You are on page 1of 418

The

Final Fantasy
Role Playing Game
Third Edition
Lead Developer
Samuel Banner
Development Staff
Carl Chisholm, Holy Sword Excalipur, Elisha e!er, Chris H", #manda Latimer, $eneral Leon, Stuart
%ac$illivray, Blair %ac&en'ie, (ames )eid, (ustin Schant', %ichael Schroeder, %atthew *hite, Lavi +amstein
,laytesters
(oe #lane, Leonard #nthony ," #rcilla, $re! #t-inson, .yson Ba-er, Basil Berche-as ///, %att Biedermann,
Louis0Charles Brisson, Brandon Buchanan, Brandon Chapman, %ichael Cleveland, .ed Costales, Daniel
Christman0Croo-, #ndrea Determan, %ar- Dic-ison, %ar- Doherty, E"." Dorn, (oshua a!undes, Ben
reeman, )aymond $at', Bryan )" $illis, #dam He1ert, Li' Hirschmann, Brian Hon, &yle (ohnson, Edan
(ones, Brian 2ander &amp, Edward &aruna, (onothon &innes, )o1 &ni!ht, %oriah &oehler, Brandon
Lie1erthal, #rthur %c&ay, #lex %illar, Leonard %ichaels, (onathan Cardo'o %ota, Erica 3elson, Lars 3elson,
Christopher 3ichols, %ichael 3uc-els, %atias ,armala, Damia 4ueen, David )enaud, Spenser )u1in, Bo1
Sawyer, Sydney Schaffer, Brandon Schmel', (ohn )" Shadle, ///, Steve Smith, Edward .ran, #ndrew *il-ins,
%att *olfe, ,atric- *on!, Desmond *oolston, (ames +osha-
Contri1utors
&iyoshi #man, )yan Baffy, )andal Barnot, %atthew Bateman, %i-e Beyer, (ason Copen0Ha!en, #dam
Crampton, $re! Dean, Shaun Dean, %ar- Della0crose, (ordan Devena, #lex Devon, DL, %ar- Doherty, %artin
Drury (r", Dennis isher, Steve ortson, )ichard $ant, Clay $ardner, $a1e $ilreath, Brian Hon, #ndrew
Hochstetler, David Hu1er, %yst (ohnson, (ohn &eyworth, %atthew &ilfoyle, (onothan &innison, Bla-e
Lei!hton, $eor!e Leonard, %inna Leslie, %atthew %artin, %atthew %cCloud, &atrina %clelan, #dolfo
%enende', &im %et'!er, #llan %illi!an, (ared %ilne, Des %on!eot, Curtis %onroe, ,aul %ul-a, Lars 3elson,
,eter ,earson, Chris ,omeroy, .he Dar- )a1ite, Caity )ae1urn, )o1ert B" )eese, Stacy )owe, 5ousef #l0
Shamsi, )o1ert Shaver, Brenden Simon, Charles Smith, ,eter Smith, *esley Smith, %artin Sonata, &a6
Sotala, (eff .aft, $iovanni .onelli, Brandon 2ar!a, #ndrew 2ic-ery, Sam 2olo, Clayton $" *, (ustin *hite,
%atthew *hite, $race Chapdelaine 5oun!, and any others we may have missed or who have supported us
alon! the way"
Special .han-s
)o1ert ,ool and % ) Sachs, retired ,ro6ect Leader and Lead Developer, for -eepin! this pro6ect !oin!
throu!h three editions and eleven years"
Scott .en!elin, the creator of the ori!inal ),$, and without whom this would not have happened"
#nd *esley .eucer Carscaddon" He -nows why"
Table of Contents
0. Introduction 1
1. Playguide 13
Dice 13
Statistics 13
Skills 14
Task Checks 14
Scenes 17
Classes and Jobs 1
Co!bat 1"
#. Character Creation #3
$d%ance!ent 33
&'(erienced Characters 3)
3. *aces 3"
+u!an 3"
,angaa 40
Cre!iere 41
D-ar. 4#
&l. 43
/alka 44
0ithra 41
0oogle 4)
2u 0ou 47
3u 4
*onso 4"
Tarutaru 10
4arg 11
4iera 13
5eti 14
Di..erentiating *aces 11
4. Jobs 17
6arrior Jobs 17
&'(ert Jobs 74
0age Jobs "
$de(t Jobs 10)
1. Skills 1#4
&'(anded *ules 1#4
/rou(-ork 1#1
$rtistic Skills 1#7
/eneral Skills 1#7
Scholastic Skills 1#
Social Skills 130
Technical Skills 131
Thie%ery Skills 13#
6ea(on Skills 133
6ilderness Skills 134
). &7ui(!ent 137
&7ui(!ent ,asics 137
6ea(on Slot 141
Shield Slot 117
,ody Slot 11
+ead Slot 1)1
+ands Slot 1)3
$ccessory Slot 1)1
In%entory Slot 171
0aterials 177
7. Co!bat 14
The ,asics o. Co!bat 14
The Initiati%e Phase 17
The $ction Phase 17
The Status Phase 1"#
The S(oils o. ,attle #00
S(ecial Circu!stances #00
. 0agic #04
S(ell Classi.ications #01
,lack 0agic #0)
6hite 0agic #0"
Ti!e 0agic #13
*ed 0agic #17
,lue 0agic #17
S(ellblade 0agic ##3
Intuiti%e 0agic ##7
". $d%enturing ##"
*est and *eco%ery ##"
To-ns #31
8n The *oad #33
10. /a!e!astering #37
/0 ,asics #37
,uilding an $d%enture #4#
,uilding a Ca!(aign #14
Creating 2e- *aces #)1
Creating &7ui(!ent #)#
$((endi' I. Skill Su((le!ent #7
The ,asics o.
Technical Skills #7
In%ent #7"
/adgets #)
*e(air #)
Cra.ting 6ea(ons and
$r!or #7
Practical Cra.ting #"
Cooking #"1
&'(losi%es #"#
$lche!y #"3
0i' #"1
$((endi' II. 0onster Creation
Syste! 30
0onster Pro.ile 30
$ttributes and Statistics 311
$ttacks 314
$ction $bilities 3#0
S(ells 3##
Job $bilities 3##
0o%e!ent $bilities 3##
Su((ort $bilities 3#3
*eaction $bilities 3#7
9ield &..ects 3#
,oss $bilities 3#"
*e-ards 330
Con%erting 0onsters 331
$((endi' III. Su!!oning 333
The ,asics o.
Su!!oning 333
:sing &%ocation 0agic 333
:sing Su!!on 0agic 333
Su!!on Pro.iles 33)
$((endi' I4. Storytelling 3"1
;ey Points 3"1
Traits 3"#
Planning 3""
$((endi' 4. /a!e Sheets
/lossary
O
______________
INTRODUCTION

"Every story has a beginning.


This is the start of yours."
Auron
FINAL FANTASY X
The first Final Fantasy title appeared on American shores in 1990,
long after rescuing its Japanese creators from impending bankruptcy
and virtual obscurity. ts uni!ue blend of traditional "estern
mythology and science fiction had an almost immediate impact on
game players the #orld over, going on to become one of the
cornerstones of the fledgling console $%& genre. 'ince its inception,
the Final Fantasy series has become one of the best(selling ) and
most influential ) role(playing sagas of all time, spanning no less
than thirteen official titles on seven platforms and countless spin(
offs, including t#o animated series and full(length *& movies. The
Final Fantasy $%& is both an homage to these titles and an attempt
to bring their spirit and feel to the gaming table.
HOW TO USE THIS BOOK
The Third +dition *ore $ulebook is the foundation of the FF$%&.
,o# you approach the information #ithin #ill depend on both your
roleplaying e-perience and your familiarity #ith the Final Fantasy
games.
f you are a Final Fantasy fan getting into roleplaying for the first
time, you.ll soon be right at home here. Tabletop roleplaying games
have entertained people around the #orld for more than three
decades/ #ith this book, some dice, friends, paper, and a little
imagination, you.ll have everything you need to follo# in the
footsteps of 0ocke, Tidus and 1idane, traveling strange lands,
discovering legendary #eapons and ancient magics, and battling
against evil in every shape and form.
"hile prior roleplaying e-perience is generally a plus #ith games
like this, the *ore $ulebook e-plicitly assumes that you are playing
for the first time. 2ecause of this, you.ll find detailed e-amples and
e-planations throughout. The second half of this introduction in
particular contains a rundo#n of #hat roleplaying entails and ho# to
go about playing a tabletop $%&.
f you are ne# to the Final Fantasy games, don.t fret. 3o .insider.
kno#ledge is re!uired to use and en4oy the contents of this book. n
fact, the first portion of this introduction is specifically designed as a
crash course for this much(loved series, keeping you up to speed
#ith the series veterans. n the space of the ne-t fe# pages, you.ll
find capsule summaries for the fifteen most important Final Fantasy
games as #ell as a primer on the content and feel that.s common to
them. This is supplemented by the rest of the book, #hich offers
plenty of descriptive detail for the creatures, professions, and races
of the series.
f you have e-perience #ith role(playing games, the FF$%& should
be a relatively straightfor#ard read. 0ike many other rulebooks, the
rules of the FF$%& #ill be introduced in small segments over the
course of this book #ith the ultimate intent of preparing the readers
for their o#n adventures in the Final Fantasy universe.
Finally, if you played the First or 'econd +ditions, be prepared to
rediscover the FF$%& in its entirety. The Third +dition is a tighter,
neater, more comprehensive piece of #ork than its predecessors,
eliminating unclear rules #hile dramatically increasing the range of
options available to both &5s and %*s.
n order to help your understanding of the FF$%&6s ruleset, all
important terms and formulas in this book are marked in boldface
the first time they are used. n addition, key system terms ) such as
Job, 'peed, "eapon, Attack Action, and Task *heck ) #ill be
consistently capitali7ed to head off potential confusion.
! Clarifications and Examples
2ecause of the game.s comple-ity, the main te-t #ill occasionally
be broken up by clarifications and e-amples, distinguished by
bo-es like this one. +-amples #ill have a !uestion mark 89: in the
upper left corner/ clarifications an e-clamation mark 8;:.
'ome rules presented in this rulebook are <ptional $ules ) these
#ill al#ays be clearly denoted as such in the game te-t itself #hen
they occur. <ptional $ules are given largely for the benefit of
&amemasters as an alternative to e-isting rules/ #hether or not
these are implemented is do#n to individual preference.
CONTENTS AND ORGANISATION
2eyond this introduction, the *ore $ulebook is divided into ten
chapters and five appendices, each covering one aspect of the
FF$%& in detail.
*hapter 1 introduces the mechanics used by the Final Fantasy
$%&. Almost all information in here is built upon in later chapters,
and should be considered essential to anyone interested in playing
the game.
*hapter = outlines the character creation process in step(by(step
fashion, offering a logical starting point for players to begin their
e-ploration of the rest of the rulebook. t also covers character
advancement, as #ell as details on ho# to create an e-perienced
starting character.
FINAL FANTASY THE ROLEPLAYING GAME 1
*hapter > gives an overvie# of several Final Fantasy races,
discussing physiology and culture as #ell as offering concrete
roleplaying notes and naming advice for those interested in
e-ploring the possibilities offered by non(human characters.
*hapter ? introduces the professions of the FF$%&, their po#ers
and talents.
*hapter @ describes the 'kills of the Final Fantasy $%&, including
their applications and limitations.
*hapter A concerns itself #ith e!uipment. t contains full "eapon,
Armor, Accessory, and tem listings, and delves into stores and
currency #ithin the Final Fantasy universe.
*hapter B delves into combat and all things associated #ith it/
include damage, dying, unusual conditions, and une-pected
occurrences
*hapter C covers 5agic in Final Fantasy, and holds all ma4or 'pell
lists used by the 2lack, "hite, $ed, 2lue, and Time 5ages.
*hapter 9 covers the adventuring life, including rest and recovery,
travel, navigating to#ns, and overcoming challenges.
*hapter 10 is devoted solely to the &5. Amongst other things, it
contains essential advice for first(time &5s, e-panded rules for
campaign play, and a number of helpful tools for making ne# races,
e!uipment, and traps.
Appendi- serves as a supplement to the 'kill listings first
presented in *hapter @, and covers a #ide variety of Technical 'kills
and their applications.
Appendi- houses do(it(yourself rules for monster creation,
guiding &5s through the process of creating fearsome foes for their
players to challenge in mortal combat.
Appendi- covers the vagaries of 'ummon magic, including the
po#erful beasts 'ummoners call their allies.
Appendi- D offers suggestions and mechanics for emphasi7ing
the FF$%&6s storytelling aspects.
Appendi- D is a collection of sheets designed for both &5 and
player usage.
Finally, the last fe# pages of the *ore $ulebook are devoted to an
inde-. All important terms, names and concepts #ithin the book
itself are located there for easy reference.
GAME COVERAGE
The *ore $ulebook contains material converted from each of the
t#elve .core. Final Fantasy games and their se!uels, plus Final
Fantasy Tactics, Final Fantasy Tactics Advance, and Final Fantasy
*rystal *hronicles. $ather than emulate any one particular game in
the series, the rules presented here try to find a common ground
bet#een them by mi-ing and matching elements from each ma4or
release. The 'ummoning rules presented in Appendi- , for
instance, are directly based on the .persistent. 'ummoning first
seen in Final Fantasy E, #hile the fire(and(forget 'ummoning from
earlier games is presented as a separate ability.
This design philosophy means that some games are going to be
more difficult to emulate than others. The basic rules don.t contain
any provisions for changing Jobs in the style of Final Fantasy and
D, or the option of open(ended character development of the kind
offered by Final Fantasy E.s 'phere &rid or E.s 0icense 2oard.
&ame(specific conversion rules may surface at a future date to
accommodate &5s interested in recreating one particular e(game.
NAMING
The names of the characters, races, e!uipment, items, and spells
listed in this rulebook usually follo# the games. official 3orth
American translations. 2ecause the !uality of these locali7ations has
dramatically improved over the t#enty(five years since Final Fantasy
first arrived in the F', names used in the FF$%& tend to favor the
ne#est and most accurate translations. This includes the updated
translations given to recent remakes of older titles like Final Fantasy
D and Final Fantasy Tactics/ players #ho have only e-perienced the
originals may not immediately recogni7e some of the names used
here.
The rationale for this is relatively simpleG once a translation
changes, it generally becomes the standard for all future games in
the series. For e-ample, the old H-I 1, =, >, ? se!uence of 'pells
#as dropped in favor of (ra, (ga, and (4a suffi-es back in .99, .&il.
replaced .&old %ieces. as of Final Fantasy D, and the most recent
translations began phasing out .'oft. for .&olden 3eedle,. the
original Japanese name. As a result, keeping in the game in line #ith
the most current translations helps to .future proof. the FF$%&.
WHAT IS FINAL FANTASY?
As might be e-pected from a series #ith t#enty years of history,
hundreds of creative personnel, and fe# direct se!uels, Final
Fantasy is a varied beast. +ach game is a universe in its o#n right,
introducing ne# protagonists, settings and conflicts/ on the surface,
there seems to be little connection bet#een the traditional fantasy of
the earlier titles and the out(and(out science fiction of the later
ones, save for the name itself. 0ooking deeper, ho#ever, reveals a
number of recurring themes that bind the games together, creating
an important common ground.
THE MAGIC OF MYTH
The Final Fantasy universe takes its roots from a rich tradition of
mythology and popular storytelling. Anybody familiar #ith the heroic
fantasy genre #ill recogni7e most of the tropesG legendary s#ords,
mighty #arriors, shado#y villains, tales of magic and destiny. This is
reflected in the liberal use of cultural references seen throughout
the series, ranging from $obin ,ood, Jing Arthur, +-calibur, and the
5asamune katana to creatures like goblins, kappa, chimeras, and
dragons.
THE CENTER OF ATTENTION
+vents in Final Fantasy games actively revolve around the party.
5a4or events only happen #hen they are on the scene, or because
they are/ if there is change in the #orld, the players either have a
direct hand in it or #ill deal #ith the implications themselves. This
e-tends to the larger plot ) evil po#ers #ill often kno# the
FINAL FANTASY THE ROLEPLAYING GAME 2
characters on a first(name basis, and make the party6s eradication a
personal priority.
As a result, the players6 deeds should be epic enough to #arrant
this kind of attention. Though it isn6t necessary for every adventure
to have #orld(shaking conse!uences, the general thrust of a
campaign should see the heroes doing #hat Final Fantasy
characters do bestG defeating legendary monsters and mages,
obtaining fabled #eapons, rescuing to#ns from the clutches of evil,
and toppling corrupt empires.
THE HEROES
Adventuring parties in Final Fantasy tend to be an eclectic melange
of ages, backgrounds, and motivations. "hile there6s plenty of
scope for stout, pure(hearted heroes and noble #arriors, not all
Final Fantasy characters are knights in shining armor/ there.s 4ust as
much scope for shaded protagonists like the antisocial loner '!uall
0eonhart, the thieving, self(obsessed Kuffie Jisaragi, or 'hado#, a
man #illing to sell his killing talents to anyone #ith the money to
match his asking price. "hat sets these Ldarker6 characters apart
from their adversaries is their conviction/ even if they cheat, abuse
or betray their comrades in the course of the adventure, #hen push
comes to shove, they can be counted on to do the right thing.
%layers, too, should be #illing to uphold those ideals.
Mespite the diversity in groups, there are also a fe# constants.
The leader of the group tends to be younger and less #orld(#ise,
aged bet#een 1A and =1. For many games, this is mainly a narrative
convenience/ as the fresh(faced hero learns about the #orld around
him and begins unraveling ancient legends, so too #ill the player
gradually become ac!uainted #ith the game6s background and
storyline. 'everal games couple the younger protagonist #ith an
older mentor character, though the mentors tend to spend more
time being cantankerous to actually teaching their younger
counterparts anything of practical value.
n the earlier games, female party members tended to use magic
rather than physical #eapons in battle, and though the series has
thro#n up plenty of she(#arriors since then, 'ummoners, *allers,
and "hite 5ages are almost universally #omen. n later games,
female characters tend to be divided into Lcute,6 Lse-y,6 and
Lbeautiful6 types, depending on appearance and personality/ Final
Fantasy D, Final Fantasy D, Final Fantasy E, and Final Fantasy E
are all e-amples of this kind of design. f there are any members of
ancient near(human races or lost civili7ations in the party, chances
are high that are they are female as #ell.
Finally, non(human characters form a distinct minority in the
group. n most games, only one member of the party is anything
other than human, the notable e-ception being Final Fantasy E.
ULTIMATE POWER
Anyone coming to Final Fantasy from traditional fantasy roleplaying
games #ill !uickly notice one thingG the po#er level is significantly
higher. *haracters routinely absorb or shrug off damage that #ould
fell an army in real life and amass entire arsenals of ancient artifacts
and legendary #eapons over the course of their careers. 5agic can
be po#erful enough to lay #aste to entire cities at a time/ ancient
artifacts and rituals sink continents and reshape the very structure
of the planet. Final Fantasy is all about thinking larger(than(life #hile
retaining an intimate scale/ great deeds are accomplished not by
armies, but by small bands of dedicated #arriors #ith a righteous
cause and the #ill to see it through.
JOURNEY INTO MYSTERY
The plots of Final Fantasy are ultimately about discovery )
discoveries about one6s self, about the past, about the #orld, about
the people one travels #ith and the reasons for fighting alongside
them. n this sense, a Final Fantasy game is like a mystery #hose
specifics are discovered one piece at a time. 3ever give your players
too much information about the setting or its po#ers ahead of time
) instead, introduce these details one piece at a time.
CULTURE CLASH
Final Fantasy games tend to be the product of many different
cultural and genre conventions colliding at once. The first game #as
heavily influenced by venerable fantasy $%& Mungeons N Mragons,
but spiked the punch #ith the addition of robots, time travel, and a
dungeon set aboard an orbital space station. 'ince then, science
fiction and fantasy have freely intermingled, albeit in different #ays.
+arlier games #ere set in traditional fantasy #orlds #here ancient
civili7ations had achieved tremendous technological sophistication
before lapsing into obscurity, resulting in settings sharing Dikings
and cryogenic suspension, %aladins and space travel, submarines
and magic circles. 0ater games advanced the technology levels to
the ndustrial Age, modern day, and even near future #ithout
reducing the impact of magic/ a high(po#ered #eapon in these
#orlds could fire laser beams 4ust as easily as highly focused arcane
energies.
Japanese popular culture has also played an important role in
shaping the series. "ith more contemporary settings came idol
singers, card games, home pages, and high fashion, #hile the
Japanese love of all things cute has resulted in #orlds populated
#ith cartoonish, often ridiculous monsters ) #inged cats, imps in
pots, blob(men, knife(#ielding fish in monk6s robes.
Then there are the miscellaneous sources and inspirations that
have been added to the mi- over the yearsG the 'tar "ars films,
=001G A 'pace <dyssey, cult series 3eon &enesis +vangelion, 'tudio
&hibli6s 3ausicaa ) origin of the iconic *hocobos ) and even the
classic rock act Oueen, cited as an inspiration by Final Fantasy
Tactics director Kasumi 5atsuno. n short, #hen it comes to breaking
a Final Fantasy game do#n to its components, it honestly is a case
of .everything but the kitchen sink..
CONSOLE LOGIC
There.s a certain kind of t#isted logic to console $%&s in general )
and Final Fantasy specifically ) that is difficult to ad4ust to at first.
,ere, after all, is a #orld #here heroes can recover from near(fatal
beatings #ith 4ust eight hours of sleep, #here gold coins drop from
dead li7ards and ten(year(old girls can flatten a thirty(year old man
FINAL FANTASY THE ROLEPLAYING GAME 3
in plate mail #ithout breaking a s#eat. The important thing is not to
#orry #hy it happens and 4ust accept it does ) Final Fantasy games
run on their o#n internal logic, and aren6t mean to be an accurate
simulation of real life.
SUMMONING
'ince Final Fantasy first introduced the concept of .summoning,.
dra#ing po#erful supernatural creatures into a battle to unleash
devastating magical attacks has become an important concept for
the series. 'ummoned creatures such as 'hiva, the ce Oueen and
the "yrmking 2ahamut have been important plot elements in several
games, and act as .recurring characters. across titles.
RECURRING ELEMENTS
A fe# setting elements are common to every Lcore6 Final Fantasy,
regardless of ho# far into the future or past it may be set. The first
is the presence of flying vehicles, usually the airships that become
the party6s primary means of transportation later in the game. Final
Fantasy Tactics is the only game to break this rule, but even it
features a final battle in a graveyard of ancient airships, thereby
narro#ly s!ueaking by.
The second is the presence of the *hocobo as the primary beast
of burden and riding animal ) horses only make rare appearances
in the games, and are generally used e-clusively by monsters and
enemy soldiers.
The third is one character named *id, #ho usually plies his trade
as an engineer or scientist. *id tends to be older, and acts as a
mentor to the party/ in some cases, he may even 4oin them in battle.
*id is also intimately tied to airships, and in many cases constructs
or designs them himself.
0ess(common but important recurring elements include po#erful,
#orld(altering *rystals ) usually one for each of the four +lements
of Fire, +arth, "ater, and "ind ) and an inseparable pair of
characters named 2iggs and "edge stuck doing dirty and
unglamorous #ork. These aside, many of the 'pells, races, and
monsters in this book are Liconic6 Final Fantasy creations at home in
any of the actual games..
PG-13
A critical factor to consider is the overall tone of the game. "ith the
e-ception of the grim Tactics universe, almost every Final Fantasy
game is teen(friendly in terms of content, though titles released
after the 3intendo era pushed a little harder on this front than the
earlier games. 'e- may be alluded to ) as #ith Final Fantasy D6s
thinly(veiled prostitutes, the ris!uP dancers of Final Fantasy D, or
the ,oneybee nn in Final Fantasy D ) but is never actually seen
Lon(screen6, regardless of #hether it6s the actual act or the
aftermath. $elationships, #here they e-ist, tend to be a platonic ideal
of romantic love/ #hether they are consummated is generally left to
the player6s o#n imagination.
Though death occurs on a massive scale, violence, too, tends to
be styli7ed rather than e-plicit/ no buckets of blood or severed limbs
flying through the air every time s#ords cross. Torture is rarely seen
and generally tame ) electric shocks, a fe# kicks to the gut,
improbable and overly(elaborate deathtraps.
Finally, language tends to be relatively mild ) the only game #ith
notable s#earing is Final Fantasy D, and the bulk of it #as
censored out for comic effect, resulting in some QRSTing
memorable dialog. The end result is a kind of universe permanently
stuck in %&(1>.
A SINGULAR MENACE
Final Fantasy villains can come in many forms ) the slavering
monster, the bumbling henchman, the calculating military mind, the
alien intelligence, the scheming megalomaniac, the last survivor of a
long(dead civili7ation +ach story has a multitude of foes, but there is
al#ays one enemy that rules them all, a final menace to be slain to
set things to rights again. 'ometimes the last battle #ill be against
an opponent that has dogged the heroes since their adventure
began/ sometimes, the true mastermind #ill only sho# itself at the
eleventh hour. +ither #ay, the only #ay to save the #orld is to best
them in battle and bring the story to an end.
THE HISTORY
&iven the prolific rate at #hich the franchise has multiplied over the
years, keeping track of the ever(increasing numbers of releases,
remakes, and spinoffs is often difficult, if not outright over#helming.
The ne-t fe# pages have been given over to a comprehensive
history of Final Fantasy from its inception on#ards, covering ma4or
releases and events.
1987
<n the verge of bankruptcy, '!uare ) an obscure developer #ith a
string of flops to its name ) puts all of its resources into developing
a do(or(die title, Final Fantasy, for 3intendo.s Famicom console.
Mra#ing heavily on fello# developer +ni-.s Mragon Ouest and T'$.s
popular Mungeons N Mragons roleplaying game, the title becomes an
une-pected success, giving '!uare a second lease on life and
lioni7ing its creators ) producer ,ironobu 'akaguchi, composer
3obuo Fematsu, and character designer Koshitaka Amano, #hose
ethereal pastel(colored art#ork #ill define the UlookU of the series
for nearly a decade.
1988
Final Fantasy is released in Japan. A significant about(face from its
predecessor, introduces a comple- storyline and better(developed
characters as #ell as ne# mechanics that esche# 0evel(based
advancement in favor of a more free(form system. 'everal of the
game.s more enduring elements ) including the hearty avian steeds
kno#n as *hocobos and Fltima, the ultimate magic ) make their
debut here.
FINAL FANTASY THE ROLEPLAYING GAME 4
1990
Final Fantasy is released in Japan. A thro#back to the original
Final Fantasy, .s plot is secondary to its mechanics/ a class(change
system allo#s the game.s faceless protagonists to slip into a #ide
array of roles and professions to overcome their foes.
"ith a hit, #ork begins on t#o ne# Final Fantasy titles ) Final
Fantasy D for the Famicom and Final Fantasy D for the 'uper
Famicom, 3intendo.s ne# 1A(bit console. +arly on in the
development process, '!uare makes the decision to move Final
Fantasy D to the 'uper Famicom, making the last of the series to
appear on the original Famicom.
Final Fantasy is released in the Fnited 'tates, en4oying resounding
success. As a result, '!uare.s F' subsidiary begins #ork on an
+nglish version of Final Fantasy . A prototype cartridge ) subtitled
VMark 'hado# of %alakiaW ) is produced, but the pro4ect is
eventually scrapped in favor of locali7ing the ne#ly(released Final
Fantasy D.
Final Fantasy 0egend is released in the F' for 3intendo.s handheld
&ame 2oy console. n spite of its title ) and director Akitoshi
Ja#a7u, a game designer on Final Fantasy and ) the game is not
officially part of the Final Fantasy series/ its original Japanese title,
5akai Toshi 'a&a, is 4ettisoned for the F' market to capitali7e on
Final Fantasy.s name(brand recognition among American gamers.
1991
Final Fantasy D is released. ts combination of Final Fantasy .s
plot(driven gameplay #ith the more straightfor#ard class(based
mechanics of the original game sets the tone for the rest of the
series, and #ill lead many to declare it as one of the best titles in the
series.
+ager to capitali7e on Final Fantasy.s F' fanbase, '!uare rushes
a F' version ) retitled Final Fantasy to avoid confusing consumers
) into production, releasing it a mere four months after its Japanese
counterpart. 5ore than a straight port, Final Fantasy features
several notable changes, including a toned(do#n difficulty level and
the removal of a significant amount of content deemed unsuitable
for F' audiences. The game.s translation, though poor, provides a
generation of gamers #ith one of its most resounding catchphrasesG
UK<F '%<<3K 2A$M;U
'eiken MensetsuG Final Fantasy &aiden is released in Japan for the
&ame 2oy. <riginally entitled &emma Jnights, the game is more
action(oriented than its Ubig brothersU/ only a handful of elements )
including the iconic 5oogles and *hocobos ) and its overall
graphical style identify it as part of the series. Mespite being
developed by a largely ine-perienced team, 'eiken Mensetsu is
successful enough to spa#n a series of se!uels/ the Final Fantasy
elements are phased out from the second game on#ards. The F'
release follo#s in 3ovember of the same year under the title Final
Fantasy Adventure.
The &ame 2oy title 'a&a G ,ihou Mensetsu is released as Final
Fantasy 0egend in the F'.
1992
Final Fantasy D is released in Japan. A thro#back to Final Fantasy ,
its e-pansive class change system, high difficulty level, and lo#(key
plot are deemed .inaccessible. to the average American gamer,
resulting in it being passed over for F' release. The game is the last
to be directed by series creator ,ironobu 'akaguchi.
Final FantasyG 5ystic Ouest is released in the F'. Meveloped
entirely #ith an American audience in mind, the game is #idely seen
as one of '!uare.s most notorious misfires. The elementary
gameplay and non(e-istent storyline compares poorly to the
recently(released Final Fantasy and leads to #idespread contempt
for the title in later years.
1993
5ystic Ouest is released in Japan under the title Final Fantasy F'AG
5ystic Ouest.
The &ame 2oy title 'a&a G Jikuu no ,asha is released as Final
Fantasy 0egend in the F'.
1994
Final Fantasy D is released. 2y no#, the debut of a ne# Final
Fantasy title has become something of a cultural event/ in Japan,
hordes of eager gamers line up outside of stores on release day,
hoping to be the first to snap up a copy. A bleak, epic game, D.s
graphical opulence and e-pansive scope drive it to critical and
commercial success. "ith ,ironobu 'akaguchi only peripherally
involved in the title.s development, directorial duties on D are
shared by Koshinori Jitase ) #ho had previously #orked on 'eiken
Mensetsu ) and Final Fantasy D.s battle director, ,iroyuki tou.
A heavily Anglici7ed F' version is released under the title Final
Fantasy later the same year, once again toning do#n or outright
removing Uob4ectionableU content in the game. n subse!uent years,
these changes #ill come under significant fire from die(hard series
fans.
Final FantasyG 0egend of the *rystals, an animated se!uel to Final
Fantasy D, is released in Japan. Mespite the presence of acclaimed
director $intaro ) #ho had previously #orked on the animated
version of +ni-.s Mragon Ouest ) 0egend of the *rystals meets a
muted reception from series fans.
1995
'!uare begins development on Final Fantasy Tactics for the 'uper
Famicom. nspired by tactical role(playing games like <gre 2attle
and Fire +mblem, Tactics places the player in charge of an entire
FINAL FANTASY THE ROLEPLAYING GAME 5
army, developing a fighting force over the course of many battles. As
the pro4ect progresses, the increasingly tangential connections to
the Final Fantasy series eventually lead to the game being
repositioned as a #holly original title, 2ahamut 0agoon.
A second Final Fantasy Tactics #ill later enter development under
the direction of Kasumi 5atsuno, creator of <gre 2attle, after the
latter defects from developer Ouest to '!uare.
%lans are dra#n up to release a F' version of Final Fantasy D.
%rovisionally entitled Final Fantasy +-treme, '!uare intends to
promote the game as intended for Umore e-perienced gamers,W but
cancels development part#ay through the pro4ect.
'!uare unveils an interactive technical demo featuring Final
Fantasy D characters at the A*5 '&&$A%, convention. At the time,
the demo is #idely assumed to be a Udry runU for an eventual Final
Fantasy A? on 3intendo.s A?(bit 'uper Famicom successor.
1996
+nding nearly a decade of collaboration #ith 3intendo, '!uare
announces that Final Fantasy D #ill be released e-clusively on
'ony.s ne-t(generation %laystation console after the ambitious game
proves impossible to reali7e on 3intendo.s cartridge(based 3intendo
A?.
1997
Final Fantasy D is released #ith an e-tensive promotional blit7
emphasi7ing its then(stunning pre(rendered graphics. The gambit
#orks, enticing even gamers #ho traditionally shun roleplaying
games/ over the ne-t t#o years, Final Fantasy D #ill go on to sell
more than C million copies, nearly four times the number shifted by
its predecessor.
3otable for a gritty near(future scenario and adult themes, D also
features a ne# character designer, Tetsuya 3omura, #hose #ork
defines much of the future .look. of the series. <n the production
front, Koshinori Jitase once again acts as director.
The F' release ) later brought to Japan under the title Final
Fantasy D nternational ) adds ne# content, including t#o
UchallengeU bosses, $uby "eapon and +merald "eapon. ,o#ever,
'ony.s sub(par translation reduces the intricate plot to nigh(on
incoherence. Among the many pieces of mangled dialogue is the
#idely(!uoted line, UThis guy are sick.U
The game.s success drives a #edge bet#een '!uare and
3intendo, resulting in '!uare abandoning 3intendo.s platforms
outright.
Final Fantasy Tactics is released for the %laystation to #idespread
critical acclaim. As #ith Final Fantasy D, Final Fantasy Tactics is
locali7ed by 'ony rather than '!uare, resulting in a plethora of
grammatical, spelling, and translation errors. The game.s tutorial
section in particular suffers from this/ as a result, the nonsensical
advice given by in(game tutor 2ordam Maravon becomes the stuff of
dark legend among series fans.
'!uare begins #orking #ith developers Top Mog to bring a F'
version of Final Fantasy D to "indo#s %*s. The pro4ect falls apart
#ell before release as a result of communication issues bet#een the
t#o parties.
'!uare %ictures is established in ,onolulu, ,a#aii. F'T1>0 million
is spent building the company.s state(of(the(art studio and
production facilities #ith the intention of establishing an animated
film division #ithin the company. An international team begins #ork
on #hat #ill eventually become Final FantasyG The 'pirits "ithin.
1998
A "indo#s %* port of Final Fantasy D is released.
1999
Final Fantasy D is released on the %laystation. ntended as an
antidote to the dark, gloomy D, D.s stripped(do#n gameplay and
personali7ed narrative make it one of the most controversial titles in
the series, but also one of the most successful/ in the F', the game
claims sales of more than F'T@0 million in the first three #eeks of
its release.
'!uare begins releasing %laystation ports of the 'uper Famicom(
era Final Fantasy games. n Japan, the Final Fantasy *ollection
contains Final Fantasy D, D, and D/ the F' release, the Fantasy
Anthology bundles Final Fantasy D and D together. All games are
virtually unchanged from their original 'uper Famicom outings, but
have pre(rendered cinematics to bring them in line #ith the later
%laystation releases. D, seeing an official 'tateside release for the
first time, is saddled #ith a sub(par translation/ fan reaction to the
UlostU Final Fantasy is mi-ed at best.
2000
Final Fantasy E becomes the last UofficialU Final Fantasy to see a
release on the original %laystation. Meveloped concurrently #ith D,
E is a very different beast from its predecessor, trading heavily on
fan nostalgia #ith fre!uent references to previous games in both
visuals and spirit. *haracter art once again comes courtesy of
Koshitaka Amano/ in(game, characters sport a cartoonish, styli7ed
look deliberately at odds #ith the more realistic design of Final
Fantasy D.
Mespite ) or perhaps because of ) the game.s nods to its roots,
E is the least successful %laystation Final Fantasy by far. A "indo#s
port is announced, but never materiali7es
A remake of the original Final Fantasy is released for 2andai.s
"onders#an *olor, an obscure Japanese handheld #ith minimal
share in a market dominated by 3intendo. Though gameplay is
largely unchanged, the remake features retooled graphics )
bringing it up to 1A(bit era standards ) and a modestly improved
storyline.
FINAL FANTASY THE ROLEPLAYING GAME 6
A "indo#s %* port of Final Fantasy D is released.
2001
The release of Final Fantasy E marks the series.s transition to
'ony.s %laystation = ) and the beginning of a ne# era, as Koshinori
Jitase takes over as producer and longtime composer 3obuo
Fematsu shares composing duties #ith ne#comers Junya 3akano
and 5asashi ,amau7u. The %'=.s improved processing po#er
significantly closes the gap bet#een in(game visuals and the pre(
rendered cinematics that are no# a series staple. 5ost notably, the
game.s environments ) static >M renders throughout the %laystation
years ) are finally generated entirely in real(time. <ther innovations
include a streamlined battle system, open(ended character
development, and e-tensive voice acting/ critically acclaimed, the title
also proves to be a commercial smash, selling nearly t#o million
copies #ithin four days of its Japanese release.
The full(length *& science fiction movie Final FantasyG The 'pirits
"ithin is released in theaters Though opulently animated, 'pirits is a
critical and commercial dud, posting a F'T1=0 million loss. The
fallout from the movie.s failure spells the end for '!uare %ictures/
the company shuts do#n after releasing 4ust one more pro4ect, the
5atri- short Final Flight of the <siris.
The animated series Final Fantasy Fnlimited begins airing in Japan.
A collaboration bet#een '!uare and animation studio &<31<,
Fnlimited tells the story of t#o young children brought to a fantastic
#orld in search of their parents. *rude animation, simplistic plot,
and minimal connection to the Final Fantasy games do little to
endear it to vie#ers/ tepid ratings force the sho#.s cancellation after
only =@ episodes.
'!uare follo#s its Final Fantasy remake #ith a "onders#an *olor
port of Final Fantasy , featuring enhanced graphics and an
improved advancement system.
Final Fantasy *hronicles is released in the F', bundling Final
Fantasy D and *hrono Trigger ) another classic '!uare $%& from
the 'uper Famicom era ) together in a single bo-ed set. As #ith
Anthology, both titles are spruced up #ith ne# cinematics. Final
Fantasy D is graced #ith a fresh translation/ mindful of the game.s
historic status, the translators are nonetheless careful to keep key
lines from the original intact, most notably the infamous U'%<<3K
2A$M.U
2002
Final Fantasy E, the first massively multiplayer online game set in
the Final Fantasy universe, debuts on %laystation = and %* in Japan.
The game.s mechanics are inspired by the highly successful online
game +verOuest, a game obsessively played by E.s development
team. Though unit sales pale in comparison to its traditional
counterparts, it accumulates @00,000 paying subscribers, making it
among the more successful entries in the massively multiplayer
genre.
Final Fantasy <rigins is released, bundling the "onders#an
upgrades of Final Fantasy and onto a single %laystation *M. As
#ith *hronicles and Anthology, <rigins features additional pre(
rendered cinematics not found in previous ) or subse!uent )
releases.
A port of Final Fantasy D becomes the third and last Final Fantasy
release for the "onders#an *olor.
2003
'!uare merges #ith former arch(rival +ni-, forming a ne#
conglomerate kno#n as '!uare +ni-.
Final Fantasy E(=, the first direct se!uel to a Final Fantasy game in
'!uare +ni-.s history, is released for the %laystation =. $eusing the
original.s engine and graphical assets, E(=.s light(hearted tone and
female protagonists garner mi-ed responses from fans.
3onetheless, the game goes on to sell = million copies in Japan and
a further 1 million in the F'.
Final FantasyG *rystal *hronicles is released for the 3intendo
&ame*ube, marking the start of a reconciliation #ith 3intendo. A
light#eight action $%& for up to four players incorporating the &ame
2oy Advance as a gameplay aid, *rystal *hronicles has more in
common #ith original Final Fantasy spin(off 'eiken Mensetsu than
the #eighty UmainU games.
Final Fantasy Tactics Advance is released for the &ame 2oy
Advance. Though it shares the mechanics of its predecessor, TA.s
#himsical plot ) heavily inspired by cult fantasy novel The
3everending 'tory ) is a disappointment to Tactics devotees. The
game achieves respectable success, selling more than @00,000
copies in Japan in less than t#o months.
Final Fantasy E is released in the F' bundled #ith the game.s first
e-pansion pack, $ise of the 1ilart.
2andai halts manufacturing of its "onders#an handhelds, leading
'!uare +ni- to cancel its intended remake of Final Fantasy . The
pro4ect is later revived for 3intendo.s M' handheld.
2004
Final Fantasy DG 2efore *risis, a pre!uel to Final Fantasy D, is
released in Japan. The game.s plot ) told via UepisodesU released to
mobile phones on a monthly basis ) casts players as members of
the Turks, the elite security force of the villainous 'hinra %o#er
*ompany. 2efore *risis ) first in a series of Final Fantasy D spinoffs
collectively kno#n as U*ompilation of Final Fantasy DU ) !uickly
gro#s to become one of the most successful mobile titles ever.
*hains of %romathia, Final Fantasy E.s second e-pansion pack, is
released, adding several ne# areas to the #orld of Dana.diel.
FINAL FANTASY THE ROLEPLAYING GAME 7
Final FantasyG Ma#n of 'ouls, a port of <rigins for 3intendo.s
&ame 2oy Advance, is released. 2oth games are enhanced to sport
additional contentG four UbonusU dungeons in Final Fantasy and an
additional mini(adventure in Final Fantasy .
2005
After a successful debut at the Denice Film Festival, the full(length *&
feature Final Fantasy DG Advent *hildren sees limited theatrical
release in Japan. '!uare +ni-.s first venture in computer animation
since the demise of '!uare %ictures, Advent *hildren is a direct
se!uel to Final Fantasy D featuring many of the same key creative
personnel. The subse!uent MDMXF5M release of the movie is a
resounding success, selling B00,000 units in the space of a single
month. The MDM edition includes an additional animated short, U0ast
<rder.U
Final Fantasy D Advance, a port of Final Fantasy D for the &ame
2oy Advance, is released. As #ith previous &2A releases, FFDA
sports bonus content ) in this case, t#o ne# dungeons and the
ability to change party members for the final confrontation.
2006
Mirge of *erberus, the third Final Fantasy D spinoff, is released on
the %'= to middling revie#s. A run(and(gun shooter starring the
mysterious Dincent Dalentine, Mirge follo#s the events of Advent
*hildren and is the last game in the Final Fantasy D timeline.
Treasures of Aht Frhgan, the third Final Fantasy E e-pansion, is
released. 2eyond adding several ne# areas to the game #orld,
Treasures also introduces three ne# JobsG the 2lue 5age, the
*orsair, and the %uppet 5aster.
After nearly @ years of development and countless delays, Final
Fantasy E finally sees release. "ith Final Fantasy Tactics director
Kasumi 5atsuno at the helm, E takes the series into ne# #aters on
many fronts. +-ploration and combat are merged into a seamless
#hole, #hile the story6s political machinations drastically e-pand the
traditionally intimate scope of previous Final Fantasy games. The
"eekly Famitsu, Japan6s most respected video game periodical,
a#ards the game a landmark ?0 out of ?0, making it only the si-th
game in Famitsu6s history to receive this distinction.
At the =00A +lectronic +ntertainment +-po, '!uare +ni-
announces Final Fantasy EG 3ova Fabula *rystallis as a multi(
pronged pro4ect covering multiple games united by a single shared
setting. The first 3ova Fabula *rystallis pro4ects announced to the
public are t#o %laystation > games, Final Fantasy E and Final
Fantasy Dersus E, a mobile game, Final Fantasy Agito E, and an
unnamed 3intendo M' title.
The 3intendo M' version of Final Fantasy is released to general
critical acclaim. n Japan, the game sells more than @00,000 units in
its first t#o days of release. Though largely a faithful remake of the
original, the ne# Final Fantasy is fully polygonal and adds distinct
personalities to the game.s formerly(anonymous heroes.
Final Fantasy D Advance, the &ame 2oy Advance remake of Final
Fantasy D, is released. n addition to a ne# .'ealed Mungeon,. the
title features four additional Jobs.
2007
The Final Fantasy franchise celebrates its =0
th
anniversary. To
commemorate this milestone, '!uare +ni- releases ne# ports of
Final Fantasy and on the %laystation %ortable handheld,
incorporating the F5Ds from the <rigins release as #ell as additional
content for both games.
Final Fantasy D Advance, the &ame 2oy Advance remake of Final
Fantasy D, is released in the F'. The bonus content this time
includes one ne# dungeon and a number of +spers taken from Final
Fantasy D. n addition, the updated translation undoes much of the
censorship present in the original American release, offering players
a far more faithful e-perience.
$evenant "ings, a direct se!uel to Final Fantasy E, is released on
the 3intendo M'. 'tarring a motley assortment of ma4or and minor
characters from the original, $evenant "ings uses its predecessor.s
basic gameplay as the foundation for a real(time strategy game.
*risis *ore, the fourth Final Fantasy D spinoff, is released on the
%'%. A fast(paced action $%& acting as an effective pre!uel to its
parent game, *risis *ore nets both e-cellent revie#s and
outstanding sales.
Final Fantasy TacticsG The 0ion "ar is released on the %laystation
%ortable. An enhanced port of the original %laystation game, 0ion
"ar features t#o ne# Jobs, a multiplayer mode, and a guest
appearance by Final Fantasy E.s 2althier.
Final Fantasy Tactics A= is released on the 3intendo M'. As the
name implies, the game is a semi(direct se!uel to Final Fantasy
Tactics Advance, featuring a ne# cast of characters #ho have been
brought into valice through the po#er of the &ran &rimoire.
"ings of the &oddess, the fourth Final Fantasy E e-pansion pack,
is released. "ings once again increases the si7e of Dana.diel and
adds t#o ne# Jobs to the available rosterG Mancer and 'cholar.
'!uare +ni- releases a fully polygonal remake of Final Fantasy D,
incorporating subplots and elements cut from the original 'uper
Famicom version as #ell as e-tensive voice acting.
A se!uel to Final Fantasy D, entitled Another 5oon, is put into
development for mobile platforms. %icking up almost t#o decades
after the original, Another 5oon follo#s the adventures of *ecil,
$osa, and their son.
'!uare +ni- revisits the *rystal *hronicles series by releasing $ing
of Fates for the 3intendo M'. This game is a pre!uel taking place
FINAL FANTASY THE ROLEPLAYING GAME
during the &olden age of the #orld.
2008
The *rystal *hronicles series continues #ith 5y 0ife as a Jing
released via the "ii"are service of the 3intendo "ii. This game is
the first true se!uel of *rystal *hronicles, and in a change of pace,
focuses on creating a ne# kingdom.
THE GAMES
"hile most of the FF$%&.s intended audience is assumed to have
played at least one or more of the games in the series, not
everyone is familiar #ith the older and more obscure title. "hat
follo#s are spoiler(free summaries for every standalone game
referenced in this rulebook.
Fi!" F!#!$%
'hrouded in darkness, the #orld begins a slo# and terrible rot in the
dying light of the four *rystals ) crops #ither and die, fierce #aves
ravage the oceans, and monsters spread across the sickening land.
3o#, the only hope lies in the ancient legend of the 0ight "arriors,
passed do#n over millennia in the lore of Mragon, +lf and ,uman
alikeG
"hen the #orld is in darkness, four #arriors #ill comeY
Fi!" F!#!$% II
The gates of the under#orld have been thro#n open and the armies
of ,ell roam freely once more, unleashed by the ruthless ambitions
of +mperor %alamecia. At his behest, monsters s#eep across the
land, indiscriminately ra7ing to#ns, murdering and enslaving their
citi7ens/ any stirring of resistance is crushed #ithout mercy. 2ut
even %alamecia6s combined armies cannot e-tinguish all hope/
braving traitors and demons, a small band of heroes under the
leadership of %rincess ,ilda of Fynn prepares to strike back against
a seemingly(invincible foeY
Fi!" F!#!$% III
For many years, the inhabitants of Fr lived in the shelter of the "ind
*rystal6s light, dra#ing on its blessings to protect them from the
predations of roaming monsters. Then the tremors struck and the
idyll shattered in an instant as the earth opened, s#allo#ing the
*rystal #hole. For a young villager caught in the cataclysm, that
fateful earth!uake is only the beginning ) entrusted #ith the "ind
*rystal6s po#ers, he must no# prepare to embark on the adventure
of a lifetime.
Fi!" F!#!$% I&
Flight. A distant dream for most/ a strategic #eapon of devastating
proportions for the Jingdom of 2aron, #hose elite $ed "ing air
force is unmatched the #orld over. n more peaceful times, the $ed
"ings #ere respected and admired in e!ual measure/ no#, this
formerly(honorable fighting force has become an aerial plague,
bombing and looting on the orders of an increasingly(erratic
monarch #ho covets sole possession of the #orld.s four *rystals.
Misturbed by Jing 2aron6s #arlike ambitions, a band of heroes takes
a stand against the kingdom6s armies ) only to discover 2aron6s
motivations run deeper than they could have ever suspected.
Fi!" F!#!$% &
Through arcane machinery devised by the reclusive genius *id
%revia, the kingdoms of "al7, Jarnak, and Tycoon en4oy
unparalleled peace and prosperity. Ket the mystic *rystals, source of
their good fortune, gro# #eaker by the day. "hen Tycoon6s "ind
*rystal shatters, a young princess 4oins forces #ith a mismatched
group of travelers, racing to rescue the remaining *rystals before
their po#er is e-tinguished for good.
Fi!" F!#!$% M%$#i' ()*$#
Acting on orders from the sinister Mark Jing, four beasts steal the
*rystals of the elements, sealing up the great Focus To#er and
plunging four great lands into chaos. 3o#, all hope no# rests #ith
one young #arrior, chosen by prophecy to reclaim the *rystals and
save the #orld from darkness.
Fi!" F!#!$% &I
The "ar of the 5agi drove a once(proud civili7ation into e-tinction/
in the aftermath, magic seemingly vanished from the face of the
earth. <ne thousand years later, humanity has nearly succeeded in
rebuilding itself/ steam and the po#er of machinery once again
stand at their command.
2ut mastery of technology is not enough for those obsessed #ith
the lure of forbidden po#er. Already, the +mpire &estahl has
perfected the art of 5agitek, a fearsome synthesis of sorcerous
energy and iron spearheading an agenda of sub4ugation and
con!uest. *ountless cities have fallen to the mperial armies/
command of true magic #ould mean nothing short of #orld
domination for the dictator. The chance discovery of an +sper in
colliery of 3arshe no# threatens to make &estahl6s plans for a
revival of magic a reality ) can another cataclysm be far off9
Fi!" F!#!$% &II
5akoG clean, efficient and seemingly limitless, it is nothing less than
the ultimate po#er source. "ith its mako monopoly, the sinister
'hinra %o#er *orporation is unchallenged master of the kno#n
FINAL FANTASY THE ROLEPLAYING GAME !
#orld/ its reactors loom over every city and nation, supplying energy
to the farthest reaches of the globe. 2ut there is a darker side to
the mako bonan7a, a secret carefully covered up by the companyG
the so(called Lfree energy6 is nothing less than the %lanet6s life force,
siphoned off bit by bit to meet the daily needs of 'hinra6s loyal
subscribers.
'tanding in the path of 'hinra is the organi7ation ADA0A3*,+, a
small but dedicated group of eco(#arriors determined to shut do#n
'hinra6s life(draining reactors at any cost. 0ittle do they reali7e that
the corporation is the least of the %lanet6s #orries...
Fi!" F!#!$% T!'#i'$
The Fifty Kear "ar left the once(proud realm of valice nigh(on
bankrupt, crippled by famine, poverty and popular discontent ) yet
her troubles are only beginning. <vershado#ed by religious
corruption and popular resentment to#ards the aristocratic families,
menaced by criminals and mercenaries, the #aning health of Jing
<mdolia leaves only one !uestion for commoner and noble alikeG
#ho #ill inherit the throne of valice9
,istory #ill come to call the ensuing struggle for succession the
0ion "ar. Those #ho have discovered the true events behind those
pitched battles and palace intrigues, ho#ever, kno# it by another
name entirelyG the 1odiac 2rave 'tory.
Fi!" F!#!$% &III
The sorceresses had been a scourge throughout history/ as sole
#ielders of the po#er of magic, their reign of terror #as une!ualed,
their names a by#ord for #anton cruelty and destruction.
"ith the last 'orceress "ar at an end, their once(feared po#er
has become common property/ para(5agic and the enigmatic
&uardian Forces have brought spellcasting to the masses. n this
ne# #orld order, the young mercenaries of 'eeM stand head and
shoulders above the rest, masters of both mystic energies and
fighting arts. "hen the po#er(hungry &albadian dictatorship
launches a bid for total domination, ho#ever, these hired s#ords find
themselves saddled #ith a role their training never could have
prepared them for ) #orld savior
Fi!" F!#!$% I+
An e-tended peace has brought both #ealth and security to the
three great nations of &aia ) a situation ripe for the plucking by
those unscrupulous enough to e-ploit it. For the thieves of the
Tantalus Troupe, kidnapping the young heir to the Jingdom of
Ale-andria seems like the coup of a lifetime. 2ut #hen the abduction
goes a#ry, an ine-orable chain of events is set into motion/ one that
#ill thrust the members of Tantalus into the thick of a battle to
reshape the #orld as they kno# it.
Fi!" F!#!$% +
<ne thousand years ago, civili7ation on 'pira had reached its
undisputed pinnacle. Then came 'in, a monstrous scourge from
beyond the kno#n #orld, laying all to #aste in its #ake. Today, the
tribes of 'pira live in fear, besieged by the countless offspring of
that ancient menace/ technology, once commonplace, is the province
of the brave fe# #ho risk 'in6s #rath to use it. Ket hope ) and
courage ) survive. n the midst of the desolation, seven travelers
set off on a 4ourney across the breadth of 'pira, searching for the
po#er #hich may yet free their #orldY
Fi!" F!#!$% +I
n the CA>
rd
Kear of the *rystal, darkness came to Dana6dielY
'upported by an army of inhuman allies, the 'hado# 0ord
rampaged across the #orld, ra7ing and plundering all in his path.
Fniting in the face of destruction at the eleventh hour, the races of
Dana6diel #aged a long and bloody campaign against the forces of
darkness, eventually driving the invaders back into the #ilderness.
T#enty years have passed since that great conflict, and the nations
of 'an M6<ria, 2astok, "indurst and Jeuno en4oy a hard(#on peace.
n the darkness, ho#ever, evil gathers once again/ soon, a ne#
generation of heroes must take up the s#ord to protect everything
they hold dear.
Fi!" F!#!$% T!'#i'$ A,-!'*
0ong ago, before the &reat Flood, legends told of a land named
Jiltia, a realm #here sorcery reigned supreme and legendary
#arriors battled one another for dominance in an unending #ar
bet#een good and evil. For the children of sleepy 't. valice, these
tales offer a #elcome escape from the mundanity of everyday life )
until a fragment of that ancient civili7ation suddenly resurfaces,
turning idle fantasies into deadly reality. Trapped in a fantastic,
troubled realm by the mysterious &ran &rimoire and dogged by the
draconian Judges, young 5arche $adieu no# struggles to find his
#ay home in a #orld both utterly alien and strangely familiar.
Fi!" F!#!$% ./%$#!" .0/1i'"*$
+nveloped by poisonous miasma and besieged by monsters, a #orld
huddles in the protective light of the crystals, the thin cocoons of
magical energy that separate villages and to#ns from certain death.
2ut the protective po#er of the crystals is far from unlimited/ unless
regularly purified #ith myrrh, the #ater of life, they gradually begin
to lose their luster, succumbing to the deadly miasma around them.
+very year, settlements around the #orld mount their desperate
e-peditions into venom(choked #ilderness/ led by the strongest and
bravest they can muster, their ob4ective is as desperate as it is clearG
secure the myrrh, or die trying.
Fi!" F!#!$% +II
Though ages may pass on valice, one thing remains constant in this
#orldG #arfare. n an age #here airships choke the skies and magic
FINAL FANTASY THE ROLEPLAYING GAME 1"
stones are the foundation of civili7ation, Mamalsca is a kingdom in
turmoil/ its king dead at a traitor6s hands, its citi7enry chafing under
the rule of the po#er(hungry Archadian +mpire and its enigmatic
Judges. nto this troubled realm steps a small band of heroes,
thro#n together by circumstance to challenge the +mpire ) and
themselves.
Fi!" F!#!$% +III
For many years, the flying city of *ocoon has lived in isolation,
sheltered by machine sentinels and an autocratic government bent
on preserving the status !uo at any cost. 2ut no# outside forces
have invaded *ocoon, leaving its citi7ens face to face #ith the thing
they have learned to fear mostG %ulse, the #orld beyond.
THE BASI.S OF ROLE2LAYING
At first glance, roleplaying can look like a daunting hobby, thick #ith
seemingly arcane rules and speciali7ed vocabulary that borders on
the impenetrable. $educe it to its foundations, ho#ever, and
roleplaying is nothing more than a structured form of play(acting, a
collaborative storytelling process involving several participants.
5any people have summed the process of roleplaying up as a
slightly more elaborate Vlet.s pretend,W and that description cuts
close to the truth ) roleplaying merely adds the rules and
restrictions needed prevent things from getting out of hand, as #ell
as a designated .moderator. to enforce themG the &amemaster.
THE GAMEMASTER
Traditionally, your passport to Final Fantasy comes in the form of a
cartridge, *M($<5, or MDM. n the FF$%&, ho#ever, it is the
&amemaster 8&5: #ho unspools the epic saga, acting as both
referee and storyteller. As a storyteller it is their responsibility to
create the !uests and storylines the players become embroiled in,
take on the roles of 3on(%layer *haracters 83%*s: ) the people and
monsters the adventurers encounter in their travels ) and act as
the players. eyes and ears #ithin the game, describing the scenery
and situations. As a referee, the &5 enforces the rules, sets out the
challenges, and keeps the players on task to ensure each session
runs as smoothly as possible.
2oth responsibilities take patience and dedication. For first(time
&5s, the challenges posed by the 4ob can be daunting even at the
best of times. "ith this in mind, *hapter 10 is filled #ith advice and
ideas for &amemasters of all stripes/ regardless of actual
e-perience, any &5 can benefit from the information it contains.
THE PLAYERS
%layers in the FF$%& step into the shoes of a character #ith a
uni!ue background, personality, skills and po#ers. These
protagonists are kno#n as the %layer *haracters 8%*:, and
ultimately shape the story by virtue of their actions and decisions.
There are some crucial differences bet#een video game and
tabletop play, ho#ever/ each player generally only controls one
character, rather than an entire party. As a result, most adventures
#ill see several players cooperating #ith each other under the &56s
guidance, trying to attain a common goal or ob4ective.
'econdly, though some &5s may prefer to give their players pre(
designed characters, the vast ma4ority of %*s are created by the
players themselves/ appearance, history and profession are all left
to the individual imagination. *hapter = guides players through the
process of assembling a character, and offers a starting place from
#hich to e-plore the rest of this book.
PLAYING THE GAME
The &5 #ill typically begin a session by placing the characters in a
situation 8VKou are standing at the gates of *astle *orneriaYW: to
#hich the players then react via their characters 8VFood the "hite
5age is going to #alk up to the gates and ask the guards for
permission to pass.W: in #hatever manner they deem appropriate.
The &5 then tells the players the outcome of their actions 8VThey
look at you suspiciously and tell you that nobody is allo#ed on the
castle grounds.W:, allo#ing the players to make ne# decisions
8VFood6ll dra# his staff and glare threateningly.W: based on the
outcome. 'hould a situation arise #here the characters6 physical or
mental capabilities are challenged 8VThe guards dra# their s#ords
and attack;W:, said challenge uses dice to determine success or
failure. The dice add a random element to the game #hich
represents the vagaries of fate, and offers a basis for task
resolution #hich avoids the usual pitfalls 8VFood kills the guard #ith
his staff.W V3o, he doesn6t.W VKes, he does.W: found in these kinds of
narrative e-ercises.
As a taster, the e-ample belo# gives a more detailed idea of #hat
a typical session entails. Mon6t #orry if some of the procedures
involved seem to be unclear or confusing ) *hapter 1 introduces the
basic rules of the FF$%& in detail, inclusive of everything referred to
in this e-ample.
? An FFRPG Session (1)
"e 4oin a game already in progress/ this particular group consists
of the &5, $odger/ the +ngineer ,iro, played by $ob, the Mark
Jnight ,a7e, played by 5, and the Mancer 5int, played by 2lair.
<ver the course of several games, this motley group has found
common ground in battling the machinations of the mysterious
villain Meathsight, #hose henchmen are in the process of raising
crystalline monoliths across the #orld. 'upported by a loose
alliance of to#ns and kingdoms, they have begun assembling the
components needed to reactivate the ancient airship +-celsior, and
no# need only the 'kystone capable of raising the vessel into the
skies.
The trail leads them to a mountain cavern kno#n as the "ind
*ave...
FINAL FANTASY THE ROLEPLAYING GAME 11
? An FFRPG Session (2)
$odger 8&5:G The initial ascent is everything *id promised, and
#orse/ the mountainside along the trail is littered #ith fissures,
cracks and openings #here the #ind gushes forth in regular blasts,
shooting a hail of rocks at anything in the vicinity. Fnsurprisingly,
the entire area is craggy and desolate/ #hatever vegetation might
have once gro#n here has since been stripped a#ay by the
fre!uent gales. +ven the pock(marked rock looks #ind(blo#n,
curving out#ards here and there as if #orn a#ay over the course
of many years.
$ob 8,iro:G f you ask me, our best course of action is 4ust to avoid
the fissures altogether. don.t really feel like getting smacked
around by rocks before #e even get to the cave.
2lair 85int:G Fine by me. "e.re a little short on healing, any#ay.
5 8,a7e:G All right, $odger. "e.re breaking out the climbing gear
and scaling our o#n path #here the #ind is at its #eakest )
some#here nice and far a#ay from the #orst of those cracks.
$odgerG 0et.s see some rolls.
$obG 8rolling: =?.
2lairG 8rolling: >0.
5G 8rolling: ?=.
$odgerG The ropes creak as you begin to make your #ay up the
rock face, taking advantage of the infre!uent ledges to duck and
avoid the periodic blasts of rock debris as they clatter do#n the
mountainside. The ascent takes a little over fifteen minutes/ by the
time you haul yourselves over the final cliff and onto the cave
entrance, you.re pleasantly #inded but thankfully in4ury(free.
$obG V"ell, that could have been #orse.W
2lairG 5int groans. VToo much e-ercise before teatime... 'houldn.t
have had that e-tra parfait.W
5G "hat are #e looking at, then9
$odgerG The opening into the "ind *ave is 4ust large enough to
admit a single human, a narro# passage that !uickly disappears
into murk and gloom. "orn carvings along the rock hint at ancient
history #ith 4ust the slightest tinge of Things 2est 0eft Fntouched/
a fe# of the glyphs look vaguely familiar, and far from #elcoming.
5G V0ast chance to turn back.W
$obG ,iro ad4usts his ammo belts. V3ot happening. Jeep your
#eapons #here you can reach .em ) .ve got a bad feeling about
this one.W
ADVENTURES AND CAMPAIGNS
There are t#o basic #ays to play the FF$%& ) as a one(off
adventure, or as a long(term campaign. Adventures offer a !uick
and easy starting point for ne#comers, generally follo#ing the
characters over one or more play sessions as they try to fulfill an
ob4ective set by the &5. Mepending on the circumstances, this can
range from rescuing a captive princess to sabotaging a monolithic
#ar machine bent on destroying the heroes6 hometo#n/ goals the
heroes have at least some direct stake in, even if their interests may
only be financial or moral. "hen said ob4ective has been fulfilled, the
adventure ends, and the heroes can claim their ) undoubtedly hard(
earned ) re#ards.
A campaign, on the other hand, is a large(scale narrative tracking
the characters over an ongoing series of concurrent adventures.
"here adventures are clear(cut, in campaigns the characters6 long(
term ob4ectives may be nebulous and ever(shifting as friends turn to
foes and the hitherto(ultimate evil is revealed as nothing more than
a stepping(stone to an even more sinister foe. As might be
e-pected, the Final Fantasy games are classic e-amples of play in
campaign mode, using a strong storyline to tie together do7ens of
smaller adventures and sub(!uests.
As #ith most &5(related concerns, more detailed advice on
running the FF$%& in both of these formats can be found in
*hapter 9.
.HA2TER GLOSSARY
0ike most role(playing systems, the FF$%& has its o#n terminology.
To help speed up the learning process, every chapter ends #ith a
glossary recapping the most important terms and concepts
introduced over the course of that chapter. A full glossary and inde-
#ill be provided at the end of the book.

Adventure. <ne(off !uests or series of events #ith a fi-ed goal.
*ampaign. A continuous narrative built up from interlinking
adventures.
&amemaster 8&5:. .0eader6 of the game. 'ets challenges and
details the #orld.
3on(%layer *haracter 83%*:. Any character #hose actions are
controlled by the &5 rather than the players.
<ptional $ule. $ules designed to be used at a &56s discretion.
%layer *haracter 8%*:. Any character #hose actions are controlled
by one of the players.
FINAL FANTASY THE ROLEPLAYING GAME 12
I
__________________
PLAYGUIDE

Keep your wits about you and


you'll make it.
Basch fon Ronsenberg
FI!" F!#!$% &II
The following section offers an overview of the basic mechanics of
the FFRPG, 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 ore Ruleboo!. As a result, it is
recommended that you familiarise yourself with this material before
moving on.
DICE
"i!e most pen#and#paper RPGs, polyhedral dice are an indispensable
part of the FFRPG experience, determining everything from how
much damage a Flare $pell inflicts to whether or not a merchant
happens to have %ye &rops in stoc!. This ruleboo! abbreviates all
dice rolls as d'number of sides() thus a *+#sided die would be
called a ,d*+,, whilst a -#sided die would be a ,d-,. A number before
the ,d, indicates that more than one die is used. ,.d*+, simply
means two ten#sided dice are rolled and their totals are added
together. A number after the type of die, li!e ,d-/.,, means that
that number is added to the result of the roll. 0f the d- comes up as
a 1, for example, the total score would be 2.
Playing the FFRPG will re3uire five d-, five d4, five d*+ and five
d*.. 5ost in#game situations are generally resolved with a pair of
d*+) the others are mainly used for determining damage in combat
and calculating character gains as the players advance.
Percentile Rolls
The vast ma6ority of dice rolls in the FFRPG will be Percentile Rolls. 0n
a Percentile Roll, the player generates a number between * and *++
by rolling two different#colored d*+, nominating one color as a
,called die, before ma!ing the throw. The result of the ,called die,
becomes the tens digit, the other die forms the ones digit. A result
of 7 and 8, for example, would be 78) 2 and +, 2+) + and 9, 9. +
and + always e3ual *++. This combination of dice is called percentile
dice, or d: for short. The player,s aim generally is to roll e3ual to or
under a target number called the hance of $uccess ;o$< ## the
harder the tas! is, the lower the o$ will be. 0f they manage to match
or beat the o$, the roll is considered a success) otherwise, it is a
failure.
BOTCHES AND CRITICAL SUCCESSES
=henever a Percentile Roll is made, there is a chance that the result
will either come up as 71 to *++ ;+ and +< or as a number between
*+ ;* and +< and * ;+ and *<. These results are called >otches and
ritical $uccesses, respectively ? in game terms, this means that a
character not only passes or fails, but does so in an unusually
spectacular fashion. For example, if a character attending a noble
ball rolls a ritical $uccess for %ti3uette, he might impress the
attending worthies enough to get a few useful favors on the side) a
>otch, however, could easily escalate into an honor duel as he
mista!es a well#dressed &u!e for a waiter@ The exact effects of a
>otch or ritical $uccess rest on both the circumstances involved
and the imagination of the G5, but should be !ept within reason ?
one roll shouldn,t maim a character for life or ma!e them heir to the
world,s largest !ingdom.
! The Rule of 10
=hile modifiers can reduce a o$ to + or lower, a character
will always succeed on a roll of *+ or less. This is called the
Rule of *+. A successful roll made under the Rule of *+ is not
treated as a ritical $uccess ? or ritical Ait, as described in
hapter 2 ? but simply a s!in#of#our#teeth miracle where the
character succeeds against all odds. Bote that the Rule of *+
will not apply to situations where the G5 explicitly states that
what the character is attempting is impossible ? no amount of
good rolling will allow a player to, say, pic! up and throw a
castle at the nearest monster.
STATISTICS
The FFRPG uses a number of statistics ? CstatsD for short ? to
measure the abilities of a given character. There are two types of
stats in the FFRPGE Attributes and ombat $tatistics. >oth are
covered in more detail below.
Attributes
Attributes represent a character,s physical and mental prowess, and
indicate their capabilities in and out of combat. FFRPG characters
have a total of six AttributesE
$trength ;$TR< reflects overall vigor and muscle mass, and is a
!ey factor in determining how much damage melee weapons such as
$words inflict in the characterDs hands.
FINAL FANTASY THE ROLEPLAYING GAME 13
Fitality ;F0T< represents endurance and general stamina.
haracters with higher Fitality are naturally more resistant to
physical damage, disease, and fatigue.
Agility ;AG0< measures physical dexterity and hand#eye
coordination, as well as factoring into damage caused by ballistic
weapons such as rossbows. Gverall weapon accuracy is also
determined by Agility.
$peed ;$P&< is a measure of a character,s 3uic!ness in terms of
both physical speed and pure reaction time.
5agic ;5AG< is an indication of the characterDs mastery over
bodily energy ;chi<, magical energy ;mana<, and the forces of the
elements. 0n game terms, it mainly affects the effectiveness of $pells
and Abilities.
$pirit ;$PR< represents a mixture of bloody#minded determination
and mental strength. haracters with higher $pirit are naturally more
resistant to magical damage as well as other adverse effects.
%ach Attribute has a numerical value ranging from * to 8+. The
higher this value is, the better the characterDs abilities in that
particular category will be. An Attribute,s actual value is mainly used
for things li!e damage calculations. =hen a character wants to 6ust
exercise raw muscle, speed, or brainpower, they use a second rating
called an Attribute Rating, which ranges from *8 to *++. These will
be explained in greater detail later in this chapter.
Combat Statistics
As their name suggests, ombat $tatistics gauge a character,s
performance in battle, including her ability to deal and receive
damage. &epending on their profession, FFRPG characters will have
seven to eleven of the following ombat $tatisticsE
Ait Points ;AP<E A reflection of the character,s general physical
condition. &amage done to a character is subtracted from their Ait
Points) if their AP is ever reduced to +, they fall unconscious on the
spot.
5agic Points ;5P<E 5agic Points represent a character,s reservoir
of spellcasting energy. Hse of $pells and other magical powers
reduces a character,s 5P.
%vasion ;%FA<E The character,s affinity for reflexively dodging or
parrying incoming physical attac!s.
Accuracy ;A<E The base li!elihood of a character being able to
land a blow with a conventional weapon.
&exterity ;&%I<E 5easures the accuracy of a character,s Agility#
based special attac!s. Bot every character needs to calculate this
value.
Armor ;AR5<E A sum of the character,s protection against physical
attac!. The higher the rating, the less damage they will suffer.
5agic %vasion ;5. %FA<E The character,s natural resistance to
harmful magical energies.
5agic Accuracy ;5. A<E The characterDs spellcasting ability. Hsed
to measure the effectiveness of magic and magical effects.
5ind ;5B&<E 5easures the accuracy of 5agic#based special
attac!s. Bot every character needs to calculate this value.
5agic Armor ;5. AR5<E The characterDs protection against magical
attac!s. The higher the rating, the less damage they will suffer.
%xpertise ;%IP<E For professions li!e the Thief and >ard, this
ombat $tatistic measures character,s proficiency with their
profession,s defining $!ill.
=hat separates ombat $tatistics from Attributes is the way they are
used during the course of play. 5ost ombat $tatistics cannot be
directly used to carry out tas!s) they are used reactively, rather than
proactively.
SKILLS
$!ills represent a character,s ability to do certain things. 0n this
case, ,things, range from mundane actions li!e coo!ing a meal or
swinging a sword to more complex ones, li!e brewing a potion or
successfully helming an airship. A characterDs proficiency in a $!ill is
measured with a rating from * to *++) the higher this $!ill Rating is,
the more adept the character will be in that particular $!ill. The
relationship between $!ill Rating and proficiency brea!s down
roughly as followsE
$!ill Rating haracter,s Proficiency "evel
*#*7 Hntrained
.+#8+ Bovice
8*#1+ 0ntermediate
1*#2+ Advanced
2*#7+ %xpert
7*#*++ 5aster
&epending on its applications, a $!ill will belong to one of eight
groupsE Artistic, General, $cholastic, $ocial, Technical, Thievery,
=eapons, or =ilderness. Technical $!ills, for instance, focus heavily
on crafting and manufacturing, while Thievery $!ills on deceit and
subterfuge. $!ills and their categories are discussed in more detail in
hapter Five.
TASK CHECKS
&uring the course of the game, situations may arise where a
character wants or needs to use an Attribute or $!ill to perform a
tas!. =ith $!ills, the range of tas!s each $!ill is used for should be
relatively self#explanatory. For Attributes, sample tas!s includeE
$trengthE "ifting heavy ob6ects, grappling, arm wrestling, pushing
or pulling loads.
FitalityE Resisting diseases or poison, fighting fatigue, ignoring the
effects of serious wounds or exhaustion.
AgilityE atching items, dodging traps, performing sleight#of#hand
tric!s.
$peedE Running, 6umping, intercepting characters or items.
5agicE Remembering information, figuring out a logic puJJle,
analysing a situation.
$piritE 0nfluencing others, resisting mental torture or insanity.
FINAL FANTASY THE ROLEPLAYING GAME 14
ow I know why I ha'e
these stupid muscles(
$abin Roni Figaro
FI!" F!#!$% )I
To find out whether the character fails or succeeds, the G5 must first
decide how difficult the tas! is. 0n the FFRPG, tas! difficulty is
represented by a onditional 5odifier ranging from /4+ to #4+.
Table *#* below shows how tas! difficulty lines up with the
onditional 5odifiers.
Table 1-1: Conditional Modifiers
TASK DIFFICULTY CONDITIONAL MODIFIER
Elementary +80
Easy +40
Average +20
Problematic 0
Challenging -20
Formidable -40
Heroic -60
Imossible -80
=hen the G5 assigns a onditional 5odifier, he should ta!e into
account the basic difficulty of the tas! as well as the circumstances
under which it is underta!en. limbing a mountain in pleasant
summer weather, for instance, is a lot easier than attempting to scale
the same mountain in the pouring rain with no e3uipment.
Gnce chosen, the onditional 5odifier is added to the characterDs
relevant $!ill or Attribute Rating. 0f the total is *++ or higher, the
character succeeds automatically. 0f it is less than *++, a Tas! hec!
is re3uired. 0n a Tas! hec!, a character rolls a d:) the o$ is e3ual
to the Rating of $!ill or Attribute being assessed plus the onditional
5odifier. Rolling e3ual to or under this modified Rating means the
Tas! hec! is successful) rolling over means it fails.
? Task Checks In Action 1!
Resolved and determined, our small band of heroes presses
forward into the =ind ave.
Rodger ;G5<E The howling pic!s up in intensity as you ma!e
your way through the cave mouth. The little light streaming in
through the crac!s in the ceiling illuminates a yawning,
seemingly bottomless crevice, spanned by a narrow wal!way of
wooden plan!s and rope. There,s no telling how old the bridge
is) the timbers have splintered in places, and the whole
wobbling construction crea!s precariously every time the wind
gains strength.
Rob ;Airo<E Great. Gne wrong move, and we,re goners.
5 ;AaJe<E =e,ve got rope. =e can at least lash ourselves
together.
? Task Checks In Action "!
RobE 0,m going to wait and see what happens. 0s there a
specific pattern to the way the wind is blowingK Any way we can
predict when the next big gust is going to hitK
Rob,s character, Airo, has Awareness at a Rating of 1+.
Rodger decides that the steady ebb and flow of wind in the
cave is elementary to spot, giving the tas! a onditional
5odifier of /4+. As this leaves Airo with a modified o$ of
*8+, a Tas! hec! will not be re3uired.
RodgerE Gnce you time it out, it seems to be about two minutes
in between ma6or gusts.
>lair ;5int<E That,s not a lot of time.
RobE =e can try running.
5E That !ind of rules out the rope.
RobE 0f we get caught up in a gale, the rope won,t help much
anyway. "et,s do it.
As the time pressure is the main obstacle, Rodger decides that
the most appropriate rating for this tas! is $peed. As long as
the wind isn,t blowing, the ric!ety nature of the bridge isn,t a
problem) the two#minute window is enough time to get across,
producing a onditional 5odifier of /9+. AaJe and 5int both
have Attribute Ratings of 89 in $peed) Airo,s is .1. Adding the
onditional 5odifier doesn,t leave any of the three with a o$
of *++ or higher ? Tas! hec!s are needed.
RodgerE Rolls against $peed, please.
>lairE ;rolling< 9+.
RobE ;rolling< &,oh. -..
5E ;rolling< .7.
All three rolls are underneath the Tas! hec!,s o$ ? the
party ma!es it across in one piece.
RodgerE The wal!way sways and roc!s under your feet as you
rush across, narrowly avoiding the next blast of wind. Ahead
lies a pair of heavy stone doors, lit by flic!ering torchlight...
For complex tas!s, a G5 can re3uire a player to ma!e two or more
successful Tas! hec!s in order to succeed. 0f so, onditional
5odifiers should be reduced to compensate for the need for multiple
successes.
Gther situations may re3uire successful Tas! hec!s from multiple
characters. For instance, if a party is attempting to defend itself
from trumped#up criminal charges, each member may be re3uired to
ma!e a Begotiation roll to convince the 6ury of the partyDs innocence
during their respective testimonies. The final verdict then weighs the
sum of successes and failures among the defendants. Generally, if a
single successful character can easily assist or act for others, only
one person needs to roll a Tas! hec!. 0f such assistance is
impossible, everyone should have to roll.
FINAL FANTASY THE ROLEPLAYING GAME 15
THE PRICE OF FAILURE
=hat happens when a character fouls up a Tas! hec!K Aere, G5
discretion applies) obviously, not every failed Tas! hec! can be
reta!en, particularly if the original roll was >otched. 0f the failure
places the character in a mar!edly worse situation, the onditional
5odifier may also be increased.
Another consideration is the amount of time the character loses
through failure. Hnder some circumstances, the CwastedD time will
preclude another roll) a "oc!pic!ing roll involving ten minutesD worth
of effort is more easily re#ta!en than an 0n3uiry roll covering a dayDs
worth of investigations.
Opposed Task Checks
Gpposed Tas! hec!s come into play when two or more characters
attempt to use $!ill or Attribute Ratings against each other. 0n some
circumstances, the Ratings may be identical) for instance, a group of
card sharps using their Gambling $!ills to compete for a *+,+++#Gil
pot in a high#sta!es >lac!6ac! game. 0n other situations, the
opposed $!ills may be different ones, but still wor! against each
other. An example of this would be an unusually perceptive 0mperial
aptainDs Awareness being pitted against the Acting of the unluc!y
resistance members trying to convince him that they,re really
emissaries from the %mperor himself.
I gotta watch to make sure you
don*t pull nothin*.
Barret +allace
FI!" F!#!$% )II
The procedure used for Gpposed Tas! hec!s is identical to that
used by regular Tas! hec!s. A onditional 5odifier is assigned and
added to the relevant rating to determine the o$) this may be
universal or individually determined for each party involved. Gnce all
participants have a o$, they roll their d:s at the same time ? every
party involved must roll, even if their o$ is *++ or higher. =hoever
scores the farthest below the modified o$ for their Tas! hec! wins
? a roll of .- against a o$ of 9+ always beats a roll of .. against
a o$ of 8+, despite being the higher roll.
A >otch or failure will automatically remove a participant from the
contest, unless all other participants >otch or fail as well) in this
case, the status 3uo is maintained and both sides roll again unless
one party gives up. $imilarly, a ritical $uccess automatically wins the
contest unless other participants also score a ritical $uccess. 0n this
case, the lowest roll again determines the winner.
? #$$osed Task Checks In Action 1!
Further inside the cave, our heroes encounter a small problem.
Rodger ;G5<E The passage slopes down to form a gentle incline
thirty meters ahead, opening into another cavern. $unlight streams
in through a 6agged hole in the ceiling here) exactly enough
illumination for you to see exactly where the steady, persistent wind
in the caves is coming from.
RodgerE 5ost of the open space is occupied by a strange toadli!e
creature crouched in the center of the cavern, apparently doJing)
as it snores away, an iridescent sac below its chin inflates and
deflates, sending powerful air currents whirling through the
chamber. At this distance, exact dimensions are hard to come by,
but the beast must be at least six or seven meters tall) its golden
s!in is studded with fragments of horn and bone, each easily the
siJe of a short sword.
>lair ;5int<E =ow. 5int,s bac!ing away very, very 3uic!ly. LGh,
grossness@ Bo way am 0 getting near that thing@M
5 ;AaJe<E AaJe frowns, sliding his sword out of its scabbard. LBo
other way to the altar. =e need to get through here.M
Rob ;Airo<E $o it,s asleepK
RodgerE ertainly loo!s that way.
RobE L5aybe we can snea! past without wa!ing it and provo!ing a
fight. All we need to do is !eep 3uiet.M
>lairE L&o we have toK That monster gives me the creeps@M
5E LAe,s right. =e can,t turn bac! now.M 0,ll ta!e the lead here.
$tealth, 0,m assumingK
RodgerE Nep. Give me some rolls.
As the test actively pits the monsterDs Awareness against the
party,s $tealth, the snea!ing attempt will be resolved with an
Gpposed Tas! hec!. The creature has an Awareness of 9+, but
Rodger applies a onditional 5odifier of #.+ for being asleep,
giving it a final o$ of .+. AaJe and 5int both have $tealth at 9+,
while Airo has it at .+. Aowever, snea!ing by a sleeping target is
easier than trying to avoid an awa!e and alert one, giving them
onditional 5odifiers of /9+.
RobE ;rolling< GO, 0 got a -*.
5E ;rolling< 1+ here.
>lairE ;rolling< *.@
Rodger rolls in secret, coming up with a 8.. 5 and >lair roll under
their o$es by 8+ and -4 respectively, while Rob fails his roll.
RodgerE Ta!ing care not to disturb any loose roc!s, you carefully
edge around the monster with AaJe up front. >oth AaJe and 5int
manage to reach the other side of the cavern with little trouble, but
Airo is barely halfway home free when his boot slips on a pebble,
sending it s!ittering. The wind suddenly ceases) you can hear a
muffled snort from the monster as it sha!es its body.
RobE &,oh. Airo,s going to stay nice and still and hope for the
best.
FINAL FANTASY THE ROLEPLAYING GAME 16
? #$$osed Task Checks In Action "!
RobE &,oh. Airo,s going to stay nice and still and hope for the best.
RodgerE Fortunately, the creature doesn,t seem to have have
noticed you. $econds later, it,s asleep again, sending a fresh gust
whistling through the roc!s.
The two failed rolls produced a stalemate ? Airo is still not safe,
but hasn,t been discovered yet. This doesn,t change the
onditional 5odifiers, so any rerolls will have the same o$.
RobE RetryK
RobE ;rolling< 84.
RodgerE Go for it.
Rodger rolls in secret again, coming up with a 9+ ? another
failure.
RodgerE Gnce you,re sure the beast is well and truly out, you begin
creeping to safety. Fortunately, the second attempt is more
successful) the monster doesn,t stir again, leaving you free to
reach the tunnels beyond.
SCEES
0n the FFRPG, most in#game action is divided into $cenes, abstract
units of time capable of encompassing a wide range of events and
developments. An %ngineer going out on the town in search of
replacement parts, a confrontation between a Paladin and his &ar!
Onight rival, a terse exploration of a poorly#lit dungeon level ? all of
these are $cenes that can blossom into full#fledged adventures or
serve as events in an ongoing one.
%very $cene can be further bro!en down into three distinctive
Phases ? 0nitiative, Action and $tatus ? although these Phases tend
to stay Cbehind the curtainD during play and are only brought up if
specifically needed. A $cene ends with a change of location or a
significant passage of time ? at least fifteen minutes, if not more.
Initiati!e Phase
0f the timing of actions is important in a scene ? for instance, if one
of the heroes is rushing to catch a falling portcullis or leap on board
a departing airship before it can clear the doc!s ? the $cene begins
with an 0nitiative Phase. &uring the 0nitiative Phase, anybody involved
in the scene ? P, BP, or otherwise ? rolls a d*+ and adds the
result to their $P& Attribute. The total of this is called the 0nitiative,
and determines how far into the $cene they will act. 0tDs easiest to
visualise the order of 0nitiative as a timer, starting at the highest
0nitiative and tic!ing down towards +. =hen it reaches the lowest
0nitiative ? or +, whichever comes first ? the $cene is over. Gnce all
0nitiatives have been generated, the 0nitiative Phase ends) the $cene
moves into the Action Phase.
=here the timing of inanimate ob6ects or other events becomes
important ? as in the examples given above ? the G5 assigns a
fixed 0nitiative ;LThe floorboards will collapse on 0nitiative ount
*9.M< to the event in 3uestion.
Action Phase
The Action Phase is divided into a number of Cturns., This is the
space of time during which individual participants carry out Actions,
usually in the form of Tas! hec!s. 0f 0nitiatives were generated,
turns are conducted in 0nitiative order, with the highest#scoring
participant declaring the first action ;LAaJe ta!es a flying leap
across the ravine@M< and others following. Gtherwise, participants
decide among themselves who ta!es the lead and who follows.
&uring their respective turns, participants may ma!e one or more
Actions, depending on the circumstances. 0f several sets of Actions
are re3uired from the participants, generate 0nitiative again as
needed. After all Action has been resolved, move into the $tatus
Phase.
Status Phase
The $tatus Phase is the CcleanupD portion of the $cene. Aere,
characters can decide their next destination and course of action,
provided they have a say in the matter. As the name implies, this is
also the space of time during which $tatus onditions ? special
effects inflicted on a character as a result of spells or attac!s ?
come into play. $tatus onditions can be beneficial, as is the case
with Aaste, which increases a characterDs reaction speed. Aowever,
many are harmful, li!e Poison, which decreases a characterDs Ait
Points over time. >oth categories of $tatus ondition are discussed
in more detail in hapter 2.
TIMING STATUS CONDITIONS
5ost $tatus onditions only have a limited duration, particularly
those that inflict a crippling or advantageous status on the target.
These durations ? called Timers ? are always listed in bolded
parentheses after the effect in 3uestion) the phrase Cinflicting the
$tatus ondition $leep ;-<D, for instance, has a Timer of -. 5ost
$tatus onditions have Timers of ., 9, or -. Alternately, if a C;P<D
appears, the effect has an unlimited Timer.
Gnce all action has been resolved and the $cene ends, the effects
of $tatus onditions are resolved and their Timers decreased
according to amount of time elapsed between the start of the $cene
and the start of the next scene. hapter 7 discusses this process in
more detail. Players also may be given the opportunity to treat
$tatus onditions and other in6uries during the $tatus Phase,
depending on the G5Ds personal preferences.
FINAL FANTASY THE ROLEPLAYING GAME 17
? %cenes in Action
$ome time later, the party arrives at the altar. Hnfortunately,
their troubles are far from over...
Rodger ;G5<E As you reach for the $!ystone, you can feel a
tremor sha!e the cave) dust spills down from the ceiling and
small roc!s topple to the ground as vibrations begin to spread
through the chamber, growing in intensity.
>lair ;5int<E 5int brushes herself off. LHh, guysK 5aybe we
should... put the stone bac!KM
Rob ;Airo<E Lan,t. =ithout that roc!, the %xcelsior is never
getting off the ground.M
RodgerE At that moment, a large boulder crashes down,
narrowly missing you as it reduces the altar to a fine dust. The
sha!ing,s getting worse by the second) crac!s are beginning
to form in the ceiling.
5E L5ight 0 advance another suggestionK 0t,s called run.M
RodgerE Give me 0ntiative rolls.
5E ;rolling< *..
>lairE ;rolling< **.
RobE ;rolling< 2.
RodgerE eiling comes down at *+. 5, what,s your actionK
5E AaJe is going to grab Airo and pull him out of the way
before the whole ceiling comes down. Then we run.
>lairE 5int,s going to hustle on after them.
RodgerE Nou get clear of the chamber 6ust as a cart#siJed
fragment of roc! brea!s loose from the ceiling, bloc!ing the
entrance for good. >ut there,s plenty more to worry about ?
fissures are spreading in the floor, and fast...
CLASSES AD "O#S
0n the FFRPG, every character belongs to a lass that determines
their basic abilities ? =arriors can master a variety of different
fighting techni3ues, %xperts use their natural ingenuity to build
steam#powered armor, compose deadly melodies or mix potions,
5ages harness the natural power of magic, and Adepts sling spells
and swing swords with e3ual aplomb.
%ach of these four lasses is further specialised by a number of
subclasses, or Qobs, which branch out from these basic archetypes
into a number of uni3ue directions. 5age Qobs, for instance, include
>lac! 5ages ? fearsome users of destructive elemental energies ?
as well as =hite 5ages, healers and protectors capable of
unleashing divine powers upon their enemies. =arriors, on the other
hand, count among their number the resilient bare#!nuc!le fighter
!nown as the 5on! as well as the spear#wielding, gravity#defying
&ragoon.
Abilities
%ach Qob is distinguished from others in its respective lass by a
uni3ue pool of talents, collectively called Abilities. These range from
the capacity to cast =hite or >lac! 5agic to being able to unleash
devastating attac!s li!e Aura annon or >lac! $!y upon a hapless
opponent. All Qobs start with at least one Ability) as they advance in
their adventuring careers, more will become available. The Cpac!ageD
of Abilities that each character accesses through their choice of Qob
is !nown as an Ability $et, and plays an important role in the
characterDs long#term development.
ABILITY TYPES
All Abilities in the FFRPG are divided into one of five categories ?
Fast, $low, Reaction, $upport, and 5agic.
As their name implies, Fast Abilities ta!e effect immediately) they
need no charge#up time to use, but tend to be less powerful as a
result. The Bin6aDs Throw is one such Ability.
$low Abilities on the other hand re3uire a certain amount of
preparation before they can be used) this Ccharging upD is
represented by a harge Time listed in bolded parentheses. C$low
;9<D, for instance, means this $low Ability has a harge Time of 9.
Though more time#consuming than Fast Abilities, they are generally
more powerful) the FighterDs Finishing Touch is one good example.
harge Times and the effects they have on combat are discussed in
more detail in hapter $even.
Reaction Abilities present a special case in that they are not used
voluntarily by the character, but trigger automatically under certain
conditions. An example of this is the 5on! Ability ounter, which can
only be used if and when an Attac! is made against the 5on!.
Abilities of this !ind usually have a limited o$.
? Reactions &s' Reactions
Hnder certain circumstances, it is possible for a Reaction
Ability to fulfill the conditions needed to trigger another
Reaction. Aowever, a Reaction Ability cannot be activated by
another Reaction Ability if the two share the same trigger ?
Physical damage, a successful $pell being cast ? even if the
prere3uisite conditions for triggering are met.
$upport Abilities are always in effect regardless of what the
character is doing, and do not re3uire Actions to use. An example of
this is the Bin6a Ability &ual =ield, which allows the Bin6a to wield two
weapons without penalty at any time.
Finally, 5agic Abilities involve mystical and spellcasting energies.
$pells ? which consume 5agic Points ;5P< with each use ? are the
most commonly#encountered) other effects may not re3uire 5P to
use, but still draw on the forces of magic. The &ivine Ruination
attac! utilised by the Paladin is one example of a 5agic Ability.
TARGET
Almost all Abilities ? and $pells, by extension ? have a limited area
of effect, expressed in terms of a Target. There are five basic types
of targetE
$elf, as the name implies, means the effect applies only to the
character using it.
$ingle means the character can select one target from all eligible
FINAL FANTASY THE ROLEPLAYING GAME 18
combatants to affect.
Group means the character can select a formation of opponents
to affect ? or turn the results onto themselves and their allies.
Party means the effect affects the character as well as all allies in
their immediate vicinity, though in some cases the character using
the Ability may be exempt. 0f this is the case, it will be noted in its
description.
All doesnDt leave much choice ? it simply targets everybody, friend
or foe. =hether this is an advantage or disadvantage depends
entirely on the situation.
Targeting is discussed in greater depth in hapter 2.
? Abilities in Action
ontinuing their flight from the =ind ave, the party runs into
more problems.
Rodger ;G5<E A large fragment of roc! is bloc!ing the way
forward ? too large to shift by hand. Gverhead, pebbles
continue to shower down. The ceiling,s not going to hold much
longer.
5 ;AaJe<E AaJe ta!es a breath, ma!es sure his hairDs in place,
then draws his sword. LAllow me.M Rodger, 0Dm going to use
&ar!side to shatter that boulder. Any serious problems with
thatK
RodgerE &onDt thin! so. Qust a sec.
Rodger 3uic!ly chec!s the AbilityDs description. &ar!side is
TargetE $ingle and Fast, meaning it ta!es effect instantly. The
Ability itself allows AaJe to inflict /*++: $hadow %lemental
damage on his target of choosing ? in this case, the roc! ? in
exchange for .1: of his Ait Points.
RodgerE NouDre good.
5E LForces of night, lend your strengthR &ar!side@M
RodgerE >lac! energy crashes into the roc!, neatly brea!ing it
in two. The two halves roll aside, giving you access to the
passage beyond...
CHANCE OF SUCCESS
Bot every Ability and $pell will go off automatically) as with many
other things in the FFRPG, certain Abilities may also have a o$,
usually listed in the AbilityDs description. Reactions are the most
common Abilities to carry this limitation, but o$ is also found on
techni3ues that inflict a $tatus ondition or instantly destroy the
target. The basic o$ formula usually ta!es the form of ;>ase o$ /
5odifier<, %vasion or 5. %vasion, with the latter showing which
ombat $tatistic guards against the effect. The formula ;5. A #
1+<, 5. %vasionD, for instance, indicates that the final o$ is further
modified by subtracting the targetDs 5. %FA value from the d: roll.
! (lat Co%
$ometimes, a o$ is not expressed as a formula or $tatistic,
but simply as a number, usually ,8+:, or ,-+:., 0n game
terms, this is !nown as a Flat o$. A Flat o$ is not modified
by anything, positive or negative) an effect with a Flat o$ of
-+: will always wor! on a roll of -+ or lower.
PERCENTAGES
$ome effects in the FFRPG are given in terms of a bolded
percentage, such as Chits for /.1: damageD or Cis at #.1:.D The
Ability itself will explain what is being modified) CdamageD alone 6ust
indicates the damage done by a basic Attac! Action with whatever
=eapon the character has e3uipped at the time.
&ue to large number of possible modifiers, multiple percentages
may apply to the same effect. 0f so, these percentages always will be
added together before being applied.
? )ercenta*e Calculations
All percentages in the FFRPG are given in increments of .1:.
This allows for easier computations, and reduces the amount
of number#6uggling re3uired. The following steps can derive
the most commonly#used percentages without calculator
assistanceE
.1: # Aalve the number in 3uestion, then halve it again.
1+: # Aalve the number in 3uestion.
21: # alculate .1: and 1+:, then add them together.
*.1: # alculate .1:, then add it to the number in 3uestion.
*1+: # alculate 1+:, then add it to the number in 3uestion.
*21: # alculate 21:, then add it to the number in 3uestion.
.++: # &ouble the number in 3uestion.
8++: # Triple the number in 3uestion.
=hen doing these calculations, remember to always round
down.
CO$#AT
ombat is an integral part of the FFRPG and the Final Fantasy
universe in general. >attles are treated as special $cenes, divided
into a smaller number of se3uences called Rounds that contain their
own 0nitiative, Action, and $tatus Phases. hapter 2 introduces the
individual activities of battle in more detail.
Doin% Dama%e
The aim of a battle is to inflict as much hurt on one,s opponents as
possible. >asic Attac!s and offensive Abilities generally follow the
same template. 5ost have a limited chance of hitting an opponent,
re3uiring characters to ma!e a Percentile Roll against their $!ills ?
usually =eapon $!ills ? or a pre#determined o$, further modified by
subtracting either the targetDs %vasion or 5. %vasion. $uccessful hits
reduce an opponentDs AP or 5P, though this damage will usually be
FINAL FANTASY THE ROLEPLAYING GAME 19
ad6usted by AR5 or 5. AR5.
DAMAGE CODES
%very attac! has its own distinct Cdamage code,, expressed in terms
of a &amage $cale ;&$< and a &amage &ie. An attac! with a damage
code of ;8 x $TR< / d*+, for instance, is said to have a &amage
$cale of 8 and a &amage &ie of d*+.
To find out how much damage the attac! inflicts, multiply the
&amage $cale by the Attribute in 3uestion ? in this case, $trength ?
and then roll the &amage &ie, adding the result to the total. That
final number is the basic damage inflicted by the Attac!. For a
speedier resolution, it helps to precalculate the damage code prior
to combat.
DAMAGE TYPES
At the most basic level, attac!s in the FFRPG can be described as
being either Physical or 5agical. Physical attac!s usually use the
characterDs $TR or AG0 Attributes to resolve damage. All Physical
damage is modified by the targetDs AR5 rating, and is guarded
against by %FA. 5agical attac!s, meanwhile, generally use the
characterDs 5AG Attribute to resolve damage. All 5agical damage is
modified by the targetDs 5. AR5 rating, and guarded against by 5.
%FA. To ma!e things more complex, both of these damage types can
also be %lemental.
%lemental damage is tied to one of the nine ombat %lements ?
%arth, Fire, Air, =ater, "ightning, 0ce, >io, Aoly, and $hadow ? and
may affect the target differently as a result. Aoly attac!s, for
instance, burn particularly fiercely against demons and creatures of
dar!ness) 0ce magic, on the other hand, delivers crippling blows
against monsters born of fire. 0n game terms, such special
properties are represented by combatantsD =ea!nesses,
Resistances, 0mmunities, and Absorbances.
0f a combatant possesses a =ea!ness ;=< towards a particular
%lement, all attac!s doing damage of that %lement inflict /1+:
damage before modifying for AR5 or 5. AR5.
Gn the other hand, a Resistance ;R< towards a particular %lement
means attac!s of that %lement do #1+: damage before modifying
for AR5 or 5. AR5.
0mmunity ;0< means exactly thatE all damage of that %lement is
reduced to +, regardless of the actual damage dealt.
Finally, Absorbance ;A< means that attac!s of that particular
%lement actually recover an amount of AP to the combatant
e3uivalent to the damage that would have been inflicted after
modifying for AR5 or 5. AR5.
ombatants may have multiple =ea!nesses, Resistances, 0mmunities,
or Absorbances. These will fre3uently act in a complementary
fashion ? for instance, monsters wea! against "ightning tend to ta!e
only minimal damage from =ater attac!s. $uggestions on how to
apply these can be found in Appendix 00.
Physical attac!s without an %lement are simply referred to as
doing ,Physical damage., 5agical attac!s without an %lement are
referred to as ,5agical.,
? Co+bat in Action
Aaving evaded more than their fair share of falling roc!s, the
party is almost home free. Aowever...
Rodger ;G5<E As you ma!e your way through the chamber, a
titanic webbed claw suddenly smashes through the rubble,
showering you with pebbles. The debris shifts) from
somewhere beneath, you can hear a low, deep croa!.
Rob ;Airo<E Airo unslings his rifle, 3uic!ly getting out of the
way. L&uc!@M
RodgerE Another swipe sends more roc! flying) you have 6ust
enough time to spot a pair of amphibian eyes lighting up in the
gloom before the creature is upon you ? battered, bleeding,
but very much ready to turn this cave into your tomb.
0nitiativesK
RobE ;rolling< =oo@ *1.
5 ;AaJe<E ;rolling< *9 over here.
>lair ;5int<E ;rolling< *..
Rodger rolls in secret, coming up with -. The monster, Ae!et,
has a $P& of -, giving it an 0ntiative of *..
RodgerE All right. 0t,s Airo, AaJe, 5int, and then Ae!et. Rob,
you,re up.
RobE All right. AiroDs loc!ing and loading his rifle and shooting
that overgrown toad.
RodgerE Roll to hit.
RobE ;rolling< .4. Accuracy with Guns comes out to 7..
Rodger consults his notes. The Ae!et,s %vasion is ..) 7.
minus .. would give Rob a o$ of 2+. RobDs roll comfortably
beats the ad6usted o$, meaning he hits his opponent.
RodgerE ThatDs a hit. Roll for damage.
AiroDs Faliant Rifle has a damage code of . x AG0 / d*.. =ith
AiroDs AG0 of *+, this translates to damage of .+ / d*..
RobE ;rolling< *+. 8+ Physical damage.
Bow the damage is modified by the Ae!etDs AR5 ? in this case,
*+. The final damage done ? .+ ? is subtracted from the
Ae!etDs current Ait Points.
RodgerE Nour shot manages to find its mar! in the midst of the
Ae!et,s bony spines, sending blac! blood splashing. 5, you,re
up.
THE DAMAGE CAP
Finally, itDs important to note that the absolute maximum damage
most attac!s or effects may cause is limited to 777 AP, including
modifiers for the target,s Armor or 5. Armor rating as well as
>arrier status effects such as Protect or $hell. 0n game terms, this is
FINAL FANTASY THE ROLEPLAYING GAME 20
!nown as the &amage ap. This is important to remember when
dealing with effects that deal damage based on the targetDs Ait
Points) an attac! which causes damage e3uivalent to 1+: of the
targetDs AP would still only remove 777 AP even if the target had
more than *+,+++ AP. The same also applies to attac!s that damage
the targetDs 5P rather than AP. $ome attac!s may ignore the
&amage ap) if so, this will be explicitly stated in their description.
onversely, modifiers may never reduce the amount of damage
done by an attac! to less than * Ait Point. This is !nown as the Rule
of *.
A&ter the #attle
=hen all combatants on one side have been reduced to + or fewer
Ait Points, otherwise incapacitated or forced to flee, the battle is
considered over) whichever side is still standing at the end of
hostilities wins, and can reap the rewards of the encounter. These
will typically include items, money and %xperience Points ;IP<, a
numerical representation of the !nowledge and training characters
ac3uire over the course of their adventuring careers by overcoming
obstacles. Gnce a character has ac3uired enough IP, they will
advance a "evel, becoming stronger, more resilient, and more
proficient in their chosen Qobs. A characterDs "evel serves as a
numerical indicator of their total power) new FFRPG characters
begin the game at "evel *, and can advance up to "evel 77 over
time ? if they survive long enough. The full benefits of gaining
"evels are described in hapter ..
? After the ,attle 1!
$everal fierce rounds of combat later, the Ae!et collapses into
a slimy heap.
Rodger ;G5<E Rand that comes out to *1-+ IP and 4.+ Gil.
Nou each get 1.+ IP, though there,s not much time to
celebrate ? the cave is 6ust minutes away from collapsing in its
entirety.
>lair ;5int<E The good news is we,re home free once we get
past the wal!ways.
5 ;AaJe<E Right. =e,re running.
RodgerE >y the time you get to the wal!way, the slow
destruction of the cave has already ta!en its toll on the ancient
timbers) falling roc! has torn several holes into the plan!s, and
the ropes are starting to give way. =ith the Ae!et defeated,
there,s no wind to worry about. Aeedful of the gaps, you rush
across the bridge, reaching the other side 6ust as the whole
mess finally gives way, plummeting into the depths.
Rob ;Airo<E LThat was close@M
5E AaJe sha!es his head ruefully. L...never again. ome on.M
RodgerE Nou reach daylight moments later, barely getting
enough time to catch your breath before the entrance is buried
by a cascade of boulders and 6agged stalactites. Bobody,s
going bac! in there anytime soon.
RobE L"et,s get bac! to town. The sooner we can get the
%xcelsior going again, the better.M
? After the ,attle "!
5E LGne thing bothers me.M
>lair ;5int<E LAuhK =hat,s the matterKM
5E AaJe leans against the remains of the entrance.
L&eathsight. After all the trouble he went through to destroy
the %xcelsior,s engine, 0 thought he,d be sending his minions
after us for sure.M
RodgerE That last comment provo!es a hollow, metallic laugh
from somewhere below ? hollow, metallic, and unfortunately
familiar.
RobE L&eathsight@M
RodgerE Bow that the last echoes from the cave,s collapse
have subsided, you can hear footsteps ? and plenty of them.
5E AaJe is going to loo! over the cliff.
RodgerE $ure enough, &eathsight,s ceramic mas! rises into
view, followed by the swirling, all#concealing cloa!) behind him,
you can see the massed ran!s of his mechanical soldiers,
their hollow eyes glowing malevolent blue. LOha ha ha@ Suite
right@ 0 hoped that cave would save me the trouble of
disposing of you, but your accursed luc! continues to hold.
>ut now...M
RobE Airo goes for his rifle. "etDs see if we canDt fight it out...
CHAPTER 'LOSSAR(
The following list recaps some of the most important concepts
introduced in this chapter for 3uic! reference.
Ability. A special power possessed by a Qob.
Ability $et. All Abilities available to a given Qob or character.
Absorbance ;A<. Hsed to designate a combatantDs ability to absorb
a given category of %lemental damage.
Action Phase. Phase during which the participants act.
Attribute. Gne of a number of stats trac!ing a characterDs physical
and mental capabilities.
Attribute Rating. Bumber measuring a characterDs ability in a given
Attribute.
>otch. A critical failure on a Percentile Roll. Gccurs on unmodified
rolls of 71 to *++.
harge Time. The delay between when a character decides to use
a $low Ability and its activation.
lass. A generalised profession.
ombat %lements. The %lements of Fire, =ater, =ind, %arth, 0ce,
"ightning, Poison, Aoly and $hadow.
onditional 5odifier. 5odifier applied to Tas! hec!s based on how
easy ? or difficult ? the tas! at hand is.
o$. $hort for Chance of $uccessD. A target number for most tas!
resolution rolls in the FFRPG.
ritical $uccess. An unusually good result on a Percentile Roll.
Gccurs on unmodified rolls of * to *+.
d:. A die roll using two ten#sided dice to generate a total
CpercentageD.
&amage ap. Restriction limiting the amount of damage done by
FINAL FANTASY THE ROLEPLAYING GAME 21
any one attac! to 777 AP or 5P.
&amage &ie. &ie ? or dice ? rolled and added to an attac!Ds
damage.
&amage $cale. 5ultiplier that gives an attac!Ds basic damage.
%lemental. Associated with the ombat %lements.
Fast Ability. An Ability that re3uires no preparation time.
Flat o$. A chance of success that always remains the same.
0mmunity ;0<. Hsed to designate a combatantDs immunity to a given
category of %lemental damage or $tatus ondition.
0nitiative. $core that determines when actions are ta!en.
0nitiative Phase. Phase during which the order of the participantsD
actions is determined.
Qob. A specialised profession.
"evel. A reflection of a character,s experience level. >ased on the
total number of IP that character possesses.
5agic Abilities. $pells and spell#li!e Abilities.
5agical. 5agical damage not associated with a ombat %lement.
Gpposed Tas! hec!. Tas! hec! in which two or more
participants ma!e a d: roll.
Percentile Roll. A roll made using a d:.
Phase. $egments of a Round. 5ost Rounds have three.
Reaction Ability. An Ability that only triggers under certain
circumstances.
Resistance ;R<. Hsed to designate a combatantDs resistance to a
given category of %lemental damage.
Round. >asic unit of time in FFRPG combat. A battle will often be
made up of multiple Rounds.
Rule of *. Rule stating that the smallest amount of damage any
one attac! can inflict is * AP.
Rule of *+. Rule stating that the lowest a o$ can be reduced to is
*+ ? ma!ing the roll under these circumstances is not a ritical
$uccess, but an against#all#odds one.
$cene. >asic unit of time in the FFRPG. A scene ends with a
change in location or the passage of time.
$!ill. A particular body of !nowledge used by a character,
measured via a numerical rating.
$!ill Rating. Bumber measuring a characterDs proficiency in a given
$!ill.
$low Ability. An Ability that re3uires preparation time.
$tatus onditions. $pecial conditions ? positive or negative ?that
can affect a characterDs capacities and abilities.
$tatus Phase. Phase during which boo!#!eeping for $tatus
onditions ta!es place.
$upport Ability. An Ability that is always active.
Tas! hec!. A Percentile Roll used to determine the success or
failure of a tas! using one of a characterDs $!ills or Abilities.
Timer. %xpression used for the duration of a $tatus ondition or
special effect.
=ea!ness ;=<. Hsed to designate a combatantDs wea!ness to a
given category of %lemental damage.
IP. A measure of a character,s growth in experience and personal
capabilities, increased by certain actions and achievements within
the game.
FINAL FANTASY THE ROLEPLAYING GAME 22
II
_______
CHARACTER CREATION

