removes all elemental Resistances and Confuse, and has a 25% chance to cause Armor Break
Immunities Magic: Quake, Barrier, Dispel
Magic: Flare, Haste, Regen, Confuse, Protect, Shell, Special: Resistance to Shadow, Immune to Knockback,
Meltdown, Curse, Thundara, Thundaga, X-Zone, Roulette *Counterattack (50%), Immune to Seal, Immune to Slow, Immune to
Special: Fear, Immune to Dispel, Large, Destructive Petrify, Item Use: Megalixir, Garland causes a Short-Rage knockback
Strike ability, Call Minions (8 Wyvern), Skin of Iron and whenever he deals damage, and possesses many different Job
Sentinel job abilities. Abilities.
Limit Break: Eraser. One target immediately loses 100% Limit Break: Soul of Chaos. By releasing his inner demons and
of his HP, which is returned to Shinryu as MP. turmoil, Garland increases all STR-based damage he does by 5 steps.
(An additional 180 damage on all melee attacks.)
Evasion: 17
ARM: 60 Evasion: 17
MARM: 60 ARM: 80
MARM: 30
Rewards: 10,000 gil, Drop: Masamune, Steal: Megalixir,
Refine: Supreme Gem Rewards: 8,000 gil, Drop: Megalixir, Steal: Colossus, Refine: Three
Stars

239
Exoray King Behemoth
Level: 28 Level: 28 (Notorious Monster)

“This is the end. This is the end of everything.”


The three snapping pink jaws of the Exoray begin to make
an awful screeching sound and the creature waves its No other single creature is as globally feared as the King Behemoth.
stalks as if attempting to communicate – but not with you, Presumably named for its regal, fluttering mane and triumphant roars
you realize, watching the independently-moving stem- (violent enough to shake the earth itself), King Behemoths have been
faces ‘converse’ amongst themselves. known to speak Common and mock adversaries before shredding
them. Legends say that a Behemoth who has subsumed the souls of
Sometimes casually referred to as Plant Brains, Exorays enough heroes has almost ascended to godhood – these omnipotent
are patches of evil vegetation capable of taking over entire predators are the Kings of their kind.
forests. Possessing surprising magical aptitude and
speed, these cunning floral formations debilitate their Category: Abnormal, Arcana, Beast
enemies with overwhelming status attacks. They often Location: Mountains, Plains, Snow
have a tribe of Mandragora acting as unhappy servants, or Size: 21-24ft tall
even Malboros. Reaction: Hostile
Category: Plant HP: 1962
Location: Forests MP: 514
Size: Varies drastically from 2-3ft to 9-11m STR: 22 (+7)
Reaction: Hostile VIT: 21 (+7)
DEX: 15 (+5)
HP: 702 (Core), 132 (Tendril) INT: 16 (+5)
MP: 598 (Core), 0 (Tendril) SPR: 12 (+4)
STR: 2 (+0)
VIT: 7 (+2) Attacks: Reaping Slash, 10 ACC, Group, 220+2d6 damage and King
DEX: 17 (+5) Behemoth gets a permanent +4 bonus to resist negative
INT: 20 (+6) status effects
SPR: 12 (+4) Atomic Breath, 10 ACC, Group, 176+2d6 damage and
inflicts Stun for one round
Attacks: Mycotoxin, 9 ACC, 100+2d6 damage and inflicts Magic: Force Field, Thundaga, Osmose, Haste, Reflect, Esuna,
Slow and Poison Meteor, Flare, Slowaga
Silver Powder, 4 ACC, Group, 80+2d6 damage, Special: Counterattack (50%), Magical Counterattack (50%), Final
has a 50% chance to inflict Charm Attack: Meteor, Destructive Strike ability, Large, Terrorize (Whenever
Magic: Addle, Bio, Zombie, Paralyze, Death, Stonaga, the King Behemoth reduces a character to 0 HP, all characters have a
Berserk, X-Zone, Reflect, Osmose, Advanced Illusion, 50% chance to be Stunned and Feared for one round)
Brainstorm, Seal Limit Break: Comet Blast. One enemy is afflicted with Power Break,
Special: Weakness to Fire, Weakness to Ice, Resistant to Magic Break, Speed Break, Soul Break, and Armor Break, then takes
Wind, Immune to Seal, Immune to Poison, Immune to 208+2d6 points of Fire M.ARM damage. There is a 25% chance for
Blind, Multiple Parts, Combination Attack (Vampire, deals this ability to backfire and affect King Behemoth instead of the
300% damage), Magical Counterattack (50%) intended target.
Evasion: 11 Evasion: 14
ARM: 30 ARM: 60
MARM: 30 MARM: 60
Rewards: Steal: Elixir, Refine: Mute Mask Rewards: 5000 gil, Steal: Megalixir, Refine: Supreme Gem