I'm only here to see how the


story unfolds. Any self-respecting
leading man would do the same.
Balthier
FINAL FANA!" #II
Valiant, cryptic, insightful, vain the characters of the FFRPG are a
diverse lot, hailing from gilded halls and broken homes alike. All
have one thing in common, hoever! they began life in this very
chapter. "he folloing pages cover the creation and development of
FFRPG characters using the sheets in Appendi# V, breaking things
don into a se$uence of nine steps for an easier overvie. "hough
the process can seem daunting at first, time and e#perience should
make it close to second nature.
? Generating a Character (1)
"o illustrate the character creation process in a little more
detail, these e#ample sections folloing each step sho ho a
typical character might be generated.
%arl has recently been invited to Rodger&s game and has to
generate an appropriate character in time for the ne#t session.
'hile he&s played in a number of FFRPG games in the past, he
still follos the same basic set of steps he did hen he started
out.
Concept
"he easiest ay to begin creating a character is to start ith a
broad, fairly basic concept (neurotic spellcaster,( )crude
mercenary,& (narcissistic andering thief( and then flesh that idea
out piece by piece by adding details. *ometimes the concept ill be
dictated or limited by the game&s setting+ the G, may also have
specific ideas for the characters. For this reason, it is best to run
your concepts by the G, to ensure they fit or get their advice on
here you can take the concept once it&s approved. -nce this is
done, the ne#t things to consider are!
.ame! /n a universe populated by heroes ith monikers like %loud
*trife, 0idane "ribal or 1aguna 1oire, a good name can go a long ay
toards making a character seem like a plausible addition to
*$uare(s established mythos. /deally, a good name should be
evocative and a little unusual+ a 2ragoon calling himself (3ob *mith(
is clearly neither. *pecific naming pointers are given ith the racial
descriptions in %hapter 4.
Age! Age nearly alays e$uates to (e#perience.( -lder characters
ill usually have been around the block a fe times, hile younger
characters are more impetuous and naive about the orld at large.
Final Fantasy heroes tend to be younger, sometimes e#cessively so+
for 5umans, the late teens are generally prime orld6saving years.
"hough both are viable options, e#tremely young and old
characters are likely to face serious social discrimination in6game+
due to their age, fe ill be inclined to take them seriously, hile
comments like (old6timer( and (s$uirt( are almost guaranteed to
follo them everyhere they go.
Appearance! A character(s physical features, height, eight, build,
hair6, eye6 and skin color all help define them, but appearance is
about more than physical attributes it(s about style. %onsider
clothing! does the character lean toards all6concealing black
trenchcoats, or a ardrobe consisting entirely of loud pastels7 'hat
about 8eelry, or other distinguishing features such as tattoos7 5o
does the character carry themselves, and hat impression do the
character(s general posture and e#pression give others7
? Generating a Character (2)
Given that there(s only one (fighter6type( in Rodger&s group,
%arl&s decides a ,ithra martial artist ould be a good addition
to the party. 'ith Rodger in favor, %arl begins building his
heroine in earnest.
.ame! "he ,ithra naming notes suggest that ,ithra
characters ill have names ith a "hai or /ndonesian flavor.
%arl chooses to name his character 9umani 3ersihdarah.
Age! %arl ants his character to strike a balance beteen
youth and e#perience. %hecking the age ranges given for
,ithra, %arl gives her an age of :;.
Appearance! %arl envisions 9u as lithe, muscular and tanned
from a life of living outdoors+ the constant e#posure to the sun
has bleached her hair to almost6pure hite. "o avoid having
her movements impeded in combat, 9u&s clothing is restricted
to a set of thick6soled sandals, thigh6length leather shorts,
and a heavy leather combat vest covering a smaller
undershirt. 5er hair is tied in a long braid that reaches don
to her aist+ the end is rapped around a bright pink iron ball
usable as a eapon in emergencies. A branding of three
crescent moons arranged in a circle can be seen on her left
cheek.
3ackground! "he past helps make the present understandable.
For this reason, a character(s history is an important consideration
it defines ho they are and hy they act the ay they do.
-bviously, the chosen setting ill define a lot of the small details, but
FINAL FANTASY THE ROLEPLAYING GAME 23
even broad backgrounds should furnish biographical detail, listing
defining moments in the character(s life the murder of a friend or
mentor, the tragic loss of a family member, achieving a knighthood
or being drafted into the service of a great mage. "hese )hooks&
offer G,s a means to easily integrate the player&s background into
games+ details such as birthplace, education, and upbringing can
also help to add further definition.
Personality! A character&s personality defines their reaction to and
interaction ith the orld around them in short, ho the character
deals ith the situations they encounter over the course of their
adventures. /t may be easier to organi<e personality by e#tremes
are they hot6headed risk takers, or cautious and patient7 2oes
in8ustice offend them because they have a strict code of morals, or
because they ant a cut of the action7 but playing things too
broadly risks turning the character into a stereotype.
Possessions! 3eyond their e$uipment, a character may have a fe
items of purely sentimental or personal value a signet ring passed
don from generation to generation, a necklace or locket given to
them from a loved one, a lucky coin or talisman. "his section of the
sheet is used to describe these.
Goals! Goals are the character(s ma8or aspirations in life+ hether
it(s something as selfish as anting to claim the title of (orld(s
greatest treasure hunter( or a noble cause like or bringing peace to
their ar6torn home country. 'hatever else may happen, the
character(s goals ill ultimately guide their actions and decisions in
the orld.
A =uote! An e#ample saying of your character&s. -ptional, but 8ust
as effective at establishing them as any number of descriptive
paragraphs. "his can be anything from an often overused
catchphrase >?@'hatever.AB to a short and pithy comment typical
of the character(s general outlook on life >?Cou thought a little thing
like the end of the orld as gonna do me in7AB.
? Generating a Character (3)
3ackground! %arl envisions )9u& as a traditional ,ithra
fishergirl ho abandoned the family trade after a nasty
encounter ith a sea6snake, traveling to a distant human city
in search of a living. 1ike many ho do so, she found nothing
much beyond poverty. 2esperate for money, she became a pit
fighter, $uickly establishing a reputation as a force to be
reckoned ith. 5er trademark became her (miracle
comebacks( atching her opponent carefully, she could learn
their moves and mirror them, returning the favor in kind.
"raining in the ilds, she learned to mimic monsters as ell as
humans, speeding her ascent in the fighting circuits until the
day she lost control of her poer and killed an opponent.
Forced to flee, she began andering once more, searching for
more clues to the mysterious abilities that had made her a
champion and a murderer.
Personality! 'hile once gregarious, 9u has matured through
the adversity she has encountered, though not at the e#pense
of her positive nature. *erenity is also one of her hallmarks+
years of careful mental discipline have hardened 9u to almost
ice6cold calm in the face of danger.
? Generating a Character (4)
5oever, she is not perfect. 9u hides her magical poers
because she fears hat others ill do in reaction, greatly
e#aggerating her knoledge of the martial arts to do so.
Possessions! Aside from her e$uipment, 9u carries around
little of value.
Goals! 9u seeks to distinguish herself as a fighter and further
her understanding of her poers.
A =uote! ?5arap maaf, but you&rrre going to have to taste
backfist no.D
Race
5umans make up the standard population of most orlds, but not
every hero ill be human depending on the setting and
circumstances, characters may belong to one of the other races
detailed in %hapter "hree. Playing a non6human character can have
both obvious and less obvious repercussions+ the most immediate
effect, hoever, ill be on the character(s potential Attributes.
? Generating a Character (5)
%arl already decided to play a ,ithra character hen he first
dre up 9umani. All that(s left for him to do is note ho this
ill affect her Attributes.
Class and Job
A character(s chosen Eob determines his or her basic Abilities, their
starting 5it and ,agic Points, and a hole sle of other factors. For
this reason, choosing a Eob is possibly the most important decision a
player makes during the character creation process. %lasses and
Eobs are presented in full detail in %hapter F.
? Generating a Character (6)
%arl broses through the available Eobs, looking for something
to fit his concept. "hough the ,onk ould be the most
immediately obvious choice for %arl, 9u&s mysterious poer
strikes him as a better fit for the ,imic or 3lue ,age
professions. %arl settles on 3lue ,age.
Attributes
.o e begin to define a character&s mechanical aspects. Gvery
starting character has a total of FH Attribute Points to divide
beteen the si# Attributes *trength, Vitality, Agility, *peed, ,agic,
and *pirit as the player chooses, provided that at least : point is
spent on each Attribute. Attribute Points are spent at a one6to6one
ratio. 3y placing I Attribute Points in *trength, for e#ample, a
character ould start ith a *trength rating of I. Any Attribute
Points not spent at character creation do not carry over into the
game, and are lost.
%hoice of race can have an impact on ho these Points are spent,
as all races have Racial ,a#imums for each Attribute. .o starting
FINAL FANTASY THE ROLEPLAYING GAME 24
character may begin the game ith any Attribute&s rating e#ceeding
their race&s alloed ma#imum. For instance, ordinary 5uman
characters can have a ma#imum starting *trength of :H, no greater.
For ease of reference, "able J6: gives ,a#imums for all races.
Table 2-1: Racial Maximum
RACE STR VIT AGI SPD MAG SPR
Human 10 10 10 10 10 10
Bangaa 12 12 10 9 9 8
Creimire 8 10 13 11 9 9
Dwarf 10 13 10 8 9 10
Elf 13 13 7 9 7 11
Galka 11 15 10 9 8 7
Mithra 9 9 12 12 9 9
Moogle 8 6 11 12 11 12
u Mou 10 9 10 7 12 12
"u 10 11 6 7 13 13
#on$o 12 13 9 7 12 7
%arutaru 6 7 9 11 12 15
&arg 11 8 12 13 8 8
&iera 12 6 12 12 12 6
'eti 13 15 6 9 7 10
Racial ,a#imums are further modified by the character&s choice of
Eob, but this bonus is not applied during character creation. /n
practical terms, this means that Racial ,a#imums may only be
e#ceeded if the character gains more Attribute Points during the
course of the game.
? Generating a Character (!)
"he first thing %arl makes a note of is the ,ithra statline,
hich gives him the folloing range of Racial ,a#imums!
*"R V/" AG/ *P2 ,AG *PR
; ; :J :J ; ;
%arl starts defining 9u&s Attributes by assigning F Points to
each Attribute as a )base&, leaving him ith :I Attribute Points
to spend. As a fist6fighter as ell as a spellcaster, 9umani&s
most developed Attributes ill be *trength, Vitality, *peed, and
,agic+ %arl raises *"R and AG/ to I and K and ,AG and *P2 to
; and L respectively, giving him F more points to spend on
boosting V/" and *PR. 9umani&s final Attribute distribution runs
as follos!
*"R V/" AG/ *P2 ,AG *PR
I K K L ; M
ATTRIBUTE RATINGS
As e#plained in %hapter :, Attribute Ratings are employed henever
an Attribute is used for task resolution. 'hile it is generally not
re$uired to calculate an Attribute Rating ahead of time, the formula
for an Attribute(s Attribute Rating is!
>Attribute # 4B N :H
A character ith *"R :H, for instance, has a *trength Attribute
Rating of FH.
Traits
/f the G, is using the optional rules for 9ey Points and "raits, "raits
should be selected relatively early in the character creation process.
Full rules for doing so can be found in Appendi# /V.
Advantages and Disadvantages
%haracters differ in more than 8ust profession and personality.
Physical edges and ailments, unconventional training and innate
resistance to attacks can all enhance a character&s combat ability+
conversely, physical ailments and other difficulties diminish it. /n
game terms, these are e#pressed through Advantages and
2isadvantages. "hough only available at the G,(s discretion, they
offer a number of ays to further personali<e a character.
Gach of the Advantages and 2isadvantages presented over the
ne#t fe pages has a specific point cost assigned to it+ Advantages
have a positive cost, hile 2isadvantages have a negative one. /f a
G, allos a player to buy Advantages and 2isadvantages during
character creation, their combined cost of must be less than or
e$ual to H. .o more than :H Points of Advantages may be taken,
and no Advantage or 2isadvantage may be taken more than once
unless this is e#plicitly permitted in its description. Gven if an
Advantage or 2isadvantage has multiple effects ith separate point
costs, only one of these effects may be taken by default.
ADVANTAGES
"he folloing Advantages are available to FFRPG characters. .ote
that some Advantages have a varying effect depending on ho many
points they are bought for these are listed belo the general
effect.
Adroit 2 to 5 Points
Gffect! .ot every character fights using force. *ometimes, here and
ho the eapon hits is more important than the ra poer behind
it. "his Advantage may be taken multiple times.
J Points! *elect one 'eapon category that uses a dI 2amage 2ie,
such as Rods. 'hen ielding a 'eapon of the chosen category, all
damage is calculated using AG/, rather than *"R.
4 Points! *elect one 'eapon category that uses a dL 2amage 2ie,
such as *taves. 'hen ielding a 'eapon of the chosen category, all
damage is calculated using AG/, rather than *"R.
F Points! *elect one 'eapon category that uses a d:H 2amage 2ie,
such as *ords. 'hen ielding a 'eapon of the chosen category, all
damage is calculated using AG/, rather than *"R.
K Points! *elect one 'eapon category that uses a d:J 2amage 2ie,
such as Greatsords. 'hen ielding a 'eapon of the chosen
category, all damage is calculated using AG/, rather than *"R.
FINAL FANTASY THE ROLEPLAYING GAME 25
Ambidextrous 1 Point
Gffect! "he character is e$ually skilled ith both hands, favoring
neither left nor right. %haracters ith this Advantage do not suffer
penalties for -ff65anded attacks as described in %hapter M. /n
addition, they may purchase the *kill "o 'eapons at the normal
rate of one *kill Point per one point of *kill Rating.
Animal Companion 1 to 5 Points
Gffect! "he character is accompanied in his 8ourneys by a faithful
animal, such as a trained dog or a mount. "he Animal %ompanion is
small or agile enough to avoid damage in combat+ if the
character controlling the Animal %ompanion is reduced to H 5P or
otherise incapacitated, it ill not act until its oner has been
revived.
"he e#act poers of an Animal %ompanion are determined by
selecting a combination of talents from the list belo. Gach Point
spent on this Advantage allos the player to select up to :H points(
orth of talents from this list. "his Advantage may be taken multiple
times to create more than one %ompanion.
*entient >JB! "he Animal %ompanion has intelligence comparable to
a human(s, and is capable of speaking and understanding %ommon
"ongue.
*ummoned >JB! "he Animal %ompanion is of magical or supernatural
origins, and is summoned up ith a simple ritual. /n combat, this can
be accomplished through a 0ero Action.
Packrat >4B! "he Animal %ompanion can carry a fe of the
character(s odds and ends, and acts as an emergency reserve. /n
game terms, this means that the character ill alays have access
to their /nventory if the %ompanion is present. /f the %arrying
Alternative rules from %hapter I are used, the %ompanion can carry
up to K /tems.
*enses >4B! "he Animal %ompanion has senses good enough to
assist the party in times of need. /n game terms, the companion is
treated as having Aareness at a *kill Rating of KH.
Attribute >KB! "he Animal %ompanion is strong, fast, or smart enough
to help the party out hen needed. /n game terms, this gives the
%ompanion an Attribute Rating of KH in one Attribute of the creator(s
choice, and allos it to make "ask %hecks against that Attribute if it
ever is in a position to do so.
Flying >KB! "he Animal %ompanion has ings strong enough to fly
ith, giving it greater range and reach. /n practical terms, this allos
the %ompanion to enter the *tatus %ondition Flight at ill. /f
combined ith the ,ount attribute, the %ompanion is treated as a
flying mount for purposes of travel times see %hapter ; for more
details.
9een *enses >KB! "he Animal %ompanion has a keen set of senses,
alloing it to sniff out danger, discover otherise6hidden ob8ects, or
track others over long distances. /n game terms, the %ompanion is
treated as having the Aareness and "racking *kills at a *kill Rating
of IH.
1arge >KB! "he %ompanion is larger than normal. /f used in
con8unction ith ,ount, up to to characters may ride it. /tem
capacity for ,ount and Packrat is increased to IH.
,ount >KB! "he Animal %ompanion can be ridden ith a successful
Riding *kill "est, reducing travel times accordingly see %hapter ;
for more details. /f using the %arrying Alternative rule from %hapter
I, the ,ount can carry an additional 4H /tems.
*earch >KB! "he Animal %ompanion is constantly sniffing around and
digging in the search for usable items. -nce per session, a character
hose Animal %ompanion has the *earch talent gains one free /tem
3attle, *upport, or Recovery of the G,&s choice, ith a "ier
appropriate to the character(s current 1evel. "his does not reduce
any other item reards the character obtains.
*killed >KB! "he Animal %ompanion has a certain talent that comes in
handy for its oner a monkey trained in Pickpocketing, for
instance, makes an ideal accomplice ith a budding "hief. *plit KH
*kill Points beteen any combination of *kills to represent the
companion&s talents+ *kills must be bought at a minimum rating of
JH as normal. "echnical *kills cannot be taken in con8unction ith
*killed.
5ighly *killed >:HB! As ith *killed, above. 5oever, the Animal
%ompanion is clever enough to continue learning, and gains :
additional *kill Point for every 1evel gained by its oner. /t can learn
ne *kills at KHO the Gil cost it ould take a character to learn a
comparative *kill+ in addition, a character ith Animal "raining may
attempt to teach it ne *kills in the same manner as the "eaching
*kill. "echnical *kills cannot be taken in con8unction ith 5ighly
*killed.
-utstanding Attribute >:HB! As Attribute, above. "he Animal
%ompanion gains an Attribute Rating of LH rather than KH.
Very 1arge >:HB! "he %ompanion is unusually large. /f used in
con8unction ith ,ount, up to si# characters may ride it. /tem
capacity for ,ount and Packrat is increased to ;;.
%ounter Fang >JHB! 'henever the character is struck by a successful
Attack Action, the animal companion has a %o* of 4HO of launching
an immediate counter6attack at the opponent ho struck the
character. "his is treated as an Attack Action using the character&s
on A%%+ damage is >>%haracter&s 1evel P FB # %haracter&s *"RB N
>1evel P :HBdI. 2amage can be based on AG/ or ,AG instead+ if so,
this must be declared hen taking the Advantage and applied
consistently for the remainder of the character&s adventuring career.
/f the %ompanion has Guardian as ell, the to have a combined flat
%o* of 4HO+ roll once to determine if both effects trigger. %ounter
Fang is considered a Reaction Ability, and thus can be disabled by
the *tatus %ondition /mmobili<e.
Guardian >4HB! 'henever the character is struck by a successful
Attack Action, the Animal %ompanion has a flat %o* of 4HO of
intercepting the blo. /f successful, the character only takes KHO
damage from the attack before modifying for AR, or ,. AR,. /f the
%ompanion has %ounter Fang as ell, the to have a combined flat
%o* of 4HO+ roll once to determine if both effects trigger. Guardian
is considered a Reaction Ability, and thus can be disabled by the
*tatus %ondition /mmobili<e.
Additional -ptions! Pending G, approval, the player can use the
Animal %ompanion Advantage to make other allies such as hirelings,
robots, or vehicles.
FINAL FANTASY THE ROLEPLAYING GAME 26
Combat Reflexes 2 Points
Gffect! "hrough intensive training or a healthy dose of paranoia
the character is adept at being able to react to danger at a
moment&s notice. As a result, a character ith %ombat Refle#es can
never be surprised in battle, and ill alays act in the Preemptive
Round if ambushed. /n addition, she is immune to the *tatus
%ondition Qnaare.
Full Moon Heart 4 Points
Gffect! "he character has a greater sensitivity to the flo of mana,
and is able to replenish her spellcasting energies far $uicker than
most. /tems and other effects that increase a character&s ,P restore
NJKO of their usual ,agic Points hen used on a character ith
Full ,oon 5eart.
Restrictions! Full ,oon 5eart does not affect 2rain effects or 5P
recovery.
Gillionaire 2 to 5 Points
Gffect! "he character has a knack for finding money in une#pected
places or a secondary source of income. As a result, he gains Gil at
a faster rate than his companions. "he character(s share of Gil for
each monster encounter and successfully completed $uest is
ad8usted by the listed percentage to reflect their additional income.
"his does not increase or reduce the payout to other characters or
.P%s, or affect other sources of income. "he character&s starting Gil
is also accordingly increased to match.
J Points! "he character&s share of Gil is ad8usted by NKO. "he
character&s starting Gil is accordingly increased to KJK G.
4 Points! "he character&s share of Gil is ad8usted by N:HO. "he
character&s starting Gil is accordingly increased to KKH G.
F Points! "he character&s share of Gil is ad8usted by N:KO. "he
character&s starting Gil is accordingly increased to KMK G.
K Points! "he character&s share of Gil is ad8usted by NJHO. "he
character&s starting Gil is accordingly increased to IHH G.
Restrictions! Gillionaire does not stack ith the G$uipment Ability
5eadhunter. 2uring character creation, this Advantage does not
affect the value of 5eirlooms, starting /nventions, or other ?e#trasA
not tied directly to starting Gil.
Goddess's Mark 3 Points
Gffect! "he character is attuned to the ebb and tide of 1ife ,agic,
and benefits significantly from healing effects. /tems, *pells and other
effects that increase a character&s 5P restore NJKO of their usual
5it Points hen used on a character ith Goddess&s ,ark.
Restrictions! Goddess&s ,ark does not affect 2rain effects or ,P
recovery.
Good Fortune 1 to 3 Points
Gffect! *ome force from beyond looks out for the character, teaking
fate to act in their favor.
: Point! -nce per session, the character can re6roll any one die roll
once. Qnused rolls do not carry over to the ne#t session.
J Points! "ice per session, the character can re6roll any one die roll
once. Qnused rolls do not carry over to the ne#t session.
4 Points! "hree times per session, the character can re6roll any one
die roll once. Qnused rolls do not carry over to the ne#t session.
Hardened 1 to 2 Points
Gffect! "he character is tougher and heartier than her fellos, and
can absorb far more damage in the long term.
: Point! "he character gains an additional : 5it Point per 1evel.
J Points! "he character gains an additional J 5it Points per 1evel.
Heirloom 3 Points
Gffect! A precious artifact has been passed don in the character(s
family for generations+ no the character is able to use this heirloom
for her on benefit. "he character may take one Accessory orth up
to JKHH G at character creation in addition to any other e$uipment
purchased.
Restrictions! 5eirlooms may not be sold or otherise disposed of
under any circumstances, and must remain e$uipped until the
character reaches 1evel ::.
Monster iller 1 or 3 Points
Gffect! "he character has dedicated a significant amount of training
to the eradication of a particular type of monster, and is far more
adept against it in battle. "his Advantage may be taken multiple
times.
: Point! "he character has trained against a specific ,onster Family
>0uu, Goblin, FlanB, and inflicts N:HHO damage ith every Attack
Action made against monsters of this type. 2eclare hich Family
,onster 9iller is tied to hen purchasing this Advantage.
4 Points! "he character has trained against a specific ,onster
%ategory, and inflicts N:HHO damage ith every Attack Action made
against monsters of this type. 2eclare hich ,onster %ategory
,onster 9iller is tied to hen purchasing this Advantage.
Restrictions! Abnormal cannot be taken as a ,onster %ategory.
$ight where it hurts.
%aine
FINAL FANA!" #-&
Multitalented 1 to 2 Points
Gffect! "he character has a knack for $uickly picking up additional
knoledge. "his Advantage may be taken multiple times.
: Point! Pick a *kill %ategory that the character&s Eob does not grant
him an Affinity to, 'eapon *kills e#cluded. "he character gains an
additional Affinity for that *kill %ategory.
J Points! "he character gains an Affinity to 'eapon *kills.
Personal !lement 2 to 5 Points
Gffects! "he character has a deep, personal connection and
familiarity ith one of the orld(s elements, and is capable of
ielding it ith fierce poer. "his Advantage may be taken multiple
times.
J Points! *elect one of the %ombat Glements Fire, /ce, 1ightning,
'ater, 'ind, Garth, 5oly, *hado, or 3io. "he character inflicts
N:HO damage ith all attacks and effects that deal damage
associated ith the chosen Glement.
FINAL FANTASY THE ROLEPLAYING GAME 27
F Points! *elect one of the %ombat Glements Fire, /ce, 1ightning,
'ater, 'ind, Garth, 5oly, *hado, or 3io. "he character inflicts
NJKO damage ith all attacks and effects that deal damage
associated ith the chosen Glement.
Restrictions! %haracters ith the Paladin Eob must pay : additional
Point to take the 5oly Glement. %haracters ith the 2ark 9night Eob
must pay : additional Point to take the *hado Glement. Personal
Glement does not stack ith the G$uipment Ability RGlementS
Gnhancer apply the best damage bonus out of the to.
Pure "oul 1 to 2 Points
Gffect! "he character harbors an unusual attunement toards the
flo of magic, accumulating mana at a far faster rate than normal.
: Point! "he character gains an additional : ,agic Point per 1evel.
J Points! "he character gains an additional J ,agic Points per 1evel.
Resistan#e 2 to 4 Points
Gffect! "he character has built up a resistance to a specific set of
*tatus %onditions, and is capable of eathering them better than
most. "his Advantage may be taken multiple times.
J Points! "he character has a resistance to "o#in6type *tatus
%onditions. All %onditions of this type that target the character have
their %o* halved after modifying for Gvasion or ,. Gvasion.
4 Points! "he character may choose one of the folloing categories
of *tatus %ondition to have a resistance to! *eal or "ransform. All
%onditions of this type that target the character have their %o*
halved after modifying for Gvasion or ,. Gvasion.
F Points! "he character may choose one of the folloing categories
of *tatus %ondition to have a resistance to! ,ystify, "ime, or 'eak.
All %onditions of this type that target the character have their %o*
halved after modifying for Gvasion or ,. Gvasion.
"i$nature %eapon 3 or 5 Points
Gffect! 3y speciali<ing in one specific type of 'eapon, the character
has honed her skills ith it to a fine edge. "his Advantage may be
taken multiple times.
4 Points! 'hen performing an Attack Action ith a *ignature
'eapon, the character ill strike a %ritical 5it on a roll of : through
:K.
K Points! 'hen performing an Attack Action ith a *ignature
'eapon, the character ill strike a %ritical 5it on a roll of : through
JH.
Restriction! *ignature 'eapon does not stack ith the G$uipment
Abilities %riticalN and %riticalNN. Qse the best %ritical 5it range of
the to instead.
"pe#ial trainin$ 1& 2& 4& or 5 Points
Gffect! "hanks to training outside the norm, the character is capable
of effectively ielding e$uipment not typically used by his 8ob. "his
Advantage may be taken multiple times.
: Points! "he character gains access to one additional 'eapon type
his Eob ould normally not have access to, provided it can use *"R
to calculate damage and does not have a 2amage 2ie higher than
that of those the 'eapon types the Eob can freely access. /f a
eapon has the 2ouble *trike, ,ana %hannel, or =uicksilver ability,
then it ill cost an additional point. Alternately, the character gains
access to one additional Armor type his Eob ould normally not have
access to, e#cluding *hields.
F Points! "he character gains access to *hields.
K Points! "he character gains access to one additional 'eapon type
his Eob ould normally not have access to, regardless of 2amage
2ie the Attribute used to calculate damage, or eapon ability.
'ena#ious 3 Points
Gffect! "he character clings to life ith almost supernatural tenacity.
*hould the character end a battle at H 5P or belo, she ill revive
ith : 5P once the battle is over.
Restrictions! "enacious has no effect on a battle in progress. *hould
the character be felled during a fight, only a Phoeni# 2on, Raise
*pell, or similar effect ill restore her. Furthermore, "enacious has
no effect on other incapacitating effects such as *tone.
DISADVANTAGES
"he folloing 2isadvantages are available to FFRPG characters. 1ike
Advantages, some 2isadvantages have a varying effect depending
on ho many points they are bought for.
(lind 1& 4& or 5 Points
Gffect! "he character is no longer able to see, usually as a result of
an accident or combat in8ury. As a result, the character is considered
to permanently be under the effects of the *tatus %ondition 3lind.
: Point! A character ith a ,age Eob gains 3lind.
F Points! A character ith an Adept Eob gains 3lind.
K Points! A character ith an G#pert or 'arrior Eob gains 3lind.
Code of Honor 2 Points
Gffect! A sense of honor has its donsides at times. 3ecause she
has sorn to never attack a helpless opponent, the character ill
never take advantage of the element of surprise. A character ith
%ode of 5onor ill not attack opponents suffering from the *tatus
%onditions Qnaare, *leep, or *top, and never acts in the
Preemptive Round if her opponents cannot act in turn.
Code of Mer#) 1 to 2 Points
"he character has sorn never to take a life. 'henever a character
ith %ode of ,ercy takes an Action that ould reduce a target to H
5P, they ill )pull the blo& to leave the target ith : 5it Point. Qnder
no circumstances can the character kill anything hile they remain
under their on control+ the only e#ception to this rule are attacks
made under the influence of ,ystify6type *tatus %onditions.
: Point! A character ith an Adept, ,age, or G#pert Eob gains %ode
of ,ercy.
J Points! A character ith a 'arrior Eob gains %ode of ,ercy.
Co*ard 4 Points
Gffect! *ome people can(t take the heat. "he character fears death
more than anything, and ill go to great lengths to escape it. /f the
character is ever reduced to JKO or feer of their ma#imum 5it
FINAL FANTASY THE ROLEPLAYING GAME 28
Points in combat, their ne#t available Action ill alays be an Gscape
Action. /f the Gscape Action fails, the character ill try to Gscape
again on every folloing action he has until he either successfully
retreats from battle or is healed to above JKO 5P.
Restrictions! %oard cannot be taken in con8unction ith Fury.
Crippled Arm 3 to 4 Points
Gffect! -ne of the character&s arms is missing or lame, making it
useless in battle. "he character loses their *hield slot+ they may only
e$uip one 'eapon, cannot benefit from the "o 'eapons *kill, or
ield 'eapons hich occupy both *hield and 'eapon slots.
4 Points! A character ith an G#pert or ,age Eob gains %rippled
Arm.
F Points! A character ith a 'arrior or Adept Eob gains %rippled Arm.
+efenseless 1 to 2 Points
Gffect! "he character lacks the focus or refle#es needed to dodge,
parry, or resist incoming attacks.
: Point! "he character&s natural Gvasion or ,. Gvasion is H. "hese
%ombat *tatistics can only be increased by bonuses from G$uipment
or *tatus %onditions. 2ecide hich of the to is affected hen taking
this 2isadvantage.
J Points! "he character&s natural Gvasion and ,. Gvasion are both
H. "hese %ombat *tatistics can only be increased by bonuses from
G$uipment or *tatus %onditions.
+e,il's (rand 4 Points
Gffect! "he character(s spark of life glos a little dimmer than most.
/tems, *pells and other effects that increase a character&s 5P
restore 6JKO of their normal 5it Points hen used on a character
ith 2evil&s 3rand.
Restrictions! 2evil&s 3rand does not affect 2rain effects or ,P
recovery.
!lemental +efi#ien#) 3 Points
Gffect! *omething ithin the character leaves him vulnerable to a
particular Glement. *elect one of the %ombat Glement Fire, /ce,
1ightning, 'ater, 'ind, Garth, 5oly, *hado, or 3io. Any damage of
that element done to the character is increased by KHO. /f the
character gains a Resistance to the Glement in $uestion, attacks do
normal damage+ /mmunities reduce damage to KHO, and
Absorbance reduces damage of that Glement to H. "his
2isadvantage may be taken multiple times.
Fa,ored Pre) 2 Points
Gffect! "he character is particularly vulnerable to attack from certain
types of monsters. 2eclare a ,onster %ategory Favored Prey is tied
to hen selecting this 2isadvantage+ monsters of this type ill inflict
N:HHO damage ith every Attack Action they make against that
character. "his 2isadvantage may be taken multiple times.
Restrictions! Abnormal cannot be taken as a ,onster %ategory.
Flat-Footed 2 Points
Gffect! "he character does not react to circumstances as $uickly as
his fello adventurers. As a result, he begins every battle ith the
*tatus %ondition Qnaare active.
Frail 1 to 2 Points
Gffect! "he character is physically eaker than his fellos,
toughening up at a far sloer pace.
: Point! "he character gains : 5it Point feer per 1evel. "his ill
never reduce 5P gains for advancing a 1evel belo :.
J Points! "he character gains J 5it Points feer per 1evel. "his ill
never reduce 5P gains for advancing a 1evel belo :.
Fur) 1 to 3 Points
Gffect! 2eep inside the character is a raving, rabid beast that(s 8ust
aiting to get out. A character ith Fury is automatically afflicted ith
the *tatus %ondition 3erserk henever her current 5it Points reach
JKO or less of their ma#imum value during the course of battle.
"his %ondition persists for as long as the character remains at JKO
or less of her ma#imum 5it Points, and cannot be prevented or
canceled by any means.
: Point! A character ith a 'arrior Eob gains Fury.
J Points! A character ith an Adept Eob gains Fury.
4 Points! A character ith an G#pert or ,age Eob gains Fury.
Restrictions! Fury cannot be taken in con8unction ith %oard.
Gold "ink 1 to 5 Points
Gffect! "he character has a hard time hanging on to money. 2ebts,
gambling, family obligations, charitable causes, or outright aste
$uickly eat up hatever spare income he may have as a result of his
adventures. "he character&s share of Gil for each monster encounter
and successfully completed $uest is ad8usted by the percentage
listed belo to reflect astage and lost money. "his does not
increase or reduce the payout to other characters or .P%s. "he
character&s starting Gil is accordingly reduced to match.
,odifiers for Gold *ink are alays applied after any Gil ac$uisition
bonuses the character may be eligible for through G$uipment
Abilities like 5eadhunter .
: Point! "he character&s share of Gil is ad8usted by 6KO. "he
character&s starting Gil is accordingly reduced to FMK G.
J Points! "he character&s share of Gil is ad8usted by 6:HO. "he
character&s starting Gil is accordingly reduced to FKH G.
4 Points! "he character&s share of Gil is ad8usted by 6:KO. "he
character&s starting Gil is accordingly reduced to FJK G.
F Points! "he character&s share of Gil is ad8usted by 6JHO. "he
character&s starting Gil is accordingly reduced to FHH G.
K Points! "he character&s share of Gil is ad8usted by 6JKO. "he
character&s starting Gil is accordingly reduced to 4MK G.
Restrictions! 2uring character creation, this 2isadvantage does not
affect the value of 5eirlooms, starting /nventions, or other ?e#trasA
not tied directly to starting Gil.
FINAL FANTASY THE ROLEPLAYING GAME 29
.amed 1 to 2 Points
Gffect! "he character is hobbled, and cannot move $uickly or run. As
a result, he is considered to be permanently under the effects of the
*tatus %ondition /mmobili<e.
: Point! A character ith a ,age Eob or Eob hose Ability *et
contains no Reaction Abilities gains 1amed.
J Points! A character ith an Adept, G#pert or 'arrior Eob ith
Reaction Abilities in its Ability *et gains 1amed.
Mute 1 to 2 Points
Gffect! "he character cannot speak. "hough typically the result of
in8ury or physical disability, there are many other possible reasons
for this, ranging from a personal vo of silence to trauma. Qnder
normal circumstances, it is assumed that they have some alternate
means of communicating sign language, facial e#pression,
strategically6deployed flash cards hich allos them to talk to
party members. For all intents and purposes, the character is
considered to permanently be under the effects of the *tatus
%ondition *ilence.
: Point! A character ith a 'arrior or G#pert Eob gains ,ute.
J Points! A character ith the Gambler Eob gains ,ute.
Restrictions! 3ards, ,ediators, and characters ith ,age or Adept
Eobs may not take this 2isadvantage.
"ealed C/i 1 to 2 Points
Gffect! "he character&s chi flo is blocked, leaving her incapable of
channeling it into her poers. As a result, she is considered to be
permanently under the effects of the *tatus %ondition %urse.
: Point! A character ith a ,ediator or ,age Eob gains *ealed %hi.
J Points! A character ith a 3ard, 2ark 9night, ,agic 9night, or
Paladin Eob gains *ealed %hi.
Restrictions! %haracters ith 'arrior Eobs or G#pert and Adept Eobs
not listed above may not take this 2isadvantage.
"lo* .earner 2 to 0 Points
Gffect! "he character&s training is far from complete, and his poers
sho it. As a result, the character gains their Abilities several 1evels
behind hat is normal for his 8ob.
J Point! "he character gains the first Ability in his Ability *et J 1evels
later than normal+ every subse$uent Ability is also gained J 1evels
later.
4 Points! "he character gains the first Ability in his Ability *et F
1evels later than normal+ every subse$uent Ability is also gained F
1evels later.
F Points! "he character gains the first Ability in his Ability *et M
1evels later than normal+ every subse$uent Ability is also gained M
1evels later.
K Points! "he character gains the first Ability in his Ability *et ::
1evels later than normal+ every subse$uent Ability is also gained ::
1evels later.
I Points! "he character gains the first Ability in his Ability *et :I
1evels later than normal+ every subse$uent Ability is also gained :I
1evels later.
"lu$$is/ 2 or 5 Points
Gffect! *lo to act and slo to react, the character is a constant
laggard in battle. As a result, he is considered to be permanently
under the effects of the *tatus %ondition *lo.
J Point! A character ith a ,age or Adept Eob gains *luggish.
K Points! A character ith an G#pert or 'arrior Eob gains *luggish.
"oft 'ar$et 4 Points
Gffect! "he character is less resilient to damage than most. "o
represent this, her AR, and ,. AR, ratings are reduced by 6KHO
after factoring in all other bonuses from G$uipment and *tatus
%onditions.
1nskilled 1 Point
Gffect! "he character is not nearly as adept at learning the *kills of
his profession as others. As a result, he loses one *kill Affinity
conferred by his Eob.
2ulnerabilit) 2 or 4 Points
Gffect! "he character is inherently vulnerable to certain *tatus
%onditions. /f a *tatus of a type or category a character has a
Vulnerability to targets him, its %o* is doubled after modifying for
Gvasion or ,. Gvasion+ All R*tatusS "ouch effects of the appropriate
type have a IHO %o* and R*tatusS *trike effects have a ;HO %o* .
"his 2isadvantage may be taken multiple times, and is not affected
by *tatus Resistances and /mmunities.
J Points! "he character may choose one of the folloing categories
of *tatus %ondition to have a vulnerability to! "o#in or 'eak.
4 Points! "he character may choose one of the folloing categories
of *tatus %ondition to have a vulnerability to! *eal or "ransform.
F Points! "he character may choose one of the folloing categories
of *tatus %ondition to have a vulnerability to! ,ystify or "ime.
%eapon 3nabilit) 2 to 3 Points
Gffect! "he character simply is out6and6out bad ith eapons.
'eapon *kills are bought at tice the normal cost, and any *kill
Affinity the character may have for 'eapon *kills is lost. /n addition,
the character may never cause a %ritical 5it ith an Attack Action,
even if G$uipment Abilities or other effects ould normally increase
the chances of a %ritical 5it.
J Points! A character using a non6'eapon *kill for their primary
'eapon gains 'eapon /nability.
4 Points! A character using a 'eapon *kill for their primary 'eapon
gains 'eapon /nability.
? Generating a Character (")
"o round off 9umani(s personality, %arl gives her the
2isadvantages Vulnerability >"o#inB and Glemental 2eficiency
>3ioB to represent the after6effects of the childhood encounter
that sore her off fishing for life. "his allos him to buy K
Points& orth of Advantages, so he picks up the 46Point
version of *ignature 'eapon for 9umani&s Gloves and %ombat
Refle#es, giving her a little e#tra edge in battle.
FINAL FANTASY THE ROLEPLAYING GAME 30
Equipment
%haracters can spend up to KHH Gil on purchasing essential supplies
and e$uipment during character creation. %hapter I has full listings
for the various types of 'eapons, Armor, /tems, and Accessories
available for purchase. All starting purchases must have an
Availability Rating of ;:O or higher. Any money not spent on
starting e$uipment is given to the character as starting money at a
ratio of : to :. A character&s Eob ill also impose restrictions on
hat kinds of items they can use consult the Eob(s profile in
%hapter F for more details.
? Generating a Character (#)
%arl&s first priority is a eapon. As a 3lue ,age, 9umani is
limited to a handful of potential eapons+ scanning these, %arl
decides the most appropriate choice ould be Gloves. MK G is
spent on 1eather Gloves+ a 1eather Plate >::H GB, 1eather
Gauntlets >IK GB and a %ap >LH GB leave her ith :MH G to
spend on other /tems and Accessories. %arl buys to "onics
>KH G totalB and a "incture >MK GB and carries the remaining
FK G over as starting money.
Combat Statistics
'hile a player cannot directly spend Attribute Points to modify
%ombat *tatistics, they can indirectly influence them through their
Attributes. "he eight *tatistics are generated as follos!
5it Points >5PB! All Eobs have a 5it 2ie given in their profiles a
3lack ,age, for instance, has a 5it 2ie of dI. /n order to generate
the character&s starting 5P, 8ust roll the indicated die, add 4H to the
result, then add the character&s V/" value. "he total is the number of
5it Points the character ill have upon starting the game.
,agic Points >,PB! All ,agic6using Eobs ill have a specific ,agic
2ie listed in their profile. As ith the 5it 2ie, roll this, add :H to the
result, and then add the character&s *PR value to get the total
number of ,agic Points the character starts the game ith. /f the
character&s chosen Eob does not have a ,agic 2ie, skip this step.
"hey ill alays have H ,P, regardless of their *PR.
Gvasion >GVAB! A character(s Gvasion rating is calculated by
adding together their AG/ and *P2, then adding any bonuses
conferred by e$uipment.
,agic Gvasion >,. GVAB! ,. Gvasion is calculated by adding
together a character(s *PR and ,AG, then adding any bonuses
conferred by e$uipment.
Armor >AR,B! A character&s Armor rating is calculated by adding
together the AR, values of every piece of armor the character has
e$uipped, then applying the modifier given for the character(s V/" in
"able J6J to the total. "he result is the character&s final AR,.
,agic Armor >,. AR,B! "his statistic is calculated by adding
together the ,. AR, values of every piece of armor e$uipped by the
character, then applying the modifier given for the character(s *PR in
"able J6J to the total to find the character&s final ,. AR,.
Table 2-2: $RM an% M& $RM '(nue
CHARACTER'S VIT/SPR ARM / M. ARM MODIFIER
1 ( 2 )5*
3 ( + )10*
5 ( 6 )15*
7 ( 8 )20*
9 ( 10 )25*
11 ( 12 )30*
13 ( 1+ )35*
15 ( 16 )+0*
17 ( 18 )+5*
19 ( 20 )50*
21 ( 22 )55*
23 ( 2+ )60*
25 ( 26 )65*
27 ( 28 )70*
29 ( 30 )75*
2e#terity >2GTB! 2GT is calculated via the formula!
1evel N >AG/ # JB N KH
,ind >,.2B! ,ind is calculated via the formula!
1evel N >,AG # JB N KH
Accuracy >A%%B! A%% is calculated via the formula!
1evel N >AG/ # JB N Eob(s Attack 3onus N 'eapon *kill
"he 'eapon *kill used in the formula is the one re$uired by the
currently e$uipped 'eapon *ords for Greatsords, %udgels for
Rods, Guns for Rifles, and so forth.
,agic Accuracy >,. A%%B! ,. A%% is calculated via the formula!
1evel N >,AG # JB N :HH.
G#pertise >GTPB! Qsed only for G#pert Eobs. G#pertise is calculated
via the formula!
>G#pert *kill P JB N 1evel N >*kill(s 2efault Attribute # JB
e#cept for the Gngineer, hich uses the folloing formula!
>/nvent Rating P JB N 1evel N >AG/ # JB
For all G#pert Eobs, the applicable G#pert *kill ill be listed in the
Eob(s profile.
FINAL FANTASY THE ROLEPLAYING GAME 31
? Generating a Character (11)
.o that Attributes and G$uipment have been determined,
%ombat *tatistics are ne#t on the list.
5it Points! %hecking the 3lue ,age profile, %arl finds that
9umani ill have a 5it 2ie of dL. Rolling this gives him a I+
added to 9umani&s V/" of K and the base of 4H, this means
9umani starts the game ith F: 5P.
,agic Points! 3lue ,ages also have a ,agic 2ie of dL. %arl
rolls again and comes up ith a F. Added to her *PR of M and
the base of :H, this gives 9umani J: ,P to start out ith.
Gvasion! 9umani&s Gvasion is e$ual to her *P2 of L plus her
AG/ of K, or :4.
Armor! "he 1eather Plate, 1eather Gauntlets and %ap have
AR, ratings of K, J, and : respectively, for a total of L. As
9umani&s V/" is I, her final AR, ill be ::HO of this value,
rounding don leaves her ith an AR, of L.
,agic Armor! "he 1eather Plate, 1eather Gauntlets and %ap
have ,. AR, ratings of 4, :, and 4 respectively, for a total of
M. As 9umani&s *PR is I, her final ,. AR, ill be ::HO of this
value, rounding don+ the end result is an ,. AR, of M.
,agic Gvasion! 9umani&s Gvasion is e$ual to her ,AG of ;
plus her *PR of I, or :K.
Accuracy! "he 3lue ,age&s Attack 3onus is NJH+ ith a
1evel of : and an AG/ of K, 9umani&s final A%% is 4: plus the
relevant 'eapon skill.
,agic Accuracy! 'ith a 1evel of : and a ,AG of ;, 9umani&s
,. A%% is ::;.
,ind! ,ind is I;, or KH plus 9umani(s 1evel of : plus >,AG
# JB, hich comes out to :L.
2e#terity! 2e#terity is I:, or KH plus 9umani(s 1evel of :
plus >AG/ # JB, hich comes out to :H.
Skills
"he character(s *kills are the ne#t thing to consider. 2epending on
their Eob, characters ill have a certain number of *kill Points to
allocate beteen *kills chosen from the lists in %hapter Five. /n
general, ,age Eobs have the highest *kill Point totals, 'arriors the
loest. All *kills are purchased at a rate of : *kill Point per : point
of *kill Rating unless a character has an Aptitude toards the *kill
%ategory in $uestion, as e#plained belo. *ome *kills may also be
double6cost, and re$uire tice as many *kill Points to raise. All *kills
purchased during character creation must have a minimum Rating of
JH, and cannot e#ceed a Rating of KH. All Eobs must have at least
one 'eapon *kill at the minimum Rating of JH, and gain Aareness
at a Rating of 4H at no cost to their *kill Points.
9eep in mind that all of a character(s *kills should be plausibly
consistent ith their background it&d be hard to believe that a
blacksmith&s son ouldn&t have had the time to pick up at least a fe
points in %raftingU or Repair. -n the flipside, a foundling adopted
and raised by roaming monsters ould hardly have the opportunity
or capacity to have learned Gti$uette.
SILL APTITUDES
A character(s chosen Eob ill have its repercussions on their ability
to learn certain types of *kills it goes ithout saying, for instance,
that a Fighter is able to pick up ne eapons more easily than a
3lack ,age. /n game terms, this is e#pressed through *kill
Aptitudes. A Eob(s *kill Aptitude represents a group of *kills a
character&s training is likely to put a heavier focus on. *kill Points put
into a *kill belonging to a %ategory the character has an Aptitude to
are spent at a rate of :!J+ that is to say, for every one Point spent,
the *kill(s Rating increases by J.
? Generating a Character (12)
As a 3lue ,age, 9umani has a *kill Aptitude for 'ilderness
*kills and JIH *kill Points to spend. %arl decides 9umani&s
*kills should reflect her martial arts training as ell as a
generally more rough6and6tumble character capable of
surviving in the ilds. For the former, he puts :K Points apiece
into *cavenge, *urvival, and *imming. As all three are
'ilderness *kills, this raises each *kill&s Rating to 4H, leaving
%arl ith another J:K Points to spend. "o represent 9umani&s
training and aptitudes as a braler, he ne#t takes 3ral at the
ma#imum possible Rating at KH, plus Acrobatics at FH,
%ooking at 4H, and /ntimidation at FH. "his leaves KK Points+
to round off the selection, %arl takes to *kills to represent
9umani&s involvement ith less savory elements! Gscape at JK
and *treetise at 4H.
LORES AND LANGUAGES
/n addition to the *kill Points allocated by the character&s Eob, the
character receives an additional :IH Points solely for purchasing the
*cholastic *kills 1oreU and 1anguageU. "his represents the
character&s )knoledge base.( "he character also gains %ommon
"ongue at a Rating of KH, regardless of any other 1oreU and
1anguageU *kills purchased+ this does not decrease the available
$uantity of *kill Points.
? Generating a Character (13)
.o %arl selects 9umani&s 1oreU and 1anguageU *kills. KH
Points are spent on obtaining a *kill Rating of KH in 3ahsa
,ithra enough to give 9umani a comfortable level of
proficiency to complement her %ommon "ongue. "his leaves
%arl ith a further ::H Points. 4H, KH and 4H Points are spent
on the 1oreUs 3lue ,agic, ,artial Arts and 'orld 1ore
respectively, rounding off 9umani&s *kill selection in the
process.
DEFERRING SILL SELE!TION
Qnder normal circumstances, any *kill Points not spent during
character creation do not carry over into the game proper, and are
lost if left unspent by the time the character is finished. 5oever, if
the players find themselves struggling to come up ith a *kill set
that suits their characters, the G, may ish to allo them to start
FINAL FANTASY THE ROLEPLAYING GAME 32
the game ith a minimal selection and choose the rest of their *kills
during the course of the game.
,ake a note of ho many Points the character had for
conventional *kills, 1oreU, and 1anguageU hen the game started.
At any point during the game, the player can declare that they have
background in a given *kill, and spend some of their )stock& of
Points to obtain the *kill at a Rating of JH or higher. /deally, this
should be done in a fashion that reveals a little more about the
character a $uick aside like ?2idn&t you kno / as an e#pert
fisherman hen / as younger7A "hese points can also be spent on
*kills gained through revelation, as described further on.
.ote that Points gained by deferring *kill selection cannot be
spent on raising *kills upon gaining a 1evel they are e#clusively to
be used on ac$uiring ne *kills.
Starting Magic
.ot every Eob can cast *pells, and not all spellcasting Eobs actually
start the game ith the ability to use magic. %haracters ith a Eob
that has the ability to cast 3lack, 'hite, Red, or "ime ,agic begin
ith three 1evel : *pells chosen from the appropriate *pell lists in
%hapter L.
2ue to the non6linear progression of 3lue, *pellblade, *ummon,
and %all ,agic, characters ith access to these schools of
spellcasting generate their starting *pells in a slightly different
fashion. Rather than choose a set number of *pells, 3lue ,ages may
choose any number of appropriate *pells from the lists given in
%hapter L, provided that their combined ,P %osts do not e#ceed the
character(s starting ,P value. /t is additionally recommended that
no one *pell in the starting selection cost more than :K ,P.
,agic 9nights begin ith one Glement *trike spell and one *tatus
Gffect spell chosen from the level : *pell effects.
*ummoners begin the game ith one *ummon either Valefor,
1akshmi, Remora, /frit, Ramuh, or *hiva, as per the player&s choice.
%allers may choose from only Valefor, 1akshmi, or Remora, and
additionally gain to 1evel : *pells chosen from the appropriate
*pell lists.
? Generating a Character (14)
As a 3lue ,age, 9umani can select up to J: ,Ps( orth of
*pells from the 3lue ,agic list. %arl chooses Goblin Punch >:
,PB, %hoco 3all >I ,PB, Red Feast >I ,PB, and 1eap >L ,PB
for a round J:.
Starting Invention
%haracters ith the Gngineer Eob finish character creation by
assembling a single /nvention using the rules in Appendi# /. "he
player can use up to :HH Gil orth of Parts ithout dipping into their
on pockets+ if the final /nvention costs more than :HH Gil, the
difference is paid from the character(s starting Gil. Parts used in the
starting /nvention are sub8ect to the same Availability restrictions as
any other e$uipment purchased during character creation.
Finising Touces
"o speed up gameplay later on, players may ant to go through
their listed 2amage %odes and precalculate *pell, Ability and Attack
damages, making a note of the results on their character sheets.
? Generating a Character (15)
9umani begins the game ith three damage e$uations that
of her basic Attack Actions ith 1eather Gloves, that of
%hocoball, and that of 1eap. "he 1eather Gloves have a
2amage %ode of >J # *"RB N dI+ ith an *"R of I, the final
2amage %ode is :J N dI. %hoco 3all and 1eap both have
2amage %odes of >F # ,AGB N dL, ,. Armor+ plugging in
9umani&s ,AG of ; results in a precalculated 2amage %ode of
4I N dL, ,. Armor. Goblin Punch and Red Feast do not need
separate calculations they are a function of 9umani&s basic
Attack Action damage.
AD!A"CEME"T
As characters triumph against overhelming odds and defeat
implacable foes, they start accumulating G#perience Points. TP are
aarded as the G, sees fit, but are typically earned by killing or
incapacitating opponents, solving pu<<les, disarming traps, and
completing $uests.
-nce a character accumulates enough TP, they advance a 1evel,
increasing in poer. Gaining a 1evel re$uires >%urrent 1evel # KHHB
G#perience Points+ 9umani, the 1evel : character introduced in this
chapter, needs >: # KHHB 66 or KHH TP to get from 1evel : to
1evel J. .ote that TP totals are not cumulative+ earning :HHH TP to
advance to 1evel J does not mean you need only KHH TP to reach
1evel 4. "he folloing table gives a detailed breakdon of TP
re$uirements for each 1evel.
Table 2-3: )* Re+uirement
1evel TP Re$uired "otal TP
: 666 H
J KHH KHH
4 :,HHH :,KHH
F :,KHH 4,HHH
K J,HHH K,HHH
I J,KHH M,KHH
M 4,HHH :H,KHH
L 4,KHH :F,HHH
; F,HHH :L,HHH
:H F,KHH JJ,KHH
:: K,HHH JM,KHH
:J K,KHH 44,HHH
:4 I,HHH 4;,HHH
:F I,KHH FK,KHH
:K M,HHH KJ,KHH
:I M,KHH IH,HHH
:M L,HHH IL,HHH
FINAL FANTASY THE ROLEPLAYING GAME 33
1evel TP Re$uired "otal TP
:L L,KHH MI,KHH
:; ;,HHH LK,KHH
JH ;,KHH ;K,HHH
J: :H,HHH :HK,HHH
JJ :H,KHH ::K,KHH
J4 ::,HHH :JI,KHH
JF ::,KHH :4L,HHH
JK :J,HHH :KH,HHH
JI :J,KHH :IJ,KHH
JM :4,HHH :MK,KHH
JL :4,KHH :L;,HHH
J; :F,HHH JH4,HHH
4H :F,KHH J:M,KHH
4: :K,HHH J4J,KHH
4J :K,KHH JFL,HHH
44 :I,HHH JIF,HHH
4F :I,KHH JLH,KHH
4K :M,HHH J;M,KHH
4I :M,KHH 4:K,HHH
4M :L,HHH 444,HHH
4L :L,KHH 4K:,KHH
4; :;,HHH 4MH,KHH
FH :;,KHH 4;H,HHH
F: JH,HHH F:H,HHH
FJ JH,KHH F4H,KHH
F4 J:,HHH FK:,KHH
FF J:,KHH FM4,HHH
FK JJ,HHH F;K,HHH
FI JJ,KHH K:M,KHH
FM J4,HHH KFH,KHH
FL J4,KHH KIF,HHH
F; JF,HHH KLL,HHH
KH JF,KHH I:J,KHH
K: JK,HHH I4M,KHH
KJ JK,KHH II4,HHH
K4 JI,HHH IL;,HHH
KF JI,KHH M:K,KHH
KK JM,HHH MFJ,KHH
KI JM,KHH MMH,HHH
KM JL,HHH M;L,HHH
KL JL,KHH LJI,KHH
K; J;,HHH LKK,KHH
IH J;,KHH LLK,HHH
I: 4H,HHH ;:K,HHH
IJ 4H,KHH ;FK,KHH
I4 4:,HHH ;MI,KHH
IF 4:,KHH :,HHL,HHH
IK 4J,HHH :,HFH,HHH
II 4J,KHH :,HMJ,KHH
IM 44,HHH :,:HK,KHH
IL 44,KHH :,:4;,HHH
I; 4F,HHH :,:M4,HHH
1evel TP Re$uired "otal TP
MH 4F,KHH :,JHM,KHH
M: 4K,HHH :,JFJ,KHH
MJ 4K,KHH :,JML,HHH
M4 4I,HHH :,4:F,HHH
MF 4I,KHH :,4KH,KHH
MK 4M,HHH :,4LM,KHH
MI 4M,KHH :,FJK,HHH
MM 4L,HHH :,FI4,HHH
ML 4L,KHH :,KH:,KHH
M; 4;,HHH :,KFH,KHH
LH 4;,KHH :,KLH,HHH
L: FH,HHH :,IJH,HHH
LJ FH,KHH :,IIH,KHH
L4 F:,HHH :,MH:,KHH
LF F:,KHH :,MF4,HHH
LK FJ,HHH :,MLK,HHH
LI FJ,KHH :,LJM,KHH
LM F4,HHH :,LMH,KHH
LL F4,KHH :,;:F,HHH
L; FF,HHH :,;KL,HHH
;H FF,KHH J,HHJ,KHH
;: FK,HHH J,HFM,KHH
;J FK,KHH J,H;4,HHH
;4 FI,HHH J,:4;,HHH
;F FI,KHH J,:LK,KHH
;K FM,HHH J,J4J,KHH
;I FM,KHH J,JLH,HHH
;M FL,HHH J,4JL,HHH
;L FL,KHH J,4MI,KHH
;; F;,HHH J,FJK,KHH
#earning "e$ Abilities
,ost Eobs gain ne Abilities at certain 1evels on average, every M
1evels up to 1evel IF. "he 1evel an Ability is gained is shon in
%hapter F to the right of the Ability(s name. For instance, the
*amurai gains the Ability ,ineuchi at 1evel L+ the Fighter the Ability
"hird Gye.
#earning "e$ Spells
%haracters ith access to 'hite, 3lack, "ime, or Red ,agic ill gain
ne *pells every fe 1evels, alloing them to pick a *pell from a
given *pell 1evel and add it to their repertoire. "he e#act 1evels this
occurs at ill be given in the Eob(s profile in %hapter F. .ote that in
order to be able to select a *pell, any prere$uisites the *pell has
must be met to choose Fira, for instance, a character must also
have learned Fire. Prere$uisites are laid out in %hapter L.
BLUE AND SUMMON MAGI!
.e 3lue and *ummon *pells can only be ac$uired during the
course of a session, and are gained independently of the
FINAL FANTASY THE ROLEPLAYING GAME 34
character(s current 1evel. "o obtain a ne 3lue *pell, a character
must either be targeted by it or successfully observe its use ith the
*upport Ability A<ure 1ore. "o obtain a ne %all or *ummon, the
character must either defeat the *ummon in battle or complete a
task to earn the *ummon(s trust. /n certain cases, 3lue *pells, %alls,
and *ummons may be aarded through items found during the
session or given out as $uest reards.
Increasing %it and Magic &oints
Gvery time a character gains a 1evel, their ma#imum 5it Points
increase by Eob(s 5it 2ie N >V/" P JB. Eobs ith a ,agic 2ie also
increase their ma#imum ,agic Points by Eob(s ,agic 2ie N >*PR P
JB. All rolls should be made in front of the rest of the group or G,,
and calculated before any other changes are made to the character.
Increasing Attributes
%haracters receive : Attribute Point every time they gain a 1evel.
"his may be allocated to any of the character&s si# Attributes,
provided that Attribute Points are not spent on the same Attribute
to 1evels in a ro and that the increase does not raise the
Attribute above the character&s Attribute %ap. "he Attribute %ap is
determined by adding the character&s Eob bonus for that Attribute to
their Racial ,a#imum. A 5uman Fighter, for instance, ould have an
Attribute %ap of JK in *"R his Racial ,a#imum of :H plus the
Fighter&s N:K bonus to *"R. Attributes may be raised after the
character has reached the Attribute %ap, but this re$uires J Attribute
Points rather than : and may only be done once all Attributes are at
their respective %aps.
"he only other circumstance under hich an Attribute %ap can be
(broken( is ith G$uipment Abilities. .ote that the absolute ma#imum
value permitted for an Attribute is 4H, including bonuses from
e$uipment a character ith *"R JL e$uipping a 5yper 'rist >NK
*"RB ould only raise her *trength to 4H, not 44.
-nce an Attribute has been raised, ad8ust the character&s Attribute
Ratings and %ombat *tatistics accordingly. /f the player has been
keeping track of it, precalculated damage may also need to be
ad8usted as a result of this.
Increasing Skills
Qpon gaining a 1evel, a character receives :H *kill Points to spend
on improving *kill Ratings and I points for improving 1anguageU and
1oreU ratings+ unused *kill Points are not carried over to the ne#t
1evel, and a lost unless spent. Ratings are raised at the same rates
as during character creation : to : for most *kills, : to J for *kills
the character has an Affinity to, and J to : for *kills e#plicitly listed
as costing tice the normal rate. "he player may distribute their *kill
Points as they choose, but once a *kill(s Rating has reached KH, it
cannot be increased by more than J after a 1evel has been gained.
/n addition, no *kill&s Rating may ever be raised above :HH.
#earning Skills
.e *kills may also be learned upon gaining a 1evel using one of
three methods! revelation, teaching, or research. Gach of these
three methods has its on re$uirements.
REVELATION
*ometimes, characters find they have talents and depths they didn(t
even kno they possessed. A character that rolls a %ritical *uccess
on a defaulted *kill Roll may immediately gain that *kill at a Rating of
JH or the characters default, hichever is highest. 5oever, not any
*kill Roll ill do paddling across a shallo pond isn(t enough to
learn *imming, no matter ho $uickly you reach the other side. For
revelations to strike, the "ask %heck(s %o* must be FH or loer. As
successful rolls made under the Rule of :H do not count as a %ritical
*uccess, they cannot be used to gain *kills through revelation. Any
number of *kills may be learned at once in this manner.
TEA!HING
Alternately, characters may opt to learn a *kill from another
character P% or .P% ith the "eaching *kill. /f nobody in the
party has this *kill, the character must track don an appropriate
teacher using either their on netork of contacts or the /n$uiry
*kill. "eachers ho aren(t personal friends or allies of the character
may demand a fee for training+ suggested costs have been given
belo.
Table 2-3: Teaching C(t
SKILL'S DEFAULT RATING COST PER SKILL
1 , 20 200 G
21 , 30 500 G
31 , +0 2000 G
+1 , 50 5000 G
-earne. /kill 300 G
-nce all costs have been paid, the P% or .P% ith the "eaching
*kill must make a "ask %heck against it to see if instruction is
successful. "o determine the %onditional ,odifier for this "ask %heck,
add together all applicable modifiers from the list belo.
C45+3'345A. M4+3F3!R"
"eacher(s *kill Rating in *kill being taught less than KH! 6JH
"eaching /ntuitive *kill! NJH
"eaching 1earned *kill! H
Ample time >:H or more daysB! NJH
*ufficient time >K daysB! H
/nade$uate time >J to 4 daysB! 6JH
G#treme time pressure >: day or lessB! 6IH
/f the "ask %heck is successful, the character gains the *kill at a
Rating of JH or the characters default, hichever is highest.
-therise, the time and money invested have been asted+ the
character can start again, but may need to spend additional Gil to
FINAL FANTASY THE ROLEPLAYING GAME 35
continue learning. A %ritical Failure typically means that an accident
occurred during the learning process, ith results left to the G,(s
discretion. "his may leave an .P% teacher unilling to deal ith the
character again, forcing the character to find a ne instructor. /n the
event of a %ritical *uccess, the character has an une#pected
breakthrough, halving the time needed to learn the *kill. -nly one
*kill at a time may be learned in this manner.
RESEAR!H
/nstead of learning a ne *kill from another person, a character can
also attempt to pick it up from maga<ines, books, or computer
programs. /f the character does not have access to the materials
they need to do their research, they must buy or obtain them
beforehand. Research materials have an Availability Rating of ;H by
default, though this may be loered for unusual or speciali<ed *kills+
suggested costs have been given belo.
CHARACTER'S LEVEL COST PER SKILL
1 , 20 300 G
21 , 30 750 G
31 , +0 3000 G
+1 , 50 7500 G
-earne. /kill 500 G
-nce the materials have been obtained, the character must make a
"ask %heck against /n$uiry. "o determine the %onditional ,odifier for
this "ask %heck, add together all applicable modifiers from the list
belo.
C45+3'345A. M4+3F3!R"
Researching /ntuitive *kill! NJH
Researching 1earned *kill! H
Ample time >:H or more daysB! NJH
*ufficient time >K daysB! H
/nade$uate time >J to 4 daysB! 6JH
G#treme time pressure >: day or lessB! 6IH
/f the "ask %heck is successful, the character gains the *kill at a
Rating of JH or the characters default, hichever is highest.
-therise, the character(s materials are insufficient+ the character
can start again, but may need to spend additional Gil to ac$uire ne
material. A %ritical Failure typically means that an accident occurred
during the learning process, ith results left to the G,(s discretion.
/n the event of a %ritical *uccess, the character has an une#pected
breakthrough, halving the time needed to learn the *kill. -nly one
*kill at a time may be learned in this manner.
E'&ERIE"CED C%ARACTERS
"hough most of the FFRPG assumes that a character ill begin a
game at 1evel : and ork their ay up the ranks, a G, may ish to
start characters off at a higher 1evel. "here are to ays to do this.
"he most )accurate& involves creating a 1evel : character, then
manually leveling them up until they have reached the appropriate
1evel, calculating 5P and ,P gains as appropriate. 5oever, this
method re$uires a considerable amount of time and effort, making it
impractical for most players. For this reason, the folloing pages
present a )fast6track& method for creating higher61evel characters
on the fly. For the most part, the player should continue to follo the
steps outlined in this chapter+ the salient changes run as follos.
Attributes
G#perienced characters have FH N >1V16:B Attribute Points to divide
beteen the si# Attributes, folloing the same one6to6one ratio as in
normal character creation. "he absolute limit for any Attribute&s
value is e$ual to the Racial ,a#imum in that Attribute plus their
chosen Eob&s bonus. For instance, a 5uman ,onk ould be able to
raise their *"R to JK :H for the Racial ,a#imum, plus :K for the
Eob bonus.
Combat Statistics
%ombat *tatistics are generated as normal, ith the e#ception of 5it
Points and ,agic Points. "hese are generated using the folloing
formulas!
4H N V/" N >1evel # 5it 2ieB N >>V/" P JB # >1evel 6 :BB
:H N *PR N >1evel # ,agic 2ieB N >>*PR P JB # >1evel 6 :BB
3oth formulas use the median value of Eob&s 5it and ,agic 2ice
rather than a roll. A Eob ith a d:H 5it 2ie, for instance, ould have
a value of K, hile a Eob ith a dI 5it 2ie ould have a value of 4.
As at character creation, any Eob ithout a ,agic 2ie ill have H ,P,
regardless of their *pirit.
Skills
An e#perienced character receives a number of *kill Points e$ual to
those received by a 1evel : character of their chosen Eob, plus a
bonus of :H # >1evel 6 :B Points. "hey also receive the standard
:IH Points for 1anguageU and 1oreU *kills ith %ommon "ongue
at a Rating of KH and Aareness at 4H for free plus an additional
I # >1evel 6 :B Points for 1anguageU and 1oreU skills. *kills still have
a minimum Rating of JH, but can have a ma#imum Rating of up to
FL N >J # 1evelB, ith an absolute ma#imum of :HH.
Equipment
G#perienced characters receive more Gil for buying e$uipment and
items+ at higher 1evels, they ill also have access to e$uipment not
FINAL FANTASY THE ROLEPLAYING GAME 36
normally purchasable by starting characters. "he table belo gives
recommended benchmarks for Gil aards, as ell as suggested
Availability limits for starting e$uipment.
Table 2-5: ,tarting Gil an% -+ui.ment
LEVEL GIL AVAILABILITY EQUIPMENT
1 500 91* (((
2 600 90* (((
3 800 89* (((
+ 1100 88* (((
5 1500 87* (((
6 2000 86* (((
7 2750 85* (((
8 3500 8+* (((
9 +250 83* (((
10 5000 82* (((
20 15000 70* (((
30 30000 57* (((
+0 +0000 +5* (((
50 +0000 32* 1 0rtifa1t
65) +0000 13* 2 0rtifa1t$
1 -egen.ar2
For characters ith 1evels beteen these benchmarks, use the table
belo to determine e#act values. Round don for purposes of
determining Availability Ratings.
Table 2-6: /e0el-,.eci1ic $%2utment
LEVEL GIL PER LEVEL AVAILABILITY PER LEVEL
11 , 20 )1000 (1325*
21 , 30 )1500 (1325*
31 , +0 )1000 (1325*
+1 , 50 ((( (1325*
51 , 65 ((( (1325*
-nce all this has been done, all that remains is for the player to
choose their e$uipment. For instance, a character created at 1evel
:F ould have ;HHH Gil in spending money KHHH for the 1evel :H
default, plus an additional :HHH for 1evels :: through :F and
ould be able to buy e$uipment ith an Availability Rating of MMO or
greater.
E"PERIEN!ED ENGINEERS
At 1evel :, Gngineers receive a (stipend( of :HH Gil ith hich to put
together a starting /nvention. Gngineers starting at a higher 1evel
receive a larger stipend+ its e#act value is given on the table belo.
.ote that a 1evel IKN Gngineer also receives one free Artifact Part
of their choice to use in a starting /nvention.
Table 2-!: 3n0enti(n ,ti.en%
LEVEL INVENTION STIPEND ARTIFACT PARTS
1 100 (((
2 120 (((
3 160 (((
+ 220 (((
5 300 (((
6 +00 (((
7 550 (((
8 700 (((
9 850 (((
10 1000 (((
20 3000 (((
30 6000 (((
+0 8000 (((
50 10000 (((
65) 10000 1
For characters ith 1evels beteen these benchmarks, use the table
belo to determine e#act values.
Table 2-": 3n0enti(n ,ti.en% 4etail
LEVEL RANGE GIL PER LEVEL
11 , 20 200
21 , 30 300
31 , +0 300
+1 , 50 200
51 , 65 (((
Magic
%haracters capable of using 3lack, 'hite, Red, or "ime ,agic gain
starting *pells as normal, plus any additional *pells their 1evel ould
$ualify them for, as listed in their Eob profiles. As ith starting
characters, characters ith 3lue, %all, or *ummon ,agic generate
their *pell lists in a slightly different fashion.
BLUE MAGI!
Generate starting *pells as per standard character creation. -nce
the initial selection has been made, the character can take up to
>1evel P 4B additional *pells chosen from the 3lue ,agic list. 'hile
any combination of *pells can be picked in this fashion, no *pell&s
,P cost should e#ceed the limits given belo.
Table 2-#: 'lue Magic /imit
CHARACTER'S LEVEL MAXIMUM MP COST
1 , 16 18
17 , 2+ 27
25 , 32 +0
33 , +0 50
+1 , +8 119
+9 , 56 139
57) (((
FINAL FANTASY THE ROLEPLAYING GAME 37
!ALL MAGI!
Generate starting %alls as per standard character creation. -nce the
initial selection has been made, the character can take up to >1evel P
LB additional %alls chosen from the *ummon ,agic list. 'hile any
combination of %alls can be picked in this fashion, no %all&s ,P cost
should e#ceed the limits given belo.
Table 2-15: Call Magic /imit
CHARACTER'S LEVEL MAXIMUM MP COST
1 , 8 21
9 , 16 52
17 ( 2+ 77
25 , 32 90
+1 , +8 125
+9 , 56 176
57) (((
SUMMON MAGI!
Generate starting *ummons as per standard character creation.
-nce the initial selection has been made, the character can take up
to >1evel P :JB additional *ummons chosen according to the list
given belo.
Table 2-11: ,umm(n Magic /imit
CHARACTER'S LEVEL SUMMONS MADE AVAILABLE
1 , 11 &alefor4 -ak$hmi4 #emora4 5frit4
/hi6a4 #amuh4 /2l7h4 /iren4 %itan4
8irin
12 , 2+ Cait /ith4 9air24 0tomo$4 9enrir4
Dia:olo$4 Bi$mar1k4 ;an.emonium4
/2l.ra
25 , 36 0$ura4 Mi$t Dragon4 "uet<al1oatl4
/alaman.er4 Cato:le7a$4
=ormungan.4 %rito1h4 ;hantom4
>ni1orn4 Car:un1le4 Golem
37 , +8 /era7him4 0rk4 Doomtrain4 Ha.e$4
8?ata4 0le@an.er4 0nima4 Cer:eru$
+9 , 60 ;hoeni@4 %27hon4 -e6iathan4 -i1h4
Ma.een4 A.in
61) Bahamut4 Cru$a.er4 Magu$ /i$ter$4
'o?im:o
C%A&TER (#)SSAR*
"he folloing list recaps some of the most important concepts
introduced in this chapter for $uick reference.
Advantage. A character $uirk that affects the character&s combat
performance in a positive ay.
Attribute %ap. ,a#imum value an Attribute can have. 2etermined
by Eob and Race.
Attribute Point. Points that can be spent on defining and
increasing the character&s Attributes.
2isadvantage. A character $uirk that affects the character&s
combat performance in a negative ay.
5it 2ie. 2ie rolled to determine a character&s 5it Points.
,agic 2ie. 2ie rolled to determine a character&s ,agic Points.
Racial ,a#imum. A hard limit on starting Attributes defined by a
character&s choice of race.
*kill Aptitude. A category of *kills a character can learn at a
reduced rate due to their training in that field.
*kill Point. Points that can be spent on defining and increasing the
character&s *kills.
FINAL FANTASY THE ROLEPLAYING GAME 38
III
_____________________
RACES

I'm becoming less human


Vincent Valentine
FINAL FANTASY VII
Heroes in the worlds of Final Fantasy can be both human and more
than human. Over the course of many games, the mantle of world-
saviour has variously fallen on the shoulders of rat-girls, cat-robots,
feral Yeti, lion-men, moon-people and creatures too strange to
describe in just a handful of words. Accordingly diverse are the
options available to FF!" characters. Over the ne#t few pages,
players will find a representative, if by no means complete sampling
of the races and species which populate the Final Fantasy universe.
Others, li$e the a%uatic Hypello or the enigmatic "urgans, have
been left for future wor$s to cover. "&s interested in adding more
races to their games can find concrete advice for doing so in
'hapter ().
RACIAL ATTRIBUTES
For reference*s sa$e, the following table recaps the acial &a#imums
first presented in 'hapter +. &ore details on &a#imums and their
effect on character creation and advancement can be found there.
Table 3-1: Racial Maximums
RACE STR VIT AGI SPD MAG SPR
Human 10 10 10 10 10 10
Bangaa 12 12 10 9 9 8
Creimire 8 10 13 11 9 9
Dwarf 10 13 10 8 9 10
Elf 13 13 7 9 7 11
Galka 11 15 10 9 8 7
Mithra 9 9 12 12 9 9
Moogle 8 6 11 12 11 12
u Mou 10 9 10 7 12 12
"u 10 11 6 7 13 13
#on$o 12 13 9 7 12 7
%arutaru 6 7 9 11 12 15
&arg 11 8 12 13 8 8
&iera 12 6 12 12 12 6
'eti 13 15 6 9 7 10
HUMAN
Also $nown as Humes. On any given world, Humans will inevitably be
the dominant race, wildly diverse and infinitely tenacious, their ability
to ma$e a home in even the most inhospitable of environments has
made them the standard against which all other races are
measured.
VitAL Data
epresentatives- Firionel .FF//0, 1uneth .FF///0, 2ain Highwind
.FF/30, 4art5 2lauser .FF30, 6et5er "abbiani .FF3/0, 7ifa
1oc$heart .FF3//0, 8ell 9incht .FF3///0, 4eatri# .FF/:0, Auron
.FF:0, 4asch fon onsenberg .FF://0
7ypical Height- (.; < (.=m .&ale0 > (.? < (.@m .Female0
7ypical Aeight- =) < B@$g .&ale0 > @C < BD$g .Female0
Hair 'olors- 4lond, blac$, brown, red, white
Eye 'olors- "reen, brown, blue
Habitats- Any
1ifespan- ;) < =) years
Young - ; < () years
Average - (= < +? years
Old - ;) < @) years
Society
As it develops, Human society inevitably gravitates towards
government of the masses headed by a single leader. /n primitive
societies, this may be a village headman, high priest or $ing, in more
advanced circles, a !resident or !rime &inister. As a result, the
character of a society tends to reflect in its leadership, an altruistic
$ing begets a benevolent populace, whereas power-hungry
emperors typically breed a harsh and militaristic one.
6tratification is a common feature of human civili5ation, pitting rich
against poor, believers against non-believers, aristocracy against
peasantry, education against ignorance. 7his often leads to deep
and powerful ine%ualities, Fclass* can be as much of a identifying and
motivating factor as a spar$ for conflict.
Roleplaying
Human personalities are largely shaped by upbringing and social
bac$grounds, and can be as varied and comple# as the cultures that
spawned them. 4ac$ground, too, affects choice of profession,
characters from rough-and-tumble surroundings may turn to the
FINAL FANTASY THE ROLEPLAYING GAME 39
sword < or a life of crime < to ma$e ends meet, while those with
wealth and education see$ out loftier callings. /nteraction 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.
&ost Humans spea$ 'ommon 7ongue as a first language, with
regional accents ranging from the mild to the incomprehensible, a
trained ear can often pic$ out a spea$er*s nationality and education
with only a handful of sentences. Game-wise, Humans are a
fantastically varied lot, though culture is assumed to play a
significant role in name selection, most Final Fantasy characters
draw on a predictable, relatively limited set of real-world cultures.
7raditionally, English is the most common choice, no matter how
mundane they may loo$ to native spea$ers, 4ritish- and American-
influenced names li$e 1oc$e 'ole, 'ecil Harvey. or 4arret Aallace
hold a certain e#otic appeal to the Hapanese. F1oo$* and Fsound* of
words are both important considerations, as is the ability to reflect
the character*s personality. 6ometimes, this results in names li$e
6%uall 1eonhart, 'loud 6trife, or Ashley iot, combinations that
native English spea$ers would perceive as bi5arre, if not outright
nonsensical.
'lassical references < as found in names li$e 4eowulf 2admus or
Edgar Figaro < are another fertile source of material. 4eyond
English, languages such as "erman, French and to a lesser e#tent,
/talian, are also popular fodder for heroes. E#amples of the latter
can be found in series names li$e 6eifer Almasy, 4art5 2lauser, it5
&alheur, Adelbert 6teiner, and 1e4lanc. Oriental names < such as
Yang Fang 1eiden and Yuffie 2isaragi < are also a possibility for
cultures specifically modeled after 'hina or Hapan.
/nvented or Fpure* fantasy names in the series are short and to the
point, as is the case with 3aan, "aluf, efia, or 6elphie. 7he more
elaborate names generally associated with the fantasy genre in the
Aest < such as &esdoram Elmdor or 9ra$smald "oltana < are
employed sparingly in Final Fantasy games.
BANGAA
A gruff, athletic li5ardfol$ renowned for its temperament. 4angaa are
burly, muscular creatures caught in a permanent stoop, hard scales
cover their bodies, while their snouts are jammed with ra5or-sharp
teeth capable of rending and tearing with terrible ease. 7hough they
may seem ponderous, 4angaa are surprisingly nimble, and can
muster short bursts of speed where needed. 9espite their reptilian
ancestry, 4angaa tend to grow Iwhis$ersI or facial hair as they age,
females have a prominent ruff of downy fur that covers their chests,
the only significant difference between the two genders.
4angaa are e#cellent scouts and trac$ers, favoring smell and
hearing over sight. As a result, it is not uncommon to see 4angaa
wearing blindfolds as a fashion statement. 7heir long, loose-hanging
ears are split in two, giving them superior directional hearing, the
tips are often pierced or encased in metal. 7attoos are another
common decorative device, particularly among younger 4angaa,
these are generally drawn on the shoulders or under the eyes.
9espite their longevity, low breeding rates mean that 4angaa
population si5e remains relatively static. Four distinct sub-species of
4angaa e#ist- the sharp-snouted, long-eared 6anga and 4ista <
colored gray-blac$ and ochre respectively < and the blunt-snouted,
short-eared Faas and uga, colored green and sand-brown.
However, interbreeding has created a plethora of hybrids over the
centuries whose s$in colors can range from white to deep blue.
VitAL Data
epresentatives- 4aI"amnan .FF://0
Height- (.; < (.Bm .&ale>Female0
Aeight- B) < (()$g .&ale>Female0
6$in 'olors- "ray-blac$, ochre, sand-brown, green, blue, white
Eye 'olors- 4lac$, blue
Habitats- &ountains, 9eserts, 'ities
1ifespan- ()) < (+) years
Young - () < +) years
Average - C) < ;) years
Old - =) < ()) years
Society
6ince ancient times, 4angaa have believed that an individualIs
species determines temperament and suitability for certain
professions, giving rise to a rigid caste system. 7raditionally, the
sand-brown uga have acted as hereditary priests, lawma$ers and
leaders while the tough-scaled Faas < whose name literally
translates to Fwarrior* in the 4angaa tongue < served as their
fighters and enforcers. 7he 6angaa occupied the ne#t tier, theirs
were the mundane occupations of farmer, wor$er and craftsman, the
glue that $ept 4angaa society bound together. 7he lowest of the low
were 4ista merchant caste, tolerated for their importance in a
functioning society, but despised for drawing their profits from the
wor$ of others while contributing little of meaning in return.
At one point in time, these castes were absolute, once born into a
profession, it was impossible to leave it without abandoning 4angaa
society altogether. However, the difficulty of integrating hybrid
species and the influence of other races have done much to brea$
down the old caste lines in recent years. 7hough more conservative
4angaa, particularly the uga, follow the traditions to the letter,
most adopt a more rela#ed attitude, even those whose professions
follow their caste generally donIt begrudge their children for wanting
to diversify.
Ahile the 4angaa associate with almost all other races, they tend
to be most comfortable around humans, the two races share a
significant amount in terms of temperaments, attitudes, and cultural
development. !ri5ed for their strength and tough-as-leather
constitution, 4angaa living in human circles can easily find
employment as soldiers, guards, gladiators, and < in the case of the
more dim-witted specimens < brute physical labor.
FINAL FANTASY THE ROLEPLAYING GAME 40
Roleplaying
4angaa tend to be arrogant and boastful creatures, acting as if in
the throes of a permanent ill temper. 7hough sometimes
characterised as slow-witted or primitive, their intelligence is on par
with that of humans. Furthermore, they can be e#tremely spiritual
creatures, with a pious edge that may surprise those who thin$ of
them as barely-restrained berser$ers.
4angaa in human societies %uic$ly pic$ up their hostsI mannerisms
and gestures, resulting in body language that occasionally borders
on the comical. 9ue to their vocal structure, 4angaa tend to spea$
'ommon 7ongue in a slurring or guttural fashion, an impediment that
ma$es it difficult for them to master the often comple# incantations
re%uired for higher-level magic. As a result, the spells used by uga
4ishops < the only serious 4angaa spellcasters < are uni%ue ones
created specifically to circumvent pronounciation problems.
7hough they are distantly related to the 1i5ardman race, 4angaa
hold their relatives* low intellect and barbarous lifestyle in utter
contempt, as a result, only those with a death wish would dare refer
to them as Fli5ardman* within earshot. Jnsurprisingly, Ili5ardI is an
even worse insult to them < on par with calling a human Imon$ey,I
though only the fiercest of men could match the violence of a
4angaaIs reaction in this regard.
I'ommonI 4angaa names are composed of two syllables, and tend
to have a slightly harsh sound to them. 6ample monic$ers include
ino$, 4atahn, Eleono, &ouni, and 4urrogh. /n some cases, a two-
letter honorific may be added before the name, separated by an
apostrophe, e#amples of this include 4aI"amnan and 3aI2ansa.
7he letter IsI is almost never used in 4angaa naming.
CREIMIRE
6maller and slighter than humans, 'reimire trace their ancestry bac$
to rats and mice, a fact made readily apparent by their physical
appearance, at first glance, an un$ind observer would be tempted to
dismiss them as vermin who*ve mastered the art of wal$ing upright.
'loser inspection reveals a few $ey differences, however. 'reimire
teeth are sharp, but lac$ the elongated incisors so typical of most
rodents, their s$in is smooth and almost entirely hairless, and tends
to be gray or brown in coloration. 7hough they retain the sensitive
snounts of their ancestors, 'reimire do not sport whis$ers, their
ears are large and upraised, giving them a certain rabbit-li$e air. /n
combat, they are more li$ely to rely on their hearing than their
relatively wea$ eyesight, a fact that gives them an edge in dar$ and
confined %uarters.
Jnusual too are their double-jointed legs and wide feet, both of
which are capable of absorbing tremendous $inetic energy, with
training, 'reimire can leap distances nearly three to four times
higher and wider than their human counterparts and survive
substantial drops with almost no ill effects.
VitAL Data
epresentatives- Freya 'rescent .FF/:0, /ron-7ail Fratley .FF/:0
7ypical Height- (.? < (.@m .&ale>Female0
7ypical Aeight- @C < BD$g .&ale0 > ;B < ==$g .Female0
Hair 'olors- 4londe, brown, gray, white, blac$
Eye 'olors- "ray, green, brown
Habitats- Forests, &ountains, Jnderground
1ifespan- D) < ?) years
Young - D < ; years
Average - (D < ++ years
Old - C? < D) years
Society
'reimire are a highly community-oriented race, to them, ties of
family, neighborhood and settlement are stronger than iron. Even in
larger towns and cities, 'reimire will loo$ after a neighbor*s children
as if they were their own, with the firm understanding that said
neighbor would do the same for them if the roles were reversed.
Young 'reimire thus grow up with a wide networ$ of Faunts* and
Funcles*, many of whom will continue to support the child in his later
years.
7he 'reimire continue to practice the animistic nature-worship of
their ancestors, the adherents of which fall into three groups.
6eniormost are the seers and oracles, who are trained to recogni5e
the flow of the future in the movement of clouds and sand, in the
cycle of the moon and sun, in the health and sic$ness of the land.
1ong periods of training are re%uired to even divine from one such
natural phenomenon, as a result, seership tends to be fiercely
speciali5ed, and oracles sta$e out a claim to a given area of
divination relatively early in their careers. 4y tradition, the only ones
allowed to infringe on this Fterritory* are the oracle*s chosen
successors, and then only for the duration of their training, should
the oracle die without appointing someone to replace them, the
eldest seer assumes control of their duties.
7he second, and largest body of practitioners is the 'reimire
priesthood. 'ompared to the seers, the priestIs lot is far more
mundane, largely revolving around mediating community disputes
and advising $ings and leaders in times of strife. !riests also serve
as historians and cultural guardians, 'reimire $eep little in the way
of written history, but have a long and proud oral tradition
maintained primarily by the priesthood. /t is the priestIs role to offer
the community a lin$ to the deeds of its ancestors, for this reason,
they are subject of significant veneration.
7he third group is the one encountered most fre%uently in day-to-
day 'reimire life- bards and dancers. &uch of the importance
'reimire culture places on dance and song can be traced bac$ to
ancient religious rituals in praise of sun and nature, many of which
were carefully preserved by the 'reimire priesthood. Over the
generations, many new dances have been derived from the old ones,
rewor$ing the magic that empowered circle ceremonies and solstice
celebrations into the demands and occasions of everyday life. At
births, such rituals ensure the newborn a healthy and prosperous
FINAL FANTASY THE ROLEPLAYING GAME 41
life, at wa$es and funerals, a safe passage into the ne#t world. Even
purely social dancing < also derived from these rituals, though
lac$ing their occult potency < is an important cement for 'reimire
relationships, such events, usually underta$en to the
accompaniment of pipes or harp, form the highlight of almost any
social calendar.
As might be e#pected, the three-tiered religious system creates a
delicate interdependency that has all parties wor$ing together for
the community*s benefit. 7he start of the sowing season sees 6$y
Oracles search the clouds for future signs of rain and drought whilst
Earth Oracles monitor the fertility of the soil. Once the days of
planting have been established, elaborate displays of song and
dance aim to ensure a healthy, rich crop in the coming months.
6imilar group efforts mar$ the harvest season and oncoming winter.
Roleplaying
Ahile generally friendly, common 'reimire tend to be forthright and
action-oriented, a fact that gives them a reputation as impulsive,
pugilistic creatures amongst other races. 7hey have little patience
for subterfuge and double-tal$, spea$ing their mind with scant
regard to the conse%uences. AhatIs more, they rarely bac$ down
from a challenge even if the odds are stac$ed against them < as a
result, competitions and games of s$ill are a particular draw. !riests
and oracles tend to be more aloof, in the case of priests, the air of
indifference reflects their role in the 'reimire community, the trained
and absolute neutrality e#pected of a reliable arbiter and lawma$er.
Rat-face Afte I finish m! "in#$
I%m going to #ic# !ou butt&
Fe!a 'escent
FINAL FANTASY I(
7hose who can avoid the social pitfalls find the 'reimire to be an
accommodating and gregarious race, hospitality, particularly
towards strangers, is considered to be of the utmost importance.
Ahile committed as fighters, more rela#ed times show the 'reimire
as fun-loving, social and wryly humorous creatures, fitting readily
into almost any adventuring group.
6mell plays an important role in social interaction, to a 'reimire, a
person*s odor sends as many messages as their appearance, if not
moreso. Although no longer capable of producing the potent and
comple# chemical signals of their animal ancestors, many 'reimire
use perfumes and colognes to accomplish the same purpose.
'reimire spea$ 'ommon 7ongue with a mild accent, names tend to
lean towards traditional English and "aelic < e#amples include
6hannon, 9onnegan and 2ildea for females and 9an, "ray and 2al
for males.
DWARF
Go $nows for certain how long ago the 9warves descended to the
underground, but generations bathed in the sic$ly glow of magma,
s$irmishing against tunneling predators, and braving the ha5ards of
gas poc$ets, tremors, and cave-ins have produced a race perfectly
suited to the challenges of their adopted home. A 9warf*s body isn*t
so much small as compact, a stout, hairy pac$age of muscle whose
si5e belies unusual strength and toughness. 7heir eyes are golden
and luminous and their s$ins dar$ as coal, blending easily with the
gloom of a cave or tunnel.
Ahile the majority of the 9warven race lives and wor$s
underground, surface-dwelling 9warves do e#ist. 7hese rare tribes
of outcasts and rebels subsist largely on agriculture and strip-
mining, grouping into small villages run by human-li$e councils in
direct defiance of 9warven tradition. 7hough physically similar to
their subterranean brethren, the gradual readjustment to sunlight
and open areas has given rise to an ungainly, olive-s$inned race
regarded as Funtouchable* by true 9warves.
A third group are the Isub-surfaceI 9warves that live in natural
caves and caverns connected to the surface. egular e#posure to
sunlight prevents them from developing the dar$ s$in of their deep-
dwelling cousins, though their culture is much the same, physically,
they resemble smaller, stouter humans with sharp, pronounced
noses.
VitAL Data
epresentatives- Gerric$ .FF/0, 2ing "iott .FF/30
7ypical Height- (.+ < (.Dm .&ale0 > (.( < (.Cm .Female0
7ypical Aeight- @( < =)$g .&ale0 > ?? < ;)$g .Female0
'ommon Hair 'olors- 4rown, blond, gray, white
'ommon Eye 'olors- "olden
Habitats- &ountains, Hills, Jnderground
1ifespan- @) < B) years
Young - () < (? years
Average - +? < D) years
Old - @) < =) years
Society
9warves tunnel almost compulsively, driven by population pressure,
precious ore, or simple curiosity to e#pand their caverns time and
again. Even on his own, a single 9warf can easily burrow for miles at
a time, given enough time, 9warven e#cavations will honeycomb
entire worlds. &any 9warven cities began life as outposts of a larger
$ingdom but splintered into self-sufficient settlements through time,
distance, or natural disaster, generations of isolation turned them
into e#tended families united by blood, a fact that accounts for the
close-$nit nature of 9warven society.
9warven clans can number anywhere between five to several
hundred, most ma$e their living through the mining and refining of
ore, trading with other 9warves and surface-dwelling races to obtain
needed supplies. As a result, many clans are devoted to a single
craft li$e mining, smelting, tanning, or engineering. Gearly every
member of the clan has a niche to fill, beginning training as early as
childhood, most learn their craft from an older, more e#perienced
relative, and are e#pected to follow their profession for the
FINAL FANTASY THE ROLEPLAYING GAME 42
remainder of their lives. 6urprisingly few 9warves actively resent
this, the vast majority desires nothing more from life than to pursue
their trades, honing them with the ultimate intention of passing on
their $nowledge to the ne#t generation of craftsmen.
Aithin each clan-family, seniority is the prevailing law, the eldest
9warves determine how resources are allocated, where tunnels are
dug, which clan-members are apprenticed to the family*s craftsmen
and warriors. Only the largest clans have a formal 2ing, usually
chosen from the elder members of influential families and
strengthened in influence through strategic intermarriage. 7his rule-
by-$inship approach may e#plain why 9warves have no formal law
enforcement < to them, crime and punishment are a family affair
rather than a governmental one. Even then, 9warven criminals are
rare. 7hose who commit a crime are e#pected to turn themselves or
voluntarily choose e#ile, all but the rarest do. /n other societies, this
would be a surefire recipe for anarchy, but the 9warven psyche is so
steeped in the virtues of honor and duty that rebellion is almost
unheard of.
Rall!-ho)
*+a,en Village
FINAL FANTASY I(
6eeded as it is with superior metalwor$ers and fighters, the
9warven population is capable of mustering powerful, well-e%uipped
armies if the situation demands it. /n many ways, the army acts as a
release valve for the rigid 9warven society, absorbing malcontents
that can*t be placed within the traditional craft-caste system. 7hough
respectable in hand-to-hand combat, 9warves prefer the use of
e#plosives and machinery, and readily employ both in large-scale
conflicts.
Roleplaying
9warven culture breeds stoic, reliable individuals willing and able to
endure any amount of hardship. Ahile they are fiercely loyal to their
families and elders, 9warves generally welcome outsiders and ma$e
personable companions for any adventuring group.
9warves readily spea$ 'ommon 7ongue, though their isolation
from the outside world means that many clans are not %uite up to
speed with the latest linguistic developments. 7he result is a a
thic$ly-accented, highly archaic variation of 'ommon 7ongue called
4rogue. 7hough anyone versed in 'ommon 7ongue is capable of
communicating with a 9warf, the idiosyncratic vocabulary and
pronunciations of 4rogue often throw a spanner into the
conversation.
I7rueI 9warves have e#cellent dar$-vision, resistance to e#treme
temperatures and a $een awareness of potential ha5ards. However,
they have little e#perience with the surface world, and will suffer a
period of disorientation once they venture above ground for the first
time. /n most cases, this manifests itself as a mild agoraphobia and
clears within a matter of days. Only in rare cases does the shoc$ of
the transition cause lasting damage.
7he largest handicap for ItrueI 9warves is their poor tolerance
towards daylight, most resort to protective eyewear to overcome the
inevitably blinding effects of the sun. 6urface- and sub-surface
dwelling 9warves generally have several generations* worth of
e#posure and suffer no such problems. Aater, however, is a universal
ha5ard, due to their physiology and dense bodies, 9warves have
tremendous difficulty swimming.
9warven names tend towards the classical English, with clan
names replacing surnames. Each clan-family adopts its name from
its primary area of trade or family profession, giving rise to
moni$ers li$e 9avid Heavenguard, &atthew Aatchman, 9erric$
6tonehammer, 9arcy 6$ywatcher and Hin$us Emptybottle.
ELF
2nown as the Elvaan in their own language, these tough humanoids
are an old and dying race, on many worlds, Elves are already e#tinct,
leaving only a legacy of finely-crafted artifacts and fairy tales. Yet it
is the Elves themselves that bear the ultimate responsibility for this
tragedy, for the fierce arrogance and natural ennui, the bitter civil
wars and protracted conflicts with other races that become their
downfall in due time.
7hough they resemble humans, Elves are taller and more robust,
with long nec$s and oval faces. 7heir s$ins are dar$er than the
average human*s, ranging from light tan to a bron5e or copper color.
7heir best-$nown features, however, are their pointed ears, which
protrude from their heads at lengths between fifteen and twenty
centimeters.
VitAL Data
epresentatives- Astos .FF/0, 2ing 9estin .FF:/0
7ypical Height- (.= < +.(m .&ale0 > (.@ < +.)m .Female0
7ypical Aeight- =) < B@$g .&ale0 > @( < =)$g .Female0
Hair 'olors- 4lond, blac$, gray, red
Eye 'olors- "ray, green, brown
Habitats- Any
1ifespan- ()) < (+) years
Young - (+ < (= years
Average - += < D) years
Old - =) < ()) years
Society
Elven civilisation is highly developed, yet regimented to e#tremes < a
draconian perfection achieved centuries ago, and perpetuated ever
since. For its citi5ens, lawfulness, order, and obedience to the state
are the cardinal virtues, to this end, most Elven nations sport an
e#tensive army as well as a well-staffed civil police force. 4oth of
these depend heavily on levies, with all able-bodied Elven citi5ens
receiving at least some level of training in arms, should the time
come for an Elven nation to march to war, the line is held not by the
$nights of the royal families, but by the citi5ens* militias.
FINAL FANTASY THE ROLEPLAYING GAME 43
1eadership within Elven society is shared by aristocracy and
priesthood in a complicated arrangement of mutual benefits.
!rodigious Elven 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. /n most cases,
these s%uabbles are invisible to the general population, but when
the participants choose to fight with weapons instead of words, civil
war is almost inevitable. 7hough the $ing theoretically derives his
divine right to rule from his ancestry, fre%uent in-fighting among the
aristocracy means that rulership typically falls to whoever can get
the clergy on their side after the dust has settled.
7his deep-seated instability < coupled with the dangers of the
world at large < has contributed significantly to the ElvesI mastery
of warfare. /t was the Elves who first turned their attention to the
defensive properties of mythril, who realised the deadly potential of
a composite bow in the hands of a seasoned archer and married
these insights with potent magic to create a series of powerful relics
and accessories. As a result of this, Elves have a legendary
reputation as craftsmen, e%uipment of Elven manufacture is both
pri5ed and sought-after, and < in the right hands < may outlast its
creators by centuries. Elves were also among the first to
domesticate the 'hocobo riding-bird, and can field e#ceptional
cavalry in times of crisis.
6pecial mention must be made of the so-called I9ar$ Elves,I tragic
individuals who turn to blac$ magic in pursuit of longevity and,
ultimately, the hope of escaping e#tinction. Adventurers can find
9ar$ Elves lingering in caverns and dungeons centuries after their
IpureI brethren have faded into obscurity, stealing magical items and
draining their power to further e#tend grossly-inflated lifespans.
However, these creatures are nothing more than mere shadows of
their former selves, bodies bloated and corrupted into monstrous
forms by the very power sustaining them. 6uch creatures are
anathema to Ftrue* Elves, who will spare no effort in eradicating
them if discovered. For this reason, 9ar$ Elves have become
unusually adept at disguising their true identities, often covertly
operating in the very societies see$ing to destroy them.
Roleplaying
!ride is at the root of the Elven psyche. From early on, Elves are
taught to be proud of their raceIs accomplishments, the culture and
achievements in warfare that predate other racesI 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
IElven superiorityI ever be challenged. 7ellingly, Elves have just as
little patience for their own $ind, duels over slights and insults < both
real and imagined < are a common occurrence in Elven society, and
can set the stage for family feuds destined to last for a century or
more. 9uellists usually favor the Fhonorable* sword over more
modern implements of war, for this reason, Elven swordmasters are
both numerous and impeccably s$illed.
As the si5e of the Elven population shrin$s, the raceIs natural
#enophobia becomes even more pronounced, non-Elves are no
longer beings to be pitied, but an army of potential enemies waiting
for the right moment to stri$e. Jnder these circumstances,
adventuring Elves become a rarity, sent out into the mistrusted world
only on the direst of missions.
Elven names tend to have a distinctively French flavour to them.
&ale names tend to be longer and more elegant, whereas female
Elves have shorter, more robust names. 6ample names for males
include "uilerme, E#cenmille, ojaireaut, and Faurbellant, female
names include Ashene, 1usiane, and 'amereine. Games of
mythological significance < typically heroes of anti%uity and
renowned warriors < are popular for both genders, parents hope
the child will inherit at least some of their namesa$e*s strength,
courage, and charisma.
GALKA
7he heavyset "al$a are consummate craftsmen, despite a brutish
outward appearance, they are not stupid by any stretch of the
imagination, e#celling in mining, metalwor$ and other matters of
engineering. 7heir physical characteristics are an odd mi#ture of
animal influences, smooth, greenish-gray s$in and a rigid, medium-
length tail < a counterweight for their top-heavy frames < hint at
reptilian ancestry, but their e#pressive faces are entirely ursine.
Jnli$e most other races, "al$a have no gender, though their outward
appearance and manner is distinctively male. &any cultivate lavish
facial hair in their later years, often styling it in a wide range of
outlandish shapes.

VitAL Data
epresentatives- aogrimm .FF:/0, /nvincible 6hield .FF:/0
7ypical Height- +.? < +.=m
7ypical Aeight- (;) < ++)$g
Hair 'olors- 4lac$, brown, gray, red
Eye 'olors- 4lue, green, brown
Habitats- 9eserts, 'ities, Jnderground
1ifespan- ()) < (D) years
Young - (; < +) years
Average - C) < ;) years
Old - B) < (+) years
Society
7he "al$a may have once had a culture to call their own, if so, it has
been lost to history since the raceIs glory days, leaving a nomadic
people that ma$es its home in any society willing to accept them.
Finding such hosts is rarely difficult, as architects, artisans or simple
physical labor, "al$a have the potential to easily drive an entire
economy. Jnfortunately, their generally passive nature has made
them a prime target for e#ploitation by other races, it is not
uncommon to see "al$a pushed too hard for too little pay and only
the barest regard for their well-being.
7hough they have a comple# spo$en tongue, no written "al$an
language e#ists, the passage of history and culture is entrusted to
FINAL FANTASY THE ROLEPLAYING GAME 44
F7ale$eepers* who act as a repository of ancestral memory.
Outsiders see 7ale$eepers as shamanistic fossils, spreading their
superstitions and fairytales in hushed tones. /n truth, however, these
wi5ened "al$a are $ey to a comple# process that ensures their
race*s continued survival.
Few are aware that the "al$a undergo a cycle of reincarnation, the
details of this process are nebulous even to the "al$a themselves.
7hough they visibly age and readily succumb to war, disease, or
starvation, actual deaths of old age are almost unheard of. ather,
upon reaching a certain age, a "al$a simply bids his friends and
fellows farewell, giving away what possessions and wealth he
ac%uired over the course of his life, and sets out into the wilderness.
7he timing of this journey is carefully calculated through consultation
with the 7ale$eeper over a period of several wee$s, during which
time the leave-ta$er is invited to spea$ freely and at length of his
life, his insights and achievements in the spirit of closure. 7hus
unburdened, the "al$a goes on his way, $eeping only the clothes on
his bac$ and the little he needs to $eep his strength up on the
march.
7hough the departing adult is never seen again, in time, a juvenile
"al$a will arrive to see$ the 7ale$eeper*s counsel, still innocent to
the ways of the world and his people. /t is the 7ale$eeper*s
responsibility to ensure the newcomer is suitably indoctrinated, to
dispense the $nowledge he needs to eventually fill his predecessor*s
shoes. An elder "al$a will be assigned to act as the boy*s Ffather,I
providing practical guidance and shelter. As the juvenile grows, he
meets with the 7ale$eeper time and again, gleaning more of his
purpose until he is at last a full member of "al$an society. For their
part, 7ale$eepers seem to be possessed of almost unnatural
longevity, reliably serving their purpose for generation after
generation.
Roleplaying
7hough sometimes seen as slow-witted or apathetic, "al$a 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
7ale$eeper. /n this manner, "al$an wisdom goes, the race is
protected from feelings that could ultimately destroy it. Fighting is
seen as an acceptable, albeit temporary outlet for pent-up anger,
inevitably, "al$a that choose to ta$e up arms are the most troubled
of their $ind, permanently torn between reason and rage with fear
of death as the only mitigating influence.
9eath itself is a powerful racial terror, "al$a felled by war or disease
are forever gone in both body and memory, with no possibility of
replacement. 'onflict is avoided rather than plunged into head-first,
faced with a potentially infinite lifespan, "al$a try to adopt a
detached world-view, outwaiting and outliving hardships instead of
tac$ling them head-on. 7o this end, most grievances are simply
swallowed and disagreements rarely voiced < a fact that encourages
other races to calluously e#ploit the uncomplaining "al$a.
7his emotional self-control can have dangerous results, however,
as feelings can bubble up in the most une#pected places. 6ome
"al$a e#perience strong romantic stirrings, leading them to form
intimate, if ultimately platonic, bonds with other races, they may
even marry, although such arrangements are rare. Ahile not strictly
taboo in "al$an terms, interracial relationships rarely end happily for
either participant, and are generally discouraged on a social level,
Fmarried* "al$a are usually subject to intense discrimination and
harrassment.
Ahen living among other races, "al$a rarely use their own tongue,
those who spea$ it tend to do so in a halting, aw$ward manner. 7he
majority adopt their names from the nic$names and epithets given to
them by other races rather than choosing their own, becoming
F3icious Eye,I FHound Gose,* or F"old 6$ull* < often the first act of
submission a young "al$a underta$es. Only a small portion are
named by their adoptive parents in accordance with the old
traditions, ItrueI "al$a names are harsh-sounding monic$ers
between one and two syllables in length, and include 2hon5on,
4eli5ieg, 8hi$$om, and "hemp.
MITHRA
A hardy race of feline Ama5ons, natural-born hunters with refined
senses and graceful natures. Jnli$e the 3arg or onso, &ithra
resemble humans with animal characteristics rather than vice versa,
their ears, eyes, noses, and tails are cat-li$e, but their bodies are
smooth-s$inned and entirely human in proportion.
7he &ithra are distinguished as a race by their deeply s$ewed
gender ratio, out of every ten births, only one on average will be
male. 'enturies of imbalanced breeding have left the females toned
and slender, towering over their male counterparts in every respect,
both genders dress lightly to combat the heat, preferring bright,
colorful fabrics. Face-paint and tattoos, mar$s of status and
accomplishment in &ithra tribes, are common among older females.
Even &ithra living in more Fcivili5ed* countries use these decorative
devices, though their society evolves from day to day, some
traditions die hard.
VitAL Data
epresentatives- &ayoh 'omyujah .FF:/0
7ypical Height- (.D < (.;m .&ale0 > (.? < (.@m .Female0
7ypical Aeight- ?) < ;?$g .&ale0 > ?? < @?$g .Female0
Hair 'olors- Ahite, gray, brown, purple
Eye 'olors- "ray, green, brown
Habitats- Hungles, Forests, 'oasts
1ifespan- D) < ;) years
Young - ? < @ years
Average - (D < ++ years
Old - C? < D) years
Society
&ithra come together in small tribes dominated by a matriarchal
government, usually in the form of a tribal chieftainness or village
FINAL FANTASY THE ROLEPLAYING GAME 45
wise-woman. 7he tribeIs day-to-day affairs, too, are entirely in the
hands of its females, theirs is the lot of the hunter, the fisher, the
crafter, the breadwinner. 7his structure is a product of simple
necessity, due to their scarcity, a tribe*s males are too valuable to
e#pose to the dangers of the world at large, and are generally
forbidden from leaving the village.
7hough &ithra tribes are typically affable towards one another,
conflict over matters of resources, land and even fertile males is not
unheard of. Ahile not overtly warli$e, &ithra are always prepared for
a fight, to this end, each tribe formulates, practices, and refines its
own style of martial arts. Jnli$e typical fighting techni%ues, these
place less emphasis on improving one*s body to meet the
re%uirements of the art and more on unloc$ing the ma#imum
destructive potential of one*s current state. Ahile unarmed combat
is used to some degree, most &ithra fighting styles are built around
weapons li$e $nives, spears and staves, this allows even the sic$
and elderly to put up a respectable fight when the situation demands
it. &ore importantly, practicality outweighs tradition here < these
techni%ues are subject to constant refinement as new weapons are
discovered and more effective attac$s developed.
7his single-minded drive for improvement is not only reserved for
fighting, but also serves to ma$e the &ithra s$illed craftsmen,
navigators and astronomers, ever willing to see$ a better way of
doing things. 9espite this, &ithra 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.
Roleplaying
&ithra are natural adventurers, combining natural curiosity and
energy with a laid-bac$, easygoing nature that ma$es them
amenable company on long journeys, though even the most patient
companion will eventually find his tolerance tested by the cat-girls*
fondness of practical jo$es and mischief. 7hey do, however, have
their %uir$s, most notably in regards to the opposite gender,
although adventuring &ithra usually spend a fair deal of time around
Fnormal* gender relationships, they still tend to be protective of their
male counterparts in times of danger.
&ithra society is low-$ey, but not uncultured by any stretch of the
imagination, they love games and stories, have an affection for
dancing and the theatre, and a deep-seated respect for s$illed
raconteurs and mimics. 7hough their feline natures leads some to
believe that &ithra hate water, they are e#cellent, nimble swimmers,
and waste no opportunity to demonstrate it.
9ue to the relative simplicity of their own language, &ithra tend to
need a running start when it comes to learning 'ommon 7ongue.
Even those who have mastered it fre%uently end up rolling their Fr*s
when spea$ing. &ithra names tend to have a distinctively /ndonesian
flavour to them, first names tend to be $ept to one or two syllables,
allowing the individual*s name to be called %uic$ly in situations where
a timely warning can mean the difference between life and death.
E#amples of Ftypical* &ithra nomenclature include 2ocho
!huna$cham, 6oun Abralah, "hosa 9emuh5o, and Fyi 'halmwoh.
&ithra society also sets great stoc$ in titles, the higher one climbs
on the social ladder, the more elaborate, lengthy and arcane their
ceremonial address becomes. 6uch titles are only used inside tribal
circles < outsiders are rarely subjected to such staggering displays
of self-importance.
MOOGLE
&oogles are furry little semi-magical creatures -- one-part cat, one
part bear cub, a race for which the words Fdisarmingly cute* are all
but tailor-made. 7hough they sport tiny, bat-li$e wings, only the
smallest and slightest of &oogles can use them for flight, for most,
they are nothing more than decoration. Aings aside, the &ooglesI
most distinguishing characteristic is the curious Ipom-pom*
connected to the top of their heads by a small, thin stal$, its true
purpose is un$nown, though some speculate that it may have
magical or telepathic properties.
&oogle fur is generally white and downy, though many mutations
and variations e#ist in the world, striped, brown and purple are
among the most common, but many others have arisen over the
years. 6ome &oogles also sport a thic$ IruffI of fur around their
nec$, this feature tends to evolve in colder climates, and is usually
accompanied by a correspondingly denser coat of fur.
VitAL Data
epresentatives- &og .FF3/0, &ontblanc .FF://0, Hurdy .FF7A+0
Height- ).B < (.+m .&ale > Female0
Aeight- +D < C)$g .&ale > Female0
Fur 'olors- Ahite, grey, brown, purple
!om-!om 'olors- Ahite, green, red, yellow, purple
Habitats- Forests, &ountains, Jnderground, 'ities
1ifespan- ;) < =) years
Young - ; < () years
Average - (= < +? years
Old - ;) < @) years
Society
7raditionally, &oogle tribes seclude themselves in small villages
hidden away in forests or caverns, subsisting on foraged nuts and
roots, their locations $nown only to those select outsiders who have
earned the tribeIs trust. 6uch groups number anywhere between ten
and fifty, the oldest &oogle in the tribe usually acts as a nominal
leader, though group consensus guides most decisions.
7his bucolic, carefree e#istence is balanced by a love of travel and
adventure. Once they come of age, many &oogles leave the safety
of their villages, embar$ing on journeys that can easily span the
breadth of the globe. Ahat happens ne#t depends on the individual.
6ome find the outside world too chaotic, too confusing for their
li$ing, disenchanted, they return to the stable familiarity of their
villages. Others are captivated by the sights and opportunities of
their wanderings, and settle down in the company of other races.
FINAL FANTASY THE ROLEPLAYING GAME 46
I%m #u-o fo #u-o nuts)
.oguta
FINAL FANTASY I(
&oogles have an innate genius for social adapability < no matter
how alien the society they find themselves in, it is only a matter of
time before they learn its ins and outs, pic$ing up all the trappings
of civilisation along the way. "iven their primitive bac$grounds, the
degree to which &oogles e#cel in disciplines li$e engineering and
alchemy once e#posed to them is nothing short of miraculous, their
latent ability in mechanics is such that other races use a special term
< I&ooglecraftI < to describe their creations. Out of respect for
those who have turned their bac$s on the outside world, however,
IcivilisedI &oogles ma$e no effort to bring the marvels of progress
bac$ to their native villages. As a result, every &oogle 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.
4ecause &oogles settle according to their personal pilgrimages,
these small beings can be found almost anywhere in the world. /n
spite of their scattered nature, &oogles still manage to maintain a
close-$nit social networ$ by regularly trading news and gossip from
city to city. 7his world-spanning I&ognetI generates an incredible
amount of information < so much so that entire mail services
flourish based solely on the correspondence between various
&oogles.
Roleplaying
7he essence of the &oogle race lies in their adapability. Aild-living
&oogles survive by wielding a unconscious calming influence, a $ind
of mild psychic compulsion that $eeps wild beasts at bay. 7heir
natural foes are those creatures immune to this power, the most
fearsome of which is the aptly-named &oogle Eater. /n civilised
surroundings, the &ooglesI talent manifests itself in other ways, an
intense li$eability, an unusual sense of empathy, and natural affability
that allows the &oogles to ma$e themselves welcome anywhere.
7hough mischievous, sassy, and occasionally sarcastic, &oogles
are incapable of genuine malice or cruelty < a rarity among
intelligent beings. 4ase emotions such as hate, greed, and violence
are generally unheard of among the IprimitiveI &ogri, and e#tremely
uncommon in e#patriates. 4ecause of this, &oogles are perhaps a
little more trusting of others than is strictly warranted, though
ItrustingI doesnIt translate to IstupidI < they have no patience for
cheaters and frauds, and will ta$e steps to get even with anybody
who tries to ta$e advantage of their good nature.
9espite the fact that their native tongue uses just a single word,
&oogles have a superb aptitude for languages, and many spea$
'ommon 7ongue. 7heir only trouble is a tendency to slip in the word
F$upo* in at random intervals, a linguistic %uir$ that even
e#perienced spea$ers canIt seem to sha$e. 7raditional &oogle
names are based on permutations of I&ogI or I2upo.I &oguta,
2umop, &ogryo, 2upe$, &ogri$a, and 'himomo are all prime
e#amples of this convention. E#patriate &oogles, on the other hand,
adopt monic$ers more in line with their host society, such as
Artemicion, "urdy, Gono, !ili$a, or Horne.
NU MOU
7he Gu &ou are an elusive group of hunched, dogli$e creatures.
7hey are among the longest-lived races, but age early, as they
approach adolesence, Gu &ou %uic$ly lose suppleness and muscular
fle#ibility, gradually becoming croo$ed, stooped adults incapable of
moving faster than a shuffle. 4ound by these physical limitations,
they have become first-rate sages and intellectuals, channeling the
energy other races put into honing their bodies into sharpening their
minds.
7hough they share a single name, there is a significant amount of
physical variety among the Gu &ou, to such an e#tent that some
naturalists believe the race encompasses two entirely separate
species. 7he most commonly-encountered Gu &ou are gray- or
brown-s$inned, with long, floppy ears, elephant-li$e hides and
sun$en nostrils on either side of the face. Others are smaller and
lighter-s$inned, with brown, button-li$e noses, ears li$e a beagleIs,
and prominent facial hair. Others still mi# features of the first two,
though there are some physical constants, beyond the hunched
bodies, all sub-species share long, heavy tails topped with a layer of
coarse fur, small, four-fingered hands and three-toed feet.
VitAL Data
epresentatives- /vaness .FF://0, E5el 4erbier .FF7A0
Height- ).= < (.(m .&ale>Female0
Aeight- =) < B)$g .&ale>Female0
Hair 'olors- Ahite, 4lond
Eye 'olors- 4rown
Habitats- &ountains, &arshes, !lains, Hills, 9eserts, 'ities
1ifespan- +)) < +?) years
Young - = < (= years
Average - ?) < ()) years
Old - (?) < +)) years
Society
Gu &ou civili5ation is based upon education to such an e#tent that
ties of learning are considered more important than even ties of
blood. Gu &ou are e#pected to leave their families at an early age
and find an older, more e#perienced mentor of their own accord,
training under his tutelage until they are themselves capable of
educating others. 7hese mentors do not necessarily have to be Gu
&ou themselves, almost any being of e#ceptional wisdom and
learning can step into this role, provided they are willing to adopt
the student as one of their own. Geither will every see$er of
$nowledge be a Gu &ou, as other races often revere the thic$-
s$inned beings for their depth of $nowledge and aptitude as
sorcerors.
7he relationship between instructor and pupil is e#pected to be a
FINAL FANTASY THE ROLEPLAYING GAME 47
familial one < the student is given a new name, clothed, fed,
sheltered, and cared for as $in, while the teacher is accorded the
respect and obedience due any ItrueI parent. Jpon death, the
instructorIs estate is divided up among all surviving apprentices,
boo$s, scrolls, and other te#ts are inherited by the seniormost
members of the intellectual Ifamily,I with the understanding that they
will carry on the studies begun by their former teacher. &ost Gu &ou
will only train one or two at a time, though the most learned and
renowned may have up to a do5en pupils living under their roof.
4ecause of the significant cost of sustaining an Ie#tended family,I
it is not uncommon for older Gu &ou to practice a craft or trade
alongside their intellectual pursuits, ma$ing a living with alchemy, the
appraising of ancient relics, or crafting enchanted items. Others may
become magical mercenaries, hiring their services out to
adventurers and monster hunters eager for added sorcerous punch
on their e#peditions. However, the Gu &ou are careful to $eep this
$ind of freelancing within ethical boundaries < profit is ultimately a
secondary consideration.
9ue to their small population, Gu &ou society rarely e#tends
beyond individual villages and towns. 6ettlements almost always
develop around the dwelling of a single great teacher, accumulating
more residents as pupils begin ta$ing on apprentices of their own
until a full-fledged community develops. Got every Gu &ou is
sedentary, surprisingly many adults ta$e up a wandering lifestyle,
embar$ing on grand odysseys across the world in search of
$nowledge and guidance. A cynical mind, however, might argue that
these nomads have other motivations < just as a rolling stone
gathers no moss, a roaming Gu &ou rarely has to worry about well-
meaning apprentices begging him to teach them the ins and outs of
sagehood.
Roleplaying
A Gu &ouIs demeanour is heavily influenced by their teachers. 7hose
taught by other Gu &ou are gentle, almost dispassionate creatures,
intellectuals to a fault, they may stri$e others as distant or impatient.
9ue to their bodily shortcomings, they have a strong distaste for
physical violence, and almost never engage in melee combat. /f
pressed to defend themselves, they prefer magic or diplomacy,
particularly through intellectual bribery. 7heir enormous wealth of
$nowledge gives them significant leverage with other races, and they
do not shy away from using it if the need arises, though they are
careful never to reveal too much at once.
As they grow older, ItrueI Gu &ou are li$ely to become more
concerned with the Ibig picture.I 7heir 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 ta$e on the mantle of
historyIs shepherds, safeguarding ancient artifacts, observing
obscure rituals, and intervening < albeit discreetly < in the natural
flow of events to ensure that dar$ powers are not allowed to gain
sway. 4ecause of this, their actions and motives often seem
inscrutable to other races who lac$ the Gu &ousI long-term vision.
Gu &ou taught by Humans or other races, however, tend to adapt
their instructorsI demeanour and outloo$. 4ecause they begin their
education at a young age, it is very possible for a Gu &ou to end up
at the mercies of a dar$ wi5ard or evil savant who gradually twists
the pupil, eventually transforming them into a creature of pure
malevolence. As a result of their innately magical natures, it is not
unheard of for Gu &ou to transform into demons, though individuals
who suffer this fate are usually $illed by $insmen who consider the
death an act of mercy.
Gu &ou benefit from strongly developed magical senses, and have
the uni%ue ability to clearly see the flowing streams of elemental
energy fundamental to all spellcasting. 7his ma$es them particularly
adept at recognising areas of significant ambient power and
identifying magical items and artifacts whose function may not be
obvious at first glance.
A Gu &ouIs name is assigned at an early age by a teacher,
resulting in a certain diversity in naming. 7raditionally, however, Gu
&ou names are e#actly three syllables in length, with an apostrophe
after the first syllable. A limited range of sounds are used in naming,
creating monic$ers that are often indistinguishable from one
another, e#amples include &aI$enroh, ohI$enmou, and &aI$leou.
U
4loated, bone-white beings with clownish, button-eyed faces and
massive, lolling tongues, the ase#ual Ku are perhaps one of the
strangest races in e#istence. Omnivores by nature, the Ku have
managed to survive in their native swamps by being able to eat just
about anything, no matter how repulsive, though their repast of
choice is marsh frogs, in a pinch a Ku can content itself with trees,
roc$s, wild animals, monsters... 9espite popular rumors to the
contrary, they do, however, stop just short of putting other sentient
beings on the menu. &ostly.
As might be e#pected, their bodies have adapted according to the
needs of their environment and lifestyle. 1ong, muscular tongues
ensnare and capture prey, while three separate stomachs < each
capable of temporarily e#panding to five times its original si5e < and
digestive juices acidic enough to burn a hole through adamantine do
the rest of the wor$.
VitAL Data
epresentatives- Kuina Kuen .FF/:0, &aster Kuale .FF/:0
Height- (.? < (.=m
Aeight- (;) < +))$g
Hair 'olors- Gone
Eye 'olors- Ahite
Habitats- &arshes
1ifespan- D) < ;) years
Young - @ < = years
Average - (? < +) years
Old - D) < ?) years
FINAL FANTASY THE ROLEPLAYING GAME 48
Society
Ku tribes ma$e their homes in isolated marsh enclaves across the
world, gathering in numbers ranging from a few do5en to several
hundred, all depending on how many ravenous Ku the area is
capable of supporting. Ku society is hedonistic to a fault, with few
cares beyond eating and procreating < than$fully, the intricacies of
Ku reproduction are a closed boo$ to the outside world. As a result,
their culture has atrophied to the point where the guiding Ku
philosophy can be summed up in one statement- LAorld only have
two things- 7hings you can eat and things you no can eat.L 6ocial
interaction between tribes is limited to monthly e#changes of recipes
and ingredients and irregular coo$-offs, for the remainder of the
year, each tribe lives in isolation, ta$ing care of its own affairs.
Younger Ku are apprenticed to a more e#perienced &aster at an
early age, under whose tutelage they are e#pected to learn the all-
important Iart of eatingI < the finding, preparing and consuming of
all varieties of foodstuffs. 9uring this time, the apprentice is only
permitted to eat what they themselves can catch and coo$, in this
way, the youngster is encouraged to be self-sufficient rather than
perpetually sponge off his elders. Once their $nowledge is judged to
be sufficient, the apprentices become full-fledged &asters, ready to
pass their own culinary s$ills on to a new generation of Ku. However,
this process that can ta$e many years, if not decades, those who fail
to pass muster are fre%uently ostraci5ed from the swamp in the
hope that a change of environment < and a little sampling of
international cuisine < will spur the errant pupils bac$ on to the right
path.
.ust t! eating befoe +e gi,e u-)
/uina /uen
FINAL FANTASY I(
&asters, too, may leave the swamp in search of rare delicacies or
culinary enlightenment, such Fodysseys* are considered part and
parcel of a &aster*s duties to his art, and serve as a tribe*s main
conduit to the outside world. As a result, it is not uncommon to find
wandering Ku employed as chefs and coo$s, eagerly learning and
eating everything a foreign $itchen has to offer.
Roleplaying
4ecause of the importance food plays in Ku culture, the average Ku
is a natural gourmand. Ku that join adventuring groups are almost
always searching for new tastes and e#citing culinary e#periences,
material wealth is of little importance to a Ku, e#cept where it helps
speed the way to culinary enlightenment. Younger Ku will ignore
almost any amount of danger if faced with a tasty morsel, although
this tends to be drummed out as a pupil advances on the road to
masterhood.
7here are e#ceptions- those who reject the Iart of eatingI in
search of a greater truth, choosing e#ile rather than ris$ being cast
out by their fellows for daring to contemplate that there*s more to
life than simply catching things and devouring them. However, these
tend to be a minority, the Ku themselves refuse to ac$nowledge the
e#istence of such Iperverts.I
6tudents and masters of the art dress in a chefIs hat and apron
to reflect their status, wielding weapons adapted from eating utensils
such as for$s and $nives. 7hey adapt to other environments
relatively easily if ever re%uired to travel, though homesic$ness and
longing for those ever-tasty marsh frogs does ta$e its toll. 4ecause
the concept of gender does not e#ist in Ku society, they do not
identify themselves as male or female, in adventuring parties, a KuIs
companions may unconsciously assign a male or female identity to it.
Ku tend to have a poor grasp of 'ommon 7ongue, particularly as
far as grammar is concerned. 7his, combined with their food fi#ation,
gives them a reputation among other races as somewhat dimwitted
creatures. Ku have two names < a first name and a tribal one, both
of which begin with IKu.I
RONSO
7he onso are a tall, proud race resembling humanoid lions. As
magically active as they are physically impressive, their sharp claws
and thic$, muscular bodies leave little doubt as to their prowess in
battle. &ales of the species sport flowing manes of hair and often
massive beards, as well as a long horn that grows from the
forehead. 7he onso cherish this horn as a symbol of manhood,
seeing it as the source of a warrior*s powers, its loss is treated as
seriously as that of an arm or leg. 9ishonored warriors have their
horns cut as a matter of custom, though only the most serious
crimes provo$e such an act. Jnsurprisingly, onso subject to this
ritual Fcastration* are almost always e#iled. Females, though smaller
and more compact, are no less aggressive than their male
counterparts in battle, and shoulder a substantial share of the
fighting and hunting.
4oth genders dress sparingly, and even then only for the sa$e of
modesty, jewelry, charms, and bangles, some of which may have
occult significance, are a common part of a onso*s ensemble. &ore
superstitious warriors also apply Fmagical* oils to their bodies
before battle, believing that this protects them from harm.
VitAL Data
epresentatives- 2imahri onso .FF:0
Height- +.D < +.;m .&ale0 > +.( < +.Cm .Female0
Aeight- (+? < (?)$g .&ale0 > B? < ((?$g .Female0
Hair 'olors- 4lac$, grey, brown, red, blond, white
Fur 'olors- 4lue, tan, sandy-gold, brown
Eye 'olors- Yellow, blue, green, brown
Habitats- &ountains, 7undra
1ifespan- ?) < @) years
Young - ? < () years
Average - (? < C) years
Old - ?) < ;) years
FINAL FANTASY THE ROLEPLAYING GAME 49
Society
onso live in isolated family-tribes called prides, sustaining
themselves as hunter-gatherers led by a single elder. 7hey rarely
ac%uire many possessions, $eeping only what they need and moving
wherever food and opportunity ta$e them. 6ocial standing within the
tribe is derived from fighting prowess and physical appearance, and
determines an individualIs food-share and breeding rights. 7o the
strong and beautiful go the spoils, a custom other races may find
distasteful, but one the onso believe is essential to maintaining a
tribeIs strength.
onso begin their training as hunters at onset of puberty. For
males, this event is $nown as the horn-molt, during which the outer
layer of the maleIs horn is shed in order to give the larger, harder
adult horn room to grow in. Young hunters learn their survival s$ills
by Fshadowing* elder members of the pride over a period of several
years. 7heir rite of passage re%uires them to match their teachers in
personal combat, or at least put up a fight respectable enough to
assure the elders that they are ready to ta$e on the rigours of the
hunt. 'hallenges li$e these punctuate a onso*s progress within their
tribe, those who want leadership must fight hard for it, and fight
even harder to retain it.
onso too wea$ to prove themselves in combat are shunned, and
may be driven out if other members of the pride feel that the
Iwea$lingI is a liability to the pride*s survival. E#ceptions are made
for the aged, who fre%uently become advisors and teachers, older
onso who can no longer defend their power often bow out
voluntarily rather than ris$ing the humiliation of being defeated by a
younger challenger.
0ic# s-ot& Shut u-& 1ait&
2imahi Ronso
FINAL FANTASY (
/f competition within the pride is fierce, competition between prides
is outright brutal. Each tribe lays claim to a tightly-defined territory
and defends it to the death, though alliances between tribes are
common, these allegiances are ever-shifting, sometimes lasting a
little as a single hunt. &arriage between prides is rare, and involves
significant competition between the two groups as both try to gauge
the strength of their counterparts. Jnless the prides are evenly
matched, there is little chance that the pairing will be consented, no
pride will jeopardise its strength by bringing in blood wea$er than its
own. /n the same vein, altruism is almost unheard of < a tribe that
finds itself in trouble neither as$s for nor e#pects assistance from
others.
7his attitude e#tends to their religion. 7he onso practice a
primitive animist faith that sees the world as one dominated by
great and invisible spirits. 6uch forces are never deliberately courted
and feared for their fic$le natures, though great warriors inevitably
attract these supernatural powers, they rely on them at their own
peril. 7ribal fol$lore spea$s of days when warriors possessed the
ability to communicate with native spirits through their horns, even if
such tales are true, this $nowledge has long since faded into
obscurity.
Roleplaying
9ue to their harsh upbringings, onso place great importance in
displays of strength and martial prowess, and go to great lengths to
ensure their bodies are honed to the fullest. Adventuring parties
who pic$ up a onso member will find them to be dedicated warriors
and honorable < if aggressive < combatants, fiercely loyal to their
charges and friends. At the same time, they show little patience for
wea$ness or indecisive leadership, and can cause significant friction
within the group. Fear of losing face may spur them into ta$ing on
more than they can handle, few onso will willingly ac$nowledge their
limits, let alone act upon them.
onso have a high natural body temperature, allowing them to
thrive in colder climates, other races find them unusually warm to
the touch, sometimes uncomfortably so. /n warmer climates, their
prodigious sweat production $eeps the lion-men from overheating,
creating in a powerful, mus$y body-odor particularly repellant to
creatures sensitive to smell. onso horns are innately sensitive
towards magical energies, and may tremble or vibrate slightly in the
presence of such forces.
7hough they can learn to spea$ 'ommon 7ongue, most onso will
do so in a gruff, clipped manner, wasting as few words as possible.
Accordingly, onso names are short, rarely e#ceeding two syllables
in length, typical monic$ers include 4iran, 8am5i, "a5na, Argai and
8ev. A onso*s Flast name* is their tribal name, and shared with all
other members of their respective pride.
TARUTARU
A diminutive race of magically active beings. 7he 7arutaru < F7aru*
for short < are characteri5ed by babyish faces, large eyes,
pronounced Elfin ears and bear-li$e features. 7heir bodily
proportions are e%uivalent to those of human children, with large
heads atop a pudgy, short-limbed body, a combination that appears
utterly harmless up until the point the fireballs start flying. 6ome
speculate the small creaturesI mastery of magic is a $ind of
ac%uired survival trait, lac$ing the endurance and strength to be
serious warriors, they have little else to protect themselves from the
dangers of the world. For their part, the 7arutaru call it a mar$ of
divine favor, proof that some higher power is watching out for them.
FINAL FANTASY THE ROLEPLAYING GAME 50
VitAL Data
epresentatives- 6hantotto .FF:/0, 7osu$a-!ori$a .FF:/0
7ypical Height- ).= < (.)m .&ale > Female0
7ypical Aeight- CD < C=$g .&ale0 > C+ < C;$g .Female0
Hair 'olors- 4rown, blond, red, blue, grey, green
Eye 'olors- 4rown, blue
Habitats- Forests
1ifespan- +) < D) years
Young - D < ; years
Average - () < (? years
Old - C) < C? years
Society
7he 7arutaru live in a geniocracy, a society ruled by scientists,
sages, thin$ers, and other e#perts on worldy matters. /n the eyes of
the 7aru, what one $nows defines everything < prestige, social
standing, privileges. Accordingly, competition for wisdom is fierce and
those in positions of authority live in constant fear of being usurped
by younger, more $nowledgeable individuals. 7his in turn creates
enormous pressure to pursue new ideas and innovations, setting up
the intellectual IengineI that allows 7arutaru society to progress.
Ahile 7aru scholars turn their attentions to many subjects, the study
of magic is by far the most prestigious, spellcasters are the
geniocracyIs first line of defense, revered for their martial prowess
and respected for their intellectual accomplishments.
7aru travel mainly for social advancement, lured by the prospect
of lost spells, rare alchemical ingredients, or ancient grimoires of
legendary power. As competitive as they may be, however, 7arutaru
are also firm believers in the mantra Fstrength in numbers.* 7ribes
often band together into larger federations for protection,
surrendering individual sovereignty to a ruling council composed of
the wisest members of each tribe. 1eader of the council is the
member regarded as the most $nowledgeable by mutual consensus,
this role is generally pri5ed more for its prestige than its attached
powers, which are minimal at best. 4ecause of this, tribes actively
joc$ey for the leadership role, recalling and replacing their
representatives whenever a more suitable candidate emerges.
As may be e#pected, magic is an everyday fact of 7aru life, it
powers mechanical constructs, gives new life to worn-out fields,
enhances crops, and even protects tools and clothing from wear and
tear. 7hough somewhat menial compared to the glamor of hurling
offensive magics in the name of the 7arutaru nation, many able
mages ma$e profitable careers out of these mundane applications.
Only metalwor$ing is generally shunned, as a rule, 7arutaru favor
organic materials such as wood and cloth, finding such resources far
easier to alter with magic than their intractable metallic
counterparts. As a result, almost every metal item used by the 7aru
tends to be the wor$ of outside hands.
Roleplaying
7hough childli$e in body, 7arutaru are highly intelligent beings, albeit
ones possessed by an ine#haustible curiosity about anything and
everything in life. Go self-respecting 7aru will miss the chance to
obtain new $nowledge < or show off the fruits of their studies
whenever opportunity allows. 7hough they ma$e little distinction
between the trivial and the life-saving where information is
concerned, the little creaturesI intellectual posturing generally
comes through when itIs most needed.
!arties may also find their patience stretched to the limit by the
7arus* piping, mousy voices. Ahile fluent in 'ommon 7ongue,
7arutaru have the unfortunate tendency to replace single ItIs with
ItarusI and slip into child-li$e rhyming schemes, the results aren*taru
pretty-witty by any stretch of the imagination.
As much as 7aru society emphasi5es the benefits of mutual
cooperation, it*s no surprise that the little creatures go through
great lengths to find companions and even greater ones to $eep
them. Ahile not as outright distrustful of advanced technology as
the &ithra, 7arutaru do tend to be wary in the presence of non-
magical machinery, to them, grinding gears, steam, and cloc$wor$
are ruthless, soul-less things, lac$ing the innate warmth and vitality
of a magic-driven device.
/t*s a testament to the race*s long-lived mystic traditions that even
7aru names are steeped in occult significance. &ale naming pairs
similar-sounding words drawn from ancient ritual incantations, giving
rise to moni$ers li$e Yung-Yaam, Hatan-!aratan, 4aren-&oren and
2yume-omeh. 6uch names are not only chosen for aesthetic value,
the 7aru believe that granting a boy a particularly powerful spell-
name increases his chances of becoming an accomplished
spellcaster in later years. Females have single rather than double
names, ending in two rhyming syllables chosen by parents according
to the child*s time of birth. 7hese ending syllables are said to be an
indicator of future personality and career, and girls born during
auspicious times are groomed from early on for high office.
E#amples of female 7aru names include Finene, 'homomo and
2erutoto.
!ARG
6ometimes mista$enly referred to as FAerewolves,I the 3arg are lean
and powerful wolfmen, a mi#ture of human and bestial
characteristics. 7hough they wal$ upright, long tails, lupine heads,
and elegant fur leave little doubt as to their origins. /n comparison to
humans, 3arg enjoy enhanced seeing, smell. and hearing, they can
clearly recognise objects and movement at far greater distances,
though their ability to sense color is significantly wea$er.
1i$e humans, 3arg are at home in a wide range of habitats. Ahile
most commonly encountered in temperate climates, sub-species of
this race can be found roaming sweltering tropical savannas,
scraping out a minimal e#istence on misty moors, or braving arctic
conditions. Fur colors and thic$nesses vary accordingly,
simultaneously serving as insulation and camouflage appropriate to
a 3arg*s adopted surroundings.
FINAL FANTASY THE ROLEPLAYING GAME 51
VitAL Data
epresentatives- 2elger 3londett .FF30, 1one Aolf .FF3, FF3/0
Height- (.@ < +.(m .&ale0 > (.? < (.Bm .Female0
Aeight- =? < (+)$g .&ale0 > ;) - ())$g .Female0
Fur 'olors- "rey, tan, brown, white, red, blac$
Eye 'olors- Yellow, green, brown
Habitats- Forests, Hills, &ountains, "rasslands, 7undra, 9eserts,
&arshes
1ifespan- ?) < ;? years
Young - ? < () years
Average - (? < +? years
Old - D) < ?) years
Society
3arg are hunters tamed by the slow encroachment of civilisation,
where their ancestors fought with tooth and claw, today*s wolfmen
place their trust in a stout shield and well-honed sword. 7he hunting
pac$ still remains the basic building bloc$ of 3arg society, creating a
social unit ranging in si5e from five to fifty, depending on the
environment and available food sources. !ac$s that forsa$e the
nomadIs life tend to be secretive, building as far from other races as
possible, potential homes are chosen as much for their natural
resources as defensive properties. "iven the choice, 3arg gravitate
towards geographic features li$e ravines and caves, buildings are
often constructed in suitable crac$s and openings to ta$e advantage
of the sheltering roc$-face. Other habitats re%uire a little more
ingenuity, in highlands, hilloc$s are converted into dwellings, while in
swamps and forests large trees serve as the basis for most
buildings. Aalls, however, are omnipresent, erected out of whatever
material may come to hand.
On a social level, pac$s are tightly $nit associations where the
good of the community always comes before that of the individual.
7he entire pac$ is e#pected to wor$ together to ensure that every
member*s needs are met in full, selfishness is treated as a cardinal
sin, and Fparasites* %uic$ly e#pelled into the wild to fend for
themselves. 'onversely, those who contribute most to the pac$ enjoy
the highest status, a fact that allows larger, stronger males to
dominate communal affairs. However, their influence can be fleeting
if they fail to $eep up their achievements, should their contributions
slip, they too ris$ being cast out by their fellows. &atters of
importance to the pac$ as a whole < such as punishment of
individuals or mediation of disputes < are resolved on a communal
level, with every pac$ member of age casting a vote towards a
decision.
3arg as a whole are rarely warli$e, preferring to settle their disputes
through mediation. 9irect competition between pac$s is rare, if two
groups of 3arg find themselves contesting the same resources, one
of the two will cede their claim in e#change for help in relocating to a
more suitable area. !ac$s will, however, ta$e up arms if the situation
demands it, using their hunters as a first line of defense.
7hough not innately religious, 3arg $eep close ties to the nature
spirits surrounding their homes for personal security, calling on
spiritual protection through a variety of crude rituals and dances.
7hese are conducted by pac$ members that are not yet old or
strong enough to hunt, usually under the tutelage of an older,
magically gifted supervisor. Other, more animalistic ceremonies
accompany births and deaths, funerals in particular can be a chilling
affair for outsiders as the pac$ joins together in a Fdeath howl*
audible for miles.
'ulturally, the 3arg borrow heavily from other races. As craftsmen,
the wolfmen are capable, if ultimately mediocre, many of a villageIs
lu#uries and manufactures are li$ely to originate from outside the
pac$. 7ailoring poses an e#ception, though other races are unli$ely
to find much use for the 3argsI idiosyncratic sense of fashion, due to
their underdeveloped color vision, the wolfmen routinely turn out
clothing many shades brighter than most races would find
comfortable, let alone acceptable. As most colors are imported at
great e#pense, the most flamboyant outfits are reserved for senior
members of the pac$, when dealing with 3arg, adventurer wisdom
has it, Mloo$ for the one who leaves your eyes watering.N
Roleplaying
Adventuring 3arg can be neatly divided into two categories- outcasts
and everyone else. 7hose who have been rejected by 3arg society at
large, usually for Fanti-pac$* crimes li$e idleness, theft, or
deliberately inflicting bodily harm on another pac$ member, have
little choice but to adopt a nomadic lifestyle. Other pac$s tend to be
innately distrustful of Fstrays,I and only ta$e them into the fold in the
rarest of circumstances.
6ome outcasts wear their independence li$e a badge of pride,
falling in with those they regard as fellow Ifree spiritsI- brigands,
criminals, rebels, and everything in between. Others feel genuine
regret for their e#ile, and attempt to reform themselves through
deeds of merit and valor. Either of these paths can bring an outcast
3arg into contact with an adventuring group, though they can both
pose problems for the group, free spirits refuse to do anything that
doesnIt serve their own interests, while reformers 5ealously oppose
anything they deem morally dubious or reprehensible.
7raditional 3arg are reluctant to set foot outside of their villages,
e#cept in large numbers. 7heir isolation ma$es them distrustful
towards outsiders, if not other races in general, even friendly
visitors are treated as potential enemies and subjected to intense
scrutiny until their motives become clear. Once someone has earned
the pac$*s trust, there*s little the 3arg won*t do to assist them,
though getting there can be an uphill battle. 6trength and age earn
a certain degree of respect in 3arg circles, but selflessness is the
cardinal virtue < any adventurer with a reputation for chivalry and
charity will find herself well-positioned to ma$e friends among the
wolfmen. 'anny negotiators can also e#ploit colors to their
advantage, as the 3arg instinctively regard eye-searing clothing as a
mar$ of stature.
3arg spea$ 'ommon 7ongue with a deep, guttural emphasis on the
Fr*s. 7heir own language, a remnant of their feral days,
FINAL FANTASY THE ROLEPLAYING GAME 52
predominantly uses growls, bar$s, and howls to communicate. 4y
casually slipping these into Inormal speech,I 3arg can incorporate
coded messages in almost any conversation. 3arg names tend to be
"ermanic or Gordic-sounding, possible e#amples include Arnlaug,
Eriulf, Horst and 3egeir. Family names are not used in 3arg society,
though some 3arg are awarded a second name to commemorate a
particular accomplishment. Ahere necessary, nic$names such as
FFang* are used to distinguish between several wolfmen sharing the
same moni$er
!IERA
7he enigmatic 3iera are slender, silver-haired forest-dwellers, almost
physically identical to humans save for a few notable differences. 7he
most prominent of these is also the most visible- the large rabbit-li$e
ears that protrude from the top of a 3ieraIs head, granting them
hearing $een enough to hear the voices of spirits, of nature itself.
'ombined with unusually sharp vision, this allows the 3iera to trac$
movement as far as away as ten $ilometers with unerring accuracy <
a feat most other races can only dream of.
Other distinctive features include limber legs, long fingers, and
three-toed, pawli$e feet with an arch large enough to ma$e high-
heeled shoes an orthopedic necessity. 3iera s$in colors can range
from tan to brown, depending on species, the Ipure-bloodedI 3eena
3iera have light brown s$in, while the ava 3iera are dar$er in
coloration.
VitAL Data
epresentatives- Fran .FF://0, 6hara .FF7A0, &ydia .FF://A0
7ypical Height- (.; < (.=m .&ale>Female, e#cluding ears0
7ypical Aeight- @) < B)$g .&ale>Female0
Hair 'olors- Jniversally silver
Eye 'olors- ed, green, blue
Habitats- Forests
1ifespan- ++) < +D) years
Young - = < (? years
Average - D) < (C) years
Old - (=) < +)) years
Society
7he 3iera have been forest-dwellers for many generations, living in
elegant, se#-segregated platform villages suspended far above the
ground. 6uch settlements are designed with defense as a first
priority, hidden away from prying eyes by a thic$ veil of
hallucinogenic powders and protected against invasion by
barricades placed at regular intervals, allowing the villageIs archers
to mount a defense at almost any location.
7hough led by a chieftain, 3iera ta$e their directions from the
1aws of the Aood, rigid rules and regulations every 3iera is
e#pected to follow. 7he 1aws demand the forest be treated with care
and respect, and forbid any villager from ever leaving the forest,
regardless of reason, in return, the forest will shelter and nuture the
3iera for as long as they remain under its boughs. As a result, the
majority of 3iera live out their entire lives in the confines of the
wood, content to remain ignorant of the world beyond. 9ue to this
self-imposed isolation, 3iera generally do not associate with other
races, visitors are spurned and invaders annihilated by claw, bow, or
the mystic energies of the forest itself.
A few, however, desire more from their lives. 9riven by longing or
curiosity, they abandon that sheltered e#istence to pursue a more
uncertain, unpredictable one. 6uch acts carry severe conse%uences,
those who venture into the outside world are no longer considered
3iera by their fellows, and are treated as harshly as any other race,
if not worse.
9ue to their physical beauty, outcast 3iera have little trouble
melting into human societies, they readily stri$e up relationships with
humans, and may even become romantically involved with them. 6till,
e#patriate 3iera are ultimately closest to one another, than$s to their
shared history and long lifespans, any city with significant 3iera
presence will see them form tight, insular communities in a
surprisingly short span of time.
Roleplaying
3iera can be grouped into two broad categories < those who abide
by the "reen Aord, and those who have abandoned it to e#plore the
world and e#pand their hori5ons. 7here is little love lost between
latter and former, outcasts usually view their forest-dwelling
counterparts as blind, hidebound #enophobes, while the
traditionalists refuse to ac$nowledge the e#istence of their
wandering, city-dwelling brethren out of hand. Adventuring 3iera
tend to be outcasts, though it is possible for a party to battle
alongside traditionalist 3iera under e#traordinary circumstances.
An outside observer would find the 3iera coolly intelligent, perhaps
e#cessively so. 7heir long lifespans give them the ability to pursue
$nowledge in an orderly, focused manner, they have time enough to
concentrate on mastering a subject in its entirety before moving on
to the ne#t, gradually building a wealth of abilities over the course of
several decades. 3iera age slowly, giving them a deceptively youthful
appearance, a 3iera with the face < and body < of a thirty-year-old
can easily have the e#periences and memories of two human
lifetimes. As such, they can be creatures of many secrets and
surprises, with a depth and breadth of $nowledge that is often
bewildering to other races unaware of their longevity.
All 3iera are born with the ability to hear and spea$ the IlanguageI
of their native forests through a form of psychic communication
$nown as the "reen Aord. Jsing this talent, a 3iera can
communicate with local plants and trees, allowing them to trac$ the
passage of individuals within the forest as well as happenings at its
outs$irts. 7his ability, however, begins to atrophy once a 3iera leaves
the forest, the longer the absence, the greater the ris$ that the
"reen Aord will be muted entirely. 3iera are also sensitive to the ebb
and flow of magic, and may find themselves overwhelmed by strong
ambient energy. /n the presence of particularly powerful magic, the
resulting assault on their senses can cause them to lose control
FINAL FANTASY THE ROLEPLAYING GAME 53
altogether, driving them into a berser$ fren5y.
3iera spea$ 'ommon 7ongue fluently and elo%uently, albeit with a
slight accent. 9ue to the fact that they have little interest in lineage,
3iera have only a single four-letter name, the letter IjI is fre%uently
used in place of a vowel. 6ample 3iera names include ena, 2tjn,
Hote, and ael.
"ETI
Huge, muscled, and shaggy, the Yeti is as powerful and relentless as
an avalanche. 9welling at the very fringes of civilisation, these ape-
li$e humanoids are perfectly adapted to life in bitter tundra and icy
mountain pea$s, their limbs are strong, their hands powerful enough
to $eep a grip on sheer ice, their claws capable of digging all but the
hardest of roc$s, their teeth adept at tearing flesh and crushing
bone. 1arge feet provide e#tra traction on fro5en ground and
prevent them from sin$ing into snow drifts, for this reason, the Yeti is
also $nown as 4igfoot in places. Other names given to Yeti include
6as%uatch, 6nowman, and Aendigo.
7hough they are insulated by thic$, leathery s$in and a layer of
long fur, a YetiIs true defense against the cold is a low natural body
temperature, the colder the environment, the lower the temperature
dips. &embers of this species who live in sub-5ero climates are
actually capable of breathing ice particles, and can even e#hale
miniature bli55ards from their free5ing lungs.
VitAL Data
epresentatives- Jmaro .FF3/0
Height- +.) < +.+m .&ale0 > (.B < +.)m .Female0
Aeight- (=) < ++)$g .&ale0 > (@) - (B)$g .Female0
Fur 'olors- Ahite, brown, red, gold
Eye 'olors- Yellow, blac$, brown, red
Habitats- &ountains, Forest, 7undra, Jnderground
1ifespan- +? < C) years
Young - ( < + years
Average - D < (? years
Old - +) < +? years
Society
Yeti society begins where most other races give up entirely <
treacherous mountain pea$s and howling, snow-covered wastes
where only the hardiest of life forms survive. /n these conditions,
civilisation is superfluous, food is hunted down and $illed, shelter
comes in the form of natural caverns and burrows hastily dug out of
the heaped snow, and possessions are limited to what can be
carried < sometimes no more than a club or a nec$lace of trophies.
Harsh conditions serve to $eep numbers small. Gomadic tribes
rarely number more than ten to fifteen at a time, hunting in groups
of two or three, though Yeti are far more common as individuals
than as groups. Even families are temporary arrangements, lasting
only from mating until such a time as the coupleIs offspring are
capable of fending for themselves < typically between one and two
years. At this point, the young Yeti usually stri$e out on their own,
and the couple separates until the ne#t mating season.
4ecause of their isolated habitat, Yeti rarely come into contact with
other races, giving them something of a mythical status among
naturalists. 7hose living in the coldest, blea$est areas typically attac$
other humanoids on sight, treating them no differently from any
animal or monster. /n more hospitable environments, that aggression
is traded for reclusiveness, albeit justifiedly so, because of their
monstrous natures, it is not uncommon for Yeti to be used as sport
by unscrupulous hunters or fall victim to frightened villagers. Yeti
who dwell within reach of a community tend to be e#cessively
cautious creatures, staying far away from prying eyes and emerging
from their safety of their lairs only under cover of night or fog.
Roleplaying
Yeti are straightforward, uncomplicated thin$ers. 6ome would
characterise them as stupid, but it is better to thin$ of them as
guileless, the brutal simplicity of day-to-day e#istence in Yeti society
does not reward any thin$ing more intellectual than MAhere / get
foodON 7heir strength and e#ceptional vigor ma$es force a natural
and regular part of the communications process, debates are
fre%uently resolved by who can land the heartiest blows. 7o gain a
YetiIs respect re%uires the strength to beat him in a man-to-man
battle, though bravery is an acceptable substitute < Yeti figure that
anybody with enough confidence to stare them down without %uailing
is probably worth listening to.
/n the same vein, Yeti simply do not have the imagination or
sophistication for culture shoc$. /f dropped into high-tech society,
they are more li$ely to shrug at < or smash < the devices they
encounter rather than stare in rapt ama5ement. 7his unflappable
attitude can be a great boon to adventuring parties, faced with an
unfamiliar situation, Yeti are far more li$ely to $eep their heads on
straight than other races.
As they have little use for language, their ta$e on the 'ommon
7ongue is somewhat crude. Yeti prefer to put what others say with
words into a mighty roar or a swing of a club. 'onversationally, they
are creatures of little subtlety, always searching for the fastest
resolution to a situation, poor diplomats, if e#cellent interrogators.
Yeti names are short, built of one-syllable bloc$s each ending in a
vowel. 7his construction is deliberate, allowing those names to be
bellowed < one syllable at a time < across mountaintops and gorges
to ma#imise the echo effect, and with it the distance the sound
carries. E#amples of this style of naming include A$una, 2isatu, and
Gu$a.
FINAL FANTASY THE ROLEPLAYING GAME 54
DIFFERENTIATING RACES
For simplicityIs sa$e, the FF!"*s races differ only in their Attributes,
appearance, and bac$ground. 7his allows the races to be balanced
against each other in campaigns where non-humans are the norm,
ma$ing no one race decisively better than the rest. /n campaigns
where non-human characters are a novelty rather than a fact of life,
however, it may ma$e sense to differentiate them, giving their
physiology and abilities actual gameplay implications. 7he optional
rules in this section offer some suggestions on how "&s can
accomplish this.
S#ill$
4ecause of fundamental differences in physiology, some races are
better < or worse < at certain activities than others. A tiny 7arutaru,
for instance, would have more trouble lifting a boulder than a hul$ing
Yeti, while an agile &ithra has better hand-eye coordination than a
lumbering Ku. &ost of these differences are reflected by the racesI
Attributes, but there are some things that go beyond the scope of a
simple statline. 7o reflect this, non-human characters can be given a
acial &odifier to certain 7as$ 'hec$s. A acial &odifier can be
either a bonus or a penalty, and stac$s with 6ynergy and
Enhancement 4onuses. 6uggested &odifiers for several races are
listed below.
CREIMIRE
Double-Jointed Legs
7han$s to the structure of their legs, 'reimire can jump further and
survive greater falls than other races. 'reimire gain a P+) acial
&odifier on any Acrobatics and 'limbing rolls where these abilities
are beneficial.
DWARF
Dense Body
9warves have intense difficulty swimming due to the natural density
of their bodies. 9warves suffer a -C) acial &odifier on all
6wimming rolls, regardless of the circumstances.
Heat Tolerance
A 9warf can endure higher temperatures than most, flourishing even
in the midst of molten lava. 9warves gain a PD) acial &odifier on
6urvival rolls made in desert and volcanic environments, though only
when their personal survival is concerned.
MOOGLE
Small Size
9ue to their diminutive si5e, &oogles gain a P+) acial &odifier on
6tealth rolls and Attribute 'hec$s in situations where their small
stature is beneficial.
Q
Eat Anything
A Ku can find nourishment in anything, digesting roc$s and sands as
readily as a fine roast. Ku gain a PD) acial &odifier on 6urvival
rolls made for foraging food, though only for the Ku itself < other
races simply donIt have the stomach for it.
RONSO
Cold Tolerance
9ue to their high body temperatures, onso can weather far colder
climates than most other races. onso gain a P+) acial &odifier
on 6urvival rolls made in arctic and cold environments, though only
when their personal survival is concerned.
TARTAR
Small Size
9ue to their diminutive si5e, 7arutaru gain a P+) acial &odifier on
6tealth rolls and Attribute 'hec$s in situations where their small
stature is beneficial.
YETI
Snoman
A Yeti is capable of living comfortably in sub-5ero temperatures, and
have little to fear from such environments. Yeti gain a PD) acial
&odifier on 6urvival rolls made in arctic and cold environments,
though only where their personal survival is concerned.
Sen$e$
/n situations where the senses come into play, FF!" characters use
their Awareness 6$ill to determine what they pic$ up. As this 6$ill
covers every sense, a characterIs sight, smell, and hearing are all
assumed to be e%ually good. As the descriptions given over the
course of this chapter ma$e clear, though, this is not strictly the
case for every race. 7o reflect this, "&s can apply acial &odifiers to
non-human charactersI Awareness rolls depending on the senses
being used. A table of suggested modifiers has been given below,
brea$ing Awareness down into the si# senses used by monsters in
Appendi# // and offering appropriate acial &odifiers for each. Any
sense with a stri$ethrough .---0 is not naturally available to the race
in %uestion.
FINAL FANTASY THE ROLEPLAYING GAME 55
Table 3-2: Racial Senses
RACE DAY VISION NIGT VISION SME!! EARING !I"E SENSE MAGIC SENSE
Human 0 0 0 0 ((( (((
Bangaa (20 (20 0 )20 ((( (((
Creimire (10 (10 )10 )10 ((( (((
Dwarf (10 )10 0 0 ((( (((
Elf 0 0 0 0 ((( (((
Galka 0 0 0 0 ((( (((
Mithra 0 )10 )10 )10 ((( (((
Moogle 0 0 0 0 ((( 0
u Mou 0 0 0 0 ((( )20
"u 0 0 0 0 ((( (((
#on$o 0 0 0 0 ((( 0
'eti 0 0 0 0 ((( (((
%arutaru 0 0 0 0 ((( 0
&arg (10 )10 )10 )10 ((( (((
&iera )10 )10 0 )20 ((( 0
T%ait$
Finally, races may be differentiated by use of 7raits. Ahile some of
the uni%ue attributes of certain races can be covered by the
Advanced 7raits given in Appendi# /3, others are best represented
by the new Advanced 7raits presented below.
MOOGLE
Limited !light
Effect- &oogles have small wings on their bac$, though they cannot
fly, only hover < and even then only when unencumbered. 9oing so
is a tiring process, limiting the amount of time a &oogle can feasibly
spend airborne.
-( !oint .6pontaneous0- 4y spending ( !oint, a &oogle character
can use her wings to pass over obstacles, avoid traps, cover
impassable terrain, or escape a treacherous situation.
YETI
"ce Breath
Effect- 7hough not potent enough to use as a weapon, a YetiIs
breath is still cold enough to free5e objects, provided these are no
larger than a tan$ard of ale or a puddle of water.
-( !oint .6pontaneous0- 4y spending ( !oint, a Yeti character can
use his cold breath to aid himself or the party.
!IERA
Child o# the !orest
Effect- 3iera have a close relationship with their native woods, and
are at a significant advantage when in their Ihome turf.I
-( !oint .6pontaneous0- 4y spending ( !oint, a 3iera character can
recognise and bypass the powers used to cloa$ 3iera villages from
outsiders.
-( !oint .6pontaneous0- 4y spending ( !oint while in her native
forest, a 3iera character can communicate with the woods to locate
any other 3iera native to the forest, even if they are not currently in
the area. 1ocations obtained in this manner will be vague rather
than direct .MEsle has passed through the cold mountains into the
rift of ancient battle.N0 and may re%uire interpretation to be of any
use to the party. Alternately, the 3iera can find the e#act location of
any and all non-3iera life forms currently within the forest, as well as
ones that have recently passed through the woods. 7his effect
should be limited to 3iera who have recently left their forest, and not
be available to long-term e#iles.
CHA&TER GLOSSAR"
7he following list recaps some of the most important concepts
introduced in this chapter for %uic$ reference.
acial &odifier- A modifier imposed to a 7as$ 'hec$ as a result of
a raceIs uni%ue physiology.
FINAL FANTASY THE ROLEPLAYING GAME 56
IV
______________________
JOBS
XN*

Remember that you alone choose
the path on which you walk.
Eidolon Ramuh
FINAL FANTA! I"
One does not become a master swordsman or legendary mage by
luck alone; training and experience both play an important part in
the shaping of a hero. Each of the four Classes in the FFRP !
"arrior# Expert# $dept and %age ! draws its power from a slightly
different source. Fighters tap on chi and physical power# %ages on
the natural force of magic# Experts on their expertise and ingenuity#
and $depts on a combination of all three. &hese four Classes are
di'ided into a number of separate professions based on the heroes
and heroines of the Final Fantasy series ! crafty Engineers# sneaky
&hie'es# deadly (in)a# noble *ragoons# and more are all represented
here.
FORMAT
&he +obs presented o'er the course of this chapter follow a
standard format. $fter a brief introduction# each has a ,+ob profile,
containing the following information-
$ttribute .onuses are gi'en before the profile proper. $dded to a
character,s Racial %aximums# these determine the caps for the
character,s $ttributes as a whole as described in Chapter /.
Representati'es lists characters in the Final Fantasy series that
are either known members of the +ob in 0uestion or embody many
of its 0ualities. &he game each character featured in is gi'en in
1parentheses2.
3P *ie is used to calculate the +ob,s 3it Points at character
generation and upon gaining a 4e'el as described in Chapter /.
%P *ie is used to calculate the +ob,s %agic Points at character
generation and upon gaining a 4e'el as described in Chapter /.
"eapons lists the "eapon types this +ob is proficient with. "eapon
types not listed in a +ob5s profile may not be wielded by a character
unless they ha'e the $d'antage 6pecial &raining. &he one exception
to this are &hrown "eapons# which may be used by all +obs.
$rmor lists the $rmor types this +ob is proficient with. $rmor types
not listed in a +ob,s profile may not be worn by a character unless
they ha'e the $d'antage 6pecial &raining.
$ccuracy .onus 'aries from +ob to +ob# and is used to calculate to
the character,s $ccuracy as per Chapter /.
6kill Points gi'e the number of 6kill Points a character of this +ob
can spend at character creation.
6kill $ptitude lists the 6kill Category the character can buy 6kills at
half cost from.
&he +ob,s $bility 6et is presented after the profile# presenting each
indi'idual $bility in an easy7to7read format. For 6pell7casting +obs#
the $bility 6et also contains a table showing when new 6pells are
gained# if applicable.
! Abilities and Two Weapons
8nless its description says otherwise# all offensi'e $bilities are
limited to a single "eapon at a time. 9f the character has more
than one "eapon e0uipped# decide which one to use.
WARRIOR JOBS
"arriors make up the front line of any battle# fearlessly charging into
the thick of a fray without any regard to personal safety. &heir ability
to deal and recei'e damage in e0ual measure makes them essential
in protecting the party5s weaker members and a formidable force in
their own right.
$lmost all "arriors deri'e their powers from the manipulation of
chi# the natural energy that flows through all li'ing beings. .y
siphoning off portions of their own chi or opening their bodies to its
ambient flow# "arriors can infuse their attacks with additional power
or perform superhuman feats of athleticism. &his allows them to use
their talents almost indefinitely ! or at least until as long as they still
draw breath.
FINAL FANTASY THE ROLEPLAYING GAME 57
Archer
$rchers are master bowmen# capable of channeling immense
powers through the arrows they fire. "here others belie'e in brute
strength# the $rcher,s forte lies in precision and discretion. 6chooled
as snipers# hunters# and rangers# most $rchers learn to work
independently early on in their careers. &his gi'es them the flexibility
needed to set up targets of opportunity# firing from unexpected
0uarters with e'ery intention of making the first shot the final one.
"hether the 0uarry in 0uestion is monster# animal# or human is
immaterial; once a target has been committed to# the $rcher,s only
concern is its swift and efficient elimination. $ll of this encourages a
patient# cool7headed# e'en ruthless breed of person; only in a state
of absolute calm can the $rcher,s true potential unfold.
JOB STR VIT AGI SPD MAG SPR
Archer +15 +10 +15 +10 +5 +5
JOB PROFILE
Representati'es- $rcher +ob 1FF999# FF&# FF&$2# Ranger +ob 1FF:92#
3unter +ob 1FF;# FF:9# FF&$2# 6niper +ob 1FF&$2# %ustadio .unan<a
1FF&2# .arret "allace 1FF;992
3P *ie- d=>
%P *ie- n?a
"eapons- .oomerangs# .ows# Crossbows# Rifles
$rmor- $rmwear# 3ats# 6uits# 6hields
$ccuracy .onus- @A>
6kill Points- /B>
6kill $ptitudes- "ilderness
SNIPE
&he $rcher,s talent with a ranged weapon is unparalleled. "ith
almost minimal effort# he can focus his will into an pro)ectile# strike
disabling blows# or unleash a withering barrage of fire at his
opponents.
Take Aim Level 1
&arget- 6ingle &ype- 6low $ction 1/2
&he $rcher enters a state of absolute concentration# focusing e'ery
fiber of his being on tracking the target5s mo'ements to strike with
absolute accuracy. &ake $im inflicts =>>C# $rmor Physical damage
on the targeted combatant# striking automatically. 9n addition# if the
"eapon being used in the attack has an E0uipment $bility that allows
it to inflict 6tatus Conditions# their Co6 is increased by @A>. &his
does not affect any 9mmunities the target possesses.
Charge Level 8
&arget- 6ingle &ype- 6low $ction 1C& 'aries2
.y storing up chi energy as he waits for the perfect shot# an $rcher
can strike with greater power and force when he finally makes his
attack.
&he power of Charge depends both on the $rcher5s 4e'el and how
long he is prepared to charge an attack for. $t 4e'el D# the $rcher
can do =/EC# $rmor damage by charging for B ticks# striking
automatically; at higher 4e'els# he gains the ability to charge longer
for increased damage# but may always choose to use Charge with a
shorter C& in exchange for reduced damage. &he table below gi'es
the exact breakdown.
Table 4-1 !"a#$e Da%a$e
T&P' ('V'( DAMAG' !)ARG' TIM'
Charge +1 8 +25% 4
Charge +2 29 +50% 10
Charge +3 43 +75% 14
Charge +4 64 +100% 20
Leg Aim Level 15
&arget- 6ingle &ype- 6low $ction 1F2
&he $rcher takes aim# firing a crippling shot intended to cut short
the target5s mo'ement. 4eg $im has a Co6 of *exterity# E'asion of
inflicting the 6tatus Condition 9mmobili<e 1B2.
Arm Aim Level 22
&arget- 6ingle &ype- 6low $ction 1D2
*rawing a bead# the $rcher lets loose with a well7placed shot# aiming
to cripple the target5s fighting ability. $rm $im has a Co6 of *exterity#
E'asion of inflicting the 6tatus Condition *isable 1B2.

MINDBLOW Level 29
&arget- 6ingle &ype- 6low $ction 1=>2
&he $rcher draws on his body5s chi# creating a glowing# iridescent
ball of 'ital energy and firing it at the enemy in one swift motion.
%indblow inflicts =>>C Physical damage# subtracted from the
target5s %P rather than 3P.

TABLETURNER Level 3
&arget- 6ingle &ype- 6low $ction 1=/2
$n experienced $rcher can make an enemy5s armor work against it#
striking blows where they5re least expected. &ableturner inflicts
=>>C @ &arget,s $rmor Physical damage on the targeted
combatant# striking automatically.
Arr!" #$ar% Level &3
&arget- 6elf &ype- 6upport $bility
$n $rcher who has mastered the art of setting up a shot can predict
where ! and when ! his opponents will do the same. $rrow uard
gi'es the $rcher an E'asion bonus e0ual to his current 4e'el against
Ranged attacks targeting him. &his only affects attacks modified by
E'asion ! those targeting the Party or modified by %. E'asion are
resol'ed as normal.
BARRA#E Level 5'
&arget- roup &ype- 6low $ction 1=F2
.y entering a state of heightened awareness and channeling chi into
his motions# the $rcher can open fire at an entire formation of foes#
FINAL FANTASY THE ROLEPLAYING GAME 58
creating a de'astating hail of attacks. .arrage inflicts =>>C# $rmor
Physical damage on all eligible combatants in the targeted roup#
striking automatically. 8nlike other 6nipe $bilities# .arrage does not
o'erride E0uipment $bilities bestowed by ammunition. &he $rcher
may choose what ammunition ! if any ! to use against each
indi'idual target. $ny ammunition used during the .arrage is
consumed as normal.
Tri(lE )OUL Level 5*
&arget- 6ingle &ype- 6low $ction 1=D2
Calling on his chi reser'es# the $rcher looses three 0uick shots at an
opponent# hoping to weaken and disorient them with one well7placed
sal'o. &riple Foul has a Co6 of *exterity# E'asion of inflicting the
6tatus Conditions Confusion 1F2# *isable 1F2# and 6ilence 1F2; roll
separately for each 6tatus.
UNLIMITED +,OT Level &
&arget- roup &ype- 6low $ction 1/>2
$t its pinnacle# the $rcher5s art allows him to channel his energy into
a continuous stream of missile fire# indiscriminately peppering his
foes with shot after shot. 8nlimited 6hot allows the $rcher to make a
series of increasingly inaccurate attacks# each striking a random
opponent for =>>C# $rmor Physical *amage. &he first attack has a
Co6 of =>>; this decreases by => on each subse0uent attack until
the $rcher misses a target# ending 8nlimited 6hot. $s per the Rule of
=># the Co6 will ne'er go below =>.
The pressure o# the moment... An
instant o# tension... That$s what... I
ha%e to #ace alone...
Ir%ine &inneas
FINAL FANTA! 'III
FINAL FANTASY THE ROLEPLAYING GAME 59
Dragoon
$lso known as *ragon Gnights# *ragoons trace their lineage back to
an ancient order of dragon7riders renowned for their skill in aerial
combat. &heir chosen mount# the "ind *rake# was a small# agile
dragon capable of flying at great speeds and executing de'astating
di'e7bomb attacks that literally crashed into opponents from on
high# turning the *ragoons5 reinforced lances into armor7splitting
pro)ectiles.
3owe'er# times ha'e changed# and the *ragoons5 mounts are only
a distant memory. &o compensate# *ragoons ha'e learned to
harness the powers of their predecessors5 long7dead companions#
channeling the *ragon 6pirit through their bodies to recreate
techni0ues and attacks of old.
JOB STR VIT AGI SPD MAG SPR
Dragoon +15 +12 +10 +10 +8 +5
JOB PROFILE
Representati'es- *ragoon +ob 1FF999# FF;# FF:9# FF&# FF&$2# 8hlan +ob
1FF:99H+2# Gain 3ighwind 1FF9;2# Cid 3ighwind 1FF;992# "ard Habac
1FF;9992# Freya Crescent 1FF9:2
3P *ie- d=>
%P *ie- n?a
"eapons- $xes# Gni'es# Polearms# 6words
$rmor- auntlets# 3elmets# %ail# 6hields
$ccuracy .onus- @A>
6kill Points- /B>
6kill $ptitudes- "eapon
DRAGON ART
.y drawing on the spirit of the ancient "ind *rakes and the
legendary 6ix *ragons# a *ragoon can channel the powers of
dragonkind into a brutal array of aerial and ground attacks. %ost
*ragoons fa'or spears and )a'elins in combat ! partially out of
respect for the old ways# partially to absorb the incredible kinetic
force of their signature )ump attacks.
-UM. Level 1
&arget- 6ingle &ype- 6low $ction 16pecial C&2
Calling on the spirit of the "ind *rake# a *ragoon gains the ability to
break the bonds of gra'ity and soar into the skies with a single
bound. +ump can carry the *ragoon as far as A> meters ! 'ertically#
hori<ontally# or a combination of both. 9f used as an attack# it inflicts
/>>C# $rmor Physical damage on the target# striking automatically.
+ump essentially functions as a 6low $ction. Once the *ragoon has
+umped# she will land during her next turn# regardless of whether it
takes place later in the same Round or in the next Round entirely.
"hile in the air# the *ragoon generates 9nitiati'e as normal# but
mo'es too 0uickly to be targeted; she will not be affected by any
roup attacks targeting her allies. 6tatus Conditions continue to
affect the *ragoon and count down as normal Iin flight.,
$s with any 6low $ction# anything that would pre'ent the *ragoon
from completing the +ump ! up to and including the *ragoon,s 3it
Points being reduced to > or lower ! will automatically cancel it#
returning the *ragoon to the field of battle. 8se of +ump may be
restricted in areas with low ceilings# though this is left to the %5s
discretion.
C,ERR/ BLO++OM Level 8
&arget- roup &ype- 6low $ction 1B2
&he *ragoon charges her weapon with the *ragon 6pirit# building up
a critical 0uantity of energy before hurling it at the enemy. $s the
weapon strikes the ground# the charge releases in a series of fiery
explosions# engulfing the immediate area. Cherry .lossom strikes
automatically# inflicting JEC# $rmor Physical damage on all
opponents in the targeted roup.
ANCIENT CIRCLE Level 15
&arget- Party &ype- 6low $ction 1F2
E'ery *ragoon knows that not e'erything with scales is a friend. .y
creating a circle of power around the party# the *ragoon can infuse
all weapons in the area with the *ragon 6pirit# allowing them to
strike true against wyrms and their kin. "hen used# $ncient Circle
gi'es any "eapon currently e0uipped by the *ragoon or her allies
the E0uipment $bility *ragon Giller# allowing her to strike *ragon
enemies for @=>>C damage 1B2.
LANCER Level 22
&arget- 6ingle &ype- 6low $ction 1D2
Channeling the power of the Red *ragon into her weapon# the
*ragoon lunges forward with bone7shattering force. 4ancer inflicts
=/EC# $rmor Physical damage on the target# striking automatically;
in addition# E>C of the damage dealt is subtracted from the target5s
%P. %P damage dealt by 4ancer is not reduced by $R% or %. $R%.
REI+'+ WIND Level 29
&arget- Party &ype- 6low $ction 1=>2
&he *ragoon calls upon the power of the 3oly *ragon Reis#
en'eloping her allies in a stream of life force that bestows the 6tatus
Condition Regen 1B2.
DRA#ONhearT Level 3
&arget- 6elf &ype- Reaction
&he *ragoon shrouds herself in the power of the *ragon 6pirit#
entrusting her life to its mercies. "hen triggered# *ragonheart has
a flat Co6 of A>C of bestowing the 6tatus Condition Reraise 1K2.
&his $bility may only be used once per battle or 6cene.
Reaction &rigger- Physical *amage# %agical *amage
FINAL FANTASY THE ROLEPLAYING GAME 60
W,ITE DRAW Level &3
&arget- 6ingle?Party &ype- 6low $ction 1=B2
&he *ragoon summons the power of the "hite *ragon in a sweeping
white mist that encircles the enemy# draining their magical energies
before dissipating in a shower of mana7rich particles. "hite *raw
inflicts =>>C# %. $rmor %agical damage to the target5s %P. Once
damage has been calculated# e'ery acti'e character with an %P *ie
in the Party gains 1%P *rained ? (umber of $cti'e Characters in
Party with %P *ice2 %P.
.OWER -UM. Level 5'
&arget- 6pecial &ype- 6low $ction 16pecial C&2
*ragoon 'eterans )ump high and true# marshaling their training to
launch powerful attacks in mid7flight. Power +ump can carry the
*ragoon as far as F> meters ! 'ertically# hori<ontally# or a
combination of both.
Power +ump is in essence three 6low $ctions with a 6ingle target#
each with a C& of =F. &he first $ction sees the *ragoon )ump into
the air. &he second $ction is undertaken on the following turn as the
*ragoon remains in the air# hurling golden chi pro)ectiles at her
target5s roup. &hese inflict =E>C# %. $rmor %agical damage to all
acti'e combatants in the roup; use the *ragoon5s %$# rather than
6&R# to calculate the base "eapon damage. &he third occurs on the
next turn# as the *ragoon fires another round of chi pro)ectiles#
resol'ed in the same manner as the first round. Once damage
calculation is complete# the *ragoon then lands on her original
target# inflicting />>C# $rmor Physical damage. .eyond this# Power
+ump is sub)ect to the same rules and restrictions as +ump.
DRA#ON BREAT, Level 5*
&arget- 6ingle &ype- 6low $ction 1=D2
&he *ragoon draws on the power of the rarest of all wyrmkind# the
two7headed dragon# summoning two spectral dragon5s heads to
perch on her shoulders and consume the enemy with wa'es of
magical flame. *ragon .reath has a Co6 of *exterity# %. E'asion of
inflicting 1&arget5s %aximum 3P 7 &arget5s Current 3P2 Physical
damage. *amage dealt by *ragon .reath is not modified by $rmor#
but cannot exceed LLL 3P.
DRA#ON ,ORN Level &
&arget- roup &ype- 6low $ction 16pecial C&2
%astery of the *ragoon +ump gi'es the *ragoon unri'aled control
o'er her landings# turning a single deadly impact into a series of
brutal# unpredictable pounces. *ragon 3orn can carry the *ragoon
as far as B> meters ! 'ertically# hori<ontally# or a combination of
both.
8nlike +ump and Power +ump# *ragon 3orn has an initial Charge
&ime of /> ticks before the *ragoon )umps; during this time# she can
be targeted as normal# and is still 'ulnerable to attack. $t the end of
this Charge &ime# the *ragoon leaps into the air. 6he does not land
immediately during her next turn# but /> ticks afterwards; in
essence# this is a second 6low $ction with another C& of />.
8pon landing# the *ragoon strikes the initial target automatically
for />>C# $rmor Physical damage# then uses the force of the impact
to propel herself back into the air for another attack. Roll a dD and
consult the table below to determine how many times the *ragoon
Ibounces5 after the initial landing.
Roll (umber of +umps
= =
/ 7 B /
E 7 J A
D B
E'ery subse0uent Ibounce5 automatically strikes a randomly
determined combatant in the initial target5s roup# inflicting JEC#
$rmor Physical damage with e'ery strike. .eyond this# *ragon 3orn
is sub)ect to the same rules and restrictions as +ump and Power
+ump.
FINAL FANTASY THE ROLEPLAYING GAME 61
Fencer
&he Fencer is the wind. "hile easily mistaken for any other fighter
from a distance# the Fencer is a completely different beast. "ea'ing
and dodging between foes# theirs is a mobility that the a'erage
warrior struggles to match; their weapons are as much the style and
grace they bring to the battle as the weapons they carry. &o
accommodate this# Fencers fa'or fast arms such as rapiers and foils
and eschew hea'ier# more cumbersome armor in combat# relying on
reflexes and panache to see them through.
JOB STR VIT AGI SPD MAG SPR
Fencer +10 +10 +15 +15 +5 +5
JOB PROFILE
Representati'es- Fencer +ob 1FF&$2
3P *ie- d=>
%P *ie- n?a
"eapons- Gni'es# 4ight 6words# 6words
$rmor- $rmwear# 3ats# 6uits# 6hields
$ccuracy .onus- @A>
6kill Points- /B>
6kill $ptitudes- "eapon
FENCING
6ome swordsmen rely on brute force; others use inner might or
magical power. &he Fencer,s tools are speed and persistence#
turning simple attacks into a flurry of mo'ement capable of
confounding and destroying any opponent.
+WArm01rike Level 1
&arget- 6ingle &ype- 6low $ction 1/2
&he Fencer thrusts his blade forward with a flash of chi# creating a
bu<<ing swarm of ethereal insects that bite and sting the target.
6warmstrike has a Co6 of *exterity# E'asion of inflicting the 6tatus
Condition Poison 1K2.
RE)Le2 Level 8
&arget- 6elf &ype- 6upport $bility
Fencers with a little experience under their belts gain an uncanny eye
for impending danger# allowing them to react to attacks with almost
supernatural speed. Reflex grants the Fencer a 14e'el ? /2 bonus to
his E'asion.
)EAT,ERBLOW Level 15
&arget- 6ingle &ype- 6low $ction 1F2
&he Fencer brings his blade around in a wide sweep# creating a trail
of ra<or7edged white feathers that cut into the target. Featherblow
inflicts 1=> x $92 @ AdD# %. $rmor "ind Elemental damage# striking
automatically.
#REA+ED LI#,TNIN# Level 22
&arget- 6elf &ype- 6upport $bility
$ skilled Fencer learns to strike with swiftness rather than force#
turning his attacks into fast# unpredictable lunges that keep his foes
off7balance. reased 4ightning allows the Fencer5s $ttack $ctions to
ignore any Reactions they would normally trigger; his attacks are
simply too fast to allow an opponent to counter.
+,ADOW+TIC3 Level 29
&arget- 6ingle &ype- 6low $ction 1=>2
&he Fencer whirls his blade around the target# calling the opponent5s
own shadow to rise up and entangle them. 6hadowstick inflicts 1=B x
$92 @ BdD# $rmor 6hadow Elemental damage# striking
automatically; in addition# it has a Co6 of *exterity# E'asion of
inflicting the 6tatus Condition $gility .reak 1B2.
C,EC3ma1e Level 3
&arget- 6ingle &ype- 6low $ction 1=/2
8sing only the tip of his blade# the Fencer draws the outline of a
death5s head around his opponent. $s the last stroke is made# the
image solidifies# turning into a phantasmal skull that entraps the
target. Checkmate has a Co6 of *exterity# E'asion of inflicting the
6tatus Conditions Condemned 1B2 and 6low 1B2; roll separately for
each 6tatus.
+WALLOWTAIL Level &3
&arget- roup &ype- 6low $ction 1=B2
&he Fencer begins to spin and pirouette# picking up speed until he
has turned into a whirling der'ish that cuts and slices its way
through the enemy without mercy. 6wallowtail inflicts 1=F x $92 @
EdD# $rmor Physical damage on all combats in the targeted roup#
striking automatically.
MA4a01rike Level 5'
&arget- 6ingle &ype- 6low $ction 1=F2
&he Fencer lunges forward# stopping his blade )ust short of striking
the target; at that instant# the target5s mana reser'es are drawn out
and solidify# shattering as the Fencer5s blade thrusts through.
%anastrike inflicts 1/> x $92 @ Bd=/# %. $rmor %agical damage#
striking automatically; the total is subtracted from the target5s %P#
rather than 3P.
NI#,T,AW3 Level 5*
&arget- 6ingle &ype- 6low $ction 1=D2
&he Fencer swings his blade and creates a dark ripple that instantly
solidifies into a bolt of power# striking the target from on high.
(ighthawk inflicts 1/J x $92 @ Ed=/# %. $rmor 6hadow Elemental
damage# striking automatically.
.IERCET,ROU#, Level &
&arget- 6ingle &ype- 6low $ction 1/>2
athering chi# the Fencer steps forward and strikes# creating a
surging crescent of energy that tears through the target5s defenses.
Piercethrough inflicts 1A/ x $92 @ Ed=/ Physical damage# striking
automatically.
FINAL FANTASY THE ROLEPLAYING GAME 62
Fighter
&he Fighter is the warrior in its purest form# embodying the soldiers#
mercenaries# ad'enturers# and wanderers who make their li'ing by
the sword and gather their craft from bitter experience. Other
warriors spend their li'es perfecting a single techni0ue or honing
their talents in a particular type of weapon; Fighters merely learn to
sur'i'e# picking up e'ery trick and tactic they can. &hough their
attacks lack the finesse and flash of the other professions# the
Fighter5s broad focus makes her a formidable presence.
JOB STR VIT AGI SPD MAG SPR
Fighter +15 +15 +10 +10 +5 +5
JOB PROFILE
Representati'es- ladiator +ob 1FF&$2# Fighter +ob 1FF9# FF9992# 60uire
+ob 1FF&2# "arrior +ob 1FF:92
3P *ie- d=/
%P *ie- n?a
"eapons- $xes# .oomerangs# .ows# Claws# Crossbows# Flails# lo'es#
reatswords# Gni'es# Gatana# 4ight 6words# (in)a .lades# Polearms#
Rods# 6ta'es# 6wallows# 6words
$rmor- $rmwear# auntlets# 3elmets# 3ats# %ail# 6uits# 6hields
$ccuracy .onus- @A>
6kill Points- /B>
6kill $ptitudes- "eapon
BATTLE SKILL
&he Fighter5s forte is 'ersatility# not techni0ue. $ good Fighter uses
e'ery weapon at her disposal and e'ery edge she can find in the
name of ultimate 'ictory# a fact reflected in the Fighter,s abilities.
! Battle*ield Geni+s
"hile weapon abilities are canceled out by most "arrior
abilities 1the $rcher,s &ake $im is an example of an
exception2# e'ery single one of the Fighter,s abilities using
weapon damage continue to make use of their weapon
abilities .
MI#,T/ +1rike Level 1
&arget- 6ingle &ype- 6low $ction 1/2
Focusing on a lone opponent# the Fighter gathers her strength for
an all7or7nothing blow in the hopes of striking some weak point ! a
rent in the armor# a loose scale# a 'ulnerable underbelly.
Roll for %ighty 6trike as you would for a normal $ttack $ction#
hal'ing the Fighter5s $ccuracy after modifying for the target5s
E'asion. 9f the attack is successful# %ighty 6trike inflicts />>C#
$rmor Physical damage on the targeted combatant. E0uipment
$bilities may be used in this attack# and effects that increase the
likelihood of a Critical 3it affect the Co6 of %ighty 6trike by an e0ual
amount ! @E or @=> for 6ignature "eapon; @=> or @/> for
Critical@ and Critical@@ respecti'ely. 3owe'er# %ighty 6trike itself
cannot score Critical 3its.
T,IRD E5e Level 8
&arget- 6elf &ype- Fast $ction
.y entering a state of absolute concentration# the Fighter can brace
for impending attacks and make sure she stays out of harm5s way.
&hird Eye allows a Fighter to automatically e'ade the next Physical
attack that successful hits them# regardless of their current E'asion
1/2. &his is a fixed effect# and does not impro'e with consecuti'e
uses of this $bility. Once the attack has been dodged# &hird Eye has
no further effect until this $bility used again.
+6ream Level 15
&arget- 6elf &ype- Fast $ction
"ith an ear7shattering battlecry# the Fighter releases her chi
reser'es in a blood7colored explosion of power# suffusing e'ery fiber
of her being with energy. 6cream bestows the 6tatus Conditions
Power 8p 1B2 and $gility 8p 1B2.
7UIC3 ,IT Level 22
&arget- 6ingle &ype- Fast $ction
&he Fighter leaps to the attack in a blur of motion# striking and
retreating in a split second. Muick 3it inflicts JEC# $rmor Physical
damage on the targeted combatant# striking automatically. 9n
addition to the damage dealt# the Fighter gains a @D bonus on her
next 9nitiati'e roll; this is a fixed effect# and does not impro'e with
consecuti'e uses of this $bility.
D!$8le C$1 Level 29
&arget- 6ingle &ype- 6low $ction 1=>2
&he Fighter mo'es with flawless speed and accuracy# deli'ering a
de'astating one7two strike against a hapless opponent. *ouble Cut
consists of two separate attacks# each of which automatically strikes
the targeted combatant for =>>C# $rmor Physical damage.
)IR+T +1RI3E Level 3
&arget- 6elf &ype- 6upport $bility
$ trained Fighter is ready for combat at a moment,s notice. First
6trike allows the Fighter to always act in the Preempti'e Round# e'en
if no other combatant can. Once the Preempti'e Round ends#
generate 9nitiati'e as normal.
BONECRU+,ER Level &3
&arget- 6ingle &ype- Reaction
&hough slow to pro'oke# Fighters can retaliate against an incautious
opponent with skull7shattering force. "hen triggered# .onecrusher
has a Co6 of 14e'el ? A2 @ $9 of allowing the Fighter to make an
immediate $ttack $ction targeting the combatant that damaged her.
Roll to hit as normal; if successful# the attack inflicts =E>C# $rmor
Physical damage. E0uipment $bilities may be used in this attack.
&rigger- &he Fighter takes Physical damage
FINAL FANTASY THE ROLEPLAYING GAME 63
+LA+,9ALL Level 5'
&arget- roup &ype- 6low $ction 1=F2
athering her chi# the Fighter dissol'es into a blur of mo'ement#
circling around her opponents to rain blows from e'ery side and
angle. 6lash7$ll allows the Fighter to inflict =>>C# $rmor Physical
damage on e'ery eligible combatant in the targeted roup# striking
automatically. E0uipment $bilities may be used in these attacks.
)INAL ATTAC3 Level 5*
&arget- 6pecial &ype- Reaction
.y drawing on her last reser'es of energy# the Fighter can ignore
e'en the most grie'ous of wounds# striking one final blow when it5s
least expected. "hen triggered# Final $ttack allows the Fighter to
make one $ction. Resol'e the effects of this $ction immediately# e'en
if it normally would re0uire a Charge &ime. Once this is done# the
Fighter is rendered 8nconscious; the only way to pre'ent this from
happening is by using the Final $ttack on an effect that cancels
8nconscious.
&rigger- Fighter5s 3P reduced to > or lower by Physical or %agical
damage ! cannot be triggered by 6tatus Conditions
It cannot end thus...
(althier
FINAL FANTA! "II
)INI+,IN# TOUC, Level &
&arget- 6ingle &ype- 6low $ction 1/>2
.y bringing her weapon around in a wide sweep# the Fighter creates
a howling 'ortex of chi to engulf the target. Finishing &ouch has a
Co6 of *exterity# %. E'asion of instantly reducing the target to > 3P#
regardless of their current 3P score# $rmor# or %. $rmor rating;
treat this as a *eath effect. 9f the target sur'i'es# Finishing &ouch
has an additional Co6 of *exterity# %. E'asion of inflicting the 6tatus
Conditions 6tone 1K2 and 6top 1B2. Roll separately for each 6tatus.
FINAL FANTASY THE ROLEPLAYING GAME 6
Knight
6toic and powerful# the Gnight is a master of hea'y arms# trained
from early on to mo'e freely in mail and plate in places where battle
rages the fiercest. &he armor# howe'er# masks a deeper steeling in
the soul ! a true Gnight is a uni'ersal symbol of guardianship#
embodying all the impenetrability of a fortress# the unbending will of
a general# and the destructi'e force of a mighty siege engine. For
those he protects# the Gnight would mo'e hea'en and earth in the
name of duty; for those who oppose him# death is meted out with
swift and clinical precision. (ot e'ery Gnight is a shining beacon of
'irtue; there are those who ha'e lost their faith and purpose# who
ha'e strayed from the path and into corruption. .ut at their core#
e'en these wayward spirits ha'e a firmness of character that most
warriors could ne'er e0ual.
JOB STR VIT AGI SPD MAG SPR
Knight +15 +15 +10 +10 +5 +5
JOB PROFILE
Representati'es- $delbert 6teiner 1FF9:2# $uron 1FF:2# Gnight +ob
1FF999# FF;# FF&2# 4eo Cristophe 1FF;92# 6oldier +ob 1FF&$2
3P *ie- d=>
%P *ie- n?a
"eapons- $xes# Flails# lo'es# reatswords# Gni'es# Polearms#
6words
$rmor- auntlets# 3elmets# %ail# 6hields
$ccuracy .onus- @A>
6kill Points- /B>
6kill $ptitudes- "eapon
ARTS OF !AR
Gnights are the masters of destruction# cracking armor# strength#
and spirit with their well7placed blows before sweeping their
demorali<ed opponents aside with a powerful arsenal of finishing
mo'es.
LI:e BRea3 Level 1
&arget- 6ingle &ype- Fast $ction
$ wounded Gnight can marshal his fleeting chi into power# channeling
that lost life force into his weapon for a bone7rattling attack. 4ife
.reak inflicts 1Gnight5s %aximum 3P ! Gnight5s Current 3P2 Physical
damage and strikes automatically. *amage inflicted by 4ife .reak can
only be affected by .arrier effects ! Conditions like Power 8p and
Power .reak ha'e ha'e no impact on 4ife .reak.
ARMOR BREA3 Level 8
&arget- 6ingle &ype- Fast $ction
&he Gnight5s weapon is bathed in golden light as he leaps in to
attack# cracking the target5s defenses in an explosion of amber
fragments. $rmor .reak has a Co6 of *exterity# E'asion of inflicting
the 6tatus Condition $rmor .reak 1F2.
MENTAL BREA3 Level 8
&arget- 6ingle &ype- Fast $ction
&he Gnight5s weapon is surrounded by a blue7green glow that flares
as it makes contact with the target# piercing its magical defenses in a
single stroke. %ental .reak has a Co6 of *exterity# E'asion of
inflicting the 6tatus Condition %ental .reak 1F2.
+(ee% BREA3 Level 15
&arget- 6ingle &ype- 6low $ction 1F2
&he Gnight5s weapon shimmers sky7blue )ust before striking the
target# destroying its reflexes and coordination. 6peed .reak inflicts
=/EC# $rmor Physical damage# striking automatically; in addition# it
has a Co6 of *exterity# E'asion of inflicting the 6tatus Condition
$gility .reak 1F2.
.OWER BREA3 Level 22
&arget- 6ingle &ype- Fast $ction
&he Gnight5s weapon flashes a 'iolent scarlet as it connects# sapping
at the target5s strength and power. Power .reak has a Co6 of
*exterity# E'asion of inflicting the 6tatus Condition Power .reak 1F2.
MA#IC BREA3 Level 22
&arget- 6ingle &ype- Fast $ction
&he Gnight5s weapon takes on a deep 'iolet hue# growing in intensity
as it slashes at the target and shatters its built7up mana. %agic
.reak has a Co6 of *exterity# E'asion of inflicting the 6tatus
Condition %agic .reak 1F2.
!ou place too much trust in your
ma)ics.
Auron
FINAL FANTA! "
Mi4% BREA3 Level 29
&arget- 6ingle &ype- 6low $ction 1F2
&he Gnight5s glows night blue as he strikes# shattering his target5s
spirits with a single blow. %ind .reak inflicts =/EC# $rmor Physical
damage# striking automatically; in addition# it has a Co6 of *exterity#
E'asion of inflicting the 6tatus Condition 6pirit .reak 1F2.
T,UNDER +LA+, Level 3
&arget- 6ingle &ype- 6low $ction 1=/2
&he Gnight di'es at his opponent# weapon raised to the sky as dark
clouds gather o'erhead. 6uddenly lightning arcs# earthing itself in
the Gnight5s blade at the exact moment of impact; the result is a
si<<ling shock of electricity that courses through the opponent.
&hunder 6lash inflicts =E>C# %. $rmor 4ightning Elemental damage#
striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 65
CLIM,A;;ARD Level &3
&arget- roup &ype- 6low $ction 1=B2
&he Gnight dri'es his weapon deep into an opponent before leaping
up# dragging his weapon with him to spark his 'ictim5s life force into
a brilliant flash of energy. Climha<<ard inflicts =/EC# %. $rmor
%agical damage to all combatants in the targeted roup# striking
automatically.
Iai +TRI3E Level 5'
&arget- 6ingle &ype- 6low $ction 1=F2
&he Gnight leaps at the target# bringing his weapon down hard to
spark a chaotic explosion of chi energy. 9ai 6trike has a flat A>C Co6
of instantly reducing the target to > 3P# regardless of their current
3P score# $rmor# or %. $rmor rating; treat this as a *eath effect. 9f
the target sur'i'es# 9ai 6trike inflicts =>>C# $rmor Physical damage#
striking automatically.
+,OC3 Level 5*
&arget- roup &ype- 6low $ction 1=D2
&he Gnight holds his weapon aloft# channeling his chi into the blade
until it begins to crackle with barely suppressed power. One swing
frees the stored energy# creating a cataclysmic blast that engulfs the
enemy in blue7white light. 6hock inflicts =E>C# $rmor Physical
damage to all acti'e combatants in the targeted roup# striking
automatically.
+TOC3 BREA3 Level &
&arget- roup &ype- 6low $ction 1/>2
&he Gnight leaps forth and strikes with crushing finality# pushing
e'ery spare mote of chi into an explosion of raw energy. 6tock
.reak has a Co6 of *exterity# E'asion of inflicting the 6tatus
Conditions $rmor .reak 1F2# %ental .reak 1F2# Power .reak 1F2# and
%agic .reak 1F2. Roll once for e'ery acti'e combatant in the
targeted roup ! if successful# all listed 6tatus Conditions will be
added.

FINAL FANTASY THE ROLEPLAYING GAME 66
Monk
%onks are masters of unarmed combat# fighting with skills formed
by years of hard exercise and rigorous training. 8nlike other
warriors# %onks are as deadly empty7handed as armed# wreaking
ha'oc on their opponents with feet# fists and any other part of their
body they can throw into an attack. 3owe'er# these talents re0uire
the %onk to remain unencumbered# making hea'y armor more of a
hindrance than a benefit. $n experienced %onk thus learns to rely on
their own fortitude more than any piece of protecti'e gear.
&here are other tradeoffs as well ! the %onk5s hermetic lifestyle#
with its emphasis on simple li'ing and a regimen of demanding#
repetiti'e exercises# takes its toll on the young and impatient. Only
one in ten trainees e'er ascends to true masterhood with it; the
ma)ority break off their education with only a handful of kata under
their belts# culling the numbers of would7be %onks more effecti'ely
than any foe.
JOB STR VIT AGI SPD MAG SPR
Monk +15 +15 +7 +8 +10 +5
JOB PROFILE
Representati'es- $marant Coral 1FF9:2# %onk +ob 1FF9# FF999# FF;#
FF&2# 6abin Rene Figaro 1FF;92# &ifa 4ockheart 1FF;992# Nang Fang
4eiden 1FF9;2# Hell *incht 1FF;9992
3P *ie- d=/
%P *ie- n?a
"eapons- Claws# Flails# lo'es# 6ta'es
$rmor- $rmwear# 3ats# 6uits
$ccuracy .onus- @A>
6kill Points- /B>
6kill $ptitudes- "eapon
MARTIAL ARTS
$s a master of unarmed combat# the %onk5s body is as dangerous a
weapon as any sword or spell. $ %onk,s martial arts thus combine
crippling bare7handed blows# spectacular energy attacks# and
spiritual discipline to de'astating effect. $bilities in the %artial $rts
6et can only be used in con)unction with "eapons that use a dF or
dD *amage *ie.
BRAWLER Level 1
&arget- 6elf &ype- 6upport $bility
9n any other profession,s training# hand7to7hand fighting is a matter
of last resort. %onks# howe'er# are taught to rely on their fists from
day one# honing their proficiency to the point where e'en a simple
punch can become a force to be reckoned with.
.rawler allows a %onk to make two attacks against a target with
Claws# Flails# lo'es# 6ta'es# or .rawling attacks at the cost of a
single $ttack $ction. Calculate damage as if the %onk had made two
separate $ttack $ctions against the target# rolling to hit as normal.
.rawler,s effects do not stack with those of the &wo "eapons 6kill.
.UNC, RU+, Level 1
&arget- 6ingle &ype- 6low $ction 1/2
&he %onk unleashes a flurry of rapid7fire punches# fists mo'ing
faster than the eye can follow. Punch Rush inflicts =E>C# $rmor
Physical damage# striking automatically.
METEOR +TRI3E Level 8
&arget- 6ingle &ype- 6low $ction 1B2
9n an impressi'e display of strength# the %onk forcefully lifts the
target o'er her head before swiftly suplexing it into the ground# a
strike that rattles the battlefield to its foundations. %eteor 6trike
inflicts =E>C# $rmor Physical damage# striking automatically; in
addition# it has a Co6 of *exterity# E'asion of inflicting the 6tatus
Condition Confuse 1B2.
EART, +LA+, Level 15
&arget- roup &ype- 6low $ction 1F2
&he %onk slams the ground with one outstretched palm# sending a
'iolent tremor that surges through the earth before erupting in a
shower of rocks and debris. Earth 6lash inflicts 1=> x %$2 @ AdF#
%. $rmor Earth Elemental damage on all acti'e combatants in the
targeted roup# striking automatically.
COUNTER Level 22
&arget- 6ingle &ype- Reaction
.y keeping a close eye on her opponents# the %onk is able to
marshal a counterattack at a moment5s notice. "hen triggered#
Counter has a Co6 of 14e'el ? /2 @ 1$9 x /2 of allowing the %onk to
make an immediate $ttack $ction targeting the combatant that
damaged her. Roll to hit as normal; if successful# the attack inflicts
=>>C# $rmor Physical damage. (ote that Counter will only trigger
once for each $ttack or $bility# e'en if they consist of multiple
indi'idual attacks.
&rigger- &he %onk takes melee Physical damage.
A$ra CANNON Level 29
&arget- 6ingle &ype- 6low $ction 1=>2
athering her chi# the %onk fires a searing beam of blue7white
energy from her palms. $ura Cannon inflicts 1=L x %$2 @ EdD# %.
$rmor 3oly Elemental damage# striking automatically.
)ire Da46e Level 3
&arget- roup &ype- 6low $ction 1=/2
&he %onk releases her built7up chi in a wa'e of heat and flame#
sending ghostly# fire7streaked doubles into the fray to scour the
battlefield. Fire *ance inflicts 1=J x %$2 @ BdD# %. $rmor Fire
Elemental damage on all acti'e combatants in the targeted roup#
striking automatically.
+OUL +.IRAL Level &3
&arget- Party &ype- Fast $ction
&he %onk begins to whirl on the spot# gathering speed as she
FINAL FANTASY THE ROLEPLAYING GAME 67
focuses her life force into wa'es of soothing green particles that
wash o'er the party. 6oul 6piral restores 3it Points to the %onk5s
allies at the expense of the %onk5s own; the %onk5s player must
declare how many 3P they wish to sacrifice when the $bility is used.
&he amount restored depends on the %onk5s ;9&; reduce the %onk5s
3P by the chosen amount# then consult the table below to see how
many 3it Points the rest of the Party regain. For example# a %onk
with ;9& // sacrificing a total of B> 3P through 6oul 6piral would
restore />> 3P to all allies.
Table 4-, So+l Spi#al '**e-ts
MO./0S VIT )P R'STOR'D TO A((I'S
1 - 4 !" #acri$ice%&
5 - 9 !" #acri$ice% ' 2&
10 - 14 !" #acri$ice% ' 3&
15 - 19 !" #acri$ice% ' 4&
20 - 24 !" #acri$ice% ' 5&
25 - 29 !" #acri$ice% ' 6&
30 !" #acri$ice% ' 7&
RA;OR #ALE Level 5'
&arget- roup &ype- 6low $ction 1=F2
&he %onk enters a slow spin# charging up her chi to loose a rapid
series of crescent7shaped air blasts at the enemy. Ra<or ale inflicts
1/= x %$2 @ Bd=># %. $rmor "ind Elemental damage on all acti'e
combatants in the targeted roup# striking automatically.
DEMI +,OC3 Level 5*
&arget- 6ingle &ype- 6low $ction 1=D2
Reaching out with one hand# the %onk sends tendrils of chi to
compress the air around the target# creating a sphere of crushing
gra'itational force. *emi 6hock has a Co6 of %ind# %. E'asion of
causing damage e0ual to E>C of the target,s maximum 3P# not
modified for $R% or %. $R%. Regardless of how many 3P the target
currently possesses# *emi 6hock may ne'er inflict more than LLL
damage. &reat this as a ra'ity7type effect.
.,ANTOM RU+, Level &
&arget- 6ingle &ype- 6low $ction 1/>2
*rawing on deep7seated chi reser'es# the %onk attacks the target at
blinding speed# shifting from angle to angle so 0uickly that outside
obser'ers see a 'eritable army of %onks descending on the target
to beat it into submission. Phantom Rush inflicts A>>C# $rmor
Physical damage# striking automatically; this attack ignores the
*amage Cap# and may inflict more than LLL damage.

FINAL FANTASY THE ROLEPLAYING GAME 68
Samurai
6amurai are tradition7bound warriors with a mystical bent. &hough
skilled swordsmen by training# the true secret of the 6amurai,s
success lies in their weapon of choice- the katana. &he metal of the
katana entraps a nature spirit# or kami# bound to the weapon during
the forging process; by learning how to free these imprisoned spirits#
a 6amurai also gains the ability to channel those spirits into an
attack. &hose who distinguish themsel'es through their
accomplishments in battle will e'entually learn to expand this talent
into harnessing the power of free7roaming kami of earth and the
elements into e'er more de'astating effects. $ few ha'e e'en gone
beyond this# mo'ing bare7footed o'er lakes on cushions of water
spirits or tra'eling through the bitterest cold within the aegis of a
swarm of fire kami. 6uch mastery# howe'er# is the exception rather
than the norm; 6amurai with such skills are one in a thousand.
JOB STR VIT AGI SPD MAG SPR
#a()rai +13 +12 +10 +10 +10 +5
JOB PROFILE
Representati'es- $uron 1FF:2# 6amurai +ob 1FF;# FF:7/# FF:9# FF&2
3P *ie- d=>
%P *ie- n?a
"eapons- Gatana# Gni'es# 6words
$rmor- auntlets# 3elmets# %ail
$ccuracy .onus- @A>
6kill Points- /B>
6kill $ptitudes- "eapon
B"SHIDO
&he word ,.ushido, literally translates to Ithe path of the bra'e
warrior., 9t encapsulates the 6amurai5s code of martial conduct# one
that stresses bra'ery# honor# and self7discipline in as well as out of
battle. $ number of .ushido effects refer to ,exhausting the blade, !
this automatically inflicts the 6tatus Condition Curse on the 6amurai
1B2# e'en if the 6amurai would normally be immune to this 6tatus.
%ake the roll after the effects of the ability ha'e been resol'ed; as
per the Rule of =># the Co6 will ne'er be lower than =># regardless
of the 6amurai5s 4e'el.
IAi%! Level 1
&arget- ;aries &ype- 6low $ction 1;aries2
$ 6amurai may call on a Gatana,s resident spirit for assistance at any
point in battle. 3owe'er# this talent is not without its price. Each use
of 9aido has a Co6 of 1A> @ *raw Out Rating2 7 6amurai,s 4e'el of
exhausting the blade.
Each Gatana has a uni0ue 9aido effect that can only be accessed
while the "eapon in 0uestion is e0uipped. &he table below shows
each Gatana5s 9aido effect.

Table 4-1 Iaido '**e-ts
/ATA.A T&P' TARG'T RATI.G '22'!T
A*h)ra #+o, (2) -ro). 1 /n$+ict* (2 x MAG) + 2d6, M. Armor Magica+ %a(age
01orot*)ki #+o, (2) #ing+e 1 /n$+ict* (4 x MAG) + 2d6, M. Armor Magica+ %a(age
F+at 30% Co# o$ in$+icting Blind (4)
Kotet*) #+o, (4) -ro). 5 /n$+ict* (4 x MAG) + 3d6, M. Armor Magica+ %a(age
Mo)t*)r)gi #+o, (4) #ing+e 5 Mid, M. !"#$io Co# o$ in$+icting Magic Break (6)
2a(ak)ra #+o, (6) #ing+e 10 3e*to,* Regen (6)4
M)ka%e(er) #+o, (6) #ing+e 10 /n$+ict* (% x MAG) + 4d6, M. Armor Magica+ %a(age
F+at 30% Co# o$ in$+icting Poison (&)
Kage(it*) #+o, (%) -ro). 18 /n$+ict* ('2 x MAG) + 4d6, M. Armor Magica+ %a(age to Magic "oint*
5aiko)(ar) #+o, (%) -ro). 18 /n$+ict* ('2 x MAG) + 4d6, M. Armor 6ightning 7+e(enta+ %a(age
3i8en9* "ri%e #+o, ('0) #ing+e 24 3e*to,* Haste (6)
0nikiri #+o, ('0) #ing+e 24 /n$+ict* ('( x MAG) + (d6, M. Armor Magica+ %a(age
M)ra*a(e #+o, ('2) "art: 35 5e*tore* ('( x MAG) + (d6 !" to #a()rai an% a++ a++ie*
/k)8atachi #+o, ('2) -ro). 35 /n$+ict* ('6 x MAG) + (d6, M. Armor Magica+ %a(age
Ki:o(ori #+o, ('4) "art: 44 3e*to,* Shell (6) an% Protect (6)
;:)rok)*ak)ra #+o, ('4) #ing+e 44 /n$+ict* (') x MAG) + 4d%, M. Armor Magica+ %a(age
F+at 30% Co# o$ re%)cing target to 0 !" Death-t:.e e$$ect&
!ea<en9* C+o)% #+o, ('6) -ro). 50 /n$+ict* (24 x MAG) + 4d%, M. Armor Magica+ %a(age
Kage*hi1ari #+o, ('6) #ing+e 50 /n$+ict* (2* x MAG) + 4d'0, M. Armor Magica+ %a(age
F+at 30% Co# o$ in$+icting Stop (4)
#hiran)i #+o, ('%) #ing+e 55 /n$+ict* (30 x MAG) + 4d'0, M. Armor Magica+ %a(age
Chao* 3+a%e #+o, ('%) -ro). 55 F+at 30% Co# o$ in$+icting Blind (6)= Slow (6)= Poison (&)= Confusion (6)
5o++ *e.arate+: $or each #tat)* Con%ition
Ma*a()ne #+o, (20) -ro). 60 /n$+ict* (3( x MAG) + 4d'0, M. Armor Magica+ %a(age
-en>i 3+a%e #+o, (20) "art: 60 3e*to,* Haste (6)= Regen (6)
FINAL FANTASY THE ROLEPLAYING GAME 69
+!UL BlaDE Level 1
&arget- 6ingle &ype- 6low $ction 1;aries2
.y tempering the power of the blade,s spirit# a 6amurai can release
small amounts of its energy to inflict calamity upon his foes. 6oul
.lade has a Co6 of %ind# %. E'asion of inflicting a certain 6tatus
Condition listed on &able B7/. Each time 6oul .lade is used# there is
a Co6 of 1/> @ *raw Out Rating2 7 6amurai5s 4e'el of exhausting
the blade.
Table 4-4 So+l Blade '**e-ts
T&P' T&P' RATI.G '22'!T
A*h)ra #+o, (2) 1 Berserk (6)
01orot*)ki #+o, (2) 1 Blind (6)
Kotet*) #+o, (3) 5 Confusion (6)
Mo)t*)r)gi #+o, (3) 5 Spirit Down (6)
2a(ak)ra #+o, (() 10 Sleep (6)
M)ka%e(er) #+o, (() 10 Poison (&)
Kage(it*) #+o, (*) 18 Silence (6)
5aiko)(ar) #+o, (*) 18 Element Weak
(ightning! (6)
3i8en9* "ri%e #+o, (%) 24 Slow (6)
0nikiri #+o, (%) 24 Disa"le (6)
M)ra*a(e #+o, ()) 35 Sap (6)
/k)8atachi #+o, ()) 35 #rmor Break (4)
Ki:o(ori #+o, ('0) 44 A* Dispel
;:)rok)*ak)ra #+o, ('0) 44 Condemned (4)
!ea<en9* C+o)% #+o, ('') 50 Curse (4)
Kage*hi1ari #+o, ('') 50 Stop (4)
#hiran)i #+o, ('2) 55 Meltdown (2)
Chao* 3+a%e #+o, ('2) 55 Charm (4)
Ma*a()ne #+o, ('4) 60 Slow (6)
#gilit$ Break (6)
-en>i 3+a%e #+o, ('4) 60 Power Break (6)
Magic Break (6)
Mi4e$C,I Level 8
&arget- 6ingle &ype- 6low $ction 1B2
Charging his Gatana with chi# the 6amurai deli'ers a swift# stinging
slap with the flat of the blade# lea'ing the target da<ed and
bewildered. %ineuchi has a Co6 of *exterity# E'asion of forcing the
target to gi'e up its next turn this Round. 9f the target has no further
$ctions remaining in the current Round# %ineuchi has no effect.
%ineuchi automatically fails if the target is 9-6eal. 3owe'er# each use
of %ineuchi has a Co6 of 1/D 7 6amurai,s 4e'el2 of exhausting the
blade.
MEATBONE +la+, Level 15
&arget- 6ingle &ype- Reaction
$ wounded 6amurai is a dangerous creature indeed ! close to
death# his aggression and determination double. "hen triggered#
%eatbone 6lash has a flat Co6 of E>C of allowing the 6amurai to
make an immediate $ttack $ction targeting the combatant that
attacked him. Roll to hit as normal; if successful# the attack inflicts
16amurai5s %aximum 3P2 Physical damage.
&rigger- &he 6amurai is targeted by Physical damage when at /EC
or lower of maximum 3P.
DRA#ON )aN# Level 22
&arget- roup &ype- 6low $ction 1D2
&he 6amurai plunges his blade into the earth# releasing an angry
swarm of fire spirits to engulf his opponents. *ragon Fang inflicts
1=B x %$2 @ EdF# %. $rmor Fire Elemental damage on all acti'e
combatants in the targeted roup# striking automatically. 9n addition#
it has a flat Co6 of A>C of reducing each acti'e combatant5s
9nitiati'e by E>C; roll separately for each target in the group. $s with
9aido# each use of *ragon Fang has a Co6 of 1F/ 7 6amurai5s 4e'el2
of exhausting the blade.
D!$8leha4% Level 29
&arget- 6elf &ype- 6upport $bility
.y wielding a weapon in two hands# a 6amurai can put additional
power in his blows. *oublehand allows any made $ttack $ctions while
the 6amurai5s 6hield 6lot is unoccupied to do =/EC# $rmor Physical
damage before E0uipment $bilities are applied.
+hOOTIN# +TAR Level 3
&arget- 6ingle &ype- 6low $ction 1=/2
&he 6amurai rushes forward# drawing on e'ery ounce of power in
his blade to deli'er a blow powerful enough to send a foe flying for
miles at a time. 6hooting 6tar inflicts 1=D x %$2 @ BdD# %. $rmor
4ightning Elemental damage# striking automatically. 9n addition# it has
a Co6 of *exterity# E'asion of E)ecting the target from the battlefield.
$s with 9aido# each use of 6hooting 6tar has a Co6 of 1JF !
6amurai5s 4e'el2 of exhausting the blade.
+hiraha%!ri Level &3
&arget- 6elf &ype- 6upport $bility
%astery of the katana is as much about defense as offense. "ith this
in mind# an experienced 6amurai can turn blows aside with the edge
and flat of his blade# greatly increasing his ability to a'oid incoming
attacks. 6hirahadori grants the 6amurai an E'asion bonus of
16amurai5s Current 4e'el2 against $ttack $ctions targeting them
alone; roup and Ranged attacks still hit as normal.
BANI+,IN# BLADE Level 5'
&arget- 6ingle &ype- 6low $ction 1=F2
Ominous glyphs orbit the 6amurai5s blade as he gathers power#
drawing spirits of shadow and darkness around the weapon before
releasing the pent7up horde in a wailing rush of 'iolent# chaotic
power. .anishing .lade inflicts 1/D x %$2 @ EdD# %. $rmor %agical
damage# striking automatically.
9n addition# it has a Co6 of *exterity# E'asion of inflicting the 6tatus
Conditions $rmor *own 1F2# %ental *own 1F2# Power *own 1F2# and
%agic *own 1F2; roll separately for each 6tatus. $s with 9aido# each
use of .anishing .lade has a Co6 of 1L> 7 6amurai5s 4e'el2 of
exhausting the blade.
FINAL FANTASY THE ROLEPLAYING GAME 70
TORNADO Level 5*
&arget- roup &ype- 6low $ction 1=D2
&he 6amurai raises his blade skywards# surrounding himself with a
roaring 'ortex of wind spirits before sending it towards the enemy
with a deft whirl of the blade. $s the resulting tornado begins to
suck up the 6amurai5s foes# he rams his blade deep into the earth to
send a swarm of fire kami into the maelstrom. &ornado inflicts 1=B x
%$2 @ Ad=> Fire damage and 1=B x %$2 @ Ad=> "ind damage in
two separate hits# striking automatically and ignoring %$R%. $s with
9aido# each use of &ornado has a Co6 of 1LJ ! 6amurai5s 4e'el2 of
exhausting the blade.
Meik5! +hi0$i Level &
&arget- 6elf &ype- 6upport $bility
*rawing out a sword5s spirits can be a slow# laborious process ! too
much power at once# and the blade shatters almost instantly.
3owe'er# there are times when the 6amurai doesn5t ha'e the luxury
of waiting. %eikyo 6hisui allows a 6amurai to ignore the Charge &ime
on any $bility in the .ushido $bility 6et# turning all 6low $ctions into
Fast $ctions. 3owe'er# doing so will automatically exhaust the blade#
inflicting the 6tatus Condition Curse 1B2 in the process; this 6tatus
cannot be canceled before it expires.
FINAL FANTASY THE ROLEPLAYING GAME 71
Swordmaster
&hough many professions wield swords# none de'ote themsel'es to
their study as extensi'ely as the 6wordmaster. 4ike $rchers# they
deri'e their abilities from single7minded focus# trading 'ersatility for
power in the process. $ 6wordmaster strikes with such precision and
strength that some will surrender upon seeing no more than an inch
of steel emerge from her scabbard.
JOB STR VIT AGI SPD MAG SPR
#,or%(a*ter +15 +15 +10 +10 +5 +5
JOB PROFILE
Representati'es- Cyan aramonde 1FF;92# Cloud 6trife 1FF;992# 60uall
4eonhart 1FF;9992# &idus 1FF:2
3P *ie- d=>
%P *ie- n?a
"eapons- reatswords# Gatana# Gni'es# 4ight 6words# 6words
$rmor- auntlets# 3elmets# %ail# 6hields
$ccuracy .onus- @A>
6kill Points- /B>
6kill $ptitudes- "eapon
S!ORD TECHNI#"E
%astery of the blade means mastery of one5s physical and mental
abilities. Only when discipline# strength# and speed are in perfect
harmony can the 6wordmaster5s true power unfold.
DELA/ ATTAC3 Level 1
&arget- 6ingle &ype- 6low $ction 1/2
Channeling a surge of chi into her blade# the 6wordmaster lashes
out with a disorienting blow# aiming to knock the target out of sync
for a few precious moments. *elay $ttack inflicts =>>C# $rmor
Physical damage on the targeted combatant# striking automatically.
9n addition# it will reduce the target5s 9nitiati'e for the current Round
by E>C. 9f used against an opponent in the process of executing a
6low $ction ! or any other $ction with a Charge &ime ! *elay $ttack
automatically cancels the $ction; the target is instead considered to
be in a *efense $ction until it can choose its next $ction. %onster
attacks with the Countdown attribute are immune to *elay $ttack.
DI+.ATC, Level 8
&arget- 6ingle &ype- 6low $ction 1B2
.y charging her weapon with small amounts of chi# the 6wordmaster
can deli'er a 0uick# de'astating strike when it,s most needed.
*ispatch inflicts =/EC# $rmor Physical damage# striking
automatically.
)ATED CIRCLE Level 15
&arget- roup &ype- 6low $ction 1F2
&he 6wordmaster gathers energy as she brings her sword around in
a wide sweep# forming a perfect circle at the exact moment her chi
erupts. &he result is a wa'e of energy surging out in all directions#
detonating where'er it makes contact with an opponent. Fated Circle
inflicts JEC# $rmor Physical damage to all eligible combatants in the
targeted roup# striking automatically.
.RO<O3E Level 22
&arget- 6ingle &ype- Fast $ction
"ith targeted taunts# the 6wordmaster can draw an opponent5s
wrath# distracting them from more 'ulnerable targets. Pro'oke has a
Co6 of E> @ 4e'el @ 16PR x /2# %. E'asion of pro'oking a target; if
successful# all of its attacks must target the 6wordmaster or ! if they
are roup effects ! the 6wordmaster5s Party until either
6wordmaster or target are incapacitated. 9f the 6wordmaster is not
an eligible target# Pro'oke5s 'ictim may choose its targets as normal.
&reat this as a %ystify7type effect.
(ra*en words #or a man about to be
spitted upon my blade like a plump
and +uicy pi),
ie)#ried
FINAL FANTA! 'I
CRO++ +LA+, Level 29
&arget- 6ingle &ype- 6low $ction 1=>2
&he 6wordmaster rushes at her foe# chi7charged weapon held high;
once within striking distance# she deli'ers three brutal slashes
capable of clea'ing any body in twain. Cross 6lash inflicts =E>C#
$rmor Physical damage# striking automatically. 9n addition# it has a
Co6 of *exterity# E'asion of inflicting the 6tatus Condition *isable
1B2.
+.IRAL CUT Level 3
&arget- 6ingle &ype- 6low $ction 1=/2
&he 6wordmaster rapidly somersaults towards the target# striking
out on the final flip to transfer her momentum into an armor7piercing
blow. 6piral Cut inflicts =E>C Physical damage# striking automatically.
BLADE BEAM Level &3
&arget- 6pecial &ype- 6low $ction 1=B2
&he 6wordmaster begins building up chi# charging her body to the
breaking point before slamming her blade into the ground to release
the pent7up energy# creating a crescent7shaped wa'e of force.
.lade .eam inflicts =E>C# $rmor Physical damage to a single
target# striking automatically. 9n addition# E>C of the damage
inflicted after modifying for $rmor is automatically dealt to all other
eligible targets in the original target5s roup.
+TRI3EBAC3 Level 5'
&arget- 6ingle &ype- Reaction
$ canny 6wordmaster learns to exploit the openings left by an
unsuccessful attack# striking opponents when they least expect it.
"hen triggered# 6trikeback gi'es the 6wordmaster a flat Co6 of A>C
of a'oiding the effects of the triggering attack and launching an
FINAL FANTASY THE ROLEPLAYING GAME 72
immediate $ttack $ction against the opponent who deli'ered it. Roll
to hit as normal; if successful# the attack inflicts =>>C# $rmor
Physical damage.
&rigger- %elee $ttack $ctions that deal Physical damage and target
the 6wordmaster
)L$rr5 Level 5*
&arget- roup &ype- 6low $ction 1=D2
&he 6wordmaster charges into the midst of the enemy# sword
flashing as she leaps from foe to foe# striking where opportunity
permits. Flurry allows the 6wordmaster to attack four times# striking
a random opponent in the targeted roup for =>>C# $rmor Physical
damage each time.
CLeave Level &
&arget- roup &ype- 6low $ction 1/>2
&he ultimate 6wordmaster,s techni0ue is the most elusi'e of them
all- the perfect blow# an attack of such purity and focus that it can
tear through any opponent without slowing# turning a single swing of
the sword into an unstoppable arc of destruction. Clea'e has a Co6
of *exterity# E'asion of instantly reducing all opponents in the
targeted roup to > 3P# regardless of their current 3P scores#
$rmor# or %. $rmor ratings; treat this as a *eath effect.