240
Emperor Mateus Xande
Level: 28 (End Boss) 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 “Once you are gone, eternal life will be mine…”
entire world. Calm, patient and frighteningly intelligent, the
Emperor has absolute faith in his plots’ inability to fail. His Master Xande was originally one of three students to a great sage
mastery of White Magic has given him an abnormally long named Noah. When Noah died, both of the other apprentices were
lifespan in which to dissect the secrets of the Void, and given great magical powers. Master Xande was given a much
use the powers of that dark dimension to make his stranger gift; the gift of mortality. Xande was quickly driven mad by the
sovereignty unquestionable and unchallengeable. 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
Category: Humanoid itself he will no longer have to fear death.
Size: 5.8ft
Reaction: Wary Category: Abnormal
Size: 6.0ft
HP: 1794 Reaction: Hostile
MP: 962
STR: 16 (+5) HP: 1962
VIT: 13 (+4) MP: 1270
DEX: 22 (+7) STR: 7 (+2)
INT: 26 (+8) VIT: 15 (+5)
SPR: 31 (+10) DEX: 18 (+6)
INT: 37 (+12)
Attacks: *Starfall, 12 ACC, 160+2d6 Holy damage SPR: 24 (+8)
Step Mine, 4 ACC, 128+2d6 damage, Long
Range knockback, 25% chance to Shatter Attacks: Crystal Cortex, 16 ACC, 185+2d6 damage of a random
both the target’s Weapon and Armor elemental type
Hellburst, 8 ACC, Group, 130+2d6 Fire damage Curse of Mortality, Group, 2 ACC, all affected targets
Magic: All Tier 1-4 White Magic spells, Dimensional Gate permanently suffer a -2 loss to all attributes.
Special: Immune to Petrify, Immune to Slow, Immune to Magic: All Tier 1-4 Time Magic spells, Protect, Shell, Meteo, Quake,
Seal, Immune to Zombie, Resistance to Holy, Resistance Thundaga, Firaga, Blizzaga, Osmose, Rasp
to Shadow, Blood Magic (Whenever Mateus deals Special: Immune to Petrify, Immune to Zombie, Immune to Seal,
damage with Step Mine, Starfall, or Hellburst, he recovers Weakness to fire, can use No Mercy as an Instant action after using
100% of the damage done as HP) Particle Beam.
Limit Break: Absolute Dominion. Mateus makes an Limit Break: Particle Beam. Xande teleports a Long Range into the
attack roll against all Humanoid enemies, ACC 8. If sky, receiving the positive status effect Float. He releases a powerful
successful, they are affected with Charm, Seal, Power beam which reduces one random enemy to 0 hit points, then deals an
Break, Magic Break, Speed Break, and Soul Break. ADDITIONAL 481+2d6 damage and uses No Mercy to likely
disintegrate them instantly.
Evasion: 17
ARM: 60 Evasion: 15
MARM: 80 ARM: 40
MARM: 40
Rewards: 8,000 gil, Drop: Ascalon Steal: Megalixir,
Refine: Three Stars Rewards: 11,000 gil, Drop: None, Steal: Potion, Refine: Three Stars

241
ExDeath Kuja
Level: 28 (End Boss) 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 "The weak lose their freedom to the strong. Such is the way of the
into a solitary prison for the malevolent souls of the strong. And it is the providence of nature that only the strong survive.
restless dead to inhabit. However, this taint spread That is why I needed strength."
throughout the branches of the ancient oak and it became
self-aware….it took a human-like form and walked the Kuja is a cybernetic creation given a soul, created by an ancient race
land, as evil as the many souls that composed him. Thus, of people that believed in the eradication of all life. Kuja follows this
the monster Exdeath was born. function absolutely, believing it ‘unfair’ that the world could someday
exist without him. He is an exceptional summoner with a love for
Category: Plant, Fiend luxury and elegance, with a highly metaphorical and poetic manner of
Size: 115m speech. In combat, Kuja uses the nigh-indestructible Atomos summon
Reaction: Hostile almost exclusively to rain death down upon his foes.