FINAL FANTASY THE ROLEPLAYING GAME 73
E!ERT JOBS
"here "arriors deri'e their focus from weapons and martial
traditions# Experts re'ol'e around specific skills and occupational
niches. Chemists# for example# deri'e their powers from the study of
alchemy# &hie'es from pickpocketing and stealthy mo'ement# and
.ards from their singing and instrumental skills. &he result is a more
tightly7defined party member whose usefulness peaks in select
situations and whose forte lies in support. "hile able to hold their
own in a fight# Experts are always at their strongest in con)unction
with a well7rounded group.
Bard
&here are those would say that the .ard is the 'ery root of
ad'enturing heroism. Certainly# warriors may aspire to be
remembered in story and song# but it is .ards who write the words
and pen the tunes# gi'ing great deeds the final polish they need to
enter history in proper.
!ou spoony bard,
Tellah
FINAL FANTA! I'
&hough typically more at home in a rowdy pub than on a raging
battlefield# .ards can be in'aluable assets to any ad'enturing group#
da<<ling friend and foe alike with a repertoire that seems to tug at
the 'ery base of one,s emotions. &heir magic7infused songs are the
culmination of years of practice and sacrifice# offering a 'ersatility
only matched by the most dedicated of mages; with a mere strum of
the lute# a .ard can fire up her comrades, fighting spirits or send
wa'es of sonic de'astation ripping through the nearest enemy
formation.
JOB STR VIT AGI SPD MAG SPR
3ar% +7 +7 +11 +11 +12 +12
JOB PROFILE
Representati'es- Edward Chris 'an %uir 1FF9;2# .ard +ob 1FF999# FF;#
FF:9# FF&2# 6ongstress *ress 6phere 1FF:7/2
3P *ie- dD
%P *ie- n?a
"eapons- .ows# Gni'es# 9nstruments
$rmor- $rmwear# 3ats# 6uits# Robes
$ccuracy .onus- @/>
6kill Points- /F>
6kill $ptitudes- $rtistic
Expertise Formula- 16inging Rating ? /2 @ 4e'el @ 16PR x /2
BARDSONG
&he .ard5s weapon is her music; in her hands# a simple chord
becomes a force both grand and terrible.
,i%E Level 1
&arget- 6elf &ype- Fast $ction
&o chronicle that great last stand in poem and song means knowing
when to duck out when the battle goes bad. 3ide allows a .ard to
gi'e up all other $ctions for the Round and retreat to safety#
reappearing at the start of the next 6tatus Phase. 8ntil then# the
.ard is not considered an acti'e combatant and cannot be targeted.
Eleg5 Level 1
&arget- roup &ype- %agic $bility 1/2
&he foreboding melody of this song rings hea'y with memories of
senseless slaughter and li'es lost in 'ain# in'iting the listener to
dwell on its message for a few precious moments. Elegy has a Co6
of Expertise# %. E'asion of reducing the targets, 9nitiati'e by /EC.
Roll separately for e'ery eligible combatant in the targeted roup.
LO#ICAL ETUDE Level 1
&arget- Party &ype- %agic $bility 1/2
&he .ard strikes up a song that demands attention# drawing the
listener,s focus to the precise interplay of melody and rhythm.
4ogical Etude bestows the 6tatus Condition 6pirit 8p 1B2.
Mam8! Level 1
&arget- Party &ype- %agic $bility 1/2
&he rousing# energetic rhythm of this flamenco all but demands
mo'ement# lea'ing listeners swaying and tapping against their will.
%ambo bestows the 6tatus Condition $gility 8p 1B2.
WATEr R!4%! Level 1
&arget- roup &ype- %agic $bility 1/2
Rising like the tide# cascading notes call forth reser'oirs of long7
buried water to erupt beneath the enemy. "ater Rondo inflicts 1= x
%$2 @ d=/# %. $rmor "ater Elemental damage to all combatants in
the targeted roup# striking automatically.
E0!1eri6 mel!%5 Level 1'
&arget- Party &ype- %agic $bility 1B2
$ harmonious melody begins# swelling up to a magnificent crescendo
! then stops# lea'ing a terrible silence that seems to sap the energy
from the air itself. Esoteric %elody bestows the 6tatus Condition
%ental 8p 1B2.
LULLAB/ Level 1'
&arget- roup &ype- %agic $bility 1B2
9n ancient times# this song was used to lull babies to sleep; today# its
peaceful melody still li'es on# pacifying e'en the fiercest of foes.
4ullaby has a Co6 of Expertise# %. E'asion of inflicting the 6tatus
Condition 6leep 1B2. Roll separately for e'ery eligible combatant in
the targeted roup.
Mi44e Level 1'
&arget- Party &ype- %agic $bility 1B2
Fragments of this ancient piece ha'e formed the basis of many
songs o'er the ages# but none ri'al the rush of mystic power
FINAL FANTASY THE ROLEPLAYING GAME 7
con)ured up by the slow# primal notes of the original. %inne bestows
the 6tatus Condition $rmor 8p 1B2 .
)!e RE7UIEM Level 1'
&arget- roup &ype- %agic $bility 1B2
*ischordant notes ring out seemingly without rhyme or reason# each
crash and wail drawing out fresh wa'es of darkness to batter the
enemy. Foe Re0uiem inflicts 1B x %$2 @ d=/# %. $rmor 6hadow
Elemental damage to all combatants in the targeted roup# striking
automatically. 9n addition# Foe Re0uiem has a flat Co6 of A>C of
inflicting the 6tatus Condition Curse 1B2; roll separately for e'ery
eligible combatant in the targeted roup.
Ba11le Cr5 Level 19
&arget- Party &ype- %agic $bility 1F2
&he ragged# lusty notes of this song recall the thunder of war drums
and the steady thump of marching legions. .attle Cry bestows the
6tatus Condition Power 8p 1B2 .
D$0k Re=$iem Level 19
&arget- roup &ype- %agic $bility 1F2
&he .ard con)ures a bitter# mocking melody# lashed with a bile that
stabs directly at the heart. *usk Re0uiem has a Co6 of Expertise# %.
E'asion of inflicting the 6tatus Condition Poison on all eligible
combatants in the targeted roup 1K2.
E1$%e Level 19
&arget- Party &ype- %agic $bility 1F2
&rue to its name# this song,s sudden chord shifts and strange
pitches defy all con'ention# building a thick wall of sound that seems
to en'elop its listeners. Etude bestows the 6tatus Condition %agic
8p 1B2.
+ile46e +!4g Level 19
&arget- roup &ype- %agic $bility 1F2
&he .ard makes the motion to begin a song# but no melody follows !
only a yawning silence that gradually swallows up all sound on the
battlefield. 6ilence 6ong inflicts 1J x %$2 @ /d=/# %. $rmor %agical
damage to all combatants in the targeted roup# striking
automatically. 9t also has a flat Co6 of A>C of inflicting the 6tatus
Condition 6ilence 1B2; roll separately for e'ery eligible combatant in
the targeted roup.
De0er1 Aria Level 28
&arget- roup &ype- %agic $bility 1D2
&he swirling# sweeping sounds of this song recalls the choking#
oppressi'e force of a sandstorm in full swing. *esert $ria inflicts 1=>
x %$2 @ /d=/ %agical damage to all combatants in the targeted
roup# striking automatically. &his damage ignores %. $rmor and all
other defensi'e 6tatus Conditions sa'e 6hield.
Eleme41 Car!l Level 28
&arget- Party &ype- %agic $bility 1D2
$ suite of songs rich with the power of the elements# by turns as
unpredictable as a thunderbolt# as brilliant as pure light# as cold and
desolate as encroaching ice. Element Carol bestows the 6tatus
Condition Element Resist 1B2 for one Element of the .ard,s choice.
&he Element must be declared when using this $bility.
Eleme41 Mi4$e1 Level 28
&arget- Party &ype- %agic $bility 1D2
$ series of bell7like notes soars through the air# increasing in
intensity with each repetition until the party,s weapons are left
'ibrating. Finally# a sudden chord shift brings the song to an end#
sending a rush of elemental power sweeping o'er the group.
Element %inuet allows the .ard to add the E0uipment $bility
OElementP 6trike 1B2 for one Element of the .ard,s choice to all
currently e0uipped "eapons. &he Element must be declared when
using this $bility.
+6are Level 28
&arget- roup &ype- %agic $bility 1D2
&he .ard thrashes out a series of harsh# grating notes# assailing the
enemy with such a din that weaker7willed foes turn tail on the spot.
6care has a Co6 of Expertise# %. E'asion of E)ecting all eligible
combatants in the targeted roup with /EC or fewer of their
maximum 3it Points remaining. Roll separately for each eligible
combatant.
Car4age Eleg5 Level 3*
&arget- roup &ype- %agic $bility 1=>2
&he sound of this chaotic# discordant dirge is powerful enough to
stop an army in its tracks# con)uring up images of brutal slaughter
and utter defeat. Carnage Elegy has a Co6 of Expertise# %. E'asion
of reducing the targets, 9nitiati'e by E>C. Roll separately for e'ery
eligible combatant in the targeted roup.
)!re01 N!61$r4e Level 3*
&arget- roup &ype- %agic $bility 1=>2
$s deep and bewildering as the worst of its namesakes# this series
of songs con)ures up images of snaking brambles and beasts
crashing through undergrowth. Forest (octurne inflicts 1=A x %$2
@ Ad=/# %. $rmor %agical damage to all combatants in the targeted
roup# striking automatically. 9n addition# Forest (octurne has a flat
Co6 of A>C of inflicting the 6tatus Condition 6low 1B2; roll
separately for e'ery eligible combatant in the targeted roup.
+"!r% Ma%rigal Level 3*
&arget- Party &ype- %agic $bility 1=>2
Reminiscent of the sounds of a fierce melee# the sweeping chords
and sharp# sudden breaks establish a rhythm to guide the blades
and blows of the .ard,s allies. 6word %adrigal bestows the 6tatus
Conditions $ccuracy 8p 1B2 and Critical 8p 1B2 on all eligible
combatants in the acti'e Party.
FINAL FANTASY THE ROLEPLAYING GAME 75
War%i4g r!$4% Level 3*
&arget- Party &ype- %agic $bility 1=>2
$scending and descending in turn# the notes of this song grow in
power with each repetition until the sound drowns out all else#
lea'ing the party in a sudden oasis of calm amid the din of battle.
"arding Round bestows the 6tatus Conditions 6tatus 9mmune
1.erserk2 1B2# 6tatus 9mmune 1.lind2 1B2# 6tatus 9mmune 1Poison2
1B2# 6tatus 9mmune 16leep2 1B2# and 6tatus 9mmune 1Hombie2 1B2.
NAMele00 +ON# Level &
&arget- Party &ype- %agic $bility 1=/2
"ith the origins of this melody lost to time# generations of bards
ha'e learned to impro'ise around the gaps in the original music. For
this reason# it is said that no two performances of the (ameless
6ong will e'er be the same. (ameless 6ong bestows one randomly7
determined 6tatus Condition; roll a dD for each acti'e party member
and consult the table below to see which 6tatus they gain.
Roll 6tatus ained
= 6hell 1B2
/ Protect 1B2
A Regen 1B2
B Reraise 1K2
E $ura 1B2
F Float 1B2
J 3aste 1B2
D ;anish 1B2
O(ere11a Level &
&arget- roup &ype- %agic $bility 1=/2
$ haunting# almost alien melody swirls into being# drawing wa'es of
mana from the enemy as it swells to a climax. Operetta has a Co6 of
Expertise# %. E'asion of reducing the targets, %P to E>C of its
current 'alue# regardless of $R% or %. $rmor 'alues. Roll separately
for e'ery eligible combatant in the targeted roup.
Re=$iem Level &
&arget- roup &ype- %agic $bility 1=/2
6ad yet peaceful# this elegant song is a heartfelt appeal to the
roaming and restless dead wandering the world# depri'ed of their
eternal rest. $gainst 8ndead targets# Re0uiem has a Co6 of
Expertise# %. E'asion of reducing the targets, 3P to E>C of its
current 3P. &his damage is not modified for $R% or %. $R%# but is
still sub)ect to the *amage Cap. Roll separately for e'ery eligible
combatant in the targeted roup.
+era(h +!4g Level &
&arget- Party &ype- %agic $bility 1=/2
6wept up in a wa'e of lush harmonies# the .ard,s allies find
themsel'es re7energi<ed# o'ercoming wounds and aches to battle
with renewed 'igor. 6eraph 6ong bestows the 6tatus Condition
Regen 1B2 .
#!%%e00' ,5m4$0 Level 55
&arget- Party &ype- %agic $bility 1=B2
&he odd rhythms and cadences of this song mo'e the 'ery elements
of magic# coaxing ambient power to surround the .ard,s allies.
oddess, 3ymnus bestows the 6tatus Condition %P Muarter 1B2.
LITTLe +ON# Level 55
&arget- roup &ype- %agic $bility 1=B2
&he odd rhythms and cadences of this song mo'e the 'ery elements
of magic# coaxing ambient power to surround the .ard,s allies. 4ittle
6ong has a Co6 of Expertise# %. E'asion of inflicting the 6tatus
Condition %ini 1B2. Roll separately for e'ery eligible combatant in the
targeted roup.
LO<e +ere4A%e Level 55
&arget- roup &ype- %agic $bility 1=B2
(ot as much a melody as a torrent# this musical onslaught rings
hea'y with buried passions and emotional turmoil. 4o'e 6erenade
inflicts 1=L x %$2 @ Bd=/# %. $rmor %agical damage to all
combatants in the targeted roup# striking automatically. 9n addition#
4o'e 6erenade has a flat Co6 of A>C of inflicting the 6tatus
Condition Confusion 1B2; roll separately for e'ery eligible combatant
in the targeted roup.
+hi4i4g )a41a0ia Level 55
&arget- Party &ype- %agic $bility 1=B2
6triking up a repetiti'e yet hypnotic hymn# the .ard calls sweeping
beams of light down from the hea'ens to en'elop his allies and
shield them from harm. 6hining Fantasia bestows the 6tatus
Conditions Protect 1B2 and 6hell 1B2.
EART, BLUE+ Level &
&arget- roup &ype- %agic $bility 1=F2
&he deep# resonant notes of this melody shake the earth to its 'ery
core# con)uring pillars of rock and dust. Earth .lues inflicts 1// x
%$2 @ Ed=/# %. $rmor Earth Elemental damage to all combatants
in the targeted roup# striking automatically. 9n addition# Earth .lues
has a flat Co6 of A>C of inflicting the 6tatus Condition Petrify 1B2;
roll separately for e'ery eligible combatant in the targeted roup.
,ERO'0 Rime Level &
&arget- Party &ype- %agic $bility 1=F2
&his swelling# ma)estic anthem con)ures up images of ancient
warriors and mighty deeds celebrated through the ages# spurring all
who hear it to greater heights of determination. 3ero,s Rime
bestows the 6tatus Conditions $gility 8p 1B2# $rmor 8p 1B2# %agic
8p 1B2# %ental 8p 1B2# Power 8p 1B2# and 6pirit 8p 1B2.
FINAL FANTASY THE ROLEPLAYING GAME 76
La01 +!4g Level &
&arget- Party &ype- %agic $bility 1=F2
.eginning with a few gentle notes# this song 0uickly careens into a
whirlstorm of chord and key shifts# testing the .ard,s ability to its
limit. 4ast 6ong bestows the 6tatus Condition 3aste 1B2.
Thre4!%5 Level &
&arget- roup &ype- %agic $bility 1=F2
6tirred by the .ard,s mournful melody# a howling pack of elemental
spirits descends upon the enemy# o'erwhelming them in short order.
&hrenody has a Co6 of Expertise# %. E'asion of inflicting the 6tatus
Condition Element "eak 1B2# Element chosen by the .ard; roll
separately for e'ery eligible combatant in the targeted roup.

FINAL FANTASY THE ROLEPLAYING GAME 77
"hemist
9n the Chemist,s world# the flask is mightier than the sword. &hough
rarely unarmed# a Chemist prefers to let his 'ials and bottles do the
talking. "ith an extensi'e knowledge of herbal and alchemical lore#
these ad'enturing academics can create an impressi'e 'ariety of
potions# poultices# and poisons that ha'e effects ranging from simple
wound closure to fireballs as big around as houses. "hile the
Chemist may use magical ingredients in his concoctions# his methods
are purely scientific 77 the e0uations and proportions in'ol'ed in his
mixtures obey strict physical laws# and this is a matter of pride to the
chemist. 9n a world where magic often takes center stage# it is the
chemist,s mission to pro'e to his companions 77 and perhaps more
importantly# his enemies 77 that while bending reality is a powerful
skill# it is no match for making reality work for you.
JOB STR VIT AGI SPD MAG SPR
Che(i*t +8 +8 +12 +12 +12 +8
JOB PROFILE
Representati'es- Rikku 1FF:2# Chemist +ob 1FF;# FF&# FF&$2
3P *ie- dD
%P *ie- n?a
"eapons- .ows# lo'es# Gni'es# Rifles# 6ta'es
$rmor- $rmwear# 3ats# 6uits# Robes
$ccuracy .onus- @/>
6kill Points- /F>
6kill $ptitudes- &echnical
Expertise Formula- 1$lchemy Rating ? /2 @ 4e'el @ 1%$ x /2
A$OTH
&he Chemist,s primary area of expertise is potions and items !here#
long hours spent crouched o'er an alembic can ha'e strange and
useful effects.
.harma6!l!g5 Level 1
&arget- 6elf &ype- 6upport $bility
Chemists can coax maximum potency out of almost any item#
boosting its beneficial powers far beyond the manufacturer,s original
intentions. Pharmacology is automatically applied to any Reco'ery
9tem used by the Chemist# replacing the effect gi'en in Chapter F
with the one shown in the table below. Effects prefaced with a I@5
add to rather than replace the original effect.
Table 4-4 P"a#%a-olo$3 '**e-ts
IT'M '.)A.!'D '22'!T
?onic 5e*tore* 50 !"
"otion 5e*tore* 100 !"
!i-"otion 5e*tore* 250 !"
Mega "otion 5e*tore* 200 !"
!:.er "otion 5e*tore* 500 !"
@-"otion 5e*tore* !" to (a'i()(
A+tra "otion 5e*tore* 400 !"
?inct)re 5e*tore* 30 M"
7ther 5e*tore* 60 M"
!i-7ther 5e*tore* 150 M"
!:.er 7ther 5e*tore* 300 M"
@-7ther 5e*tore% 600 M"
7+i'ir ---
Mega+i'ir ---
"hoeni' Do,n +5e*tore* !" to 25% o$ (a'i()(
"hoeni' "inion ---
Mega "hoeni' +5e*tore* !" to 25% o$ (a'i()(
Anti%ote +Status %mmune (Poison! (4)
+Status %mmune (&enom! (4)
7:e Dro.* +Status %mmune (Blind! (4)
7cho !er1* +Status %mmune (Silence! (4)
?ranB)i+i8er +Status %mmune (Berserk! (4)
3an%age +Status %mmune (Disa"le! (4)
+Status %mmune (%mmo"ili'e! (4)
A+ar( C+ock +Status %mmune (Sleep! (4)
+Status %mmune ((naware! (4)
Corn)co.ia +Status %mmune (Mini! (4)
Mai%enC* Ki** +Status %mmune ()oad! (4)
-o+%en 2ee%+e +Status %mmune (Petrif$! (4)
+Status %mmune (Stone! (4)
!o+: Dater +Status %mmune (Curse! (4)
+Status %mmune (*om"ie! (4)
Chrono* ?ear +Status %mmune (Slow! (4)
+Status %mmune (Stop! (4)
+Status %mmune (Sap! (4)
5e(e%: +?arget gain* Status %mmune to a++ #tat)*
Con%ition* c)re% 1: 5e(e%: (4)
Trea1me41 Level 11
&arget- Party &ype- Fast $ction
&he Chemist directs a weak stream of 'ital energy o'er his
comrades# creating a cloud of blue motes to ease their ills and
pains. &reatment suppresses the effects of all negati'e 6tatus
Conditions currently affecting the Party until the end of the next
6tatus Phase. &his does not protect the Party from 6tatus Conditions
inflicted after &reatment has been used# nor can 6tatus Conditions
affected by &reatment be canceled by other means while their effects
are being suppressed. 6tatus timers continue to count down as
normal with the exception of those of Petrify and Condemned !
these Conditions do not count down during the 6tatus Phase if
suppressed during the course of the Round.
FINAL FANTASY THE ROLEPLAYING GAME 78
Di01ri8$1e Level 22
&arget- Party &ype- Reaction
&he Chemist is a master of )udging dosage# allowing him to wring the
maximum effect out of almost any curati'e. "hen triggered#
*istribute allows the Chemist to take any ,excess, 3P or %P beyond
the target5s maximum 'alues and di'ide it e'enly amongst the rest of
the Party# Chemist included. For instance# if the Chemist uses a 3i7
Potion on an ally with AB> 3P and a maximum 3P 'alue of B>> 3P#
only F> of the =/E 3it Points the 3i7Potion restores are needed to
heal her up to maximum 'alue. &he remaining FE are rounded down
to FA# then di'ided e0ually between the other three members of the
Party# restoring /= 3P to all. 9f this results in any further ,excess, 3P
or %P# that excess is lost.
"ith an item like an Elixir# which restores a character,s 3it Points
to their maximum 'alue# the excess is e0ual to what the character,s
current 3P was before the item was used. For example# an Elixir
used on an ally with a current 3P 'alue of /B> and a maximum 3P
'alue of F>B gi'es the Chemist /B> 3P to split e'enly between all
Party members.
9f the item that triggered *istribute has &arget- roup# select one
of the allies affected when deciding how many 3P and %P to
distribute.
&rigger- Chemist uses a Reco'ery 9tem on a Party member whose
healing effect restores the target,s 3it or %agic Points abo'e their
maximum 'alues
Mi> Level 3&
&arget- ;aries &ype- Fast $ction
.y combining two one7shot items# the Chemist can create a potent
mixture many times more powerful than its ingredients. %ix allows
the Chemist to combine two .attle 9tems from his 9n'entory 6lot into
one powerful combined product ! full rules for doing so are found in
$ppendix 9.
W9i1em Level &*
&arget- 6elf &ype- 6upport $bility
Enough close calls# and a Chemist becomes adept at slinging items
fast enough to see his comrades out of any tight spot. "79tem allows
the Chemist to make two consecuti'e 9tem $ctions at the cost of a
single $ction.
A$1!9.O1ION Level 1
&arget- 6elf &ype- Reaction
$t the pinnacle of his powers# the Chemist,s mastery of potions and
curati'es is wired to hair7trigger reflexes; e'en as in)ury strikes# the
Chemist has )ust the right item at hand to administer blessed relief.
"hen triggered# $uto7Potion allows the Chemist to immediately use
one Reco'ery 9tem in their 9n'entory 6lot on themsel'es. 9f a 6tatus
triggered $uto7Potion# the 9tem used must be one that cancels the
6tatus; if damage triggered it# the 9tem must restore 3it Points.
$uto7Potion will only trigger once per attack# e'en if the attack
inflicts damage as well as a 6tatus Condition; in this case# the
Chemist must decide whether to reco'er the lost 3P or cancel the
6tatus.
&rigger- Chemist takes Physical or %agical damage# or is afflicted
with a negati'e 6tatus Condition


FINAL FANTASY THE ROLEPLAYING GAME 79
Dancer
&hough these days their name tends to con)ure 'isions of perfumed
fops and bar7room wenches# the *ancer,s profession has a long and
sacred history. 9n distant anti0uity# priestesses and temple dancers
summoned di'ine power through the mo'ements of their bodies#
yoking sun# tide# life# and death in elaborate and carefully
choreographed ceremonies. &he best of their number dedicated
their li'es to the art# beginning their training at an early age and
performing until age began to dull their flexibility; at this stage# they
would retreat behind the scenes# guiding their successors, careers
in turn.
9n time the old religions fell out of fa'or# but the power within those
ceremonies li'ed on# harnessed by a new generation of
practitioners. &hough a few still practice the traditional ways# today,s
*ancers are by and large remo'ed from their roots# using their skills
to sow discord rather than call for di'ine fa'or. One thing# howe'er#
has not changed- the profession remains primarily female7
dominated. &he reasons for this are as much biological as cultural !
few males can muster the intense agility and grace re0uired to
successfully execute the most complex dances; fewer still ha'e the
cool needed to o'ercome the deep7seated ridicule male *ancers will
ine'itably face for their career choice.
JOB STR VIT AGI SPD MAG SPR
Dancer +10 +5 +14 +14 +9 +8
JOB PROFILE
Representati'es- Penelo 1FF&$/2# *ancer +ob 1FF;# FF&# FF:92#
6ongstress *ressphere 1FF:7/2
3P *ie- dD
%P *ie- n?a
"eapons- Claws# Flails# lo'es# Gni'es# Rods# 6ta'es
$rmor- $rmwear# 3ats# 6uits# Robes
$ccuracy .onus- @/>
6kill Points- /F>
6kill $ptitudes- $rtistic
Expertise Formula- 1*ancing Rating ? /2 @ 4e'el @ 1$9 x /2
DANCE
"ith a *ancer# e'ery mo'ement has a purpose. &he position of a
foot# the timing of a step# the twist of a hip or neck ! all of these
things combine to unlock a reser'oir of mystical power.
)lir1 Level 1
&arget- 6ingle &ype- Fast $ction
$ *ancer is not abo'e exploiting her wiles to gain that all7important
edge in combat. Flirt has a Co6 of %ind# %. E'asion of pre'enting
the target from directly targeting the *ancer with attacks and effects
1B2. &arget- roup and $ll effects function as normal# and are not
affected by Flirt. &reat this as a %ystify7type effect.
.er:!rm Level 1
&arget- $s Effect &ype- Fast $ction
&raditionally# most dance is structured# but the *ancer prefers to
play things fast and loose# impro'ising steps and motions as the
spirit strikes. "hen a *ancer chooses to Perform# her player must
first select the Rank she wishes to dance at. $t 4e'el =# only Rank 9
will be a'ailable# but as the *ancer ad'ances in 4e'els# additional
Ranks will be unlocked.
$fter selecting the appropriate Rank# the *ancer,s player then rolls
a dF. On a roll of = to E# the *ancer executes the dance gi'en for
that number in the Rank; resol'e the effects as listed. For instance# if
the *ancer was performing a Rank 9 dance and rolled a B# she would
perform "itch 3unt. 9f the *ancer is performing at a Rank lower than
the highest a'ailable to her# a roll of = to E means that the *ancer
can choose which one of the fi'e dances she performs.
$ roll of F at any Rank means the *ancer failed to summon any
substantial power from her performance. 6he instead makes an
immediate $ttack $ction against an acti'e combatant of her choice
within the targeted roup# striking automatically for JEC# $rmor
Physical damage.
.ecause Perform re0uires the *ancer to be in motion# it is sealed
by both Curse and 9mmobili<e. Furthermore# because the targets are
determined by the indi'idual dances# the *ancer does not ha'e to
initially declare what she is targeting when Perform is used.
Ra4k 1 Da46e0 Level 1
= ! 6leepy 6huffle
&he *ancer kicks up an energetic )ig# but with each passing motion
the speed decreases further and further# lea'ing obser'ers straining
to stay awake. 6leepy 6huffle has a Co6 of Expertise# %. E'asion of
inflicting the 6tatus Condition 6leep 1B2.
&arget- 6ingle
/ ! Ochu *ance
&he *ancer twists and turns in a mad# chaotic dance# limbs flailing
wildly in nausea7inducing arcs as poisonous mist steams from e'ery
pore. Ochu *ance has a Co6 of Expertise# %. E'asion of inflicting
the 6tatus Condition Poison 1K2.
&arget- 6ingle
A ! &emptation &ango
&his whirling# twirling dance imitates the mating dance of Chocobos
77 filled with mo'ements that are tempting# surprising and enigmatic
all at the same time# combined with wild flashes of color. 6o utterly
disorienting is this dance# those who 'iew it often lose track of the
world around them. &emptation &ango has a Co6 of Expertise# %.
E'asion of inflicting the 6tatus Condition Confusion 1B2.
&arget- 6ingle
B ! "itch 3unt
&he *ancer channels mystical forces into her steps# sending magical
shockwa'es towards the target with each stomping step. "itch 3unt
inflicts E>C Physical damage on the targeted combatant# striking
FINAL FANTASY THE ROLEPLAYING GAME 80
automatically. $ny damage dealt by "itch 3unt is subtracted from the
target,s %P rather than 3P; damage calculations use the *ancer,s
$9# regardless of the "eapon currently e0uipped.
&arget- 6ingle
E ! *arkness *ance
"hile most of this dance,s mo'ements are dramatic and fiery# the
true heart of this dance is in the low mo'ements ! from time to
time# the *ancer will swing her legs out along the ground# kicking up
a mighty cloud of dust in her target,s face. *arkness *ance has a
Co6 of Expertise# %. E'asion of inflicting the 6tatus Condition .lind
1B2.
&arget- 6ingle
Ra4k 2 Da46e0 Level 15
= ! 6low *ance
"hile they start out 0uick# the *ancer,s mo'ements grow slower and
slower as the dance wears on# seeming to drag time itself with it.
6low *ance has a Co6 of Expertise# %. E'asion of inflicting the
6tatus Condition 6low 1B2.
&arget- 6ingle
/ ! +itterbug
"ith a flurry of 0uick steps# the *ancer sucks the target,s 'itality
away# using it to enhance her own motions. +itterbug inflicts E>C
Physical damage on the targeted combatant# striking automatically.
&he *ancer regains a number of 3it Points e0ual to the damage
inflicted; damage calculations use the *ancer,s $9# regardless of
the "eapon currently e0uipped.
&arget- 6ingle
A ! %isdirecting %as0ue
&he *ancer sways and dodges through the thick of the enemy#
singling out an opponent to be caught up in the rhythms of her
dance. %isdirecting %as0ue has a Co6 of Expertise# E'asion of
allowing the *ancer to share the target,s physical space. For as long
as this is the case# any Physical %elee and Ranged attacks that
target the *ancer will target the %as0ue,s 'ictim instead. roup and
$ll effects that would normally affect the *ancer or target affect both;
in the case of the latter# both the *ancer and the target will be hit
once as normal.
%as0ue,s effect lasts for the remainder of the current Round. $t
the beginning of the next Round# the *ancer can sustain the %as0ue
by making another successful dC roll against the same Co6. &his
counts as a Hero $ction# and does not pre'ent the *ancer from
taking other $ctions. 3owe'er# the *ancer cannot use Perform for
the remainder of the Round if she decides to sustain.
&arget- 6ingle
B ! *isarming *er'ish
6wirling and spinning# the *ancer spirals madly in a whirl of
confusing motions and wild gyrations. &he utter unpredictability of
this dance befuddles the target# causing defenses to be misdirected
and lea'ing weak points exposed. *isarming *er'ish has a Co6 of
Expertise# %. E'asion of canceling all .arrier7type 6tatus Conditions
currently acti'e on the target# sa'e 6hield.
&arget- 6ingle
E ! "icked "alt<
&his de'ilish dance sends the *ancer in circles around the target in
three step bursts; e'ery third step sends a slash of dark energy
through the target# blasting away life force. "icked "alt< has a Co6
of Expertise# %. E'asion of reducing the targeted combatant,s
current 3it Points by AAC of their current 'alue. Regardless of how
many 3P the target currently possesses# "icked "alt< may ne'er
inflict more than LLL damage. &reat this as a ra'ity7type effect.
&arget- 6ingle
Ra4k 3 Da46e0 Level 3'
= ! .orrowed &ime
$lternating )erky mo'ements and sudden bursts of speed
interspersed with no mo'ement at all# the *ancer is able to shake
the target,s perception of and position within time. .orrowed &ime
has a Co6 of Expertise# %. E'asion of inflicting the 6tatus Condition
6ap 1F2.
&arget- 6ingle
/ ! "i<naibus
&he *ancer throws herself into a furious spin# building up both chi
and momentum before releasing the accumulated payload straight
into the midst of the enemy. "i<naibus inflicts =>>C# $rmor Physical
damage on all acti'e combatants in the targeted roup# striking
automatically. *amage calculations use the *ancer,s $9# regardless
of the "eapon currently e0uipped.
&arget- roup
A ! .reak *ance
Pounding her feet on the ground# the *ancer causes a geyser of
rock and dirt to erupt from beneath the target. .reak *ance has a
Co6 of Expertise# %. E'asion of inflicting the 6tatus Condition Petrify
1B2.
&arget- 6ingle
B ! Polka
&he *ancer shows off her agility# disillusioning the target of the
notion that muscle power is truly better. Polka has a Co6 of
Expertise# %. E'asion of inflicting the 6tatus Condition Power *own
1B2 on all eligible combatants in the targeted roup. 9f the dC roll
results in a /> or lower# Polka instead inflicts Power .reak 1B2.
&arget- roup
E ! 3eathen Frolick
&he *ancer dances a light7hearted )ig# the exuberance of her
mo'ements cutting through her foes, concentration like a knife.
3eathen Frolick has a Co6 of Expertise# %. E'asion of inflicting the
6tatus Condition %agic *own 1B2. 9f the dC roll results in a /> or
lower# 3eathen Frolick instead inflicts %agic .reak 1B2. Roll
separately for each eligible combatant.
&arget- roup
FINAL FANTASY THE ROLEPLAYING GAME 81
Ra4k & Da46e0 Level &5
= ! Forbidden *ance
&his dance has neither name nor form ! not e'en the *ancer knows
what will happen as she embarks on the first steps# mo'ing purely as
instinct guides her to rain calamity on her foes. Forbidden *ance
automatically inflicts randomly determined 6tatus Conditions on all
eligible combatants in the targeted roup; roll a dD for each affected
combatant and consult the table below to determine which 6tatus
Condition they now suffer from. 6tatus 9mmunities apply as normal; a
6tatus Resistance means Forbidden *ance has a flat Co6 of E>C of
inflicting the Condition in 0uestion.
Roll 6tatus Condition
= Poison 1K2
/ .lind 1F2
A 6ilence 1F2
B 6low 1F2
E 6top 1B2
F &oad 1K2
J Confuse 1F2
D 6leep 1F2
&arget- roup
/ ! *eadly *uet
&he *ancer whirls about the target with her weapon outstretched.
"hen a full circle is complete# the *ancer,s weapon takes on an
ominous red glow; as she begins her second round# her 'ictim,s life
force streams in desperate# unwilling pursuit. "ith a final flourish# the
*ancer completes her steps# claiming the target,s life for her own.
*eadly *uet inflicts =>>C# $rmor Physical damage on the target#
striking automatically. 9n addition# it inflicts E>C Physical damage on
the target# striking automatically; this damage is subtracted from its
%P rather than its 3P. &he *ancer regains a number of 3it and
%agic Points e0ual to the damage inflicted in this fashion; all damage
calculations use the *ancer,s $9# regardless of the "eapon
currently e0uipped.
A ! %iniature %inuet
&he *ancer stretches out; her entire body uncoils further with each
passing step# growing longer and longer until all who watch her
seem to feel the world shrinking around them. %iniature %inuet has
a Co6 of Expertise# %. E'asion of inflicting the 6tatus Condition %ini
1K2.
&arget- 6ingle
B ! *ance of the *ead
"ith a mere handful of steps# the *ancer becomes a conduit for dark
and unholy energies# sapping the life from anything unfortunate
enough to be caught in her path. *ance of the *ead has a Co6 of
Expertise# %. E'asion of instantly reducing the target to > 3P#
regardless of their current 3P scores# $rmor# or %. $rmor ratings.
&reat this as a *eath effect.
&arget- 6ingle
E ! *ebilitating Flourish
Flashing motes of mystical energy pepper the air as the *ancer
sways and gyrates# popping in a do<en hues and shades. $ final
flourish lea'es the lights surrounding a single foe# glowing in unison
before fading out. *ebilitating Flourish has a Co6 of Expertise# %.
E'asion of inflicting the 6tatus Condition Element "eak on the target
for an Element of her choice 1B2.
&arget- 6ingle
Ra4k 5 Da46e0 Level '
= ! 6word *ance
&he *ancer draws her weapon# sweeping it around in long and
graceful strokes that tail her e'ery mo'ement until she has become
a der'ish of destruction. 6word *ance inflicts />>C# $rmor Physical
damage on the targeted combatant# striking automatically. *amage
calculations use the *ancer,s $9# regardless of the "eapon
currently e0uipped.
&arget- 6ingle
/ ! ;iolent Flourish
Considered by many to be the ultimate dance# this complex series of
steps has the ability to free<e an entire army in its tracks. ;iolent
Flourish has a Co6 of Expertise# %. E'asion of stunning all eligible
combatants in the targeted roup# forcing them to skip their next
turn. &reat this as a 6eal7type effect. Roll separately for each eligible
combatant.
&arget- roup
A ! *irty *ancing
.y guiding an enemy,s mo'ements through her own# a trained
*ancer can open up holes in defense at will# creating weak points
where none existed before. *irty *ancing has a Co6 of Expertise# %.
E'asion of inflicting the 6tatus Condition %eltdown 1/2; 6tatus
9mmunities are ignored when resol'ing *irty *ancing,s effects.
&arget- 6ingle
B ! Fatal Flamenco
&he *ancer approaches a single target with fast# aggressi'e steps#
producing a red rose from the depths of her clothing. Poison glints
on the flower,s thorns as the *ancer whirls around# raking her 'ictim
with one swift mo'ement before slipping the rose away again. Fatal
Flamenco has a Co6 of Expertise# %. E'asion of inflicting the 6tatus
Condition ;enom 1B2.
&arget- 6ingle
E ! Felicity
&he *ancer suddenly accelerates# body twitching and writhing in a
fren<y of motion that defies obser'ation. Felicity allows a *ancer to
immediately perform two *ances at no additional cost. Choose two
*ance Ranks ! or the same Rank twice ! and roll a dF for each one
to determine which *ances are performed. 9f Felicity is rolled again
during this process# ignore the result and reroll.
FINAL FANTASY THE ROLEPLAYING GAME 82
Engineer
*rills# robots# airships ! the Engineer,s mechanical wi<ardry
con)ures any number of miracles from bolts# oil# and a little ingenuity.
&hough their talents extend to all machines great and small#
Engineers channel most of their energy into bewildering in'entions
they seem to spend e'ery spare moment refining# building# and
designing. 8npredictable at best# these de'ices are )ust as likely to
spit out smoke as searing death# but e'ery failure only seems to
redouble the Engineer5s determination ! and any success more than
makes up for the embarrassing malfunctions along the way.
JOB STR VIT AGI SPD MAG SPR
7ngineer +13 +10 +13 +8 +10 +6
JOB PROFILE
Representati'es- Cid Pollendina 1FF9;2# Edgar Roni Figaro 1FF;92#
Rikku 1FF:2# adgeteer +ob 1FF&$2# %ustadio .unan<a 1FF&2
3P *ie- dD
%P *ie- n?a
"eapons- Crossbows# Claws# lo'es# 4ight 6words# 6words#
Polearms# Rifles
$rmor- auntlets# 3ats# 6uits# 6hields
$ccuracy .onus- @/>
6kill Points- /F>
6kill $ptitudes- &echnical
Expertise Formula- 19n'ent Rating ? /2 @ 4e'el @ 1$9 x /2
TOOLS
Engineers are firm belie'ers in the power of a good set of tools !
with the right implement# anything can happen. 8nlike other Experts#
rolls against the Engineer,s Expertise can botch 7 any roll of LE to
=>> is considered an automatic miss or failure# regardless of the
character,s 6kill or other modifiers.
I4ve41i!4 Level 1
&arget- 6elf &ype- 6upport $bility

&he Engineer is capable of creating and wielding 9n'entions using
the rules gi'en in $ppendix 9. $s described in Chapter /# they begin
the game with a single de'ice built during the character creation
process# and can assemble additional ones as the game progresses.
9nitially# Engineers are limited to a single 9n'ention 4e'el = de'ice#
but 0uickly learn to build bigger and better 9n'entions as they gain
experience. E'ery few 4e'els# they gain the ability to build another#
higher7le'el 9n'ention. &he exact progression for this is gi'en in the
table below.
Table 4-4 In5ention (e5el P#o$#ession
I.V'.TIO. ('V'( A!!'SSIB(' AT ('V'(
1 1
2 8
3 15
4 22
5 29
6 36
7 43
8 50
9 57
10 64
Regardless of how many 9n'ention 4e'els the Engineer can access#
they are restricted to ha'ing one 9n'ention of each 4e'el at one
time. $t 4e'el =E# for instance# the Engineer could ha'e one
9n'ention 4e'el = de'ice# one 9n'ention 4e'el / de'ice# and one
9n'ention 4e'el A de'ice. 9f he wanted to build another 4e'el /
de'ice# he would ha'e to discard or dismantle the existing one. 8sing
an 9n'ention in battle is a Fast $ction by default# though the *elay
*efect turns this into a 6low $ction.
.ee( Level 11
&arget- 6ingle &ype- Fast $ction
$ keen eye is essential to an Engineer5s success. Peep has a Co6 of
Expertise# %. E'asion of allowing the Engineer to see a target5s
4e'el# current and maximum 3it and %agic Points# as well as any
Elemental "eaknesses the target may possess.
Re6laim Level 22
&arget- 6elf &ype- 6upport $bility
Cle'er Engineers can sal'age workable parts from almost any
source. Reclaim gi'es the Engineer a Co6 of 19n'ent 6kill Rating2 7
B> to reco'er a single Part after any battle in which at least one
Construct7type opponent was defeated. &he exact nature of the Part
is left to the %5s discretion# but should generally ha'e an $'ailability
of around =>> 7 Engineer5s 4e'el. 8sing Reclaim will not affect any
items or treasure the opponent would normally drop upon defeat.
Di0ma41ler Level 3&
&arget- 6ingle &ype- 6low $ction 1=>2
.y pilfering 'ital components from a mechanical opponent# a skilled
Engineer can induce an instant ! and destructi'e ! malfunction.
*ismantler has a Co6 of Expertise# E'asion of reducing a Construct
target to > 3P# regardless of its current 3P score# $rmor# or %.
$rmor rating; treat this as a *eath effect. &his $bility may also be
used to disarm mechanical traps and security measures at the %5s
discretion.
FINAL FANTASY THE ROLEPLAYING GAME 83
Mai41e4a46e Level &*
&arget- Party &ype- Fast $ction
;eteran Engineers keep a close eye on their comrades, e0uipment#
ensuring that it is always in top condition. %aintenance gi'es the
Engineer and all acti'e allies in the party 9mmunity to "eaken7type
6tatus Conditions 1B2.
D$al I4ve41i!4 Level 1
&arget- ;aries &ype- 6upport $bility
$ master Engineer always has the right de'ice to hand# swapping
9n'entions in the blink of an eye. *ual 9n'ention allows the Engineer
to make two consecuti'e $bility $ctions with 9n'entions of 4e'el E or
lower at the cost of a single $ction.

FINAL FANTASY THE ROLEPLAYING GAME 8
! #am$%er
&o the ambler# all of life,s a game ! and the only way to win is to
ante up. %asters of chance# amblers cra'e excitement on almost
primal le'el# chasing risks and payoffs through back7alley dice pools#
high7stakes poker games# and monster7infested dungeons with
scarcely a thought to their own safety. Parties looking for steady#
predictable comrades will not find much to like in the ambler,s
brash manner; if anything# they are the archetypical loose cannon#
ready to plunge into danger at a moment,s notice or stake an entire
kingdom on the throw of the dice.
-amblin) a)ainst the Empire. with
nothin) to lose but my li#e... I ha%en$t
#elt so e/cited in years,
et*er -abbiani
FINAL FANTA! 'I
.ut experienced amblers also know a thing or two about playing
the odds; with a ambler in the party# the laws of probability become
surprisingly malleable.
JOB STR VIT AGI SPD MAG SPR
-a(1+er +8 +8 +10 +12 +12 +10
JOB PROFILE
Representati'es- 6et<er abbiani 1FF;92# Cait 6ith 1FF;992# 6elphie
&ilmitt 1FF;9992# "akka 1FF:2# 4ady 4uck *ressphere 1FF:7/2# Corsair
+ob 1FF:92
3P *ie- dD
%P *ie- n?a
"eapons- .oomerangs# Crossbows# lo'es# Gni'es# 4ight 6words
$rmor- $rmwear# 3ats# 6hields# 6uits
$ccuracy .onus- @/>
6kill Points- /F>
6kill $ptitudes- &hie'ery
Expertise Formula- 1ambling Rating ? /2@ 4e'el @ 1%$ x /2
FORT"NE
&he ambler,s techni0ues are as unpredictable as the ambler
himself# as liable to bowl o'er a legion of foes as strike the party
dead on the spot. .ut for e'ery time those powers fi<<le at a crucial
moment# there,s that moment when the ambler,s luck pays off big#
pulling the party out of the fire when they need it most. "hich way
will 4ady 4uck turn with youQ Roll the dice# spin the reels# and find
outR
! A Ga%ble#6s (+-7
Fortune smiles on all amblers ! any roll of = to /> on an
Expertise check is considered a Critical 6uccess.
D!$8le U( Level 1
&arget- 6elf &ype- 6upport $bility
Risk big to win bigR *ouble 8p is used in con)unction with a 6lots
$bility# and has an additional il cost e0ual to E>C of the Reel set,s.
.y announcing that they are using *ouble 8p and paying the il#
amblers may roll an additional d=> for the Reel and choose the
higher of the two results. For Reels that re0uire more than one d=>
roll# the player must specify which of the d=> he wishes to apply the
second roll to. &he *ouble 8p die is always rolled first ! if the
second die comes up with the same result as the original roll# the
Reels, result is a .ust and the ambler loses =>C of his current 3it
Points# regardless of the actual Reel used.
8 Do+ble 9p in A-tion
Caprice the ambler decides to *ouble 8p on %agic Reels. &his
costs her an additional /E> il ! half of %agic Reels, basic
cost of E>> ! but allows her to roll another d=> for one of the
three d=> rolls. 6he opts to use the extra die for the right reel
and rolls it# getting a J. Caprice then makes the roll for %agic
Reels# getting a B for the left reel# a J for the center reel# and a
/ for the right reel. $s she can choose the higher of the two
rolls# she uses the J from *ouble 8p instead of the /.
3owe'er# if she,d opted to use *ouble 8p for the center reel#
she would ha'e ended up with a .ust ! both the first and
second roll came up with a J.
Di6e Level 15
&arget- 6ingle &ype- 6low 1F2
"ith a liberal application of chi# the ambler can enlarge his trusty
dice to many times their original si<e# sending them out to bowl o'er
his foes with a practiced flick of the wrist. *ice allows the ambler to
immediately roll /dF. 9f the dice come up doubles# *ice has no
effect; if the dice come up double =s# the ambler immediately loses
E>C of his current 3it Points. $ll other results deal 1Roll &otal2 x
ambler,s 4e'el Physical damage to the targeted combatant# striking
automatically; this damage is not reduced by any 6tatus Condition
sa'e 6hield
l$6k5 +eve4 Level 29
&arget- 6ingle &ype- Reaction
(o matter where your tra'els may take you# se'en remains the
luckiest of numbers. "hen triggered# 4ucky 6e'en allows the
ambler to make an immediate counterattack against the combatant
who damaged him# striking automatically. &his attack has a Co6 of
Expertise# E'asion. 3ow much damage it inflicts depends on the
result of this roll-
Outcome *amage 9nflicted
.otch >
Failure J
6uccess JJ
Critical 6uccess JJJ
Da(age %ea+t 1: 6)ck: #e<en cannot 1e re%)ce%4
&rigger- $ny attack reduces the ambler,s 3it Points to a number
ending in ,J.,
FINAL FANTASY THE ROLEPLAYING GAME 85
D! Over Level 3
&arget- 6elf &ype- 6upport $bility
6ometimes# you )ust ha'e to raise the stakes that little bit further. *o
O'er allows the ambler to pay a number of il e0ual to the full cost
of a Reel $bility to roll another d=> in the same manner as *ouble
8p. &he ambler,s player must choose which d=> will be affected;
unlike *ouble 8p# howe'er# *o O'er can be used after the die has
been rolled. oing .ust with *o O'er caries the same penalties as
*ouble 8p# immediately ending the Reels and costing the ambler
=>C of his 3P.
Bri8e Level 3
&arget- 6ingle &ype- Fast $ction
&he ambler isn,t the only one who know the 'alue of a il. .ribe
allows the ambler to make an offering of money to the target#
hoping it is either greedy or unscrupulous enough to take the cash
and run. &he player begins by deciding how much money they wish
to offer. "hether of not the .ribe succeeds depends on how much
money the character offers ! the higher the sum compared to the
target,s il 'alue# the greater the Co6. 3owe'er# the player will not
know the basic Co6 when making the roll ! the only thing they ha'e
to run on its their own intuition.
Table 4-: Basi- B#ibe !oS
BRIB! O++!R!D BASI, ,oS
'0% or (ore o$ target9* -i+ <a+)e 10
2(% or (ore o$ target9* -i+ <a+)e 20
(0% or (ore o$ target9* -i+ <a+)e 40
'00% or (ore o$ target9* -i+ <a+)e 60
200% or (ore o$ target9* -i+ <a+)e 100
.ribe attempts below =>C of the target,s il 'alue automatically fail.
$dditional modifiers may be imposed on the basic Co6# depending on
the circumstances; some examples are gi'en in the table below.
Table 4-; B#ibe Modi*ie#s
,O-DITIO- MODI+I!R
?arget i* at 2(% or +e** o$ (a'i()( !" +20
?arget i* o)tn)(1ere% t,o to one or (ore +20
?arget i* o$ !igh inte++igence -10
?arget i* o$ 7+%er inte++igence -20
"re<io)* Bri"e atte(.t (a%e again*t target +10
Once the % has determined the final Co6# the player makes the roll.
$ failure means that the target pockets the .ribe# but does nothing
further. &he money is lost# though the ambler may try again. 9f the
roll is successful# the target is immediately E)ected from the battle#
dropping its ;ery Rare item. (otorious# .oss# and End .oss
monsters are immune to .ribe,s effects.
.ha41!m Di6e Level &3
&arget- Party &ype- Fast $ction
"ith the swiftness of a consummate professional# the ambler
throws a handful of translucent dice into the air# counting under his
breath until pairs begin tumbling down in front of his allies. "hen
e'ery die has finally rolled to a stop# their dots glow ominously; a
second later# they simply 'anish. Phantom *ice allows the ambler to
bestow beneficial effects on himself and his immediate allies. Roll
/dF for e'ery acti'e combatant in the ambler,s party# then consult
the table below to see which benefit the Phantom *ice confer.
Roll Effect
/ Character gains the 6tatus Condition 6hell 1B2.
A Character gains the 6tatus Condition Protect 1B2.
B Character gains the 6tatus Condition Ruse 1B2.
E Character gains @B> %. E;$ 1B2.
F Character gains @A> $CC 1B2.
J Character gains @A> %. $CC 1B2.
D Character gains the 6tatus Condition 3aste 1B2.
L Character gains the 6tatus Condition Reflect 1B2.
=> "eapon e0uipped in character,s "eapon 6lot
gains Piercing 1B2.
== Character,s final il share for this battle increases
by @/EC 1B2.
=/ Character,s final :P share for this battle increases
by @/EC 1B2.
Only one Phantom *ice effect may be acti'e on each party member
at any one time. 9f the $bility is used a second time# the new effect
immediately replaces the old one. &his applies e'en if the second
Phantom *ice come from a different combatant than the first. Effects
granted by Phantom *ice cannot be canceled by *ispel or similar
effects ! they are only remo'ed when their timers reach ,>, or the
current battle ends.
+(are Cha4ge Level &
&arget- roup &ype- Fast $ction
6ome might accuse amblers of throwing their money away# but
ne'er 0uite this literally. 9nfused with chi# amblers can turn a
handful of coins into a deadly pro)ectile# piercing e'en the toughest
defenses with ease. 6pare Change allows the ambler to spend il to
inflict 16pent il ? =>2 Physical damage on all eligible combatants in
the targeted group# striking automatically. 3ow many il are spent is
left up to the ambler,s discretion# but must be at least => or
greater in order for 6pare Change to be used. *amage inflicted by
6pare Change cannot be reduced# and cannot exceed LLL.
SLOTS
&o a ambler# a slot machine is the essence of life distilled into a
single de'ice. 6ometimes you win big# sometimes you lose it all;
e'erything is always in flux# but if you know how to work things# you,ll
end up ahead of the game by the day,s end. &he 6lot $bilities pay
tribute to this philosophy; each is modeled after the deeds of a
FINAL FANTASY THE ROLEPLAYING GAME 86
famous ambler# and has its own particular effects and tricks.
$ll 6lot $bilities cost a certain amount of il to use. &he exact
amount 'aries from $bility to $bility# and will be clearly listed in the
$bility,s description. Furthermore# their effects are entirely random#
determined by die roll after the initial payment has been made.
*epending on how well the ambler rolls# the end result can be
either helpful or harmful ! after all# nothing is e'er guaranteed when
throwing yourself at the mercies of fortune.
! (inin$ 9p t"e Slots
%any of the Reels ha'e players roll a d=> and then make two
6kill Checks. &his is intended to simulate an attempt to line up
three of a kind on a slot machine ! the first roll determines
which set they,re trying to match# and the other two check
whether the player is successful in getting the other two slots
to line up with the first.
Eleme41 Reel0 Level 1
&arget- roup &ype- Fast $ction
$ ambler once remarked that she belie'ed her fortune ebbed and
flowed with the elements. Places too steeped in the forces of 9ce#
"ind# or "ater would ,cool, any winning streak regardless of the
ambler,s skill; the only way out# she reasoned# was to arrange the
elements in one,s fa'or. "hile she ne'er 0uite succeeded in finding a
method that satisfied her# her beliefs are captured within these reels.
Element Reels allows the ambler to make Elemental attacks
against one or se'eral opponents; each use of this $bility costs =>
il. $fter the payment is made# the ambler rolls a d=># then
consults the table below to see what the reels ha'e turned up.
Roll Result Element
= .lack 6hadow
/ 7 A Red Fire
B 7 E .lue "ater
F 7 J old 4ightning
D 7 L 6il'er 9ce
=> "hite 3oly
&he ambler then makes two &ask Checks against his ambling 6kill#
each with a Conditional %odifier of 7=>. 9f both Checks are
successful# all eligible combatants in the targeted roup suffer
=>>C# $rmor Elemental damage# where the Element in 0uestion is
the result pre'iously rolled. 9f one check fails# the ambler makes an
immediate $ttack $ction against a single randomly determined
combatant in the roup for =>>C# $rmor Elemental damage. 9f both
checks fail# the ambler makes a normal $ttack $ction against a
single randomly determined combatant in the roup. 9f multiple
"eapons are e0uipped# decide which is used to make the attack !
any OElementP 6trike $bilities on the "eapon are automatically
o'erridden by the effects of Element Reels.
M!!gle Reel0 Level 8
&arget- $s Effect &ype- Fast $ction
&his set commemorates an eccentric figure popularly known as S&he
%og ambler.T 6uch was his fondness for %oogles that when he
finally struck it rich# said ambler opened a casino entirely staffed by
the diminuti'e creatures# mingling among his employees in a %oogle
suit of his own design. &hough the casino is closed and the %og
ambler long gone# a small part of him still remains in these reels.
%oogle Reels allows the ambler to call up a number of beneficial
effects and attacks; each use of this $bility costs /E il. $fter the
payment is made# the ambler rolls a d=># then consults the table
below to see what the reels ha'e turned up.
Roll Result Conditional %odifier
= 7 A 6tar @=>
B 7 E Crown @=>
F 7 J 3eart @>
D %oogle @>
L .ar 7/>
=> Cat Face 7A>
Once the result has been determined# the ambler makes two &ask
Checks against his ambling 6kill with the Conditional %odifier listed
for the result. 9f both Checks are successful# the ambler
immediately executes the effect listed for the gi'en result below. 9f
one or both Checks are failed# the ambler executes the &oy .ox
result instead. 9f the ambler rolls the ,Cat Face, result and then
.otches either of the subse0uent rolls# the ambler executes the
+oker *oom result.
6&$R ! %og *ance
$ moogle appears in front of the party and dances a happy )ig#
re'itali<ing the ambler and his allies. %og *ance restores 1B x
%$2 @ AdD 3it Points to all acti'e allies.
&arget- Party
CRO"( ! &oy 6oldiers
$ platoon of toy soldiers marches onto the battlefield# le'eling their
rifles and opening fire on the ambler,s foes. &oy 6oldiers inflicts 1F
x %$2 @ AdD# %. $rmor %agical damage on all acti'e combatants
in the targeted roup# striking automatically.
&arget- roup
3E$R& ! 4ucky al
$ seducti'e woman in a bunny suit appears# blowing a kiss at a
single party member before disappearing. 4ucky al raises the
target,s $CC to /EE and grands the Critical 8p status for the
remainder of the battle.
&arget- 6ingle
%OO4E ! Combine
$ portly %oogle suit materiali<es around the ambler and wastes no
time in <ipping up# trapping the ambler in its smothering confines.
Combine increases the ambler,s $R% and %. $R% by @=>>C
respecti'ely and increases his $CC to /EE# as well as bestowing
9mmunity to all 6tatus Conditions# positi'e or negati'e.
3owe'er# as long as Combine remains in effect# the ambler may only
use his $ctions to throw a Punch 16ingle# =E>C# $rmor damage2 or
Gupo (ut 16ingle# =/EC $rmor damage# Ranged2. .oth are
FINAL FANTASY THE ROLEPLAYING GAME 87
considered standard $ttack $ctions# and are calculated accordingly.
Combine lasts until the end of battle# at which stage the ambler is
automatically reduced to = 3it Point.
&arget- 6elf
.$R 7 6ummon
&he ambler,s powers bring a weak 6ummon to the battlefield. Roll a
d=># then resol'e the 6ummon,s Call effect as gi'en in $ppendix 999#
using the ambler,s %$ and %. $CC where appropriate.
Roll Call
= 7 / 9frit ! 9nferno
A 7 B Ramuh ! &hunder 6park
E 7 F 6hi'a ! 6nowstorm
J 6ylph ! "hispering "ind
D &itan ! Earthen Fury
L Girin ! 4ife uard
=> Cait 6ith ! Cat Rain
C$& F$CE ! $ll O'er
"hen three portions of the Cat Face are lined up# its eyes glow
yellow for a brief moment; anything unfortunate enough to stare
directly into this sudden burst of life drops dead on the spot. $ll
O'er reduces all eligible combatants in the targeted roup to > 3it
Points# regardless of current 3P# $R%# and %. $R% 'alues. &reat this
as a *eath7type effect. (otorious# .oss and End .oss enemies are
immune to $ll O'er,s effects.
&arget- roup
.O&C3 on C$& F$CE ! +oker *oom
$ll reels carry some measure of risk in them# but the most powerful
can ha'e de'astating conse0uences when the ambler,s luck turns.
+oker *oom immediately casts the .lue %agic 6pell Roulette on the
battlefield 1(umber of $cti'e Combatants ? /2 times. 9t is possible for
a .lue %age to learn Roulette in this fashion.
&arget- $ll
&ON .O: ! ;aries
6omething creaks in the hea'ens# and a large ob)ect rains down on
one unfortunate foe. &oy .ox has a random effect on one randomly
determined combatant in the targeted roup# striking automatically.
Roll =d=> and consult the table below to find &oy .ox,s exact effects.
Roll Result
=7/ $ one7ton weight crushes the target# inflicting 1/ x 6&R2
@ AdF# $rmor Physical damage.
A7B 6harp icicles pierce the target# inflicting 1/ x %$2 @
AdF# %. $rmor 9ce Elemental damage.
E7F $ small house flattens the target# inflicting 1A x 6&R2 @
AdD# %. $rmor Physical damage.
J7D $ grossly o'erweight chocobo splashes onto the target#
inflicting 1A x %$2 @ AdD# %. $rmor %agical damage.
L $ titanic hammer cracks down on the target# reducing
the target,s %agic Points by =>C of their current 'alue.
=> $ comet roars into the target# inflicting 1B x %$2 @
BdF# %. $rmor %agical damage.
+1a1$0 Reel0 Level 22
&arget- roup &ype- Fast $ction
&he origins of this reel set are lost in mystery# but some rumor that
3ades himself had a hand in their creation. &heir role is primarily a
cautionary one# e'er reminding amblers of the misery that games
of chance can bring.
6tatus Reels allows the ambler to inflict 6tatus Conditions on
opponents; each use of this $bility costs E> il. $fter the payment is
made# the ambler rolls a d=> to see which 6tatus Condition is
inflicted.
Roll 6ymbol 6tatus 9nflicted
= 6hades .lind 1B2
/ *roplet Poison 1B2
A 6tars Confuse 1B2
B .roken 4eg 9mmobili<e 1B2
E .roken $rm *isable 1B2
F Clock 6low 1B2
J ::: Curse 1B2
D ... 6ilence 1B2
L HHH 6leep 1B2
=> Red Cloud .erserk 1B2
Once this is determined# the ambler makes two dC rolls with a Co6
of Expertise# E'asion ! one using the highest E;$ in the targeted
roup as a modifier# one using the lowest. 9f neither is successful#
nothing happens. 9f one is successful# a randomly determined
combatant in the targeted roup will be afflicted with the 6tatus
rolled earlier. 9f both rolls are successful# all acti'e combatants in the
targeted roup are afflicted with the 6tatus rolled. 9mmunities apply
as normal.
Ch!6!8! Reel0 Level &3
&arget- $s Effect &ype- Fast $ction
&hese reels remember a successful ambler who belie'ed that
Chocobo birds were particularly lucky# and endea'ored to ha'e them
around where'er he gambled. 3e e'entually 'anished# ha'ing sunk
most of his winnings into searching for the elusi'e old Chocobo he
was certain would assure his fortune for life.
Chocobo Reels allows the ambler to call up a number of beneficial
effects and attacks; each use of this $bility costs />> il. $fter the
payment is made# the ambler rolls a d=># then consults the table on
the next page to see what the reels ha'e turned up.
Roll Result Conditional %odifier
= 7 A Chocobo @>
B 7 E $irship 7=>
F 7 J *iamond 7=>
D *ragon 7/>
L .ar 7/>
=> J 7A>
Once the result has been determined# the ambler makes two &ask
Checks against his ambling 6kill with the Conditional %odifier listed
for the result. 9f both Checks are successful# the ambler
FINAL FANTASY THE ROLEPLAYING GAME 88
immediately executes the effect listed for the gi'en result below. 9f
one or both Checks are failed# the ambler executes the 4agomorph
result instead. 9f the ambler rolls the ,J, result and then .otches
either of the subse0uent rolls# the ambler executes the +oker *oom
result.
C3OCO.O ! Chocobo 6tampede
$ sudden stampede of Chocobos shakes the battlefield# flattening
the one combatant unfortunate enough to be left in their path.
Chocobo 6tampede inflicts 1/= x %$2 @ EdD# %. $rmor %agical
damage to the targeted combatant# striking automatically.
&arget- 6ingle
$9R639P ! *i'e .omb
&he steady thrum of engines fills the air# accompanied by a sinister#
high7pitched whistling. 6uddenly# an airship swoops o'erhead#
disgorging a single bomb before peeling away again. *i'e .omb
inflicts 1/= x %$2 @ EdD2# %. $rmor Fire Elemental damage to all
eligible combatants in the targeted roup# striking automatically.
&arget- roup
*9$%O(* ! Prismatic Flash
%an7si<ed cards of multicolored light rise from the ground# shearing
through anything in their way. Prismatic Flash inflicts 1/B x %$2 @
Bd=># %. $rmor 3oly Elemental damage to the targeted combatant#
striking automatically.
&arget- 6ingle
*R$O( ! %egaflare
"yrmking .ahamut# lord of the dragons# descends from abo'e and
bathes the enemy in searing magical fire. %egaflare inflicts 1/B x
%$2 @ Bd=># %. $rmor %agical damage to all eligible combatants
in the targeted roup# striking automatically.
&arget- roup
.$R ! 6ummon
&he ambler,s powers bring a modestly powerful 6ummon to the
battlefield. Roll a d=># then resol'e the 6ummon,s Call effect as gi'en
in $ppendix 999# using the ambler,s %$ and %. $CC where
appropriate.
Roll Call
= %idgarsormr ! Earth $ura
/ Carbuncle ! Ruby 4ight
A olem ! Earth "all
B 6eraphim ! Re'i'er
E $rk ! Propeller "ind
F *oomtrain ! Runaway &rain
J Gu)ata ! &etra7*isaster
D $lexander ! *i'ine +udgment
L $nima ! &orment
=> Cerberus ! Counter Rockets
J ! $ll O'er
$ )ackpot bell rings and the words S$44 O;ERT appear in glowing#
larger7than7life letters# hiding the enemy from sight. "hen the words
finally 'anish# the ambler,s foes are nowhere to be found. $ll O'er
reduces all eligible combatants in the targeted roup to > 3it Points#
regardless of current 3P# $R%# and %. $R% 'alues. &his is not a
*eath7type effect# and will not be affected by Resistances or
9mmunities. (otorious# .oss and End .oss enemies are immune to
$ll O'er,s effects.
&arget- roup
F$948RE ! 4agomorph
$ small pink rabbit in a floppy straw hat materiali<es in front of the
ambler# showering the party with healing magic before 'anishing
again. 4agomorph restores 1=> x %$2 @ AdD 3it Points to all acti'e
allies.
&arget- Party
.O&C3 on J ! +oker *oom
"ithout the risk of loss# winning loses its fundamental thrill ! indeed#
any good ambler knows that to win anything# you must be prepared
to lose e'erything. +oker *oom immediately casts the .lue %agic
6pell Roulette on the battlefield 1(umber of $cti'e Combatants ? /2
times. 9t is possible for a .lue %age to learn Roulette in this fashion.
&arget- $ll
A11a6k Reel0 Level 5'
&arget- roup &ype- Fast $ction
&his set celebrates a renowned tournament fighter with a lo'e for
games of chance. 3a'ing memori<ed the ma)or weak points of the
human body# this fighter would always begin his battles by thrusting
at one of these points at random# lea'ing his defenses open all in
the hopes of landing that single lucky strike. &oday# his fearless risk7
taking ! so fundamental to the 'ery nature of the ambler ! is
celebrated by all who use these reels.
$ttack Reels allows the ambler to make multiple# potentially
enhanced attacks against a single opponent; each use of this $bility
costs B>> il. $fter the payment is made# the ambler selects an
acti'e combatant in the targeted roup at random and makes three
attacks against this target. Each attack has a Co6 of Expertise#
E'asion. 9f the ambler is under the effects of .lind# this Co6 is
reduced to 1Expertise ? /2# E'asion.
&he attack,s effects depend on whether the roll was a failure#
success# Critical 6uccess# or .otch-
F$948RE ! %issR
&he ambler has missed entirely. (othing happens.
68CCE66 ! 3itR
&he ambler successfully hits an opponent. &he targeted combatant
suffers =>>C# $rmor Physical damage.
CR9&9C$4 68CCE66 ! NE$3R
&he ambler strikes a critical hit. &he targeted combatant suffers
/>>C# $rmor Physical damage.
.O&C3 ! .86&R
&he ambler has only succeeded in hitting herself. &he ambler
suffers JEC# $rmor Physical damage.
FINAL FANTASY THE ROLEPLAYING GAME 89
$fter all three attacks ha'e been resol'ed# $ttack Reels has no
further effect.
Magi6 Reel0 Level 5*
&arget- 6ingle &ype- Fast $ction
Once upon a time# the story goes# an apprentice mage struggled to
master the basics of spellcasting. 9ndeed# no matter how hard he
tried# his concentration always wa'ered at the critical moment.
*istraught# he abandoned his studies to spend his meager sa'ings
at the roulette table. &hen# howe'er# something unexpected
happened ! as he ner'ously watched the roulette ball bouncing
along the wheel# he reali<ed that he was chanting the incantation for
basic Fire magic under his breath. $t the exact moment the ball
stopped# a gout of flame erupted across the table# badly scorching
the 'eneer and nearly igniting the steward on the spot.
Elated# if rather poorer from the damages# the apprentice tried the
spell once more# only to meet with failure again ! as long as he
concentrated on what he was saying# the spell refused to come. Only
when transfixed by the spin and bounce of the ball did the magic
cast as bidden. &oday# amblers who use these reels do so as much
to commemorate the apprentice,s life as his disco'ery that chance is
indeed the most powerful force in the uni'erse.
%agic Reels allows the ambler to cast certain Red %agic 6pells at
no %P cost; each use of this $bility costs E>> il. $fter the payment
is made# the ambler rolls Ad=>. &he first d=> is for the left reel#
and determines the 4e'el of the 6pell cast by the ambler. &he
second d=> is for the center reel# and determines how many times
the 6pell will be cast. &he third and final d=> determines the 6pell
number# and decides exactly which 6pell is cast.
Roll 4eft Reel Center Reel Right Reel
= 4e'el A x= 6pell (umber =
/ 4e'el A x= 6pell (umber /
A 4e'el B x= 6pell (umber A
B 4e'el B x= 6pell (umber B
E 4e'el E x/ 6pell (umber E
F 4e'el F x/ 6pell (umber F
J 4e'el F x/ 6pell (umber J
D 4e'el J xA 6pell (umber D
L 4e'el D $ngel 6pell (umber L
=> &3 EE (*
8 Ma$i- Reels in A-tion
Caprice pays the re0uired il for %agic Reels and rolls three
d=>. &he first# for the 6pell 4e'el# comes up a ,F, ! a 4e'el F
6pell. &he second# the number of times the 6pell will be cast#
rolls a ,B, ! the 6pell will be cast once. &hat )ust lea'es the
0uestion of which 6pell will be actually cast. Caprice,s third roll
is a D ! she will cast 6pell (umber D for 4e'el F# or "aterga#
once on a target of her choice.
$ roll of => on any of the three Reels is effecti'ely a ,wild card, ! the
player can choose which of the nine preceding results to use.
3owe'er# if &3# EE# or (* are used in combination with certain other
results# no 6pell is cast; instead# the ambler unleashes a uni0ue
effect. &hese combinations are-
&3 @ EE @ (* ! &he End
&he immediate battlefield suddenly becomes a serene garden# its
beautiful flower fields only marred by a crumbling tombstone in the
midst of the enemy ranks. Engra'ed in the weathered rock are )ust
two words- &3E E(*. &he End reduces all eligible combatants in the
targeted roup to > 3it Points# regardless of current 3P# $R%# and
%. $R% 'alues. &his is not a *eath7type effect# and will not be
affected by Resistances or 9mmunities# e'en those possessed by
(otorious# .oss# and End .oss enemies.
&arget- roup
&3 @ $ngel @ (* ! Rapture
Ethereal angel wings shimmer into life behind the combatants#
threatening to lift them into skies at a moment,s notice. "hen
Rapture is cast# a six7Round timer begins. 9f the battle has not
finished before the timer reaches ,>#, Rapture reduces all acti'e
combatants on the battlefield to > 3it Points# regardless of current
3P# $R%# and %. $R% 'alues. &his is not a *eath7type effect# and will
not be affected by Resistances or 9mmunities. (otorious# .oss and
End .oss enemies are immune to Rapture,s effects.
&arget- $ll
$ngel @ (* @ $nything .ut &3 ! Full CureR
&he entire party is fully healed of all wounds. Full Cure restores the
ambler and all acti'e allies in the immediate Party to maximum 3it
Points.
&arget- Party
&3 @ $ngel @ $nything .ut (* ! "allR
.eams of light pierce the ground# pulling up a solid chunk of earth
to shield the ambler,s allies from harm. "all bestows the 6tatus
Condition "all on the ambler and all acti'e allies in the immediate
Party 1B2.
&arget- Party
$ngel @ $ny Other Combination ! *e'il,s 4augh
&he center reel begins to spin again# finally stopping on a laughing
de'il,s face. (othing happens ! the ambler has wasted his $ction
and money.
&arget- 6ingle
$ssuming the ambler does not trigger one of the special effects# he
will instead cast the appropriate 6pell gi'en in &able B7J below as
many times as the Center Reel indicated. $ll 6pells are treated as
&arget- 6ingle# regardless of their actual &arget; harmful 6pells will
always target an opponent of the ambler,s choosing# while helpful
6pells affect an ally chosen by the ambler ! see Chapter D for more
details.
FINAL FANTASY THE ROLEPLAYING GAME 90
Table 4-< Ma$i- Reel Spell Res+lts
SP!.. -/MB!R .!V!. 3 .!V!. 4 .!V!. ( .!V!. 6 .!V!. * .!V!. %
1 Aera 3io Aeraga Char( 5ene, 0+%
2 3+i88ara Con$)*e "rotectga 7*)na Free8e 3+ack !o+e
3 C)ra Drain 3+i88aga F+are 5e$+ect Ce+e*tia+ #ta*i*
4 Fira !a*te C)raga #he++ga 2)ke Ma**acre
5 "rotect 5ai*e Firaga E)ake #hock,a<e ")+*ar Me+t%o,n
6 5egen 5)*e Mini #i.hon @-Fone 3reak
7 #i+ence #he++ #tone #to. ?oa% !o+:
8 ?h)n%ara 3a*)na ?h)n%aga Daterga Geno( 5e1irth
9 Fo(1ie Datera ?i(e #+i. Gani*h "ain #hie+%
10 An: 6e<e+ 3 An: 6e<e+ 4 An: 6e<e+ 5 An: 6e<e+ 6 An: 6e<e+ 7 An: 6e<e+ 8
FINAL FANTASY THE ROLEPLAYING GAME 91
"# Mediator
*emagogues# peacekeepers# diplomats# con men ! men and women
with the %ediator5s talents can be found in all walks of life# practicing
the arts of sil'er tongue and careful suggestion as meticulously as a
warrior would his swordsmanship. &hough %ediators can put up a
fair fight in battle# their strength lies not in arms# but in their ability
to manipulate others into doing their bidding; with little more than
the right word at the right time# an %ediator can accomplish almost
anything.
Geenly intelligent and meticulously logical# the a'erage %ediator
may seem a poor fit for a wandering band of rough7and7tumble
ad'enturers. 3owe'er# those honeyed words reach further than
mere fireballs and flashing blades; gi'en a chance# the %ediator,s
talents can open doors in many places or sow the seeds of
confusion on the battlefield on an unimagined scale.
JOB STR VIT AGI SPD MAG SPR
Me%iator +8 +8 +12 +10 +10 +12
JOB PROFILE
Representati'es- Orator +ob 1FF&2# .eastmaster +ob 1FF;# FF:9#
FF&$2# Reis *uelar 1FF&2
3P *ie- dD
%P *ie- n?a
"eapons- Gni'es# Flails# 9nstruments# Rifles
$rmor- $rmwear# 3ats# 6uits# Robes
$ccuracy .onus- @/>
6kill Points- /F>
6kill $ptitudes- 6ocial
Expertise Formula- 1(egotiation Rating ? /2@ 4e'el @ 16PR x /2
SPEECHCRAFT
&he %ediator is master of rhetoric# a consummate professional who
can make the cut and thrust of debate seem as thrilling as the clash
of steel.
Tame Level 1
&arget- 6ingle &ype- %agic $bility
$ wise %ediator knows ne'er to underestimate the power of mercy
offered at the right moment. &ame allows the %ediator to Ispare5 a
single opponent reduced to > 3P prior to the %ediator5s turn in the
current Round# recruiting them as a temporary ally. &reat this as a
%ystify7type effect; il# :P# and items are awarded as if the opponent
had been defeated in the normal manner. (otorious# .oss# and End
.oss opponents are immune to &ame,s effects by default.
9n exchange for being spared# the opponent is willing to perform
one action on the %ediator,s behalf before the ,spell, is broken; to
do so# the %ediator must herself make a Fast $ction. Out of combat#
this assistance will usually allow the party to o'ercome an obstacle
they would not clear under their own steam; in combat# the opponent
will use one attack or $bility chosen at the %,s discretion. Once the
deed is done# the %ediator has no further hold o'er the opponent; in
most cases# the &amed opponent will immediately flee.
9nitially# the %ediator is limited to a single ,recruit, at a time# but
may add one additional opponent at 4e'els =F# A=# BF# and F=# for a
grand total of E. $ gi'en opponent may not be &amed more than
once.
EN1r$01 Level 1'
&arget- 6ingle &ype- %agic $bility
&he %ediator,s knack for studied negotiation can drastically alter the
flow of battle. Entrust allows the target to immediately take a turn#
e'en if it has already acted in the current Round. "hen targeting
hostile combatants# including allies under the effect of Charm or
Confuse# Entrust has a Co6 of Expertise# %. E'asion; against allies#
Entrust is automatically successful.
9f the target has any $ctions remaining# the %ediator may take
another turn when the target would normally act during this Round;
the target loses this later turn in exchange for being able to act on
the %ediator,s current 9nitiati'e. 9f the target is currently charging a
6low $ction# that $ction is immediately canceled; if the target has not
acted this Round# the %ediator can take another turn on the tick the
6low $ction would ha'e normally gone off on. 9f the 6low $ction
would not ha'e finished charging during the current Round# the
%ediator will not get another turn.
8 'nt#+st in A-tion
%int 19nitiati'e AF2# 3iro 19nitiati'e =/2# 3a<e 19nitiati'e =F2# and
4autrec the %ediator 19nitiati'e =E2 are locked in combat. %int
and 3a<e act# then 4autrec,s turn comes up. 9f he uses Entrust
on 3iro# 3iro can act immediately on 4autrec,s current 9nitiati'e
of =E; 4autrec will act again on 3iro,s 9nitiati'e of =/.
$lternately# 4autrec can target 3a<e# allowing him to take a
second turn this Round; in exchange# he effecti'ely gi'es up his
own turn. 3e could also target %int# in which case %int would
take an immediate turn and 4autrec can take an $ction when
%int would normally act next thanks to her Extreme 9nitiati'e- at
= tick.
.arle5 Level 19
&arget- 6ingle &ype- %agic $bility
"ith a little careful negotiation# an %ediator can con'ince a critically
wounded foe that discretion is indeed the better part of 'alor. Parley
can only target opponents whose current 3it Points are /EC or less
of the maximum 'alue# and has a Co6 of Expertise# %. E'asion of
con'incing the target to immediately flee the battle. &reat this as an
E)ect7type effect. Opponents who ha'e been affected by Parley can
also be automatically &amed as a Hero $ction.
A%vi6e Level 28
&arget- 6ingle &ype- %agic $bility
&hrough careful direction and timely suggestions# a %ediator is
capable of guiding her allies to 'ictory. $d'ice bestows the 6tatus
Condition Critical 8p 1B2.
FINAL FANTASY THE ROLEPLAYING GAME 92
I41imi%a1i!4 Level 3*
&arget- 6ingle &ype- %agic $bility
9ntimidation is )ust that- a rapid7fire stream of withering in'ecti'e that
systematically strips away the target,s concentration and confidence#
lea'ing it dramatically shaken. 9ntimidation has a Co6 of Expertise#
%. E'asion of increasing the target,s range for $utomatic %isses
and .otches from LE to =>> to JE to =>> 1B2; during this time# any
Critical 3its or Critical 6uccesses are treated as normal successes.
Ma4i($la1e Level &
&arget- 6ingle &ype- %agic $bility
&he %ediator wraps her 'ictim in a skein of skewed logic#
dragooning it into obeying her e'ery command for a few precious
moments. %anipulate has a Co6 of Expertise# %. E'asion of inflicting
the 6tatus Condition Charm on the targeted combatant 1B2.
I4vi1e Level 55
&arget- 6ingle &ype- %agic $bility
"ith sweet words and studied persuasion# an %ediator can con'ince
almost anything to fight on her behalf. 9n'ite has a Co6 of Expertise#
%. E'asion of con'erting a single opponent into a temporary ally.
&reat this as a %ystify7type effect; (otorious# .oss# and End .oss
opponents are immune to 9n'ite,s effects by default. 9f successful#
the opponent will immediately begin fighting for the %ediator,s party#
using whate'er attacks and $bilities the % deems appropriate.
$fter the battle is o'er# opponents ,con'erted, in this fashion are
considered defeated and will yield the normal rewards. &hey will also
follow the %ediator until called upon to help; doing so re0uires the
%ediator spend a Fast $ction. 9f called up in another battle# the
9n'ited opponent will fight for the %ediator until the end of that
battle# acting according to % discretion; out of combat# the 9n'ited
opponent will offer whate'er assistance it can for one 6cene. $fter
this# it will make its escape. &he %ediator may ne'er ha'e more than
one 9n'ited opponent at any one time# though she may choose to
release a pre'iously 9n'ited opponent at any point for no cost. $
gi'en opponent may not be 9n'ited more than once.
Charge? Level &
&arget- Party &ype- %agic $bility
&he greatest battles in history began with but one word. ChargeR
gi'es up to four of the %ediator,s allies a limited Co6 of making an
immediate $ttack $ction with whate'er "eapon they currently ha'e
e0uipped against targets of their own choosing. &hese $ctions do
not count towards the attackers5 totals for that Round# and may be
taken e'en if the allies in 0uestion ha'e already acted in the current
Round.
E'ery party member must make a separate dC roll to see if they will
actually attack; the Co6 for this is based on the ally,s current 3it
Points# as shown below.
$lly5s 3it Points Co6
=>> to JFC of maximum B>C
JE to E=C of maximum F>C
E> to /EC of maximum D>C
/EC or less of maximum =>>C
9f more than four allies succeed# the four lowest7rolling allies will
make $ttack $ctions.

FINAL FANTASY THE ROLEPLAYING GAME 93
$%&' Mime
&he %ime is the chameleon of the ad'enturing ecosystem# training in
nothing yet studying e'erything; with no skills of her own yet e'ery
skill around her. (o one can say whether a true mimic is born or
made ! those with the innate talent tend to be nondescript
indi'iduals with malleable personalities and a face almost destined to
fade into the crowd. 6ome accept this# subsuming that blank
persona into their abilities; others rebel# dressing in outlandish
costumes and monstrous masks# gi'ing the world no choice but to
recogni<e them. "hate'er the case may be# one thing is always
certain ! to face a %ime in battle is to stare into the face of chaos
itself.
JOB STR VIT AGI SPD MAG SPR
Mi(e +9 +9 +9 +9 +9 +9
JOB PROFILE
Representati'es- ogo 1FF;92# %ime +ob 1FF;# FF&2
3P *ie- dD
%P *ie- dF
"eapons- .ows# Crossbows# Flails# lo'es# Gni'es# Rods# 6ta'es
$rmor- $rmwear# 3ats# 6uits# 6hields
$ccuracy .onus- @/>
6kill Points- /F>
6kill $ptitudes- (one
Expertise Formula- 1$cting Rating ? /2 @ 4e'el @ 16PR x /2
MIMICRY
&he %ime5s greatest weapons are his friends and foes. $rmed with
the uncanny ability to recreate the actions of those around him in
minute detail# a %ime can be as weak ! or as strong ! as anything
else on the battlefield.
Mimi6 Level 1
&arget- ;aries &ype- ;aries
.y obser'ing a target in battle# the %ime can mimic its actions. "hen
used# %imic allows the %ime to replicate the last $ction made ! or
$bility used ! prior to his turn. &he effects and target will be identical
to the pre'ious $ction5s e'en if they were randomly determined#
though all damage codes and Co6 formulas use the %ime5s
$ttributes and Combat 6tatistics as their basis. $bilities which re0uire
the use of a certain "eapon ha'e this re0uirement wai'ed# using
whate'er "eapon the %ime currently has e0uipped instead. For
9aido and 6oul .lade# resol'e the effects as if the %ime was
e0uipped with the Gatana used in the last $ction &he only exception
are $ctions which consume an 9tem ! the %ime must ha'e the same
9tem in his 9n'entory in order to be able to %imic the $ction#
consuming the 9tem in the process.
$ctions with an %P cost re0uire the %imic to spend an e0ual
amount of %P ! if not enough %P is a'ailable# %imic fails and the
$ction is wasted. $ctions with a Charge &ime cannot be %imiced
unless their effects were resol'ed directly before the %ime5s turn; if
so# the Charge &ime penalty carries o'er to %imic.
Mirr!r Mimi6 Level 9
&arget- 6elf &ype- 6upport $bility
6la'ish imitation alone does not always ensure success. %irror %imic
allows a %ime to use %imic with either its original target or the
combatant who made the last $ction as a target.
C!mma4% Mimi6 Level 1*
&arget- 6ingle &ype- Fast $ction
Practice makes perfect. Command %imic re0uires the %ime to select
a single ally and allows them to select one Fast $ction# 6low $ction#
%agic $bility# or 4e'el of 6pells that ally possesses and use it for the
duration of the current battle or 6cene. Only one $bility or 6pell
4e'el may be replicated in this fashion per battle or 6cene. $ll
damage codes and Co6 formulas use the %ime5s $ttributes and
Combat 6tatistics as their basis; Charge &imes and %P costs carry
o'er as normal.
$bilities that re0uire the use of a certain "eapon ha'e this
re0uirement wai'ed# using whate'er "eapon the %ime currently has
e0uipped instead. &he only exceptions to this rule are 9aido and 6oul
.lade# which may not be mimiced in this fashion unless the %ime has
the rele'ant Gatana e0uipped.
9f Command %imic is used to access a 4e'el of 6pells# only those
6pells a'ailable to the target can be used by the %ime. 9n the case
of .lue and 6ummon %agic# the %ime can take a number of 6pells
or Calls with a combined %P 'alue e0ual to his own maximum %P#
chosen from those the %ime5s target has access to.
9f Command %imic is used to mimic the *ancer,s Perform or the
eomancer,s eomancy# the %ime uses whate'er effect was
generated the first time around.
Mem!r5 Mimi6 Level 25
&arget- 6elf &ype- 6upport $bility
$ long memory makes for a better performance. %emory %imic
allows the %ime to use %imic on any $ction made prior to his turn
during the course of the current Round.
)i4al Mimi6 Level 33
&arget- ;aries &ype- Reaction
$lways bow out on a high note. "hen triggered# Final %imic has a
Co6 of E> @ 6PR of allowing the %ime to immediately %imic the
attack that reduced him to > 3P# targeting the combatant that made
the original $ction. Final %imic is sub)ect to the same restrictions as
%imic# though any Charge &ime is wai'ed.
&rigger- %ime5s 3P reduced to > or lower by an attack
C!mma4% Mimi6+ Level &1
&arget- 6elf &ype- 6upport $bility
&he longer you spend with somebody# the better you know them.
Command %imic@ allows the %ime to use Command %imic on up to
two 6pell 4e'els# %agic $bilities# Fast $bilities# or 6low $bilities per
battle or 6cene.
FINAL FANTASY THE ROLEPLAYING GAME 9
Targe1 Mimi6 Level &9
&arget- 6elf &ype- 6upport $bility
&he best performer always puts his own spin on things. &arget %imic
allows a %ime to freely choose their targets when using %imic.
C!$41er Mimi6 Level 5
&arget- ;aries &ype- Reaction
6ooner or later# e'ery performance becomes predictable. "hen
triggered# Counter %imic has a flat Co6 of A>C of allowing the %ime
to a'oid the effects of the attack and immediately %imic it# targeting
the combatant that made the original $ction. Counter %imic is
sub)ect to the same restrictions as %imic# though any Charge &ime is
wai'ed.
&rigger- $ttack targeting the %imic alone
-!8 Mimi6 Level &
&arget- 6ingle &ype- Fast $ction
&o master a role is to know its nuances. +ob %imic re0uires the %ime
to select a single ally# allowing them to use most Fast $bilities# 6low
$bilities# %agic $bilities# and 6pell 4e'els a'ailable to that character
1B2. &he exceptions are $bilities gained after 4e'el E> and 4e'el J
and D 6pells. For .lue %agic# no 6pell with an %P cost of =>> or
higher may be used with +ob %imic; 6ummons and Calls are limited to
those with an %P cost of =E> or lower. Only one ally may be mimiced
in this fashion at any one time. 9f used out of combat# +ob %imic has
no time limit.
FINAL FANTASY THE ROLEPLAYING GAME 95
( Thie&
&he &hief is something of an enigma. "here most heroes uphold the
law# the &hief openly flouts it. 3er skills are in'aluable when
infiltrating an enemy fortress or retrie'ing priceless artifacts from
talentless brigands# but for some reason that argument ne'er holds
up when she,s caught Upracticing#U whether she,s been picking
pockets or climbing out of a second7floor window with a sack full of
sil'er. E'en if she restricts her kleptophilia to ad'enturing pursuits#
the &hief is largely disrespected# but she doesn,t let it get her down.
E'en Paladins come running to her at the first sign of a trap or
complex lock. 6he may not ha'e the reflexes of the (in)a or the
mechanical expertise of the Engineer# but she,s got what she,s got#
and she,s damn good at using it. For most ad'enturing &hie'es# it,s
not about the money# but the challenge. $nyone can get rich by
staying in the city# but no one today makes traps like the ones in the
ancient ruins# and no one uses pu<<le locks anymore. "ho wants a
sack of gold when she could decorate her pad with an emerald the
si<e of her fistQ &he lack of moti'ation shown by her domestic
brethren is enough to make a grown &hief cryR
&he &hief,s best weapon is her attitude. "hen the excrement
strikes the windmill# no one remains as calm as the thief. 6he may
let fly with a storm of curses# or cry a few crocodile tears to throw
off her enemies 1or e'en her allies2# but deep down inside the &hief
knows she can handle whate'er life throws at her. 6he,s li'ed
through most of it# and what she hasn,t seen doesn,t scare her.
"hen the &hief does get shaken# it,s a pretty good sign that things
are about to take a turn for the ugly.
JOB STR VIT AGI SPD MAG SPR
?hie$ +8 +8 +13 +15 +8 +8
JOB PROFILE
Representati'es- 4ocke Cole 1FF;92# Nuffie Gisaragi 1FF;992# Rikku
1FF:2# &hief +ob 1FF9# FF999# FF;# FF:9# FF&# FF&$# FF:7/2# Hidane
&ribal 1FF9:2
3P *ie- dD
%P *ie- n?a
"eapons- .oomerangs# 4ight 6words# Gni'es# (in)a .lades# 6wallows
$rmor- $rmwear# 3ats# 6uits
$ccuracy .onus- @/>
6kill Points- /F>
6kill $ptitudes- &hie'ery
Expertise Formula- 1Pickpocket Rating ? /2 @ 4e'el @ 1$9 x /2
SNEAK
9n the &hief5s world# the hand is always 0uicker than the eye and
anything ! anything ! is ripe for the taking.
+1eal Level 1
&arget- 6ingle &ype- Fast $ction
&hanks to a little cunning and a set of well7honed reflexes# a &hief
can pluck a target5s 'aluables before it e'en has a chance to react.
6teal gi'es a &hief a Co6 of $ccuracy# E'asion of stealing an item
from the targeted combatant# pro'ided that the combatant had a
treasure table set out for them using the rules in $ppendix 99. &he
"eapon 6kill in 0uestion is that used by whiche'er "eapon the &hief
has e0uipped; if more than one is e0uipped# choose which to use.
9f successful# make a roll against Expertise# E'asion to see exactly
what the &hief has snatched-
Roll Result 9tem 6tolen
.otch (one
Failure Common
.eat Co6 by = 7 A> 8ncommon
.eat Co6 by A= 7 E> Rare
.eat Co6 by E=@ ;ery Rare
$ Critical 6uccess increases the rarity of the item stolen by one !
from 8ncommon to Rare# or from Rare to ;ery Rare. 6tealing an item
remo'es it from the treasure table; it will not drop after battle# and if
subse0uent 6teal rolls end up with the same item# nothing is taken
and the $ction is wasted.
9f 6teal is used against a target without a treasure table# the &hief
must either declare what she is taking before making the roll# or
ends up with one random 'aluable at the %5s discretion. (ote that
unlike the 6kill Pickpocket# 'ictims of 6teal know immediately they5'e
been robbed ! the &hief trades subterfuge for speed in this case.
#il +4a((er Level 8
&arget- roup &ype- Fast $ction
&hough the &hief5s forte lies in larger items# she is not abo'e helping
herself to a stranger5s pocket change to fatten her own purse. il
6napper has a Co6 of 1Expertise ? /2 of allowing the &hief to snatch
a number of il e0ual to 1&otal il ;alue of $ll Opponents ? D2. il
taken in this fashion are not deducted from the encounter rewards#
but multiple successful uses of il 6napper will not increase this
amount ! the $bility is only effecti'e once per battle.
"hen used against other targets# the amount of il obtained in
this manner is left to the %5s discretion. $s with 6teal# 'ictims of il
6napper immediately notice their loss ! &hie'es who want to a'oid
rousing alarm will ha'e to use Pickpocket instead.
Ca16h Level 15
&arget- 6elf &ype- Reaction
6ome warriors are speedy enough to snatch incoming pro)ectiles out
of the air# but only the &hief has the presence of mind to pocket
them. "hen triggered# Catch gi'es the &hief a flat Co6 of E>C of
a'oiding the attacks effects and immediately adding any 9tems or
$mmunition used in the attack to her 9n'entory 6lot.
&rigger- &hief is targeted by a &hrowing "eapon# .ow# Crossbow#
Rifle# or Ranged monster attack that inflicts Physical damage
FINAL FANTASY THE ROLEPLAYING GAME 96
Di01ra61 Level 22
&arget- 6ingle &ype- 6low $ction 1D2
9n tight 0uarters# a &hief 0uickly learns to use any means at her
disposal to di'ert attention from herself ! a cloud of dust# a bit of
o'eracting# or a e'en well7aimed stone can work wonders at the
right time. *istract has a Co6 of Expertise# E'asion of inflicting the
6tatus Condition 8naware 1/2.
M$g Level 29
&arget- 6ingle &ype- 6low $ction 1=>2
&hough the &hief prefers to pilfer her 'ictim5s 'aluables with skill and
subtlety# there are times when a little cold steel gets far better
results. %ug allows the &hief to inflict =>>C# $rmor Physical damage
on the targeted combatant# striking automatically. $fter damage has
been resol'ed# the &hief has a Co6 of Expertise# E'asion of stealing
an item from the target in the same manner as if 6teal had been
used. &his does not re0uire an additional $ction.
De1e61 Level 3
&arget- 6ingle &ype- Fast $ction
Careful obser'ation is a cardinal 'irtue among &hie'es; sometimes#
only a sharp eye and patience can spot the difference between a
prince and a pauper. *etect allows the &hief to see the target5s
treasure table or any other items of significant 'alue the target is
carrying. 9f used against an opponent with a treasure table# *etect
also increases the effecti'eness of 6teal ! for the remainder of the
battle# the &hief will steal an additional item e'ery time a successful
6teal roll is made. &he nature of this ,bonus, item depends on the
rarity of the stolen item-
9tem Rolled $dditional 9tem 6tolen
;ery Rare Rare
Rare 8ncommon
8ncommon Common
Common (one
9f the additional item was already pre'iously stolen# nothing happens
! 6teal proceeds as normal.
+1eal ,ear1 Level &3
&arget- 6ingle &ype- 6low $ction 1=B2
"ith her roguish air and charming manner# an experienced &hief can
worm her way into any heart# turning e'en bitter foes into smitten#
lo'e7drunk <ombies. 6teal 3eart has a Co6 of Expertise# E'asion of
inflicting the 6tatus Condition Charm 1F2. $gainst 3umanoid
opponents# 6teal 3eart will only be effecti'e if the target would
normally be recepti'e to the &hief,s ad'ances; all other monster
types are affected as normal.
C!$41er1he:1 Level 5'
&arget- 6ingle &ype- Reaction
%any professions take ad'antage the brief opening after an
opponent5s attack to launch a counterassault. &he &hief# true to her
nature# uses it to nab 'aluables from unsuspecting foes. "hen
triggered# Countertheft allows the &hief to immediately use 6teal
against the opponent who made the attack# striking automatically.
&rigger- &hief is targeted by a 6ingle7target %elee $ttack $ction that
deals Physical damage
R!88er'0 Evi%e46e Level 5*
&arget- 6ingle &ype- 6low $ction 1=D2
$ smart &hief recogni<es a trapped chest or cursed coin when she
sees one; a smarter one keeps these ha<ards in store to wreak
ha'oc on her opponents# throwing them out in the midst of battle
where they5re least expected. Robber5s E'idence inflicts =>>C @
1Expertise x /2# $rmor Physical damage# striking automatically.
)!!1"!rk Level &
&arget- 6elf &ype- 6upport $bility
.y channeling chi into her mo'ements# a &hief can mo'e with
blinding speed# striking and retreating long before her foes ha'e
time to act. Footwork allows the &hief to add /> to her 9nitiati'e
when determining it at the beginning of the Round.

FINAL FANTASY THE ROLEPLAYING GAME 97
MA#E JOBS
%ages are sorcerers and spellcasters# creating their attacks by
channeling mana# the power of magic# through their bodies. &his
gi'es them flexibility in 'ast excess of other party members# but
does demand sacrifices ! %ages are physically weaker and more
'ulnerable in combat than "arriors or e'en Experts.
)*# B%ack "a%%er
&he ability to draw on the magical creatures known as 6ummoned
%onsters is a rare one; to be able to control and sustain them in
battle is rarer still. &he .lack Caller is a study in compromises !
though their abilities are limited and cannot anchor a 6ummon for
long# they compensate with a respectable command of .lack %agic.
&he result is a mixture of 'ersatility and all7out power capable of
shifting the tide on any battlefield.
JOB STR VIT AGI SPD MAG SPR
3+ack Ca++er +5 +5 +10 +10 +15 +15
JOB PROFILE
Representati'es- Rydia of %ist 1FF9;2
3P *ie- dF
%P *ie- d=>
"eapons- .ows# Flails# Gni'es# Rods# 6ta'es
$rmor- $rmwear# 3ats# Robes
$ccuracy .onus- @=>
6kill Points- /D>
6kill $ptitudes- 6cholastic
BLACK MAGIC
&hough not as skilled as a pure .lack %age# .lack Callers are able
to hold their own in this powerful form of war magic.
Bla6k magi6 Level 1
&arget- ;aries &ype- %agic $bility
.lack Callers ha'e the ability to cast .lack 6pells from the lists in
Chapter D in battle. &hey begin with two 4e'el = 6pells at 4e'el =#
with additional 6pells gained roughly e'ery A 4e'els.
SP'(( ('V'( .'W SP'(( GAI.'D AT ('V'(S
3+ack 1 3= 6= 9
3+ack 2 11= 13= 16= 19
3+ack 3 21= 23= 26= 29
3+ack 4 31= 33= 36= 39
3+ack 5 41= 43= 46= 49
3+ack 6 51= 53= 56= 59
I41$i1ive magi6 Level 1
&arget- ;aries &ype- %agic $bility
4ike a pure .lack %age# the .lack Caller can turn her limited
elemental mastery to a 'ariety of uses. %ore details on 9ntuiti'e
%agic can be found in Chapter D.
Geywords- *estruction# Earth# Elemental %anipulation# Fire# 9ce#
4ightning# Poison# 6hadow# "ater
E%OCATION MAGIC
4ike the 6ummoner# the .lack Caller is able to summon powerful
creatures from other worlds to ser'e and assist her# if only for short
periods of time. &hough the process of finding and recruiting such
creatures is an arduous one# their power more than compensates for
any hardship.
Ar6a4e T!4g$e Level 1
&arget- ;aries &ype- 6upport $bility
.lack Callers ha'e the ability to communicate with 6ummoned
%onsters and other creatures of magical origin as if they had a
rele'ant 4anguageV 6kill at a Rating of =>># e'en if the creature is
not normally capable of communicating with intelligent beings.
Call Level 1
&arget- ;aries &ype- %agic $bility 1F2
.lack Callers ha'e the ability to call on 6ummoned %onsters from
the lists in $ppendix 999. 9n this case# the 6ummon in 0uestion
materiali<es long enough to unleash a single effect# then disappears.
.lack Callers gain one 6ummoned %onster ! 4akshmi# Remora# or
;alefor ! at 4e'el =# ac0uiring additional 6ummons as the game
progresses at the %5s discretion.
B!!01 Level 3'
&arget- ;aries &ype- %agic $bility 1D2

$n experienced .lack Caller can increase the power of her
6ummon5s attacks by spending additional time channeling a portion
of her own power and mana into them. .oost is used in the same
manner as Call# but increases the effect of the 6ummon ! damage or
healing ! by @/EC. $side from the increased Charge &ime# the %P
cost ! or il cost ! of the 6ummon increases by @/EC to
compensate.
FINAL FANTASY THE ROLEPLAYING GAME 98
)+, B%ack Mage
Other schools of magic are capable of unleashing powerful attack
spells# crippling or incapacitating opponents with the wa'e of a hand.
.lack %agic# howe'er# makes it the raison d5etre# existing for
destruction and nothing else. &rained in the de'astating power of
the elements# its practitioners are a fearsome presence on any
battlefield. $lone# they can blast any opponent within an inch of its
life; together# they can stop armies in their tracks.
JOB STR VIT AGI SPD MAG SPR
3+ack Mage +5 +5 +10 +10 +15 +15
JOB PROFILE
Representati'es- .lack %age +ob 1FF9# FF99# FF;# FF:7/# FF:9#
FF&#FF&$2# 4ulu 1FF:2# Palom of %ysidia 1FF9;2# ;i'i Ornitier 1FF9:2
3P *ie- dF
%P *ie- d=>
"eapons- .ows# Gni'es# Rods
$rmor- $rmwear# 3ats# Robes
$ccuracy .onus- @=>
6kill Points- /D>
6kill $ptitudes- 6cholastic
BLACK MAGIC
.lack %agic focuses on the offensi'e side of magic ! elemental
manipulation# destructi'e attacks and crippling 6tatus Conditions. $s
they gain experience# .lack %ages grow in power and 'ersatility#
gaining the ability to clear the battlefield in one swift action.
Bla6k magi6 Level 1
&arget- ;aries &ype- %agic $bility
.lack %ages ha'e the ability to cast .lack 6pells from the lists in
Chapter D in battle. &hey begin with three 4e'el = 6pells at 4e'el =#
with additional 6pells gained e'ery / 4e'els.
SP'(( ('V'( .'W SP'(( GAI.'D AT ('V'(S
3+ack 1 3= 5= 7
3+ack 2 9= 11= 13= 15
3+ack 3 17= 19= 21= 23
3+ack 4 25= 27= 29= 31
3+ack 5 33= 35= 37= 39
3+ack 6 41= 43= 45= 47
3+ack 7 49= 51= 53= 55
3+ack 8 57= 59= 61= 63
I41$i1ive magi6 Level 1
&arget- ;aries &ype- %agic $bility
&hough his primary powers are offensi'e# the .lack %age can use
his command of the elements in more subtle ways. %ore details on
9ntuiti'e %agic can be found in Chapter D.
Geywords- *estruction# Earth# Elemental %anipulation# Fire# 9ce#
4ightning# Poison# 6hadow# "ater

FINAL FANTASY THE ROLEPLAYING GAME 99
-+,
Red Mage
&he Red %age is the classic )ack of all trades# a profession whose
'ersatility stands in stark contrast to the regimented# often
restricti'e training of other %age +obs. 9ndeed# rather than keeping
their studies confined to a single school of magic# these 'ersatile
spellcasters satisfy curiosity by dabbling in a little bit of e'erything-
"hite %agic# .lack %agic# &ime %agic# swordsmanship...
&he 0uintessential free spirits# Red %ages tend to dress elegantly
and flamboyantly# using the romantic idealism of musketeers and
swashbucklers as a template. &his carries o'er into their choice of
arms; they are particularly adept with bladed weapons# preferring to
fight with rapiers# sabres and other weapons that allow them to take
full ad'antage of the additional mobility afforded by their light armor.
&hough other spellcasters may find Red %ages a little too flighty for
their liking# there is no denying that their palette of abilities is a
potent one.
JOB STR VIT AGI SPD MAG SPR
5e% Mage +10 +8 +10 +10 +12 +10
JOB PROFILE
Representati'es- Red %age +ob 1FF9# FF999# FF;# FF:9# FF&$2
3P *ie- dD
%P *ie- dD
"eapons- .ows# Flails# Gni'es# 4ight 6words# Rods# 6ta'es# 6words
$rmor- $rmwear# auntlets# 3ats# 3elmets# %ail# Robes# 6hields
$ccuracy .onus- @/>
6kill Points- /F>
6kill $ptitudes- 6cholastic
RED MAGIC
Red %agic is a synthesis of .lack# "hite# and &ime# gi'ing its
practitioners access to a significant part of the magical spectrum.
Re% Magi6 Level 1
&arget- ;aries &ype- %agic $bility
Red %ages ha'e the ability to cast 6pells from the Red %agic list in
Chapter D in battle. &hey begin with three 4e'el = 6pells at 4e'el =#
with additional 6pells gained roughly e'ery A 4e'els. 3owe'er# their
total 6pell selection is limited to the following list-
SP'(( ('V'( .'W SP'(( GAI.'D AT ('V'(S
5e% 1 3= 6= 9
5e% 2 11= 13= 16= 19
5e% 3 21= 23= 26= 29
5e% 4 31= 33= 36= 39
5e% 5 41= 43= 46= 49
5e% 6 51= 53= 56= 59
I41$i1ive magi6 Level 1
&arget- ;aries &ype- %agic $bility
Red %ages command a 'ast array of powers; with a little creati'ity#
those selfsame forces can be dragooned into a 'ariety of uses. %ore
details on 9ntuiti'e %agic can be found in Chapter D.
Geywords- .arrier# *estruction# Earth# Elemental %anipulation# Fire#
3ealing# 9ce# 4ightning# Poison# 6hadow# "ater# "ind
D$al6a01 Level 5'
&arget- ;aries &ype- %agic $bility 1F2
From early on# Red %ages learn to compensate for their limited
library of magic by increasing the speed with which they cast their
6pells# pummeling foes with an unending barrage of sorcery.
*ualcast allows a Red %age to cast two Red 6pells at the cost of a
single $ction. .oth 6pells must be chosen immediately; the Red
%age must also ha'e enough %P to co'er the cost of both 6pells.
*ualcast cannot circum'ent any 6tatus Condition that would normally
pre'ent a Red %age from casting a 6pell.