HP: 4062 Category: Humanoid, Construct


MP: 822 Size: 5.7ft
STR: 19 (+6) Reaction: Varies. Usually Hostile
VIT: 40 (+13)
DEX: 4 (+1) HP: 2214
INT: 21 (+7) MP: 1310
SPR: 36 (+12) STR: 6 (+2)
VIT: 20 (+6)
Attacks: Almagest, 11 ACC, 133+2d6 Shadow damage DEX: 21 (+7)
White Hole, 0 ACC, Group, 361+2d6 damage INT: 36 (+12)
Magic: Elemental Spikes (Shadow), Paralyze, X-Zone, SPR: 42 (+14)
Osmose, Doomsday, Flare, Seal, Addle, Reflect, Barrier,
Dispel, Wall Change, Dimensional Gate, Time Stop, Attacks: *Regal Cutlass, 3 ACC, 48+2d6 damage
Degenerator, Warp Magic: All Art magic (Perform skill 6), and the Atomos, Odin, and
Special: Large, Immune to Petrify, Immune to Seal, Bahamut summons.
*Humanoid Killer, Weakness to Holy, Absorbs Shadow, Special: Vulnerable to Holy, Destructive Strike ability, Immune to
Soul Drain (Whenever a character is reduced to 0 HP by Petrify, Immune to Seal, Immune to Zombie
ExDeath they also lose 3 points of Destiny) Limit Break: Star Shield. Kuja receives Elemental Mastery
Limit Break: Grand Cross. Each Humanoid opponent is (Absorbency) to all 8 Elements as well as the effects of Esuna.
afflicted with Confusion, Zombie, Slow, Stun, Poison and
Curse. Evasion: 16
ARM: 20
Evasion: 19 MARM: 90
ARM: 60 Rewards: 12,000 gil, Drop: Any legendary accessory, Steal: Regal
MARM: 60 Cutlass, Refine: Three Stars
Rewards: Steal: Ancient Sword, 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, 11 ACC, 240+2d6 damage


Dark Nova, 6 ACC, Group, 120+2d6 Shadow damage that causes a Short-Range knockback.
Blighting Blade, 6 ACC, 240+2d6 Shadow damage and target loses 2 points 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: 13
ARM: 50
MARM: 70

Rewards: 10,000 gil, Drop: Any legendary accessory, Steal: Ribbon, Refine: Farplane Shadow

243
Kefka Sephiroth
Level: 30 (End Boss) Level: 30 (End Boss)

“Nothing beats the sweet music of hundreds of voices


screaming in unison…Uwee-hee-hee!” “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
Kefka is loud, short-tempered, maniacal and destructive. He as part of me.”
possesses a deep hatred of nearly everything on the planet and
an infamously sadistic sense of humor. His trademark laugh – a Sephiroth is a half-human soldier, the results of genetic
high-pitched sociopathic cackle – is feared by the many experiments involving an extra-terrestrial entity. Raised to be
Magitek-infused henchmen that accompany him at nearly all part of an elite military organization, he later followed his own
times. In combat, Kefka often starts with the spell Doomsday, ruthless agenda. Having recently ascended to a new level of
quickly ending the fight if his foes aren’t prepared. Failing this, existence, his strength and agility can be referred to as godlike.
he lets loose a magical assault at a distance before fleeing, He possesses job abilities from a variety of different Jobs,
often shouting out a taunting quip as he runs. including a Ninja’s Shatter Weapon, the Black Mage Obliterate,
almost all of the Samurai abilities, and a fair few from the Fighter
Category: Humanoid list as well. Sephiroth’s largest – and possibly only – weakness
Location: Varies, but Kefka avoids Deserts when possible. is his disinclination to use magic.
Size: 5.7ft
Reaction: Hostile. So very, very Hostile. Category: Humanoid
Size: 6.2ft
HP: 1875 Reaction: Varies. Usually Wary.
MP: 1240
STR: 4 (+1) HP: 4450
VIT: 20 (+6) MP: 0
DEX: 26 (+8) STR: 48 (+16)
INT: 33 (+11) VIT: 41 (+14)
SPR: 51 (+17) DEX: 52 (+17)
INT: 22 (+7)
Attacks: *Morningstar, 2 ACC, 32+2d6 damage SPR: 44 (+14)
Magic: All Tier 1-4 Black Magic spells, Degenerator
Special: Controlled Defense, Auto-Protect, Auto-Shell, Attacks: *Signature Blade, 17 ACC, 432+2d6 damage
Vulnerable to Holy, Immune to Petrify, Immune to Seal, Immune Havoc Wing, 12 ACC, 216+2d6 damage, ignores
to Slow, Call Minions (3 War Machines), Call Minions (2 Imperial ARM and Protect, causes a Short Range knockback
Captains), Dancing Mad (Kefka can cast 4 spells as a Slow Magic: All Tier 1-4 Black Magic spells
action, dealing 50% damage with each. Kefka is Immune to Special: Physical Counterattack (50%), Flight, Auto-Haste,
Knockback effects while using X-Magic.) Vulnerable to Holy, Immune to Poison, Immune to Confuse,
Limit Break: Forsaken. Debilitate (2) causes a weakness to Immune to Zombie, Immune to Slow, Destructive Strike ability.
Holy to all foes, followed by 462+2d6 Holy M.ARM damage to Limit Break: Heartless Angel. Demi Attack. 576+2d6 damage.
each enemy. Recovers Kefka’s MP to full. Until the end of combat, Sephiroth does an additional 48
damage with all attacks.
Evasion: 17
ARM: 10 Evasion: 26
MARM: 120 ARM: 60
MARM: 70
Rewards: 12,000 gil, Drop: Any legendary accessory, Steal:
Slave Crown, Refine: Three Stars 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 Ultima’s origin is unknown – only that he still exists and the Ancients do not. And the
creature’s 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 Weapon’s 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, 20 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.
Demondance, never-miss, 212+2d6
damage and target’s EVA is reduced by
50% until the end of Chaos’ next turn.
Magic: Firaga, Thundaga, Blizzaga, Tornado,
Quake, Flare, Slowaga, Haste, Aspir, Warp,
Mighty Guard, Degenerator, X-Zone
Special: Fear, Large, Weakness to Holy, Absorbs
Shadow, 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: 30
ARM: 150
MARM: 150
“I can see the weakness in your heart. In your last moments, clutch that
wisdom, recognize how insignificant you are and despair. Rewards: 10,000 gil, Drop: Any legendary
You cannot surpass me." accessory, Steal: Ribbon, Refine: Unknown