FINAL FANTASY THE ROLEPLAYING GAME 100
./ Sage
&he 6age is a font of knowledge# the product of years of studies into
the 'ery essence of magic. "here other %ages speciali<e in healing#
damage# or support# 6ages are generalists# e0ually at home with the
crackle of lightning bolts or the touch of a healing hand. &here are#
of course# compromises ! )ack of all trades# master of none# the
6age pays for his studious nature with a weaker constitution# while
his powers lack the focus and efficacy of a Ipurer5 %age.
(onetheless# his broad body of wisdom and unri'aled 'ersatility
make him a 'aluable asset to any ad'enturing group.
JOB STR VIT AGI SPD MAG SPR
#age +5 +5 +10 +10 +10 +10
JOB PROFILE
Representati'es- Fu6oNa 1FF9;2# 6age +ob 1FF9992# &ellah 1FF9;2
3P *ie- dF
%P *ie- d=>
"eapons- Rods# 6ta'es
$rmor- $rmwear# 3ats# Robes
$ccuracy .onus- @=>
6kill Points- /D>
6kill $ptitudes- 6cholastic
RED MAGIC
Red %agic is a synthesis of .lack# "hite# and &ime# gi'ing its
practitioners access to a significant part of the magical spectrum.
Re% Magi6 Level 1
&arget- ;aries &ype- %agic $bility
6ages ha'e the ability to cast 6pells from the Red %agic list in
Chapter D in battle. &hey begin with three 4e'el = 6pells at 4e'el =#
with additional 6pells gained roughly e'ery / 4e'els.
SP'(( ('V'( .'W SP'(( GAI.'D AT ('V'(S
5e% 1 3= 4= 5= 7
5e% 2 9= 11= 12= 13= 15
5e% 3 17= 19= 20= 21= 23
5e% 4 25= 27= 28= 29= 31
5e% 5 33= 35= 36= 37= 39
5e% 6 41= 43= 44= 45= 47
5e% 7 49= 51= 52= 53= 55
5e% 8 57= 59= 60= 61= 63
I am doom itsel# ,
Tellah
FINAL FANTA! I'
I41$i1ive magi6 Level 1
&arget- ;aries &ype- %agic $bility
6ages command a 'ast array of powers; with a little creati'ity# those
selfsame forces can be dragooned into a 'ariety of uses. %ore
details on 9ntuiti'e %agic can be found in Chapter D.
Geywords- .arrier# *estruction# Earth# Elemental %anipulation# Fire#
3ealing# 9ce# 4ightning# Poison# 6hadow# "ater# "ind

FINAL FANTASY THE ROLEPLAYING GAME 101
01 Summoner
&he 6ummoner,s allies ha'e names as 'aried as their natures.
6ummoned %onsters# Phantom .easts# Espers# uardian Forces#
Eidolons# $eons ! all represent creatures not nati'e to this realm of
existence# born of pure magic and capable of manifesting powers
that o'ershadow e'en the greatest feats of sorcery. 6ome 6ummons
reside within the material world# making their homes on the highest
mountains and deepest oceans; others exist solely within the realm
of magic itself# all but separated from reality until a 6ummoner,s call
lures them out of their seclusion.
&he 6ummoner,s power lies in her ability to communicate with
these inscrutable creatures ! a gift inherited rather than learned#
passed down among families and tribes o'er centuries. &hose with
the 6ummoner5s talent are often marked by it# resulting in slight but
unusual mutations; the most common of these is a distincti'e
unicorn7like horn sprouting from the middle of the 6ummoner5s
forehead# capable of carrying thoughts and emotions between her
and her charges. 6uccessful 6ummoners are able to alloy these
natural abilities with the demeanor needed to win a 6ummon5s trust
! and the strength needed to slash them into submission if gentle
negotiation fails.
JOB STR VIT AGI SPD MAG SPR
#)((oner +10 +6 +10 +7 +12 +15
JOB PROFILE
Representati'es- Nuna 1FF:2# 6ummoner +ob 1FF999# FF;# FF&# FF&$2
3P *ie- dF
%P *ie- d=>
"eapons- .ows# Flails# Gni'es# Rods# 6ta'es
$rmor- $rmwear# 3ats# Robes
$ccuracy .onus- @=>
6kill Points- /D>
6kill $ptitudes- 6cholastic
S"MMON MAGIC
6ummon %agic draws powerful magical beings into the physical
world# anchoring them )ust long enough to do the 6ummoner5s
bidding.
Ar6a4e T!4g$e Level 1
&arget- ;aries &ype- 6upport $bility
6ummoners ha'e the ability to communicate with 6ummoned
%onsters and other creatures of magical origin as if they had a
rele'ant 4anguageV 6kill at a Rating of =>># e'en if the creature is
not normally capable of communicating with intelligent beings.
+$mm!4 Level 1
&arget- ;aries &ype- %agic $bility
6ummoners ha'e the ability to call on 6ummoned %onsters from the
lists in $ppendix 999. 8nlike the weaker Callers# 6ummoners ha'e the
ability to keep a 6ummon in battle o'er longer periods of time by
entering a trance7state# turning a 6ummoned %onster into a potent
and acti'e force in the field. 6ummoners gain one 6ummoned
%onster ! 4akshmi# Remora# ;alefor# 9frit# Ramuh# or 6hi'a ! at 4e'el
=# ac0uiring additional 6ummons as the game progresses at the
%5s discretion.
#ra4% +$mm!4 Level 33
&arget- ;aries &ype- %agic $bility 1=E2
$n experienced 6ummoner can unlock a 6ummon5s full potential#
bringing them to the battlefield at the height of their powers. rand
6ummon follows the same basic rules as 6ummon# but brings the
6ummoned %onster into the battle with all $bilities a'ailable# rand
6ummon $bilities included.
FINAL FANTASY THE ROLEPLAYING GAME 102
2+, Time Mage
6ometimes called ICosmic %ages#5 &ime %ages tap on the forces of
the time and space themsel'es. 9n reshaping the elusi'e power of
the cosmos# they can free<e an opponent in their tracks or rain
flaming meteors down upon them; open gates in time and space# or
banish someone into another dimension entirely. &he most powerful
are capable of folding up history in the blink of an eye or tra'eling
across the eons by sheer willpower alone ! a fact that makes most
other spellcasters glad of the &ime %ages, relati'e scarcity.
JOB STR VIT AGI SPD MAG SPR
?i(e Mage +5 +5 +10 +10 +15 +15
JOB PROFILE
Representati'es- &ime %age +ob 1FF;# FF&# FF&$2
3P *ie- dF
%P *ie- d=>
"eapons- .ows# Gni'es# Rods# 6ta'es
$rmor- $rmwear# 3ats# Robes
$ccuracy .onus- @=>
6kill Points- /D>
6kill $ptitudes- 6cholastic
TIME MAGIC
&he power of &ime %agic is the power of creation itself. 9ts
practitioners harness the withering power of 0uasars and no'as#
stretch seconds into hours# or tear through the fabric of reality
outright.
TIme magi6 Level 1
&arget- ;aries &ype- %agic $bility
&ime %ages ha'e the ability to cast &ime 6pells from the lists in
Chapter D in battle. &hey begin with three 4e'el = 6pells at 4e'el =#
with additional 6pells gained e'ery / 4e'els.
SP'(( ('V'( .'W SP'(( GAI.'D AT ('V'(S
?i(e 1 3= 5= 7
?i(e 2 9= 11= 13= 15
?i(e 3 17= 19= 21= 23
?i(e 4 25= 27= 29= 31
?i(e 5 33= 35= 37= 39
?i(e 6 41= 43= 45= 47
?i(e 7 49= 51= 53= 55
?i(e 8 57= 59= 61= 63
I41$i1ive magi6 Level 1
&arget- ;aries &ype- %agic $bility
$ &ime %age5s ability to warp time and space can be turned to a
wide 'ariety of purposes. %ore details on 9ntuiti'e %agic can be
found in Chapter D.
Geywords- $strology# Cosmos# ra'ity# 6pace# &ime

FINAL FANTASY THE ROLEPLAYING GAME 103
3*# White "a%%er
4ike the .lack Caller# the "hite Caller sports only limited mastery
o'er 6ummon %agic# compensating for this weakness through more
con'entional forms of spellcasting. "here the .lack Caller augments
her destructi'e power with .lack %agic# the "hite Caller focuses on
healing and protection# using the power of her 6ummons to further
protect those in need.
JOB STR VIT AGI SPD MAG SPR
Dhite Ca++er +5 +5 +10 +10 +15 +15
JOB PROFILE
Representati'es- arnet ,*agger, $lexandros :;99 1FF9:2# Eiko Carol
1FF9:2
3P *ie- dF
%P *ie- d=>
"eapons- .ows# Flails# Gni'es# Rods# 6ta'es
$rmor- $rmwear# 3ats# Robes
$ttack .onus- @=>
6kill Points- /D>
6kill $ptitudes- 6cholastic
!HITE MAGIC
&hough lacking the power of a genuine "hite %age# "hite Callers
are still able to cast a potent mixture of curati'e and defensi'e
magic.
WhI1e magi6 Level 1
&arget- ;aries &ype- %agic $bility
"hite Callers ha'e the ability to cast "hite 6pells from the lists in
Chapter D in battle. &hey begin with two 4e'el = 6pells at 4e'el =#
with additional 6pells gained roughly e'ery A 4e'els.
SP'(( ('V'( .'W SP'(( GAI.'D AT ('V'(S
Dhite 1 3= 6= 9
Dhite 2 11= 13= 16= 19
Dhite 3 21= 23= 26= 29
Dhite 4 31= 33= 36= 39
Dhite 5 41= 43= 46= 49
Dhite 6 51= 53= 56= 59
I41$i1ive magi6 Level 1
&arget- ;aries &ype- %agic $bility
4ike a pure "hite %age# the "hite Caller can use her spellcasting
abilities for other purposes. %ore details on 9ntuiti'e %agic can be
found in Chapter D.
Geywords- 3ealing# 3oly# "ind# .arrier
E%OCATION MAGIC
4ike the 6ummoner# the "hite Caller is able to summon powerful
creatures from other worlds to ser'e and assist her# if only for short
periods of time. &hough the process of finding and recruiting such
creatures is an arduous one# their power more than compensates for
any hardship.
Ar6a4e T!4g$e Level 1
&arget- ;aries &ype- 6upport $bility
"hite Callers ha'e the ability to communicate with 6ummoned
%onsters and other creatures of magical origin as if they had a
rele'ant 4anguageV 6kill at a Rating of =>># e'en if the creature is
not normally capable of communicating with intelligent beings.
Call Level 1
&arget- ;aries &ype- %agic $bility 1F2

"hite Callers ha'e the ability to call on 6ummoned %onsters from
the lists in $ppendix 999. 9n this case# the 6ummon in 0uestion
materiali<es long enough to unleash a single effect# then disappears.
"hite Callers gain one 6ummoned %onster ! 4akshmi# Remora# or
;alefor ! at 4e'el =# ac0uiring additional 6ummons as the game
progresses at the %5s discretion.
B!!01 Level 3'
&arget- ;aries &ype- %agic $bility 1D2
$n experienced "hite Caller can increase the power of her 6ummon5s
attacks by spending additional time channeling a portion of her own
power and mana into them. .oost is used in the same manner as
Call# but increases the effect of the 6ummon ! damage or healing !
by @/EC. $side from the increased Charge &ime# the %P cost ! or
il cost ! of the 6ummon increases by @/EC to compensate.

FINAL FANTASY THE ROLEPLAYING GAME 10
3+, White Mage
"hite %ages are defenders of life# using their spellcraft to knit
together wounded flesh or erect glittering defensi'e palings around
their allies. i'en time and experience# they can cure almost any ill#
raise the fallen back to fighting strength# or e'en create barriers
utterly imper'ious to physical damage. &hough more patient in
demeanor than the headstrong# temperamental .lack %age# "hite
%ages are far from pacifists; in a pinch# they can summon mighty
blasts of wind or boiling explosions of holy energy at the snap of a
finger.
JOB STR VIT AGI SPD MAG SPR
Dhite Mage +5 +5 +10 +10 +15 +15
JOB PROFILE
Representati'es- Porom 1FF9;2# Rosa Farrell 1FF9;2# "hite %age +ob
1FF9# FF999# FF;# FF:7/# FF:9# FF&# FF&$2
3P *ie- dF
%P *ie- d=>
"eapons- .ows# 6ta'es
$rmor- $rmwear# 3ats# Robes
$ccuracy .onus- @=>
6kill Points- /D>
6kill $ptitudes- 6cholastic
!HITE MAGIC
"hite %agic encompasses a 'ariety of useful and beneficial effects#
tempered with a dash of offensi'e power for good measure.
WhI1e magi6 Level 1
&arget- ;aries &ype- %agic $bility
"hite %ages ha'e the ability to cast "hite 6pells from the lists in
Chapter D in battle. &hey begin with three 4e'el = 6pells at 4e'el =#
with additional 6pells gained e'ery / 4e'els.
SP'(( ('V'( .'W SP'(( GAI.'D AT ('V'(S
Dhite 1 3= 5= 7
Dhite 2 9= 11= 13= 15
Dhite 3 17= 19= 21= 23
Dhite 4 25= 27= 29= 31
Dhite 5 33= 35= 37= 39
Dhite 6 41= 43= 45= 47
Dhite 7 49= 51= 53= 55
Dhite 8 57= 59= 61= 63
I41$i1ive magi6 Level 1
&arget- ;aries &ype- %agic $bility
$ "hite %age can use her spellcasting abilities for other purposes.
%ore details on 9ntuiti'e %agic can be found in Chapter D.
Geywords- 3ealing# 3oly# "ind# .arrier

FINAL FANTASY THE ROLEPLAYING GAME 105
ADE!T JOBS
$depts form the middle ground between "arriors and %ages#
encompassing those professions whose repertoire includes both
mystic and martial arts.
4+, B%ue Mage
.lue %ages are something of a curiosity among spellcasters#
eschewing tomes and tradition for down7and7dirty battles with some
of the fiercest beasts known to man. "here other magic is defined
and painstakingly documented# .lue %agic is wild and anarchic#
consciously mimicking the attacks of whate'er monsters a .lue
%age runs afoul of o'er the course of her ad'entures.
&here is a certain method to the madness- ,monster magic, uses
mana far more efficiently than its human counterpart# allowing for
more powerful effects and destructi'e attacks significantly less
draining than comparable battle sorcery. .ut .lue %agic doesn,t
come with a spellbook and clearly defined incantations; to gain
access a 6pell# a .lue %age must first disco'er how it is cast# then
use this information to assemble a formula that will recreate the
desired effects. &he process is a tough# grueling one# and those who
practice .lue %agic with more than )ust a dabbler,s proficiency ha'e
the hereditary ability to instincti'ely dissect and analy<e a monster
spell in a split second.
E'en then# the risks are tremendous. &o grow in power# .lue
%ages must seek out e'er more threatening and fiendish foes#
deliberately placing themsel'es in harm,s way time and again to get
the first7hand experience they need. "ithout great reser'es of
endurance and bra'ery# no progress is possible; by its 'ery nature#
this profession weeds out the weak and rewards the suicidally
courageous.
JOB STR VIT AGI SPD MAG SPR
3+)e Mage +10 +10 +8 +8 +12 +12
JOB PROFILE
Representati'es- 6trago %agus 1FF;92# Muistis &repe 1FF;9992# Muina
Muen 1FF9:2# Gimahri Ronso 1FF:2# .lue %age +ob 1FF;# FF:9# FF&$2#
un %age *ressphere 1FF:7/2
3P *ie- dD
%P *ie- dD
"eapons- Crossbows# Flails# lo'es# Gni'es# 4ight 6words# Polearms#
Rods# 6ta'es# 6words
$rmor- $rmwear# auntlets# 3ats# %ail# Robes# 6hields
$ccuracy .onus- @/>
6kill Points- /F>
6kill $ptitudes- "ilderness
BL"E MAGIC
Once the exclusi'e domain of monsters and select humanoids# .lue
%agic has been tamed and legitimi<ed by .lue %ages o'er countless
centuries of hands7on study.
BLUE MA#IC Level 1
&arget- ;aries &ype- %agic $bility
.lue %ages can cast 6pells from the .lue %agic list in Chapter D.
8nlike most other 6pell types# .lue %agic does not follow a set
progression; a .lue %age,s arsenal grows not with her 4e'el# but as
she encounters foes capable of using e'er more powerful magic.
&his unpredictable de'elopment is somewhat compensated for by
the .lue %age,s breadth of options; % fiat aside# there is no limit to
how many .lue 6pells a .lue %age can learn. $ccordingly# .lue
%ages can begin the game with any number of .lue 6pells# pro'ided
their combined %P cost does not exceed the .lue %age,s starting
%P. 9n addition# it is strongly recommended that none of their
starting spells exceed =E %P in cost.
A;URE LORE Level 1
&arget- 6elf &ype- 6upport $bility
&o use a .lue 6pell# a .lue %age must be able to understand it.
"ithout tomes or teachers to fall back on# ,understanding, mostly
boils down to )ust one thing- experiencing the 6pell,s effect first7
hand. $<ure 4ore allows a .lue %age to ac0uire any .lue 6pell cast
on her during a battle or 6cene in which the .lue %age is an acti'e
participant. &his is sub)ect to two important restrictions. Firstly# while
the .lue %age does not ha'e to suffer the 6pell,s effects in order to
learn it# the 6pell must target her or her current Party in order to be
eligible for ac0uisition. 6econdly# the 6pell cannot reduce the .lue
%age to > or fewer 3it Points ! 8nconscious .lue %ages are in no
shape to learn anything.
A++IMILATION Level 1
&arget- 6elf &ype- 6upport $bility
*urability aside# keen obser'ation and a sharp analytical mind are
the .lue %age,s best friends. .y carefully watching the magic wo'en
by an opponent# they can gather enough information for a kind of
mystical re'erse engineering# allowing them to copy monster magics
without putting themsel'es in harm,s way. $ssimilation has a flat Co6
of 14e'el2C of allowing a .lue %age to instantly ac0uire any .lue
6pell used during a battle or 6cene in which the .lue %age is an
acti'e participant. $ssimilation has no effect if the .lue %age is
8nconscious or affected by any of the following 6tatus Conditions-
.erserk# .lind# Charm# Confuse# Curse# Fro<en# 3eat# 6leep# 6tone#
6top# &oad# 8naware# or Hombie.
I41$i1ive magi6 Level 1
&arget- ;aries &ype- %agic $bility
&he .lue %age can use her spellcasting abilities for other purposes.
%ore details on 9ntuiti'e %agic can be found in Chapter D.
Geywords- ;aries# depending on the spells known.
FINAL FANTASY THE ROLEPLAYING GAME 106
5 Dark Knight
Clad in all7concealing armor and striding with cool self7assurance#
*ark Gnights are an imposing# e'en sinister presence on the
battlefield. "here other professions draw on chi or mana to fuel their
abilities# these shadowy warriors use raw life force ! by default their
own# though as their experience grows# they swiftly gain the ability to
leech the 'itality of others to replenish their own.
&hough *ark Gnights are not inherently e'il# the almost 'ampiric
nature of their abilities ha'e made them the sub)ect of intense fear
and distrust for countless years. %ore rumors surround this +ob
than almost any other; some gossips claim their powers stem from a
pact with a de'il# others that they age each time they use their
abilities# e'entually dying a wi<ened husk once the last drop of life is
spent.
8nderstandably# most *ark Gnights are happy enough to
encourage these tales# e'en play them up by donning baro0ue#
spike7encrusted outfits designed to strike fear into the hearts of
weaker7willed opponents. 6uch armor is typically forged from
darksteel# an alloy of iron infused with 6hadow energy during its
creation in order to protect the wearer from the effects of his own
attacks. 9ndeed# darksteel is so fundamental to *ark Gnights, arms
and armor that the material has become almost synonymous with
the +ob; other professions generally shy away from darksteel
e0uipment# lest they fall 'ictim to the same stigma that has bede'iled
this poorly7understood profession for centuries.
JOB STR VIT AGI SPD MAG SPR
Dark Knight +12 +10 +9 +8 +9 +12
JOB PROFILE
Representati'es- Cecil 3ar'ey 1FF9;2# offard afgarion 1FF&2# *ark
Gnight +ob 1FF:7/# FF:92# Fell Gnight +ob 1FF&2
3P *ie- d=>
%P *ie- dF
"eapons- $xes# reatswords# Gni'es# 4ight 6words# Polearms#
6words
$rmor- auntlets# 3elmets# %ail# Robes# 6hields
$ccuracy .onus- @A>
6kill Points- /B>
6kill $ptitudes- "eapon
FELLBLADE
&he *ark Gnight,s domain is one of darkness# fire# and malaise# a
hellish trifecta of attacks designed to o'erwhelm an unprepared
opponent in the space of an instant.
DArk0i%e Level 1
&arget- 6ingle &ype- Fast $ction
&he *ark Gnight rushes at the target# blade burning with black fire
as his life force begins to drain into the steel. $s he strikes# the black
fire grows in intensity# coalescing into a powerful explosion. *arkside
inflicts />>C# $rmor 6hadow Elemental damage on the target#
striking automatically. Each use of *arkside reduces the *ark
Gnight,s current 3P by /EC of its maximum 'alue. &his damage
cannot be reduced or pre'ented by anything except the 6tatus
Condition 6hield.
I41$i1ive magi6 Level 1
&arget- ;aries &ype- %agic $bility
&he *ark Gnight can use his spellcasting abilities for other purposes.
%ore details on 9ntuiti'e %agic can be found in Chapter D.
Geywords- *estruction# Fire# Poison# 6hadow
Bla6k +k5 Level 8
&arget- roup &ype- %agic $bility 1=L %P2
3olding his weapon at the ready# the *ark Gnight unleashes his life
force in rolling wa'es of negati'e energy. .lack 6ky inflicts JEC#
$rmor 6hadow Elemental damage on all acti'e combatants in the
targeted roup# striking automatically. 9n addition# it has a flat A>C
Co6 of inflicting the 6tatus Condition .lind 1K2; roll separately for
each eligible combatant in the targeted roup.
Nigh1 +"!r% Level 15
&arget- 6ingle &ype- %agic $bility 1=J %P2
&he *ark Gnight lashes out# an attack that seems to strike at nothing
but thin air. $ second later# a baleful red eye opens abo'e the target
and begins weeping magical energy# building up a 'icious blade of
power that callously tears through the *ark Gnight,s hapless
opponent. (ight 6word inflicts =>>C# $rmor Physical damage on the
target# striking automatically. 9n addition# the *ark Gnight regains a
number of 3it Points e0ual to E>C of the final damage dealt by the
attack.
C!rr$(1i!4 Level 22
&arget- 6ingle &ype- %agic $bility 1B> %P2
(oxious green gases pour from the *ark Gnight,s weapon as he
makes his attack# forming a life7sapping mist that rapidly grows to
swallow the target whole. Corruption inflicts =>>C# $rmor 6hadow
Elemental damage on the target# striking automatically; in addition# it
has a Co6 of 1%. $CC 7 E>2# %. E'asion of inflicting the 6tatus
Condition Hombie on the target 1K2.
D$038laDe Level 29
&arget- 6ingle &ype- %agic $bility 1=/ %P2
6hadow energy whirls around the target at the *ark Gnight,s behest#
gathering speed before coalescing into the pitted# man7high blade of
an ethereal bastard sword. 9n one swift motion# the blade pierces the
target and fades away again. *uskblade inflicts =>>C# $rmor
Physical damage subtracted from the target,s %P rather than 3P#
striking automatically. 9n addition# the *ark Gnight regains a number
of %agic Points e0ual to E>C of the final damage dealt by the
attack.
FINAL FANTASY THE ROLEPLAYING GAME 107
BEA+T )LARE Level 3
&arget- roup &ype- %agic $bility 1FE %P2
6pheres of fire rush forth from the *ark Gnight,s weapon# rolling
into position around the targets before detonating into blistering
balls of heat and light. .east Flare inflicts 1=J x %$2 @ BdD# %.
$rmor Fire Elemental damage on all acti'e combatants in the
targeted roup# striking automatically.
Ca1a01r!(he Level &3
&arget- roup &ype- %agic $bility 1J> %P2
$ swing of the *ark Gnight,s blade sends cascades of dark and icy
particles roaring towards the enemy# a cloak of darkness that tears
at the spirits of anything it touches. Catastrophe has a Co6 of 1%.
$CC 7 E>2# %. E'asion of canceling all .arrier7 and Enhance7type
6tatus Conditions currently acti'e on the targeted roup# sa'e for
6hield. Roll separately for each eligible combatant.
NI#,TMARE Level 5'
&arget- 6ingle &ype- %agic $bility 1L> %P2
&he *ark Gnight coolly le'els his sword at his chosen 'ictim#
summoning a column of choking 'apors from the ground below.
(ightmare inflicts =>>C# $rmor 6hadow Elemental damage on the
target# striking automatically. 9n addition# it has a flat A>C Co6 of
inflicting the 6tatus Conditions Curse 1B2# %ini 1K2# Poison 1K2# and
6leep 1B2; roll separately for each 6tatus Condition.
DEMON +LICE Level 5*
&arget- 6ingle &ype- %agic $bility 1=/E %P2
Extending a hand# the *ark Gnight sends a single bolt of negati'e
energy )etting towards the target. Net this is only warm7up; before
the smoke from the strike has e'en had time to clear# the *ark
Gnight is in motion again# whirling like a der'ish as he rushes at his
disoriented foe and rains down a hurricane of attacks. *emon 6lice
has a Co6 of 1%. $CC 7 E>2# %. E'asion of inflicting 1&arget,s Current
3P ? /2 %agical damage on the target. Regardless of the targets
current 3P# *emon 6lice man ne'er inflict more than LLL damage. 9n
addition# it has a flat Co6 of A>C of inflicting the 6tatus Condition
6ap 1B2.
+!$l Ea1er Level &
&arget- roup &ype- %agic $bility 1=JE %P2
For a split second# the battlefield is shrouded in impenetrable
darkness as the *ark Gnight opens a yawning 'oid abo'e his foes
and man7si<ed fragments of onyx begin thundering down. 6oul Eater
has a flat Co6 of A>C instantly reducing all opponents in the
targeted roup to > 3P# regardless of their current 3P scores#
$rmor# or %. $rmor ratings; roll separately for each eligible target.
&reat this as a *eath effect. $ny target not affected in this manner
takes =E>C# $rmor 6hadow Elemental damage instead.

FINAL FANTASY THE ROLEPLAYING GAME 108
67 #eomancer
9n a world where man has the power to ignore the laws of nature#
the eomancer stands as a li'ing reminder of why humanity
discounts nature at its own peril. &he eomancer,s domain is the
earth itself# tapping into the tiny flickers of sentience in the
slumbering power of a great mountain# the boiling fury of an acti'e
'olcano# or the swift and capricious course of a fast7mo'ing ri'er. .y
strategically reawakening those dormant energies# eomancers can
gain control o'er the entirety of the natural world- animals# spirits#
weather# and e'en geography bend to their will with nary a twinge of
resistance. &he greater their proficiency# the more
miraculous their feats become- an experienced eomancer can
summon a bli<<ard in the midst of a sea of fire# walk on 0uicksand#
or make water fountain up from bone7dry desert soil. 9n ancient
times# such powers could mean the difference between life and
death for a 'illage or town; geomancy and religion were often
intertwined# and the act of calling up nature,s power a thing of
ritual# song# and dance. &oday,s eomancers are far less likely to
engage in such acts# though a few still ,enhance their focus, by
painting themsel'es with mystical patterns or wielding ancient
ceremonial bells reputed to resonate with the heartbeat of the
world.
JOB STR VIT AGI SPD MAG SPR
-eo(ancer +10 +10 +10 +10 +12 +8
JOB PROFILE
Representati'es- eomancer +ob 1FF999# FF;# FF&# FF&$/2# %og
1FF;92# Elementalist +ob 1FF&$# FF&$/2
3P *ie- dD
%P *ie- n?a
"eapons- $xes# 9nstruments# Gni'es# 4ight 6words# Polearms# 6words
$rmor- $rmwear# 3ats# 3elmets# Robes# 6hields# 6uits
$ccuracy .onus- @/>
6kill Points- /F>
6kill $ptitudes- "ilderness
Expertise Formula- 16ur'i'al Rating ? /2 @ 4e'el @ 1%$ x /2
GAIA
&he power of nature is the only weapon a eomancer e'er truly
needs.
#eOmA465 Level 1
&arget- $s Effect &ype- Fast $ction
&he secrets of geomancy allow a eomancer to create useful and
powerful effects by summoning the power of the land around him.
"hen eomancy is used# roll a dD and consult the table below.
.ecause the targets are determined by the indi'idual effect# the
eomancer does not ha'e to initially declare what he is targeting
when eomancy is used.
Table 4-= Geo%an-3 Res+lts
RA-0 ' 1 * % 1 2' 22 1 3( 36 1 4) (0 1 64 6(+
1 1 - 8 1 - 4 1 - 2 --- --- ---
2 --- 5 - 8 3 - 6 1 - 2 --- ---
3 --- --- 7 - 8 3 - 6 1 - 2 ---
4 --- --- --- 7 - 8 3 - 6 1 - 4
5 -- --- --- --- 7 - 8 5 - 8
9n this table# find the column with the appropriate 4e'el range at the
top# then see which Rank the roll produces. For instance# if the
eomancer was 4e'el /D# he would fall in the // ! AE range. $ roll
of = or / would thus create a Rank = effect# A to F a Rank / effect#
and J or D a Rank A effect.
"hat said effect does depends on the eomancer,s current
surroundings. &he next few pages contain fi'e Ranks of effects for
each the ma)or terrain types encountered in the FFRP- Plains#
Forest# %ountains# *esert# 6wamp# "ater# 8nderground# &own# 4a'a#
and 6now. Find the terrain type that best reflects the eomancer,s
current surroundings# then find the appropriate Rank and resol'e
the effects as written.
8 Geo%an-3 in A-tion >1?
4uka is a 4e'el E eomancer and a recent addition to the
party. 9n the midst of a pitched battle on an icy mountaintop#
he decides to use his eomancy $bility to e'en the odds a
little. +ames# 4uka,s player# rolls a B on his dD# then checks the
eomancy Results table. $t 4e'el E# he falls into the = ! J
range# meaning a roll of B produces a Rank = result. 3is
current en'ironment could fall under either the 6now or the
%ountain terrain sets# but the % )udges that 6now is the
more appropriate of the two. +ames checks the 6now listings
and finds that Rank = for 6now is $rctic 3are ! his powers
ha'e summoned a snow rabbit to heal the party.
$ eomancer can 'oluntarily ,reduce, his 4e'el when determining
results by declaring he is rolling at an effecti'e 4e'el lower than his
current one. 9f so# eomancy,s results are calculated using the
effecti'e 4e'el rather than the actual one.
8 Geo%an-3 in A-tion >,?
$ few ad'entures later# 4uka and company are back in
themountains. $ collapsing cliff face has left them stranded on
the other side of a cre'asse# and nobody in the current party
has the means to cross it. &he Rank = %ountain effect#
howe'er# gi'es the entire party Float ! )ust the thing to
o'ercome this obstacle. 8nfortunately# 4uka is now 4e'el /B#
which means that he would normally only ha'e a /EC chance
of getting a Rank = effect. +ames declares that he is using
eomancy at an effecti'e 4e'el of F# allowing him to roll as per
the = ! J on the eomancy Results table and gi'ing him a
=>>C chance of getting the result he wants. Freed from the
bonds of gra'ity# the party gently drifts o'er the cre'asse and
prepares to continue its )ourney...
FINAL FANTASY THE ROLEPLAYING GAME 109
#eOa"are4e00 Level 1
&arget- 6elf &ype- 6upport $bility
.y tapping into the power of a gi'en terrain# a eomancer can not
only harness useful effects in battle# but impro'e his effecti'eness in
more mundane tasks as well. eoawareness allows the eomancer
to gain a @16PR x /2 Enhancement .onus on any &ask Check where
intimate knowledge of the terrain would be beneficial. 6ome
examples might include-
"ater ! 6wimming
6now ! 6ur'i'al# (a'igation
%ountains ! Climbing
&owns ! 9n0uiry# &raps
Forests ! (a'igation# $wareness
"hich &ask Checks are eligible for eoawareness is left to the %,s
discretion# though the eomancer should be able to argue for why a
specific &ask Check would be eligible. eoawareness cannot be used
to impro'e rolls made for eotrance.
Ligh1 +1e( Level 1
&arget- 6elf &ype- 6upport $bility
Gnowing a terrain means knowing where to tread. 4ight 6tep allows
the eomancer to ignore the effects of *ifficult terrain and treat
$d'erse terrain as merely *ifficult.
#eO1ra46e Level 1
&arget- 6elf &ype- 6upport $bility
Once a eomancer gains intimate knowledge of a terrain# its powers
remain with him throughout his tra'els. eotrance is used in
con)unction with eomancy# and allows the eomancer to replace the
terrain he is currently in with another one of his choosing when
resol'ing eomancy,s effects. $t 4e'el =# eomancers can choose
from Plains# Forest# and &own; e'ery D 4e'els beyond that# the
eomancer may add one terrain he has pre'iously used eomancy
in to this list.
! Sta#tin$ Geot#an-es
"ith the %,s consent# a starting eomancer may replace the
standard terrains a'ailable at 4e'el = with a list of their own
choosing. &he player recei'es three ,picks, for terrain
selection; Plains# Forest# %ountains# or &own take up one pick
each# while *esert# 6wamp# "ater# and 8nderground take two
picks. 6now and 4a'a are not a'ailable at character creation.
&he eomancer,s player must declare that he is using eotrance as
well as the terrain being in'oked# then make an unmodified &ask
Check against his current 6ur'i'al 6kill Rating. $ failure or .otch
means that eotrance has failed; the eomancer,s $ction is wasted.
9f the roll is successful# the player rolls a dF and consults the
eomancy Results table to see which effect he has triggered.
8 Geot#an-e in A-tion
6till later# 4uka is facing a pair of 9ce Elementals in the midst
of a raging bli<<ard. "hile 4uka is now 4e'el A># most of
4uka,s 6now effects are useless in the face of the Elementals,
superior cold resistance. +ames chooses to use eotrance and
summon up 4a'a instead. 3e makes a &ask Check against
6ur'i'al and easily passes; he then rolls a A on a dF and
checks the // ! AE column in the eomancy Results table. $
,A, here means 4uka has triggered a Rank / effect; normally#
this would be 9cicle# but as 4uka is using the 4a'a terrain set#
the result is 6hining $ir .
#eOa"are4e00+ Level 3'
&arget- 6elf &ype- 6upport $bility
.y further refining his mastery o'er nature# a eomancer can
bestow its benefits on others. $t 4e'el A># a eomancer,s
eoawareness can gi'e all allies a @16PR x /2 Enhancement .onus
for any &ask Check the eomancer is using eoawareness on.
Ligh1 +1e(+ Level 3'
&arget- 6elf &ype- 6upport $bility
"ith impro'ed command o'er the principles of geomancy# a
eomancer can find footing on any ground. $t 4e'el A># 4ight 6tep@
allows the eomancer to treat 4a'a as $d'erse terrain# swim in *eep
"ater without penalty# and ignore any damage that would normally
be dealt by terrain.

FINAL FANTASY THE ROLEPLAYING GAME 110
TERRAINS AND EFFECTS
&he following section describes the criteria for each terrain category#
as well as the eomancy effects they produce.
.LAIN+
Open areas of relati'ely le'el and dry ground where grass and
scrubland are the dominant plant life. &emperatures in this terrain
can range from temperate to sub7tropical. Colder grasslands such as
taiga will generally use the 6now terrain set# while hotter# drier
grasslands such as steppe may use the *esert set.
R$(G = ! Plasma
9ridescent columns of pure energy erupt from the ground around
the target. Plasma inflicts 1/ x %$2 @ dD# %. $rmor 4ightning
Elemental damage on the targeted combatant# striking automatically.
&arget- 6ingle
R$(G / ! usty "ind
ale7force winds assail the target. usty "ind inflicts 1D x %$2 @
/d=># %. $rmor "ind Elemental damage on the targeted combatant#
striking automatically. 9t also has a Co6 of 1%. $CC 7 E>2# %. E'asion
of inflicting the 6tatus Condition 6low 1F2.
&arget- 6ingle
R$(G A ! Pitfall
$ cre'ice pulls open beneath the eomancer,s foes#
unceremoniously dropping them into a gaping pit. Pitfall inflicts 1=/ x
%$2 @ EdD# %. $rmor %agical damage on all acti'e combatants in
the targeted roup# striking automatically. 9t also has a Co6 of 1%.
$CC 7 E>2# %. E'asion of inflicting the 6tatus Condition 9mmobili<e
1F2.
&arget- roup
R$(G B ! 6unbath
olden light shimmers and dances o'er the battlefield. 6unbath
restores 1=F x %$2 @ Bd=> 3it Points to all acti'e allies.
&arget- Party
R$(G E ! &empest
$ roaring# towering cyclone bears down on the target. &empest has a
Co6 of 1%. $CC 7 E>2# %. E'asion of instantly reducing the target to
= 3P# regardless of their current 3P scores# $rmor# or %. $rmor
ratings. &reat this as a *eath effect. 9t also has a Co6 of 1%. $CC 7
E>2# %. E'asion of inflicting the 6tatus Condition %eltdown 1/2; roll
separately for each 6tatus.
&arget- 6ingle
)ORE+T
&errain marked by extensi'e tree growth. Forests can range in si<e
from a small wood to a sprawling rainforest# and co'er a wide range
of climate types. Colder# snow7blown forests can use the Forest or
6now terrain sets# while moist# water7logged )ungles 0ualify as both
Forest and 6wamp# depending on the party,s current location.
R$(G = ! 4eaf 6wirl
"hipped up by the wind# a cloud of ra<or7sharp lea'es encircles a
single foe. 4eaf 6wirl inflicts 1= x %$2 @ dD# %. $rmor %agical
damage on the targeted combatant# striking automatically. 9t also
has a Co6 of 1%. $CC 7 E>2# %. E'asion of inflicting the 6tatus
Condition 6leep 1F2.
&arget- 6ingle
R$(G / ! "ill O, &he "isp
lowing spirits con'erge on the eomancer,s enemies in a
disorienting dance# burning a single target with spectral fire. "ill O,
&he "isp inflicts 1D x %$2 @ AdD# %. $rmor Fire Elemental damage
on the targeted combatant# striking automatically. 9t also has a Co6
of 1%. $CC 7 E>2# %. E'asion of inflicting the 6tatus Condition
Confuse 1B2.
&arget- 6ingle
R$(G A ! "ild .ear
$ feral bear appears from the undergrowth# radiating syl'an energy.
"ild .ear remo'es negati'e 6tatus Conditions from one combatant
as if they had been targeted by Esuna.
&arget- 6ingle
R$(G B ! &angle'ine
.rambled 'ines of i'y shoot out of the ground# catching the
eomancer,s enemies in a thorny embrace. &angle'ine inflicts 1=F x
%$2 @ Bd=># %. $rmor %agical damage on all acti'e combatants in
the targeted roup# striking automatically. 9t also has a Co6 of 1%.
$CC 7 E>2# %. E'asion of inflicting the 6tatus Condition 6top 1B2.
&arget- roup
R$(G E ! .ranch 6pears
&he forest shakes and shi'ers# seeming to come to life as sharpened
branches begin to rain down on the battlefield. .ranch 6pears
automatically strikes =dF times# each strike inflicting 1=> x %$2 @
EdD %agical damage on one randomly determined combatant in the
targeted roup.
&arget- roup
FINAL FANTASY THE ROLEPLAYING GAME 111
MOUNTAIN+
Rocky# ele'ated terrain with cooler temperatures and spare# if not
outright non7existent# 'egetation. $t the highest ele'ations# air
temperature can drop to free<ing le'els and sharp winds fre0uently
blow; these conditions may 0ualify for the 6now terrain set.
R$(G = ! ust
$ blast of mountain air lifts the party off its feet# suspending it in
mid7air. ust bestows the 6tatus Condition Float on all acti'e
combatants in the current Party 1B2.
&arget- Party
R$(G / ! Collapse
+agged columns of rock shoot up around the target# trapping it in a
rapidly7shrinking stone cocoon. Collapse inflicts 1D x %$2 @ AdD# %.
$rmor Earth Elemental damage on the targeted combatant# striking
automatically. 9t also has a Co6 of 1%. $CC 7 E>2# %. E'asion of
inflicting the 6tatus Condition Petrify 1B2.
&arget- 6ingle
R$(G A ! &remor
&he eomancer calls 'iolent tremors to shake the battlefield. &remor
inflicts 1=/ x %$2 @ EdD# %. $rmor Earth Elemental damage on all
acti'e combatants in the targeted roup# striking automatically. 9t
also has a Co6 of 1%. $CC 7 E>2# %. E'asion of inflicting the 6tatus
Condition Confuse 1F2; roll separately for each eligible combatant.
&arget- roup
R$(G B ! 6onic .oom
$ tremendous thunderclap echoes across the battlefield# distracting
and disorienting all opponents. 6onic .oom has a Co6 of 1%. $CC 7
E>2# %. E'asion of reducing the current 3it Points of all acti'e
combatants in the targeted roup by E>C. &reat this as a ra'ity7
type effect. 9t also has Co6 of 1%. $CC 7 E>2# %. E'asion of inflicting
the 6tatus Condition 6ilence 1F2; roll separately for each 6tatus and
eligible combatant.
&arget- roup
R$(G E ! 4andslide
6et into motion by the eomancer,s power# a crushing wa'e of dirt
and debris sweeps o'er the battlefield. 4andslide inflicts 1/B x %$2
@ Ed=># %. $rmor Earth Elemental damage on all acti'e combatants
in the targeted roup# striking automatically. 9t also has a Co6 of 1%.
$CC 7 E>2# %. E'asion of reducing all combatants, current 9nitiati'e
by E>C; roll separately for each eligible combatant.
&arget- roup
DE+ERT
*ry areas of often intense heat and relati'ely little plant growth.
6and and dust are an omnipresent feature of the landscape# and are
easily whipped up by passing winds.
R$(G = ! ;acuum .lade
$ howling crescent of wind scythes across the battlefield# cutting into
a single foe. ;acuum .lade inflicts 1A x %$2 @ dD# %. $rmor "ind
Elemental damage on the targeted combatant# striking automatically.
&arget- 6ingle
R$(G / ! Muicksand
&he ground beneath the target gi'es way# turning into a sucking pit
of 0uicksand. Muicksand has a Co6 of 1%. $CC 7 E>2# %. E'asion of
inflicting the 6tatus Conditions 9mmobili<e 1F2 and 6ap 1F2; roll
separately for each 6tatus.
&arget- 6ingle
R$(G A ! 6and 6torm
$ howling wind picks up and sweeps across the battlefield# assailing
the eomancer,s foes with a 'eil of sand and small stones. 6and
6torm inflicts 1=B x %$2 @ EdD# %. $rmor %agical damage on all
acti'e combatants in the targeted roup# striking automatically. 9t
also has a Co6 of 1%. $CC 7 E>2# %. E'asion of inflicting the 6tatus
Condition .lind 1F2; roll separately for each eligible combatant in the
targeted roup.
&arget- roup
R$(G B ! $ntlion
$ monstrous antlion surfaces in the midst of the enemy# clamping
down on an unfortunate target with )aws tough enough to crack
boulders before digging its way back into the earth. $ntlion has a
Co6 of 1%. $CC 7 E>2# %. E'asion of instantly reducing the target to
> 3P# regardless of their current 3P score# $rmor# or %. $rmor
rating; treat this as a *eath effect. 9f the target sur'i'es# $ntlion has
an additional Co6 of 1%. $CC ! E>2# %. E'asion of inflicting the
6tatus Condition .erserk 1F2.
&arget- 6ingle
R$(G E ! *esert 6torm
Called up by the eomancer,s powers# a chaotic 'ortex of heat# wind#
and sand forms in the battlefield# building in power before roaring
towards the party,s foes. *esert 6torm inflicts 1/F x %$2 @ Ed=>#
%. $rmor Fire Elemental damage on all acti'e combatants in the
targeted roup# striking automatically. 9t also has a Co6 of 1%. $CC 7
E>2# %. E'asion of inflicting the 6tatus Condition 6low 1F2; roll
separately for each eligible combatant.
&arget- roup
FINAL FANTASY THE ROLEPLAYING GAME 112
+WAM.
4ow7lying wetlands with relati'ely little solid ground. $ swamp can be
composed primarily of mud# slow7mo'ing# or stationary shallow
water# and often features a rich array of 'egetation. +ungles with
high le'els of rainfall or tree growth close to a body of water can
also exhibit swamp7like terrain.
R$(G = ! Poison %ist
*eadly 'apors bubble up from the mire# drawing a choking 'eil o'er
a single foe. Poison %ist inflicts 1A x %$2 @ dD# %. $rmor .io
Elemental damage on the targeted combatant# striking automatically.
9t also has a Co6 of 1%. $CC 7 E>2# %. E'asion of inflicting the 6tatus
Condition Poison 1K2.
&arget- 6ingle
R$(G / ! %arsh 4ights
$n eerie mystical ha<e rises from the fetid waters to en'elop the
battlefield. %arsh 4ights gi'es all acti'e combatants in the
eomancer,s current party a @A> bonus to their %. E'asion 1B2.
&arget- Party
R$(G A ! .ottomless .og
&he ground suddenly shifts beneath the eomancer,s foes# lea'ing
them at the mercy of the swamp,s sucking waters. .ottomless .og
inflicts 1=B x %$2 @ Bd=># %. $rmor "ater Elemental damage on
the targeted combatant# striking automatically. 9t also has a Co6 of
1%. $CC 7 E>2# %. E'asion of inflicting the 6tatus Condition
Condemned 1B2.
&arget- roup
R$(G B ! 9gnus Fatuus
$ ghostly# ominous shape slowly materiali<es and drifts into the
melee# shining its strange light all the while. 9gnus Fatuus has a Co6
of 1%. $CC 7 E>2# %. E'asion of inflicting the 6tatus Conditions
;enom 1B2 and Hombie 1B2; roll separately for each 6tatus.
&arget- 6ingle
R$(G E ! .indweed
"ith a shudder and a scream# the swamp itself seems to come ali'e#
trapping the eomancer,s foes in a tangle of tree branches# crawling
'ines# and slithering fauna. .indweed inflicts 1/F x %$2 @ Ed=># %.
$rmor %agical damage on all acti'e combatants in the targeted
roup# striking automatically. 9t also has a Co6 of 1%. $CC 7 E>2# %.
E'asion of inflicting the 6tatus Condition *isable 1F2; roll separately
for each eligible combatant.
&arget- roup
WATER
4arge bodies of fresh7 or saltwater# ranging from small lakes to
great ri'ers and the mighty ocean itself. 6maller water7based
features# such as a pond found in a forest or a mountain stream#
generally do not 0ualify as "ater terrain unless they are prominently
in'ol'ed in a battle.
R$(G = ! Plasma
9ridescent columns of pure energy erupt from the ground around
the target. Plasma inflicts 1/ x %$2 @ dD# %. $rmor 4ightning
Elemental damage on the targeted combatant# striking automatically.
&arget- 6ingle
R$(G / ! "aterfall
6oothing droplets of water cascade down on the eomancer,s
comrades. "aterfall restores 1F x %$2 @ AdD 3it Points to all acti'e
allies.
&arget- Party
R$(G A ! 6liprain
.right light refracts in a mysterious pattern through the water#
disorienting all who behold it. 6liprain has a Co6 of 1%. $CC 7 E>2# %.
E'asion of inflicting the 6tatus Conditions Confusion 1B2 and .lind
1B2; roll separately for each 6tatus.
&arget- roup
R$(G B ! &orrent
$ globe of sludgy# putrid green detaches from the water,s surface
and sails towards the enemy# crashing into them in an explosion of
filth and mire. &orrent inflicts 1=B x %$2 @ EdD# %. $rmor "ater
Elemental damage on all acti'e combatants in the targeted roup#
striking automatically. 9t also has a Co6 of 1%. $CC 7 E>2# %. E'asion
of inflicting the 6tatus Condition &oad 1B2; roll separately for each
eligible combatant.
&arget- roup
R$(G E ! El (iWo
8nleashed by the eomancer,s power# the fury of the deeps washes
o'er the battlefield in an unstoppable tidal wa'e. El (iWo inflicts 1/F x
%$2 @ Ed=># %. $rmor "ater Elemental damage on all acti'e
combatants in the targeted roup# striking automatically. 9t also has a
Co6 of 1%. $CC 7 E>2# %. E'asion of inflicting the 6tatus Condition
Confuse 1B2; roll separately for each eligible combatant.
&arget- roup
FINAL FANTASY THE ROLEPLAYING GAME 113
UNDER#ROUND
Co'ers subterranean areas both natural and artificial# including# but
not limited to# ca'erns# tunnels# and ruined underground complexes.
&hese en'ironments tend to see little sunlight# making them both
cool and fre0uently damp. $bandoned buildings abo'e ground may
also 0ualify for this terrain set# pro'ided they are in an ad'anced
state of disrepair.
R$(G = ! Phantom
$ fearful apparition emerges from the darkness# its body shining with
such intensity that all who see it run the risk of being struck blind on
the spot. Phantom inflicts 1A x %$2 @ dD# %. $rmor 6hadow
Elemental damage on the targeted combatant# striking automatically.
9t also has a Co6 of 1%. $CC 7 E>2# %. E'asion of inflicting the 6tatus
Condition .lind 1F2.
&arget- 6ingle
R$(G / ! "ill O, &he "isp
lowing spirits con'erge on the eomancer,s enemies in a
disorienting dance# burning a single target with spectral fire. "ill O,
&he "isp inflicts 1D x %$2 @ AdD# %. $rmor Fire Elemental damage
on the targeted combatant# striking automatically. 9t also has a Co6
of 1%. $CC 7 E>2# %. E'asion of inflicting the 6tatus Condition
Confuse 1B2.
&arget- 6ingle
R$(G A ! Earth 3eal
reenish7brown dust swirls forth from nowhere# settling onto the
eomancer,s comrades. Earth 3eal restores 1=B x %$2 @ EdD 3it
Points to all acti'e allies.
&arget- Party
R$(G B ! Contortion
ray dust creeps up to co'er the enemy# 0uickly hardening into a
shell of solid rock. Contortion inflicts 1/> x %$2 @ Bd=># %. $rmor
Earth Elemental damage on all acti'e combatants in the targeted
roup# striking automatically. 9t also has a Co6 of 1%. $CC 7 E>2# %.
E'asion of inflicting the 6tatus Condition 6tone 1K2; roll separately
for each eligible combatant.
&arget- roup
R$(G E ! Ca'e79n
$ dangerous rumble tears through the ca'ern; seconds later# man7
si<e boulders begin crashing down. Ca'e79n automatically strikes =dF
times# each strike inflicting 1=> x %$2 @ EdD Physical damage on
one randomly determined combatant in the targeted roup.
&arget- roup
TOWN
.uildings and areas of habitation constructed by intelligent life.
.ecause of its broad focus# this terrain set encompasses e'erything
from ancient temples to bustling metropolitan areas. $ building or
complex does not ha'e to be in acti'e use to 0ualify for this terrain
type# but must be in good repair; if it is collapsing or crumbling# it
should be treated as belonging to the 8nderground terrain set.
R$(G = ! %india Rabbit
$ small creature with a great cotton tail and large# feathery ears
prances up from behind the party. 9ts eyes glow# and in an instant
the eomancer has an intimate knowledge of a single foe. %india
Rabbit allows the eomancer to see the targeted combatant,s 4e'el#
%onster &ype 1if applicable2# current and maximum 3P and %P
'alues# $bsorbances# 9mmunities# Resistances# "eaknesses and
6tatus 9mmunities. Opponents who are immune to the effects of
6can will also be immune to %india Rabbit.
&arget- 6ingle
R$(G / ! "ill O, &he "isp
lowing spirits con'erge on the eomancer,s foes in a disorienting
dance# burning a single target with spectral fire. "ill O, &he "isp
inflicts 1D x %$2 @ AdD# %. $rmor Fire Elemental damage on the
targeted combatant# striking automatically. 9t also has a Co6 of 1%.
$CC 7 E>2# %. E'asion of inflicting the 6tatus Condition Confuse 1B2.
&arget- 6ingle
R$(G A ! "ind 6lash
3owling storm spirits swirl about the enemy# calling down crackling
bolts of lightning upon all and sundry. "ind 6lash inflicts 1=/ x %$2
@ EdD# %. $rmor 4ightning Elemental damage on the targeted
combatant# striking automatically. 9t also has a Co6 of 1%. $CC 7 E>2#
%. E'asion of inflicting the 6tatus Condition *isable 1F2.
&arget- roup
R$(G B ! &apir
$ snuffling# piglike creature shimmers into existence in front of the
eomancer# si<ing up the party before showering them with bubbles
of 'ital of energy. &apir remo'es negati'e 6tatus Conditions from the
eomancer and all acti'e allies as if they had been targeted by
Esuna.
&arget- Party
R$(G E ! &empest
$n unstoppable cyclone roars across the battlefield. &empest has a
Co6 of 1%. $CC 7 E>2# %. E'asion of reducing the targeted
combatant to = 3P# regardless of their current 3P scores# $rmor# or
%. $rmor ratings; treat this as a *eath effect. 9t also has a Co6 of
1%. $CC 7 E>2# %. E'asion of inflicting the 6tatus Condition %eltdown
1/2. Roll separately for each effect.
&arget- 6ingle
FINAL FANTASY THE ROLEPLAYING GAME 11
LA<A
$reas of extreme heat. &ypically 'olcanic terrain# though fierce
bla<es# industrial structures such as blast furnaces and magical fire
may 0ualify for this terrain set.
R$(G = ! Flame .last
Flames unceremoniously explode around a single target. Flame .last
inflicts 1F x %$2 @ /dD# %. $rmor Fire Elemental damage on the
targeted combatant# striking automatically.
&arget- 6ingle
R$(G / ! 6hining $ir
&he air around the eomancer,s foes begins to heat up# turning the
battlefield into a shimmering array of mirages. 6hining $ir bestows
the 6tatus Condition Ruse on all allies in range 1B2.
&arget- Party
R$(G A ! "hite Flame
3oly fire engulfs the target# searing away sickness and in)ury with an
intense bla<e of life. "hite Flame bestows the 6tatus Condition
Reraise 1K2# and may not target the same combatant more than one
per battle or 6cene.
&arget- 6ingle
R$(G B ! %agma
Columns of burning la'a erupt underneath the eomancer,s foes#
spreading fiery destruction throughout the immediate area. %agma
inflicts 1/B x %$2 @ Bd=/# %. $rmor Fire Elemental damage on all
acti'e combatants in the targeted roup# striking automatically. 9t
also has a Co6 of 1%. $CC 7 E>2# %. E'asion of inflicting the 6tatus
Condition 3eat 1/2.
&arget- roup
R$(G E ! Prominence
$n explosion of white7hot fury engulfs the target# searing it within an
inch of its life. Prominence inflicts 1/D x %$2 @ EdD# %. $rmor Fire
Elemental damage on all acti'e combatants in the targeted roup#
striking automatically. 9t also has a Co6 of 1%. $CC 7 E>2# %. E'asion
of inflicting the 6tatus Condition Elemental "eakness- Fire 1F2.
&arget- roup
+NOW
$reas of extreme cold# typically at free<ing point or below. 9ncludes
en'ironments with high le'els of snowfall# though cold tundra and
terrain such as icebergs and glaciers also 0ualify for this set.
R$(G = ! $rctic 3are
$ small# white7furred rabbit burrows out of the snow# rubs noses
with a single combatant# and then 'anishes. $rctic 3are restores 1A
x %$2 @ /dF 3it Points to the targeted combatant.
&arget- 6ingle
R$(G / ! 9cicle
.lades of extreme cold stab up from under the eomancer,s foes.
9cicle inflicts 1=> x %$2 @ BdD# %. $rmor 9ce Elemental damage on
all acti'e combatants in the targeted roup# striking automatically.
&arget- roup
R$(G A ! 9ce 6torm
&he air around the eomancer,s opponents begins to chill to
absolute <ero# assailing all in range with bitter# crippling cold. 9ce
6torm inflicts 1=F x %$2 @ EdD# %. $rmor 9ce Elemental damage on
all acti'e combatants in the targeted roup# striking automatically. 9t
also has a Co6 of 1%. $CC 7 E>2# %. E'asion of inflicting the 6tatus
Condition 6ilence 1F2.
&arget- roup
R$(G B ! $'alanche
$ shower of snow# ice# rocks# and debris descends# burying a single
unfortunate 'ictim. $'alanche has a Co6 of 1%. $CC 7 E>2# %.
E'asion of inflicting the 6tatus Conditions Fro<en 1/2 and Curse 1F2;
roll separately for each 6tatus Condition.
&arget- 6ingle
R$(G E ! 9ce Pillar
6pears of sharp# polished ice rain down on the target# mercilessly
skewering it. 9ce Pillar inflicts 1/D x %$2 @ EdD# %. $rmor 9ce
Elemental damage on the targeted combatant# striking automatically.
9t also has a Co6 of 1%. $CC 7 E>2# %. E'asion of inflicting the 6tatus
Condition Elemental "eakness- 9ce 1F2.
&arget- 6ingle
FINAL FANTASY THE ROLEPLAYING GAME 115
+8 Magic Knight
$t a distance# they look like any other swordsman ! only when the
.lack %agic begins to course through their blades does their true
nature emerge. %agic Gnights are initiates in a mysterious and
secreti'e order of magical swordsmen gifted with the ability to store
spells within their weapons# lea'ing them capable of turning a simple
sword7slash into flaming de'astation# clouds of toxin# or black holes
capable of warping reality itself.
.ecause the nature of their magic re0uires them to get up close
and personal with foes# %agic Gnights are warriors first and
sorcerers second. "hile a handful of %ages dabble in the %agic
Gnights, signature art# only the Gnights themsel'es ha'e the arms
mastery needed to exploit it to its fullest; e'en when stripped of her
magical abilities# a %agic Gnight can still hold her own against a
6wordmaster or Fighter.
JOB STR VIT AGI SPD MAG SPR
Magic Knight +12 +10 +10 +10 +6 +12
JOB PROFILE
Representati'es- %ystic Gnight +ob 1FF;2# $delbert 6teiner 1FF9:2#
"arrior *ressphere 1FF:7/2
3P *ie- dD
%P *ie- dD
"eapons- $xes# .ows# Flails# lo'es# reatswords# Gni'es# 4ight
6words# Polearms# Rods# 6ta'es# 6wallows# 6words
$rmor- auntlets# 3elmets# %ail# Robes# 6hields
$ccuracy .onus- @A>
6kill Points- /B>
6kill $ptitudes- "eapon
SPELLBLADE MAGIC
6pellblade %agic gi'es the %agic Gnight a 'ersatile arsenal of
enchantments# allowing them to tailor their attacks to foes,
weaknesses with absolute precision.
+.ELLBLADE Level 1
&arget- 6elf &ype- %agic $bility
%agic Gnights can cast 6pells from the 6pellblade %agic list in
Chapter D. 4ike .lue and 6ummon %agic# 6pellblade %agic has no
discrete 4e'els# but is organi<ed into four tiers according to effect-
Elemental# 6tatus# Effect# and 8ltimate. $s the %agic Gnight gains
4e'els# she will gain the option of choosing 6pells from each of
these tiers.
"hile players can choose which 6pells they gain when they 0ualify
for new ones# each 6pell has its own 4e'el re0uirement. &he 6tatus
effect 6tone 6trike# for instance# can only be ac0uired if the %agic
Gnight is at 4e'el BA or higher# e'en though the %agic Gnight first
gains access to 6tatus effects at 4e'el =.
.ecause they simply enhance the %agic Gnight,s basic attacks#
most 6pellblade magics can score Critical 3its in the same manner as
normal $ttack $ctions. &heir effects also stack with a number of
"eapon E0uipment $bilities ! $uto7O6tatusP# @OxP O$ttribute?Combat
6tatisticP# .reak *amage 4imit# Critical@# Critical@@# OElementP
Enhancer# 6ensor# and the special rules associated with 8ltima
"eapon and the ;aliant Gnife. $ll other E0uipment $bilities on the
"eapon are ignored.
/.IG)T6S ('V'( .'W SP'((S GAI.'D
1 #tat)* ' 1= 7+e(enta+ ' 1
8 #tat)* ' 1= 7+e(enta+ ' 1
15 #tat)* ' 2= 7+e(enta+ ' 1
22 #tat)* ' 1= 7+e(enta+ ' 1= 7$$ect ' 1
29 #tat)* ' 1= 7+e(enta+ ' 1= 7$$ect ' 1
36 #tat)* ' 2= 7+e(enta+ ' 1= 7$$ect ' 1
43 #tat)* ' 2= 7+e(enta+ ' 1= 7$$ect ' 2
50 #tat)* ' 1= 7+e(enta+ ' 1= 7$$ect ' 1=
A+ti(ate ' 1
57 #tat)* ' 1= 7+e(enta+ ' 1= A+ti(ate ' 1
64 #tat)* ' 2= A+ti(ate ' 1
I41$i1ive magi6 Level 1
&arget- ;aries &ype- %agic $bility
&he %agic Gnight can use her spellcasting abilities for other
purposes. %ore details on 9ntuiti'e %agic can be found in Chapter D.
Geywords- .arrier# *estruction# Earth# Elemental %anipulation# Fire#
3oly# 9ce# 4ightning# Poison# 6hadow# "ater# "ind
SOS SKILL
"hen danger looms# %agic Gnights can protect themsel'es in the
blink of an eye.
+O+9+,ELL Level 1
&arget- 6elf &ype- 6upport $bility
*ue to their hea'y reliance on spellcasting# %agic Gnights are taught
from early on how to prepare anti7magic barriers at a moment,s
notice ! as much to protect them from the sorcery of an opponent
as the potentially de'astating conse0uences of a miscast 6pellblade
effect. 6O676hell takes effect when the %agic Gnight,s current 3it
Points are reduced to /EC or lower of their maximum 'alue#
bestowing the 6tatus Condition 6hell. &he 6tatus Condition is
automatically canceled once the %agic Gnight,s current 3it Points
are more than /EC of their maximum 'alue. &his $bility stacks with
6O67Protect and 6O673aste.
FINAL FANTASY THE ROLEPLAYING GAME 116
+!09.ROTECT Level 15
&arget- 6elf &ype- 6upport $bility
$s they begin to gain hands7on combat experience# %ystic Gnights
0uickly learn how to broaden their reflexi'e defenses. 6O67Protect
takes effect when the %agic Gnight,s current 3it Points are reduced
to /EC or lower of their maximum 'alue# bestowing the 6tatus
Condition Protect. &he 6tatus Condition is automatically canceled
once the %ystic Gnight,s current 3it Points are more than /EC of
their maximum 'alue. &his $bility stacks with 6O676hell and 6O67
3aste.
+!09,a0TE Level &'
&arget- 6elf &ype- 6upport $bility
$ sa''y %agic Gnight knows that speed is of the essence#
particularly when death is near. 6O673aste takes effect when the
%agic Gnight,s current 3it Points are reduced to /EC or lower of
their maximum 'alue# bestowing the 6tatus Condition 3aste. &he
6tatus Condition is automatically canceled once the %agic Gnight,s
current 3it Points are more than /EC of their maximum 'alue. &his
$bility stacks with 6O676hell and 6O67Protect.

FINAL FANTASY THE ROLEPLAYING GAME 117
9/ 'in(a
&he (in)a is a warrior of shadow# combining the talents of infiltrator#
spy# and assassin in a single finely7trained body. Ruthlessly
independent by nature# (in)a are schooled from early on in the
'irtues of silent action and caution# the art of killing from a distance
as well as a hair,s breadth away. &o do so# they make use of a wide
range of tools- scrolls and powders imbued with magical properties#
compact bombs for clearing away obstacles or stubborn opponents#
deadly throwing stars# and much more besides.
9n the old days# (in)a ser'ed a feudal lord# dispatching political
enemies and gathering intelligence at his behest. &oday# they are
more likely to be mercenaries# selling their skills out to the highest
bidder. Few# if any# worry about the ethics of their actions ! cold7
hearted amorality is the (in)a,s stock in trade# a trait that accounts
for much of their power and mysti0ue. (or are they team players by
any stretch of the imagination; they are trained to work alone and
rely only on themsel'es in battle. .ut parties willing to o'erlook the
(in)a,s more selfish edges will find them to be superbly 'ersatile
combatants capable of matching ! and mastering ! the most
o'erwhelming challenges.
JOB STR VIT AGI SPD MAG SPR
2in>a +10 +8 +12 +12 +10 +8
JOB PROFILE
Representati'es- Edward eraldine SEdgeT Eblan 1FF9;2# Clyde
S6hadowT $rrowny 1FF;92# (in)a +ob 1FF9# FF999# FF;# FF:9# FF&# FF&$2
3P *ie- dD
%P *ie- dF
"eapons- .oomerangs# Claws# Flails# Gatana# Gni'es# (in)a .lades
$rmor- $rmwear# 3ats# 6uits
$ccuracy .onus- @A>
6kill Points- /B>
6kill $ptitudes- &hie'ery
NINJ"TS"
(in)utsu is the (in)a $rt# a blend of mysticism and martial techni0ue
that emphasi<es the destruction of an opponent at any cost.
T,ROW Level 1
&arget- 6ingle &ype- 6upport $bility
Fast and discreet# throwing weapons are a natural fa'orite among
(in)a# who are trained from early on to wound and kill with any
pro)ectile they can lay their hands on. &hrow allows the (in)a to
launch a single "eapon or &hrowing "eapon at an opponent with
de'astating force and accuracy# striking automatically for />>C#
$rmor damage. *amage for this attack is always calculated using the
(in)a5s 6&R $ttribute# e'en with "eapons whose damage code
normally defaults to %$ or $9# and may ignore the *amage Cap.
E0uipment $bilities are ignored unless a &hrowing "eapon was
used; in this case# they apply as normal.
&his techni0ue does comes with a price# howe'er. $ny "eapon
used in con)unction with &hrow breaks on impact and cannot be
retrie'ed after it has been thrown. &his includes $rtifact and 8ni0ue7
type "eapons ! e'en these rare relics cannot stand up to the
(in)a,s throwing arm.
DUAL WIELD Level 1
&arget- 6elf &ype- 6upport $bility
.ecause they operate alone# many (in)a prefer to wield paired
weapons in order to scrape up a fighting chance against multiple
opponents. *ual "ield may be used to e0uip a "eapon in the 6hield
6lot as per the &wo "eapons 6kill. "ith two "eapons e0uipped# the
(in)a will strike twice when making an $ttack $ction against a target;
calculate damage for each "eapon as if the (in)a had made two
separate attacks# rolling to hit for each as normal.
I41$i1ive magi6 Level 1
&arget- ;aries &ype- %agic $bility
&he (in)a can use her spellcasting abilities for other purposes. %ore
details on 9ntuiti'e %agic can be found in Chapter D.
Geywords- Earth# Elemental %anipulation# Fire# 9llusion# 4ightning#
"ater
UTU+EMI Level 8
&arget- 6elf &ype- 6low $ction 1B2
&he (in)a clasps his hands together in a meditati'e pose# standing
utterly still e'en as his outline begins to swim and blur. 8tusemi
bestows the 6tatus Condition $gility 8p 1F2.
3ATON Level 15
&arget- 6ingle &ype- %agic $bility 1/D %P2
Focusing the power of the elements# the (in)a calls up a sudden#
stabbing eruption of flame beneath the target. Gaton inflicts 1=/ x
%$2 @ AdF# %. $rmor Fire Elemental damage on the target#
striking automatically; in addition# it has a Co6 of %ind# E'asion of
inflicting the 6tatus Condition Confuse on the target 1B2.
IMA#E Level 22
&arget- 6elf &ype- 6low $ction 1D2
&he (in)a5s body begins to wa'er# becoming more and more
indistinct until one lone figure has become a host of dark# obscure
assassins. 9mage creates B silhouettes around the (in)a 1F2# each of
which grants a @E bonus to the (in)a,s E'asion for as long as they
remain in existence. "hene'er the (in)a takes damage# reduce the
number of silhouettes by one; 9mage may not be used again until all
silhouettes ha'e expired or been destroyed.
FINAL FANTASY THE ROLEPLAYING GAME 118
+UITON Level 29
&arget- 6ingle &ype- %agic $bility 1BF %P2
*rawing on the power of the surrounding elements# the (in)a
unleashes the might of the tide in a torrent of powerful ocean
wa'es. 6uiton inflicts 1=F x %$2 @ EdF# %. $rmor "ater Elemental
%agical damage on the target# striking automatically. 9n addition# it
has a Co6 of %ind# E'asion of inflicting the 6tatus Condition 6ilence
on the target 1B2.
+ha%!" +1i16h Level 3
&arget- 6ingle &ype- %agic $bility 1FF %P2
"ith a single hand7clap# the (in)a summons a burst of tiny needles
to stitch the target5s shadow to the ground# trapping it in place.
6hadow 6titch has a Co6 of %ind# E'asion of inflicting the 6tatus
Conditions *isable and 9mmobili<e on the target 1B2. Roll for both
6tatus Conditions at once; either the target is affected by both or it is
affected by neither.
RaITON Level &3
&arget- 6ingle &ype- %agic $bility 1J> %P2
6ummoning the might of the storm and skies# the (in)a calls down
an arcing barrage of lightning to incinerate his foes. Raiton inflicts
1/> x %$2 @ Bd=># %. $rmor 4ightning Elemental damage on the
target# striking automatically. 9n addition# it has a Co6 of %ind#
E'asion of inflicting the 6tatus Condition .lind on the target 1B2.
+$4ke4 +1a1e Level 5'
&arget- 6elf &ype- Reaction
.y temporarily harnessing the dark energies of the underworld# a
skilled (in)a can sink into the ground to e'ade attacks# lea'ing only
their shadow behind. "hen triggered# 6unken 6tate has a flat Co6 of
A>C of bestowing the 6tatus Condition ;anish 1/2.
&rigger- Physical damage targeting the (in)a.
DOTON Level 5*
&arget- 6ingle &ype- %agic $bility 1L> %P2
&he (in)a slaps the ground with the palm of his hand# unleashing
intense tremors that toss the target like a ragdoll. *oton inflicts 1/B
x %$2 @ Bd=/# %. $rmor Earth Elemental damage on the target#
striking automatically. 9n addition# it has a Co6 of %ind# E'asion of
inflicting the 6tatus Condition 6low on the target 1B2.
ELAN Level &
&arget- 6elf &ype- 6upport $bility
&he (in)a slips into a trance7like state as he begins to soak in
ambient chi# building a store of energy capable of supercharging his
already formidable techni0ues. "hen using Gaton# 6uiton# Raiton#
*oton# or 6hadow 6titch# the (in)a may elect to add a Charge &ime
of => to the $bility5s %P cost in order to empower the techni0ue with
Elan. 9f they choose to do so# the $bility5s &arget is changed from
6ingle to roup for the duration of that $ction. Once this is done#
Elan,s effects expire.

FINAL FANTASY THE ROLEPLAYING GAME 119
:!;< !a%adin
&he Paladin is a sacred knight# consecrated to the powers of light
and dedicated to )ustice and 'irtue in their purest forms. Purged of
any self7doubt and absolute in their de'otion to their cause# these
holy warriors form the unlikely middle ground between the "hite
%age5s compassion and the Gnight5s fierce sense of honor. "hile all
Paladins follow the same basic moral code# each Paladin has their
own interpretation of it; some are crusaders dedicated to the
extermination of e'il in all its worldly forms# others focus their efforts
on protecting the li'es of those weaker than themsel'es. &he one
unifying factor in all is the strength of the Paladin5s own beliefs; in
sheer moral con'iction# few professions can hope to ri'al them.
JOB STR VIT AGI SPD MAG SPR
"a+a%in +12 +13 +9 +8 +8 +10
JOB PROFILE
Representati'es- Cecil 3ar'ey 1FF9;2# eneral .eatrix 1FF9:2# $grias
Oaks 1FF&2# Paladin +ob 1FF:9# FF&$2
3P *ie- d=>
%P *ie- dF
"eapons- $xes# reatswords# 4ight 6words# Gni'es# 6ta'es# 6words
$rmor- auntlets# 3elmets# %ail# Robes# 6hields
$ccuracy .onus- @A>
6kill Points- /B>
6kill $ptitudes- "eapon
HOLY S!ORD
Protector# healer# fighter- the Paladin,s talents extend in many
directions.
CO<ER Level 1
&arget- 6ingle &ype- Fast $ction?Reaction
&he Paladin is a protector first and foremost# thinking nothing of
placing herself in harm,s way in order to shield a comrade. Co'er
allows the Paladin to select a single target to protect; once a target
has been selected# Co'er becomes a Reaction $bility. "hen
triggered# Co'er applies all damage that would otherwise be taken by
the target to the Paladin instead# modifying for the Paladin,s $rmor
as normal. Co'er may only affect one target at any gi'en time;
switching targets or remo'ing this protection is a Hero $ction# but
re0uires the Paladin to be able to use the $bility.
&rigger- &he $lly being Co'ered is dealt Physical damage. "ill not
trigger if the Paladin is /EC of maximum 3P or lower herself.
+e41i4el Level 1
&arget- Party &ype- Reaction
"hile Paladins can single out indi'idual allies for protection# they are
also trained to keep a close eye on the health of the party as a
whole. "hen triggered# 6entinel applies all damage that would be
taken by the ally to the Paladin instead# modifying for $rmor as
normal. 6entinel does not affect use of Co'er# but does not enhance
its effects; Co'er will always be used instead of 6entinel where
applicable. 9f multiple combatants could use 6entinel on the same
target# the one with the highest 3it Points will take the blow.
&rigger- $n ally at /EC or fewer of maximum 3P is dealt Physical
damage. "ill not trigger if the Paladin is /EC of maximum 3P or
lower herself.
I41$i1ive magi6 Level 1
&arget- ;aries &ype- %agic $bility
&he Paladin can use her spellcasting abilities for other purposes.
%ore details on 9ntuiti'e %agic can be found in Chapter D.
Geywords- .arrier# 3ealing# 3oly# 4ightning
,all!"e% B!l1 Level 8
&arget- roup &ype- %agic $bility 1// %P2
&he Paladin holds her sword to the hea'ens )ust as a lightning bolt
slams down# guiding that blast of electrical fury straight into the
midst of the enemy. 3allowed .olt inflicts JEC# $rmor 4ightning
Elemental damage on all acti'e combatants in the targeted roup#
striking automatically. 9n addition# it has a flat Co6 of A>C of
inflicting the 6tatus Condition 6ilence 1B2; roll separately for each
eligible target.
,EALIN# WIND Level 15
&arget- roup &ype- %agic $bility 1AB %P2
usts of healing energy begin to whirl around the Paladin,s body#
building up in intensity until the entire party is en'eloped. 3ealing
"ind restores 1L x %$2 @ /dF 3P to all allies.
Clea40i4g +1rike Level 22
&arget- 6ingle &ype- %agic $bility 1B> %P2
&he Paladin thrusts her weapon forward# calling a spectral
greatsword to erupt from the ground and skewer the target where it
stands. Cleansing 6trike inflicts =/EC# $rmor 3oly Elemental damage
on the target# striking automatically. 9n addition# it has a flat Co6 of
A>C of inflicting the 6tatus Condition Condemned on the target 1B2.
A+TRA Level 29
&arget- 6ingle &ype- %agic $bility 1BF %P2
&he Paladin pours her ironclad resol'e into a powerful magical
barrier capable of shielding an ally from harmful influences. $stra
bestows the 6tatus Condition Resist 1B2# but this 6tatus is
automatically canceled the first time it protects the target from being
afflicted with a 6tatus Condition. 9f the target is struck by an attack
that inflicts multiple 6tatus Conditions at once# all Conditions will be
blocked before $stra,s effects dissipate.
FINAL FANTASY THE ROLEPLAYING GAME 120
+EAL E<IL Level 3
&arget- 6ingle &ype- %agic $bility 1EA %P2
"ith a wa'e of her weapon# the Paladin unleashes a swarm of holy
spirits# o'erwhelming the target with a barrage of purity and light.
6eal E'il can only be used to target 8ndead and *emons# and has a
flat Co6 of F>C of inflicting the 6tatus Condition 6tone 1K2.
,OL/ CIRCLE Level &3
&arget- Party &ype- %agic $bility 1F= %P2
&he Paladin raises her weapon to the skies# calling down beams of
di'ine light to empower the party. 3oly Circle bestows the 6tatus
Conditions Protect 1B2 and 3oly Enhancer 1B2.
-$%gme41 BLa%e Level 5'
&arget- roup &ype- %agic $bility 1L> %P2
&he Paladin,s blade cuts through the air# triggering a shower of
ethereal crystals to entomb the enemy. +udgment .lade inflicts
=/EC# $rmor 3oly Elemental damage on all acti'e combatants in the
targeted roup# striking automatically. 9n addition# it has a flat A>C
Co6 of inflicting the 6tatus Condition 6top 1/2; roll separately for
each eligible combatant in the targeted roup.
Divi4e R$i4a1i!4 Level 5*
&arget- roup &ype- %agic $bility 1=EE %P2
"ith a swing of her blade# the Paladin draws forth the di'ine
energies of the earth itself# sowing panic and chaos among her foes
as searing white pillars of light tear across the battlefield. *i'ine
Ruination inflicts =E>C# $rmor 3oly Elemental damage on all acti'e
combatants in the targeted roup# striking automatically. 9n addition#
it has a flat A>C Co6 of inflicting the 6tatus Condition Confuse 1B2;
roll separately for each eligible combatant in the targeted roup.
#REAT #O+.EL Level &
&arget- Party &ype- %agic $bility 1/>> %P2
6il'er rain begins to fall on the battlefield# drenching all but the
silently praying Paladin. 6uddenly# the rain ceases; the Paladin rises#
arms held aloft as da<<ling sunlight bursts forth and cherubs
descend from the hea'ens to bestow their blessings on the party.
reat ospel restores 1=J x %$2 @ BdD 3P to all acti'e
combatants in the Party; in addition# it bestows the 6tatus Condition
"all 1B2.

FINAL FANTASY THE ROLEPLAYING GAME 121
= Rune Knight
&he Rune Gnight is a curious figure by anyone,s reckoning# as much
a warrior as a sorcerous lightning rod. &rained to counter the army7
shattering effects of large7scale battle magic# they ad'ance ahead of
the main force# nullifying incoming spells and draining mana from
opposing mages until the enemy,s magical firepower has been
utterly silenced. Once the Rune Gnight,s work is done# all that
remains is to mop up; for better or worse# the tide of battle has
irre'ocably turned.
$ successful Rune Gnight is the sum of hereditary power# careful
training# and unshakable resol'e. enetics and training allow a Rune
Gnight to intercept enemy magic and reduce it to raw mana and
elemental power; resol'e gi'es them the ability to work those talents
in the face of impending fiery doom ! or worse. Once absorbed# a
spell can be promptly flung back at its caster or used as grist for the
Rune Gnight,s extensi'e arsenal of mana7powered attacks; most
Rune Gnights ha'e at least a little training in traditional spellcasting#
though their swords remain their main means of offense.
&o ordinary soldiers# experienced Rune Gnights are an awesome
and inspiring presence# a fearless aegis willing to put e'erything on
the line for the good of his comrades. &he trust and loyalty a Rune
Gnight en)oys makes him a natural leader; those that sur'i'e their
often suicidal missions 0uickly ad'ance up the chain of command#
buoyed by tales of the selfless heroism so fundamental to the +ob,s
abilities.
JOB STR VIT AGI SPD MAG SPR
5)ne Knight +12 +10 +10 +10 +8 +10
JOB PROFILE
Representati'es- Celes Chere 1FF;92 *ycedarg .eoul'e 1FF&2#
Halbaag .eoul'e 1FF&2
3P *ie- d=>
%P *ie- dF
"eapons- $xes# Flails# reatswords# Gni'es# 4ight 6words# 6words
$rmor- auntlets# 3elmets# %ail# Robes# 6hields
$ccuracy .onus- @A>
6kill Points- /B>
6kill $ptitudes- "eapon
CO"NTER MAGIC
&he Rune Gnight,s techni0ues were created to weaken# damage# and
ultimately destroy any spellcasting target on the battlefield. &o this
end# the Rune Gnight must confront his would7be targets head7on#
using e'erything at his disposal to withstand the mystical onslaught.
R$4i6 Level 1
&arget- 6elf &ype- Fast $ction
&he Rune Gnight,s signature ability allows him to absorb magic by
capturing it within weapons or armor inscribed with spell7binding
runes# his weapon and breaking it down into raw mana for his own
use. Runic affects all Red# .lack# "hite# &ime# and .lue 6pells# except
those with &arget- $ll; monster $bilities with an %P cost may also be
affected. Once used# Runic absorbs the first eligible 6pell or $bility
used in the immediate 'icinity# regardless of its source; that 6pell or
$bility has no effect and the Rune Gnight gains %P e0ual to its
original casting cost. 9f Runic has absorbed nothing by the time the
Rune Gnight,s next turn comes up# its effects are lost; he must
decide whether to use Runic again or take another $ction.
I41$i1ive magi6 Level 1
&arget- ;aries &ype- %agic $bility
&he Rune Gnight can use her spellcasting abilities for other
purposes. %ore details on 9ntuiti'e %agic can be found in Chapter D.
Geywords- .arrier# *estruction# Elemental %anipulation
RETUR4 MA#i6 Level 3
&arget- 6ingle &ype- Reaction
$s the Rune Gnight gains experience# he learns to do more than
simply break down magic to its constituent parts ! with practice# he
can copy and return sorcerous attacks in a split7second# gi'ing
enemy spellcasters a taste of their own medicine. "hen triggered#
Return %agic has a Co6 of 114e'el ? /2 @ 16pirit x /22 of allowing
the Rune Gnight to immediately cast the exact same 6pell# targeting
the original caster. $lternately# he may choose to gain a number of
%P e0ual to the 6pell,s original casting cost. (either option pre'ents
the Rune Gnight from suffering the effects of the affected 6pell !
these are calculated as normal. 9f the Rune Gnight elects to return
the 6pell# the original caster will always be the only one affected by it#
e'en if said 6pell was &arget- roup.
Return %agic is sub)ect to the same restrictions as Runic- it cannot
be used to counter 6pells with &arget- $ll# 6ummon %agic# or
6pellblade %agic. &he Rune Gnight must also be able to cast 6pells
in order to be able to use Return %agic; 6tatus Conditions such as
6ilence will seal this $bility until they are canceled
&rigger- $rcane# Elemental# or 6tatus spell or monster ability
susceptible to Runic.
7Ua%Ra MA#i6 Level &
&arget- roup &ype- 6upport $bility
Further refinement of Return %agic,s principles permits 'eteran
Rune Gnights to turn a single hostile spell into a blistering 'olley of
sorcery. Muadra %agic may be used whene'er Return %agic triggers#
and allows the Rune Gnight to immediately cast the exact same 6pell
four times# each time targeting a randomly determined combatant in
the original caster,s roup. &o do so# the Rune Gnight must ha'e
enough %P to cast the rele'ant 6pell three times; otherwise# Return
%agic,s default effects are used instead. $s with Return %agic#
Muadra %agic does not pre'ent the Rune Gnight from suffering the
effects of the affected 6pell ! these are calculated as normal.
FINAL FANTASY THE ROLEPLAYING GAME 122
"NYIELDING S!ORD
Powerful and brutal in e0ual measures# the Rune Gnight,s battle
techni0ues turn excess mana into bone7crushing blows.
)$R5 Bra4% Level 8
&arget- 6ingle &ype- %agic $bility 1/> %P2
$ trident of 'iolent red energy thrusts up from under the target#
emitting a single intense pulse as it disappears again. Fury .rand
inflicts =>>C# $rmor Physical damage on the targeted combatant#
striking automatically. 9n addition# it has a flat Co6 of A>C of
inflicting the 6tatus Condition .erserk 1B2.
+Tar%$01 RA5 Level 15
&arget- roup &ype- %agic $bility 1/J %P2
lowing arrows of light form around the Rune Gnight# trailing glitter
as brilliant as the night sky as they begin whistling into the thick of
the enemy. 6tardust Ray inflicts JEC# $rmor Physical damage on all
acti'e combatants in the targeted roup# striking automatically. 9t
also has a flat Co6 of A>C of inflicting the 6tatus Condition 6pirit
.reak 1B2; roll separately for each eligible combatant.
+,ELLBUR+T +TAB Level 22
&arget- 6ingle &ype- %agic $bility 1AE %P2
&he Rune Gnight extends his weapon# shaping raw mana into a cruel
glowing scimitar blade that callously cuts through the target before
fading out. 6hellburst 6tab inflicts 1&arget,s Current %P2 Physical
damage on the targeted combatant# striking automatically.
Regardless of how many %P the target currently possesses#
6hellburst 6tab may ne'er inflict more than LLL damage.
BLA+TAR .UNC, Level 29
&arget- roup &ype- %agic $bility 1EF %P2
$ glowing white axeblade descends from the hea'ens# crashing down
onto the Rune Gnight,s foes with brain7shattering force. .lastar
Punch inflicts =>>C# $rmor Physical damage on all eligible
combatants in the targeted roup# striking automatically. 9n addition#
it has a flat Co6 of A>C of inflicting the 6tatus Condition %agic
.reak 1B2.
<I.ER Bi1e Level &3
&arget- 6ingle &ype- %agic $bility 1J> %P2
6ickly green daggers warp into being around the Rune Gnight,s
enemy# clamping down like the fangs of some great# spectral
serpent. ;iper .ite inflicts =/EC# $rmor Physical damage on the
target# striking automatically. 9n addition# it has a flat Co6 of A>C of
inflicting the 6tatus Condition ;enom 1B2.
,Ell6r5 ($46h Level 5'
&arget- 6ingle &ype- %agic $bility 1LE %P2
&he Rune Gnight unleashes his accumulated power and summons a
monolithic greatsword from the depths of the earth# piercing his foe
with an ice7blue edge of pure magic. 3ellcry Punch inflicts =E>C#
$rmor Physical damage on the targeted combatant# striking
automatically. 9n addition# it has a flat Co6 of A>C of inflicting the
6tatus Conditions Power .reak 1B2 and 6ilence 1B2. Roll separately
for each 6tatus Condition.
ICE"!l: BITE Level 5*
&arget- roup &ype- %agic $bility 1==> %P2
6ummoned by the Rune Gnight,s power# a phantom longsword tears
through the ground# ornately car'ed blade coruscating blue and red
in turn before 'anishing. 9cewolf .ite inflicts =E>C# $rmor Physical
damage on all eligible combatants in the targeted roup# striking
automatically. 9n addition# it inflicts />>C# $rmor Physical damage to
the combatants, %agic Points. %P damage inflicted by 9cewolf .ite
may ignore the *amage Cap.
FINAL FANTASY THE ROLEPLAYING GAME 123
V
_____________________
SKILLS

you can do that?


Tseng
FINAL FANTASY VII
Not everything an FFRPG character can do is defined by their Job. As
important as spellcasting talents and combat abilities may be, they
only cover a small subset of the many tasks and challenges that
characters ill face during the course of an adventure ! for
everything else, there"s #kills.
EXPANDED RULES
$he fundamental rules governing #kill usage can be found in %hapter
&. $he purpose of this chapter is to e'pand on those rules by
introducing additional options, clarifications and detail to those basic
rules.
Specialized Skills
A number of #kills in this chapter have an asterisk ()* after their
names+ this indicates that these are specialised #kills. ,nlike the
general #kills that make up most of the FFRPG"s available selection,
characters ho purchase a specialised #kill must also select a
specialisation for it at purchase. $he -ore #kill, for instance must be
set to a specific type of knoledge, depending on the character.s
preferences ! rather than having a general "-ore," a character ill
have -ore (/ilitary* or -ore (-egendary 0eapons*. Note that
#pecialised #kills are bought multiple times for separate
specialisations ! a character ill have to separate #kills for
-anguage (%ommon $ongue* and -anguage (Ancient*.
! Expanding Specialisation
/any of the #kills given in this chapter have been deliberately
kept broad to allo for a ider range of genres and settings. As
an optional rule, G/s can re1uire characters to take a
specialisation for any #kill that is likely to have a more narro
focus in the campaign orld. For instance, a high2tech orld is
more likely to have 3ehicles (%ar* and 3ehicles (Aircraft* than
one here carts are the bleeding edge of conveyance.
Defaulting on Skills
Picture the scene4 our heroes have stolen an airship from the
5mpire, and are racing home under the fire of the combined
6mperial fleet. #uddenly, the entire ship rattles ! a direct hit from the
enemy cannons. #moke begins to pour out of the controls as an
alarm goes off and the ship enters a ild spin, rocketing
groundards. A look passes around the table. 7#o, uh... anybody
have Repair89
Regardless of ho much e'perience and training they possess,
characters ill still run into situations they.re not prepared for. As a
result, there may be circumstances here players ill have to
improvise by making a $ask %heck using an Attribute Rating in place
of a #kill their character doesn.t possess.
5very #kill has a single :efault Attribute linked to it, typically the
one most likely to affect a character.s aptitude in that #kill. 5ti1uette,
for instance, has #pirit as a :efault Attribute. 0hen a character
;defaults. on a #kill they do not have, they roll against (:efault
Attribute Rating < =* instead of the relevant #kill Rating to determine
success. >oever, some #kills are naturally harder to ;feign. than
others, particularly those re1uiring a significant level of e'pertise.
$hese are called -earned #kills, and cannot be defaulted on unless
the character has an Affinity to that #kill %ategory. All other #kills are
6ntuitive #kills, and can be defaulted on regardless of hether or not
the character has an Affinity.
Synergy
#ometimes, characters may ish to use multiple #kills in con?unction
ith one another to accomplish something. For e'ample, an 5ngineer
ith high Ratings in 6nvent and #ystems could make use of this
knoledge to improve an attempt to disarm a mechanical trap, an
activity normally associated ith $raps alone. Attributes, too, can
interact ith #kills, as more de'trous or intelligent characters are
better2suited to improvisation than ones less gifted in those areas.
#uch ;synergies. can be handled in one of to ays4
5nhancing an e'isting #kill. 6f having one #kill seems to logically
improve another #kill"s likelihood of success and this #kill is e1ual to
or higher in Rating to the #kill it ould "support," a character can
gain a @&A #ynergy Bonus to $ask %hecks made against the
"supported" #kill. Alternately, if a character has a #kill hose :efault
Attribute Rating<= is higher than the #kill"s actual Rating, she may
roll against the Attribute Rating instead.
Replacing a missing #kill. Rather than simply default on a missing
#kill, a character can instead roll against another #kill they possess
if there is logical synergy beteen it and the missing #kill. $he
"replacement" #kill"s Rating ill be halved for the resulting $ask
%heck, but the character may apply any #ynergy bonuses they ould
FINAL FANTASY THE ROLEPLAYING GAME 124
normally be eligible for to this roll.
A player trying to benefit from synergies should alays be
prepared to e'plain to the G/ hy she feels the other #kills in
1uestion are relevant to the $ask %heck at hand.
? Defaults and Synergy (1)
#urrounded by :eathsight"s forces, >iro and company have
been carted off to a dank dungeon in an undisclosed location.
Rodger (G/*4 Cou regain consciousness in a singing iron
cage lashed to a vaulted ceiling criss2crossed by heavy metal
beams. Belo, faint orange light from an unknon source spills
through a grating that covers the entirety of the floor. $he
metal has a dull glo to it+ though you"re suspended meters
above it, you can feel the heat radiating all the same. Dther
cages hang around yours, chains clanking in time to a rhythmic
shudder in the alls of the chamber+ occasionally, one bumps
into your on, leaving the bars ringing.
Rob (>iro*4 >iro lets out a soft sigh as he looks don at the
grating. 7#omething tells me e"d regret ?umping don there.9
Blair (/int*4 70e"d have to get out first, huh89 6"m checking
the bars. Any give8 Anything loose8
Rodger4 No dice. 0hoever built this thing built it to last.
/ (>aEe*4 0hat else is in the cell8
Rodger4 A pile of stra spread out in the center of the cage
serves as your bedding. Dther than that, there"s nothing.
/4 >aEe leans back, resting on the stra. 7#ettle don. 0e"ll
get a chance to break out sooner or later. -et"s ?ust take it
easy until then.9
$he gap in sessions has alloed Rodger to find a natural place
to introduce %arl.s player to the game ! and party. After a
1uick discussion, %arl and Rodger have decided to imprison
Fumani in the same cell as the other characters, alloing them
to interact first thing off the bat.
%arl (Fumani*4 7/rrrrG #ome of us arrre trrrying to get some
sleep herrre.9
Blair4 /int is going to back aay very, very 1uickly. 70hoaG :id
our bedding ?ustH talk89
/4 >aEe gets up, brushing himself off. 70ho"s there89
%arl4 Fumani pokes her head out of the stra, blinking a fe
times. 7/rr. 6 should ask the same of you, yes8 6"m Fumani.9
/4 7>aEe. $he other to are >iro and /int. 6"m guessing
you"re no friend of :eathsight"s.9
%arl4 76 got attacked by those tinpot soldierrrs... Ne't thing 6
kno, 6"m stuck in herrre.9
Rob4 70ell, 6 don"t kno about you, but 6"m not planning on
sticking around.9 Rodger, 6"m picking up the longest, most
solid piece of stra and starting to ork on the lock. 6"ll
default on -ockpicking ith 6nvent.
? Defaults and Synergy (2)
Rodger checks the rules. -ockpicking is a -earned #kill,
meaning >iro ouldn.t normally be able to default on it.
>oever, >iro also has 6nvent at I=+ if taken as a replacement
for -ockpicking, it ould effectively function at a #kill Rating of
=J.
Rodger4 0hy ould 6nvent help here8
Rob4 $he lock.s got mechanical components and moving parts.
>iro should kno ho to scre around ith those. Also, my AG6
ought to be high enough to give me a hand ith the roll.
0ith a shrug, Rodger accepts the e'planation. >iro.s Agility
Rating is KA ! higher than the modified 6nvent Rating of =J,
meaning he may use his Agility Rating instead of 6nvent. $he
lock is reasonably ell2made, so Rodger sets a %onditional
/odifier of @=A. Rob.s final %o# is JA.
Rodger4 Roll ;em.
Rob4 (rolling* KL.
Rodger4 Cou riggle the stra around until you hear the
tumblers clicking into place. A moment later, the door sings
open ith a creak.
%arl (Fumani*4 7Nice orrrkG No all e have to do is...9
/ (>aEe*4 7...find a ay to get don from here and across that
steaming hot floor ithout turning into spare ribs, then fight
our ay through hatever guards :eathsight posted to keep
us locked up.9
Blair (/int*4 76s it too late to go ith the "let"s ?ust take it easy"
option89
GROUPOR!
Not every $ask %heck ill be a solo effort. Dccasionally, a character
may collaborate ith fello players or NP%s to accomplish a task,
throing their collective eight behind a $ask %heck to ensure a
greater likelihood of success. For instance, a party may pool its
efforts in searching a villain.s study for hidden passages, ith
several dedicated ;eyes. and ;ears. investigating likely hiding2places
and triggers. ,nder such circumstances, the group must designate
one character ! usually the one ith the highest #kill Rating for the
#kill being used ! as the group leader. $hey take the most active
role in the combined effort, and make the actual $ask %heck.
:epending on ho much the rest of the group offers to the
combined effort, the player making the $ask %heck ill get a bonus
beteen @&A and @KA4 @&A for normal assistance, @=A for
significant assistance, and @KA for e'traordinary assistance. $he G/
may apply this bonus automatically, or first have the ;assisting.
players roll a $ask %heck against the most relevant #kill for their
individual contributions. $he results of a Botch on a groupork2
enhanced $ask %heck are left to the G/.s discretion, but the larger
the numbers of participants, the more likely it ill be that the results
are catastrophic for the group as a hole.
Df course, not every #kill and situation lends itself to a groupork
FINAL FANTASY THE ROLEPLAYING GAME 125
conte't. Because of this, groupork is only an option in situations
here the ould2be assistants are actively able to help out and not
preoccupied ith their on %hecks. A party trying to stay afloat and
get to safety in a flooding, trapped chamber couldn.t try to pool their
efforts if each had to make individual #imming rolls to avoid being
droned by the incoming ater.
"aster Skill #a$le
$he folloing table lists every ma?or #kill used in the FFRPG in alphabetical order, together ith its :efault Attribute, #kill %ategory, and type. #kills
hich must be specialised are marked ith an asterisk ()* as standard. A fe of these #kills are raised at half the normal rate ! these are marked
in boldface.
Table 5-1 !aster S"ill #ist
S$%## &'TE()*+ 'TT*%,-TE T+.E S$%## &'TE()*+ 'TT*%,-TE T+.E
Acrobatics General AGI Intuitive Language* Scholastic SPR Learned
Acting Artistic SPR Intuitive Leadership Social SPR Intuitive
Alchemy Technical MAG Learned Lockpicking Thievery AGI Learned
Animal Training Wilderness SPR Learned Lore* Scholastic MAG Learned
Art Artistic SPR Learned Navigation Wilderness MAG Intuitive
Awareness General MAG Intuitive Negotiation Social SPR Intuitive
Axes Weapon AGI Intuitive Pickpocket Thievery AGI Intuitive
Bows Weapon AGI Intuitive Polearms Weapon AGI Intuitive
Brawl Weapon AGI Intuitive Repair Technical MAG Learned
limbing Wilderness STR Intuitive Riding Wilderness AGI Intuitive
ooking General MAG Learned !cavenge Wilderness MAG Learned
ra"ting* Technical MAG Learned !inging Artistic SPR Intuitive
udgels Weapon AGI Intuitive !mooth Talk Social SPR Intuitive
#ancing Artistic AGI Intuitive !tealth Thievery AGI Intuitive
#isguise Thievery MAG Intuitive !treetwise Thievery SPR Learned
$scape Thievery AGI Intuitive !urvival Wilderness MAG Intuitive
$ti%uette Social SPR Intuitive !wimming Wilderness VIT Intuitive
$xplosives Technical MAG Learned !words Weapon AGI Intuitive
&lails Weapon AGI Intuitive !ystems Technical MAG Learned
'ambling Thievery MAG Learned Teaching Scholastic SPR Learned
'uns Weapon AGI Intuitive Thrown (eapons Weapon AGI Intuitive
)ealing Technical MAG Learned Tracking Wilderness MAG Intuitive
*n%uiry Scholastic MAG Intuitive Trade General MAG Learned
*nstrument Artistic SPR Learned Traps Thievery MAG Learned
*ntimidation Social SPR Intuitive Two Weapons Weapon AGI Learned
Invent Technical MAG Learned (eapon !ystems Weapon AGI Intuitive
+nives Weapon AGI Intuitive ,ehicles Technical AGI Learned
FINAL FANTASY THE ROLEPLAYING GAME 126
AR#%S#%& S!%LLS
As their name implies, Artistic #kills represent a character"s talents
in and appreciation of the finer things in life. $hey form the
foundation for professions such as Bards and :ancers, ho turn
them into devastating eapons on the battlefield.
ACTING
:efault Attribute4 #pirit (#PR* $ype4 6ntuitive
A character ith this #kill has the training to fake emotions and
devise ne personalities for himself. 0ith a successful $ask %heck,
the character may attempt to use Acting to bluff, improvise,
impersonate, or con. 6f the target has the Aareness #kill, resolve
the attempt through an Dpposed $ask %heck+ a Botch ill alays
e'pose the character"s ruse.
I'm Captain asch !on "onsen#e$g
o% &a'masca(
Vaan
FINAL FANTASY )II
Note that hen impersonating others, a successful $ask %heck using
the :isguise #kill ill typically have a positive effect on %onditional
/odifiers for Acting $ask %hecks.
CONDITIONAL MODIFIERS
Performing simple script4 @LA
6mprovising simple performance4 @KA
Performing comple' script4 @=A
6mprovising comple' performance4 2KA
ART
:efaults Attribute4 #pirit (#PR* $ype4 -earned
$his #kill embodies a general appreciation and knoledge of the
arts4 painting, sketching, sculpture, architecture, and all techni1ues
and practices associated ith the like. A character ith this #kill may
create her on art, attempt to identify the orks of others, or even
forge an e'isting piece to pass off as the original.
CONDITIONAL MODIFIERS
6dentifying ell2knon masterpiece4 @LA
6dentifying ell2knon artist4 @KA
6dentifying obscure artist4 A
Forging obscure artist4 2=A
Forging ell2knon artist4 2KA
Forging knon masterpiece4 2JA
DANCING
:efaults Attribute4 Agility (AG6* $ype4 6ntuitive
A character ith this skill can tell a altE from a gavotte, and knos
enough of the general eti1uette and re1uired steps to avoid
mashing people.s toes in the process.
CONDITIONAL MODIFIERS
:ance ith slo, predicable rhythm4 @LA
:ance ith fast, loose rhythm4 @KA
6mprovising dance ithout fi'ed rhythm4 @=A
%omple', intricate dance4 A
INSTRUMENT
:efaults Attribute4 #pirit (#PR* $ype4 -earned
$his #kill allos a character to play, tune, and maintain an
instrument, as ell as giving him a repetoire of songs for any
occasion. 6t is also used as a 0eapon #kill for 6nstruments.
CONDITIONAL MODIFIERS
Performing slo, simple melody4 @LA
Performing fast, simple melody4 @KA
Performing slo, comple' melody4 A
Performing fast, comple' melody4 2=A
SINGING
:efault Attribute4 #pirit (#PR* $ype4 6ntuitive
0hile not everyone is born ith the voice of an angel, careful
training can make all the difference. %haracters ith this #kill kno
all about pro?ection and range, and have at least a fe melodies
memoriEed at any given time.
CONDITIONAL MODIFIERS
Performing slo, simple melody4 @LA
Performing fast, simple melody4 @KA
Performing slo, comple' melody4 A
Performing fast, comple' melody4 2=A
GENERAL S!%LLS
General #kills are versatile talents shared by a broad range of
character professions and backgrounds.
ACROBATICS
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
A character ith this #kill is fle'ible and coordinated enough to
e'ecute comple' acrobatic maneuvers. A single $ask %heck is
re1uired for a set of maneuvers or feat of balance. %onditional
/odifiers depend on both the comple'ity of the manuevers and the
circumstances. $he conse1uences for failure hinge on the feat being
attempted.
FINAL FANTASY THE ROLEPLAYING GAME 127
CONDITIONAL MODIFIERS
#ingle somersault4 @LA
Backflip4 @LA
:ouble somersault4 @KA
Aerial cartheel4 @KA
:ouble backflip4 @=A
$riple somersault4 A
0alking tightrope4 A
:ouble aerial cartheel4 A
$riple aerial cartheel4 2=A
AWARENESS
:efault Attribute4 /agic (/AG* $ype4 6ntuitive
$his #kill measures a character.s collective sensory aareness. 6n
the field, it is mainly used to spot hidden items, secret passages, and
other incongruities that might not be noticeable at first glance. At
higher levels, %haracters ith this #kill gain a certain si'th sense
hen it comes to spotting potential dangers or noticing hen
something isn.t 1uite right ! a con2man attempting to sindle the
party out of its Gil ith counterfeit 5li'irs is ?ust as likely to get the
neck2hairs tingling as a doEen slavering beasts aiting in ambush
around the corner.
I sense dange$*
+o$om
FINAL FANTASY IV
As a result, Aareness may also be rolled at a G/.s behest in
Dpposed $ask %hecks against #kills like #mooth $alk or #tealth. $his
#kill is given to all starting characters, regardless of Job.
CONDITIONAL MODIFIERS
>ighly obvious detail4 @LA
:etail not immediately obvious4 @=A
:etail small, obscure or ell2secreted4 2=A
:etail usually undetectable by normal senses4 2LA
COOKING
:efault Attribute4 /agic (/AG* $ype4 -earned
Fnoing haute cuisine may not improve one"s reputation as a
fearsome arrior, but hen the alternative is another eek"s orth
of dried meat, nobody"s liable to complain. A character ith this #kill
knos ho to prepare and identify all types of dishes ith a
successful $ask %heck, and may even be able to augment their
comrades. abilities in battle ith appropriate foods ! see Appendi' 6
for more details. A meal ith multiple courses may re1uire several
$ask %hecks, depending on the comple'ity of the dishes involved.
CONDITIONAL MODIFIERS
#imple or pre2prepared dish4 @LA
Average dish4 @KA
6dentifying individual ingredients in prepared dish4 A
#ensitive or demanding dish4 A
TRADE
:efault Attribute4 /agic (/AG* $ype4 -earned
A character ith this #kill knos her ay around the art of buying
cheap and selling dear. A successful $ask %heck can be used to
locate merchants and shops in the immediate area, or can be used
to appraise the authenticity and value of an item.
CONDITIONAL MODIFIERS
Assessing item of obvious orth4 @LA
Finding stores in village or hamlet4 @LA
Assessing shoddy or obvious forgery4 @LA
Finding stores in small ton4 @JA
Finding stores in large ton4 @=A
Assessing uncommon or unusual item4 A
Finding stores in ma?or city4 A
Assessing rare or e'otic item4 2=A
Finding stores in megalopolis4 2=A
Assessing forgery of high 1uality4 2KA
Assessing forgery e1ual to original in 1uality4 2JA
S&'OLAS#%& S!%LLS
#cholastic #kills are based on the ac1uisition and use of information,
and represent the knoledge base heroes have access to during the
course of their travels.
INQUIRY
:efault Attribute4 /agic (/AG* $ype4 6ntuitive
$he location of an ancient tomb, an obscure local legend, the
address of the nearest inn in ton ! characters ith the 6n1uiry #kill
are adept of digging up the information they need as 1uickly and
painlessly as possible. Dne $ask %heck must be made for each piece
of information the character ishes to locate+ the amount of time
spent searching can vary beteen half an hour and several days,
depending on the breadth of resources available to the character. A
failure simply means the character isn"t able to locate the
information and may continue trying, hile a Botch means the
information ?ust isn"t available ! or that the search has ended in
serious trouble.

CONDITIONAL MODIFIERS
6nformation is common knoledge4 @LA
6nformation is specialised knoledge4 @=A
6nformation is obscure knoledge4 2=A
6nformation is e'tremely obscure knoledge4 2KA
FINAL FANTASY THE ROLEPLAYING GAME 128
LANGUAGE
:efault Attribute4 #pirit (#PR* $ype4 -earned
0ith this #kill, a character can understand and communicate in a
particular language ! at loer levels, fluently enough to converse
ith others, at higher levels ith the proficiency of a skilled orator
and riter. #ome sample languages4
Ancient. $ypically the spoken or ritten tongues of the relevant
orld.s precursor race. Ancient languages see little usage in the
modern orld+ these are usually the domain of scholars and
adventurers canny enough to realise that sooner or later everything
comes don to mysteriously2inscribed slabs and relics.
Bahsa /ithra. $he /ithran language is constructed around a
relatively limited set of ords, placing heavy emphasis on prefi'es
and conte't instead. 6n a tongue here ;6.m very happy. and ;6.m
deeply sorry. are ?ust to phonetically similar ords apart, the
opportunities for embarrassment are nigh2on endless.
Beast $ongue. ,sed to communicate ith creatures of limited
sentience, such as %ouerls and %actuars . $his does not include
animals and monsters of Animal2level intelligence, hich use the
Animal $raining #kill instead.
Brogue. $he :arven language is an archaic, highly convoluted
variation on %ommon $ongue, typically spoken ith a thick, throaty
accent.
%ommon $ongue. $he standard >uman tongue, lingua franca on
most orlds. /ost, if not all, adventurers ill be fluent in this
language to one degree or another. $his #kill is given to all starting
characters, regardless of Job.
5lvaan. %omple' and florid, 5lvaan has its roots in anti1uity. -ike all
other aspects of 5lven culture, it is a source of racial pride and
?ealously guarded against dilution from outside sources.
Galkan. Fe Galka are capable of speaking their blunt,
unsentimental native language, let alone riting it. Adventurers are
most likely to encounter it in ancient, Galkan2built structures and on
racial artifacts.
/ogri. $he language used by the /oogle race. $hough most non2
/oogles may onder ho much communication can be achieved
solely using the ord ;Fupo., /ogri is surprisingly subtle, heavily
dependent on the /oogle.s antenna to convey meaning. :ue to this
handicap, fe non2/oogles are capable of speaking it, though most
can understand it ith a little bit of training and practice.
CONDITIONAL MODIFIERS
,nderstanding basic vocabulary4 @LA
,nderstanding everyday vocabulary4 @JA
,nderstanding advanced vocabulary or slang4 @KA
,nderstanding technical language or scientific ?argon4 A
,nderstanding archaic vocabulary4 2KA
LORE
:efault Attribute4 /agic (/AG* $ype4 -earned
#kills that cover a character"s understanding of a particular concept
or area, abstract or not ! facts, figures, and essential information
relating to a sub?ect the character has studied in at least some
detail. $he 1uality, 1uantity, and detail of a character"s knoledge in
a particular -ore ill increase ith the #kill Rating. $hough the
sample -ores given belo are broad, they can be as specialised as
the player ants ! the advantage in doing so is that information
considered "obscure" in a general -ore can be common knoledge
in a specialised one. As a result, a character ith -ore (%hocobo* ill
kno more about these riding birds than one ith -ore (Animal*.
#ample -ores4
-ore (Area*4 :etailed knoledge of the geography of a particular
area, inclusive of ma?or landmarks, terrain, flora, and fauna.
-ore (Folklore*4 An understanding of an area"s popular mythology,
ranging from ancient sagas to contemporary "urban legends".
Further specialised by country or region.
-ore (>istory*. General knoledge of key events in an area"s
knon history, including dates, personalities, and other minutae.
Further specialised by country or region.
-ore (/agic*. /agic -ore gives the character a fundamental
understanding of the principles of sorcery as ell as the training to
identify individual spells and enchantments. Further specialised by
type4 Black, 0hite, $ime, #pellblade, or Blue.
-ore (/onsters*. 0hat is a /alboro"s preferred food source8 >o
many #ahagin comprise a typical raiding party8 Just ho fast does a
%actuar actually run8 A character ith /onster -ore is a treasure
trove of facts and trivia on the planet"s inhuman inhabitants. Further
specialised by monster type4 Abnormal, Aerial, Amorph, A1uatic,
Arcana, Beast, %onstruct, :ragon, Fiend, >umanoid, 6nsect, -iEard,
Plant or ,ndead . #ee Appendi' 66 for more information on monster
types and their criteria.
-ore (#ummons*. Fnoledge of the habitats, histories, strengths,
eaknesses, and personalities of the ma?or #ummons of the orld,
from Ale'ander to 3alefor.
CONDITIONAL MODIFIERS
6nformation is common knoledge4 @LA
6nformation is specialised knoledge4 @=A
6nformation is obscure knoledge4 2=A
6nformation is e'tremely obscure knoledge4 2KA
TEACHING
:efault Attribute4 #pirit (#PR* $ype4 -earned
$his #kill allos the character to impart her knoledge to others,
giving her the ability to transfer #kills she already knos to another
character. #kill Points placed into $eaching increase a character.s
Rating at half the normal rate. As a result, it ill take to #kill Points
to raise the Rating by & unless the character has an Affinity for
#cholastic #kills. 6f so, it takes only one #kill Point to raise the Rating
by &.
FINAL FANTASY THE ROLEPLAYING GAME 12!
SO&%AL S!%LLS
#ocial #kills focus e'clusively on a character"s interactions ith
others. A character.s e'perience in these #kills ill be essential in
obtaining information, inning allies, and keeping the group
operating as a cohesive unit.
ETIQUETTE
:efault Attribute4 #pirit (#PR* $ype4 6ntuitive
$his #kill gives a character the ability to act and speak diplomatically
regardless of the circumstances, observing and respecting the
sensibilities of others. A successful $ask %heck allos a character to
discern the most appropriate code of conduct in a given situation,
and act accordingly+ a failure results in the character misinterpreting
the situation, ith potentially disasterous results. Botches ill almost
alays result in a diplomatic gaffe of the first order.
CONDITIONAL MODIFIERS
Dbserving simple or common formalities4 @LA
Dbserving uncommon or complicated formalities4 A
Dbserving rare or obscure rituals or formalities4 2KA
INTIMIDATION
:efault Attribute4 #pirit (#PR* $ype4 6ntuitive
6ntimidation and brobeating are poerful tools if used correctly,
establishing the character as a force to be reckoned ith ! even if
they aren"t. A successful $ask %heck is re1uired to intimidate a
target, after hich the character can make her demands+ failure
means the target is unimpressed. A Botch, on the other hand, could
potentially result in a nasty turnabout. 6f the target also has
6ntimidation, resolve the attempt through an Dpposed $ask %heck.
CONDITIONAL MODIFIERS
6ntimidating significantly eaker target4 @LA
6ntimidating moderately eaker target4 @KA
6ntimidating target of e1ual poer4 A
6ntimidating moderately stronger target4 2=A
6ntimidating significantly stronger target4 2KA
LEADERSHIP
:efault Attribute4 #pirit (#PR* $ype4 6ntuitive
A character ith this #kill knos ho to coordinate large groups of
people effectively, be it in engineering, business, or battle. A
successful $ask %heck is re1uired to carry out a given activity, such
as a construction effort, battle plan, or pro?ect. /ultiple $ask %hecks
may be needed for long2term collaborations. 6n addition, a character
can use his -eadership #kill to motivate or encourage others+ this
does not necessarily have to be restricted to those under the
character"s direct control.
CONDITIONAL MODIFIERS
%oordinating simple plan or task4 @LA
/otivating loyal subordinates or comrades4 @LA
%oordinating average plan or task4 @=A
/otivating uninspired subordinates or comrades4 @=A
%oordinating comple' plan or task4 A
/otivating mutinous subordinates or comrades4 2KA
NEGOTIATION
:efault Attribute4 #pirit (#PR* $ype4 6ntuitive
$he fine art of getting your ay. A character ith this #kill can use
their poers of persuasion to do anything from bartering for an item
to convincing that troublesome %aptain of the Guard that, no, they
really aren.t an 6mperial sympathiEer, thank you all the same.
Negotiation is alays used in form of an Dpposed $ask %heck+ hen
making her $ask %heck, the player must first declare her "offer" to
the other party, ho in turn roll against either their on Negotiation
#kill or an appropriate #kill :efault ! the eight of the character"s
offer ill determine the basic %o#.
CONDITIONAL MODIFIERS
:esired outcome beneficial to target4 @LA
:esired outcome has no effect on target4 @=A
:esired outcome troublesome for target4 2KA
:esired outcome disastrous for target4 2JA
SMOOTH TALK
:efault Attribute4 #pirit (#PR* $ype4 6ntuitive
$his #kill allos a character to use pure charisma to persuade an
unitting victim to do his bidding. Dne successful $ask %heck is
re1uired to ensnare the target+ additional $ask %hecks may be
re1uired depending on hat the character re1uests of his victim. 6f
the target has the #kill Aareness, resolve the attempt through an
Dpposed $ask %heck. Any failure breaks the character"s hold over
the target, forcing him to start ane+ a Botch ruins the attempt
entirely, and may alert the target to the fact that they are being
manipulated.
CONDITIONAL MODIFIERS
#eeking favor beneficial to target4 @LA
#eeking commonly2knon information4 @LA
#eeking favor ith no effect on target4 @=A
#eeking uncommon or sensitive information4 A
#eeking favor troublesome for target4 2KA
#eeking classified or highly secret information4 2KA
#eeking favor disasterous for target4 2JA
FINAL FANTASY THE ROLEPLAYING GAME 1"#
#E&'N%&AL S!%LLS
$echnical #kills allo a character to manifest their creative as ell as
practical sides through everything from oodorking to e'plosive
chemistry.
ALCHEMY
:efault Attribute4 /agic (/AG* $ype4 -earned
Fnoledge of compounds and chemical principles allos a character
ith this #kill to bre up a ide variety of useful mi'tures, potions
and tinctures. $his #kill is discussed in more detail in Appendi' 6.
CRAFTING
:efault Attribute4 /agic (/AG* $ype4 -earned
A character ith this #kill can create items of varying siEe and
comple'ity from scratch. %rafting is specific to a type of
manufacture, the most prominent of hich are %rafting
(Armorsmithing*, %rafting (%arpentry*, %rafting ($ailoring*, %rafting
($inkering* and %rafting (0eaponsmithing*. $he applications and
specifics of each of these are discussed in more detail in Appendi' 6.
E$PLOSI%ES
:efault Attribute4 /agic (/AG* $ype4 -earned
$his #kill allos a character to plant and detonate e'plosive devices
in a precise fashion, usually for targeted demolition ork. /ore
details regarding this process can be found in Appendi' 6.
HEALING
:efault Attribute4 /agic (/AG* $ype4 -earned
A character ith this #kill knos enough about the body and its
orkings to diagnose and treat most kinds of sickness and in?ury. A
successful $ask %heck is re1uired for a correct diagnosis+ another
for the treatment if the character has the means to carry it out.
Failure in either could have drastic conse1uences for the patient.
>ealing can also enhance a party"s natural recovery ! see %hapter
M.
CONDITIONAL MODIFIERS
#etting broken limbs4 @LA
$reating common or harmless sickness4 @LA
$reating uncommon or malignant disease4 @=A
,ndertaking comple' surgery4 A
$reating rare or deadly disease4 2=A
,ndertaking neurosurgery4 2KA
IN%ENT
:efault Attribute4 /agic (/AG* $ype4 -earned
0ith a bit of tinkering and divine inspiration, characters ith this #kill
can create useful machines and mechanisms from scratch.
#kill Points placed into 6nvent increase a character.s Rating at
half the normal rate. As a result, it ill take to #kill Points to raise
the Rating by &, unless the character has an Affinity for $echnical
#kills+ if so, it takes only one #kill Point to raise the Rating by &.
6nvent is discussed in more detail in Appendi' 6.
They ca'' me ,The -achine. /hen
it comes to mechanics( Lea!e it to
me0 #a#y(
1e'' &incht
FINAL FANTASY VIII
REPAIR
:efault Attribute4 /agic (/AG* $ype4 -earned
%haracters ith the Repair #kill have the ability to fi' things, hether
it.s as simple as propping up a obbling table or as comple' as a
malfunctioning engine. 0hat a character can feasibly repair is
determined by her other #kills ! characters ith $ailoring, for
instance, can patch up clothing, characters ith 6nvent fi' mechanical
devices, characters ith 3ehicles tune up cars or motorbikes. $his
#kill is discussed in more detail in Appendi' 6.
SYSTEMS
:efault Attribute4 /agic (/AG* $ype4 -earned
A multipurpose #kill that allos a character to ork ith comple'
mechanisms, including electrical iring, robots, constructs, and
computers. A successful $ask %heck can be used to either set up,
interrupt, or tamper ith a system+ failure ill damage the system
but leaves the character enough leeay to attempt to repair the
problem. Predictably, a Botch ill destroy the system beyond the
point of salvage. /ultiple $ask %hecks may be re1uired for
particularly complicated systems.
CONDITIONAL MODIFIERS
,sing basic system4 @LA
%ircumventing basic protective measures4 @KA
,sing comple' system4 @=A
%ircumventing heavy protective measures4 A
,sing highly comple' system4 2=A
%ircumventing e'treme protective measures4 2KA
%EHICLES
:efault Attribute4 Agility (AG6* $ype4 -earned
$his #kill enables a character to helm a vehicle ith a reasonable
degree of reliability, though in adverse conditions, things might be a
little bit more difficult. #pecial manuevers naturally re1uire an
advanced level of ability to pull off ithout recking the vehicle in
1uestion in the process.
FINAL FANTASY THE ROLEPLAYING GAME 1"1
CONDITIONAL MODIFIERS
Basic manuever (roll, heelie, high2speed ,2turn*4 @KA
Advanced manuever (bootleg turn, drifting, hammerhead*4 A
Risky manuever (snap roll, flat spin*4 2=A
5'tremely risky manuever (cobra, ske flip turnover*4 2JA
#'%E(ER) S!%LLS
$hievery #kills involve stealth, secrecy, and dishonest action. $hough
most useful in an urban environment, they have plenty of
applications elsehere.
DISGUISE
:efault Attribute4 /agic (/AG* $ype4 6ntuitive
$he ability for a character to assume a ne appearance, ranging
from a simple change of clothing to a full2blon transformation. $he
character must state her intended "target"+ a successful $ask %heck
allos the character to take on the target"s appearance. Note that
this only covers the "looks" of the target 22 the actions a character
makes hile disguised are covered by a separate $ask %heck against
Acting, and ?ust as important in maintaining the illusion. A good
:isguise ill typically have a positive effect on %onditional /odifiers
for Acting $ask %hecks, and can also be used to conceal small
ob?ects on the character.s person.
CONDITIONAL MODIFIERS
Portraying different gender4 @JA
Portraying target notably taller than character4 @KA
Portraying target of similar race4 @KA
Portraying target notably shorter than character4 A
Portraying target of different race4 A
Portraying target of drastically different race4 2KA
ESCAPE
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
5veryone gets caught sometimes. For this reason, the ability to slip
out of a tight bind can prove to be a valuable asset. A character ith
this #kill can use a successful $ask %heck to orm his ay out of
rope, manacles, or chains.
2h 3A4&( I% I 5ne/ this /as gonna
happen0 I /ou'd.!e ta5en $ope 'essons
mo$e se$ious'y(
Yu%%ie 6isa$agi
FINAL FANTASY VII
Failure simply means a character remains trapped, hile a Botch can
easily result in in?ury, tangled bonds, or suspicious captors checking
in to see hat all the racket is aboutH
CONDITIONAL MODIFIERS
5scaping hasty or shoddy bonds4 @LA
5scaping comple' knots or bonds4 A
5scaping handcuffs or reinforced bonds4 2=A
GAMBLING
:efault Attribute4 /agic (/AG* $ype4 -earned
A character ith this #kill is a storehouse of knoledge hen it
comes to games of chance, particularly those involving money. Basic
gambling takes the form of an Dpposed $ask %heck, ith
appropriate modifiers depending on the comple'ity of the game
being played.
%haracters may also attempt to use Gambling to tip the odds in
their favor by cheating. 6n this case, the character must declare that
she is doing so+ a successful $ask %heck is re1uired for each "hand"
or round played, and is substituted for the normal roll. 6f any of the
other participants have Aareness, resolve the cheating attempt as
an Dpposed $ask %heck beteen the cheater.s Gambling and the
players. Aareness. 6f the other players notice nothing amiss, the
character ins the round+ otherise, the character is in a orld of
trouble.
6f other participants are cheating ! after all, there"s no guarantee
that the character ill be the only one trying to "help" their luck
along ! the Gambling roll becomes an Dpposed $ask %heck beteen
the cheating parties" Gambling. 0hoever ins must then make an
Dpposed $ask %heck against the honest players. Aareness to
ensure nobody else has spotted their actions. 6f successful, they in
the round. Failure may result in the character"s cheating being
e'posed, but a Botch alays ill blo the scam ide open.
CONDITIONAL MODIFIERS
Fnoing rules to simple card game4 @LA
Fnoing rules to comple' card game4 @KA
Fi'ing dice game or coin toss4 @=A
Fi'ing simple card game4 2=A
Fi'ing comple' card game4 2KA
LOCKPICKING
:efault Attribute4 Agility (AG6* $ype4 -earned
A character ith this #kill can open locks on doors, treasure chests
and anything else others consider orth securing ith a fe tools, a
little elbo grease and a successful $ask %heck. A Botch results in
the lock being broken or otherise damaged, preventing future
attempts at picking it.
CONDITIONAL MODIFIERS
Picking rusty or neglected lock4 @LA
Picking basic lock4 @KA
Picking comple' lock4 A
Picking electronic or magical lock4 2KA
FINAL FANTASY THE ROLEPLAYING GAME 1"2
PICKPOCKET
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
A skilled thief depends on her ability to sneak small items out of
their oners" pockets ithout them noticing and raising alarm. 0ith
this #kill, a character can try to "palm" an ob?ect upon a successful
$ask %heck+ one $ask %heck is re1uired for each ob?ect taken. 6f the
target has the #kill Aareness, resolve the attempt through an
Dpposed $ask %heck. A Botch ill alays result in the character
being caught. #hould the need arise, this #kill can also be used to
sneak items onto a person for similar purposes.
CONDITIONAL MODIFIERS
$aking ob?ect less than Icm in siEe4 @KA
$aking ob?ect &A to =Acm in siEe4 @=A
$aking ob?ect NA to IAcm in siEe4 2=A
$aking ob?ect JAcm to &m in siEe4 2KA
STEALTH
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
$his #kill gives the character a basic understanding of subterfuge,
alloing him to secrete himself in darkened corners to escape
detection and sneak around ithout arousing too much suspicion. 6f
another party is in the vicinity and has the #kill Aareness, resolve
the sneaking attempt ith an Dpposed $ask %heck. A character ill
alays think a $ask %heck is successful regardless of the actual
outcome.
CONDITIONAL MODIFIERS
%haracter totally hidden (invisible, magically silenced*4 @JA
%haracter partially hidden (stealthy outfit, muffled steps*4 @=A
%haracter highly noticeable (bright clothing, noisy armor*4 2KA
STREETWISE
:efault Attribute4 #pirit (#PR* $ype4 -earned
#treetise allos a character to navigate a city"s criminal
underground. A successful $ask %heck can allo a character to
obtain a piece of information, locate illicit goods and services, or find
a contact. $he amount of time taken for the search can vary
beteen half an hour and several days. A Failure simply means the
character has not been able to locate the ob?ect of her search and
may continue trying. A Botch, hoever, ill alert local gangsters and
authorities to the character"s search, ith potentially disasterous
conse1uences. #treetise can also be used as the criminal
e1uivalent of 5ti1uette if the character does not have that particular
#kill available to her.
CONDITIONAL MODIFIERS
#oliciting minor favor or piece of information4 @KA
#oliciting notable favor or piece of information4 A
#oliciting illegal or restricted goods4 2=A
#oliticing ma?or favor or piece of information4 2KA
TRAPS
:efault Attribute4 /agic (/AG* $ype4 -earned
An essential talent for any successful thief, this #kill allos a
character to disarm ! or set ! traps of varying comple'ity and
lethality ith a successful $ask %heck. Further information on traps
can be found in %hapter &A4 Gamemastering.
EAPON S!%LLS
5veryone can ield a eapon, but to do so ith finesse takes time
and dedication on the ielder"s part. For this reason, 0eapon #kills
are the bread and butter of virtually all professions, governing the
usage of everything from Boomerangs to #ords. $he only type of
eapon not covered by 0eapon #kills is the 6nstrument ! a
character"s proficiency in these is measured by the Artistic #kill
6nstrument instead.
A$ES
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
$his #kill covers the usage of the heavy and often cumbersome
A'es.
BOWS
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
$his #kill allos a character to dra, fire, and reload Bos of all
types.
BRAWL
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
Bral is basic unarmed combat. 6nelegant but effective in a pinch, it
allos the character to rely on their bare hands in a fight if no other
eapons are available.
CUDGELS
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
$his #kill covers eapons that inflict blunt as opposed to piercing or
slashing damage, including Rods and #taves.
FLAILS
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
$he #kill covers the usage of hips, nunchuka, ribbons, and other
eapons consolidated in the Flails category.
GUNS
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
$his #kill covers technologically sophisticated ballistic eapons such
as %rossbos and Rifles.
FINAL FANTASY THE ROLEPLAYING GAME 1""
KNI%ES
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
$his #kill covers smaller bladed eapons such as Fnives and Nin?a
Blades.
POLEARMS
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
$his #kill concerns itself ith larger bladed melee eapons hose
reach is further than normal. $his includes both Polearms and
#allos.
SWORDS
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
$his #kill covers larger bladed eapons, including -ight #ords,
#ords, Greatsords, and Fatanas.
THROWN WEAPONS
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
$his #kill allos a character to use thron eapons of various
shapes and siEes, ranging from Boomerangs to $hroing #tars and
#keans.
TWO WEAPONS
:efault Attribute4 Agility (AG6* $ype4 -earned
$his #kill allos a character to fight effectively ith a eapon in each
hand. 6n practice, this means a character may e1uip a eapon in
their #hield #lot as ell as their 0eapon #lot, provided the #hield #lot
is not already occupied ! see %hapter #i' for more details. 6n
addition to $o 0eapons, the character must have the appropriate
#kill for the 0eapons being used. for instance, a character anting
to use a Fnife and a Boomerang in con?unction ould need Fnives,
$hroing 0eapons, and $o 0eapons.
0hen making an Attack Action ith $o 0eapons, the character
strikes the target tice instead of once, essentially making to
separate Attack Actions against the same target at the cost of a
single Action. /ake separate rolls to hit using the loest2rated
applicable #kill ! $o 0eapons or the relevant 0eapon #kill ! hen
determining hether the Attack lands. :amage is resolved
individually for each successful Attack.
#kill Points placed into $o 0eapons increase a character.s Rating
at half the normal rate. As a result, it ill take to #kill Points to
raise the Rating by &. ,nlike other #kills of this kind, hoever, an
Affinity for 0eapon #kills has no effect on the e'change rate.
WEAPON SYSTEMS
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
$his #kill governs the use of any eapon too large to be feasibly
man2portable. #ome obvious e'amples of this ould be a cannon
mounted onboard an airship or a /agitek Armor"s $ek /issile
system.
%LDERNESS S!%LLS
0ilderness #kills are concerned ith the e'ploration of the great
outdoors. An adventurer ho spends any amount of time in the ild
is likely to ac1uire at least a fe of these #kills in the process.
ANIMAL TRAINING
:efault Attribute4 #pirit (#PR* $ype4 -earned
A character ith this #kill can manipulate, negotiate ith, and
intimidate animals. 0ith enough time and patience, Animal $raining
can also be used to train an animal to understand and act on basic
commands like "stay," "follo," and "kill." Dne $ask %heck and a fe
days of training are re1uired for each command, though more
comple' commands can take several months to impart.
CONDITIONAL MODIFIERS
>andling domestic animal4 @=A
$eaching domestic animal basic command4 A
>andling ild animal4 2=A
$eaching ild animal basic command4 2NA
$eaching domestic animal comple' or abstract command4 2NA
$eaching ild animal comple' or abstract command4 2IA
CLIMBING
:efault Attribute4 #trength (#$R* $ype4 6ntuitive
0hether it"s light free2climbing or full2fledged mountaineering, a
character ith this #kill can scale vertical surfaces ith a reasonable
degree of success. Dne or more $ask %hecks may be needed for a
successful ascent+ in the event of a failure, no progress is made. A
Botch ill alays result in a fall, ith conse1uences depending on
the severity of the drop.
CONDITIONAL MODIFIERS
%limbing gentle incline ith good e1uipment4 @LA
Free2climbing gentle incline4 @KA
%limbing steep incline ith good e1uipment4 @KA
Free2climbing steep incline4 A
%limbing sheer surface ith good e1uipment4 2=A
Free2climbing sheer surface4 2KA
%limbing crumbling surface ith good e1uipment4 2KA
Free2climbing crumbling surface4 2JA
FINAL FANTASY THE ROLEPLAYING GAME 1"4
NA%IGATION
:efault Attribute4 /agic (/AG* $ype4 6ntuitive
By using landmarks, the stars, and other environmental features, a
character ith this #kill can travel from location to location ithout
losing his ay. 6n addition, the character"s ell2honed sense of
direction can be a valuable asset in maEes and other confusing
locales. Dne $ask %heck is re1uired for the character to find his ay+
subse1uent $ask %hecks may be re1uired in the case of particularly
long or comple' routes.
CONDITIONAL MODIFIERS
Navigating highly familiar area or terrain4 @LA
Navigating familiar area or terrain4 @KA
Navigating unfamiliar area or terrain4 A
Navigating highly disorienting or alien terrain4 2KA
Navigating changing or featureless terrain4 2JA
RIDING
:efault Attribute4 Agility (AG6* $ype4 6ntuitive
A character ith this #kill knos the basics of staying on and
controlling a mount like a %hocobo. Dne $ask %heck is re1uired to
mount up and begin riding+ depending on the conditions, additional
$ask %hecks may need to be made during the course of the ride.
CONDITIONAL MODIFIERS
/ounting up on personal mount4 @LA
/ounting up on tame mount4 @JA
Attempting to ride bareback or free2handed4 @=A
Riding hile ielding eapon4 @=A
/ounting up on ild or aggressive mount4 @=A
%ontrolling ild or aggressive mount4 A
Riding hile standing on mount4 A
SCA%ENGE
:efault Attribute4 /agic (/AG* $ype4 -earned
A talent essential to any monster hunter looking to make a profit on
their activities. $his #kill allos a character to identify and e'tract
items of value from the carcass of a monster ! hide, horns, teeth,
scales ! ithout damaging them in the process. 6t can also be used
to e'tract things of value from mineral deposits, e'posed ore seams,
and other sources of ra material. #ee %hapter M for more details.
SUR%I%AL
:efault Attribute4 /agic (/AG* $ype4 6ntuitive
A character ith this #kill is able to locate drinking ater, forage food
and avoid natural haEards that could easily take the life of an
ine'perienced traveller. Dne successful #urvival $ask %heck is
re1uired for each day a character attempts to sustain herself in the
ilderness+ if the character is foraging for others, additional $ask
%hecks may be needed. #urvival can also be used to eather natural
haEards.
CONDITIONAL MODIFIERS
#earching for ater in temperate climate4 @=A
#earching for food in temperate climate4 @KA
#earching for ater in desert climate4 A
#earching for food in desert climate4 2=A
#earching for food in arctic climate4 2=A
6dentify natural haEards in terrain4 @=A
Predict eather in terrain4 @=A
SWIMMING
:efault Attribute4 3itality (36$* $ype4 6ntuitive
A character ith this #kill has the training to float, sim, and dive in
ater and other li1uids. Normal simming re1uires a successful $ask
%heck to stay afloat and get to a destination, hile more $ask %hecks
may be re1uired for long or difficult stretches of simming. Failed
#imming rolls leave the character in danger of droning ! he must
make another $ask %heck ith additional modifiers to pull himself
back up. 6f he fails the second $est, outside intervention may be
necessary. Botches alays have disasterous conse1uences.
:iving re1uires a $ask %heck if a character is attempting to reach a
particular location underater, if he remains submerged for longer
periods of time, and if he attempts to take an action underater.
CONDITIONAL MODIFIERS
#imming through calm aters4 @LA
#imming through rough aters4 @=A
Attempting simple action hile submerged4 @=A
Navigating thick debris and other obstacles hile diving4 A
Attempting comple' or difficult action hile submerged4 2=A
Fighting strong current4 2=A
:roning4 2=A
TRACKING
:efault Attribute4 /agic (/AG* $ype4 6ntuitive
By combining clues ith old2fashioned instinct, a character ith this
#kill can track a 1uarry ! animal, human, or otherise ! over a
distance. A character must make an initial $ask %heck to pick up a
target"s trail+ more $ask %hecks may be re1uired to stay on the trail
if folloing the target over longer distances. Any failures during the
tracking process mean that the character has lost the target, though
the G/ may allo her to make another $ask %heck ith an increased
modifier in order to resume pursuit.
CONDITIONAL MODIFIERS
$rail minutes old4 @KA
$rail hours old4 A
Ouarry sitching transportation4 2=A
$rail days old4 2JA
$rail eeks old4 2LA
FINAL FANTASY THE ROLEPLAYING GAME 1"5
&'AP#ER GLOSSAR)
$he folloing list recaps some of the most important concepts
introduced in this chapter for 1uick reference.
:efault Attribute. $he Attribute that has the strongest effect on a
character"s chance of success ith a given #kill. $he :efault
Attribute"s Rating can substitute for a #kill Rating in certain cases.
6ntuitive #kill. A #kill hose :efault Attribute"s Rating may be used
in place of a #kill Rating if the character does not possess the #kill
in 1uestion.
-earned #kill. A #kill hose Rating cannot be replaced by a :efault
Attribute"s Rating if the character does not possess it.
#ynergy Bonus. A bonus to a $ask %heck granted by compatible
#kills and Attributes.
FINAL FANTASY THE ROLEPLAYING GAME 1"6
VI
________________
EQUIPMENT

You can't just walk outta here


without buyin' somethin...
Might be unhealthy fer ya, if ya
know what I mean.
Sector !ea"ons Store #wner
$I%&' $&%(&SY )II
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 Geni !rmor and beyond.
EQUIPMENT BASICS
"hile the meat of #hapter $ details the various tools of the world%
saving trade, there are some fundamental considerations for both
player and G& when it comes to ac'uiring, maintaining and using
e'uipment. The following section serves as a primer to the most
crucial of these; additional e'uipment issues are covered in #hapter
(0.
Currency
The Gil )G* is the standard currency of the +inal +antasy universe.
,arring inflation, a single gil piece is poc-et change; .0 gil buys a
full%fledged gourmet meal for one, /00,000 a well%appointed
beachfront house. 0rices do, however, fluctuate wildly from place to
place in accordance to the demands of scarcity and prosperity.
!ctual denominations can vary on a regional basis, but Gil are
typically issued in units of (, 5, (0, 50, (00, 500, and (000.
#ountries and nations tend to mint their own individual gil currency;
while these may be -nown by particular names within that country, at
the end of the day, a gil is a gil is a gil 1 lightweight, easy to spend,
and readily accepted the world over. The latter is due to the gil2s
composition; traditionally, a gil piece is made of pure gold 1 indeed,
the name 3gil2 itself plays on this tradition. #hanging times and
growing populations may force governments to 3water down2 the
currency, however, replacing the scarcer material with more common
metals such as bron4e and silver. 0aper bills are also increasing in
popularity as an easily concealable alternative to the bul-y, often
inconvenient coins. "here such changes ta-e place, they usually do
so on a worldwide scale, ensuring a continued and universal
acceptance for the currency.
Buying Equipment
5o matter where you are in the world, specialised stores e6ist for
nearly every form of merchandise imaginable. 7ven in the remotest
regions, small traders and travelling merchants will be more than
happy to do business with anyone able to afford their goods.
8owever, a player cannot ust wal- into any given weapon store and
ring up a do4en 76caliburs 1 7'uipment !vailability also factors into
purchases. 9imply put, certain types of e'uipment will be more or
less readily available than others, whether due to rare materials, a
particularly comple6 manufacturing process or simple technological
limitations. +or e6ample, a plain Longsword could be purchased at
any reputable weapon store, whereas the legendary &asamune
would obviously be only found in the dar-est and deepest dungeon
of the land, no matter how much money a character would be willing
to pay for it.
To represent this, every piece of e'uipment listed over the ne6t
few pages is denoted with an !vailability :ating ranging from ( to
(00. +or players, it offers an convenient way of determining
comparative rarity between items; while it may be obvious that a
&ain Gauche ;nife is harder to find than a plain <ir-, assessing its
availability in comparison to a 8i%0otion or a 9urvival =est is
somewhat what more difficult.
+or G&s, !vailability :atings are intended as a shortcut for
stoc-ing shops and merchants 1 #hapter (0 discusses this in more
detail.
Artifacts and Legendaries
"hile most of a player2s early e'uipment will come from over%the%
counter sales, the very best items ta-e a little more effort to obtain
1 the -ind of effort that typically involves going toe%to%toe with
demon lords or traversing ancient, monster%haunted ruins.
7'uipment of this type is denoted through two special !vailability
codes> !rtifact and Legendary. !rtifacts are e6tremely rare items,
typically crafted through long%lost techni'ues or fashioned by e6tinct
races; though they cannot be readily replicated, they may have been
manufactured in some numbers in the past. !s a result, characters
can obtain several of these, though 3can2 does not necessarily
translate to 3will.' ?ne step up from these are the Legendary items,
truly one%of%a%-ind relics that enoy legendary 1 or notorious 1
status. !s the name implies, Legendary items may never found more
FINAL FANTASY THE ROLEPLAYING GAME 137
than once on any given world.
Equipment Tiers
@n addition to an !vailability :ating, each item and piece of
e'uipment presented in this chapter also has an 7'uipment Tier
ranging from ( to (0. The 7'uipment Tier measures an item's
general rarity 1 the higher the Tier, the rarer the item. !rtifacts are
always Tier A items; Legendary always Tier (0. Tiers are primarily
given for the G&'s benefit in order to ma-e the players' item and
e'uipment rewards easier to manage 1 see #hapter (0 for more
details.
Selling Equipment
!s characters upgrade to better e'uipment, they may wish to sell
their older gear to merchants to fund future shopping sprees. These
will typically pay around 50B of the listed price for items, rounding
down, though this may be adusted for wear any number of other
factors at the G&'s discretion. +or e6ample, a :ondell <agger
purchased for /C00 G would only be worth a ma6imum of ($00 G if
sold, provided it was still in good condition at the time. 5ote that the
average trader will not buy !rtifact or Legendary items, as few will
have the resources to even afford the prices such items command;
as a result, characters may not attempt to sell these e6cept under
special circumstances.
Carrying Equipment
@n order to simplify the process of carrying e'uipment, all characters
have si6 basic 7'uipment 3slots2 which can be filled by various items
over the course of the game. @n the ++:0G, such items are said to
be e'uipped, and allow the character to benefit from any and all
properties they offer. "hich slot a piece of e'uipment occupies when
e'uipped is noted with the relevant listings further on.
"eapon 9lot. The character2s left or right hand, depending on
preference. #an be used to hold one ranged or melee weapon.
9hield 9lot. The character2s 3off2 hand, used by melee%oriented
professions to hold one shield. @n the case of two%handed weapons,
this slot will be ta-en up by the weapon in 'uestion instead;
characters with the Two "eapons 9-ill can also e'uip a second
weapon in this slot.
,ody 9lot. The bul- of the character2s body; used to e'uip one
piece of &ail, 9uit or :obe.
8ead 9lot. "orn headgear. Dsed to e'uip one 8at or 8elmet.
8ands 9lot. 8ands and wrists; used to e'uip one piece of !rmwear
or one pair of Gauntlets.
!ccessory 9lot. ! catchall category for the enchanted rings,
pendants, boots and other items that fall under the !ccessory
category. ! character can e'uip up to one !ccessory in the
!ccessory 9lot.
@nventory 9lot. !ll other items which a character may have in stoc-
in his or her poc-ets, bags and bac-pac-, inclusive of spare armor
and weapons currently not e'uipped. The @nventory 9lot technically
has an unlimited capacity, acting something li-e a poc-et dimension
from which things can be retrieved at any given time, even in the
midst of a raging battle.
! Carrying Alternatives
The ++:0G2s e'uipment carrying rules are designed to mimic the
games, and mean that characters are able to tote around as much
e'uipment as they need to. AA 0otions, /( 7thers, E/ 8i%0otions
and / 8i%7thers may be pushing things to an e6treme, but are still
entirely feasible. @f the G& prefers a more 3realistic2 approach, a
character2s !mmunition and @nventory 9lots can be limited to store
a combined total of (5 items. ?nce the limit has been reached, the
character must drop or sell some of their e'uipment before they
are able to ta-e on more. ! compromise between the two is to
allow characters to carry a ma6imum of )9T: 6 /./* 1 in other
words, between / and AA.
!"MAT
The e'uipment listings on the ne6t few pages are arranged into
comprehensive tables following a single format designed to display
all relevant data about an item in an easy%to%read manner. This
information is arranged as follows>
Type gives the item's name.
Tier gives the item's 7'uipment Tier.
#ost indicates the item2s cost in Gil )G*.
!vailability gives the item2s !vailability :ating.
<amage gives a weapon2s <amage #ode, to be used in calculating
damage inflicted by attac-s. 9ee #hapter . for more details.
!:& measures the number of points this particular piece of armor
contributes to the character's overall !rmor rating.
&. !:& measures the number of points this particular piece of
armor contributes to the character's overall &agic !rmor rating.
7=! measures the number of points this particular piece of armor
contributes to the character's 7vasion rating, if applicable.
&. 7=! measures the number this particular piece of armor
contributes to the character's &agic 7vasion rating, if applicable.
7'uipment !bilities are special properties uni'ue to given pieces
of e'uipment. 5ot every item may have them, but those that do offer
their user a significant additional edge above and beyond the more
obvious benefits of the item. 9pecific 7'uipment !bilities for
weapons are described in more detail below.

Equipment A#ilities
The following list describes the most common 7'uipment !bilities
found on weapons and armor, along with their limitations.
0articularly special or uni'ue e'uipment properties are not listed
here, but will be found in the appropriate e'uipment table.
FINAL FANTASY THE ROLEPLAYING GAME 138
! Weapon Abilities
7'uipment !bilities that enhance or provide additional effects for a
normal !ttac- !ction cannot be used in conunction with an !bility
unless this is e6plicitly allowed in the !bility2s description. This
remains the case even those which ta-e an !ttac- !ction as a
basis, as is the case with &ug. '0assive' 7'uipment !bilities which
increase !ttributes or #ombat 9tatistics still apply.
+[x] [Attribute] / [Combat Statistic]
7ffect> The item increases the indicated !ttribute or #ombat 9tatistic
by the given amount for as long as it remains e'uipped 1 thus, a
character with 9T: (E using a FC 9T: weapon would have an
effective 9T: of ($.
Limitations> 5o !ttribute can be raised above /0 in this manner.
+[x] DS
7ffect> The weapon2s basic <amage 9cale is increased by the
indicated amount for purposes of calculating damage.
Limitations> ?nly found on ammunition.
Auto-[status]
7ffect> The item adds the indicated 9tatus #ondition to the character
using it at the beginning of each battle. 9tatus #onditions added in
this manner can be removed through the use of 9pells or !bilities
such as <ispel; but will be re%added during the ne6t 9tatus 0hase
and only fully cancelled once the battle ends 1 see #hapter . for
more details.
Limitations> !uto%:eraise cancels as normal if used to resurrect the
character, and will not be re%added for the remainder of that battle.
Break Damage Limit
7ffect> !ttac-s, 9pells and !bilities used by the character ignore the
<amage #ap for as long as the item remains e'uipped.
Limitations> Gravity%type effects are not affected by ,rea- <amage
Limit.
Critical+
7ffect> The "eapon2s -een edge raises the chance of #ritical 8its
occuring by (0. !ny dB roll from ( to C0 is considered to be #ritical
8it when using this "eapon.
Limitations> This effect is not cumulative with #riticalFF or 9ignature
"eapon. @n the event of multiple modifiers, the best is used.
Critical++
7ffect> This "eapon2s deadly, ra4or%sharp edge raises the chance of
#ritical 8its occuring by C0. !ny dB roll from ( to /0 is considered
to be #ritical 8it when using this "eapon.
Limitations> This effect is not cumulative with #riticalF or 9ignature
"eapon; in the event of multiple modifiers, the best is used.
[Element] Eater
7ffect> "earing this piece of e'uipment gives the character
!bsorbance to the indicated 7lement. 9ee #hapter . for more
details.
Limitations> <oes not stac- with G7lementH 0roof or G7lementH "ard.
! Conflicting Statuses
!s a result of !ccessories, e'uipped !rmor, and 9pells such as
5ull 7lement, a character can ac'uire multiple statuses towards
the same 7lement. @n cases such as these, the best status for each
7lement is applied. +or instance, a character with =enetian &ail
)+ire "ard* and a +lame :ing )+ire 0roof* e'uipped would count
as having @> +ire; the =enetian &ail2s :> +ire is ignored in favor of
the superior status.
!rtifically inflicted "ea-nesses 1 read> those inflicted by 9pells and
!bilities 1 trump all 3natural2 statuses, but can be 3overwritten2 by
other artificially inflicted 7lemental statuses. 9ee the section on
9tatus #onditions in #hapter . for more details.
[Element] Enhancer
7ffect> The item is sympathetic to a particular -ind of elemental
energy, dramatically raising the power of all attac-s associated with
that element. !ny !bility or 9pell which deals 7lemental damage
belonging to the type enhanced by the item inflicts FC5B damage
for as long as the item remains e'uipped. @n the case of :ecovery
7nhancer, :ecovery effects have the number of 8it 0oints restored
increased by FC5B instead.
Limitations> &ultiple G7lementH 7nhancers do not increase this effect.
[Element / Status] Proof
7ffect> "earing this piece of e'uipment confers the character
@mmunity to the indicated 7lement or 9tatus #ondition type. 9ee
#hapter . for more details.
Limitations> <oes not stac- with G7lementH 7ater or G7lementH "ard.
[Element] Strike
7ffect> The weapon has an affinity to one of the nine #ombat
7lements> +ire, 7arth, "ater, "ind, Lightning, @ce, 8oly, 9hadow, or
,io. !s a result, a successful !ttac- with this weapon will inflict
F50B damage if the target has a "ea-ness against the listed
element.
Limitations> 5one.
[Element] ar!
7ffect> "earing this piece of e'uipment confers the character
:esistance to the indicated 7lement or 9tatus #ondition type. 9ee
#hapter . for more details.
Limitations> <oes not stac- with G7lementH 7ater or G7lementH 0roof.
[Enem" #"$e] %iller
7ffect> The "eapon is particularly suited for slaying a particular type
of monster. The category of monster affected by this "eapon2s
powers is self%e6planatory, save for ,ird ;iller )!erial*, ,ug ;iller
)@nsects*, <evil ;iller )+iends*, +ish ;iller )!'uan*, &an ;iller
)8umans* and 9tone ;iller )#onstructs*. !ll successful !ttac-s made
with this "eapon against a monster of that #ategory inflict F(00B
damage.
Limitations> 5one.
FINAL FANTASY THE ROLEPLAYING GAME 139
&ollo' #hrough
7ffect> ?n a successful #ritical 8it, the weapon may ma-e another
immediate attac- action on the original target. +ollow Through will
not activate again if this second attac- is a #ritical 8it.
Limitations> 5one.
(ea!hunter
7ffect> Dpon defeating an opponent, a character e'uipped with this
item earns F5B of the opponent2s normal Gil award.
Limitations> This bonus does not stac- with any others. @n the event
that a character has multiple bonuses to their Gil ac'uisition rate,
the highest is always used by default.
(P Drain
7ffect> @n addition to dealing damage, every successful !ttac- with
this "eapon restores the wielder2s 8it 0oints by an amount
e'uivalent to 50B of the damage inflicted by the !ttac- after
modifying for !rmor.
Limitations> The 9tatus #ondition Iombie reverses this ability 1 see
#hapter . for more details.
)P Damage
7ffect> :ather than doing normal damage, each successful !ttac-
made with this weapon inflicts 50B damage to the target2s 80 and
50B to its &0 after modifying for !rmor. @f the target has no &0,
weapons with this ability do full damage to 80 instead.
Limitations> 5one.
)P Drain
7ffect> @n addition to dealing damage, every successful !ttac- with
this "eapon restores the wielder2s &agic 0oints by an amount
e'uivalent to 50B of the damage inflicted by the !ttac- after
modifying for !rmor.
Limitations> The 9tatus #ondition Iombie reverses this ability 1 see
#hapter . for more details.
Piercing
7ffect> This "eapon is designed to pierce defences both natural and
man%made. "hen calculating damage inflicted by any !ttac- made
using a "eapon with 0iercing, the target's !rmor rating is halved.
Limitations> 5one.
Sensor
7ffect> The "eapon is enchanted to display an opponent2s status to
the wielder when attac-ing. The first time a successful !ttac- with a
9ensor "eapon is made against a target, the player is notified of the
target2s current 80 1 after the damage from the attac- is calculated
1 as well as 7lemental "ea-nesses, :esistances, @mmunities, and
!bsorbances. ?n subse'uent !ttac-s, players should declare
whether they want the information or not; if not, the attac- continues
as normal.
Limitations> 5one.
S*S-[Status]
7ffect> The item adds the indicated 9tatus #ondition to the character
using it if they are reduced to C5B of their ma6imum 8it 0oints
during the course of a battle. 9tatus #onditions added in this
manner cannot be removed through the use of 9pells or !bilities
such as <ispel; they will only be cancelled if the character2s current
8it 0oints are raised beyond C5B of their ma6imum value or the
battle ends.
Limitations> 9?9%:eraise cancels as normal if used to resurrect the
character, and will not be re%added for the remainder of that battle.
[Status] Strike
7ffect> The "eapon has a flat $0B #o9 of adding the named 9tatus
#ondition to the target with each and every successful !ttac- made
1 or, in the case of <eath 9tri-e, instantly reducing the target to 0
80 each time a successful !ttac- !ction is made, regardless of its
current 80 and !rmor. 9tatus <urations are )E* for all 9tatuses
e6cept 0oison and 9tone, which are )J*.
Limitations> 5one.
[Status] #ouch
7ffect> The "eapon has a flat /0B #o9 of adding the named 9tatus
#ondition to the target with each and every successful !ttac- made
1 or, in the case of <eath Touch, instantly reducing the target to 0
80 each time a successful !ttac- !ction is made, regardless of the
target2s current 80 and !rmor. 9tatus <urations are )E* for all
9tatuses e6cept 0oison and 9tone, which are )J*.
Limitations> 5one.
#ri$le Critical
7ffect> <ue to its power, any #ritical 8its caused by this "eapon inflict
FC00B damage, rather than the normal F(00B.
Limitations> 5one.
FINAL FANTASY THE ROLEPLAYING GAME 140
$EAP!N SL!T
7ven a penniless adventurer -nows better to venture out into the world without at least some sort of weapon, whether it be a well%forged 9word,
stout 9taff or high%powered :ifle.
AXES
"eapon 9-ill> !6es
8eavy, unsubtle and fearsome in the hands of a trained warrior. !6es ta-e up both "eapon and 9hield 9lots.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
Light Axe 1 140 93% (2 x STR) + d12 ---
Poison Axe 1 215 91% (2 x STR) + d12 Poison Touch
!tt"e!xe 2 900 #$% (4 x STR) + d12 ---
%n&e'no Axe 2 12(0 #5% (4 x STR) + d12 )i'e St'i*e
+,th'i" Axe 3 2050 #1% (( x STR) + 2d12 ---
R!-o' Axe 3 2450 $9% (( x STR) + 2d12 +1 STR
one Axe 4 4000 $2% (9 x STR) + 2d12 ---
S"!she' 4 4(00 $0% (9 x STR) + 2d12 S"o. Touch
T!/!' 5 (200 (3% (11 x STR) + 3d12 ---
0,d'o Axe 5 (#00 (1% (11 x STR) + 3d12 1!te' St'i*e
0e!2, Axe ( 9500 53% (13 x STR) + 3d12 ---
3eno4 Axe ( 10#00 51% (13 x STR) + 3d12 Poison St'i*e
5'e!t Axe $ 12#00 45% (15 x STR) + 4d12 ---
Ret'i/uto' $ 14200 43% (15 x STR) + 4d12 6'itic!"+
7heten # 1(#00 34% (1$ x STR) + 4d12 ---
A'c!n!/!ne # 1#100 32% (1$ x STR) + 4d12 A'c!n! 7i""e'
8ugge'n!ut 9 --- A'ti&!ct (19 x STR) + 5d12 +3 STR
9isent:n-e' 9 --- A'ti&!ct (19 x STR) + 5d12 + 1 STR
Auto Agi"it, ;<
9xecutione' 10 --- Legend!', (21 x STR) + 5d12 6u'se P'oo&
)o""o. Th'ough
R!4<!ge' 10 --- Legend!', (21 x STR) + 5d12 Auto Agi"it, ;<
Auto Ruse
FINAL FANTASY THE ROLEPLAYING GAME 141
BOOMERANGS
"eapon 9-ill> Throwing "eapons
#ha-rams, boomerangs and oversi4ed shuri-en all ma-e e6cellent throwing weapons, with good range and a -een edge that always returns to the
thrower's hand regardless of how far they are thrown. ,oomerangs are considered :anged. @f an attac- action made using a ,oomerang misses,
the attac-er may roll a second time to see if the boomerang hits the target as it returns to his hand.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
oo4e'!ng 1 90 94% (2 x STR) + d( ---
)"!4e oo4e'!ng 1 132 92% (2 x STR) + d( )i'e St'i*e
P"!toon 9dge 2 540 ##% (3 x STR) + d( ---
T.in 3i<e' 2 $5( #(% (3 x STR) + d( Poison Touch
6h!*'!4 3 1200 #2% (5 x STR) + 2d( ---
1ind S"!sh 3 1500 #0% (5 x STR) + 2d( 1ind St'i*e
)u"" +oon 4 2400 $3% (( x STR) + 2d( ---
Rising Sun 4 3000 (9% (( x STR) + 2d( ;nde!d 7i""e'
Pin.hee" 5 3$20 (4% ($ x STR) + 3d( ---
Riot 9dge 5 45(0 (0% ($ x STR) + 3d( 6on&usion Touch
0!.*e,e ( 5(40 54% (9 x STR) + 3d( ---
Sni<e' ( (4#0 52% (9 x STR) + 3d( %44o/i"i-e St'i*e
6'escent $ $(#0 4(% (10 x STR) + 4d( ---
1ing 9dge $ 93(0 40% (10 x STR) + 4d( =e!th Touch
S<i'!" Shu'i*en # 100#0 35% (11 x STR) + 4d( ---
R!-o' 1ing # 112#0 32% (11 x STR) + 4d( T'i<"e 6'itic!"
6',st!" 6'oss 9 --- A'ti&!ct (13 x STR) + 5d( =e!th St'i*e
>'itsu'u 9 --- A'ti&!ct (13 x STR) + 5d( 6'itic!"++
Shooting St!' 10 --- Legend!', (14 x STR) + 5d( =is!/"e P'oo&
)o""o. Th'ough
6o4et T!i" 10 --- Legend!', (14 x STR) + 5d( "ind St'i*e
Si"ence St'i*e
Sto< St'i*e
BOWS
"eapon 9-ill> ,ows
9hort bows and longbows both re'uire their share of strength and patience to master, but once a character has learned the ins and outs of
mar-smanship, their ability to deal damage from a distance can prove invaluable in many situations. ,ows ta-e up both "eapon and 9hield 9lots,
and are considered :anged.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
Long/o. 1 132 93% (2 x STR) + d10 ---
Si"2e' o. 2 #25 #$% (4 x STR) + d10 ---
Tho'n o. 3 1#$0 #1% (( x STR) + 2d10 ---
?!i" o. 4 3(30 $2% (9 x STR) + 2d10 ---
Po.e' o. 5 5$20 (2% (10 x STR) + 3d10 ---
)e, o. ( #(90 53% (11 x STR) + 3d10 ---
6'escent o. $ 11$$0 44% (13 x STR) + 4d10 ---
7i""e' o. # 15400 34% (15 x STR) + 4d10 ---
@oichi o. 9 --- A'ti&!ct (1$ x STR) + 5d10 6'itic!"++
A'te4is o. 10 --- Legend!', (19 x STR) + 5d10 6'itic!"+
See notes below
S$ecial +ules
!rtemis ,ow> The !rtemis ,ow may use two different types of 9pecial !rrows simultaneously when the user ma-es an !ttac- !ction.
FINAL FANTASY THE ROLEPLAYING GAME 142
CLAWS
"eapon 9-ill> ,rawl
The logical evolution of the age%old spi-ed -nuc-le, #laws are favored by &on-s and 5ina for the e6press purpose of close%range combat.
#onsisting of long reinforced blades e6truding from the wielder's -nuc-les, most #laws are either built into a glove or -nuc-le%duster designed to
comfortably slip over the character's hand. #laws are sold as pairs, and ta-e up both "eapon and 9hield 9lots; if a character e'uipped with #laws
has the Two "eapons 9-ill, they may ma-e two !ttac- !ctions with them as if they had two "eapons e'uipped.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
%'on 6"!.s 1 110 94% (2 x STR) + d# ---
=!,d'e!4e' 1 14( 92% (2 x STR) + d# S"ee< Touch
6!tAs 6"!.s 2 ((0 ##% (3 x STR) + d# ---
Sto'4 6"!.s 2 924 #(% (3 x STR) + d# Lightning St'i*e
+,th'i" 6"!.s 3 14#5 #2% (5 x STR) + 2d# ---
Tongue 0o"de' 3 1#15 #0% (5 x STR) + 2d# Si"ence Touch
0e"" 6"!.s 4 29$0 $1% (( x STR) + 2d# ---
%ce 6"!.s 4 3300 (9% (( x STR) + 2d# %ce St'i*e
P'is4 6"!.s 5 4(20 (4% (# x STR) + 3d# ---
Scisso' )!ngs 5 50(0 (2% (# x STR) + 3d# Poison Touch
+i'!ge 6"!.s ( (930 55% (10 x STR) + 3d# ---
"ood, 6"!.s ( #4$0 50% (10 x STR) + 3d# 0P ='!in
Tige' )!ngs $ 94(0 4(% (11 x STR) + 4d# ---
!nishe' $ 10450 44% (11 x STR) + 4d# =e4on 7i""e'
7!ise' 6"!.s # 12320 35% (13 x STR) + 4d# ---
A2enge' # 14190 31% (13 x STR) + 4d# =e!th Touch
%'onside 9 --- A'ti&!ct (14 x STR) + 5d# Pie'cing
+2 STR
6o"ossus 9 --- A'ti&!ct (14 x STR) + 5d# Stone St'i*e
>2e'"o!d 10 --- Legend!', (1( x STR) + 5d# 6'itic!"++
T'i<"e 6'itic!"
Te4<est 6"!.s 10 --- Legend!', (1( x STR) + 5d# "ind St'i*e
6on&use St'i*e
3eno4 St'i*e
CROSSBOWS
"eapon 9-ill> Guns
#rossbows trade the muscle power of their low%tech compatriots for mechanical force, launching a single bolt at armor%busting speed. "hile
compact, the time%consuming reload procedure ma-es this a weapon best suited for e6perts. #rossbows are considered :anged.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
o. 5un 1 120 93% (2 x A5%) + d# ---
Po.e' 6'oss/o. 2 $20 #$% (3 x A5%) + d# ---
?ight 7i""e' 3 1(20 #1% (5 x A5%) + 2d# ---
0unting o. 4 3420 $2% (( x A5%) + 2d# ---
6'!neBuin 5 5040 (3% (# x A5%) + 3d# ---
5!"e o. ( $5(0 53% (10 x A5%) + 3d# ---
C!4/u'!* $ 10320 45% (11 x A5%) + 4d# ---
+!'du* o. # 13440 34% (13 x A5%) + 4d# ---
A'/!"est 9 --- A'ti&!ct (14 x A5%) + 5d# 6'itic!"++
5!st'!<hetes 10 --- Legend!', (1( x A5%) + 5d# +30 A66
+2 Agi"it,
6'itic!"+
FINAL FANTASY THE ROLEPLAYING GAME 143
FLAILS
"eapon 9-ill> +lails
<espite differences in construction, all +lails allow their wielder to attac- from a comfortable distance. The most basic form of these is the whip,
which can fall under one of two categories. Leather whips are constructed by wrapping thin strands of leather into a long tapering lash, whereas
chain whips simply consist of interconnected iron lin-s. 7ither version typically measures between $0cm and /m, giving them a considerable reach in
combat; advanced whips add weight to the end of the lash to inflict heavy bludgeoning damage. ?ther variations include 5unchu-a, &aces and
:ibbons. !ll +lails inflict @mmobili4e )C* when a #ritical 8it is scored, in addition to whatever 7'uipment !bilities are listed below.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
Le!the' 1hi< 1 120 93% (2 x STR) + d# ---
Sco'<ion T!i" 1 1$3 91% (2 x STR) + d# Poison Touch
6h!in 1hi< 2 $20 #$% (3 x STR) + d# ---
"it- 1hi< 2 100# #5% (3 x STR) + d# Lightning St'i*e
+,th'i" 1hi< 3 1(20 #1% (5 x STR) + 2d# ---
=!ncing 1hi< 3 19#0 $9% (5 x STR) + 2d# +1 SP=
+o'ning St!' 4 3240 $2% (( x STR) + 2d# ---
)"!4e L!sh 4 3(00 $0% (( x STR) + 2d# )i'e St'i*e
+!ntico'e T!i" 5 5040 (3% (# x STR) + 3d# ---
T!4ing L!sh 5 (000 59% (# x STR) + 3d# e!st 7i""e'
S"!,ing T!i" ( $5(0 53% (10 x STR) + 3d# ---
L!4i! T!i" ( #1(0 52% (10 x STR) + 3d# +P =!4!ge
Red Sco'<ion $ 10320 45% (11 x STR) + 4d# ---
Shoc* 1hi< $ 11400 43% (11 x STR) + 4d# =is!/"e Touch
6'escent 1ish # 13440 34% (13 x STR) + 4d# ---
+!nd'!go'! # 14520 32% (13 x STR) + 4d# S"o. St'i*e
R,o-!n Si"* 9 --- A'ti&!ct (14 x STR) + 5d# %44o/i"i-e St'i*e
Se'<ent 1hi< 9 --- A'ti&!ct (14 x STR) + 5d# +1 STR
+1 A5%
Li-!'d 7i""e'
St'!nge 3ision 10 --- Legend!', (1( x STR) + 5d# +2 St'ength
+2 Agi"it,
See notes below
='!gon e!'d 10 --- Legend!', (1( x STR) + 5d# 6'itic!"++
See notes below
S$ecial +ules
9trange =ision> The 9trange =ision reveals information about the target e'ual to the 9can spell with each sucessful !ttac- !ction. Treat
this ability as 9ensor for effects such as ,ad 9can and Kob !bilities.
<ragon ,eard> The <ragon ,eard inflicts !gility ,rea- )C* and 9low )C* on a #ritical 8it, in addition to the standard @mmobili4e )C*.
FINAL FANTASY THE ROLEPLAYING GAME 144
GLOVES
"eapon 9-ill> ,rawl
!nother characteristic &on- weapon. "hether a simple padded glove or a variation on the time%honored brass -nuc-le, Gloves allow a character to
put more weight into their punches whilst minimising damage to their own fists in the process. Gloves are sold as pairs, and ta-e up both "eapon
and 9hield 9lots; if a character e'uipped with Gloves has the Two "eapons 9-ill, they may ma-e two !ttac- !ctions with them as if they had two
"eapons e'uipped.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
Le!the' 5"o2e 1 #2 95% (2 x STR) + d( ---
Son!' 1 121 93% (2 x STR) + d( Senso'
+et!" 7nuc*"e 2 495 #9% (3 x STR) + d( ---
=us* 7nuc*"e 2 (93 #$% (3 x STR) + d( 9!'th St'i*e
+,th'i" 5"o2e 3 1100 #3% (5 x STR) + 2d( ---
S<eed 5"o2e 3 13$5 #1% (5 x STR) + 2d( +1 SP=
+oto' ='i2e 4 2200 $4% (( x STR) + 2d( ---
0ot 7nuc*"es 4 2530 $2% (( x STR) + 2d( )i'e St'i*e
Po.e'sou" 5 3410 (5% ($ x STR) + 3d( ---
+!gic 5"o2e 5 3$40 (3% ($ x STR) + 3d( +1 +A5
Su'2i2o' ( 51$0 55% (9 x STR) + 3d( ---
Lights >ut ( 5940 53% (9 x STR) + 3d( S"ee< St'i*e
+!2e'ic* $ $040 4$% (10 x STR) + 4d( ---
'e!* 7nuc*"e $ #5#0 45% (10 x STR) + 4d( Stone Touch
7!ise' 7nuc*"e # 9240 3(% (11 x STR) + 4d( ---
6"oc*h!nd # 10010 33% (11 x STR) + 4d( S"o. St'i*e
1!' +onge' 9 --- A'ti&!ct (13 x STR) + 5d( +2 STR
+2 A5%
=e2!st!to' 9 --- A'ti&!ct (13 x STR) + 5d( =is!/"e St'i*e
5odh!nd 10 --- Legend!', (14 x STR) + 5d( 6'itic!"++
T'i<"e 6'itic!"
%n&init, 10 --- Legend!', (14 x STR) + 5d( +3 SP=
Auto-0!ste
FINAL FANTASY THE ROLEPLAYING GAME 145
GREATSWORS
"eapon 9-ill> 9words
!lternatively -nown as ;night 9words. Larger and heavier than ordinary swords, Greatswords are inelegant but powerful weapons whose weight
re'uires considerable effort on the wielder's part to use with any degree of success. !s the name implies, Greatswords ta-e up both "eapon and
9hield 9lots.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
%'on S.o'd 1 140 93% (2 x STR) + d12 ---
Poison Stee" 1 215 91% (2 x STR) + d12 Poison Touch
uste' S.o'd 2 900 #$% (4 x STR) + d12 ---
6o'!" S.o'd 2 12(0 #5% (4 x STR) + d12 Lightning St'i*e
+,th'i" "!de 3 2050 #1% (( x STR) + 2d12 ---
)o'ce Ste!"e' 3 2450 $9% (( x STR) + 2d12 +P =!4!ge
0!'d 9dge 4 4000 $2% (9 x STR) + 2d12 ---
LiBuid Stee" 4 4(00 $0% (9 x STR) + 2d12 1!te' St'i*e
utte'&", 9dge 5 (200 (3% (11 x STR) + 3d12 ---
Rho4<h!i! 5 (#00 (1% (11 x STR) + 3d12 +1 STR
>g'e ?ix ( 9500 53% (13 x STR) + 3d12 ---
Punish4ent ( 10100 52% (13 x STR) + 3d12 Sh!do. St'i*e
=e&ende' $ 12#00 45% (15 x STR) + 4d12 ---
?ight/'inge' $ 14200 43% (15 x STR) + 4d12 "ind St'i*e
6',st!" S.o'd # 1(#00 34% (1$ x STR) + 4d12 ---
3endett! # 1#$00 31% (1$ x STR) + 4d12 =is!/"e St'i*e
S!2e the Dueen 9 --- A'ti&!ct (19 x STR) + 5d12 Auto-P'otect
Lionhe!'t 9 --- A'ti&!ct (19 x STR) + 5d12 6'itic!"++
A<oc!",<se 10 --- Legend!', (21 x STR) + 5d12 Auto Po.e' ;<
See notes below
9xc!"i/u' 10 --- Legend!', (21 x STR) + 5d12 Auto A'4o' ;<
Auto +ent!" ;<
Auto Regen
S$ecial +ules
!pocalypse> The !polcalypse ignores the target's !:& when calculating damage.
FINAL FANTASY THE ROLEPLAYING GAME 14!
INSTR"MENTS
"eapon 9-ill> @nstrument
Trademar- weapon of the ,ard. !ll @nstruments have at least a little magic in them; most inflict damage by tuning into a certain fre'uency to proect
a powerful blast of sonic energy. The G6H in the listings should be replaced by the character's instrument of preference %% the most common types
used are Lutes, 8arps, +lutes and ,ells, but there are many other possibilities. +or instance, a 'Lamia's G6H' could become a Lamia's 8armonium or
a Lamia's &egaphone. @nstruments ta-e up both "eapon and 9hield 9lots, and are considered :anged.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
>"d ExF 1 120 93% (2 x +A5) + d# ---
5o"e4As ExF 1 1$3 91% (2 x +A5) + d# 9!'th St'i*e
Si"2e' ExF 2 ((0 ##% (3 x +A5) + d# ---
='e!4 ExF 2 100# #5% (3 x +A5) + d# S"ee< Touch
+,th'i" ExF 3 1(20 #1% (5 x +A5) + 2d# ---
Rune ExF 3 19#0 $9% (5 x +A5) + 2d# +1 +A5
!tt"e ExF 4 3240 $2% (( x +A5) + 2d# ---
L!4i!As ExF 4 3(00 (#% (( x +A5) + 2d# 6on&usion Touch
)!i', ExF 5 5040 (3% (# x +A5) + 3d# ---
"ood, ExF 5 (4#0 5$% (# x +A5) + 3d# 0P ='!in
=i!4ond ExF ( $540 53% (10 x +A5) + 3d# ---
=e!th ExF ( 9$20 4$% (10 x +A5) + 3d# =e!th Touch
P"!tinu4 ExF $ 10320 45% (11 x +A5) + 4d# ---
S!t,' ExF $ 124#0 39% (11 x +A5) + 4d# 6h!'4 P'oo&
6',st!" ExF # 13440 34% (13 x +A5) + 4d# ---
5"!ss ExF # 14520 32% (13 x +A5) + 4d# Si"ence P'oo&
0e!" ExF 9 --- A'ti&!ct (14 x +A5) + 5d# =e!th P'oo&
=!'* ExF 9 --- A'ti&!ct (14 x +A5) + 5d# Sh!do. St'i*e
Si"ence P'oo&
A<o""oAs ExF 10 --- Legend!', (1( x +A5) + 5d# 0o", St'i*e
;nde!d 7i""e'
Lo*iAs ExF 10 --- Legend!', (1( x +A5) + 5d# Auto-A'4o' ;<
+2 +A5
FINAL FANTASY THE ROLEPLAYING GAME 147
#ATANA
"eapon 9-ill> 9words
;atana are the mainstay of the 9amurai Kob. Their blades are formed by repeatedly folding a single sheet of metal, creating a lightweight yet durable
weapon.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
Ashu'! 1 132 93% (2 x STR) + d10 ---
>/o'otsu*i 1 19# 91% (2 x STR) + d10 "ind Touch
7otetsu 2 #25 #$% (4 x STR) + d10 ---
+outsu'ugi 2 1155 #5% (4 x STR) + d10 +1 +A5
?!4!*u'! 3 1#$0 #1% (( x STR) + 2d10 ---
+u*!de4e'u 3 2255 $9% (( x STR) + 2d10 Poison Touch
7!ge4itsu 4 3(30 $2% (# x STR) + 2d10 ---
R!i*ou4!'u 4 41#0 $0% (# x STR) + 2d10 Lightning St'i*e
i-enGs P'ide 5 5$20 (3% (10 x STR) + 3d10 ---
>ni*i'i 5 (930 59% (10 x STR) + 3d10 =e2i" 7i""e'
+u'!s!4e ( #(90 53% (11 x STR) + 3d10 ---
%*u-!t!chi ( 9900 51% (11 x STR) + 3d10 +2 STR
7i,o4o'i $ 11$$0 45% (13 x STR) + 4d10 ---
8,u'o*us!*u'! $ 14300 39% (13 x STR) + 4d10 =e!th Touch
0e!2enGs 6"oud # 15400 34% (15 x STR) + 4d10 ---
7!geshi/!'i # 1((10 32% (15 x STR) + 4d10 S"o. St'i*e
Shi'!nui 9 --- A'ti&!ct (1$ x STR) + 5d10 Pie'cing
+2 SP=
6h!os "!de 9 --- A'ti&!ct (1$ x STR) + 5d10 6on&usion St'i*e
+!s!4une 10 --- Legend!', (19 x STR) + 5d10 Auto-0!ste
5enHi "!de 10 --- Legend!', (19 x STR) + 5d10 +2 STR
+2 +A5
FINAL FANTASY THE ROLEPLAYING GAME 148
#NIVES
"eapon 9-ill> ;nives
;nives measure between C0 to /L centimeters and can be easily secreted up a sleeve or underneath a cloa- to give the wielder an une6pected
edge in combat. "hen calculating damage for ;nives, the highest of either the character's 9T: or !G@ will be used.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
=i'* 1 90 94% (2 x I) + d( ---
"ind 7ni&e 1 132 92% (2 x I) + d( "ind Touch
!se"!'d 2 540 ##% (3 x I) + d( ---
Poison =!gge' 2 $5( #(% (3 x I) + d( Poison Touch
+,th'i" 7ni&e 3 1200 #2% (5 x I) + 2d( ---
+!ge +!she' 3 1500 #0% (5 x I) + 2d( Si"ence Touch
+!in 5!uche 4 2400 $3% (( x I) + 2d( ---
Ai' L!ncet 4 2$(0 $1% (( x I) + 2d( 1ind St'i*e
Ronde"" =!gge' 5 3$20 (4% ($ x I) + 3d( ---
+!n 9!te' 5 45(0 (0% ($ x I) + 3d( 0u4!n 7i""e'
Co'"in Sh!<e ( 5(40 54% (9 x I) + 3d( ---
As<i' 7ni&e ( (4#0 52% (9 x I) + 3d( +P ='!in
P"!tin! =!gge' $ $(#0 4(% (10 x I) + 4d( ---
Ton/e''i!n $ #520 44% (10 x I) + 4d( +2 SP=
6inBuede! # 100#0 35% (11 x I) + 4d( ---
5"!dius # 10920 33% (11 x I) + 4d( 6'itic!"+
S.o'd/'e!*e' 9 --- A'ti&!ct (13 x I) + 5d( =is!/"e St'i*e
Ass!ssin 9 --- A'ti&!ct (13 x I) + 5d( =e!th St'i*e
3!"i!nt 7ni&e 10 --- Legend!', (14 x I) + 5d( See notes below.
>'ich!"con 10 --- Legend!', (14 x I) + 5d( 6'itic!"++
S"ee< St'i*e
S$ecial +ules
=aliant ;nife> The =aliant ;nife reacts to its wielder's health; the closer to death they are, the more dangerous the -nife becomes. The
=aliant ;nife gains a bonus to damage e'ual to )"ielder's &a6 80 % "ielder's #urrent 80*M/ on all !ttac- !ctions.
FINAL FANTASY THE ROLEPLAYING GAME 149
LIGHT SWORS
"eapon 9-ill> 9words
9lender, elegant weapons favored by the more style%conscious swordsman. Lac-ing the cutting edge of their larger compatriots, these blades rely
on their wielder2s de6terity and accuracy to hit their mar-.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
9<ee 1 110 94% (2 x A5%) + d# ---
Stinge' 1 159 92% (2 x A5%) + d# Poison Touch
Si"2e' R!<ie' 2 ((0 ##% (3 x A5%) + d# ---
Sc!'"ette 2 924 #(% (3 x A5%) + d# )i'e St'i*e
+,th'i" R!<ie' 3 14#5 #2% (5 x A5%) + 2d# ---
=Hinn )",ss! 3 1#15 #0% (5 x A5%) + 2d# +1 SP=
)"eu'et 4 29$0 $1% (( x A5%) + 2d# ---
"ood, R!<ie' 4 41#0 ($% (( x A5%) + 2d# 0P ='!in
9stoc 5 4(20 (4% (# x A5%) + 3d# ---
+!i"/'e!*e' 5 5500 (0% (# x A5%) + 3d# Pie'cing
)"!4/e'ge ( (930 54% (10 x A5%) + 3d# ---
6o"iche4!'de ( $920 52% (10 x A5%) + 3d# +2 SP=
8o,euse $ 94(0 4(% (11 x A5%) + 4d# ---
0o", =egen $ 10450 44% (11 x A5%) + 4d# +1 A5%
0o", St'i*e
5ues<i'e # 12320 35% (13 x A5%) + 4d# ---
T,'2ing # 13310 33% (13 x A5%) + 4d# ='!gon 7i""e'
9<e<'is4 9 --- A'ti&!ct (14 x A5%) + 5d# Auto-Re&"ect
)e44e )!t!"e 9 --- A'ti&!ct (14 x A5%) + 5d# =e!th St'i*e
L!st Lette' 10 --- Legend!', (1( x A5%) + 5d# +2 SP=
+2 A5%
=i!/o"iBue 10 --- Legend!', (1( x A5%) + 5d# Sh!do. St'i*e
6u'se St'i*e
0P ='!in
FINAL FANTASY THE ROLEPLAYING GAME 150
NIN$A BLAES
"eapon 9-ill> ;nives
Longer and lighter than ordinary -nives, 5ina ,lades share the unusual construction of ;atana and are a firm favorite with the profession they
derive their name from. +orged as long as $0cm, they match favorably in combat to the average sword.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
T!nto 1 100 95% (2 x STR) + d# ---
@!'!i4e'u 1 145 93% (2 x STR) + d# S"ee< Touch
7un!i 2 (00 #9% (3 x STR) + d# ---
9ten4!'u 2 #40 #$% (3 x STR) + d# )i'e St'i*e
Sho't 9dge 3 1350 #3% (5 x STR) + 2d# ---
!s!'! 3 1(50 #1% (5 x STR) + 2d# +1 +A5
0i/!'i 4 2$00 $4% (( x STR) + 2d# ---
Re<<u 4 3000 $2% (( x STR) + 2d# 1ind St'i*e
7od!chi 5 4200 (5% (# x STR) + 3d# ---
+u*etsu 5 5400 59% (# x STR) + 3d# 0P ='!in
7og! 7ni&e ( (300 55% (10 x STR) + 3d# ---
=!'* 9dge ( $200 53% (10 x STR) + 3d# "ind St'i*e
%g! 7ni&e $ #(00 4$% (11 x STR) + 4d# ---
7o'o'ito $ 9500 45% (11 x STR) + 4d# Poison St'i*e
Pet!"ch!se' # 11200 3(% (13 x STR) + 4d# ---
+o*uto # 12100 34% (13 x STR) + 4d# Si"ence St'i*e
St'i*e' 9 --- A'ti&!ct (14 x STR) + 5d# =e!th St'i*e
6h!'&i'e 9 --- A'ti&!ct (14 x STR) + 5d# %44o/i"i-e St'i*e
S!su*e 10 --- Legend!', (1( x STR) + 5d# +20 9x<e'tise
+20 +ind
6u'se St'i*e
Si"*4oon 10 --- Legend!', (1( x STR) + 5d# +2 SP=
+20 92!sion
+20 +!gic 92!sion
FINAL FANTASY THE ROLEPLAYING GAME 151
POLEARMS
"eapon 9-ill> 0olearms
0olearms are built to inflict damage at a respectable distance in melee combat. To this end, 0olearms consist of a length of wood or metal (.5 to
Cm length, topped by a heavy blade. 0olearms ta-e up both "eapon and 9hield 9lots.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
%'on S<e!' 1 140 93% (2 x STR) + d12 ---
0unte'As S<e!' 1 215 91% (2 x STR) + d12 Senso'
S"!sh L!nce 2 900 #$% (4 x STR) + d12 ---
Sh!4!nAs L!nce 2 12(0 #5% (4 x STR) + d12 +1 +A5
+,th'i" Pi*e 3 2050 #1% (( x STR) + 2d12 ---
1e/ L!nce 3 2450 $9% (( x STR) + 2d12 S"o. Touch
5o"d L!nce 4 4000 $2% (9 x STR) + 2d12 ---
%ce L!nce 4 4(00 $0% (9 x STR) + 2d12 %ce St'i*e
Stout S<e!' 5 (200 (3% (11 x STR) + 3d12 ---
0!'<oon 5 $(00 (1% (11 x STR) + 3d12 Pie'cing
3i<e' 0!"/e'd ( 9500 53% (13 x STR) + 3d12 ---
e'se'*e' ( 11500 49% (13 x STR) + 3d12 e'se'* St'i*e
8!2e"in $ 12#00 45% (15 x STR) + 4d12 ---
6o"oss!" L!nce $ 14200 43% (15 x STR) + 4d12 +2 STR
P!'tis!n # 1(#00 34% (1$ x STR) + 4d12 ---
Th!n!tos L!nce # 1#$00 31% (1$ x STR) + 4d12 0P ='!in
7!inAs L!nce 9 --- A'ti&!ct (19 x STR) + 5d12 6'itic!"++
5ungni' 9 --- A'ti&!ct (19 x STR) + 5d12 =e!th St'i*e
Au'! L!nce 10 --- Legend!', (21 x STR) + 5d12 Auto-Au'!
0igh.ind 10 --- Legend!', (21 x STR) + 5d12 +2 +A5
Auto-Agi"it, ;<
RIFLES
"eapon 9-ill> Guns
,ul-y but powerful, :ifles represent the ultimate in long%range offensive capacity, able to deliver a single bullet across great distances with pinpoint
accuracy via a long, rifled barrel. :ifles ta-e up both "eapon and 9hield 9lots, and are considered :anged.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
3!"i!nt 1 1(# 91% (2 x A5%) + d12 ---
Si"2e' Ri&"e 2 10#0 #5% (4 x A5%) + d12 ---
;",sses 3 24(0 $9% (( x A5%) + 2d12 ---
0e""&i'e 4 4#00 $0% (9 x A5%) + 2d12 ---
is4!'c* 5 $440 (1% (11 x A5%) + 3d12 ---
6o&&in4!*e' ( 11400 51% (13 x A5%) + 3d12 ---
indsni<e $ 153(0 43% (15 x A5%) + 4d12 ---
0,d'! # 201(0 32% (1$ x A5%) + 4d12 ---
9xete' 9 --- A'ti&!ct (19 x A5%) + 5d12 6'itic!"++
=e!th Pen!"t, 10 --- Legend!', (21 x A5%) + 5d12 6'itic!"+
Pie'cing
FINAL FANTASY THE ROLEPLAYING GAME 152
ROS
"eapon 9-ill> #udgels
"eapon of choice for ,lac- &ages. :ods are shorter than 9taves, and can be wielded in one hand much li-e a cudgel or maul; the tip acts as a solid,
crushing weight. Li-e 9taves, most :ods contain innate magical properties that can be focused and unleashed by a properly trained magic user.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
6,<'ess Rod 1 $5 9(% (2 x STR) + d( ---
Rod o& =!'*ness 1 110 94% (2 x STR) + d( "ind Touch
5"o. 1!nd 2 450 90% (3 x STR) + d( ---
Rune Rod 2 (30 ##% (3 x STR) + d( +1 +A5
+,th'i" Rod 3 1000 #4% (5 x STR) + 2d( ---
Rod o& Si"ence 3 1250 #2% (5 x STR) + 2d( Si"ence Touch
St'i*e Rod 4 2000 $5% (( x STR) + 2d( ---
)i'e.hee" Rod 4 2#00 (9% (( x STR) + 2d( )i'e 9nh!nce'
S*, Rod 5 3100 ((% ($ x STR) + 3d( ---
9nt!ng"ing Rod 5 3400 (4% ($ x STR) + 3d( %44o/i"i-e Touch
+us* Rod ( 4$00 5(% (9 x STR) + 3d( ---
)'ost Rod ( 5#00 52% (9 x STR) + 3d( %ce 9nh!nce'
Au'o'! Rod $ (400 4#% (10 x STR) + 4d( ---
=e!th 1!nd $ $#00 42% (10 x STR) + 4d( =e!th Touch
Po.e' 6!ne # #400 3$% (11 x STR) + 4d( ---
5'!2it, Rod # 9100 35% (11 x STR) + 4d( S"o. St'i*e
Rod o& Roses 9 --- A'ti&!ct (13 x STR) + 5d( =is!/"e St'i*e
)!ith Rod 9 --- A'ti&!ct (13 x STR) + 5d( See notes below.
+!ce o& Ceus 10 --- Legend!', (14 x STR) + 5d( Lightning 9nh!nce'
+3 +A5
A'c A'c!n! 10 --- Legend!', (14 x STR) + 5d( )i'e 9nh!nce'
%ce 9nh!nce'
S$ecial +ules
+aith :od> The +aith :od2s power lies in its ability to debilitate opponents, e6posing them to the power of a particular 7lement. The :od
has a flat #o9 of $0B of inflicting 7lement "ea- every time a successful stri-e is made )$*. To determine which 7lement the target is now
wea- towards, roll a d(0 and consult the table below>
:oll 7ffect
( "ea-ness> ,io
C "ea-ness> 7arth
/ "ea-ness> +ire
E "ea-ness> 8oly
5 "ea-ness> @ce
$ "ea-ness> Lightning
. "ea-ness> 9hadow
L "ea-ness> "ind
A "ea-ness> "ater
(0 :oll !gain
9hould the result be a "ea-ness the target already possesses 1 either naturally or through previous application of the +aith :od 1 the
attac- has no additional effect.
FINAL FANTASY THE ROLEPLAYING GAME 153
STAVES
"eapon 9-ill> #udgels
&ade of bound wood or metal, a 9taff can inflict a respectable amount of damage if wielded by a s-illed user, though most contain a small 'uantity
of magic which can be tapped on when wielded by a mage. "hen calculating damage for 9taves, the highest of either the character's 9T: or &!G
will be used. 9taves ta-e up both "eapon and 9hield 9lots.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
>!* St!&& 1 120 93% (2 x I) + d# ---
Si"ence St!&& 1 1$3 91% (2 x I) + d# Si"ence Touch
!tt"e St!&& 2 $20 #$% (3 x I) + d# ---
+!ge St!&& 2 100# #5% (3 x I) + d# +1 +A5
+,th'i" St!&& 3 1(20 #1% (5 x I) + 2d# ---
S<i'itu!" St!&& 3 2340 $$% (5 x I) + 2d# e'se'* Touch
5o"d St!&& 4 3240 $2% (( x I) + 2d# ---
1ind St!&& 4 45(0 ((% (( x I) + 2d# 1ind 9nh!nce'
Po.e' St!&& 5 5040 (3% (# x I) + 3d# ---
6!"cite St!&& 5 $0#0 55% (# x I) + 3d# Stone Touch
St'i*ing St!&& ( $5(0 53% (10 x I) + 3d# ---
%4<!sse ( #(40 51% (10 x I) + 3d# =is!/"e Touch
1hite St!&& $ 10320 45% (11 x I) + 4d# ---
='e!4 1!tche' $ 11400 43% (11 x I) + 4d# S"ee< St'i*e
P'is4 St!&& # 13440 34% (13 x I) + 4d# ---
8udg4ent # 15000 30% (13 x I) + 4d# 0o", 9nh!nce'
P'incess 5u!'d 9 --- A'ti&!ct (14 x I) + 5d# Auto-She""
Punishe' 9 --- A'ti&!ct (14 x I) + 5d# =e!th St'i*e
?i'2!n! 10 --- Legend!', (1( x I) + 5d# 0o", 9nh!nce'
+3 +A5
0e!2en", Axis 10 --- Legend!', (1( x I) + 5d# Reco2e', 9nh!nce'
FINAL FANTASY THE ROLEPLAYING GAME 154
SWALLOWS
"eapon 9-ill> 0olearms
9ometimes referred to as 'Thief 9words', 9wallows are a variation of polearm loo-ing not unli-e two swords oined at the pommel. <ue to their
unusual dual blades, any !ttac- !ction made with a 9wallow may roll to hit twice, applying the better result of the two. 9wallows ta-e up both "eapon
and 9hield 9lots.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
%'on S.!""o. 1 120 93% (2 x STR) + d# ---
S<ide'As 7iss 1 1$3 91% (2 x STR) + d# Poison Touch
utte'&", S.o'd 2 $20 #$% (3 x STR) + d# ---
Sti""/"!de 2 100# #5% (3 x STR) + d# S"o. Touch
The >g'e 3 1(20 #1% (5 x STR) + 2d# ---
=ue" "!de 3 2340 $$% (5 x STR) + 2d# e'se'* Touch
9x<"od! 4 3240 $2% (( x STR) + 2d# ---
Thunde' "!de 4 3(00 $0% (( x STR) + 2d# Lightning St'i*e
Rune Tooth 5 5040 (3% (# x STR) + 3d# ---
Sound"ess Sc'e!4 5 5520 (1% (# x STR) + 3d# Si"ence Touch
0!"c,on "!de ( $5(0 53% (10 x STR) + 3d# ---
0unte'As "!de ( #(40 51% (10 x STR) + 3d# e!st 7i""e'
+!ste' >g'e $ 10320 45% (11 x STR) + 4d# ---
Sonic "!de $ 11400 43% (11 x STR) + 4d# +2 SP=
Ange" "ess # 13440 34% (13 x STR) + 4d# ---
5o'gon 5!-e # 154#0 30% (13 x STR) + 4d# Stone Touch
S!'t!g!n!s 9 --- A'ti&!ct (14 x STR) + 5d# 6'itic!"++
Ass!ssin "!de 9 --- A'ti&!ct (14 x STR) + 5d# =e!th St'i*e
The To.e' 10 --- Legend!', (1( x STR) + 5d# +2 STR
+2 A5%
Auto-P'otect
The ?!4e"ess 10 --- Legend!', (1( x STR) + 5d# 6'itic!"++
Pie'cing
FINAL FANTASY THE ROLEPLAYING GAME 155
SWORS
"eapon 9-ill> 9words
The weapon of choice for adventurers everywhere. The -een edge and versatility of these weapons accounts for much of their popularity.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
Sho't S.o'd 1 120 94% (2 x STR) + d10 ---
T.i"ight Stee" 1 1#0 92% (2 x STR) + d10 "ind Touch
Long S.o'd 2 $50 ##% (4 x STR) + d10 ---
)"!4e S!/'e 2 1050 #(% (4 x STR) + d10 )i'e St'i*e
+,th'i" S.o'd 3 1$00 #2% (( x STR) + 2d10 ---
Ancient S.o'd 3 2050 #0% (( x STR) + 2d10 %44o/i"i-e Touch
Reg!" 6ut"!ss 4 3300 $3% (# x STR) + 2d10 ---
%ce '!nd 4 3#00 $1% (# x STR) + 2d10 %ce St'i*e
3igi"!nte 5 5200 (3% (10 x STR) + 3d10 ---
"ood S.o'd 5 (300 5#% (10 x STR) + 3d10 0P ='!in
)!"chion ( $900 54% (11 x STR) + 3d10 ---
Sou" S!/'e ( 9000 52% (11 x STR) + 3d10 +P ='!in
=i!4ond S.o'd $ 10$00 45% (13 x STR) + 4d10 ---
Sci4it!' $ 13000 43% (13 x STR) + 4d10 =e!th Touch
P"!tinu4 S.o'd # 14000 35% (15 x STR) + 4d10 ---
9nh!nce' # 15(00 32% (15 x STR) + 4d10 +3 +A5
R!gn!'o* 9 --- A'ti&!ct (1$ x STR) + 5d10 Auto-She""
0e!'t/'e!*e' 9 --- A'ti&!ct (1$ x STR) + 5d10 6'itic!"++
;"ti4! 1e!<on 10 --- Legend!', (19 x STR) + 5d10 'e!* =!4!ge Li4it
See notes below.
6!"!d/o"g 10 --- Legend!', (19 x STR) + 5d10 Auto +!gic ;<
Auto Po.e' ;<
S$ecial +ules
Dltima "eapon> This powerful weapon inflicts an additional )"ielder2s #urrent 80 M 5* in damage with each successful !ttac- made before
modifying for !:&. !bilities continue to use the weapon2s basic damage code, even if they use !ttac-s as a basis.
FINAL FANTASY THE ROLEPLAYING GAME 15!
S%IEL& SL!T
#omposed of reinforced wood, metal or any similarly durable substance, 9hields are mostly used by the "arrior Kobs. Dnli-e other types of !rmor,
they only boost a character's 7=! and &. 7=! rather than their !:& and &. !:&.
TYPE TIER COST AAI!A"I!ITY EA $) EA E&'IP$E(T A"I!ITIES
uc*"e' 1 #0 94% +4 +1 ---
9scutcheon 1 120 92% +4 +1 +1 A5%
'on-e Shie"d 2 500 ##% +9 +3 ---
A"e't T!'ge 2 $00 #(% +9 +3 S"ee< P'oo&
0e!2, Shie"d 3 1150 #2% +14 +5 ---
><!" Shie"d 3 1400 #0% +14 +5 9!'th 1!'d
Si"2e' Shie"d 4 2200 $3% +19 +$ ---
R!in/o. Shie"d 4 2#00 (9% +19 +$ Co4/ie P'oo&
+,th'i" Shie"d 5 3500 (4% +24 +9 ---
)o'ce Shie"d 5 3#00 (2% +24 +19 ---
5o"d Shie"d ( 5300 54% +29 +11 ---
She"" T!'ge ( (000 52% +29 +11 S>S-She""
=i!4ond Shie"d $ $100 4(% +34 +14 ---
Sou" Shie"d $ $900 44% +34 +14 6onde4n P'oo&
P"!tin! Shie"d # 9300 35% +39 +1( ---
7!ise' P"!te # 10000 33% +39 +1( +2 STR
6',st!" Shie"d 9 --- A'ti&!ct +(4 +19 ---
3eneti!n Shie"d 9 --- A'ti&!ct +44 +19 )i'e 1!'d
%ce 1!'d
Lightning 1!'d
5enHi Shie"d 10 --- Legend!', +(9 +42 ---
Aegis Shie"d 10 --- Legend!', +49 +22 Se!" P'oo&
Toxin P'oo&
FINAL FANTASY THE ROLEPLAYING GAME 157
B!&' SL!T
!ngry monsters, unscrupulous soldiers, bandits, rogues, traitors, or the occasional wee-end brawl with the ultimate evil 1 an adventurer can find
themselves in any number of scrapes, given enough time and surprisingly little effort. @n the heat of battle, even the most s-illed of fighters will find
themselves ta-ing the odd hit; whether or not they survive the results is entirely down to their armorN
MAIL
&ail is the heaviest type of body armor available, consisting of solid, overlapping plates of metal or another e'ually durable material for optimal
protection against physical attac-s.
TYPE TIER COST AAI!A"I!ITY AR$ $) AR$ EA $) EA
E&'IP$E(T
A"I!ITIES
Le!the' P"!te 1 110 93% 5 3 +0 +0 ---
)i'e A'4o' 1 1(5 91% 5 3 +0 +0 )i'e 1!'d
6ui'!ss 1 225 #9% 5 3 +0 +0 S"o. P'oo&
'on-e A'4o' 2 (#0 #$% 11 $ +0 +0 ---
one P"!te 2 950 #5% 11 $ +0 +0 Sh!do. 1!'d
%ce P"!te 2 950 #5% 11 $ +0 +0 %ce 1!'d
P"!te +!i" 3 1500 #1% 1( 11 +0 +0 ---
3i*ing A'4o' 3 1#00 $9% 1( 11 +0 +0 S>S-e'se'*
Thunde' P"!te 3 1#00 $9% 1( 11 +0 +0 Lightning 1!'d
Si"2e' +!i" 4 3000 $2% 21 15 +0 +0 ---
So"die'As A'4o' 4 3500 $0% 21 15 +0 +0 +1 STR
6!'!<!ce +!i" 4 3500 $0% 21 15 +0 +0 io 1!'d
+,th'i" A'4o' 5 4$00 (3% 2( 19 +0 +0 ---
)o'ce A'4o' 5 5200 (1% 2( 19 +0 +10 ---
Re&"ect +!i" 5 5$00 59% 2( 19 +0 +0 Auto-Re&"ect
5o"d A'4o' ( $100 53% 32 23 +5 +0 ---
Ru/, P"!te ( #100 51% 32 23 +5 +0 )i'e P'oo&
Au'o'! +!i" ( #100 51% 32 23 +5 +0 1ind P'oo&
=i!4ond A'4o' $ 9(00 45% 3# 2$ +5 +0 ---
Shie"d A'4o' $ 10$00 43% 3# 2$ +20 +0 ---
9dinco!t $ 11200 42% 3# 2$ +5 +0 Auto-Agi"it, ;<
P"!tin! A'4o' # 12(00 34% 44 31 +5 +5 ---
6!'!/ini +!i" # 13(00 32% 44 31 +5 +5 +2 SP=
6'i4son P"!te # 14500 30% 44 31 +5 +5 )i'e 9!te'
6',st!" A'4o' 9 --- A'ti&!ct 51 35 +30 +5 ---
Aegis A'4o' 9 --- A'ti&!ct 51 35 +10 +5 Stone P'oo&
Pet'i&, P'oo&
9!'th P'oo&
+!xi4i""i!n 9 --- A'ti&!ct 51 35 +10 +5 +2 STR
+10% 0P
5enHi A'4o' 10 --- Legend!', 5# 39 +30 +20 +2 STR
='!gon +!i" 10 --- Legend!', 5# 39 +15 +5 )i'e 9!te'
%ce 9!te'
Lightning 9!te'
Pe,t'!" 10 --- Legend!', 5# 39 +15 +5 +2 SP=
Auto-Po.e' ;<
FINAL FANTASY THE ROLEPLAYING GAME 158
ROBES
:obes are the mainstay of the &age Kobs, light enough to be worn without impeding the &age2s spellcasting ability. :obes confer superior magical
resistance but offer only scant protection against physical attac-s.
TYPE TIER COST AAI!A"I!ITY AR$ $) AR$ EA $) EA
E&'IP$E(T
A"I!ITIES
6otton Ro/e 1 95 93% 3 5 +0 +0 ---
Sno. Ro/e 1 154 91% 3 5 +0 +0 %ce 1!'d
+ist"e Ro/e 1 200 #9% 3 5 +0 +0 Si"ence P'oo&
Le!the' Ro/e 2 (00 #$% $ 11 +0 +0 ---
Te4<"e 6"oth 2 #40 #5% $ 11 +0 +0 0o", 1!'d
Thunde' Ro/e 2 #40 #5% $ 11 +0 +0 Lightning 1!'d
Linen Ro/e 3 1400 #1% 11 1( +0 +0 ---
+ist Si"* Ro/e 3 1(50 $9% 11 1( +5 +0 ---
Red Ro/e 3 1(50 $9% 11 1( +0 +0 )i'e 1!'d
Si"* Ro/e 4 2(00 $2% 15 21 +0 +0 ---
+!gici!n Ro/e 4 3000 $0% 15 21 +0 +0 +1 +A5
Si"2e' 6o!t 4 3000 $0% 15 21 +0 +10 ---
Poet Ro/e 5 4200 (3% 19 2( +0 +0 ---
7!'!te Ro/e 5 4(00 (1% 19 2( +0 +0 +1 A5%
Pe!ce 6!<e 5 5000 59% 19 2( +0 +0 e'se'* P'oo&
Scho"!' Ro/e ( (300 53% 23 32 +0 +5 ---
ABu! Ro/e ( $$00 51% 23 32 +0 +5 1!te' P'oo&
P'iestGs Ro/e ( $200 49% 23 32 +0 +5 +30 +J A66
T!o Ro/e $ #(00 45% 2$ 3# +0 +5 ---
6h!4e"eon Ro/e $ 9500 43% 2$ 3# +15 +5 ---
Ange" Ro/e $ 10400 43% 2$ 3# +0 +5 Auto-Re'!ise
Light Ro/e # 11200 34% 31 44 +5 +5 ---
1hite Ro/e # 12900 30% 31 44 +5 +5 0o", 9!te'
"!c* Ro/e # 12900 30% 31 44 +5 +5 Sh!do. 9!te'
Lu4in! Ro/e 9 --- A'ti&!ct 35 51 +5 +30 ---
)!'<"!ne Ro/e 9 --- A'ti&!ct 35 51 +5 +10 Auto-S<i'it ;<
Auto-+ent!" ;<
5"uttonAs Ro/e 9 --- A'ti&!ct 35 51 +5 +10 io 9!te'
Toxin P'oo&
Ro/e o& Lo'ds 10 --- Legend!', 39 5# +5 +15 Auto-+!gic ;<
+2 SP=
9"e4ent Ro/e 10 --- Legend!', 39 5# +5 +15 9!'th P'oo&
)i'e P'oo&
Lightning P'oo&
%ce P'oo&
1!te' P'oo&
1ind P'oo&
P'otect 6!<e 10 --- Legend!', 39 5# +5 +30 Auto-Agi"it, ;<
Auto-P'otect
FINAL FANTASY THE ROLEPLAYING GAME 159
S"ITS
! catchall category covering a wide and eclectic range of bodywear, 9uits include nina costumes, overalls and dresses.
TYPE TIER COST AAI!A"I!ITY AR$ $) AR$ EA $) EA
E&'IP$E(T
A"I!ITIES
Le!the' >ut&it 1 100 94% 4 4 +0 +0 ---
T'!ining Suit 1 115 92% 4 4 +0 +0 S"ee< P'oo&
Sto'4 8e'*in 1 115 92% 4 4 +0 +0 Lightning 1!'d
'on-e 3est 2 (40 ##% # # +0 +0 ---
?o4!dAs Tunic 2 1150 #4% # # +0 +0 1ind 1!'d
Red 8!c*et 2 1150 #4% # # +0 +0 )i'e 1!'d
6h!in 3est 3 1450 #2% 13 13 +0 +0 ---
)'ost >ut&it 3 2100 $#% 13 13 +0 +0 %ce 1!'d
Su'2i2!" 3est 3 2100 $#% 13 13 +0 +0 +10 9x<e'tise
Ring4!i" 4 2#00 $3% 1# 1# +0 +0 ---
6hoco/o 6ostu4e 4 3300 $1% 1# 1# +0 +0 +1 +A5
Po.e' S!sh 4 3(00 $0% 1# 1# +0 +0 Po.e' =o.n P'oo&
Po.e' 'e!* P'oo&
+,th'i" 3est 5 4500 (4% 23 23 +0 +0 ---
+i'!ge 3est 5 4900 (2% 23 23 +10 +0 ---
Sco'<ion 0!'ness 5 5400 (0% 23 23 +0 +0 io P'oo&
'ig!dine ( ($00 54% 2# 2# +0 +0 ---
8udge 6o!t ( $$00 52% 2# 2# +0 +0 +2 +A5
5!i! 5e!' ( $$00 52% 2# 2# +0 +0 9!'th P'oo&
=i!4ond 3est $ 9000 4(% 33 33 +3 +3 ---
?inH! 5e!' $ 10100 44% 33 33 +3 +3 +2 SP=
Sec'et 6"othes $ 10(00 42% 33 33 +3 +3 S>S-3!nish
P"!tin! 3est # 11900 35% 3# 3# +5 +5 ---
ehe4oth Suit # 12900 33% 3# 3# +5 +5 +2 STR
Ru//e' 6ostu4e # 13$00 31% 3# 3# +5 +5 Lightning 9!te'
Ad!4!n 3est 9 --- A'ti&!ct 43 43 +# +# +e"tdo.n P'oo&
9!'th P'oo&
=e2i" 3est 9 --- A'ti&!ct 43 43 +# +# Sh!do. 9nh!nce'
Sh!do. P'oo&
Re!<e' 6"o!* 9 --- A'ti&!ct 43 43 +# +# =e!th P'oo&
'!2e' 3est 10 --- Legend!', 4# 4# +10 +10 +2 STR
+2 A5%
+2 SP=
Po.e' =o.n P'oo&
Po.e' 'e!* P'oo&
Agi"it, =o.n P'oo&
Agi"it, 'e!* <'oo&
Sno. +u&&"e' 10 --- Legend!', 4# 4# +10 +10 )i'e 9!te'
%ce 9!te'
)'o-en P'oo&
0e!t P'oo&
1,g!' 10 --- Legend!', 4# 4# +10 +10 )!t!" P'oo&
1e!* <'oo&
FINAL FANTASY THE ROLEPLAYING GAME 1!0
%EA& SL!T
8eadwear fre'uently supplements body armor, protecting the wearer from opportunistic blows during the course of combat.
HATS
8ats encompass a broad range of headgear typically made of non%metallic materials, usually leather and cloth. 9ome e6amples include caps, hair
ribbons, berets and hoods.
TYPE TIER COST AAI!A"I!ITY AR$ $) AR$ EA $) EA
E&'IP$E(T
A"I!ITIES
6!< 1 #0 9(% 1 3 +0 +0 ---
Red 0!t 1 125 94% 1 3 +0 +0 +10 +JA66
St'!. 0!t 1 1$5 92% 1 3 +0 +0 S"o. P'oo&
Le!the' 0!t 2 530 90% 4 ( +0 +0 ---
T'i!ng"e 0!t 2 $40 ##% 4 ( +0 +0 +1 +A5
T'!2e"e'As 0!t 2 950 #(% 4 ( +0 +0 0e!dhunte'
P"u4ed 0!t 3 1200 #4% $ 9 +0 +0 ---
+!gus 0!t 3 1400 #2% $ 9 +0 +5 ---
+!nt'! !nd 3 1400 #2% $ 9 +0 +0 +1 SP=
!nd!n! 4 2300 $5% 10 13 +0 +0 ---
1inged 6!< 4 2900 $1% 10 13 +0 +0 Auto-)"o!t
T.ist 0e!d/!nd 4 2$00 $3% 10 13 +0 +0 +1 STR
Stee<"ed 0!t 5 3(00 ((% 13 1$ +0 +0 ---
5'een e'et 5 4000 (4% 13 1$ +0 +0 +10% 0P
Scho"!' 0!t 5 4400 (2% 13 1$ +0 +0 +!gic =o.n P'oo&
+!gic 'e!* P'oo&
0e!dge!' ( 5500 5(% 1( 21 +0 +0 ---
Thie& 0!t ( (300 54% 1( 21 +0 +0 +2 A5%
Red 0ood ( (300 54% 1( 21 +0 +0 +10% +P
"!c* 0ood $ $500 4#% 19 25 +0 +5 ---
0e!d/!nd o& Ce!" $ #300 4(% 19 25 +0 +5 S>S-+!gic ;<
1indshe!' 0!t $ #300 4(% 19 25 +0 +5 1ind P'oo&
)"!sh 0!t # 9#00 3$% 22 29 +0 +5 ---
6!t 0ood # 10900 34% 22 29 +0 +5 +30 A66
Tige' +!s* # 10(00 35% 22 29 +0 +5 +2 SP=
6o'onet 9 --- A'ti&!ct 25 33 +0 +10 +2 A5%
+1 SP=
5o"den @!'4u"*e 9 --- A'ti&!ct 25 33 +0 +10 Auto-+!gic ;<
0o", +it'e 9 --- A'ti&!ct 25 33 +0 +10 +3 +A5
Ritu!" 0!t 10 --- Legend!', 2# 3$ +5 +10 +2 SP=
+2 STR
+2 +A5
Reg!" 6'o.n 10 --- Legend!', 2# 3$ +5 +10 5'!2it, P'oo&
Auto-Re'!ise
Ac!ci! 0!t 10 --- Legend!', 2# 3$ +5 +10 %ce 9!te'
+20% +P
FINAL FANTASY THE ROLEPLAYING GAME 1!1
HELMETS
8elmets are heavy, sturdy metallic headgear used primarily by the "arrior Kobs.
TYPE TIER COST AAI!A"I!ITY AR$ $) AR$ EA $) EA
E&'IP$E(T
A"I!ITIES
Le!the' 0e"4 1 $0 95% 3 1 +0 +0 ---
So"die' 0e"4et 1 110 93% 3 1 +0 +0 +10 A66
P!'!de 0e"4 1 110 93% 3 1 +0 +0 %44o/i"i-e P'oo&
'on-e 0e"4 2 450 #9% 5 4 +0 +0 ---
>n,x 0e"4et 2 #10 #$% 5 4 +5 +0 ---
S<i'!" 0e"4 2 (30 #5% 5 4 +0 +0 e'se'* P'oo&
!'/ut 3 1000 #3% 9 $ +0 +0 ---
3i*ing 0e"4 3 1250 #1% 9 $ +0 +0 S>S-S<i'it ;<
6'oss 0e"4et 3 1250 #1% 9 $ +0 +0 +1 STR
Si"2e' 0e"4et 4 2000 $4% 13 10 +0 +0 ---
+!geAs 0e"4 4 2300 $2% 13 10 +0 +0 +1 +A5
Ru//e' 0e"4 4 2300 $2% 13 10 +0 +0 Lightning 1!'d
+,th'i" 0e"4 5 3100 (5% 1$ 13 +0 +0 ---
P!"!din 0e"4 5 4100 (3% 1$ 13 +0 +0 6u'se P'oo&
9te'n!" 0e"4 5 3400 (3% 1$ 13 +0 +10 ---
5o"d 0e"4 ( 4#00 55% 21 1( +0 +0 ---
7night 0e"4 ( 5100 54% 21 1( +0 +0 +10% 0P
A'!i 0e"4 ( 5400 53% 21 1( +0 +0 +2 SP=
=i!4ond 0e"4 $ (500 4$% 25 19 +5 +0 ---
='!goonAs 0e"4et $ $500 43% 25 19 +5 +0 +30 A66
S!<<hi'e 0e"4et $ $200 45% 25 19 +5 +0 1!te' P'oo&
P"!tin! 0e"4et # #400 3(% 29 22 +5 +0 ---
=us* +!s* # 9$00 32% 29 22 +5 +0 9!'th 9!te'
0e!" 0e"4 # 9$00 32% 29 22 +5 +0 Auto-Regen
6',st!" 0e"4 9 --- A'ti&!ct 33 25 +30 +0 ---
7!ise' 0e"4 9 --- A'ti&!ct 33 25 +10 +0 +2 STR
+1 A5%
0!n,! 0e"4et 9 --- A'ti&!ct 33 25 +10 +0 1e!* P'oo&
5enHi 0e"4 10 --- Legend!', 3$ 2# +25 +20 +2 +A5
5'!nd 0e"4 10 --- Legend!', 3$ 2# +10 +5 +3 A5%
+3 STR
='!gon 0e"4et 10 --- Legend!', 3$ 2# +10 +5 9!'th 9!te'
+10% 0P
FINAL FANTASY THE ROLEPLAYING GAME 1!2
%AN&S SL!T
5e6t to ade'uate protection for head and body, the ability to shield one2s sword%hand from harm is the often most vital for long%term survival on the
battlefield.
ARMWEAR
!rmwear is a catchall term for arm guards, bracelets, bangles, and other armor that only covers part of the wearer's hand. !s a whole, !rmwear
protects the wearer from magical rather than physical attac-s. 0rices given are for one pair of !rmwear.
TYPE TIER COST AAI!A"I!ITY AR$ $) AR$ EA $) EA
E&'IP$E(T
A"I!ITIES
Le!the' 1'ist 1 (0 95% 1 2 +0 +0 ---
Se'u4 1'ist 1 90 93% 1 2 +0 +0 Poison P'oo&
6hoco/'!ce"et 1 90 93% 1 2 +5 +0 ---
'on-e !ng"e 2 3$0 #9% 3 4 +0 +0 ---
5u!'di!n '!ce' 2 520 #$% 3 4 +0 +0 +1 A5%
Rune Ring 2 520 #$% 3 4 +0 +5 ---
%'on !ng"e 3 #40 #3% 5 ( +0 +0 ---
Loco4otion !ng"e 3 1050 #1% 5 ( +0 +0 %44o/i"i-e P'oo&
9cho 1'ist 3 1250 $9% 5 ( +0 +0 Si"ence P'oo&
Si"2e' A'4/!nd 4 1$00 $4% # # +0 +5 ---
6e'u"e!n !ng"e 4 1900 $2% # # +0 +5 1!te' 1!'d
0o", A'4"et 4 1900 $2% # # +0 +5 0o", 1!'d
+,th'i" A'4"et 5 2(00 (5% 11 10 +0 +5 ---
She"" !ng"e 5 3200 (1% 11 10 +0 +5 S>S-She""
1i-!'d '!ce"et 5 3200 (1% 11 10 +0 +5 +20 +JA66
5o"d A'4"et ( 4000 55% 13 13 +0 +5 ---
9goistAs A'4"et ( 4#00 51% 13 13 +0 +5 6on&use P'oo&
Thie& 5"o2e ( 4#00 51% 13 13 +0 +5 S>S-0!ste
=i!4ond A'4/!nd $ 5400 4$% 1( 1( +5 +5 ---
Pe!'" A'4/!nd $ (000 45% 1( 1( +5 +5 0o", P'oo&
+!idenAs 1'ist $ (000 45% 1( 1( +5 +5 To!d P'oo&
P"!tinu4 !ng"e # $000 3(% 19 19 +5 +10 ---
5ig!s !ng"e # #100 32% 19 19 +5 +10 +2 STR
Se'ene A'4"et # $(00 34% 19 19 +5 +10 6h!'4 P'oo&
6',st!" !ng"e 9 --- A'ti&!ct 22 22 +10 +30 ---
0ot A'4"et 9 --- A'ti&!ct 22 22 +10 +10 )'o-en P'oo&
%ce P'oo&
Tough Ring 9 --- A'ti&!ct 22 22 +10 +10 +20% 0P
"essed 1'ist 10 --- Legend!', 25 25 +10 +15 +,sti&, P'oo&
0o", 9!te'
)"o.e' '!ce' 10 --- Legend!', 25 25 +10 +15 Auto-Regen
9!'th 9!te'
1!te' 9!te'
+ine'2! !ng"e 10 --- Legend!', 25 25 +10 +15 T'!ns&o'4 P'oo&
+20% +P
FINAL FANTASY THE ROLEPLAYING GAME 1!3
GA"NTLETS
Gauntlets are reinforced to protect the wearer's hands by enclosing them completely. !rmor of this -ind is usually made of heavy metal or leather
and worn in conunction with mail. 0rices are given per one pair of Gauntlets.
TYPE TIER COST AAI!A"I!ITY AR$ $) AR$ EA $) EA
E&'IP$E(T
A"I!ITIES
Le!the' 5!unt"et 1 (5 9(% 2 1 +0 +0 ---
'ight 5!unt"et 1 100 94% 2 1 +0 +0 "ind P'oo&
5"it 5"o2es 1 145 92% 2 1 +0 +0 0e!dhunte'
'on-e 5"o2es 2 420 90% 5 2 +0 +0 ---
?inH! 5"o2es 2 5#0 ##% 5 2 +0 +0 +1 A5%
S!2!ge 5!unt"et 2 5#0 ##% 5 2 +0 +0 +10% A66
%'on 5!unt"et 3 950 #4% # 4 +0 +0 ---
3i*ing 5!unt"et 3 1150 #2% # 4 +0 +0 S>S-Agi"it, ;<
=e&ense 5"o2es 3 1300 #0% # 4 +0 +0 =is!/"e P'oo&
Si"2e' 5!unt"et 4 1#00 $5% 11 ( +5 0 ---
Ade<tAs 5!unt"et 4 2100 $3% 11 ( +5 0 +1 SP=
Light 5!unt"et 4 2100 $3% 11 ( +5 +10 ---
+,th'i" 5!unt"et 5 2900 ((% 14 # +5 0 ---
P'otect 5"o2es 5 3500 (2% 14 # +5 0 S>S-P'otect
+oon 5!unt"et 5 3500 (2% 14 # +5 0 +20 A66
5o"d 5!unt"et ( 4300 5(% 1$ 10 +5 0 ---
6!'/unc"e +itts ( 5000 54% 1$ 10 +5 0 Auto-Re&"ect
+e"ee 5"o2es ( 5300 52% 1$ 10 +5 0 S>S-Po.e' ;<
=i!4ond 5"o2es $ 5900 4#% 20 12 +5 +5 ---
A/,ss 5!unt"et $ ((00 4(% 20 12 +5 +5 Sh!do. P'oo&
6o'nuco<i! 5"o2es $ ((00 4(% 20 12 +5 +5 +ini P'oo&
P"!tinu4 5!unt"et # $#00 3$% 23 15 +10 +5 ---
Lucid 5"o2es # #400 35% 23 15 +10 +20 ---
A"e't 5"o2es # #900 33% 23 15 +10 +5 Sto< P'oo&
6',st!" 5!unt"et 9 --- A'ti&!ct 2( 1# +30 +10 ---
6o"d 5"o2es 9 --- A'ti&!ct 2( 1# +10 +10 )i'e P'oo&
0e!t P'oo&
Ceus 5!unt"et 9 --- A'ti&!ct 2( 1# +10 +10 Lightning 9nh!nce'
Lightning P'oo&
5enHi 5"o2es 10 --- Legend!', 29 21 +15 +10 +3 STR
+3 +A5
9sco't 5u!'d 10 --- Legend!', 29 21 +15 +10 Ti4e P'oo&
+10% 0P
='!gon Lo'd 10 --- Legend!', 29 21 +15 +10 Auto-She""
io 9!te'
1ind 9!te'
FINAL FANTASY THE ROLEPLAYING GAME 1!4
ACCESS!"' SL!T
!ccessories are enchanted relics and obects with a small 'uantity of magic, ranging from mundane and mass%produced to powerful and rare. +or
reference2s sa-e, all !ccessories in the ++:0G are organised into five categories, each of which is introduced in more detail below.
STAT"S ACCESSORIES
9tatus !ccessories protect the character from certain types of negative 9tatus #ondition 1 such as ,lind or 0oison 1 and may also reduce the
amount of damage inflicted by elemental attac-s.
TYPE TIER COST AAI!A"I!ITY E&'IP$E(T A"I!ITIES
Si"2e' S<ect!c"es 1 450 90% "ind P'oo&
St!' Pend!nt 1 (00 #9% Poison P'oo&
?ishiHin e"t 1 500 ##% S"ee< P'oo&
8!c*/oots 2 (00 #(% %44o/i"i-e P'oo&
S!sh 2 (00 #(% S"o. P'oo&
ABu! Ring 2 1250 #2% 1!te' 1!'d
=ese't oots 2 1000 #2% 9!'th 1!'d
)!i', Ring 3 1250 #1% "ind P'oo&
Poison P'oo&
5o"d 6ho*e' 3 1250 #1% 1ind 1!'d
=e&ense Ring 3 1500 $9% 6onde4ned P'oo&
S"ee< P'oo&
9cho !ng"e 4 1(00 $9% Si"ence P'oo&
"!c* e"t 4 1(00 $9% =is!/"e P'oo&
+!gic 6h!'4 4 1(00 $9% 6u'se P'oo&
o."ine S!sh 4 2000 $$% 6on&use P'oo&
6o'!" Ring 4 2500 $5% Lightning P'oo&
1!te' Ring 4 2500 $5% 1!te' P'oo&
e!d 'ooch 4 3250 $1% "ind P'oo&
Si"ence P'oo&
5'!2it, Ring 5 3(00 (#% 5'!2it, P'oo&
A4u"et 5 4400 (5% "ind P'oo&
Poison P'oo&
Co4/ie P'oo&
+!gic Ring 5 4400 (4% e'se'* P'oo&
Si"ence P'oo&
"i--!'d Ring 5 4000 (3% %ce 1!'d
)'ee-e P'oo&
)i'e Ring 5 4000 (3% )i'e 1!'d
0e!t P'oo&
Ph!nto4 Ring 5 5200 (1% 1e!* P'oo&
6e'u"e!n Ring ( 5400 59% 1!te' 9!te'
>ch'e Ring ( 5400 59% Lightning 9!te'
%ce Ring ( #000 55% %ce P'oo&
)'ee-e P'oo&
)"!4e Ring ( $(00 54% )i'e P'oo&
0e!t P'oo&
8!de A'4"et ( $(00 54% Pet'i&, P'oo&
S"o. P'oo&
Stone P'oo&
St!' A'4"et $ 9(00 4(% S"o. P'oo&
Sto< P'oo&
FINAL FANTASY THE ROLEPLAYING GAME 1!5
TYPE TIER COST AAI!A"I!ITY E&'IP$E(T A"I!ITIES
Sc!'!/ $ 9(00 4(% =is!/"e P'oo&
%44o/i"i-e P'oo&
To!d P'oo&
8e.e"ed Ring $ 10000 45% "ind P'oo&
Pet'i&, P'oo&
Stone P'oo&
5"!ss uc*"e $ 12000 43% io P'oo&
Toxin P'oo&
Ru//e' oots $ 10000 42% Lightning P'oo&
Sto< P'oo&
Rosett! Ring $ 12000 39% )i'e 9!te'
0e!t P'oo&
Sno. Ring $ 12000 39% %ce 9!te'
)'ee-e P'oo&
8!<! +!"! # 13000 3#% Toxin P'oo&
To!d P'oo&
Co4/ie P'oo&
?u 7h!i A'4"et # 13000 3#% Sh!do. 1!'d
6h!'4 P'oo&
6on&usion P'oo&
Poison Ring # 13000 3$% io 9!te'
Toxin P'oo&
Pe!ce Ring # 15000 35% e'se'* P'oo&
6h!'4 P'oo&
6on&usion P'oo&
S!&et, it # 20000 31% =e!th P'oo&
e'se'*e' Ring 9 --- A'ti&!ct )i'e 9!te'
Lightning P'oo&
+3 STR
Aegis Ring 9 --- A'ti&!ct io 1!'d
9!'th 1!'d
)i'e 1!'d
0o", 1!'d
%ce 1!'d
Lightning 1!'d
Sh!do. 1!'d
1!te' 1!'d
1ind 1!'d
Ri//on 9 --- A'ti&!ct )!t!" P'oo&
+,sti&, P'oo&
Se!" P'oo&
Ti4e P'oo&
Toxin P'oo&
T'!ns&o'4 P'oo&
1e!* P'oo&
Tet'! 9"e4ent!" 10 --- Legend!', )i'e P'oo&
9!'th P'oo&
%ce P'oo&
Lightning P'oo&
FINAL FANTASY THE ROLEPLAYING GAME 1!!
MAGIC ACCESSORIES
&agic !ccessories bestow beneficial 9tatus #onditions such as 9hell and :eflect upon their wearer 1 typically either at the start of a battle or when
the wearer2s health is reduced to dangerously low levels.
TYPE TIER COST AAI!A"I!ITY E&'IP$E(T A"I!ITIES
S<'int Shoes 1 500 90% Auto-Acce"e'!te
!''ie' Ring 2 #00 #(% S>S-She""
5u!'d Ring 2 #00 #(% S>S-P'otect
Stee" 5o'get 3 1400 $9% S>S-Po.e' ;<
Le!the' 5o'get 3 1400 $9% S>S-+!gic ;<
P'incess Ring 3 1(00 $#% S>S-P'otect
S>S-She""
St!' !ng"e 3 1#00 $$% S>S-Regen
Ange" 1ings 3 1#00 $(% Auto-)"o!t
P'otect Ring 4 3250 $4% Auto-P'otect
She"" Ring 4 3250 $4% Auto-She""
Re&"ect Ring 4 3500 (9% Auto-Re&"ect
Re/i'th Ring 5 5500 5$% Auto-Re'!ise
Ring o& Rene.!" ( #400 52% Auto-Regen
5u!'d '!ce"et $ 12000 42% Auto-P'otect
Auto-She""
Ange" Ring 9 --- A'ti&!ct Sh!do. P'oo&
=e!th P'oo&
Auto-Re'!ise
0e'4es S!nd!"s 9 --- A'ti&!ct Auto-0!ste
%ni2isi/i"it, 6"o!* 10 --- Legend!', Auto-3!nish
FINAL FANTASY THE ROLEPLAYING GAME 1!7
ATTRIB"TE BOOSTERS
!ttribute ,oosters increase a character2s basic !ttributes while e'uipped.
TYPE TIER COST AAI!A"I!ITY E&'IP$E(T A"I!ITIES
!tt"e oots 3 1500 #0% +1 SP=
e!ds 3 1500 #0% +1 A5%
T!'ot 6!'d 3 1500 #0% +1 +A5
1'ist/!nd 3 1500 #0% +1 STR
6hoco )e!the' 5 4#00 (4% +2 A5%
+!ge<o.e' 5"o2e 5 4#00 (4% +2 +A5
'!ce' 5 4#00 (4% +2 STR
Red Shoes 5 4#00 (4% +1 +A5
+1 SP=
=!sh Shoes 5 4#00 (4% +2 SP=
6h!4<ionshi< e"t # 1(000 33% +3 STR
+10% 0P
0,<no 6'o.n # 1(000 33% +3 +A5
+10% +P
Running Shoes # 1#000 32% +3 A5%
+3 SP=
Ro,!" 6'o.n 9 --- A'ti&!ct +5 +A5
)o'ti&ied 6h!in 9 --- A'ti&!ct +5 A5%
5e'4in!s oots 9 --- A'ti&!ct +5 SP=
0,<e' 1'ist 9 --- A'ti&!ct +5 STR
0e'o Ring 10 --- Legend!', +5 STR
+5 +A5
FINAL FANTASY THE ROLEPLAYING GAME 1!8
STATISTIC BOOSTERS
9tatistic ,oosters provide bonuses to a character's #ombat 9tatistics.
TYPE TIER COST AAI!A"I!ITY EA $) EA E&'IP$E(T A"I!ITIES
6otton 6!<e 1 400 92% +3 +5 ---
Shou"de' 6!<e 1 400 92% +5 +3 ---
9"2en 6"o!* 2 1200 #4% +( +10 ---
Le!the' 6"o!* 2 1200 #4% +10 +( ---
"!c* 6!<e 3 2400 $(% +9 +15 ---
1o"& +!nt"e 3 2400 $(% +15 +9 ---
>''!che! A'4"et 4 2$00 $2% +0 +0 +10% 0P
+!gic !ng"e 4 2$00 $2% +0 +0 +10% +P
+!geGs 6"o!* 5 3(00 ((% +12 +20 ---
Tige' +!nt"e 5 3(00 ((% +20 +12 ---
)e!the'.e!2e 6"o!* 5 (000 5#% +15 +25 ---
Ce<h,' 6"o!* 5 (000 5#% +25 +15 ---
P'is4 6!<e $ 9000 4#% +20 +30 ---
ehe4oth +!nt"e $ 9000 4#% +30 +20 ---
)o'ce e"t $ 10400 44% +0 +0 +10% 0P
+10% +P
1hite 6!<e # 13500 3(% +20 +20 +ini P'oo&
To!d P'oo&
Po.e' e"t 9 --- A'ti&!ct +0 +0 +25% 0P
So'ce', !ng"e 9 --- A'ti&!ct +0 +0 +25% +P
+indu 8e.e" 9 --- A'ti&!ct +15 +25 Lightning 1!'d
"ind P'oo&
6on&use P'oo&
Poison P'oo&
Si"ence P'oo&
Stone P'oo&
To!d P'oo&
+usc"e e"t 10 --- Legend!', +0 +0 +50% 0P
6',st!" >'/ 10 --- Legend!', +0 +0 +50% +P
FINAL FANTASY THE ROLEPLAYING GAME 1!9
ACTION ACCESSORIES
!ction !ccessories directly affect a character's capabilities in combat, usually by conferring additional special abilities and attac- bonuses.
!ccessories that add an G7lementH 9tri-e 7'uipment !bility override any other G7lementH 9tri-es present on that "eapon.
TYPE TIER COST AAI!A"I!ITY E&'IP$E(T A"I!ITIES
!ng"e 1 #00 ##% Adds Sensor 9Bui<4ent A/i"it, to !"" eBui<<ed 1e!<ons
=us*, 5"e!4 2 #00 #2% Adds Shadow Strike 9Bui<4ent A/i"it, to !"" eBui<<ed 1e!<ons
9!'th, 5"e!4 2 #00 #2% Adds Earth Strike 9Bui<4ent A/i"it, to !"" eBui<<ed 1e!<ons
)ie', 5"e!4 2 #00 #2% Adds Fire Strike 9Bui<4ent A/i"it, to !"" eBui<<ed 1e!<ons
0o", 5"e!4 2 #00 #2% Adds Holy Strike 9Bui<4ent A/i"it, to !"" eBui<<ed 1e!<ons
%c, 5"e!4 2 #00 #2% Adds Ice Strike 9Bui<4ent A/i"it, to !"" eBui<<ed 1e!<ons
Lightning 5"e!4 2 #00 #2% Adds Lightning Strike 9Bui<4ent A/i"it, to !"" eBui<<ed 1e!<ons
1!te', 5"e!4 2 #00 #2% Adds Water Strike 9Bui<4ent A/i"it, to !"" eBui<<ed 1e!<ons
5ust, 5"e!4 2 #00 #2% Adds Wind Strike 9Bui<4ent A/i"it, to !"" eBui<<ed 1e!<ons
?oxious 5"e!4 2 #00 #2% Adds Bio Strike 9Bui<4ent A/i"it, to !"" eBui<<ed 1e!<ons
A'che'As Ring 4 3(00 $3% Adds Sensor 9Bui<4ent A/i"it, to !"" eBui<<ed 1e!<ons
+20 A66
!'ette 4 3000 $2% %ce 9nh!nce'
6!chush! 4 3000 $2% )i'e 9nh!nce'
9xtension 4 3000 $2% Lightning 9nh!nce'
)!i', 9!''ings 4 3000 $2% 1ind 9nh!nce'
To<!- A'4'ing 4 3000 $2% 9!'th 9nh!nce'
Tu'Buoise Ring 4 3000 $2% 1!te' 9nh!nce'
Ange" 9!''ings 5 5000 (5% 0o", 9nh!nce'
"!c* 9!''ings 5 5000 (5% Sh!do. 9nh!nce'
Sni<e' 9,e ( ##00 51% Adds Sensor 9Bui<4ent A/i"it, to !"" eBui<<ed 1e!<ons
Adds Critical+ 9Bui<4ent A/i"it, to !"" eBui<<ed 1e!<ons
6e'u"e!n Pend!nt 9 --- A'ti&!ct Lightning 9nh!nce'
1ind 9nh!nce'
6h!in 6ho*e' 9 --- A'ti&!ct Lightning 9nh!nce'
1!te' 9nh!nce'
6"e!' 9!''ings 9 --- A'ti&!ct %ce 9nh!nce'
1ind 9nh!nce'
5o"d 0!i'<in 9 --- A'ti&!ct Auto-+P Du!'te'
L!<is 9!''ings 9 --- A'ti&!ct )i'e 9nh!nce'
1!te' 9nh!nce'
+edicine Ring 9 --- A'ti&!ct Reco2e', 9nh!nce'
S<hene 9!''ings 9 --- A'ti&!ct 9!'th 9nh!nce'
Lightning 9nh!nce'
1ing Pend!nt 9 --- A'ti&!ct 9!'th 9nh!nce'
1ind 9nh!nce'
6e"est'i!d 10 --- Legend!', Auto-+P 0!"&
S$ecial +ules
Gleams> The G6H Gleam !ccessories add an G7lementH 9tri-e !bility to e'uipped "eapons. @f the "eapon already has this G7lementH 9tri-e,
the Gleam has no additional effect. +or "eapons that have the ability to use !mmunition, !mmunition that confers 7'uipment !bilities will
override the effects of the Gleam.
FINAL FANTASY THE ROLEPLAYING GAME 170
IN(ENT!"' SL!T
"hile it also stores spare e'uipment, the @nventory 9lot is primarily used for a variety of offensive, defensive and curative materials which can give a
party a considerable edge in a fight 1 or help salve their wounds after the last sword%blow has fallen. Dnless otherwise noted, all items below are
priced for one use of the item in 'uestion; once used, the item is destroyed, removing it from the @nventory 9lot.
RECOVERY ITEMS
+rom a simple medicinal potion to tail%feathers of the legendary 0hoeni6, :ecovery @tems offer a bewildering array of cure%alls for ust about any
ailment under the sun. &ost stores sell wea-er curative potions, as well as remedies for specific 9tatus #onditions. 9ensible adventurers will -eep a
healthy stoc- of both to accompany them in their travels.
TYPE TIER COST AAI!A"I!ITY TAR%ET E**ECT
Tonic 1 25 99% Sing"e Resto'es 25 0P
Potion 1 50 94% Sing"e Resto'es 50 0P
0i-Potion 2 150 #(% Sing"e Resto'es 125 0P
0,<e' Potion 3 300 $#% Sing"e Resto'es 250 0P
+eg! Potion 5 500 (1% P!'t, Resto'es 100 0P
K-Potion 5 $50 59% Sing"e Resto'es 500 0P
;"t'! Potion $ #00 4$% P!'t, Resto'es 200 0P
Tinctu'e 1 $5 93% Sing"e Resto'es 15 +P
9the' 3 150 $#% Sing"e Resto'es 30 +P
0i-9the' 4 325 ($% Sing"e Resto'es $5 +P
0,<e' 9the' 5 (50 59% Sing"e Resto'es 150 +P
K-9the' $ 1400 40% Sing"e Resto'es 300 +P
9"ixi' # 5000 20% Sing"e Resto'es 0P !nd +P to thei' 4!xi4u4 2!"ues
+eg!"ixi' 9 --- A'ti&!ct P!'t, Resto'es 0P !nd +P to thei' 4!xi4u4 2!"ues
Phoenix =o.n 2 500 ##% Sing"e Resto'es Unconscious t!'get to 1 0P
Phoenix Pinion $ 2#00 23% Sing"e Resto'es Unconscious t!'get to 4!xi4u4 0P
+eg! Phoenix # 3500 21% P!'t, Resto'es Unconscious t!'gets to 1 0P
Phoenix S<i'it 9 --- A'ti&!ct P!'t, Resto'es Unconscious t!'gets to 4!xi4u4 0P
Antidote 1 50 93% Sing"e 6!nce"s oison !nd !eno" St!tus 6onditions
9,e ='o<s 1 50 92% Sing"e 6!nce"s Blind St!tus 6ondition
9cho Sc'een 2 100 #4% Sing"e 6!nce"s Silence St!tus 6ondition
T'!nBui"i-e' 3 150 #1% Sing"e 6!nce"s Berserk St!tus 6ondition
!nd!ge 4 200 $(% Sing"e 6!nce"s #isable !nd I""obili$e St!tus 6onditions
A"!'4 6"oc* 4 200 $5% Sing"e 6!nce"s Slee% !nd Unaware St!tus 6onditions
6o'nuco<i! 4 250 $5% Sing"e 6!nce"s &ini St!tus 6ondition
+!idenGs 7iss 4 250 $5% Sing"e 6!nce"s 'oad St!tus 6ondition
So&t 4 400 $4% Sing"e 6!nce"s etri(y !nd Stone St!tus 6onditions
0o", 1!te' 4 500 $3% Sing"e 6!nce"s Curse !nd )o"bie St!tus 6onditions
6h'onos Te!' 4 (00 $2% Sing"e 6!nce"s SlowL Sto%L !nd Sa% St!tus 6onditions
Re4ed, 5 1500 (4% Sing"e 6!nce"s Berserk* Blind* Con(use* Curse* &ini*
etri(y* oison* Sa%* Silence* Slee%* Slow* Stone*
'oad* !eno"* !nd )o"bie St!tus 6onditions
FINAL FANTASY THE ROLEPLAYING GAME 171
Ammuniti)n
Dnli-e most other armaments, the true power of ,ows, #rossbows and :ifles comes as much from what is fired as the weapon itself. !n e6perienced
mar-sman is one who has learned the advantage of carrying a wide range of specialised ammunition into battle 1 @ce !rrows e6tinguish bla4ing
,ombs, !0 !mmo crac-s tough !damantoise shells, and 8oly ,olts put a little bit of fear into that !rchaeodaemon.
#haracters e'uipped with a "eapon that supports ammunition may elect to load them with special proectiles when ma-ing an !ttac- !ction; these
must be purchased beforehand, and can be used to add additional 7'uipment !bilities to the weapon being used to ma-e the !ttac-. !ll ammunition
is purchased in units of ten; each !ttac-, successful or otherwise, will consume one unit of ammunition, removing it from the @nventory 9lot. @f no
ammuntion is available 1 or the character is unwilling to e6pend it on an attac- 1 the "eapon reverts to its default 7'uipment !bilities.
AMMO
!mmo is used by :ifles.
TYPE TIER COST AAI!A"I!ITY E&'IP$E(T A"I!ITIES
)i'e A44o 1 100 ##% )i'e St'i*e
Stone A44o 1 100 ##% 9!'th St'i*e
=!'* A44o 2 150 #5% "ind Touch
Pu"se A44o 4 500 $#% +2 =S
Sh!do. A44o 4 150 $4% Sh!do. St'i*e
AP A44o 5 500 (#% Pie'cing
)!st A44o 5 200 ((% See notes below.
T!inted A44o 5 400 (4% 6u'se Touch
S<!'t!n A44o 5 450 (3% =is!/"e Touch
Shotgun A44o ( 900 55% -25% =!4!ge
T!'getM 5'ou<
=e4o"ition A44o $ 1200 44% 0e!t Touch
)i'e St'i*e
S$ecial +ules
+ast !mmo> @f used in an !ttac- !ction, +ast !mmo gives the firer a F5 bonus to their @nitiative in the following :ound. This bonus is only
applied once per :ound.
ARROWS
!rrows are used by ,ows.
TYPE TIER COST AAI!A"I!ITY E&'IP$E(T A"I!ITIES
)i'e A''o.s 1 100 90% )i'e St'i*e
%ce A''o.s 1 100 90% %ce St'i*e
Lightning A''o.s 1 100 90% Lightning St'i*e
1ind A''o.s 1 100 90% 1ind St'i*e
1!te' A''o.s 1 100 90% 1!te' St'i*e
9!'th A''o.s 1 100 90% 9!'th St'i*e
0o", A''o.s 1 100 90% 0o", St'i*e
=!'*ness A''o.s 2 125 ##% "ind Touch
Poison A''o.s 2 200 ##% Poison Touch
S"ee< A''o.s 3 250 #2% S"ee< Touch
Si"2e' A''o.s 3 400 #1% ;nde!d 7i""e'
A'te4is A''o.s 4 400 $$% +2 =S
@oichi A''o.s 5 500 (9% Pie'cing
+ute A''o.s 5 250 (5% Si"ence Touch
Ange" A''o.s 5 (00 (5% 6on&usion Touch
=e4on A''o.s 5 $50 5#% Po.e' =o.n Touch
+edus! A''o.s $ 1500 4$% Stone Touch
Ass!ssinGs A''o.s $ 1500 4$% =e!th Touch
FINAL FANTASY THE ROLEPLAYING GAME 172
BOLTS
,olts are used by #rossbows.
TYPE TIER COST AAI!A"I!ITY E&'IP$E(T A"I!ITIES
0,d'o o"ts 1 100 90% 1!te' St'i*e
"!c* o"ts 2 100 #9% "ind Touch
3eno4 o"ts 2 200 ##% Poison Touch
Le!d o"ts 2 200 #$% %44o/i"i-e Touch
=og/o"ts 2 200 #(% +1 =S
5o"d o"ts 2 150 #(% +10 A66
S"ee< o"ts 3 250 #2% S"ee< Touch
Long o"ts 4 300 $$% S"o. Touch
5'!nd o"ts 4 400 $(% +2 =S
Stone o"ts 4 450 $5% =is!/"e Touch
S!<<ing o"ts 4 450 $4% S!< Touch
Acid o"ts 5 500 ((% A'4o' 'e!* Touch
"ood o"ts 5 500 (5% 0P ='!in
6'itic!" o"ts $ 1200 45% T'i<"e 6'itic!"
T*r)+ing $eap)ns
Throwing "eapons are disposable proectiles designed to give characters an additional offensive edge in combat. !n attac- with a Throwing "eapon
re'uires an @tem !ction, and is resolved in the same manner as a standard !ttac- !ction would be. :egardless of whether the !ttac- hits or misses,
the "eapon is consumed and removed from the @nventory 9lot after the attac- resolves. 0rices given in the listings below are per one "eapon.
BOMBS
"eapon 9-ill> Throwing "eapons
,ombs are small, compact e6plosives designed to be thrown and detonate on impact. Their practical range can be significantly increased by using a
dedicated launcher, though most adventuring parties will simply rely on their throwing arms.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
Sno.4e"t o4/ 1 95 90% (4 x A5%) + 2d( %ce St'i*e
T'e4o' o4/ 2 150 #5% (5 x A5%) + 2d( 9!'th St'i*e
Poison o4/ 2 1#5 #2% (5 x A5%) + 2d( Poison Touch
Ae'o o4/ 4 200 $4% (( x A5%) + 3d( 1ind St'i*e
S<!'* o4/ 5 250 (5% (# x A5%) + 3d( Lightning St'i*e
1!te' o4/ ( 300 5(% (9 x A5%) + 4d( 1!te' St'i*e
)"!4e/u'st o4/ $ 3$5 4$% (10 x A5%) + 4d( )i'e St'i*e
Su<e' !"" # 1000 3$% (12 x A5%) + 5d( T!'getM 5'ou<
ARTS
"eapon 9-ill> Throwing "eapons
! popular choice in conunction with contact poisons, <arts re'uire a considerable amount of accuracy to inflict any significant damage, though their
relatively light weight and cheapness does offset this drawbac-.
TYPE TIER COST AAI!A"I!ITY #A$A%E E&'IP$E(T A"I!ITIES
=!'ts 1 30 9(% (2 x STR) + d( ---
Poison =!'ts 2 95 #$% (4 x STR) + 2d( Poison Touch
='e!4 =!'ts 3 150 #1% (5 x STR) + 2d( S"ee< Touch
Stun =!'ts 4 210 $0% (( x STR) + 3d( Sto< Touch
3eno4 =!'ts 5 2(5 (1% (# x STR) + 3d( 3eno4 Touch
=oo4 =!'ts ( 315 52% (9 x STR) + 4d( =e!th Touch
FINAL FANTASY THE ROLEPLAYING GAME 173
SCROLLS
"eapon 9-ill> Throwing "eapons
&agic scrolls are enchanted pieces of paper scribed to trigger a magical effect upon coming into contact with an opponent. 5ina ma-e e6tensive
use of tools li-e these to confound opponents.
TYPE TIER COST !=!@L!,@L@TO DAMAGE EQUIPMENT ABILITIES
)i'e Sc'o"" 1 95 90% (4 x +A5) + 2d( )i'e St'i*e
Lightning Sc'o"" 2 150 #4% (5 x +A5) + 2d( Lightning St'i*e
1!te' Sc'o"" 4 200 $4% (( x +A5) + 3d( 1!te' St'i*e
9!'th Sc'o"" 5 250 ((% (# x +A5) + 3d( 9!'th St'i*e
%ce Sc'o"" ( 300 5(% (9 x +A5) + 4d( %ce St'i*e
1ind Sc'o"" $ 3$5 4$% (10 x +A5) + 4d( 1ind St'i*e
Sh!do. Sc'o"" # 4$5 3(% (12 x +A5) + 5d( "ind St'i*e
Si"ence St'i*e
SH"RI#EN
"eapon 9-ill> Throwing "eapons
The shuri-en is a small, sharp metal disc with multiple cutting edges that can be thrown at a target in rapid succession. "hile the damage inflicted is
normally far from grevious, a trained hand can turn them into an accurate and deadly weapon.
TYPE TIER COST !=!@L!,@L@TO DAMAGE EQUIPMENT ABILITIES
Shu'i*en 1 50 92% (3 x STR) + d( ---
8uHi Shu'i*en 2 140 #5% (5 x STR) + 2d( ---
+!nHi Shu'i*en 4 1#5 $5% (( x STR) + 3d( ---
)u4! Shu'i*en 5 235 ($% (# x STR) + 3d( ---
?o*i-!'u Shu'i*en ( 350 52% (10 x STR) + 4d( ---
7og! Shu'i*en $ 525 4(% (12 x STR) + 5d( ---
@!g,u =!'*'ood # $00 40% (14 x STR) + 5d( Pie'cing
FINAL FANTASY THE ROLEPLAYING GAME 174
S"PPORT ITEMS
#haracters may occasionally come across wea- magical artifacts imbibed with enough power to create a particular spell effect when used. !fter that,
they crumble to dust, removing them from the @nventory 9lot. "hile some may be bought in stores, the most powerful only surface in the hands of
monsters and treasure chests encountered during the course of an adventure. 9upport @tems affect battles indirectly rather than directly, and are
as capable of bestowing beneficial and protective magics as they are of stripping them away. Dse the user's &!G !ttribute and &. !## for the
purposes of calculating the effects of the 9pell mimic-ed by the item.
TYPE TIER COST AAI!A"I!ITY TAR%ET E**ECT
esti!', 2 $5 ##% Sing"e As Scan
1!'< Stone 3 250 #0% Se"& As 'ele%ort
0e!"ing S<'ing 4 400 $0% Sing"e As +egen
Light 6u't!in 5 300 (4% Sing"e As rotect
Lun!' 6u't!in 5 500 ($% Sing"e As Shell
S4o*e o4/ 5 500 ((% P!'t, See notes below
3!4<i'e )!ng 5 4#0 ((% Sing"e As #rain
5host 0!nd 5 450 ((% Sing"e As ,s"ose
S<eed ='in* 5 500 (0% Sing"e As Haste
Light 3ei" ( 1200 54% P!'t, As rotectga
Lun!' 3ei" ( 1500 54% P!'t, As Shellga
Pu'i&,ing S!"t ( 1450 50% Sing"e As #is%el
Sou" S<'ing $ 1#(0 42% Sing"e As Sy%hon
St!' 6u't!in $ 4000 40% Sing"e As +e(lect
Ad!4!nt Sh!'d 9 --- A'ti&!ct Sing"e As Wall
0e'o ='in* 9 --- A'ti&!ct Sing"e See notes below
S$ecial +ules
9mo-e ,omb> The no6ious smo-e released by this item allows the entire party to ma-e an instantly successful 7scape !ction.
8ero <rin-> This potent brew adds the 9tatus #onditions 0ower Dp, &agic Dp, !gility Dp and 9pirit Dp to the target )$*.
FINAL FANTASY THE ROLEPLAYING GAME 175
BATTLE ITEMS
,attle @tems capture offensive magics for future use, unleashing a variety of devastating and debilitating effects on an opponent. "here applicable,
use the user's &!G !ttribute 1 and, in the case of 9tatus #onditions, &. !## 1 to calculate the effects of the 9pell the ,attle @tem mimics.
TYPE TIER COST AAI!A"I!ITY TAR%ET E**ECT
A'ctic 1ind 1 100 9#% Sing"e As Bli$$ard
o4/ )'!g4ent 1 100 9#% Sing"e As Fire
9"ect'o +!'/"e 1 100 9#% Sing"e As 'hunder
i'd )e!the' 1 100 9$% Sing"e As -ero
)ish Sc!"e 1 2(0 92% Sing"e As Water
5'!2i/!"" 2 350 ##% Sing"e As .ra/ity
Ant!'ctic 1ind 2 300 #(% Sing"e As Bli$$ara
o4/ 6o'e 2 300 #(% Sing"e As Fira
Lightning +!'/"e 2 300 #(% Sing"e As 'hundara
She!' )e!the' 2 300 #5% Sing"e As -era
)ish )in 3 540 $$% Sing"e As Watera
Co4/ie Po.de' 4 #40 (9% Sing"e As )o"bie
TNS o4/ 4 $00 (#% Sing"e As #e"i
St!'dust 4 (20 ($% 5'ou< As Co"et
=e!d", 1!ste 5 (20 ((% Sing"e As Bio
)i'e 5e4 5 #50 (5% Sing"e As Firaga
%ce 5e4 5 #50 (5% Sing"e As Bli$$aga
Lightning 5e4 5 #50 (5% Sing"e As 'hundaga
1ind4i"" 5 #50 (4% Sing"e As -eraga
Sh'i2e" ( 11#0 5#% Sing"e As &ini
!si"is* 6"!. ( 1350 5$% Sing"e As Stone
1!te' 5e4 ( 9#0 5$% Sing"e As Waterga
6!nd"e o& Li&e ( 1420 54% Sing"e As #eath
Sh!do. 5e4 ( 1500 51% Sing"e As 0uarter
%4<!"e' $ 1520 49% Sing"e As 'oad
9!'th ='u4 $ 14#0 4#% 5'ou< As 0uake
Shining 5e4 $ 1320 44% Sing"e As Flare
='e!4 Po.de' $ 1200 44% 5'ou< As Slee%
%n* $ 1200 44% 5'ou< As Blind
+ute +!s* $ 1200 44% 5'ou< As Silence
Si"2e' 0ou'g"!ss $ 1200 44% 5'ou< As Slow
1!' 5ong $ 1200 44% 5'ou< As Berserk
Loco 1eed $ 1500 40% 5'ou< As Con(use
+!"/o'o Tent!c"es # 1$50 3#% Sing"e As !eno"
"!c* Stone # 2000 35% Sing"e As Free$e
A/!ddon Stone # 2000 35% Sing"e As 1uke
"essed 5e4 # 2500 25% Sing"e As Holy
=!'* +!tte' # 3000 25% 5'ou< As Scathe
9!'th 0!44e' # 3000 25 Sing"e As Break
6!u"d'on 9 --- A'ti&!ct 5'ou< As Bad Breath
5o"den 0ou'g"!ss 9 --- A'ti&!ct 5'ou< As Sto%
+eteo' Stone 9 --- A'ti&!ct Sing"e As &eteor
Su<'e4e 5e4 9 --- A'ti&!ct Sing"e As Ulti"a
FINAL FANTASY THE ROLEPLAYING GAME 17!
MISCELLANEO"S E%"IPMENT
,eyond their immediate e'uipment, most characters will tote around
smaller odds and ends not worth noting in detail in their @nventory
9lot 1 luc-y -notted string, a boo- of matches, emergency rum, a
novella for the long evenings on the road, and so forth.
8owever, rather than -eep long and e6haustive lists of every piece
of lint the party carries, it is ultimately more convenient for all sides
to deal with small items on a case%by%case basis. !s a general rule
of thumb, characters should always have access to minor items
unless there are compelling plot%related reasons for them to be
coming up short.
@f an item needs to be introduced into a scene for roleplaying
purposes, plot advancement, or establishing the conditions under
which a 9-ill Test is made, the G& can either rule on the spot
whether it is available, or have the character ma-e a separate Tas-
#hec- against the 9-ill #ategory the item is most appropriate to.
@n both cases, the character2s 9-ills serve as a general indicator of
what they would normally carry with them. @t can be assumed, for
instance, that a character with points in !nimal 8andling would have
a dog biscuit or two to spare should the situation demand it.
9imilarly, a character with #limbing will typically have rope, pic-a6e
and crampons in reserve, whilst 7ngineers -eep an all%purpose
tool-it at hand and 9urvival e6perts always have access to at least a
firebow and fishing hoo-s.
@f the character doesn2t have a 9-ill appropriate to the item, it2s
highly li-ely that they would not be carrying the corresponding item,
either 1 defaulting on these rolls as described in #hapter 5 is not an
option.
Table +,-. E/uip0ent Tas1 Ratings
CONDITION TASK RATING
%te4 co44on +40
%te4 unco44on +20
%te4 'e"!ti2e", '!'e o' exotic -20
%te4 2e', '!'e -40
The G&, of course, remains at liberty to disallow any re'uests
that would derail or otherwise adversely affect the current game.
)P9o, you2ve been carrying a replica -ey for your ail cell with you
this whole timeQ 8ow very convenient.R*
MATE"IALS
&aterials are used to ma-e things 1 specifically, things li-e swords,
armor, fine clothing, furniture, or ewelry. +or characters with a
#raftS 9-ill, materials are lifeblood, as almost all #raftS proects
re'uire at least a certain amount of materials to complete. 9ee
!ppendi6 @ for full rules.
Craft P)ints
Though there are many different types of materials available to
characters, the total amount of craftable material a character has
access to is represented by an abstract measure called #raft 0oints
)#0*. "hat #raft 0oints represent depends on the -ind of proect
being underta-en; for a character forging a sword, a #raft 0oint
could represent a nugget of ore, while in coo-ing a #raft 0oint might
stand for a pac-et of flour or a fresh egg. #raft 0oints are small and
ine6pensive individually, but when combined they can create great
things. ! gauntlet can be made with less than a do4en #raft 0oints>
the typical adventurer can be armed from head to toe with si6ty #0.
&ost crafting proects consume a certain number of #raft 0oints, so
having an steady supply of them is essential.
Material Tiers
The ne6t few pages introduce a broad selection of materials for
many different types of crafting. "hile each material described has
its own distinct flavor, as far as the actual crafting is concerned, the
only thing that actually has a bearing on the crafting process is a
material's type and Tier. +or instance, the metals 0ure 9ilver, :elic
@ron, and 0latina each have their own distinctive 'uir-s; for crafting
purposes, however, all three are simply treated as Tier $ metals.
This helps -eep things simple for both players and the G&.
Types )f Materials
&aterials can be categori4ed in two ways> by the 9-ills used to wor-
them, or by the -inds of proects they can be used in. !s far as 9-ills
are concerned, there are five -inds of materials>
&etal> !rmorsmithing, Tin-ering, "eaponsmithing
"ood> !rmorsmithing, #arpentry, "eaponsmithing
#loth> Tailoring
Gems> !rmorsmithing, Tin-ering, "eaponsmithing
9poils> !lchemy, !rmorsmithing, #arpentry, Tailoring, Tin-ering,
"eaponsmithing
!ll e6cept 9poils are self%e6planatory; 9poils are a catch%all category
for odds and ends harvested from monsters and the li-e. !s far as
mechanical effect is concerned, all crafting material in the ++:0G is
divided into three generic categories> ,asic &aterials, 9pecial
&aterials, and !lchemical &aterials.
BASIC MATERIALS
,asic &aterials are used to craft no%frills items and e'uipment. They
are generally easier to find than 9pecial &aterials, though become
significantly more e6pensive at higher levels.
FINAL FANTASY THE ROLEPLAYING GAME 177
Table +,2. "asic $aterial Costs
TIER AVAILABILITY COST
1 92% 5 <e' 6P
2 #(% 30 <e' 6P
3 #0% $0 <e' 6P
4 (9% 135 <e' 6P
5 (1% 210 <e' 6P
( 53% 325 <e' 6P
$ 45% 440 <e' 6P
# 33% 5$5 <e' 6P
9 A'ti&!ct ---
10 A'ti&!ct ---
SPECIAL MATERIALS
9pecial &aterials are what give weapons and armor their uni'ue
properties. <ue to their unusual nature, they are naturally rarer,
though 9pecial &aterials are not re'uired for basic crafting. 9pecial
&aterials tend to be Gems and 9poils.
Table +,3. Special $aterial Costs
TIER AVAILABILITY COST
1 90% 5 <e' 6P
2 #4% 30 <e' 6P
3 $$% 40 <e' 6P
4 ($% 45 <e' 6P
5 59% 50 <e' 6P
( 51% 55 <e' 6P
$ 41% (0 <e' 6P
# 30% (5 <e' 6P
9 A'ti&!ct ---
10 A'ti&!ct ---
ALCHEMICAL MATERIALS
The !lchemy 9-ill re'uires its own range of materials. These are less
e6pensive than ,asic &aterials, but harder to source, as many of the
rare ingredients are 9poils harvested from hard%to%find herbs or
elusive monsters.
Table +,4. Alc5e0ical $aterial Costs
TIER AVAILABILITY COST
1 9(% 5 <e' 6P
2 #4% 15 <e' 6P
3 $9% 30 <e' 6P
4 $3% $5 <e' 6P
5 (2% 100 <e' 6P
( 59% 130 <e' 6P
$ 30% 150 <e' 6P
# 20% 300 <e' 6P
Buying Materials
,uying materials is no different than buying any other item or piece
of e'uipment, and is subect to the same restrictions. "ith the
e6ception of 9poils, however, materials offered on the open mar-et
tend to come in fi6ed 'uantities rather than the e6act amounts
players want. The most common 'denominations' of materials are>
&etal> 5ugget )C #0*, ?re )5 #0*, @ngot )(0 #0*
"ood> #hips )C #0*, 9tic- )5 #0*, Log )(0 #0*
#loth> 9'uare )C #0*, Length )5 #0*, :oll )(0 #0*
Gems> +ragment )( #0*, #rystal )C #0*, #luster )5 #0*
+or e6ample, rather than pay for the e6act (L #0 of Tier 5 metal
needed to forge a high%powered +lail, players may instead end up
purchasing two @ngots of (0 #0 each and -eeping the remaining C
#0 in reserve for future proects. &aterials ac'uired over the course
of an adventure can also be sold li-e any other item.
Cl)t*
#loth is used to ma-e Gloves, 8ats :obes, 9uits, and sometimes
+lails.
TIER 1 MATERIALS
Grass #loth> ! primitive fabric made from long, sun%dried grass
fibers.
<rab "ool> #heap wool cloth, generally only good enough to
reinforce other clothing.
#otton> 8arvested from the cotton plant, these downy fibers are a
staple in every tailor2s fabric selection.
TIER 2 MATERIALS
"ool #loth> #loth woven from the soft fibers of the sheep and other
animals. 5e6t to cotton, this is the tailor2s other mainstay.
&agic #otton> #otton grown in magic%rich areas or imbued with
magic during the tailoring process. ! popular choice for mage robes.
Linen> ! light%colored fabric woven from the threads of the fla6 plant.
TIER 3 MATERIALS
#heviot #loth> ! woolen cloth notable for its thic-er, rougher fibers.
0rimarily used for warm%weather clothing, particularly tweed.
&agic Linen> &agic%enriched linen cloth used in crafting magewear.
,raid "ool> This thic- wool is capable of absorbing a significant
amount of moisture, ma-ing it an e6cellent choice for wor-ing
clothes and other everyday wear.
TIER 4 MATERIALS
9il-> +ine fibers derived from the threads used to weave insect
cocoons. 9ome cultures are also able to weave spider sil- and
similar secretions into fabrics of comparable 'uality.
=elvet> @n its 3pure2 form, velvet is a sil- fabric with a notable smooth
FINAL FANTASY THE ROLEPLAYING GAME 178
surface and plain underside. Lower 'uality grades combine the sil-
with cotton or linen, or substitute it for artificially%created fibers.
9arcenet> ! soft sil- fabric typically used for lining e6pensive clothing.
+ine "ool> 9oft, highly absorbent wool ideal for tailoring high%'uality
garments.
TIER 5 MATERIALS
Taffeta> ! smooth, fine sil- fabric distinguished by its 3watery2 luster.
Dsed in ballgowns and wedding dresses.
9ilver Thread> ! thread used for lightweight armor, consisting of a
thin silver wire wrapped in sil- thread.
,lood "ool> This naturally blood%red wool is both rare and pri4ed;
clothing made from it is particularly e6pensive, and usually reserved
for the nobility.
TIER ! MATERIALS
&agic 9il-> 9ometimes called 'mist sil-,' this magic%enriched sil- is
fre'uently tailored into fine magewear.
Gold Thread> ! thread used for lightweight armor, consisting of a
thin gold wire wrapped in sil- thread.
TIER 7 MATERIALS
:ainbow #loth> 9pun from the sil- of spiders mutated by e6posure to
magic, the shifting colors of rainbow cloth ma-es particularly
e6'uisite robes and hats.
7ther #otton> !lchemically treated cotton imbued with curative
powers. !mplifies Life magic as well as the wearer's own vitality.
TIER 8 MATERIALS
,lac- #loth> #ommon name for cloth imbued with multiple elemental
magics. Dsed for high%'uality ,lac- &age robes.
"hite #loth> #ommon name for cloth imbued with 8oly and Life
magics. Dsed for high%'uality "hite &age robes.
Luminicloth> "oven from astral fabric, luminicloth2s faint glow is most
visible in dar-ness. @ts fragile nature means that it re'uires a s-illed
tailor to process.
,ems
Gems can be a decorative device on many -inds of weapons and
armor.
TIER 1 MATERIALS
+luorite> &ineral which occurs in many different colors; some
varieties are used for ornamental vessels. @t symboli4es spiritual
awareness, and is associated with the elements of "ater and
Lightning.
&agic 9tone> ?rdinary stones that have absorbed a minute charge
of magical energy are collectively -nown as 3magic stones.' &agic
stones are typically named for the elemental energy inhabiting them,
and can only be recogni4ed upon closer glance 1 +ire 9tones are
unusually warm to the touch, "ater 9tones contain a small amount
of moisture, <ar- 9tones cast a strange shadow, and so forth.
Iircon> ! common mineral, transparent varieties of which are cut
into gemstones. #olorless 4ircon is the most common -ind found, but
yellowish, brownish, and red varieties also e6ist. Iircon is associated
with the elements of @ce and "ind.
TIER 2 MATERIALS
&oonstone> Transparent or translucent gemstone with a pearl%li-e
luster. 9ometimes -nown as the 3wishing stone,' it symboli4es calm
and awareness.
:hodonite> ! pin-ish%red stone shot through with blac- strea-s.
Traditionally believed to act as a calming influence and a source of
balance for its wearer.
9ardony6> ! multicolored gem used primarily for facets and cameos.
@ts bands of blac-, red and white were believed to represent
chastity, humility and modesty and ancient times. 9ardony6 is
associated with the elements of @ce and +ire.
9unstone> ! lustrous orange%red stone traditionally lin-ed to
moonstone. Generally believed to have protective and healing
influences.
Tiger 7ye> These yellow% to red%brown stones have an unusually sil-y
luster. Generally seen as an energi4ing stone, Tiger 7ye is also worn
by warriors who believe that the gem's powers will help strengthen
their bones and heal fractures.
Tur'uoise> ?ne of the oldest -nown gems, Tur'uoise ranges in color
from s-y blue to green. ! symbol of balance, it is useful to have
around in times of emotional turmoil. Tur'uoise is associated with
the elements of +ire and "ater.
TIER 3 MATERIALS
!mber> +ossili4ed resin ranging in color from rich yellow to deep
brown. !ssociated with the elements of 7arth and Lightning.
!methyst> =ariety of 'uart4 ranging from deep purple to pale lilac in
color, pri4ed by royalty. ,elieved to bestow clear%headedness upon
its wearer; generally associated with the elements of Lightning and
"ater.
!metrine> :are bicolor variety of 'uart4, incorporating gold citrine
and purple amethyst. !ssociated with the elements of Lightning and
"ater; understood to be an aid in finding spiritual fulfillment.
@olite> ! clear gemstone whose color can fluctuate between sapphire
blue and violet blue, depending on the light angle. !n important
harmoni4ing stone, iolite is believed to aid in casting out old
sentiments and bonds.
Lapis La4uli> 9emiprecious stone of a4ure%blue coloration used for
ornamental wor-; generally considered to represent success and
divine favor @n some cultures, it is also believed that wearing lapis
la4uli to bed wards off ill dreams. !ssociated with the elements of
+ire and "ater; sometimes also with 9hadow.
&agicite> 5ame for any non%crystalline stone that has absorbed a
significant 'uantity of magic. 9ometimes also -nown as 'shaman
stones,' most magicite is named for the elemental energy within.
&agicite has a wide variety of uses; "ater &agicite, for instance, is
used to ma-e water drin-able, while 7arth &agicite is planted to
encourage a fruitful harvest.
FINAL FANTASY THE ROLEPLAYING GAME 179
0eridot> !lso -nown as olivine, peridot comes in a variety of shades
of green and yellow and is pri4ed for its supposedly reuvenating
properties. 0eridot is associated with 7arth and "ind, though the
yellow varieties have also been lin-ed to the element of Lightning.
Garnet> !lthough popularly -nown as a red gemstone, garnet e6ists
in every color e6cept blue. @ts association with properties of vision
and illumination ma-es it a popular remedy for poor eyesight; it is
also incorporated into charms to protect against dar-ness, illusion,
and misfortune. :ed garnet is associated with the element of +ire.
TIER 4 MATERIALS
,eryl> &ore properly -nown as 'golden beryl,' this radiant yellow
gem has been pri4ed for its beauty since anti'uity. !ssociated with
the element of 7arth.
#lear 9tone> ! collective term for gemstones drained of color
through magical processes. 9uch translucent ewels are typically
found in larger 'poc-ets' of clear, though valueless minerals; the
process re'uired to e6tract them is long and arduous, and accounts
for much of their value.
?ny6> ! blac- 'uart4 sometimes displaying alternating bands of
blac- and white, believed to be an aid in decision%ma-ing and finding
one2s own destiny. ?ny6 is associated with the element of 9hadow.
?pal> Gemstone with a wide spectrum of colors, the most precious
of which incorporate many 3flashes2 of color. @t associated with the
elements of @ce or Lightning, depending on its coloration. Thin
sheets of opal were used in armorcrafting in the past, playing into
an ancient superstition that opals could hide a wearer from sight in
times of great danger.
9phene> :anges in color from yellow or green to blac-. Too brittle for
use as a ring stone, 9phene is generally incorporated into pendants
and brooches. 9phene is associated with the elements of 7arth and
Lightning.
Tourmaline> &ost commonly blac- in color, though many other
varieties e6ist; red and green tourmaline are valued as decorative
gemstones. !ssociated with the elements of "ind and 7arth.
TIER 5 MATERIALS
!'uamarine> Transparent gem that ranges from sea%green to pale
blue in color; traditionally seen as a symbol of youth, hope and
health. Dsually associated with the element of "ater.
!rcana> ! ewel that imprisons the soul of a living creature. ?nly
once the stone is smashed can a creature captured thus hope to
find its eternal rest.
#hrysoberyl> ! rare yellow gemstone; also found in brown and green
varieties. !ssociated with the elements of Lightning and 7arth.
Goshenite> ! colorless variety of beryl, the same gemstone group
incorporating a'uamarine and emerald. Goshenite is associated with
the elements of @ce and "ind.
Leestone> !n goldish%brown crystalline ore generally reserved for
use in alchemical e6periments. <espite its rarity, leestone2s tendency
to soften over time and brittle nature ma-es it of little value as a
crafting material unless properly treated beforehand.
&alachite> =ibrant bands of green cover the surface of this mineral.
0articularly pri4ed by healers, who believe it contains life's essence
within its core.
0earl> "hile not a genuine gemstone, pearls are fre'uently used as
a decorative material in the same manner as 'true' gems. &agically
enhanced pearls can be used to create communication devices,
typically in the form of an earring.
9pinel> ! transparent gemstone with a wide variety of colors,
including yellow, green, and violet. :ed spinels are -nown as spinel%
rubies, and can loo- almost identical to actual rubies if of sufficiently
high 'uality. !ssociated with the elements of "ater and Lightning;
believed to enhance the bearer's strength.
TIER ! MATERIALS
+eystone> :ich with natural magic, these stones are often formed by
the defeat of an elemental.
Kade> 9tronger than steel, ade was used by many early civili4ations
to produce tools and weapons. !lthough ade comes in many
varieties, the emerald green of adeite is by far the most popular.
Kade is associated with the elements of 7arth and "ind.
0ainite> ,elieved to be among the rarest minerals, with only a
handful of specimens in e6istence; faceted painite crystals are even
rarer. #olor ranges from orange%red to reddish brown. :ainbowite> !
rare seven%hued ewel whose color changes when in contact with
certain types of magic. Dsed primarily for decorative purposes.
Topa4> ,est -nown as a golden%brown gem, though it is also found in
rich red varieties in rare cases. ! variety of legends surround topa4;
it has been prescribed curative properties which are said to wa6 and
wane with the moon, but also denounced for sharpening the
aggressive tendencies of its holders. !ssociated with the element of
+ire.
TIER 7 MATERIALS
#rystal> #rystals are formed by the natural condensation of pure
elemental energy, and also called 3wi4ard stones.2 #rystals are
categori4ed according to the energy that formed them, and can
range in si4e from small fragments to natural clusters many men
high. #rystals can both amplify and absorb magic, and are a vital
part of the natural ebb and flow of mana in the world.
<iamond> Typically colorless gem renowned for its hardness. 5oted
in popular lore as an embodiment of strength and courage, large
diamonds have been used in the past to craft e6ceptional weapons
and armor. Dsually associated with the element of Lightning.
7merald> #alled the 'healer's stone,' emerald is a gemstone found in
green and blue%green hues. 9ome bestow the stone with oracular
properties; lic-ing it, it is said, may allow a man to see into the
future. !ssociated with the element of "ind and the force of Life.
:uby> :ubies come in a variety of translucent red hues, and were
believed to bestow health, wisdom and luc- in love upon their
wearers. :ubies are traditionally associated with the element of +ire.
9apphire> ! deep blue gemstone historically worn by royalty as a
protection against both poison and envy. 9apphire is associated with
the element of "ind.
FINAL FANTASY THE ROLEPLAYING GAME 180
TIER 8 MATERIALS
!ngelstone> ! rare variety of opal distinguished by its striated ivory%
white coloration. !ssociated with the 8oly element.
<eathstone> ! rare variety of ony6 distinguished by its striated blac-
coloration. !ssociated with the 9hadow element.
8alcyon> ! stone created upon the death of the powerful elementals
-nown as entites. The color of a halcyon can vary greatly depending
on the 7lement of magic that birthed it.
8igh !rcana> "ithin the depths of this luminous stone are contained
the souls of a multitude of creatures, imprisoned by powerful magic.
8igh !rcana are used in a wide variety of areas, and can ma-e
powerful curative draughts such as &egali6irs.
?rdrynite> ! golden%brown mineral that shines brightly when
e6posed to light. =alued for its rarity as well as its unparalleled
energy%generating potential; a single fragment of ordrynite can
power even comple6 machinery such as airships for many centuries.
9-y Kewel> These translucent beads glow with divine power. 0opular
legend has it that these unusual gems are the bodies of the brave
and virtuous, transformed upon the release of their soul to the
heavens.
Metals
&etal is used in ma-ing most types of weapons as well as heavy
armor and ewelry such as rings.
TIER 1 MATERIALS
,rass> !n yellowish alloy composed of two parts copper to one part
4inc. Dsed primarily for utensils and ornaments.
,ron4e> !n allow of copper and tin, sometimes reinforced with trace
amounts of other metals.
#opper> ! highly abundant reddish%brown metal mined and smithed
for many centuries; a vital component of the alloys bron4e and
brass.
@ron> ?ne of the commonest metals. #olor ranges from deep brown
to gray, white and silver, depending on purity.
Tin> ,rittle when heated, tin is generally alloyed with other metals 1
chiefly iron 1 in order to improve their ability to resist corrosion.
TIER 2 MATERIALS
!luminium> ! soft, ductile metal with a significant resistance to
corrosion.
9ilver> #ommonly used in decorative ewelry, ornamental weaponry
and cutlery; a durable metal with a pleasant lustre. "hile not as
sought%after as gold, it nonetheless holds a certain aesthetic value.
9teel> @ron alloy reinforced with carbon and 1 in rarer cases 1
manganese. 9teel2s firm, strong nature ma-es it an ideal material for
crafting arms and armor.
TIER 3 MATERIALS
Gold> ! soft yellow metal highly pri4ed for generations, its sheen has
ta-en hold on everything from crowns to columns. Dniversally
appreciated and almost e'ually acceptable.
8agane> !n alloy of bron4e and iron used to forge weapons li-e
-atana.
&ythril> ?nly found deep underground, this magic%laced silver is
pri4ed for its durability and lightness. Gravely to6ic in its unrefined
form, its tendency to give off poison fumes during the refinement
process has spelled the end of more than one amateur mythril%
smith.
0in- 9ilver> &inute infusions of magic give certain silver ores a soft
and rosy glow.
TIER 4 MATERIALS
<ar-steel> ! magically%enriched alloy hardened with the e6penditure
of 9hadow elemental energy during the forging process. Typically
used in the creation of <ar- ;night e'uipment.
Light 9teel> 0urified steel carefully infused with both Light and
Lightning energy during the forging process can be shaped into light
steel by a s-illed smith. @ts properties ma-e it a natural choice for
crafting 0aladin gear.
0in- Gold> @ndistinguishable from ordinary gold at first glance, pin-
gold will give off a red glow when e6posed to light over longer
periods of time.
"hite 9ilver> 9ilver ore infused with @ce energy. This metal is cold to
the touch, and turns colder the longer it is held; an incautious smith
can easily suffer frostbite when wor-ing with this material.
TIER 5 MATERIALS
,omb 9teel> 9teel treated with ,omb fragments, infusing it with +ire
elemental energy.
&oonsilver> ! silver%white metal that seems to glow with a light of its
own. 9carcity and softness means it is used primarily for crafting
mementos.
0ure 9ilver> 9ilver ore turned utterly translucent by long%term
e6posure to magic. ,ecause it retains the strength and malleability
of traditional silver, pure silver is highly pri4ed as a substitute for
glass in large%scale construction efforts and airships.
"hite Gold> :are, magically active -ind of gold ore. 9maller
fragments 'uic-ly lose their golden color, paling to ivory in a matter
of minutes.
"oot4 9teel> ! hard steel alloy used in sword and -atana
construction, produced by mi6ing iron ore, charcoal and glass in a
crucible. "eapons made of this alloy are renowned for their
toughness and cutting power.
TIER ! MATERIALS
0ure Gold> Gold ore of primal purity. Legend says that the very first
Gil was minted of this metal.
0latina> !n alloy of mythril and platinum, typically used where
platinum is in short supply. Dsed in both weapons and armor.
:elic @ron> @ron ore formed by melting down ancient weaponry.
Typically rich with residual magic left behind by previous
enchantments.
FINAL FANTASY THE ROLEPLAYING GAME 181
TIER 7 MATERIALS
#ermet> !n alchemical fusion of ceramic and metallic particles; both
hard and e6tremely heat%resistant.
&aterite> ! crystalline metal formed by petrifying wood in places of
high magical activity. &aterite comes in a wide variety of colors and
shades, but the most common are red, blue and green.
0latinum> 9ilvery%white in color, this heavy metal has an unusual
resistance to corrosion. Though typically used in ewelry, some arms
and armor may also be forged from platinum.
TIER 8 MATERIALS
!damantite> ! tough, greenish%hued metal formed in decomposing
!damantoise shells. !damantite is generally refined into adaman
alloys and used for a wide range of high%'uality e'uipment, although
some unscrupulous dealers may attempt to pass it off as genuine
adamant 1 buyer beware.
7verburn> ! crystalline ore rich with +ire energy, formed in places of
high magic concentrations over countless eons.
&ysidia !lloy> &agically potent alloy of adamantite and silver,
typically used as a cheaper substitute for orichalcum.
TIER 9 MATERIALS
#rusite> ! luminous silver alloy formed from 4odiac ore. Though less
powerful than the pure ore, it is significantly more pliable.
7lectrum> ! whitish, naturally occurring alloy of gold and silver,
sometimes also referred to as aurargentium.
7inherarium> &etal containing veins of pure cloudstone, ma-ing it
almost weightless. Dsed in the production of armor.
?richalcum> 9ometimes called 'white gold.' !n unusually radiant
metal rich in magical power, a natural affinity that ma-es it ideal for
staves and spell%resistant armor. @n its purest form, it gives off a
distinctive indigo glow.
9carletite> ! deep red crystalline metal believed to bestow divine
protection. @n its purest form, scarletite is completely resistant to
tempering; only ores of lesser purity can be wor-ed, and even then
with great difficulty.
TIER 10 MATERIALS
!damant> The world's rarest metal 1 and some speculate it isn't
even of this world to begin with, as the few scant seams of the
electric%blue material that e6ist today seem to have been left by
meteorites which impacted millennia ago. 7ven fla-es of adamant
mi6ed in with a conventional alloy can drastically improve the power
and -eenness of a weapon.
&ystletainn> ! metal suffused with 'uantities of Life energy so large
that the metal itself grows and moves. ?nly by tempering it in holy
water can a smith ma-e this intractable metal wor-able.
Iodiac ?re> 5amed for their appearance 1 a deep, glassy blac- shot
through with golden spec-s 1 these clumps of magically%enriched
mineral ore occasionally form in larger metal deposits. <ue to the
difficulty involved in refining 4odiac orestones, many are simply used
as luc-y charms by miners. "eapons created from pure 4odiac ore,
however, are peerless by most rec-onings.
$))ds
"ood is used to ma-e several -inds of 9taves, :ods, and 9hields in
addition to ,ows and #rossbows.
TIER 1 MATERIALS
!rrowwood> Lumber harvested from small, slender, tough trees. !s
the name implies, arrowwood is generally used in ma-ing arrows,
yielding too little usable material to be of much use otherwise.
,amboo> The hollow, ointed stems of the bamboo plant can be used
to construct everything from fishing poles to buildings.
?a-> ! rough, hard wood widely synonymous with strength and
endurance. 5ovice mages are usually given staves of this material to
commemorate their achievements.
:attan> ! tough wood harvested from long palm%stems. :attan is
used primarily in furniture construction and wic-erwor-, although it
can also be made into canes and fishing rods.
"isteria> Thic-, woody climbing vines. "isteria does not yield enough
wood to be useful on its own, and is usually made into small trin-ets
or used in conunction with other wood types.
TIER 2 MATERIALS
#herry> +ine%grained wood ideal for the construction of staves.
#hestnut> ! light, coarse wood used for ornamental wor- and
furniture. "ea-er wands and staves may be constructed of chestnut;
it is also a popular choice for mythril weapons2 handles and grips.
TIER 3 MATERIALS
7lm> ! hard, tough wood used for implements and furniture. &ay
also be used in the construction of -atana and nina -nives.
8olly> ! heavy, fine%grained white lumber with a multitude of uses,
including shields, furniture and weapon handles.
"illow> ! strong, lightweight wood primarily used in the construction
of bows.
TIER 4 MATERIALS
!sh> 9trong, elastic wood used in furniture construction, as well as
handles for a wide variety of tools and weapons. 0articularly useful
in the crafting of high%'uality crossbow bolts.
&aple> 8ard and close%grained, maple wood is used for flooring,
furniture and tools. @t is also a popular choice for a6e%handles.
"alnut> ! hard wood, dar- brown in color. Dsed for furniture 1 in
particular cabinets %% as well as gunstoc-s.
Oew> ! compact, fine%grained red wood chiefly used in the crafting of
bows, whipstoc-s and scythe handles.
TIER 5 MATERIALS
#edar> 9mooth, bar-less wood.
&oonwood> ! soft, silver%tinged wood. !lthough easily carved, its
fragility means moonwood use is generally confined to decorative
FINAL FANTASY THE ROLEPLAYING GAME 182
wor-.
:osewood> 8ard wood, reddish to dar- in coloration. !lthough
mainly used in cabinetwor-, some varieties of instrument may be
also crafted from rosewood.
TIER ! MATERIALS
7bony> ! tough, dar- wood primarily used in the construction of
high%'uality staves and ornamental furniture.
&ahogany> This e6tremely hard wood is typically reddish%brown in
color and e6tensively veined. @ts polished sheen has made it a
popular choice for decorative furniture, crossbows and guns.
:owan> This dense wood is capable of storing magical energy in
unusually large 'uantities. !s a result, it is a preferred material for
staves, wands and rods.
TIER 7 MATERIALS
9tradiwood> <ar-, dense wood popular with instrument%ma-ers due
to its uni'ue acoustic 'ualities.
=ariwood> This wood ranges in color from white to light caramel.
#ombined with stradiwood, it creates instruments of incomparable
'uality.
TIER 8 MATERIALS
<anbu-wood> This dar-, iron%hard wood is difficult to wor-, but can
be used to ma-e effective blades and armor.
TIER 9 MATERIALS
<ivine "ood> Lumber harvested from forests rich in natural 8oly
energies. "hite &ages favor divine wood for staves with curative
properties.
TIER 10 MATERIALS
!ncient "ood> !lso -nown as eldest wood, ancient wood is petrified
lumber harvested from the remains of trees whose age stretches
into the centuries. !side from its weathered toughness, ancient wood
is also heavily magical in nature, reflecting the elemental energies
accumulated over the tree2s lifetime.
Sp)ils
9poils are the useable by%products of animals and monsters,
running the gamut from bones to hides and digestive li'uids.
9imilarly diverse are the potential applications> &alboro tentacles
can be turned into whips and harnesses, slime oil is a valuable
alchemical ingredient, dragon scales are useful for creating spell%
resistant armor, and so forth. !lmost all monsters can produce at
least some -ind of spoils, though these must first be e6tracted with
the 9cavenge 9-ill and then further processed before they can be
used for crafting and refining purposes. ?n average, the Tier of a
monster's spoils will be e'ual to )&onster's Level M (0*, though the
G& may raise or lower this as they see fit.
C%APTE" ,L!SSA"'
The following list recaps some of the most important concepts
introduced in this chapter for 'uic- reference.
!ccessory. 7nchanted relics used to boost a character2s
capabilities.
!ccessory 9lot. 7'uipment slot used to e'uip !ccessories.
!rtifact. ! piece of e'uipment which may not be bought in stores,
but can be found multiple times.
!vailability :ating. ! numerical representation of an item2s general
rarity.
!vailability :oll. ! dB roll made to see whether an item is in stoc-.
The target number is the item2s !vailability :ating.
,ody 9lot. 7'uipment slot used to e'uip &ail, 9uits and :obes.
#raft 0oint. &easure of raw materials. #onsumed to create things.
7'uipment !bility. 9pecial properties tied to a given piece of
e'uipment.
7'uipment Tier. ! number from ( to (0, measuring an item's
general rarity.
7'uipped. Term used for e'uipment the character wears or -eeps
to hand.
8ands 9lot. 7'uipment slot used to e'uip !rmwear and Gauntlets.
8ead 9lot. 7'uipment slot used to e'uip 8ats and 8elmets.
@nventory 9lot. 7'uipment slot used for potions, throwing weapons,
ammunition and other 3loose2 items.
Legendary. ! piece of e'uipment that only e6ists once on any
given world.
9hield 9lot. 7'uipment slot used to e'uip a 9hield, second "eapon
or two%handed "eapon.
"eapon 9lot. 7'uipment slot used to e'uip a "eapon.
FINAL FANTASY THE ROLEPLAYING GAME 183
VII
___________________
COMBAT