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 death…taste my power, and die!”


“Join me…in a watery hell…”
“I will not underestimate you!”
“I will restore your strength. Now…bring 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 Cagnazzo, the Drowned King


Level: 8 (Boss) Level: 12 (Boss)

HP: 340 HP: 780


MP: 86 MP: 130
STR: 18 (+6) STR: 12 (+4)
VIT: 10 (+3) VIT: 21 (+7)
DEX: 8 (+2) DEX: 10 (+3)
INT: 9 (+3) INT: 8 (+2)
SPR: 5 (+1) SPR: 12 (+4)

Attacks: Slash, 8 ACC, 54+2d6 damage Attacks: Bodyslam, 7 ACC, 48+2d6 damage
Evil Gas, 50% chance to cause Curse and Seal. Shell Defend, When Defending in combat, Cagnazzo
Magic: Poison, Bio, Stone, Stona, Sickness, Arise also regains 78hp per round.
Special: Weak to Fire, Weak to Water, Status Touch: Zombie Magic: Watera, Wateraga, Protect, Shell, Seal
(25%), Undead, Immune to Petrify, Immune to Confuse, Final Special: Immune to Ice, Weak to Lightning, Immune to Petrify,
Attack: True Form (When Scarmiglione is reduced to 0 hit Immune to Confuse, Large, Absorbs Water, Vulnerable to Holy,
points, HP and MP are restored to 50% of their maximums, all Skin of Iron job ability.
negative status effects are cleared, and the battle continues.) Limit Break: Tsunami. 60+2d6 Water M.ARM damage to all
Limit Break: Warpath. Causes Soul Break and Speed Break to opponents, causing a Short-Range knockback.
one opponent, then deals 72+2d6 ARM damage to them. (Only
after using Final Attack: True Form and only works on Evasion: 14
Humanoids.) ARM: 20
MARM: 15
Evasion: 10
ARM: 20 Rewards: Steal: Protect Ring, Refine: Second Chance
MARM: 10

Rewards: Steal: Rage Ring, Refine: Second Chance

247
Barbariccia, the Empress of the Winds Rubicante, the Autarch of Flame
Level: 15 (Boss) Level: 18 (Boss)

HP: 750 HP: 870


MP: 280 MP: 568
STR: 8 (+2) STR: 19 (+6)
VIT: 12 (+4) VIT: 11 (+3)
DEX: 26 (+8) DEX: 14 (+4)
INT: 14 (+4) INT: 27 (+9)
SPR: 15 (+5) SPR: 15 (+5)