Enough expository banter. It's


time we fight like men. And
ladies. And ladies who dress like
men.
Gilgamesh
FIA! FA"A#$ %
Given the sheer number of fiendish monsters and evil empires
waiting to be vanquished in the name of justice, it shouldn't be
surprising that combat is an unavoidable part of day-to-day life in
the world of Final Fantasy. This section covers these encounters
and more importantly, how to emerge from them alive. The chapter
itself is divided into an overview of some fundamental principles not
covered in !hapter ", followed by an e#amination of how the three
$hases wor% in combat. Following this is an overview of some
special situations in FF&$G combat.
THE BASICS OF COMBAT
'attles within the FF&$G are structured in a relatively
straightforward manner. The following rules are common to every
fight, regardless of scale.
Rounds and Turns
To ma%e the flow of combat more manageable, all battles are
divided up into a number of &ounds, with every &ound further
bro%en down into (nitiative, )ction, and *tatus $hases. The )ction
$hase is divided into a number of turns+ this is the space of time
during which individual combatants act. ,uring their turns,
combatants may ma%e one or more )ctions, depending on their -ob,
equipment and other circumstances.
Critical Hits and Automatic Misses
(n combat, 'otches and !ritical *uccesses operate a little differently
than they would under normal circumstances. .hen rolling to hit
during an )ttac% )ction, a result of " to "/ on a d0 is considered to
be a !ritical 1it, doing 2"//0 damage and stri%ing with an
unusually flamboyant visual effect in the process.
) roll of 34 to "//, on the other hand, is always an )utomatic
5iss, regardless of the character6s .eapon *%ill &ating and the
target6s 7vasion. )dditional penalties for )utomatic 5isses may be
applied at the Gamemaster's discretion. 8ote that this applies to
)ttac%s only+ )utomatic 5isses and !ritical *uccesses have no effects
on *pells or )bilities.
Targeting
)s e#plained in !hapter ", most )bilities and other attac%s have a
limited range of effect, defined by its 9Target6 type. :f the five
possible Targets, two *elf and )ll are self-e#planatory. The
remaining three, however, require a little more definition.
SINGLE TARGETS
) *ingle target is as the name implies a single combatant,
friendly or enemy. *uch targets may be pic%ed out of a larger
formation, or e#ist simply because the $!s are fighting against one
powerful foe.
PARTIES AND GROUPS
The $arty simply consists of a combatant and their immediate allies
in the area. Generally, this target type is used for beneficial effects
which automatically affect allied combatants, such as the .hite 5agic
*pell ;accine. For balance reasons, $arties are limited to nine
combatants at a time+ if there are more allies on the battlefield than
this, the combatant must decide which of their comrades are
covered by the effect in question.
Groups are formations of combatants up to nine strong, friend or
foe. This target type is used for effects that can be turned on allies
as well as enemies, inclusive of most offensive )bilities. (f more than
nine valid opponents or allies e#ist, the combatant using the
)bility decides which nine are targeted.
'oth $arties and Groups have a 9coherency6 which assumes that
all members of that respective formation %eep roughly within three
or four meters of one another, but this does not need to be strictly
enforced unless large distances are involved two monsters
separated by nearly </ meters, for instance, clearly should not
count as a single Group for purposes of calculating targets vis-=-vis
a well-aimed Thundaga *pell.
FINAL FANTASY THE ROLEPLAYING GAME 184
! Dealing With Multiple Groups
The 'Group' designation is purposely limited in numbers to
avoid over%ill with area effects. 'ecause of this, it is not
recommended that these limits be ignored. For larger
combats, encounters can be split into multiple Groups, but the
amount of boo%-%eeping involved in may bog down the flow of
the game. )s an alternative, attac%s by larger groups of
opponents can be played out as >waves? the first Group of
monsters attac%s the players+ once they have been defeated,
the second Group enters combat, and so forth.
This %eeps the number of combatants to a manageable range
while still simulating the effects of attrition with a large
number of opponents.
DECLARING A TARGET
@nless they are TargetA )ll or *elf, )ttac%s and )bilities require the
combatant to declare a valid target when using them. (n most cases,
a valid target is both active in other words, hasn't been reduced to
/ 1$ or removed from the battle and visible. !ombatants affected
by the ;anish *tatus !ondition or hiding out of sight or behind cover
are not valid targets under normal circumstances. 1owever, they will
be affected as normal if the Group or $arty they currently belong to
is targeted by an effect. *imilarly, incapacitated opponents are not
considered valid targets for most )ctions+ the only e#ceptions are
effects that e#plicitly affect @nconscious combatants, such as Bife or
an (tem )ction using a $hoeni# ,own.
!hoice of target is further restricted by the target type of the
effect being used. (n case of *ingle targets, this will be relatively
straightforward+ the combatant selects one opponent or ally C>(
throw an 7li#ir at Food the 5age.?D and then resolves the effects of
the action. Groups are more comple#, but only marginally so. (f there
between one and nine opponents on the battlefield, a TargetA Group
effect will hit all of them, or can be turned on a $arty of up to nine
$!s or 8$!s. (f there are more than nine opponents on the
battlefield, the combatant must select which nine they wish to target,
provided they close enough to form a valid Group.
FRIENDLY FIRE
*ingle and Group effects can be turned on allies and one6s own
$arty respectively, although under most circumstances, players will
refrain from ba%ing their team-mates with a Firaga. There are
e#ceptions, though. :ne popular tactic involves casting a *pell on an
ally under the &eflect *tatus, resulting in an unbloc%able attac% that
can even bypass an opponent6s own &eflect.
:ther situations arise as a result of certain *tatus !onditions.
*leep, !onfuse, 1eat, and FroEen can all be canceled by inflicting a
certain type of damage on the target+ rather than wait for the
!ondition to wear off, the victim6s allies may find it more e#pedient to
simply attac% them and forcibly cancel it.
SWITCHING SIDES
!ombatants affected by the *tatus !ondition !harm or the )bility
!ontrol may well end up attac%ing their own allies or healing their
sworn opponents. For purposes of targeting, however, the 9traitor6 is
part of their original Group or $arty. For e#ample, if a monster aims
a Thundara at a party that includes an opponent it6s successfully
!harmed, that opponent would still be hit attac%s that affect an
entire formation always affect everyone within that formation,
regardless of which 9side6 they are currently fighting for.
RANDOM TARGETS
!ertain effects li%e !onfuse call for a 9randomly determined6 target.
(n such cases, simply roll a d0 for every eligible combatant the
one with the highest roll is the one affected. The definition of
9eligible6 will usually be given with the effect in questionA a 9randomly
determined opponent6 means rolling for all opponents on the
battlefield+ a 9randomly determined ally6 means rolling for all allies. (f
neither is e#plicitly stated, ma%e a roll for all active combatants.
Ranges
&ange is not intended to be a major factor in most FF&$G battles. (n
the e-games, combat tended to be restricted to areas small enough
that characters and monster could stare each other straight in the
face, reducing the amount of movement to a bare minimum. FF&$G
battles may be more e#pansive than this, but for the most part, it's
easiest to assume that everybody remains within easy movement
distance of each other and the only practical difference between
&anged and 5elee attac%s is the &eactions they trigger.
(f range ever becomes an actual factor in or out of combat, use
the following guidelinesA
MELEE
F5eleeF means up close and personal+ accordingly, 5elee effects can
only be used within " to G meters of a target. (f *tatus !onditions,
terrain, or other circumstances ma%e it impossible to close to this
range, no 5elee effects may be used.
RANGED
&anged effects can hit from a distance, ma%ing them more
convenient in situations where 5elee effects cannot be used. 'y
default, &anged effects can affect targets up to "4 meters away+
e#ceptions to the rule will have their ma#imum effective range given
in parentheses. &anged CG/D, for e#ample, means that the effect can
reach up to G/ meters.
MULTI-TARGET EFFECTS
'oth Group and $arty effects radiate out over a circular area
roughly "/ meters in diameter, affecting any eligible target even
partially within its reach. (n-game, the siEe of the area will be a moot
point most of the time because combatants have to be in close
pro#imity to qualify as a Group or $arty under the FF&$G rules and
the siEe of either formation is e#plicitly limited, players should never
worry about whether or not they can squeeEe everything in the
Group into the range of a Firaga.
FINAL FANTASY THE ROLEPLAYING GAME 185
TARGET: ALL
7ffects with TargetA )ll radiate out to cover a circular area roughly 4/
meters in diameter. 5ost FF&$G battles are small enough in scale to
ensure that they will utterly consumed by an )ll effect+ in larger
conflicts, an )ll effect will still be cataclysmic, albeit only to a smaller
portion of the overall engagement.
Movement
'ecause the 9typical6 Final Fantasy battle ta%es place in a relatively
confined space, most movement in combat is assumed to be too
trivial to %eep trac% of. 1owever, on larger battlefields, how fast
characters can move from $oint ) to $oint ' can start being an
issue. (n this case, use the following guidelinesA
FREE MOVEMENT
,uring their turns, combatants can move a distance in meters equal
to their *$, )ttributes without penalty. This distance does not have
to be covered all at once, and may be split into separate movements
before as well as after an )ction has been made.
FULL MOVES
*pending an )ction e#clusively on movement allows a combatant to
move a distance in meters equal to C!ombatant's *$, # HD. )
character with an *$, of H/, for instance, could move </ meters
with each )ction spent on movement.
TERRAIN EFFECTS
The %ind of terrain a combatant moves over will affect how far they
can move logically, dashing across flat and solid ground will get
you further than trying to do the same in a dense jungle rich with
creepers and vines. To ma%e it easier for G5s to decide how terrain
affects movement, all battlefield terrain can be bro%en into one of
five categories.
*tandard Terrain is e#actly that areas that are assumed to be
the norm for combat movement. *tandard Terrain has no effect on
movement combatants move across it at the normal rate.
,ifficult Terrain slows combatants' movement by smaller but still
noticeable amounts. .hen traversing ,ifficult Terrain, the total
distance a combatant can move is reduced by H40. 7#amples of
,ifficult Terrain include light snow, shallow water, and unsteady
ground.
)dverse Terrain has a significant effect on combatants' movement.
.hen traversing )dverse Terrain, the total distance a combatant can
move is reduced by 4/0. ,eep snow and ice are both e#amples of
)dverse Terrain.
(mpassable Terrain is e#actly what the name implies areas of the
battlefield that cannot be crossed under normal circumstances,
ma%ing them effectively off-limits to combatants without Float or Fly.
(n the unli%ely event that a combatant ends up thrown into
(mpassable Terrain, the result is usually 7jection or instant death.
'ottomless pits, ravines, and lava fields are all e#amples of
(mpassable Terrain.
.ater presents a case unique enough to warrant a terrain
category of its very own. (f the water merely reaches to the
combatant's waist, it is considered )dverse Terrain. (f the combatant
has to actually swim or dive through it, however, it is not only
counted as )dverse Terrain, but requires them to devote all of their
actions to movement and movement alone for as long as they
remain in the water.
!ombatants with 5ove-.ater or *wimming at a rating of I/ or
higher may ma%e )ctions as normal whilst in water. The same applies
to any combatants with technological or magical assistance.
FLOATING AND FLYING COMBATANTS
'eing able to defy the clutches of gravity naturally ma%es one more
mobile in battle. !ombatants under the effects of Float ignore all
movement modifiers for terrain, but cannot cannot ma%e Full-5ove
)ctions+ !ombatants with Flight ignore all movement modifiers while
flying, and suffer no penalties for doing so.
Doing Damage
The ultimate goal of combat is to inflict enough damage on one6s
opponents to permanently put them out of commission, or subdue
them long enough to ma%e a clean getaway. .hile simple in principle,
the specifics are a little more involved than immediately apparent.
TARGETS AND APPLYING DAMAGE
@nless otherwise noted, damage done by attac%s is applied to all
combatants targeted by them, then modified by each individual
combatant6s )&5 or 5. )&5 to determine the actual damage
inflicted. (f a Fira *pell inflicting J/ damage hit three monsters with
5. )&5 "/, H/ and G/ respectively, for instance, they would lose 4/,
</ and G/ 1$.
! Single/Group
*pells with the *ingleKGroup designation allow the caster to
split the effects over a larger group for reduced effectiveness.
*uch *pells do "//0 of the listed damage to *ingle
combatants and L40 damage to Groups.
CURRENT AND MAXIMUM VALUES
(n as well as out of battle, a distinction is made between a
combatant6s 9current6 1it and 5agic $oints and their 9ma#imum6
values. The ma#imum value is equal to the 1it and 5agic $oints
generated at character creation, plus any bonuses gained from
Bevels and equipment. The current value is the ma#imum value,
modified by any gains or losses of 1it and 5agic $oints over the
course of the battle. For instance, an uninjured combatant with a
ma#imum 1$ value of </ begins the battle with a current 1$ value
of </. (f he loses "/ 1it $oints to an attac% in the first &ound, his
current 1$ value drops to G/, though his ma#imum value remains
unaffected. The current value can never e#ceed the ma#imum value+
FINAL FANTASY THE ROLEPLAYING GAME 186
if a combatant regains more 1it or 5agic $oints than their ma#imum
value, the e#cess is lost.
REACHING HP
.hat happens when a combatant is reduced to / or fewer 1it $oints
depends on who they are. (n case of most monsters and other
8$!s, it will mean they are disposed of and ta%e no further part in
the battle. For more powerful opponents, the results may vary+ they
may shift to another incarnation, die spectacularly, or merely
teleport to safety, vowing to return and ta%e their revenge another
day.
.hen a $! reaches / or fewer 1$, they are rendered @nconscious
not in any immediate danger of death, but in no position to
continue fighting. @nconscious characters generate no (nitiative, and
therefore neither move nor act during the course of a &ound. )ll
*tatus !onditions affecting the character e#cepting the !ondition
*tone and any Transform-type !onditions are automatically
canceled, regardless of their remaining timers. )uto-*tatus
!onditions resume effect only once the $! is bac% on his or her feet.
@nconscious $!s cannot regain 1it $oints from most &ecovery
effects. The only things capable of restoring them are (tems and
*pells that specifically affect an @nconscious combatant. :nce their
1it $oints have been restored to " or greater, they are no longer
considered @nconscious, and may once again generate (nitiative.
)lternately, $!s may also be revived through recuperation at a G56s
discretion see !hapter 3 for more details on this.
THE INITIATIVE HASE
(nitiative in combat is generated as outlined in !hapter ", though
certain *tatus !onditions and )bilities may affect the outcome of the
(nitiative rolls. :nce all (nitiatives have been generated, the (nitiative
$hase ends+ the &ound moves into the )ction $hase.
? Initiative in Action (1)
1aving escaped their cell, our heroes now ma%e a desperate
brea% for freedomM and encounter trouble along the way.
&odger CG5DA ,eathsight's dungeon seems to stretch on into
an infinity of dan% metallic staircases. :ccasionally, steaming
vents and rattling chains brea% up the monotony+ strange
lights flash in the gloom, indicators for some mysterious
device buried deep in the walls. Nou6re just starting at catch
your breath at the top of the third set of steps when a blue
light illuminates the gloomy stairwell. Then another --
footsteps grow louder, underscored by soft, tinny clin%s. Nou
step bac% instinctively as two of ,eathsight's mechanical
guards round the corner+ tailing them is a grotesque
assemblage of gears and steam pipes bent into a vaguely
hound-li%e shape, oil dripping from the crushed metal of its
head. The first guard buEEes with surprise as he notices you,
then reaches for his sword.
? Initiative in Action (2)
&ob C1iroDA 1iro sha%es his head as he unholsters his gun.
>8o turning bac% now. Bet6s get 9emO?
&odgerA 7verybody else is followingP
!arl CQumaniDA The only way bac%6s down to the dungeons
again. .e6ve got to %eep going.
5 C1aEeDA *ure thing.
&odgerA &oll initiatives.
&obA CrollingD ,6oh. H. $lus *peed 4 equals L.
5A CrollingD J plus *peed I equals "<.
'lairA CrollingD 1ey, a "/O Mplus *peed I equals "I.
!arlA CrollingD J. $lus *peed I equalsM "<.
&odger rolls in secret, coming up with a ", 4 and G. The two
Guards have *$, 4, so their (nitiatives are J and "/+ the :ily
Fang has *$, L, coming up with an (nitiative of "/.
&odgerA &ight. :rder of initiative is 5int with "I, Qumani with
"<, 1aEe with "G, :ily Fang with "/, Guard ' with "/, Guard )
with I...
For reference6s sa%e, &odger distinguishes between the
Guards by assigning them letter codes. This will help %eep
down confusion between players in a fight where two of their
opponents are of the same enemy type.
&odgerA Mand 1iro with L.
The &ound's timer begins at "I tic%s 5int's (nitiative with
5int ta%ing the first turn.
Con!licting Initiatives
The above e#ample poses an interesting question what happens
when multiple combatants generate the same (nitiative scoreP .hile
the combatants in question still ta%e their turns on the same tic%, the
combatant with the highest *$, automatically has the first turn, the
combatant with the ne#t-highest *$, the second, and so forth. (n
the e#ample, both Guard ' and the :ily Fang started with an
(nitiative of "/, yet the Fang acted first, as it had the higher *$,
value of the two. (f the Fang and the Guard had had identical *$,
)ttributes, however, they would have been deadloc%ed. (n this case,
&odger would have had to roll a d"/ for both to resolve the
situation+ whoever rolled highest would then act first.
THE ACTION HASE
The )ction $hase ma%es up the bul% of each &ound. ,uring this
period of time, combatants can cast spells, use special powers,
ma%e attac%s, and reposition themselves. :nce all movement and
)ctions have been dealt with, the &ound moves into the *tatus
$hase.
FINAL FANTASY THE ROLEPLAYING GAME 18!
Actions
!ombat is a comple# swirl of activities and manuevers, ranging from
simply stri%ing a pose to cleaving demons in twain with a well-placed
sword-stro%e. For the sa%e of %eeping things simple, the FF&$G
groups these activities into two broad headings.
"ERO ACTIONS
Rero )ctions are trivial )ctions, and consume less time and effort
than a full-blown )ction. ) character may ma%e up to two Rero
)ctions each turn. *ome e#amples of Rero )ctions includeA
!ombat 5ovement. 'ecause combatants can freely attac% each
other by default, almost all attac%s are assumed to include a certain
amount of movement. ) character ma%ing a standard melee attac%,
for instance, would first need to run up to her target to deliver the
blow, then retreat to safety before said target could stri%e bac%. This
%ind of movement is called !ombat 5ovement, and treated as a Rero
)ction. 5ore e#tensive movement requires an )ction as normal.
!ommunication. !ommunication is an important part of battle,
even if it is used for nothing more than idle boasting and taunts.
$roclamations C>.atch out for its lightning attac%O?D and ten- to
thirty-second conversations are both treated as Rero )ctions.
*tyle 5oves. *mall actions primarily meant to show a character's
personality in combat pausing to adjust one's sleeves, fle#ing after
a successful stri%e, flipping aside an immaculately-styled length of
hair before delivering a finishing blow.
&eactions. The final, and arguably most important, e#ample of a
Rero )ction. 'ecause a combatant's &eactions rarely occur to their
own turn, they don't count towards the limit of two Rero )ctions per
turn.
STANDARD ACTIONS
5ore intensive activities ma%ing attac%s, casting spells, fiddling
with a potion bag in search of a curative are treated as 'standard'
)ctions. @nli%e Rero )ctions, combatants are only allowed one
standard )ction per turn, though it is possible to gain additional
)ctions through )bilities li%e Fast $oc%ets or *pells li%e Suic%.
*tandard )ctions are further divided into nine categories, collectively
covering the majority of possible battlefield activitiesA Full-5ove,
)ttac%, )bility, Trigger, (tem, ,efense, .ait and 7scape. 7ach of these
is covered in detail in subsequent sections.
SLOW ACTIONS AND INITIATIVE
)s e#plained in !hapter ", *low )ctions require a certain amount of
preparation before they can be used. This 9charging6 is represented
through a !harge Time C!TD listed in parentheses with the )bility
type. 7ach point of !harge Time is roughly equivalent to one second
or tic% of charging+ an )bility with a !harge Time of "I would require
"I tic%s of uninterrupted concentration before its effects ta%e hold.
.hen a *low )ction is declared in battle, the !harge Time is
subtracted from the combatant's basic (nitiative for the &ound. The
new, adjusted (nitiative is when the )ction is resolved. For instance,
if a combatant with an (nitiative of "I declares they are using an
)ction with a !T of "H, the actual )ction is resolved at J tic%s. The
character spends the intervening "H tic%s charging.
! Interrupting Slow Actions
'ecause *low )ctions are not resolved immediately, it is
possible that a character may be struc% with a *tatus
!ondition which prevents them from carrying out the )ction
'erser%, !onfuse, *leep, and !urse are all obvious e#amples
or reduced to / or fewer 1$ before the )ction is resolved. (f
either of these occurs, the )ction is automatically canceled. )
character may also voluntarily abort a *low )ction, nullifying
that action.
(f !T reduces a character6s (nitiative to less than /, the remaining
!T 9carries over6 and is subtracted from their (nitiative in the
subsequent &ound. The *low )ction is then resolved at the new,
modified (nitiative in that &ound. (f a combatant opted to use a *low
)ction with a !T of "H on an (nitiative of I, for instance, the !T
would reduce their (nitiative to -<. )s this is lower than /, nothing
would happen in the &ound the )ction was declared. (n the following
&ound, the combatant generates (nitiative as normal, then subtracts
the remaining !T of < tic%s+ the *low )ction is resolved at this
reduced (nitiative count. 8ote that any !T that ends up delaying an
)ction for one or more &ounds results in the combatant6s normal
turn being 9s%ipped over+' any )ctions they could have made during
that time are automatically forfeited.
! etargeting Slow Actions
(f the target of a *low )ction is incapacitated or removed from
the battle before the )ction6s effect ta%es place, the )ction is
retargeted, stri%ing a random opponent instead.
EXTREME INITIATIVES
@nder most circumstances, combatants only have one turn per
&ound. 1owever, there are times in which a combatant can surpass
the one-turn limitation through sheer speed alone.
!ombatants with an (nitiative value higher than G4 at the end of
the (nitiative $hase have 7#treme (nitiative. (n game terms, they are
eligible for additional turns during the course of the &ound. .hen
the combatant6s turn comes up, perform an )ction as usual+ after
the )ction has been carried out, reduce the combatant's remaining
(nitiative by G4. (f this leaves them with an (nitiative greater than /,
they may ta%e another turn at the new (nitiative count, subtracting a
further G4 from their (nitiative after the completion of every
subsequent turn until their (nitiative is less than or equal to /. 8ote
that )ctions with a !harge Time add their given !T to this G4-tic%
penalty+ the )ction is performed on the adjusted (nitiative count as
normal. For instance, if a Thief with an (nitiative of 4/ decided to
use 5ug C*low, !T "/D on an opponent, its effects would go off at
</ tic%s, after which the Thief6s (nitiative count would be reduced by
G4 to 4. )s this is greater than /, the Thief ta%es another turn at 4
tic%s.
.hile there is no penalty for reducing (nitiative to a negative value
through Fast )ctions, a *low )ction that reduces the combatant6s
FINAL FANTASY THE ROLEPLAYING GAME 188
(nitiative count to less than Eero will carry over into the ne#t &ound
as normal.
Attac" Actions
)n )ttac% )ction is a combatant's standard means of offense, and
involves stri%ing targets with whatever .eapon is currently
equipped. )ctions of this type are resolved through the five following
stepsA
". *elect a Target. .ith a few notable e#ceptions, all )ttac% )ctions
are *ingle-target. This means the attac%er selects one eligible
combatant from all active combatants on the battlefield and declares
them as the target.
H. &oll to 1it. The success of an )ttac% )ction is determined in the
same manner as a *%ill Test the attac%er ma%es a $ercentile &oll to
beat a given !o*. (n this case, the !o* is equal to C)ttac%er6s )!!,
using the relevant weapon s%illD, Target's 7vasion, where the
.eapon *%ill in question is the one required by the equipped .eapon
used in the attac%A *taves for a *taff, *words for a Greatsword or
Qatana, and so on. (f the attac%er manages to roll equal to or under
the !o*, they succeed in hitting their target and proceed to the ne#t
step. :therwise, they miss and have wasted their )ction.
8ot every attac% needs to be this straightforward G5s can easily
apply !onditional 5odifiers to simulate the effects of e#treme glare,
encumbrance, or nighttime conditions. 1owever, such modifiers
should generally only be used in e#traordinary circumstances to
avoid bogging battles down with small details.
? Sa!ple Attac" (1)
.ith all (nitiatives generated, the battle begins in earnest.
&odger CG5DA 5int6s turn.
'lair C5intDA 5int draws her &od of ,ar%ness as the Guards
close in, smashing Guard ) straight in the face with as much
force as she can muster.
&odgerA &oll to hit.
'lairA CrollingD <I. )ccuracy with !udgels comes out to 3L.
1ere &odger consults his notes. The Guards6 7vasion is only
HH+ 'lair6s roll comfortably beats the adjusted !o* of L4.
&odgerA 5int6s attac% connects, slamming into the guard6s
helmet with a sharp clang. &oll for damage.
G. Generate ,amage. 7ach .eapon has its own 9damage code,6
e#pressed in terms of a ,amage *cale and a ,amage ,ie. ) .eapon
with a damage code of CG # *T&D 2 d"/, for instance, is said to
have a ,amage *cale of G and a ,amage ,ie of d"/.
To determine how much damage the attac% inflicts, multiply the
,amage *cale by the )ttribute in question in this case, *trength
and then roll the ,amage ,ie, adding the result to the total. The final
number is the basic damage inflicted by the )ttac%. For a speedier
resolution, it helps to have the damage code precalculated before
the battle begins.
7ffects such as T7lementU *tri%e or the *tatus !ondition $ower @p
change this raw damage output by a certain percentage. The same
applies to !ritical 1its, which increase basic damage dealt by a
successful )ttac% )ction by 2"//0. *uch bonuses should be
applied when basic damage is calculated.
? Sa!ple Attac" (2)
5int6s &od of ,ar%ness has a damage code of CH # *T& 2
dJD, )&5. To save time, 5int's player, 'lair, has already
multiplied her *trength, I, by the ,amage *cale of H for a
total of "J.
'lair C5intDA CrollingD 4. $lus "J is H".
&odger CG5DA )ll right. 8ow )rmorM
<. )djust ,amage. :nce the basic damage has been calculated,
subtract either the target6s )&5 rating if it is $hysical damage, or 5.
)&5 if it is 5agical damage. The end result is the total damage
inflicted on the target reduce the target6s current 1$ by that
amount. *hould this ta%e the target to / or fewer 1$, it will be
incapacitated and ta%es no further part in the battle.
? Sa!ple Attac" (#)
)s 5int6s &od of ,ar%ness inflicts $hysical damage, the attac%
will be reduced by the Guard6s )&5. &odger consults his
notes again, finding the Guard has an )&5 of J. *ubtracted
from 5int's basic damage of H", this means the attac% inflicts
a total "4 1$ damage to the hapless mechanoid. 8ot enough
to put him out of commission, but there's always ne#t
roundM
&odger CG5DA "4 damage. &oll for 'lindM
4. &esolve :ther 7ffects. (f the .eapon has any 7quipment
)bilities that have not already been applied to the attac%, they are
brought into play after the target6s 1it $oints have been adjusted.
The player rolls a d0 against whatever !o* may apply.
? Sa!ple Attac" ($)
The &od of ,ar%ness has the 7quipment )bility 'lind Touch,
giving 5int a flat !o* of G/ for inflicting 'lind on the Guard in
addition to the damage she6s already done.
'lair C5intDA CrollingD .oo. "<.
&odger CG5DA The Guard staggers bac% as the light in his
visor dims, frantically flailing his sword about. Guard )6s got
*tatus !ondition 'lind with a timer of <.
) few other details regarding )ttac% )ctions also worth notingA
AMMO
!haracters attac%ing with a .eapon that supports the use of
ammunition may choose to use one unit of it in the )ttac% )ction.
This must be declared when first announcing the attac%6s target+ the
effects of the selected ammunition are then applied accordingly.
8ote that the unit of ammunition is used up regardless of whether
the )ttac% )ction is successful or not.
FINAL FANTASY THE ROLEPLAYING GAME 18#
BRAWLING
(f a character does not have a .eapon equipped, they may still
attac% bare-handed. This form of attac% is %nown as 'rawling. )ttac%
)ctions made in this fashion are handled as normal, using the
character6s 'rawl rating in place of the usual .eapon *%ill. *uch
attac%s have a damage code of C" # *T&D 2 dJ.
ATTAC$ING OFF-HANDED
5ost characters wield .eapons e#clusively in one hand or the other,
a habit further reinforced by their training. (f they are ever forced to
equip a .eapon in a hand other than their customary one, they
suffer a flat -4/ penalty to )!! unless they have the Two .eapons
*%ill+ if so, they suffer no penalty, but use Two .eapons instead of
the normal .eapon *%ill when rolling to hit.
ATTAC$ING WITH TWO WEAPONS
!haracters with two .eapons equipped stri%e two blows with each
)ttac% )ction, one per .eapon. For purposes of rolling to hit,
damage, and the li%e, each attac% is treated as a separate )ttac%
)ction. ) character equipped with a 5ythril Qnife and a 5ythril &od,
for instance, would resolve the attac% as if they had made one )ttac%
)ction with the 5ythril Qnife and one with the 5ythril &od, rolling to
hit for each. (f one attac% misses, the other still proceeds as normal+
if both miss, the )ction is wasted.
PULLING BLOWS
8ot every attac% needs to hit home with life-threatening force. )
combatant can declare that they are pulling a blow at the beginning
of an )ttac% )ction. (n doing so, damage for the subsequent attac%
is reduced by -4/0.
IMPROVISED WEAPONS
)n )ttac% )ction can also be used to pic% up odds and ends capable
of being used as offensive items and ma%e an immediate attac% with
them. *uch improvised weapons can ta%e many formsA chairs,
paperweights, ornamental swords, and frying pans are all valid
fodder for heroes short on armaments but big on imagination.
)ttac% )ctions made with such objects are resolved as normal,
using the most appropriate .eapon *%ill to calculate rolls to hit.
,amage is calculated using the damage code of a standard dJ, dI,
d"/, or d"H weapon with an 7quipment Tier half that of the
character6s normally equipped .eapon. The die type used is left to
the G56s discretion, but should ta%e into account the siEe and 9heft6
of the object+ the larger the object, the higher the die.
For instance, a character who had previously wielded a Tier <
.eapon and pic%s up a laundry pole in a tense brawl would treat it
as a Tier H .eapon. (n this case, the laundry pole's siEe and length
means it would be closest to a *taff, ma%ing it a dI .eapon. For
purposes of calculating damage, it would thus be treated as as a
Tier H *taff, doing damage equal to a !rescent $ole, or CG # *T&D 2
dI.
@nli%e normal .eapons, improvised .eapons aren6t made to last+
most will be destroyed after the first )ttac% )ction, while more
durable ones last until end of the battle at best. They also usually
lac% 7quipment )bilities, though some improvised .eapons may
inflict *tatus !onditions CHD in addition to or instead of damage,
depending on their nature. For e#ample, throwing a handful of chili
powder at an opponent would do no damage, but instead have a
chance of inflicting 'lind. *uch *tatus !onditions always have a flat
!o* of G/0+ the *tatus !ondition inflicted is chosen by the G5.
A#ilit$ Actions
)bility )ctions allow combatants to ta%e active advantage of the
powers and talents in their )bility *ets. .hile )ttac% )ctions are
relatively straightforward, the wide range of effects found in a
character6s )bility *et means very few operate in e#actly the same
manner. ) general set of steps for resolving )bility )ctions is given
below, though not every step will apply to every )bility.
". *elect a Target. )bilities can have a wide variety of Target
types, ranging from *elf to )ll. TargetA *elf, TargetA $arty and TargetA
)ll do not give the combatant much choice in what to target, but
TargetA *ingle and TargetA Group do in this case, the combatant
must declare an eligible target or group of targets for the )bility to
affect.
H. )djust 5$. !ertain )bilities require a number of 5agic $oints to
use. (f the )bility has an 5$ cost associated with it, begin by
subtracting the effect6s 5$ cost from the combatant6s current 5$
score. The desired effect may only be used if this leaves the
character with / or more 5$+ otherwise, the combatant will have to
choose another course of action. (f no 5$ cost is given for the
effect, proceed to the ne#t step.
G. )djust (nitiative. *low )bilities deduct a !harge Time from the
combatant6s (nitiative. (f the combatant is using a *low )bility, adjust
their (nitiative accordingly and continue on to the ne#t applicable
step once the effect goes off.
? Sa!ple A%ilit& (1)
5int has just completed her turn. 8ow it6s !arl6s character,
Qumani, who acts.
&odger CG5DA Qumani6s up.
!arl wants to use a 5agic )bility, all of which require 5$. )
quic% glance at his character sheet for Qumani6s 5$ H"
confirms he6s got enough to use every 'lue 5agic *pell
currently in her arsenal.
!arl CQumaniDA Qumani will focus on the :ily Fang, going
through the fluid %ata for Beap before jumping into the air,
claws outstretched. I 5$+ leaves her with "G.
!arl ma%es a note on his character sheet, subtracting the I
5$ from his current score. .ith no !harge Time, he proceeds
straight to the ne#t step.
&odgerA )ll right. &oll for 5. )!!.
FINAL FANTASY THE ROLEPLAYING GAME 1#
<. &oll To 1it. 5ost )bilities ta%e effect automatically, but some may
require a d0 roll. (f so, the relevant !o* will be noted in its
description. *pells used against an opponent always require a
successful $ercentile &oll to use+ in this case, the !o* will be equal to
C!aster6s 5. )!! 2 )dditional 5odifiersD, Target's 5. 7vasion, where
the ')dditional 5odifiers' are those listed in the *pell6s description. (f
no modifiers are given, simply subtract the target6s 5. 7;).
(f the attac%er manages to roll equal to or under the !o*, they
succeed in hitting their target and proceed to the ne#t step.
:therwise, they miss and have wasted their )ction, plus any 5$ and
(nitiative spent on it.
? Sa!ple A%ilit& (2)
!hec%ing Beap6s *pell description, !arl finds no modifiers for
basic accuracy. )s a result, his base 5. )!! of ""4 stands.
!arl CQumaniDA CrollingD LJ, against 5. )!! of ""4.
&odger chec%s his notes for the :ily Fang6s 5. 7;) H<. ""4
minus H< is 3"+ !arl6s roll of LJ is well under.
&odger CG5DA That6s a hit Qumani lands squarely on the
mechanical hound with a hollow thud, %noc%ing several pipes
out of alignment. Time to roll for damageM
4. Generate ,amage. (f the )bility inflicts damage, the damage
code will be found in its description. ,amage adjustments caused by
effects li%e T7lementU 7nhancer, *tatus !onditions li%e 5agic @p, or
7lemental .ea%nesses, &esistances, and (mmunities will be factored
in at this point. 'egin by adding together all percentage modifiers
with a 2 or - in front of them, then adding these to "//0. )pply the
final percentage to the damage generated. (f no damage code is
given in the description, s%ip ahead to the seventh step.
J. )djust ,amage. :nce the basic damage has been calculated,
subtract either the target6s )&5 or 5. )&5 rating, depending on
which of the two is given in the damage code. (f neither is given, the
damage is not reduced. The end result is the total damage inflicted
on the target reduce the target6s current 1$ by that amount.
*hould this reduce the target to / or fewer 1$, it will be
incapacitated and ta%es no further part in the battle.
? Sa!ple A%ilit& (#)
Bi%e 'lair, !arl has precalculated damage. Qumani6s 5)G is L+
factored into Beap6s damage code of C< # 5)GD 2 dI, this
means the *pell does HI 2 dI damage.
!arl CQumaniDA CrollingD J. G< damage.
&odger consults his notes the Fang6s 5. )&5 is I, meaning
the attac% does HJ damage.