Attacks: Strike, Never miss, 32+2d6 damage Attacks: Flaming Blade, 7 ACC, 95+2d6 damage
Kiss, 2 ACC, inflicts Charm for 4 rounds Cloak of Cinders, Never miss, 57+2d6 damage and
Wind Shield, applies Protect to self for one round and gains Absorb Fire and Absorb Ice for one round.
Counterattacks with Thundara. Magic: Fira, Firaga, Protect, Shell, X-Zone, Cure III, Melt
Magic: Invisible, Protect, Haste, Seal, Cure II, Confuse, Special: Impervious, Weak to Ice, Weak to Water, Auto-Haste,
Thundara, Thundaga, Addle Vulnerable to Holy.
Special: Immune to Lightning, Weak to Fire, Flight, Auto-Shell, Limit Break: Inferno. Short Range and all enemies. Neutralize,
Absorbs Wind, Vulnerable to Holy, Immune to Petrify, Immune Strength Break and Dexterity Break. 189+2d6 Fire M.ARM
to Confuse damage.
Limit Break: Sensory Overload. Casts Haste on self, then
Seal and Confuse on all foes. Evasion: 13
ARM: 30
MARM: 30
Evasion: 17
ARM: 20 Rewards: Drop: Tetra Elemental, Steal: Marvel Shoes, Refine:
MARM: 30 Second Chance

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, it’s 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 don’t attempt to enforce which monsters your party should be fighting at a
given level, or how many at a time. Because the FFd6 produces vastly different parties based on their Job
and ability choices, we’d be doing you and your players a disservice if we set the rules in stone.

Instead, we’d like to take a moment to show you how a few simple spells, or changing the battlefield, can
put a new spin on old fights and give monsters a fighting chance against even much-higher leveled PCs.

First up is the Melt spell, a rank two black magick that can negate a character’s ARM score for a few
rounds, at the tradeoff of the caster taking some magical backlash. This is great for the heavy-armor
wearing, shield-swinging, Auto-Protect hero who is often the first to charge in. Melt is cheap at only 10
MP, and there’s 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
target’s magic point total by the same amount. Combine this with a way for the creature to regain its lost
MP through standard actions, and you have a beast that can deal with troublesome mages one by one by
destroying all of their MP in a single Slow action.

Don’t underestimate the power of Difficult Terrain! Thick ghostly fogs, icy or unstable floors, clouds of
black industrial smoke, all of these things and more can cause hindrances to the party but not the area’s
native inhabitants. A encounter with a Bomb King inside a burning building is not only more difficult for
characters who would otherwise breeze right through the fight, it’s also a great deal more memorable.

Likewise, the element of surprise is a valuable weapon. Get into the habit of allowing your players to
make broad tactical guesses – machines are weak to lightning, for example – and then introduce a
creature that doesn’t fit their stereotypes or an effect the players have never seen before. All it takes is a
single round of Absorbing or Reflecting a caster’s elemental spell to turn the tables in a fight, or finding
out that the bandit leader has access to a powerful Summon…

There’s 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 that’s 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.

We’d 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: LEVEL:
Attribute Total Rating

STR: HP:
DEX: MP:
VIT: ARM:
INT: M.ARM:
SPR: EVA:
Base ACC:
Attack Type Accuracy Damage Special Properties Tier

ABILITIES SKILLS
Athletics (DEX) Acting (SPR)
Awareness (INT) Disguise (SPR / INT)
Escape (DEX) Healing (INT)
Inquiry (INT / SPR) Language (INT)
Lore: ______ (INT) Lore: ______ (INT)
Negotiation (SPR) Perform (SPR)
Riding (DEX / SPR) Stealth (DEX)
Survival (INT) Swimming (STR / DEX)
Synthesis: ______ (INT) Systems (INT)
Thievery (DEX) Trade (SPR)
Vehicles (DEX) Other: _______ (Any)

ARMOR AND ACCESSORY TASK DIFFICULTY


Elementary: 5
Easy: 7
Moderate: 9
Challenging: 11
Impressive: 13
Heroic: 15
Godlike: 20
INVENTORY
(10 Items Max)
Impossible: 30

EXPERIENCE AND WEALTH


EXP Destiny

Gil
BIO
Quote:

Gender: Age:
Weight: Birthdate:
Height: Hometown:

Features:

GOALS
#1:

#2:

#3:

Life Goal:

LIMIT BREAKS
Name Level Description
5
15
25

MAGIC
Name Rank MP Cost Description

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