&odger CG5DA Good hitO HJ damage. &oll for )rmor ,own.
L. &esolve :ther 7ffects. !ertain )bilities and *pells may inflict one
or more *tatus !ondition instead of or in addition to damage. The
durations for these will always be given in the )bility6s or *pell6s
description. *tatus !onditions inflicted by damaging attac%s have an
additional !o* separate from the main attac%, and will require a d0
to determine whether these ta%e effect.
? Sa!ple A%ilit& ($)
Beap also has a C5. )!! - 4/D, 5. 7vasion chance of inflicting
the *tatus !ondition )rmor ,own. This reduces Qumani6s 5.
)!! to J4.
!arl CQumaniDA CrollingD "<, against a modified 5. )!! of J4.
*ubtracting the Fang6s 5. 7;) of H< from the modified 5.
)!!, &odger finds )rmor ,own6s !o* is <". :nce again, !arl6s
roll is comfortably under.
&odger CG5DA The Fang6s now suffering from )rmor ,own,
duration of four &ounds. 1aEe, you6re upM
Trigger Actions
Trigger )ctions cover in-combat activities that require a Tas% !hec%s
to carry out. 7#amples of Trigger )ctions include lifting up a table
and throwing it at a charging opponent with *T&, using *ystems to
disable an out-of-control mechanoid, catching a falling sword
through )G(, or or using )crobatics to e#ecute a triple cartwheel
through a group of (mperial soldiers onto an overhanging balcony. )
!onditional 5odifier is applied by the G5 as normal, and should ta%e
the combatant6s shape and circumstances into account somebody
who6s just spent the last si# &ounds bashing *tropers is not going to
be in much form to lift a one-ton boulder in the seventh. ,epending
on the comple#ity of the Trigger )ction, the G5 may also choose to
impose a !harge Time.
) successful Tas% !hec% is required before the )ction can be
carried out. Failure means a combatant has wasted their )ction,
while consequences for a 'otch or !ritical *uccess are left to G5
discretion. Trigger )ctions can also be used for )ctions that do not
require a roll or directly target an combatant, but are too 9major6 to
be treated as Rero )ctions pushing a button, %ic%ing over a torch,
or maneuvering a crane into position.
? Sa!ple 'rigger Action
1aEe6s player weighs his ne#t course of action. )t this point,
the party6s survival depends on their ability to stop the
guards from alerting their fellows if either one escapes, the
consequences could be dire.
5 C1aEeDA &odger, ( want to ma%e a leap up the stairs,
shutting the door and sealing it. ,o ( have enough clearance
on the stairwell to get behind the guardsP
&odger sees this as an )verage tas%+ no !onditional 5odifiers
applied, ma%ing the !o* equal to 1aEe6s )G( )ttribute &ating,
&odger CG5DA *ure. Give me a roll against your )G(.
5A CrollingD H4, )ttribute &ating of G".
&odgerA *mooth. 1aEe manages to vault onto the rail and dive
behind the second guard before either of the two realiEes
what6s happening, sliding the bolts into place. There6s an
angry snarl as one guard trains the Fang on you as the
second slowly steps down the stairs towards the rest of the
partyM
FINAL FANTASY THE ROLEPLAYING GAME 1#1
Item Actions
(tem )ctions involve a character's equipment or (nventory. )n (tem
)ction may be used to do any of the followingA
@se an (tem. )ny character with a Throwing .eapon, 'attle (tem,
*upport (tem, or &ecovery (tem in their (nventory *lot may e#pend
an (tem )ction to retrieve it and use it on a valid target. *tandard
targeting rules and restrictions apply.
7quip a .eapon or *hield. (f a character does not have a .eapon
or *hield equipped but has one in their (nventory *lot or within easy
reach, they may e#pend an (tem )ction to equip it. This assumes
they have the appropriate *lot free.
&eplace, &eturn or ,rop a .eapon or *hield. )n (tem )ction may
be used to replace a currently-equipped .eapon or *hield with one
in the character6s (nventory or the general vicinity, or return a
.eapon or *hield to the inventory, thereby de-equipping it. The piece
of equipment in question may be dropped or discarded instead.
,rop or ,iscard an (temA :ne (tem )ction may be used to drop or
permanently remove an (tem from a character6s (nventory *lot.
? Sa!ple Ite! Action
1iro6s turn comes last in the &ound. Guards ) and ' have
both attac%ed 5int, and the :ily Fang6s ta%en a healthy chun%
out of 1iro. &ob considers his optionsM
&odger CG5DA &obP (t6s 1iro6s turn.
&ob C1iroDA 1mm. 'lair, how6s 5int doingP
'lair C5intDA "L 1$ left. :ne hit from that Fang, and she6s a
goner. 1ow about a healP
&ob chec%s his character sheet sure enough, he6s got two
$otions in his (nventory *lot, each capable of restoring 4/ 1$
to a *ingle combatant.
&obA !an do. &odger, (6m chuc%ing a $otion in 5int6s direction.
&odgerA 5int recovers 4/ 1it $ointsM and that6s the end of
the )ction $hase. Time to move on to the *tatus $hase.
Full%Move Actions
)s described earlier in the chapter, combatants can devote an )ction
to nothing but movement in order to cover greater distances. *uch
)ctions are called Full-5ove )ctions.
De!ense Actions
(n a ,efense )ction, a combatant braces for the worst the enemy
can throw at them. ,efense )ctions must be declared at the
beginning of the combatant6s turn, before any other )ctions are
made. (n doing so, the character automatically forfeits their first
)ction for that &ound. (n e#change, all damage they receive until
they ta%e their ne#t )ction is reduced by -4/0 after adjusting for
)&5 and 5. )&5.
&aiting
(f everything else fails, a combatant may choose to simply wait. The
player declares how many tic%s they spend waiting, and adjusts
(nitiative accordingly. For e#ample, a combatant with an initial
(nitiative of H< may decide to wait 4 tic%s and ta%e their turn at an
(nitiative of "3 instead. (f the combatant does not wish to act at their
new, reduced (nitiative count, they may continue to wait instead of
ta%ing an )ction. *hould this eventually reduce their (nitiative count
to / or lower, they automatically forfeit all remaining )ctions for the
&ound. 8ote that any effects with a !harge Time use the combatant6s
reduced (nitiative as a basis.
Esca'e Actions
*ometimes, it's better to run and fight another day than stand and
be slaughtered. (f a combatant wishes to attempt to escape the
battle, they must declare an 7scape )ction during the (nitiative
$hase. .hen their turn comes up in the )ction $hase, they must
ma%e an opposed Tas% !hec% pitting their *$, against that of all
opponents still actively engaged in the battle. :pponents who have
been incapacitated do not participate in this !hec%. (f an opponent
has no interest in preventing the escape, they li%ewise waive the roll.
The escapee rolls only once, comparing the result to all other rolls.
(f it is the highest roll, the escape is successful and the combatant is
removed from the battle. (f not, the )ction has been wasted.
)s always, !onditional 5odifiers can be applied for situations such
as attempting to run through difficult or haEardous terrain, or
escaping from a monster whose attention is otherwise engaged.
THE STAT(S HASE
(n combat, the *tatus $hase is used to do three thingsA
". )djusting Timers. 5ost *tatus !onditions only have a limited
duration in combat, indicated by a 'timer' of H, <, or J &ounds.
,uring the *tatus $hase, reduce the value of each active 'timer' by
one. *hould this give the timer a value to /, the *tatus !ondition is
canceled
! 'rac"ing Duration
.hen multiple *tatus !onditions enter the picture, it may be
more convenient to trac% timers visually. The best way to do
so is with a colored dJ displaying the remaining duration. )t
the end of each *tatus $hase, adjust the die accordingly so
the side facing up shows the current timer. .hen the timer
reaches / or the *tatus !ondition is cancelled, simply remove
the die.
H. &esolving 7ffects. !ertain *tatus !onditions such as $oison and
&egen affect their targets on a &ound-to-&ound basis. For instance,
$oison reduces a victim6s 1$ by "/0 of its current value for each
*tatus $hase it remains in effect. These effects are all calculated and
applied during the *tatus $hase.
G. &efreshing )uto-*tatus !onditions. (n addition to the *tatus
!onditions inflicted during the course of the &ound, combatants may
also be affected by )uto-*tatus !onditions of one sort or another. (f
FINAL FANTASY THE ROLEPLAYING GAME 1#%
the *tatus !ondition in question has been canceled during the
&ound, it is automatically re-applied to the combatant during the
*tatus $hase.
:nce all active *tatus !onditions have been addressed, the &ound
ends, and a new &ound begins at the (nitiative $hase.
? Sa!ple Status (hase
8ow the )ction $hase is over. There are two *tatus !onditions
in play as the &ound enters the *tatus $hase+ the &oEelle
Fang6s )rmor ,own and Guard )6s 'lind. )rmor ,own and
'lind both have a timer of <+ this is reduced to G, meaning
the *tatus !onditions will wear off in another three &ounds6
time.
&odgerA )ll right. (nitiativesM
Status Condition Descri'tions
!ombat in the FF&$G isn't limited to damage and healing+ *tatus
!onditions play just as great a role in the outcome of a battle. 5any
are consequences of indirect offensive strategies, but some are
designed to defend and enhance combatants6 abilities, giving them
an important edge in tough battles.
The considerable impact *tatus !onditions can have on the
battlefield ma%es their removal a prime tactical consideration.
Though most e#pire after a certain period of time, it may be in a
combatant6s best interests to get rid of them as soon as they arise.
7ach !ondition therefore has its own set of 9cures6, any of which will
serve to remove or 9cancel6 it before the timer hits /. The
alternative is to finish the battle as quic%ly as possible+ for *tatus
!onditions with a limited duration, the !ondition is automatically
cancelled once the battle concludes, regardless of how many
&ounds are left on the timer. !onditions with an unlimited duration,
however, will endure after battle, and last until healed by items,
magic, or recuperation.
The following section deals with both positive and negative *tatus
!onditions, detailing their effects as well as their remedies. The
negative !onditions are divided into seven categories based on
similarity of effect+ positive !onditions are grouped into two.
STATUS IMMUNITIES
*ome combatants may have an (mmunity C(D to a given *tatus
!ondition or category of *tatus !onditions. .hen any said !ondition
or a !ondition belonging to the *tatus category in question is
used against the combatant, their (mmunity automatically reduces its
!o* to /.
FATAL
)ny *tatus !ondition with the potential to instantly remove its victim
from the fight. For purposes of calculating immunities to effects, the
Fatal category also includes several related 9conditions6 which are
not *tatus !onditions in their own right, but still are considered
Fatal-type effects.
Condemned
7ffectA ) sinister spectre appears over the combatant, placing a fatal
curse upon them before vanishing into thin air. .hen the combatant
is first afflicted with !ondemned, a four-&ound timer starts. *hould
the timer reach / before the battle ends, the combatant6s life
essences are torn from their body, instantly reducing them to / 1$,
regardless of their current 1$, )&5, and 5. )&5 ratings.
!anceled byA 8one

Death
The catchall category for any )bility that reduces a target to / 1$,
regardless of current 1it $oints, )&5 or 5. )&5 ratings. This
includes the 7quipment )bilities ,eath Touch and ,eath *tri%e.
Eject
The catchall category for any )bility that physically removes the
target from the battlefield. )s they are not actually 9defeated6 by
doing so, 7jected opponents award no (tems. Gil and V$ gained from
an 7jected opponent are reduced by 4/0.
Frozen
7ffectA The combatant is froEen solid, ca%ed with a layer of ice thic%
enough to prevent them from performing any )ctions or Rero
)ctions until FroEen e#pires. (f struc% by $hysical damage whilst in
this state, the resulting shoc% will reduce the FroEen combatant to /
1$, regardless of current 1it $oints, )&5, or 5. )&5 ratings. (f
necessary, the combatant6s body can be carried around by allies
until FroEen wears off.
!anceled byA Fire 7lemental ,amage, 7suna
Gravity
The catchall category for any )bility that does damage based on a
percentage of the target6s 1$ or 5$, rather than a fi#ed amount.
Heat
7ffectA ) crac%ling shroud of intense heat surrounds the combatant,
leaving them on the verge of collapse. *hould the combatant ma%e
any )ctions or Rero )ctions while 1eat is in effect, the resulting flare-
up will reduce the combatant to / 1$, regardless of current 1it
$oints, )&5, or 5. )&5 ratings. The effects of 1eat are always
applied before the results of the Rero )ction or )ction that triggered
it.
!anceled byA (ce 7lemental ,amage, 7suna
Near-Fatal
The catchall category for any )bility that reduces a target to " 1$,
regardless of current 1it $oints, )&5, or 5. )&5 ratings.
MYSTIFY
*tatus !onditions that affect a combatant6s mental faculties.
Berserk
7ffectA The combatant is consumed with indescribable fury,
abandoning tactics for an outright fighting frenEy. Generate (nitiative
FINAL FANTASY THE ROLEPLAYING GAME 1#&
as normal+ whenever the combatant is eligible to ma%e an )ction,
they ma%e an immediate )ttac% )ction against the nearest opponent
or inanimate object, stri%ing for 24/0 damage. *hould multiple
eligible targets e#ist, randomly determine which one is attac%ed.
!anceled byA TranquiliEer, &emedy, .ash, 7suna
Charm
7ffectA The combatant becomes besotted with an opponent, obeying
their every command. Generate (nitiative as normal+ whenever the
combatant is eligible to ma%e an )ction, the combatant who originally
inflicted !harm may choose what )ction their victim ta%es, if any.
*hould the combatant who inflicted !harm be %illed or otherwise
incapacitated before the *tatus is canceled, their victim will instead
ma%e an )ttac% )ction against a random ally every time they are
eligible to act. The same applies for situations where an ally or the
combatant themselves inflicted this *tatus !ondition.
!anceled byA $hysical ,amage, 7suna
Confuse
7ffectA The combatant's mind becomes clouded, distorting their
perception of reality. Generate (nitiative as normal+ whenever the
character is eligible to ma%e an )ction, roll a dI and consult the
table below to determine what the character does. .ith only one
e#ception, all of the effects listed are TargetA &andom.

dI !haracter6s )ction
". @se *pellK)bility against ally. The combatant uses their
wea%est )bility or one randomly-determined *pell of the
lowest available Bevel, targeting one ally. (f neither is an
option, re-roll and apply the new result instead.
H. &ecover ally. The combatant uses a &ecovery (tem or
*pell on one randomly-determined ally+ this will always
be the most e#pensive (tem or 5$-intensive *pell at their
disposal. (f neither is an option, re-roll and apply the
new result instead.
G. )ttac% random ally. The combatant ma%es an immediate
)ttac% )ction against a randomly-determined ally, using
whatever .eapon they currently have equipped. &oll to
hit and calculate damage as normal.
<. )ttac% self. The combatant ma%es an immediate )ttac%
)ction against themselves, using whatever .eapon they
currently have equipped. &oll to hit and calculate
damage as normal.
4. )ttac% random opponent. The combatant ma%es an
immediate )ttac% )ction against a random opponent,
using whatever .eapon they currently have equipped.
&oll to hit and calculate damage as normal.
J. )ttac% random ally. The combatant ma%es an immediate
)ttac% )ction against a randomly-determined ally, using
whatever .eapon they currently have equipped. &oll to
hit and calculate damage as normal.
L. &ecover opponent. The victim uses a &ecovery (tem or
*pell on one randomly-determined opponent+ this will
always be the wea%est (tem or least 5$-intensive *pell at
their disposal. (f neither is an option, re-roll and apply
the new result instead.
I. @se *pellK)bility against opponent. The victim uses either
their strongest )bility or one randomly-determined *pell
from the highest available Bevel, targeting one random
opponent. (f neither is an option, re-roll and apply the
new result instead.
!anceled byA $hysical ,amage, &emedy, 7suna
Unaware
7ffectA The combatant is distracted, leaving themselves open to
attac%. @ntil they receive a turn, the ne#t attac% that deals $hysical
damage against them inflicts 2"//0 damage. (n addition,
combatants under the effects of @naware cannot roll to prevent an
opponent from ma%ing a successful 7scape )ction. (f a combatant is
under the effects of @naware when their turn arrives, they ta%e no
action. (nstead, @naware is canceled
!anceled byA $hysical ,amage, )ction, )larm !loc%
TOXIN
*tatus !onditions of a to#ic nature.
oison
7ffectA The combatant is afflicted with a virulent poison, turning them
a sic%ly shade of purple. For every *tatus $hase that $oison remains
untreated for, the combatant loses a number of 1it $oints equal to
"/0 of their current 1$. ) combatant with a total of 4// 1$ would
lose 4/ 1$ the first &ound, <4 the ne#t, </ the &ound after that,
and so on.
!anceled byA )ntidote, &emedy, $oisona, .ash, 7suna
!enom
7ffectA ) fast-acting, lethal poison has entered the combatant's body.
For every *tatus $hase that a combatant afflicted with ;enom
remains untreated for, they lose a number of 1it and 5agic $oints
equal to "/0 of their respective ma#imum values. ) combatant with
a total of 4// 1$ and H4/ 5$, for instance, would lose 4/ 1$ and
H4 5$ for each *tatus $hase ;enom stays in effect.
!anceled byA )ntidote, &emedy, $oisona, 7suna

SEAL
*tatus !onditions that prevent a combatant from ma%ing actions in
combat, or otherwise impair their ability to use their full arsenal of
offensive powers.
Blind
7ffectA ) dar% haEe settles over the combatant, severely impairing
their ability to locate opponents. .hilst afflicted with 'lind, the
combatant6s )!! is reduced by 4/0. (n addition, any !ritical 1its
scored when ma%ing the to-hit roll are ignored. )bilities that ta%e an
)ttac% )ction as a basis or do damage based on the currently
equipped .eapon have a flat !o* of L40 for as long as 'lind
remains in effect. *imilarly, *%ill and )ttribute &atings for Tas% !hec%s
FINAL FANTASY THE ROLEPLAYING GAME 1#4
that require use of sight are reduced by 4/0.
!anceled byA 7ye ,rops, &emedy, .ash, 7suna
Curse
7ffectA ) sinister blac% aura forms around the combatant, sealing
away their chi. ) combatant afflicted by !urse may ma%e no *low or
Fast )bility )ctions until cured of the *tatus !ondition. 5agic,
&eaction and *upport )bilities are unaffected. ;(T, *$&, and 5)G
)ttribute &atings are reduced by 4/0 for purposes of ma%ing Tas%
!hec%s for as long as !urse is active.
!anceled byA 1oly .ater, &emedy, 7suna, )ura
etrify
7ffectA The combatant6s body begins to harden, flesh slowly turning
to stone. .hen the combatant is first afflicted with $etrify, a four-
&ound timer starts. *hould the timer reach / before the battle ends,
the petrification is complete+ the combatant is turned to stone on the
spot with the same effects as the *tone *tatus !ondition.
!anceled byA *oft, &emedy, *tona, 7suna
"ilence
7ffectA ) Eone of absolute silence forms around the combatant+ while
sound penetrates in a normal fashion, they themselves can't even
hear themselves breathe, let alone spea%. @ntil cured, a character
afflicted by *ilence may not use 5agic )bilities. )ll *%ill and )ttribute
&atings for Tas% !hec%s requiring use of speech are reduced by
4/0.
!anceled byA 7cho *creen, &emedy, 7suna
"lee#
7ffectA The combatant falls asleep on the spot, completely oblivious
to the dangers around them. @ntil this *tatus !ondition is cured, the
combatant may ma%e no )ctions or Rero )ctions during the course
of the &ound, though they continue to generate (nitiative as normal
and may ta%e their turn if the !ondition is canceled before it comes
up. The combatant6s 7;) is also reduced to / for as long as *leep
remains in effect. (f necessary, the combatant6s body can be carried
by an ally until *leep wears off.
!anceled byA $hysical ,amage, )larm !loc%, &emedy, .ash, 7suna
"tone
7ffectA The combatant is turned into solid stoneA impervious to all
damage and *tatus !onditions, but unable to ma%e any )ctions or
Rero )ctions until *tone has been cured. (f necessary, the
combatant6s body can be carried by an ally until *tone wears off.
!anceled byA *oft, &emedy, *tona, 7suna
TIME
*tatus !onditions that affect a combatant6s place in the flow of time.
Disa$le
7ffectA The combatant is afflicted with a sluggish numbness, greatly
restricting their ability to act. @ntil cured, a combatant afflicted with
,isable may not ma%e any )ttac%, (tem or ,efend )ctions. *T&, )G(,
and *$, )ttribute &atings are reduced by 4/0 for purposes of
ma%ing Tas% !hec%s for as long as ,isable is active.
!anceled byA 'andage, &emedy, 7suna
%mmo$ilize
7ffectA The combatant is rooted to the spot, unable to advance or
retreat in any fashion. @ntil cured, a combatant afflicted with
(mmobiliEe may not ma%e any Full-5ove )ctions during the course of
the &ound, and cannot attempt or prevent 7scape )ctions.
Furthermore, their 7;) is reduced by 4/0. Tas% !hec%s requiring
the use of movement automatically fail for as long as (mmobiliEe
remains active.
!anceled byA 'andage, &emedy, 7suna
"a#
7ffectA The combatant bleeds life force, gradually moving closer to
death. )t the beginning of every *tatus $hase that *ap remains
untreated for, the combatant loses 4 1$ for every " point of
(nitiative they generated in the previous (nitiative $hase.
!anceled byA !hronos Tear, &emedy, 7suna
"low
7ffectA The combatant is trapped in a poc%et of localiEed time+
reactions are more sluggish than usual, ma%ing it virtually
impossible for them to gain the initiative over their opponents.
Targets affected by *low halve their (nitiative scores during the
(nitiative $hase when determining the order of combat, and have
their *%ill and )ttribute &atings reduced by 4/0 for purposes of
Tas% !hec%s requiring fast action or movement.
!anceled byA !hronos Tear, &emedy, 7suna, 1aste, *top
"to#
7ffectA The combatant becomes froEen in stasis. 8o time passes for
the combatant+ they do not generate (nitiative, and may ma%e no
)ctions or Rero )ction for as long as *top remains active. Gains or
losses for *tatus !onditions li%e $oison, &egen and ;enom are not
calculated while *top remains in effect+ *tatus !ondition timers
with the e#ception of that of *top itself will not decrease until *top
has been removed. This includes the specialiEed timers used by
$etrify and !ondemned. (f necessary, the combatant6s body can be
carried by an ally until *top wears off.
!anceled byA !hronos Tear, 7suna
TRANSFORM
*tatus !onditions that affect a combatant6s physical shape.
&ini
7ffectA The combatant shrin%s to a mere fraction of their former siEe.
.hile in this state, the combatant6s )&5 and 5. )&5 are both
reduced by 4/0+ all $hysical damage dealt by the combatant is
reduced to " damage, regardless of *trength, equipped .eapon or
the target6s )&5 rating. :ther )bilities continue to function as
normal, and are not affected by this *tatus. )ll Tas% !hec%s using the
combatant6s *T& and ;(T )ttribute &atings will automatically fail as
FINAL FANTASY THE ROLEPLAYING GAME 1#5
long as 5ini is active. *tealth and 7scape rolls, however, gain a 4/0
bonus.
!anceled byA !ornucopia, &emedy, 7suna, 5ini
'oad
7ffectA The combatant is turned into a slimy, croa%ing toad. .hile in
this state, the combatant6s )&5 and 5. )&5 are both reduced by
4/0+ all successful )ttac% )ctions made by the combatant inflict "
damage, regardless of *trength, equipped weapon or the target6s
)&5 rating. The combatant cannot ma%e any )bility )ctions while in
this form+ should they possess the 'lac% 5agic *pell Toad, however,
it may be cast as normal. )ll Tas% !hec%s ta%en while in Toad form
other than those involving *tealth, *wimming, 7scape, or related
activities will automatically fail. &olls against the latter *%ills gain a
4/0 bonus.
!anceled byA 5aiden's Qiss, &emedy, 7suna, Toad
(om$ie
7ffectA The combatant is drained of their life force, transforming
them into a green-s%inned Eombie. )s they are effectively undead,
&ecovery effects that would normally restore 1$ instead inflict an
equivalent amount of damage, not modified for )&5 or 5. )&5. )
1i-$otion, for instance, causes H4/ 1$ damage to a combatant with
Rombie. )ny effect that revives an unconscious combatant or
restores 1it $oints to ma#imum instead has a !o* of C5. )!! - 4/D,
5. 7vasion of instantly reducing a Rombied combatant to / 1$,
regardless of current 1it $oints, )&5, or 5. )&5.
,rain attac%s are also reversed+ all damage inflicted by such an
attac% on a target affected by Rombie is subtracted from the
attac%er6s 1$ instead, with the combatant regaining an amount of
1$ equivalent to that lost by its attac%er. (n addition to this, the
combatant gains (mmunity to ,eath-type *tatus !onditions and
!ondemned for as long as Rombie remains in effect.
For purposes of resolving Tas% !hec%s which use *ocial *%ills, the
character6s *%ill &atings are decreased by 4/0 for as long as
Rombie remains in effect.
!anceled byA 1oly .ater, &emedy, .ash, 7suna
WEA$EN
*tatus !onditions which diminish a combatant6s general fighting
ability.
)*ility Break
7ffectA The combatant feels sluggish and heavy+ all sense of
coordination seems to leave them. For as long as )gility 'rea%
remains in effect, the combatant6s 7;) and )!! are both decreased
by 4/0+ The characters initiative score is decreased by < when
calculated at the start of the round. For purposes of Tas% !hec%s,
the character6s )G( &ating is also decreased by 4/0.
!anceled byA 7suna, )gility @p, )gility ,own
)*ility Down
7ffectA The combatant6s movements become aw%ward and
uncoordinated. For as long as )gility ,own remains in effect, the
combatant6s 7;) and )!! are both decreased by H40+ The
characters initiative score is decreased by H when calculated at the
start of the round. For purposes of Tas% !hec%s, the character6s )G(
&ating is also decreased by H40.
!anceled byA 7suna, )gility @p, )gility 'rea%
)rmor Break
7ffectA The combatant feels fragile and vulnerable at once+ formerly-
impervious defenses suddenly seem inadequate at best. The
combatant6s )&5 is reduced by 4/0 for as long as )rmor 'rea%
remains in effect.
!anceled byA 7suna, )rmor @p, )rmor ,own
)rmor Down
7ffectA The combatant6s defenses are wea%ened, ma%ing them more
vulnerable to incoming attac%s. The combatant6s )&5 is decreased
by H40 for as long as )rmor ,own remains in effect.
!anceled byA 7suna, )rmor @p, )rmor 'rea%
Element ,eak
7ffectA The combatant is temporarily left vulnerable to a specific
!ombat 7lement. Treat this as if the combatant had a .ea%ness C.D
to the 7lement in question.
!anceled byA 7suna, 7lement &esist, 7lement (mmune, 7lement
)bsorb
-ock
7ffectA ) glowing set of crosshairs encloses the combatant, magically
guiding incoming attac%ers. 7;) and 5. 7;) are both reduced by H/
for as long as Boc% remains in effect.
!anceled byA 7suna
&a*ic Break
7ffectA The combatant6s spellcasting powers wea%en+ fireballs
suddenly siEEle rather than scorch and other elemental destruction
is a mere shadow of its former self. For as long as 5agic 'rea%
remains in effect, all magical damage inflicted by the combatant is
reduced by -4/0.
!anceled byA &emedy, 5agic @p, 5agic ,own, 7suna
&a*ic Down
7ffectA The combatant feels their innate mystical energies dulling,
compromising their ability to channel magic. For as long as 5agic
,own remains in effect, all magical damage inflicted by the
combatant is reduced by -H40.
!anceled byA &emedy, 5agic @p, 5agic 'rea%, 7suna
&eltdown
7ffectA ) haEy, deep-red aura forms around the combatant,
rendering all armor useless. The combatant6s )&5 and 5. )&5 are
both reduced to / for as long as 5eltdown remains in effect. For
purposes of Tas% !hec%s, the character6s ;(T &ating is also
decreased by H40.
!anceled byA &emedy, 7suna
FINAL FANTASY THE ROLEPLAYING GAME 1#6
&ental Break
7ffectA The combatant6s mental defenses fade, leaving them highly
vulnerable to hostile magic. The combatant6s 5. )&5 is decreased
by 4/0 for as long as 5ental 'rea% remains in effect. For purposes
of Tas% !hec%s, the character6s 5)G &ating is also decreased by
4/0.
!anceled byA &emedy, 5ental @p, 5ental ,own, 7suna
&ental Down
7ffectA The combatant6s innate magical defenses suddenly wea%en,
diminishing their ability to weather incoming spells. The combatant6s
5. )&5 is decreased by H40 for as long as 5ental ,own remains in
effect. For purposes of Tas% !hec%s, the character6s 5)G &ating is
also decreased by H40.
!anceled byA &emedy, 5ental @p, 5ental 'rea%, 7suna
ower Break
7ffectA The combatant feels all strength deserting them, robbing
their blows of any impact they might have once possessed. For as
long as $ower 'rea% remains in effect, all physical damage inflicted
by the combatant is reduced by -4/0+ for purposes of Tas% !hec%s,
the character6s *T& &ating is also decreased by 4/0.
!anceled byA &emedy, $ower @p, $ower ,own, 7suna
ower Down
7ffectA The combatant feels strangely wea%+ where they stri%e, their
attac%s cannot muster as much force as usual. For as long as $ower
,own remains in effect, all physical damage inflicted by the
combatant is reduced by -H40+ for purposes of Tas% !hec%s, the
character6s *T& &ating is also decreased by H40.
!anceled byA &emedy, $ower @p, $ower 'rea%, 7suna
"#irit Break
7ffectA The combatant feels dull-witted and scatter-brained, utterly
unable to concentrate for any length of time. For as long as *pirit
'rea% remains in effect, the combatant6s 5. 7;) and 5. )!! are
both reduced by 4/0. For purposes of Tas% !hec%s, the character6s
*$& &ating is also decreased by 4/0.
!anceled byA &emedy, *pirit @p, *pirit ,own, 7suna
"#irit Down
7ffectA The combatant loses concentration, finding it difficult to focus
intensively on any one thing. For as long as *pirit ,own remains in
effect, the combatant6s 5. 7;) and 5. )!! are both reduced by
H40+ for purposes of Tas% !hec%s, the character6s *$& &ating is
also decreased by H40.
!anceled byA &emedy, *pirit @p, *pirit ,own, 7suna
BARRIER
*tatus !onditions that create distinctive energy fields around
combatants, increasing their defense against certain types of attac%.
Element )$sor$
7ffectA The combatant is temporarily steeped in a specific !ombat
7lement, allowing them to absorb all damage associated with it.
Treat this as if the combatant had an )bsorbance C)D to the 7lement
in question.
!anceled byA ,ispel, ,ebarrier, 7lement .ea%
Element %mmune
7ffectA The combatant is temporarily immune to the effects of a
specific !ombat 7lement, allowing them to negate all damage
associated with it. Treat this as if the combatant had an (mmunity C(D
to the 7lement in question.
!anceled byA ,ispel, ,ebarrier, 7lement .ea%, 7lement )bsorb
Element .esist
7ffectA The combatant is temporarily fortified against a specific
!ombat 7lement. Treat this as if the combatant had a &esistance C&D
to the 7lement in question.
!anceled byA ,ispel, ,ebarrier, 7lement .ea%, 7lement (mmune,
7lement )bsorb
Element "#ikes
7ffectA The combatant is surrounded by a haEy, colored energy field+
as opponents draw near, the energy solidifies, turning into wic%ed
spi%es of fire, ice or surging thunder. )ny successful non-&anged
)ttac% made against the combatant triggers the 7lement *pi%es,
inflicting CH # 5)GD 7lemental damage on the attac%er. The 7lement
in question is determined when 7lement *pi%es is first applied.
,amage inflicted by 7lement *pi%es is not reduced by 5. )&5, but
may be adjusted for 7lemental .ea%nesses, (mmunities and the li%e.
!anceled byA ,ispel, ,ebarrier
rotect
7ffectA The combatant is encased in a cocoon of power which
absorbs the %inetic energy of incoming attac%s. .henever a
combatant under the effects of $rotect is struc% by $hysical damage
or 7lemental damage reduced by )rmor, that damage is reduced by
4/0 after it has been modified for )&5.
!anceled byA ,ispel, ,ebarrier
.eflect
7ffectA The combatant is surrounded by a blue aura capable of
deflecting magical energies bac% at their respective sources.
.henever a *pell hits a combatant affected by &eflect, there is a
chance that the magic will instead bounce off to stri%e a random
opponent. .hether or not this depends on the *pell, and will be
given in the *pell6s individual description.
*pells that target multiple combatants will reflect once for each
combatant with &eflect struc%. For instance, a Fira *pell inflicting J/
Fire 7lemental damage before )&5, stri%ing two combatants with
&eflect, would result in two J/-damage Fira *pells bouncing bac% at
random opponents. )ny given *pell can only be reflected once,
however+ &eflect has no effect on magic already reflected off
another target.
!anceled byA ,ispel, ,ebarrier
FINAL FANTASY THE ROLEPLAYING GAME 1#!
.esist
7ffectA The combatant is inoculated against all harmful and abnormal
conditions. For as long as &esist remains in effect, the combatant is
considered to have (mmunity to all Fatal-type, 5ystify-type, *eal-
type, Time-type To#in-type, Transform-type and .ea%en-type *tatus
!onditions.
!anceled byA ,ispel
"hell
7ffectA The combatant is encased in a cocoon of power that saps the
energy of incoming spells, substantially reducing their effectiveness
in the process. .henever a combatant under the effects of *hell is
struc% by 5agical damage or 7lemental damage reduced by 5.
)rmor, that damage is reduced by 4/0 after it has been modified
for 5. )&5.
!anceled byA ,ispel, ,ebarrier
"hield
7ffectA The combatant is fully enclosed by a glittering dome of
magical energy, essentially cutting them off from the general melee.
For as long as the *hield remains active, all damage done to the
combatant is automatically reduced to /. )ll *tatus !onditions
positive or negative and &ecovery effects, (tems included, are
similarly nullified. )ny pree#isting *tatus !onditions are also
nullified.
!anceled byA nKa
"tatus %mmune
7ffectA The combatant is temporarily immune to the effects of a
specific *tatus !ondition or group of *tatus !onditions. Treat this as
if the combatant had an (mmunity C(D to the !ondition or
!onditions in question.
!anceled byA ,ispel
,all
7ffectA )n invisible barrier of impenetrable force surrounds the
combatant, nullifying physical attac%s. .henever a combatant under
the effects of .all is struc% by $hysical damage or 7lemental
damage reduced by )rmor, that damage is reduced to /.
!anceled byA ,ispel, ,ebarrier
STRENGTHEN
*tatus !onditions that increase a combatant6s fighting potential and
equipment power.
)ccelerate
7ffectA The combatant moves with greater speed, covering ground at
a far more rapid pace. .hile under the effects of )ccelerate, a
combatant6s *$, is doubled for purposes of calculating movement
rates+ for purposes of Tas% !hec%s, the character6s *peed &ating is
increased by H40.
!anceled byA ,ispel, *low
)ccuracy u#
7ffectA The combatant's blows land fast and true, bypassing shields,
dodges, and parrying attempts with equal ease. For as long as
)ccuracy @p remains in effect, the combatant6s )!! is increased to
H44.
!anceled byA ,ispel
)*ility u#
7ffectA The combatant becomes more nimble, allowing them to stri%e
and dodge with greater ease. For as long as )gility @p remains in
effect, the combatant6s 7;) and )!! are both increased by H40.
The characters initiative score is increased by H when calculated at
the start of the round. For purposes of Tas% !hec%s, the character6s
)G( &ating is also increased by H40.
!anceled byA ,ispel, )gility ,own, )gility 'rea%
)rmor u#
7ffectA The combatant feels s%in and armor harden, enhancing their
defensive capabilities. For as long as )rmor @p remains in effect, the
combatant6s )&5 rating is increased by H40.
!anceled byA ,ispel, )rmor ,own, )rmor 'rea%
)ura
7ffectA The combatant is surrounded by an invigorating golden glow.
For as long as )ura remains in effect, all !harge Times for )bility
)ctions ta%en by the combatant are halved.
!anceled byA ,ispel, !urse
Blink
7ffectA The combatant phases between solid and immaterial states at
random intervals, increasing their ability to escape attac%. The
combatant6s 7;) is increased by H/ for as long as 'lin% remains in
effect.
!anceled byA ,ispel
Critical u#
7ffectA The combatant's blows are drawn towards opponents' wea%
spots, increasing the li%elihood of a luc%y hit in the right place. For
as long as !ritical @p remains in effect, the combatant's !o* for
landing !ritical 1its is at 2"//0. 'y default, this mean that !ritical
1its will occur on a " to H/ rather than a " to "/, though this effect
also stac%s with !ritical2, !ritical22, and *ignature .eapon.
!anceled byA ,ispel
Fli*ht
7ffectA The combatant gains the ability to move through air, traveling
over hindering environmental features almost effortlessly. .hile in
this state, the combatant can move over haEardous terrain such
as lava flows and spi%ed floors with no ill effects, and suffers no
movement modifiers for terrain. !ombatants under the effects of
Flight cannot be reached by 5elee effects+ this *tatus !ondition also
protects against certain other attac%s, such as Sua%e.
!anceled byA ,ispel, ,rag
FINAL FANTASY THE ROLEPLAYING GAME 1#8
Float
7ffectA The combatant hovers a half-meter off the ground, seemingly
suspended on thin air. .hile in this state, the combatant can move
over haEardous terrain such as lava flows and spi%ed floors with
no ill effects, and suffers no movement modifiers for terrain.
1owever, movements become more difficult to control, ma%ing it
impossible to ta%e Full-5ove )ctions. Float may also protect against
certain attac%s and )bilities+ if so, this will be noted in the relevant
description.
!anceled byA ,ispel, ,rag
Haste
7ffectA The combatant is surrounded by a red aura+ when they move,
it is with such speed that they appear li%e a blur to the untrained
eye. !ombatants affected by 1aste double their (nitiative scores
during the (nitiative $hase when determining the order of combat,
and may gain additional )ctions as a result of this see the rules
on 7#treme (nitiative on page < for more details. (f in a *cene where
no (nitiative is generated, 1aste bestows two )ctions by default. For
purposes of Tas% !hec%s, the character6s *$, &ating is also
increased by 4/0.
!anceled byA ,ispel, *low
&a*ic u#
7ffectA The combatant is imbued with a sudden surge of magical
energy, greatly increasing their spellcasting potential. )ll magical
attac%s inflict 2H40 damage for as long as 5agic @p remains in
effect.
!anceled byA ,ispel, 5agic ,own, 5agic 'rea%
&ental u#
7ffectA The combatant becomes e#ceptionally strong-willed, granting
them superior protection against magic. For as long as 5ental @p
remains in effect, the combatant6s 5. )&5 rating is increased by
H40. For purposes of Tas% !hec%s, the character6s 5)G &ating is
also increased by H40.
!anceled byA ,ispel, 5ental ,own, 5ental 'rea%
& Half
7ffectA The combatant is fortified with ambient magic, greatly
increasing their own mana reserves. For as long as 5$ 1alf remains
in effect, all 5agic effects with an 5$ cost have their costs lowered
by 4/0. Fira, for instance, would only cost "", rather than HH 5$ to
cast for a combatant under the effects of 5$ 1alf.
!ancelled byA ,ispel
& /uarter
7ffectA The combatant's ability to channel magic is strengthened,
significantly reducing the amount of mana they must sacrifice to cast
magic. For as long as 5$ Suarter remains in effect, all 5agic effects
with an 5$ cost have their costs lowered by H40. Fira, for instance,
would only cost "L, rather than HH 5$ to cast for a combatant under
the effects of 5$ Suarter.
!anceled byA ,ispel
ower U#
7ffectA The combatant is imbibed with a sudden surge of physical
strength, allowing them to attac% with greater force. For as long as
$ower @p remains in effect, the combatant6s physical attac%s inflict
2H40 damage. For purposes of Tas% !hec%s, the character6s *T&
&ating is also increased by H40.
!anceled byA ,ispel, $ower ,own, $ower 'rea%
.e*en
7ffectA The combatant is surrounded by a green aura that slowly
begins to heal their injuries, regenerating accumulated damage over
time. .hilst under the effects of &egen, a combatant recovers an
amount of 1$ equivalent to "/0 of their ma#imum 1$ score at the
beginning of each *tatus $hase.
!anceled byA ,ispel
.eraise
7ffectA ) golden halo of vital energy hovers over the target. (f any
attac% or other event should ever reduce a combatant under the
effects of &eraise to / or fewer 1$, &eraise will immediately cast the
*pell &aise on them. The *tatus !ondition automatically e#pires once
the target has been resurrected.
!anceled byA @nconscious, ,ispel
.use
7ffectA The combatant is surrounded by mirror images, confounding
and confusing foes in equal measure. The combatant6s 7;) is
increased by </ for as long as &use remains in effect.
!anceled byA ,ispel
"#irit U#
7ffectA The combatant is gifted with a burst of spiritual energy,
infusing their incantations and fortifying their mind against harmful
magics. For as long as *pirit @p remains in effect, the combatant6s
5. 7;) and 5. )!! ratings are both increased by H40. For
purposes of Tas% !hec%s, the character6s *$& &ating is also
increased by H40.
!anceled byA ,ispel, *pirit ,own, *pirit 'rea%
!anish
7ffectA The combatant is turned completely transparent, rendering
them invisible for all intents and purposes. !ombatants affected by
;anish may not be targeted by normal )ttac%s, *pells or )bilities,
though they will still ta%e damage if the Group or $arty they belong
to is targeted+ attac%s with the 9)ll6 designation will also affect them.
*tealth rolls made while under the effects of ;anish gain a 4/0
bonus+ monsters using the ,ay ;ision sense to detecting a target
under the effect of ;anish do so with a !onditional 5odifier of -L/.
!anceled byA ,ispel, ,amage
FINAL FANTASY THE ROLEPLAYING GAME 1##
THE SOI)S OF BATT)E
(f the $!s prevail over their opponents, they will be rewarded for
their troubles. This payoff can come in the following three formsA
Gil and V$. 7very defeated opponent has a value in Gil and V$. For
simplicity6s sa%e, these values are tallied up for all opponents
defeated in the course of the battle, ta%ing into account any foes
that were 7jected from the fight or ran away on their own accord.
The total is then divided evenly among all $!s.
"he way I see it& e'ery battle brings
you one step (loser to your dream.
#eifer Almasy
FIA! FA"A#$ %III
1ow the reward is claimed is another matter entirely+ though
finding G// gold pieces on a dead shar% is well and acceptable for a
Final Fantasy game, some G5s may prefer to adopt a more realistic
approach. For this reason, it may be convenient to thin% of the Gil
value as representing the economic value of hides, bones, fangs
and other by-products derived from the monster6s corpse. *tripping
these requires a successful roll against *cavenge, with the Gil
equivalent being awarded once the party drags their harvested
odds and ends to the nearest trader.
(tems. $rovided they haven6t been 7jected, some opponents may
also drop more concrete rewardsA &ecovery, 'attle or *upport
(tems, pieces of )rmor or .eapons, 5aterials, or other odds and
ends whose uses may not be immediately obvious. )gain, how the
G5 chooses to award such equipment is a matter of individual
discretion+ the rewards can either drop directly from the monster
cheerfully ignoring the logical problems inherent in, say, a high-class
suit of mail being pulled off the corpse of a dinosaur or be
9processed6 from the monster6s remains, requiring a successful
*cavenge roll and trip into town to redeem.
@nli%e Gil and V$, item rewards will rarely come in quantities large
enough to ma%e a totally even split possible, meaning $!s must
decide amongst themselves who wal%s away with the loot. 5ore
detailed notes on determining rewards and drops for monsters can
be found in !hapter "/ and )ppendi# ((.
? Divi)ing the Spoils (1)
) few short rounds later, the Guards and their charge have been
wiped out. &odger consults his notesM
&odger CG5DA .ith a feeble croa%, the second Guard collapses,
armor rattling. Nou gain "H/ V$ and 3/ Gil apiece from the
encounter. (n additionM CrollingD Nou find a $otion and two
Tinctures.
&ob C1iroDA (6ll ta%e the $otion. ( used one up healing 5int earlier,
so it6s only fair.
5 C1aEeDA .hat about the TincturesP
'lair C5intDA !arl6s character is the only one who can really use
them at the moment. (6d say let him have them.
? Divi)ing the Spoils (2)
&obA Fine by me.
!arl CQumaniDA )ll right. (6ll ta%e 9em. 8ow, the ne#t big question is
how do you want to ta%e it from here onP
'lairA .e can6t be sure that fight didn6t attract more trouble just
yet. (f we just charge ahead, we could get ourselves in some
serious hot soup.
!arlA $laying it cautiously might be smarter. .e should send our
stealthiest party members up through the door to scout out the
situation+ the rest will follow at a safe distance and be ready to
bac% them up if they run into any trouble.
&obA *ounds good to me. That6d beM 5int and 1aEeP
'lairA Nep.
5A *ure. (f we can pic% off the guards in small numbers and avoid
tripping any alarmsM
SECIA) CIRC(MSTANCES
8ot every battle is a straightforward face-off. *ometimes, characters
will find themselves fighting under unusual circumstances that
require them to e#ercise additional strategy and care.
Am#us* and Sur'rise
The element of surprise has always had its place in Final Fantasy
battles. (n earlier games in the series, combat occurred randomly,
meaning that monsters seemed to literally pounce on the heroes
from out of nowhere. (n the FF&$G, however, characters can pic%
their battles if they spot a monster before it spots them, they can
always elect to turn around, snea% by, or prepare for the fight before
it happens. .ith enough foresight, a party may even turn the tables
on its opponents and surprise them, throwing the odds in their favor.
)n ambush can only ta%e place if the ambushing party is aware of
their victims6 presence and has managed to conceal their own.
@nder most circumstances, this requires an :pposed Tas% !hec%
pitting the ambushers6 *tealth against their targets6 )wareness.
7ach participant rolls separately. Though there are no !onditional
5odifiers by default, they can be assigned as needed if
circumstances or the difference in average Bevel between the two
groups seem li%e they would affect the outcome.
(f the ambushers managed to beat their victims' rolls across the
board, the ambush is successful, and the first &ound in the ensuing
battle will be a $reemptive &ound. ,uring this &ound, only the
ambushing party is allowed to ma%e )ctions+ roll for (nitiative as
normal amongst the members of the attac%ing party, then assign
)ctions. The victims of the ambush generate no (nitiative during this
&ound, and are afflicted with the *tatus !ondition @naware. )fter all
)ctions have been resolved, the battle carries on as usual, with both
sides ma%ing )ctions and rolling for (nitiative.
(f some members of the ambushed party managed to beat the
ambushers6 *tealth rolls but the majority remained unalerted, run a
$reemptive &ound as normal. (n this instance, any opponent whose
)wareness beat their ambushers6 *tealth rolls is e#empt from being
FINAL FANTASY THE ROLEPLAYING GAME %
@naware during the $reemptive &ound.
(f the majority of the ambushed party managed to beat the
ambushers6 *tealth rolls but the ambushers still had enough time to
spring a surprise attac% before their quarry could react, run a
$reemptive &ound. )ll victims of the ambush are e#empt from the
@naware !ondition.
(f the ambushing party was completely unable to beat their
targets' rolls, battle proceeds as normal. 8o $reemptive &ound is
run.
? A!%ush in Action (1)
.ith 1iro and Qumani at their bac%s, 1aEe and 5int creep
through the dungeon comple#, %eeping a close ear open for
passing patrols.
&odger CG5DA This far up, you're beginning to glimpse the
scarcest glimmers of natural light filtering in from grilles in the
floor above, throwing little mosaics and patterns on the metal
underfoot. Nou can hear faint voices+ the sound of weapons
rattling, of footsteps suggesting passing patrols.
5 C1aEeDA )s long as they stay above groundM
&odgerA Give me a roll for )wareness, both of you.
'lair C5intDA CrollingD J/.
5A CrollingD <H.
&odgerA There6s a dull rattle+ chains being lowered, hidden
machinery in the wall tic%ing over just up ahead. *ounds li%e
there6s an elevator coming down further along the corridor.
'lairA )ny chance we can get into position to attac% before
they %now we6re comingP
&odger chec%s his notes. The elevator to the dungeon level is
closed+ realistically spea%ing, the guards wouldn6t %now they
were wal%ing into an ambush until the doors opened. (n this
case, the *tealth chec% can be waived in favor of a simple
:pposed )ttribute !hec%.
&odgerA Nou6ll have to move fast. )ttribute !hec%s against
*peed, please.
5A CrollingD G4.
'lairA CrollingD "I.
&odger ma%es separate rolls for the three Guards coming
down the lift+ 5int and 1aEe6s rolls beat all of them.
&odgerA Nou manage to reach the elevator cage a half-minute
before the heavy brass car slams into position. ) mailed hand
closes around the wire mesh, pushing it bac%+ the first guard
steps out, adjusting his visorW
'lairA .e attac%O
&odgerA The mechanoid barely has time to react before you
close in, weapons drawn. $reemptive &ound roll for
(nitiatives.
? A!%ush in Action (2)
5A CrollingD G plus *peed I equals "".
'lairA CrollingD L. Mcomes out to "4.
&odgerA 5int acts first, followed by 1aEe. Guards ), ' and !
aren6t @naware, but you6ve got surprise on your side. 'lair,
what6s your actionP
'lairA 5int6ll jump forward, trying to smac% Guard ) across the
face with her rod before he has a chance to go for his
weapon.
&odgerA )ll right. &oll to hitM
REINFORCEMENTS
'attles aren6t an invite-only affair+ additional combatants may come
in on either side of the engagement during either the (nitiative or
)ction $hases, automatically joining a $arty or Group in the process
if applicable. &einforcements that enter during the )ction $hase do
not generate (nitiative, and cannot act until the following &ound.
,epending on the circumstances, new arrivals may transform an
ongoing battle into a $incer )ttac% see below for more details.
? ein*orce!ents in Action
Two &ounds later, one Guard is down and another is on his
last legs. *uddenly, the elevator car begins to ascendM
&odger CG5DA Mand that6s "< damage to Guard !.
,eathsight's crony staggers bac%, the light in his visor
flic%ering erratically as he tries to steady himself. 5int6s about
to act when the loud rattle of chains being pulled taut
interrupts the proceedings+ for a second time, the elevator car
has arrived at the dungeon level, searchlights flic%ering as the
cage slides open, revealing four more Guards.
'lair C5intDA They're coming in during the )ction $haseP )re
they going to act this &oundP
&odgerA 8o.
'lairA (n that case, 5int6s going to bash the nearest new
arrival. Bet6s see if we can6t even those odds a little bitM
PINCER ATTAC$S
) $incer )ttac% occurs when one side completely encircles the other.
)s a result, the encircled combatants must split their attention
between multiple groups of opponents, potentially leaving them
open to an attac% from behind. (n-game, this is represented by
dividing the battle into two 9faces6 a Beft Face and a &ight Face,
roughly representing the two major flan%s of the attac%. The
e#ample on the ne#t page shows a party hemmed in by monstersA
FINAL FANTASY THE ROLEPLAYING GAME %1


M
O
N
S
T
E
R
S

L
E
F
T

F
A
C
E
P
A
R
T
Y

L
E
F
T

F
A
C
E
P
A
R
T
Y

R
I
G
H
T

F
A
C
E


M
O
N
S
T
E
R
S

R
I
G
H
T

F
A
C
E
)ny combatant involved in a $incer )ttac% must decide which facing
Beft or &ight they have. *witching facing from Beft or &ight or
vice versa is a Rero )ction, but must be declared at the beginning
of a combatant's turn. !ombatants in the encircled party may only
attac% opponents who share their facing, while the encircling side
can attac% either facing at will. Furthermore, whenever a combatant
in the encircling party attac%s an opponent who does not share his
facing, that opponent is considered to be @naware. To compensate,
the opponent may switch facing as a &eaction if they ta%e damage
from a foe they are @naware to.
$incer )ttac%s last for as long as the encircling side %eeps
combatants on both the Beft and &ight Faces. )s soon as this stops
being the case, the $incer )ttac% brea%s up+ combat proceeds as
normal.
? (incer Attac"s in Action
The (nitiative $hase of &ound G sees 1aEe and 5int trapped by
enemy reinforcements. The two prepare for a bitter struggle.
&odger CG5DA .ith si# Guards and just two of you, you6re
completely surrounded. Give me facings+ the si# Guards ), ', !,
,, 7 and F are split evenly between the two.
5 C1aEeDA (6ll face left, 5int will face right. That6ll at least give us
even odds.
'lair C5intDA Fine.
&odgerA )ll right. &oll for (nitiatives.
5A CrollingD < plus *peed I equals "H.
'lairA CrollingD H. Mplus *peed I equals "/.
&odger rolls (nitiative for the Guards in secret, coming up with
(nitiatives of "G, L, J, "<, I and 3.
&odgerA )ll right. (nitiative order is as followsA Guard ,, Guard ),
1aEe, 5int, Guard F, Guard 7, Guard ' and Guard !.
'lairA Myeah, this is gonna hurt. ) lot.
&odgerA CrollingD )nd they6re offO Guard ,'s visor flashes bright as
he slashes at 1aEe6s bac%+ our favorite ,ar% Qnight6s not facing
him, so he6s considered @naware and ta%es double damage.
5A .onderful. 1ow bad is itP
&odgerA CrollingD 1aEe ta%es 3 damage, doubled to "I for being
@naware do you want to change facingP
5A (6m staying the course here.
? (incer Attac"s in Action (2)
&odgerA CrollingD Good call the wounded Guard ) throws himself
at 1aEe before his comrade has even begun to step bac%. The
impact6s as much %inetic energy as surprise, damn near %noc%ing
the air out of your lungs. CrollingD L damage, but you6re sharing his
facing, so no mods this time. 1aEe, you6re up.
'lairA 5ay as well finish off Guard ) while we6ve still got the chance.
5A 1ealing might be a better ideaM (6m getting beat up something
fierce out here. Qumani and 1iro6d better get a move on.
TIMED BATTLES
)dding a time limit to a battle is a great way to ratchet up the
tension. 5ore importantly, reasons for doing can vary dramatically
the heroes may be trying to escape a collapsing palace, engaged in
a contest to subdue and defeat as many :chus as they can in the
space of "/ minutes, or only have a scant half-hour before the
7mpire6s -ustice Tower ta%es out rebel headquarters.
.hen setting up a timed battle, the G5 begins by establishing the
time limit. This will usually be in minutes, and ideally in increments of
4. 8e#t, that limit is converted into 'tic%s' by multiplying it by J/.
.hen a battle ta%es place, every &ound that elapses in combat
reduces the total timer by a number of tic%s equal to the &ound6s
highest non-7#treme (nitiative minus the lowest (nitiative for that
&ound. (ntervening time, including travel and other activities
between battles, reduce the timer at the G56s discretion. *hould the
timer hit / before the heroes have accomplished their objective, it6s
game over.
)nother way to run timed battles is to give the party a certain
amount of time during which they must hold out against attac%. For
instance, the party may be defending a critical location against
opposing forces, and must hold their ground for at least "/ minutes
to give reinforcements time to arrive.
CHATER +)OSSAR,
The following list recaps some of the most important concepts
introduced in this chapter for quic% reference.
)bility )ction. )ny )ction using *low, Fast, or 5agic )bilities,
including *pells.
)dverse Terrain. Terrain that reduces movement by 4/0.
)ttac% )ction. )ttac%ing an opponent with an equipped .eapon.
)utomatic 5iss. ) 'otch in an )ttac% )ction.
'rawling. )ttac% )ctions without a .eapon equipped.
!ritical 1it. ) !ritical *uccess in an )ttac% )ction.
!ombat 5ovement. 5ovement underta%en as part of an attac%.
,ifficult Terrain. Terrain that reduces movement by H40.
,efense )ction. Giving up all )ctions and bracing for damage.
7scape )ction. )ction resulting from a combatant6s attempts to
withdraw to a safer position.
7#treme (nitiative. )n (nitiative of G4 or higher. 7ntitles a
combatant to additional )ctions.
FINAL FANTASY THE ROLEPLAYING GAME %%
Full-5ove )ction. )n )ction spent entirely on movement.
(tem )ction. )ction involving using items or changing equipment in-
battle.
$incer )ttac%. 'attle in which one side complete encircles the
other.
$reemptive &ound. *pecialiEed &ound resulting from ambush.
Trigger )ction. )n )ction involving a Tas% !hec%.
@nconscious. !ondition in which a $! or 8$! has been reduced to
/ or fewer 1$.
.ait. ,elay acting for a certain number of tic%s.
FINAL FANTASY THE ROLEPLAYING GAME %&
VIII
____________________
MAGIC

"Now, for my next trick, I will make


you all... disappear!"
Kefka Pallazo
FINA FAN!A"# $I
Magic is a fundamental and natural part of the world, manifest in all
things animate and inanimate. The flow of magical energy, or mana,
in the world as a whole is essential to its well-being; only so long as
the power of the elements is unchecked can the wind continue to
blow, the earth continue to be fertile, the cycle of life and death go
on. All of the world's inhabitants, whether conscious of it or not,
have some small part of this force inside them; with training, it can
be turned into a weapon more powerful than mere blade or brawn,
more devastating than all but the farthest-reaching technologies.
Most worlds contain at least some degree of background magic!
" enough mana to sustain life on the world itself, but a far cry from
the sheer amount of free energy needed to fuel true spellcasting.
The e#istence of Mages depends heavily on the presence of ob$ects
that reinforce and amplify this weak level of natural magic to the
point where it can be actively shaped.
MAGICITE
%ertain kinds of naturally-occurring crystals have been found to be
curiously sympathetic to the flow of mana, able to focus, store and
even amplify natural elemental forces. &uch crystals are known as
magicite, and can vary widely in both si'e and power. At its smallest,
magicite can be little more than a microscopic powder trapped within
larger rock formations, creating unusual phenomena through pent-
up mana. A stone charged with a modest amount of (ire energy, for
instance, would feel unusually warm to the touch, though its
sorcerous uses are ne#t to nil. %onversely, genuinely titanic magicite
formations such as the legendary (our %rystals are magical
reservoirs without peer, capable of raising and destroying nations
with e)ual ease.
Magicite can be used for any number of purposes, ranging from
powering machinery to enriching soil. Most magically-empowered
e)uipment is constructed by binding the rush of energy freed by the
destruction of magicite fragments into the item during the creation
process; more powerful arms and armor may be made of pure
magicite crystals, and are capable of absorbing and channeling
significant amounts of magical power.
BATTLE ITEMS
Almost all creatures have some amount of magicite in their bodies,
allowing them to channel mana for their own uses. *pon death, part
of the magical energy that has passed through the creature may
linger in its magicite; parts of the creature that have particularly
high concentrations of magicite can even be harvested to make a
+attle ,tem. &uch fro'en! magic is typically more common in the
remains of creatures of arcane origin, such as +ombs; virtually any
fragment of their bodies can be used to unleash a small spark of
offensive spellcasting in the right hands.
ECOLOGIES OF MAGIC
-ven as it sustains life, magic in turn creates its own ecology,
ranging in scale from animal-like nature spirits to the primitive
elementals, creatures 'birthed' by large masses of elemental energy
converging on a single location. At the tip of the proverbial totem
pole are the &ummons, known by a million and one names
throughout the universe; such creatures typically dwell on planes of
pure power connected to a world by only the most tenuous of links,
drawn into material e#istence by the persuasive talents of %aller and
&ummoner alike.
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 (ire
-lemental energy, creating a reservoir of mana favorable to arcane
creatures and spellcasters alike. &imilarly, a lightning strike during a
ferocious thunderstorm attracts .ightning -lemental energy; a
torrential rainfall leads to the accumulation of /ater -lemental
power. (or those who rely on the might of the elements, careful
consideration of one!s surroundings is an important factor in
effectively shaping these energies.
SPELLCASTERS
Active wielders of magical power vary wildly in shape and scope.
/ith sufficient training and physical discipline, warriors can channel
elemental flows into their techni)ues; to them, this force is known as
chi and accounts for much of their power in battle. 0owever, such
applications are rigid, depending as much on the warrior!s physical
prowess as on their awareness of the magical basis underlying
them. A true Mage can actively twist and focus raw flows of magic
into physical, visible forms; dark mists, free'ing gales, howling
storms, and scorching waves of fire.
The spellcasting procedure itself depends on the power and
e#perience of the mage in )uestion. +eginners rely heavily on sub-
vocali'ed incantations to focus the power necessary to unleash their
&pell of choice; more advanced practitioners can invoke magic with
nothing more than a simple hand-gesture. 1nce prepared, all &pells
FINAL FANTASY THE ROLEPLAYING GAME 204
can be activated by a spoken word " usually the spell's name , such
as '%ura2' " or a more grandiose command, such as 3&tar fire,
awaken and deliver your $udgment2 (iraga24 0owever, it should be
noted that such pronouncements are usually delivered more for
intimidation value than actual practicality; in both cases, the results
are the same.
%Faolos c&eos de 'anda! (orda ramud
feolio... (omal, )ee'e of !ime, *y oat&
unto you am I *ound. !imeless, cross you
now t&e 'astness of !ime+s ,ulf. !&row
wide -er ,ates t&at we may pass!.
offrey /odrin,
FINA FAN!A"# !A0!I0"
%asting magic also has a visual aspect, as mana drawn by casters
from the immediate environment solidifies into motes of light $ust
before entering the caster's body. 0ow noticeable this is depends on
both the power of the caster and the amount of mana re)uired by
the &pell; particularly adept magicians can disguise these 'mana
signatures' to make even high-intensity spellcasting effectively
invisible.
THE ELEMENTS OF MAGIC
The classification of magic has occupied scholars for centuries. -ven
to this day, the finer details of magical ta#onomy can be fuel for
considerable debate. %ertain aspects, however, are considered to be
universally agreed on. Among them is the fact that mana is the basic
building-block of magic; though further diversified and refined, raw
mana can be used to drive a wide variety of helpful and harmful
effects. (rom here, all magic can be broadly broken up into three
ma$or groups of forces " -lemental, %osmic and .ife.
The -lemental forces are sometimes also called natural forces!,
deriving that designation from the fact that they are ine#tricably tied
to natural phenomena. The most common of these involve the four
basic elements " -arth, (ire, /ind and /ater " which in turn
combine to form the distinctive para-elements! of .ightning and ,ce.
To these are added +io, 0oly and &hadow. The inclusion of the latter
two is problematic for those who see them as supernatural rather
than mundane forces. As a result, in some )uarters the latter three
are not considered elements at all, and simply e#cised from the
reckoning. The collective grouping of these nine " -arth, (ire, Air,
/ater, .ightning, ,ce, +io, 0oly and &hadow " is referred to as the
%ombat -lements; spells focusing their power are intended for harm
and destruction more often than not.
1utside the domain of the elements is the force of %osmos; its
components are Time and 5ravity, the distortion of which forms the
basis of the Time Mage!s curious powers. ,n many cases, the end
result is a roundabout way of accomplishing what elemental magic
will easily do in skilled hands; rather than launch a fireball, a Time
Mage will twist the forces of Time and pluck a comet shower from
distant anti)uity $ust long enough to bombard their opponents into
submission.
The final component of the magical spectrum is another
overarching force, .ife, given power by the cycle of birth and death
and the migration of souls. Though not inherently a magical thing, its
interactions with raw magic have allowed /hite Mages and other
practitioners of healing to use it in the same fashion as its wilder
elemental counterparts. As a result, its inclusion remains a point of
contention.
SPELL CLASSIFICATIONS
(or the sake of clarifying effects and offering an organi'ational
thread to tie various &pells together, each &pell belongs to a
distinctive category.
ELEMENTAL MAGIC
-lemental Magic is a term used to describe any &pell that deals
damage associated with one of the nine %ombat -lements.
ARCANE MAGIC
Any &pell that directly deals damage to an opponent but is not
affiliated with a %ombat -lements belongs to the category of Arcane
Magic. Arcane Magic can deal either 6hysical or Magical damage;
which of the two is noted in the 'Type' field.
RECOVERY MAGIC
7ecovery Magic describes any &pell that recovers 06 or M6 to a
target " usually the caster, or one of the caster's allies " or removes
negative &tatus %onditions. 7ecovery Magic can have une#pected
effects on *ndead monsters " and combatants afflicted with the
&tatus %ondition 8ombie.
STATUS MAGIC
Any &pell that inflicts one or more &tatus %onditions as a result of its
casting, beneficial or otherwise, is known as &tatus Magic. (or the
sake of calculating ,mmunities, these &pells are divided into seven
categories " Mystify, To#in, &eal, Time, Transform, (atal, and /eak "
based on the &tatus %onditions they inflict. There are also two
positive &tatus %ategories, +arrier and &trengthen.
SUPPORT MAGIC
&upport Magic covers &pells that do not have a direct effect on
either the caster, the caster!s allies, or their opponents. The &pell
&ight, which allows a /hite Mage to get an overview of an area, is a
prime e#ample of this kind of magic.
SPELLBLADE MAGIC
&pellblade Magic is the speciali'ed category of magic used by Magic
9nights and their ilk. 7ather than directly affecting opponents, such
&pells instead use the caster!s weapon as a conduit.
FINAL FANTASY THE ROLEPLAYING GAME 205
FORMAT
The &pell listings over the remainder of the %hapter are set out as
follows:
The first thing listed is the &pell's casting name. ;ue to differences
in translation between (inal (antasy games, players may know some
of these by alternate names " +li''ara, for instance, is occasionally
called ,ce <. To avoid creating confusion, only one name is given for
each &pell.
The M6 %ost is given to the right of the spell!s name, and lists the
number of Magic 6oints re)uired to cast the &pell. %asting cost is
subtracted from the Mage's current M6 when the &pell is cast.
Target shows which combatants the &pell affects.
Type indicates which &pell %ategory that particular &pell falls
under, used for the purposes of calculating ,mmunities.
The 7 or =7 indicate whether a &pell is affected by the &tatus
%ondition 7eflect >7? or not >=7?.
6rere)uisite lists which other &pells the Mage must have learned
in order to be able to obtain this particular &pell, where applicable.
BLACK MAGIC
+lack is the color of destruction. 6ractitioners of +lack Magic have
mastered control of the elements, shaping these into any number of
offensive devices.
Level 1
BLIND 5 MP
Target: &ingle Type: &tatus >&eal? 7
A blinding cloud of thick black fog surrounds the target, robbing it of
all senses. +lind has a %o& of >M. A%% - @A?, M. -vasion of inflicting
the &tatus %ondition +lind on the target >B?.
BLIZZARD 7 MP
Target: &ingle Type: -lemental >,ce? 7
A flurry of high-speed ice particles is launched at the target,
inflicting >C # MA5? D dE, M. Armor ,ce -lemental damage.
FIRe 7 MP
Target: &ingle Type: -lemental >(ire? 7
A burning sphere of fire rushes towards the target, e#ploding on
impact. (ire inflicts >C # MA5? D dE, M. Armor (ire -lemental
damage.
POISON 9 MP
Target: &ingle Type: -lemental >+io? 7
&tatus >To#in?
A frothing cloud of sickly violet bubbles swarms over the target with
suffocating force. 6oison inflicts >C # MA5? D dE, M. Armor +io
-lemental damage; in addition, 6oison has a %o& of >M. A%% - @A?,
M. -vasion of inflicting the &tatus %ondition 6oison >F?.
SLEEP 5 MP
Target: &ingle Type: &tatus >&eal? 7
%louds of light mist play around the target as the apparition of a
moon appears overhead to shower soft starlight upon it. &leep has a
%o& of >M. A%% - @A?, M. -vasion of inflicting the &tatus %ondition
&leep >B?.
THUNDER 7 MP
Target: &ingle Type: -lemental >.ightning? 7
A brilliant bolt of lightning tears down from the sky, striking the
target with barely-contained energy. Thunder inflicts >C # MA5? D
dE, M. Armor .ightning -lemental damage.
Level 2
DARk 18 MP
Target: &ingle Type: -lemental >&hadow? 7
A sphere of utter blackness launches at the target, dissipating into a
dark mist as it strikes. ;ark inflicts >E # MA5? D <dE, M. Armor
&hadow -lemental damage.
ELEMENT SPIKES 16 MP
Target: &ingle Type: &tatus >&trengthen? 7
The target is surrounded by a shimmering barrier of elemental
energy capable of solidifying into cruel spikes at the touch of a
weapon. -lement &pikes inflicts the &tatus %ondition -lement &pikes
>B?; declare which element the &pikes will be tied to " (ire, ,ce or
.ightning " when casting this &pell.
LOCK 10 MP
Target: &ingle Type: &tatus >/eak? 7
At the caster's command, a set of crosshairs begin to glow around
the target's body, illuminating weak points and tracking movements.
.ock has a %o& of >M. A%% - @A?, M. -vasion of inflicting the &tatus
%ondition .ock on the target >B?.
RASP 15 MP
Target: &ingle Type: Arcane >Magical? 7
,ne#orably drawn by the lure of magical power, translucent spheres
of violet energy spiral in towards the target, sapping all mana out of
the surrounding area before rushing away. 7asp reduces the
target!s current M6 by >E # MA5? D <dE, M. Armor.
WATER 18 MP
Target: &ingle Type: -lemental >/ater? 7
/ater begins to filter out of the air, forming a solid ball around the
target that lifts it off the ground before bursting in a shower of
li)uid. /ater inflicts >E # MA5? D <dE, M. Armor /ater -lemental
damage.
FINAL FANTASY THE ROLEPLAYING GAME 206
Level 3
BLIZZARA 22 MP
Target: &ingleG5roup Type: -lemental >,ce? 7
The air around the target condenses to free'ing point in an instant,
encasing it in a towering spire of ice. +li''ara inflicts >H< # MA5? D
IdE, M. Armor ,ce -lemental damage.
6rere)uisite: +li''ard
FEAR 0 MP
Target: &ingle Type: &tatus >/eak? 7
A sinister, screaming visage wavers into life above the target, letting
loose a bone-chilling howl before fading away. (ear has a %o& of >M.
A%% - @A?, M. -vasion of inflicting the &tatus %ondition 6ower ;own
>B?.
FI!" 22 MP
Target: &ingleG5roup Type: -lemental >(ire? 7
A furious e#plosion tears through the air as a column of
incandescent fire erupts under the target. (ira inflicts >H< # MA5? D
IdE, M. Armor (ire -lemental damage.
6rere)uisite: (ire
THUNDA!" 22 MP
Target: &ingleG5roup Type: -lemental >.ightning? 7
-lectric-blue thunderbolts crash into the ground, creating a deadly
array of ball lightning to encircle all targets. Thundara inflicts >H< #
MA5? D IdE, M. Armor .ightning -lemental damage.
6rere)uisite: Thunder
ZOMBIE 0 MP
Target: &ingle Type: &tatus >Transform? 7
The target disappears, swallowed by a wave of miasmic green
smoke seeking to steal away its life force. 8ombie has a %o& of >M.
A%% - @A?, M. -vasion of inflicting the &tatus %ondition 8ombie >B?.
Level 4
BI# $$ MP
Target: &ingleG5roup Type: -lemental >+io? 7
&tatus >To#in?
Jirulent green orbs begin to bubble out of the ground, )uickly
overwhelming the target with a deadly shower of to#ins. +io inflicts
>H@ # MA5? D CdE, M. Armor +io -lemental damage; in addition, +io
has a %o& of >M. A%% - @A?, M. -vasion of inflicting the &tatus
%ondition 6oison >F? " roll separately for each eligible combatant.
6rere)uisite: 6oison
DEBARRIER 0 MP
Target: &ingle Type: &upport =7
A beam of da''ling blue light strikes the target, blasting away all
protective magics in the blink of an eye. ;ebarrier has a %o& of >M.
A%% - @A?, M. -vasion of canceling all +arrier-type &tatus %onditions
e#cept &hield currently active on the target.
DESPAIR 5 MP
Target: &ingle Type: &tatus >/eak? 7
%olumns of red and black smoke dance around the target, wrapping
it in choking, fuming spirals. ;espair has a %o& of >M. A%% - @A?, M.
-vasion of inflicting the &tatus %onditions Armor ;own >C? and
Mental ;own >C?.
6rere)uisite: (ear
DRAIN $ MP
Target: &ingle Type: 7ecovery =7
+lood-red orbs circle the target, growing larger and more livid as
they draw out the very essence of the target's life; once full, the
orbs return to the caster, releasing their payload of stolen vitality on
contact. ;rain inflicts >H@ # MA5? D CdE, M. Armor Magical damage;
the caster regains a number of 0it 6oints e)ual to the amount lost
by the target.
OSMOSE 1 MP
Target: &ingle Type: 7ecovery =7
1rbs of blinding pink energy form around the target, growing larger
and more luminous as they draw mana from the target; once full, the
orbs return to the caster, transferring the stolen energy upon
contact. The target!s current M6 is reduced by >H@ # MA5? D CdE,
M. Armor M6; the caster regains a number of M6 e)ual to the
amount lost by the target.
WATERA 8 MP
Target: &ingleG5roup Type: -lemental >/ater? 7
The ground buckles and cracks as a column of water erupts,
violently immersing all targets before dispersing again. /atera
inflicts >H@ # MA5? D CdE, M. Armor /ater -lemental damage.
6rere)uisite: /ater
Level 5
BLIZZA%A 60 MP
Target: &ingleG5roup Type: -lemental >,ce? 7
6articles of frost and snow accelerate towards the target, rapidly
sealing it in layer after layer of solid ice before the entire edifice
shatters. +li''aga inflicts >HE # MA5? D @dE, M. Armor ,ce -lemental
damage.
6rere)uisite: +li''ara
CURSE 55 MP
Target: &ingle Type: &tatus >&eal? 7
A sinister black circle materiali'es under the target, streaming multi-
colored lights and gases before winking shut. %urse has a %o& of >M.
A%% - @A?, M. -vasion of inflicting the &tatus %ondition %urse >C?.
6rere)uisite: ;espair
FINAL FANTASY THE ROLEPLAYING GAME 207
FIRA%A 60 MP
Target: &ingleG5roup Type: -lemental >(ire? 7
A colossal sphere of white-hot fire crashes onto the target, sparking
a furious e#plosion that engulfs it in a cloud of ash and cinders.
(iraga inflicts >HE # MA5? D @dE, M. Armor (ire -lemental damage.
6rere)uisite: (ira
SCOUR%E 65 MP
Target: 5roup Type: -lemental >&hadow? 7
A long shadow creeps over the ground, darkening the area as
wicked spikes of unholy energy burst through to skewer all targets.
&courge inflicts >HE # MA5? D @dE, M. Armor &hadow -lemental
damage.
6rere)uisite: ;ark
STONE 65 MP
Target: &ingle Type: &tatus >&eal? 7
(ingers of stone burst forth from the ground, snatching shut around
the target in a shower of flying stones and dirt before shattering.
&tone has a %o& of >M. A%% - @A?, M. -vasion of inflicting the &tatus
%ondition &tone >F?.
THUNDA%A 60 MP
Target: &ingleG5roup Type: -lemental >.ightning? 7
A deafening peal of thunder rolls across the battlefield as lightning
bolt after lightning bolt crashes to earth, trapping all targets in a
si''ling sphere of electrical energy before dissipating again.
Thundaga inflicts >HE # MA5? D @dE, M. Armor .ightning -lemental
damage.
6rere)uisite: Thundara
Level 6
DEATH 80 MP
Target: &ingle Type: &tatus >(atal? 7
A decaying, hooded figure emerges from the ground in a cloud of
dark smoke, raising a massive scythe to cleave the target!s life force
in twain before fading away with a blood-curdling laugh. ;eath has a
%o& of >M. A%% - @A?, M. -vasion of reducing the target to A 06,
regardless of current 06, A7M or M. A7M values, or the ;amage
%ap.
6rere)uisite: ;ebarrier
FLARE 86 MP
Target: &ingle Type: Arcane >Magical? 7
5lobes of pure magical energy blast into the target in a relentless
stream, setting off one chaotic e#plosion after another before
rushing out again. (lare inflicts ><C # MA5? D CdHA, M. Armor
Magical damage.
&UAKE 70 MP
Target: All Type: -lemental >-arth? =7
A violent tremor tears through the length of the battlefield, breaking
up the ground into shuddering, crumbling fragments and yawning
crevasses. Kuake inflicts ><H # MA5? D @dE, M. Armor -arth
-lemental damage; (loating and (lying targets are immune to its
effects.
S'PHON 70 MP
Target: &ingle Type: 7ecovery =7
1rbs of golden energy surround the target, growing larger and
more brilliant as they sap at its vital and magical forces; once large
enough, they return to the caster, dissolving in a shower of pale
light. The target suffers ><H # MA5? D @dE, M. Armor damage, split
evenly between 06 and M6; the caster regains an amount of 06 and
M6 e)ual to that lost by the target. ,f the target has no M6, all
damage defaults to the target!s 06 instead.
WATER%A 78 MP
Target: 5roup Type: -lemental >/ater? 7
/inding streams of airborne water race towards all targets, )uickly
enclosing them in an immense li)uid dome before dissolving into a
foaming tidal wave. /aterga inflicts ><H # MA5? D @dE, M. Armor
/ater -lemental damage.
6rere)uisite: /atera
Level 7
FREEZE 115 MP
Target: &ingle Type: -lemental >,ce? 7
&tatus >(atal?
%hilly vapors float over the battlefield as fragments of blue ice
cascade down on the target, imprisoning it in a $agged, glacial
prison. (ree'e inflicts ><L # MA5? D CdH<, M. Armor ,ce -lemental
damage; in addition, it has a %o& of >M. A%% - @A?, M. -vasion of
inflicting the &tatus %ondition (ro'en ><?.
6rere)uisite: +li''aga
NUKE 115 MP
Target: &ingle Type: -lemental >(ire? 7
&tatus >(atal?
&pheres of orange flame rush towards the target, engulfing it in an
ever-growing e#plosion with the heat and fury of a newborn star.
=uke inflicts ><L # MA5? D CdH<, M. Armor (ire -lemental damage;
in addition, it has a %o& of >M. A%% - @A?, M. -vasion of inflicting the
&tatus %ondition 0eat ><?.
6rere)uisite: (iraga
FINAL FANTASY THE ROLEPLAYING GAME 208
PAIN 85 MP
Target: &ingle Type: &tatus >&pecial? 7
1ily clouds of black and violet smoke engulf the target, obscuring it
from view entirely. 6ain has a %o& of >M. A%% - @A?, M. -vasion of
inflicting the &tatus %onditions +lind >C?, 6oison >?, and &ilence
>C?; roll separately for each &tatus %ondition.
TOAD 75 MP
Target: &ingle Type: &tatus >Transform? 7
(our columns of orange smoke erupt around the target, spewing
forth until the victim is nothing but an indistinct shadow in the
vapors. Toad has a %o& of >M. A%% - @A?, M. -vasion of inflicting the
&tatus %ondition Toad >C?. ,f the target is already under the effects
of Toad, a second casting of Toad cancels the &tatus %ondition.
(ENOM 100 MP
Target: 5roup Type: -lemental >+io? 7
&tatus >To#in?
A pool of vile oo'e begins to form, steaming to#ic gases as bubbles
of li)uid venom rise up to shower all targets. Jenom inflicts ><C #
MA5? D CdHA, M. Armor +io -lemental damage. ,n addition, it has a
%o& of >M. A%% - @A?, M. -vasion of inflicting the &tatus %ondition
Jenom >C? " roll separately for each eligible combatant.
6rere)uisite: +io
Level 8
BREAK 150 MP
Target: &ingle Type: -lemental >-arth? 7
&tatus >&pecial?
The ground beneath the target e#plodes in a seismic nightmare of
dust, soil and rocky spires. +reak inflicts >IA # MA5? D CdH<, M.
Armor -arth -lemental damage; in addition, it has a %o& of >M. A%% -
@A?, M. -vasion of inflicting the &tatus %ondition &tone >F?. ,f
successful, make an additional dM roll; there is a >M. A%% - @A?, M.
-vasion chance that the violent shaking will have shattered the
petrified combatant, reducing the target to A 06, regardless of
current 0it 6oints, A7M or M. A7M values.
6rere)uisite: Kuake, &tone
S)A*+e 175 MP
Target: All Type: -lemental >&hadow? =7
A fiery agglomeration of rock flashes into e#istence above the
battlefield, gathering fragments of ony# and dark energy to it before
beginning its descent to earth, crackling with malevolent energy as it
crashes down. &cathe inflicts >IB # MA5? D @dH<, M. Armor &hadow
-lemental damage.
6rere)uisite: &courge
D##,-."' 175 MP
Target: 5roup Type: &tatus >(atal? 7
A wall of dark smoke sweeps across the battlefield, cloaked shadows
and glowing eyes visible through the oily tendrils before the dark
scene fades away. ;oomsday has a %o& of >M. A%% - @A?, M. -vasion
of reducing all affected targets to A 06, regardless of current 06,
A7M or M. A7M values. 7oll separately for each eligible target.
6rere)uisite: ;eath
MELTDOWN 150 MP
Target: &ingle Type: Arcane >Magical? =7
&tatus >/eak?
A high-speed stream of heat and energy assails the target,
immersing it in furious, bone-searing temperatures. Meltdown inflicts
>II # MA5? D @dHA, M. Armor Magical damage; in addition, it has a
%o& of >M. A%% - @A?, M. -vasion of adding the &tatus %ondition
Meltdown >C?.
6rere)uisite: (lare
ULTIMA 250 MP
Target: 5roup Type: Arcane >Magical? =7
An eerie calm falls over the battlefield as the sky grows dark,
shading the combatants in blue and black. 1nly one sound breaks
the silence; a single note, gaining in pitch as a dome of purest blue
energy forms underneath the targets, growing outwards in an
unstoppable, destructive rush that engulfs the area whole. As the
sound reaches ear-splitting fre)uencies, the dome flashes out of
e#istence, and all becomes still once more. *ltima inflicts >C< # MA5?
D @dH< Magical damage; unlike other +lack &pells, *ltima is not
affected by the ;amage %ap and may e#ceed NNN damage.
6rere)uisite: Meltdown
WHITE MAGIC
The power of /hite is that of life itself. As a foil to the destructive
e#cesses of +lack Magic, /hite Magic heals where +lack in$ures,
protects where +lack weakens. /hite Mages are restricted in terms
of direct offense, but their support ability is second to none.
Level 1
AERO 7 MP
Target: &ingle Type: -lemental >/ind? 7
A vicious gust of wind assails the target, tearing into it with ra'or-
sharp debris. Aero inflicts >C # MA5? D dE, M. Armor /ind -lemental
damage.
CURE 5 MP
Target: &ingle Type: 7ecovery 7
An iridescent spark of blue light spirals around the target, trailing
glowing specks in its wake. %ure restores >C # MA5? D dE 06.
ELEMENT %UARD 10 MP
Target: &ingle Type: &tatus >&trengthen? 7
&trings of luminous violet light encircle the target, trailing long
FINAL FANTASY THE ROLEPLAYING GAME 209
streaks of mystical energy as they orbit before vanishing. -lement
5uard bestows the status %ondition -lement 7esist >B?; the caster
must specify which -lement is affected when casting the &pell.
Additional castings of -lement 5uard may add additional -lements;
casting -lement 5uard for an -lement the target already has a
7esistance towards, however, will not produce any additional effect.
POISONA MP
Target: &ingle Type: 7ecovery 7
A slurry of dull purple spheres washes over and through the length
of the target, canceling all To#in-type &tatus %onditions currently
afflicting it.
SCAN MP
Target: &ingle Type: &upport 7
5hostly crosshairs settle upon the target, surrounding it in a dance
of arcane letters and numbers spelling out its every secret. &can
reveals the target's .evel, Monster Type >if applicable? current and
ma#imum 06 and M6 values, Absorbances, ,mmunities, 7esistances,
/eaknesses and &tatus ,mmunities. At the 5M!s discretion, it may
also give additional information on the target!s background, tactics,
and behaviors.
SI%HT MP
Target: &elf Type: &upport =7
The caster!s surroundings seem to melt away, shrinking in a rush of
magical energy until the entire area is visible at bird!s eye view. *pon
casting &ight, the caster 'sees' every detail of the landscape for an
area of >HAAA # MA5? s)uare meters, centered upon the caster, as
if viewing it from the air. This vision overrides the caster!s normal
senses; they will not be able to see from their own! eyes until they
voluntarily elect to dispel &ight.
Level 2
BERSERK 12 MP
Target: &ingle Type: &tatus >Mystify? 7
/avering streams of red energy assail the target, driving its primal
fighting instincts to critical levels. +erserk has a %o& of >M. A%% -
@A?, M. -vasion of inflicting the &tatus %ondition +erserk >B?.
BLINK 10 MP
Target: &ingle Type: &tatus >&trengthen? 7
(luorescent rays of magical energy twist in complicated spirals
around the target, distorting vision and light to bestow the &tatus
%ondition +link >B?.

FADE 18 MP
Target: &ingle Type: -lemental >0oly? 7
A bla'ing pillar of light issues forth from the ground beneath the
target, growing skywards until the victim is wholly consumed by its
sacred power. (ade inflicts >E # MA5? D <dE, M. Armor 0oly
-lemental damage.
FAITH 15 MP
Target: &ingle Type: &tatus >&trengthen? 7
A translucent shield of gold encloses the target, slowly rotating as
golden motes dance around it in graceful circles to bestow the
&tatus %onditions Armor *p >C? and Mental *p >C?.
STONA 10 MP
Target: &ingle Type: 7ecovery 7
=eedles of rainbow light stab into the target, showering dust as
stone cracks and splinters under the onslaught. &tona cancels the
&tatus %onditions &tone and 6etrify.
Level 3
AER" 22 MP
Target: &ingleG5roup Type: -lemental >Air? 7
0owling green winds encircle the target, drawing together in an
ever-tightening funnel of air before disappearing. Aera inflicts >H< #
MA5? D IdE, M. Armor /ind -lemental damage.
6rere)uisite: Aero
CUR" 20 MP
Target: &ingleG5roup Type: 7ecovery 7
Twin specks of glowing green light twine around the target, trailing a
dusting of soothing magical energy to restore >H< # MA5? D IdE 0it
6oints.
6rere)uisite: %ure
BR"(ER/ 0 MP
Target: &ingle Type: &tatus >&trengthen? 7
&hining globes of golden-blue light streak towards the target,
creating a strengthening barrier that suffuses it with fighting spirit,
granting the &tatus %ondition 6ower *p >C?.
6rere)uisite: (aith
NULL ELEMENT 0 MP
Target: 6arty Type: &tatus >&trengthen? 7
A shimmering barrier of magical energy rises up to cover the party,
glowing in a variety of hues as streaks of elemental energy run over
its surface. =ull -lement bestows the status %ondition -lement
,mmune >B?; the caster must specify which -lement is affected when
casting the &pell. Additional castings of =ull -lement may add
additional -lements; casting =ull -lement for an -lement the target
already has an ,mmunity towards, however, will not produce any
additional effect.
6rere)uisite: -lement 5uard
PROTECT 20 MP
Target: &ingle Type: &tatus >+arrier? 7
(our dull-blue crystalline shapes wink into e#istence around the
target in perfect symmetry, glowing as they radiate a barrier of
magical energy to bestow the &tatus %ondition 6rotect >B?.
FINAL FANTASY THE ROLEPLAYING GAME 210
SILENCE 22 MP
Target: &ingle Type: &tatus >&eal? 7
A shining sigil appears under the target amidst a flurry of yellow
lights, flashing white before fading away again. &ilence has a %o& of
>M. A%% - @A?, M. -vasion of inflicting the &tatus %ondition &ilence
>B?.
Level 4
BASUNA 6 MP
Target: &ingle Type: 7ecovery 7
A gentle mist of green and gold blows over the target, canceling the
&tatus %onditions +erserk, +lind, 6oison, &leep, and 8ombie.
CONFUSE 2 MP
Target: &ingle Type: &tatus >Mystify? 7
&treams of multicolored notes and wild flashes of prismatic energy
assault the target, overwhelming all senses in a thrice. %onfuse has a
%o& of >M. A%% - @A?, M. -vasion of inflicting the &tatus %ondition
%onfuse >B?.
DISPEL $ MP
Target: &ingle Type: &upport =7
A shimmering blue mist engulfs the target, its power tearing away
beneficial enchantments in an instant. ;ispel has a %o& of >M. A%% -
@A?, M. -vasion of canceling all &trengthen- and +arrier-type &tatus
%onditions, save &hield.
R"0-e 8 MP
Target: &ingle Type: 7ecovery =7
&pirals of twinkling red light encircle the target, showering it with a
gentle drift of ghostly, radiant feathers. 7aise restores any target
whose current 06 is A or lower to HAM of their ma#imum 06.
*ndead monsters targeted by 7aise " as well as combatants
affected by the &tatus %ondition 8ombie " will not be revived; if their
current 0it 6oints are greater than A, they have a %o& of >M. A%% -
@A?, M. -vasion of being instantly reduced to A 06, regardless of
current 06, A7M or M. A7M values, or the ;amage %ap.
RUSE 5 MP
Target: &ingle Type: &tatus >&trengthen? 7
A si#-faceted crystal of pure energy appears around the target,
shattering in a brilliant confusion of mirror images to bestow the
&tatus %ondition 7use >B?.
6rere)uisite: +link
SHELL 5 MP
Target: &ingle Type: &tatus >+arrier? 7
Twelve pearls of softly-glowing light enclose the target in twinned
he#agons, adding the &tatus %ondition &hell >B?.
Level 5
AER"%A 60 MP
Target: &ingleG5roup Type: -lemental >/ind? 7
.ashing tendrils of wind wrap around the targets, forming a howling
vorte# that mercilessly spins and tumbles its captives about before
finally relin)uishing its grasp. Aeraga inflicts >HE # MA5? D @dE, M.
Armor /ind -lemental damage.
6rere)uisite: Aera
B"NIS+ 65 MP
Target: 5roup Type: -lemental >0oly? 7
+eams of bla'ing white light saturate the area, touching off a chain
of searing e#plosions which tears through all targets in short
succession. +anish inflicts >HE # MA5? D @dE, M. Armor 0oly
-lemental damage.
6rere)uisite: (ade
PR#*e)*1" 50 MP
Target: 6arty Type: &tatus >+arrier? 7
5ray-blue crystals of magical energy form around the party, raising
a protective barrier to grant them the &tatus %ondition 6rotect >B?.
6rere)uisite: 6rotect
CURA%A 57 MP
Target: &ingleG5roup Type: 7ecovery 7
A brilliant constellation of blue and violet light encircles the target!s
body, restoring >HE # MA5? D @dE 06 before fading away.
6rere)uisite: %ura
MINI 55 MP
Target: &ingle Type: &tatus >Transform? 7
%ircles of white-blue energy mushroom out of the ground, )uickly
saturating the area; when they finally make contact with the target, a
blinding flash obscures the area, engulfing the target in the process.
Mini has a %o& of >M. A%% - @A?, M. -vasion of inflicting the &tatus
%ondition Mini >C?. ,f the target is already under the effects of Mini, a
successful second casting of Mini will cancel the %ondition.
RERAISE 65 MP
Target: &ingle Type: &tatus >&trengthen? 7
+orne by miniature cherubs, a single spark of golden light drifts
down towards the target, glowing softly as it settles on its
destination. ,n a radiant burst of light, spark and cherubim fade
away, granting the &tatus %ondition 7eraise >F?.
Level 6
ABSORB 80 MP
Target: 6arty Type: &tatus >&trengthen? 7
Thick, muddy bubbles of spell energy splash over the party, glowing
in rainbow hues as they swallow a sudden influ# of elemental energy.
FINAL FANTASY THE ROLEPLAYING GAME 211
Absorb confers the &tatus %ondition -lement Absorb >C?; the caster
must specify which -lement is affected when casting the &pell.
Additional castings of Absorb may add additional -lements; casting
Absorb for an -lement the target already has an Absorbance
towards, however, will not produce any additional effect.
6rere)uisite: =ull -lement
AURA 75 MP
Target: &ingle Type: &tatus >&trengthen? 7
The target glows with a magnificent golden light as it is blessed with
the &tatus %ondition Aura >C?.
6rere)uisite: +ravery
CHARM 77 MP
Target: &ingle Type: &tatus >Mystify? 7
A cluster of shocking pink hearts surrounds the target, circling in a
slow, hypnotic orbit as an alluring melody wafts through the air.
%harm has a %o& of >M. A%% - @A?, M. -vasion of inflicting the &tatus
%ondition %harm >C?.
6rere)uisite: %onfuse
ESUNA 67 MP
Target: &ingle Type: 7ecovery 7
+eams of warm violet light emerge from the ground around the
target, cleansing away all debilitating magics and malicious
enchantments. -suna cures any negative &tatus %onditions, e#cept
those e#plicitly stated to be immune to its effects.
SHe221" 65 MP
Target: 6arty Type: &tatus >+arrier? 7
A chain of ghostly pearls twines around the party; a moment later,
thin links of magical energy $oin them together in a series of
elaborate he#agons, granting the &tatus %ondition &hell >B?.
6rere)uisite: &hell
(ANISH 77 MP
Target: &ingle Type: &tatus >&trengthen? 7
(our ghostly mirrors with surfaces like mercury flash into e#istence
around the target, rapidly spinning until they " and the target "
disappear, granting the &tatus %ondition Janish >C?.
6rere)uisite: 7use
Level 7
ARISE 100 MP
Target: &ingle Type: 7ecovery =7
5lowing particles of light shower down on the target, raising up a
beam of golden-red life force to revive it in a shower of fathers.
Arise restores any target whose current 06 is A or lower to HAAM of
their ma#imum 06. *ndead monsters targeted by Arise and
combatants affected by the &tatus %ondition 8ombie will not be
revived; if their current 0it 6oints are greater than A, they have a
%o& of >M. A%% - @A?, M. -vasion of being instantly reduced to A 06,
regardless of Armor or M. Armor.
6rere)uisite: 7aise
REFLECT 85 MP
Target: &ingle Type: &tatus >+arrier? 7
A shower of green light splashes over the target, solidifying into
layer after layer of shimmering magical protection to grant the &tatus
%ondition 7eflect >C?.
6rere)uisite: &hellga
RENEW 110 MP
Target: &ingle Type: 7ecovery 7
+rilliant blue lights descend onto the target, releasing a burst of
radiant golden energy upon contact to restore the target!s 06 to its
ma#imum value. *ndead monsters targeted by 7enew and
combatants affected by the &tatus %ondition 8ombie will not regain
06; if their current 0it 6oints are greater than A, they have a %o& of
>M. A%% - @A?, M. -vasion of being instantly reduced to A 06,
regardless of current 06, A7M or M. A7M values, or the ;amage
%ap.
6rere)uisite: %uraga
RESIST 85 MP
Target: &ingle Type: &tatus >&trengthen? 7
Multi-colored bubbles of magical energy surround the target,
granting it the &tatus %ondition 7esist ><?.
WALL 85 MP
Target: &ingle Type: &tatus >+arrier? 7
%olumns of radiant red light emerge from the ground around the
target, rotating slowly as they wrap it in a shell of protective magic
before disappearing, granting the &tatus %ondition /all >C?.
6rere)uisite: 6rotectga
WEAKEN 120 MP
Target: &ingle Type: &tatus >/eak? 7
A wavering beam of colorful elemental energy slams into the target,
broadening as more power pours into it until all defenses have been
overwhelmed. /eaken inflicts the &tatus %ondition -lement /eak >C?;
the caster must specify which -lement is affected when casting the
&pell. Additional castings of /eaken may add additional -lements;
casting /eaken for an -lement the target already has a /eakness
towards, however, will not produce any additional effect.
6rere)uisite: =ull -lement
Level 8
HOL/ 150 MP
Target: &ingle Type: -lemental >0oly? 7
Motes of brilliant blue light begin to circle the target, moving in a
deceptively la'y fashion as they gain in intensity; as the light reaches
FINAL FANTASY THE ROLEPLAYING GAME 212
blinding levels, beams of holy energy erupt from the ground,
blasting the target in a series of powerful e#plosions. 0oly inflicts
>IB # MA5? D @dH<, M. Armor 0oly -lemental damage; unlike other
/hite &pells, 0oly is not affected by the ;amage %ap and may
e#ceed NNN damage.
6rere)uisite: +anish
REBIRTH 175 MP
Target: 5roup Type: 7ecovery =7
A golden, cloudy sunset hovers over the battlefield as rays of light
strike the dead and wounded, gentle drifts of feathers falling in each
beam!s wake. 7ebirth restores all eligible targets whose current 06
is A or lower to @AM of their ma#imum 06. *ndead monsters
targeted by 7ebirth " as well as combatants affected by the &tatus
%ondition 8ombie " will not be revived; if their current 0it 6oints are
greater than A, they have a %o& of >M. A%% - @A?, M. -vasion of
being instantly reduced to A 06, regardless of current 06, A7M or M.
A7M values, or the ;amage %ap.
6rere)uisite: Arise
SHIELD 200 MP
Target: &ingle Type: &tatus >+arrier? =7
5lowing fragments of golden energy converge on the target, forming
the outlines of a shield over its body before disappearing in a flash
of light to grant it the &tatus %ondition &hield ><?.
6rere)uisite: 7eflect, /all
WHIRLWIND 150 MP
Target: All Type: -lemental >/ind? =7
A distant rumble is heard as the sky darkens and fierce winds begin
to whip around the caster. As the gale picks up strength, a violent
twister erupts from the sky, tearing through the immediate area
without mercy. /hirlwind inflicts >II # MA5? D @dHA, M. Armor /ind
-lemental damage on all eligible targets.
6rere)uisite: Aeraga
(ACCINE 115 MP
Target: 6arty Type: &tatus >&trengthen? 7
A varicolored veil of magical bubbles swirls around the caster and
their allies, granting the &tatus %ondition 7esist ><?.
6rere)uisite: 7esist
TIME MAGIC
&ometimes referred to as '%osmic Magic' or '-ffect Magic', Time
Magic derives its power from the manipulation and distortion of both
space and time.
Level 1
B3!4 R"' 7 MP
Target: &ingle Type: Arcane >Magical? 7
The air around the target condenses, compressing into a tight ball
until it e#plodes. +urn 7ay inflicts >C # MA5? D dE, M. Armor Magical
damage.
H#2. 7 MP
Target: &ingle Type: &tatus >Time? 7
At the caster!s command, a globe of dull gray energy encloses the
target, free'ing it in time for a split-second. 0old has a >M. A%% -
@A?, M. -vasion chance of reducing the target!s ,nitiative by @AM.
S5!04* 5 MP
Target: &ingle Type: &tatus >&trengthen? =7
A series of red rings materiali'e around the target!s legs or
e)uivalent anatomy, glowing with suffused power before fading away
again, bestowing the &tatus %ondition Accelerate >B?.
E-)"5e 8 MP
Target: &elf Type: &upport =7
The caster winks out of e#istence, remateriali'ing a short distance
away a split-second later. -scape allows the caster to immediately
move >MA5 # <? meters in any direction of their choosing, passing
through any solid ob$ects " such as walls " without ill effects.
0owever, the -scape will fail if the caster!s destination is inside a
solid structure or occupied by another person or ob$ect; in this case,
M6 and time are still spent as normal. ,f used in combat, a
successful casting of -scape has effects e)ual to a successful
-scape Action.
T!")*#! 10 MP
Target: &ingle Type: &upport =7
7uby rings of gravitational force shower down on the target,
dragging it back down to earth. Tractor cancels the &tatus
%onditions (loat and (light where applicable; they also cancel out
natural (loat and (light for a limited period of time >B?.
/"64 6 MP
Target: &ingle Type: &tatus >/eak? 7
A series of gray circles spiral around the target!s legs or e)uivalent
anatomy, briefly flaring up before disappearing once again. Oawn has
a %o& of >M. A%% - @A?, M. -vasion of inflicting the &tatus %ondition
Agility ;own >B?.
FINAL FANTASY THE ROLEPLAYING GAME 21
Level 2
FLOAT 15 MP
Target: 6arty Type: &tatus >&trengthen? 7
&hining motes sparkle around the caster's allies as they are buoyed
into the air on golden rings of anti-gravitational energy, bestowing
the &tatus %ondition (loat >B?.
%RA(IT/ 25 MP
Target: &ingle Type: &tatus >(atal? =7
The caster launches a dark bubble of energy, wholly enclosing the
target before sub$ecting it to a brief burst of crushing gravitational
force. 5ravity has a %o& of >M. A%% - @A?, M. -vasion of reducing the
target to L@M of its current 06. This damage is not modified for A7M
or M. A7M, but is still sub$ect to the ;amage %ap.
METEORITE 18 MP
Target: &ingle Type: Arcane >Magical? =7
The caster tears a small meteorite free from the cosmos to crash
into the target. Meteorite inflicts >E # MA5? D <dE Magical damage.
SLO6 12 MP
Target: &ingle Type: &tatus >Time? 7
A ghostly clock appears behind the target, hands counting time as
normal before suddenly slowing down. &low has a %o& of >M. A%% -
@A?, M. -vasion of inflicting the &tatus %ondition &low >B?.
SPEED 1 MP
Target: &ingle Type: &tatus >&trengthen? 7
-#panding circles of glowing red energy surround the target,
speeding reaction time and impulses to grant the &tatus %ondition
Agility *p >B?.
Level 3
IMMOBILIZE 20 MP
Target: &ingle Type: &tatus >Time? 7
The target is encased in a bubble of reddish-orange light, free'ing
time for the target!s legs or e)uivalent anatomy. ,mmobili'e has a
%o& of >M. A%% - @A?, M. -vasion of inflicting the &tatus %ondition
,mmobili'e >B?.
R"' BOMB 22 MP
Target: &ingleG5roup Type: Arcane >Magical? 7
+rilliant spheres of energy appear before the caster, $oining together
into a single searing burst of destruction. 7ay +omb inflicts >H< #
MA5? D IdE, M. Armor Magical damage.
6rere)uisite: +urn 7ay
RE%EN 25 MP
Target: &ingle Type: &tatus >&trengthen? 7
5reen motes shower down on the target, speeding up its natural
healing processes to grant the &tatus %ondition 7egen >B?.
RESET 0 MP
Target: &ingle Type: &upport =7
A glittering globe of barely-suppressed temporal energy appears
over the target, capturing a few precious seconds of time ready to
be released at the caster!s beckoning. *ntil the end of the battle, the
target!s player may re-roll any one die roll once, keeping the more
favorable result of the two rolls. After this has been done, 7eset!s
effects e#pire. The effects also e#pire if no reroll is made before the
end of combat, or if the combatant is targeted by ;ispel or
Temporal &hirt. ,f cast on an opponent, the caster may choose which
roll to reset!. Multiple castings of 7eset do not increase the number
of rerolls available; the &pell will only have an effect if the target is
not already eligible for a reroll.
Te2e5#!* 10 MP
Target: 6arty Type: &upport =7
The air ripples, beginning to glow as the party demateriali'es,
reappearing a distance away $ust seconds later. Targets affected by
Teleport immediately move >MA5 # @? meters in a direction of the
caster!s choosing, passing through any solid ob$ects " such as walls
" without ill effects. 0owever, the Teleport will fail if the caster!s
destination is inside a solid structure or occupied by another person
or ob$ect; in this case, M6 and time are still spent as normal. ,f cast
in a multi-level or -story structure, Teleport will automatically move
the 6arty one level up or down; if used in combat, a successful
casting of Teleport has effects e)ual to a successful -scape Action
for all 6arty members.
6rere)uisite: -scape
Level 4
COMET $$ MP
Target: &pecial Type: Arcane >Magical? 7
The caster reaches towards the heavens, pulling a comet out of time
to crash down in a shower of fire and molten rock. /hen casting
%omet, roll a dM for each opponent on the battlefield twice; the
combatants with the highest rolls in each instance will be targeted by
the &pell. Make standard M. A%% rolls against both opponents! M.
-JA scores to determine whether the &pell hits; each successful
strike inflicts >E # MA5? D <dE Magical damage. ,f there is only one
eligible target, it will be struck twice for the listed damage.
6rere)uisite: Meteorite
DEMI 50 MP
Target: &ingle Type: &tatus >(atal? =7
An opa)ue gray sphere encloses the target; seconds later, crushing
gravitational forces compress, releasing the target only once the
sphere has shrunk to a speck of its former self. ;emi has a %o& of
>M. A%% - @A?, M. -vasion of reducing the target to @AM of its
current 06. This damage is not modified for A7M or M. A7M, but is
still sub$ect to the ;amage %ap.
6rere)uisite: 5ravity
FINAL FANTASY THE ROLEPLAYING GAME 214
FLI%HT $0 MP
Target: &ingle Type: &tatus >&trengthen? =7
A shower of amber lights sparkles around the target, revealing the
faint outline of an angelic pair of wings before disappearing again,
bestowing the &tatus %ondition (light >B?.
6rere)uisite: (loat
HASTE 5 MP
Target: &ingle Type: &tatus >&trengthen? 7
The ground beneath the target glows with brilliant light as the outline
of a ghostly red clock materiali'es around them, hands accelerating
before the magic fades away, bestowing the &tatus %ondition 0aste
>C?.
6rere)uisite: &peed
SLOW%A 50 MP
Target: 5roup Type: &tatus >Time? 7
A giant, ha'y silver clock appears over the battlefield, spinning la'ily
as it slows down by the second. &lowga has a %o& of >M. A%% - @A?,
M. -vasion of afflicting all eligible targets with the &tatus %ondition
&low >B?.
6rere)uisite: &low
Level 5
DISABLE 50 MP
Target: &ingle Type: &tatus >Time? 7
The target is encased in a bubble of tur)uoise light, free'ing time for
the target!s arms or e)uivalent anatomy. ;isable has a %o& of >M.
A%% - @A?, M. -vasion of inflicting the &tatus %ondition ;isable >B?.
E7IT 55 MP
Target: 6arty Type: &upport =7
A wave of yellow light engulfs the party, demateriali'ing them to
reappear a distance away $ust seconds later. Targets affected by -#it
immediately move >MA5 # <A? meters in a direction of the caster!s
choosing, passing through any solid ob$ects " such as walls "
without ill effects. 0owever, the -#it will fail if the caster!s destination
is inside a solid structure or occupied by another person or ob$ect;
in this case, M6 and time are still spent as normal. ,f cast in a
dungeon or other large enclosed structure, -#it will automatically
move the 6arty to its entrance; if used in combat, a successful
casting of -#it has effects e)ual to a successful -scape Action for all
6arty members.
6rere)uisite: Teleport
F2A!e S*"! 65 MP
Target: 5roup Type: Arcane >Magical? 7
;rawing on the forces of the cosmos, the caster bathes the
battlefield in the light of a dying star, searing all opponents with pure
stellar energy. (lare &tar inflicts >HE # MA5 D @dE?, M. Armor
Magical damage on all targets.
6rere)uisite: 7ay +omb
REMO(E 50 MP
Target: &ingle Type: &tatus >(atal? =7
The fabric of reality ripples and twists around the target, trying to
tear them free of time and space entirely. 7emove has a %o& of >M.
A%% - @A?, M. -vasion of instantly -$ecting the target from the battle.
TIME SLIP $5 MP
Target: &ingle Type: &tatus >Time? 7
0a'y lights encircle the target as wavers and fades, body suddenly
out of synch with time around it. Time &lip has a %o& of >M. A%% -
@A?, M. -vasion of inflicting the &tatus %ondition &ap >B?.
Level 6
HASTE%A 80 MP
Target: 6arty Type: &tatus >&trengthen? 7
A glowing red clock materiali'es below the caster!s allies, hands
spinning at normal speed but increasing by the second before it
fades in a flash, bestowing the &tatus %ondition 0aste on all targets
>C?.
6rere)uisite: 0aste
&UARTER 75 MP
Target: 5roup Type: &tatus >(atal? =7
&pheres of black and violet surge out to enclose all opponents,
crackling with audible force as the gravity inside the bubbles
increases a hundredfold. Kuarter has a %o& of >M. A%% - @A?, M.
-vasion of reducing the target to <@M of its current 06. This
damage is not modified for A7M or M. A7M, but is still sub$ect to the
;amage %ap.
6rere)uisite: ;emi
&UASAR 82 MP
Target: 5roup Type: Arcane >Magical? =7
The skies part, drawing down a searing shower of celestial debris
and radiation to bombard the battlefield. /hen casting Kuasar, roll a
dM for each opponent on the battlefield four times; the combatants
with the highest rolls in each instance will be targeted by the &pell.
Make standard M. A%% rolls against all affected opponents! M. -JA
scores to determine whether the &pell hits; each successful strike
inflicts >E # MA5? D <dE Magical damage. ,f there is only one eligible
target, it will be struck four times for the listed damage.
6rere)uisite: %omet
STOP 67 MP
Target: &ingle Type: &tatus >Time? 7
A ghostly metallic clock shimmers into e#istence over the target,
enveloping it in a dull pink glow as its hands slow, then stop
completely, shattering the clock. &top has a %o& of >M. A%% - @A?, M.
FINAL FANTASY THE ROLEPLAYING GAME 215
-vasion of inflicting the &tatus %ondition &top >C?.
6rere)uisite: &lowga
Te,5#!"2 S+08* 75 MP
Target: All Type: &upport =7
,n an instant, the caster is surrounded by ring after ring of
translucent clocks, circling in a slow pattern before speeding up and
shattering. The glittering debris hovers in mid-air for a moment,
drawing the lines of an ethereal clock face before winking out of
e#istence. Temporal &hift cancels all Time-type &tatus %onditions
currently active on the battlefield, negative or otherwise.
Level 7
W"!P 100 MP
Target: 6arty Type: &upport =7
-nergy ripples around the caster and their allies as they wink out of
e#istence, reappearing an instant later many miles away. /arp must
be cast twice in order to be effective; the first time it is cast, an
arcane circle of energy forms around the caster, marking the
immediate area before fading away " this is the Time Mage!s 0ome
6oint, whose location should be noted at the time the &pell is cast.
The second time /arp is cast, the caster " and all allies in the
immediate area " are teleported back to the 0ome 6oint, regardless
of how much distance separates their current location with the
0ome 6oint. ,f this effect is used in combat, it has effects e)ual to a
successful -scape Action for all 6arty members. 1nce the 6arty
arrives back at the 0ome 6oint, the arcane circle winks out of
e#istence; to set a new 0ome 6oint, /arp must be cast again.
6rere)uisite: -#it
&UICKEN 10 MP
Target: &ingle Type: &upport =7
The target blurs as it slides sideways in time, seeing the battlefield
fro'en in its tracks for a brief moment. Kuicken!s target may make
an Action as soon as the &pell is cast, even if they have already used
their allotment of Actions for the 7ound or are currently resolving an
Action with a %harge Time. Taking this Action will not count towards
their limit of Actions for the 7ound; if the chosen Action has a
%harge Time, resolve it immediately and subtract the %harge Time
from the combatant!s current ,nitiative count.
RETURN 85 MP
Target: 6arty Type: &upport =7
The battlefield seems to fold up as time is compressed and enclosed
in a glowing globe that continually replays captured moments on its
rippling surface. *ntil the end of combat, the caster and all allies on
the battlefield may each re-roll any one die roll they make, keeping
the more favorable of the two; after this has been done, 7eturn!s
effects e#pire for them. The effects also e#pire if no reroll is made
before end of the battle, or if a combatant under the effects of
7eturn is targeted by Temporal &hift or ;ispel.
6rere)uisite: 7eset
SHOCKWA(E PULSAR 100 MP
Target: 5roup Type: Magical 7
5ravity suddenly ceases to function as a glowing sphere of stellar
energy and gases materiali'es above the battlefield, drawing the
targets into its embrace before e#ploding in a violent burst of light
and heat. &hockwave 6ulsar inflicts ><L # MA5? D CdH<, M. Armor
Magical damage on all targets.
6rere)uisite: (lare &tar
79ZONE 125 MP
Target: 5roup Type: &tatus >(atal? =7
The fabric of reality splits open in a flash of white light, revealing the
alien stars beyond for brief instant. P-8one has a %o& of >M. A%% -
@A?, M. -vasion of -$ecting all eligible targets into the %left of
;imensions, a space outside the realm of human comprehension;
roll separately for each target. Anything targeted by the &pell may
voluntarily choose to travel to the %left; if so, no roll is necessary.
6rere)uisite: 7emove
Level 8
BLACK HOLE 150 MP
Target: &ingle Type: &tatus >(atal? =7
A spinning vorte# of gravitational energy forms above the battlefield,
crackling as it begins to direct crushing pressure on the target.
+lack 0ole has a %o& of >M. A%% - @A?, M. -vasion of reducing the
target to HAM of its current 06. This damage is not modified for A7M
or M. A7M, and may e#ceed the ;amage %ap.
6rere)uisite: Kuarter
CeLe-*0"2 ST"-0- 125 MP
Target: 5roup Type: &tatus >Time? 7
A ha'y clock face shimmers into e#istence across the battlefield,
hands shuddering as they begin to slow, eventually stopping dead.
(or a moment, the second hand wavers, almost seeming to move
backwards before the clock e#plodes in a shower of fragments.
%elestial &tasis has a %o& of >M. A%% - @A?, M. -vasion of inflicting
the &tatus %ondition &top upon all targets >C?.
6rere)uisite: &top
METEOR 200 MP
Target: 5roup Type: Arcane >Magical? =7
/ith a single motion, the caster splits the skies above the battlefield
to reveal the stars and planets beyond " and a single fiery meteor
hurtling towards the battlefield below, crashing down in a shower of
rock and flame. /hen casting Meteor, roll a dM for each opponent
on the battlefield si# times; the combatants with the highest rolls in
each instance will be targeted by the &pell. Make standard M. A%%
rolls against all affected opponents! M. -JA scores to determine
whether the &pell hits; each successful strike inflicts >E # MA5? D
<dE Magical damage. ,f there is only one eligible target, it will be
struck si# times for the listed damage.
6rere)uisite: Kuasar
FINAL FANTASY THE ROLEPLAYING GAME 216
OLD 100 MP
Target: &ingle Type: &tatus >/eak? 7
A current of time swirls around the target, stirring up dust and
decay as it pushes the unfortunate forward into old age and
disability. 1ld has a %o& of >M. A%% - @A?, M. -vasion of inflicting the
conditions Agility +reak >C?, Armor +reak >C?, Magic +reak >C?,
Mental +reak >C?, 6ower +reak >C? and &pirit +reak >C?.
6rere)uisite: Time &lip
&UICK 200 MP
Target: &elf Type: &upport =7
A translucent clock encases the caster, creating a pocket of locali'ed
time for a few precious seconds before shattering. Kuick allows the
caster to make two Actions as soon as the &pell is cast; if the Actions
have a %harge Time, it is ignored. ,n addition, casting Kuick a second
time while under the influence of Kuick brings the caster back into
normal time, canceling the effects of both &pells. After the second
Action has been taken, the caster!s ,nitiative drops to A, regardless
of whether or not the caster would normally be eligible to make
additional Actions.
6rere)uisite: 0astega
RED MAGIC
A utilitarian blending of various schools of magic, 7ed Magic picks a
wide variety of spells from +lack, /hite, and Time Magic for
unparalleled fle#ability on the battlefield.
Table 8-1: Red Magic
Red Magic Spells by Level
Level 1: Aero, Blind, Blizzard, Cure, Fire, Poison, Poisona,
Scan, Sleep, Thunder
Level 2: Berserk, Blink, Element Spikes, Float, Lock,
Rasp, Slow, Stona, Water
Level 3: Aera, Blizzara, Cura, Fira, mmo!ilize, Protect,
Re"en, Silence, Thundara, #om!ie
Level 4: Basuna, Bio, Con$use, %ispel, %rain, &aste,
'smose, Raise, Ruse, Shell, Slow"a, Watera
Level 5: Aera"a, Blizza"a, Cura"a, %isa!le, Fira"a, (ini,
Protect"a, Stone, Thunda"a, Time Slip
Level 6: Charm, Esuna, Flare, &aste"a, )uake, S*phon,
Shell"a, Stop, Water"a, +anish
Level 7: Arise, Freeze, ,uke, Pain, Re$lect, Renew, Toad,
Wall, +enom
Level 8: Break, (eltdown, (eteor, 'ld, Shield, Whirlwind
=ote that the 7ed Magic version of Meteor and 0aste do not have
Kuasar or &peed as a prere)uisite, as those spells are not on the
7ed Magic list. All other spell prere)uisites must be met as normal
when picking 7ed Magic spells.
BLE MAGIC
=ot all magic in the world originates from human hands. Monsters
and other creatures of magical origin practice their own uni)ue
brand of innate spellcraft, unleashing devastating magical energies
almost as a refle#.
%OBLIN PUNCH 1 MP
Target: &ingle Type: Arcane >6hysical? =7
The caster launches themselves at an opponent with unusual speed
and suddenness, weapon at the ready. Make a standard Attack
Action with whatever /eapon the caster has e)uipped when 5oblin
6unch is cast; calculate damage as normal unless the caster and the
target are of e)ual .evel; in this case, the attack inflicts CAAM
6hysical damage. -)uipment Abilities are not factored into this
attack. ,f the caster has two /eapons e)uipped, choose which of the
two to attack with.
TRANSFUSION 1 MP
Target: &ingle Type: 7ecovery 7
The caster transfers their life force into the target in the form of a
glorious golden beam. Transfusion restores a single target to its
ma#imum 06 value; after the effects of Transfusion have been
resolved, the caster is automatically reduced to A 06, regardless of
their current 06 score, A7M, or M. A7M.
REFLE)T9NULL 1 MP
Target: &ingle Type: &tatus >&pecial? =7
An iridescent ball of orange light speeds towards the target,
knocking down all barriers and protective fields as it homes in. /hen
used against a target with the 7eflect &tatus %ondition, 7eflect-=ull
has a %o& of >M. A%% - @A?, M. -vasion of inflicting a random &tatus
%ondition on the target; roll <dB and consult the table below to
determine the nature of the inflicted ailment.
7oll &tatus %ondition
< 6etrify >C?
I ,mmobili'e >B?
C Toad >B?
@ +lind >B?
B &ilence >B?
L 6oison >F?
E &leep >B?
N &low >B?
HA Mini >B?
HH ;isable >B?
H< &top >B?
SELF9DESTRUCT 1 MP
Target: &ingle Type: Arcane >6hysical? =7
The caster instantly converts their life force into e#plosive energy,
creating a cataclysmic blast that reduces the target's current 0it
FINAL FANTASY THE ROLEPLAYING GAME 217
6oints by >%aster!s %urrent 0it 6oints?. &elf-;estruct cannot e#ceed
NNN damage, regardless of the casters current 06. After damage
has been resolved, the caster is automatically reduced to A 06,
regardless of the caster's current 06, A7M or M. A7M values, or the
;amage %ap.
LASER E/ES $ MP
Target: &ingle Type: Arcane >Magical? 7
+rilliant beams of energy pulse from the caster's eyes, slashing into
the target for >I # MA5? D dE, M. Armor Magical damage.
CHOCO BALL 6 MP
Target: &ingle Type: Arcane >Magical? 7
A crackling sphere of yellow energy forms around the caster,
growing in si'e until it is launched at the target, inflicting >C # MA5?
D dE, M. Armor Magical damage. Aerial-type monsters take H@AM
damage from %hoco +all.
Re. Fe"-* 6 MP
Target: &ingle Type: 7ecovery =7
A series of blood-colored orbs shoot out from the tip of the caster!s
weapon, latching onto the target to drain its vital essences. Make a
standard Attack Action with whatever /eapon the caster has
e)uipped when 7ed (east is cast, calculating damage as normal but
ignoring the /eapon!s -)uipment Abilities; all damage inflicted after
modifying for Armor also restores the caster!s 06, up to its ma#imum
value. Any additional 06 recovered beyond that is lost. ,f the caster
has two /eapons e)uipped, choose which of the two to attack with.
LEAP 8 MP
Target: &ingle Type: Arcane >Magical? 7
&tatus >/eak?
The caster makes a powerful $ump, disappearing into the clouds
before screaming downwards a split-second later. The resulting
impact inflicts >C # MA5? D dE, M. Armor Magical damage, and has
an additional >M. A%% - @A?, M. -vasion %o& for inflicting the &tatus
%ondition Armor ;own >C?.
HASTEBREAK 10 MP
Target: &ingle Type: &tatus >Time? 7
A white glow surrounds the target, flaring up with enough force to rip
a hole into space and time for one instant. 0astebreak has a %o& of
>M. A%% - @A?, M. -vasion; its actual effects depend on the status of
the target. ,f it possesses the &tatus %onditions 0aste or Agility *p,
they will be canceled by 0astebreak. ,f it has the &tatus %ondition
&low, but not the &tatus %onditions Agility ;own or Agility +reak, it
will be afflicted with Agility ;own >C?. ,f it has Agility ;own or Agility
+reak it will be afflicted with &low >C?; the same applies if it does not
possess any Time-type &tatus %onditions, 0aste or Agility *p.
NI%HT 1 MP
Target: All Type: &tatus >&eal? 7
The caster summons up a tiny patch of night sky to hover above the
area as soothing sounds lull the targets into a peaceful slumber.
=ight has a %o& of >M. A%% - @A?, M. -vasion of inflicting the &tatus
%ondition &leep >B?; roll separately for each target affected.
FLAME THROWER 15 MP
Target: &ingle Type: -lemental >(ire? 7
The caster releases a blistering stream of fire from their fingers,
scorching their intended target for >E # MA5? D <dE, M. Armor (ire
-lemental damage.
FLASH 15 MP
Target: 5roup Type: Arcane >Magical? =7
&tatus >&eal?
The caster directs a searing pulse of phosphorescent light at their
opponents, inflicting >C # MA5? D dE, M. Armor Magical damage. ,n
addition, (lash has a %o& of >M. A%% - @A?, M. -vasion of inflicting
the &tatus %ondition +lind >C?; roll separately for each target
affected.
POISON %AS 16 MP
Target: 5roup Type: &tatus >To#in? 7
A morass of multicolored to#ins e#plodes from the caster!s body.
6oison 5as has a %o& of >M. A%% - @A?, M. -vasion of inflicting the
&tatus %ondition 6oison >F?; roll separately for each target affected.
BLA-TER 17 MP
Target: 5roup Type: Arcane >Magical? =7
&tatus >Time?
A spinning circle of small vortices surrounds the caster!s head,
turning into globes of force as they accelerate, then release,
slamming into all targets for >C # MA5? D dE, M. Armor Magical
;amage. ,n addition, +laster has a >M. A%% - @A?, M. -vasion %o& of
inflicting the &tatus %ondition ,mmobili'e >C?; roll separately for each
target affected.
ULTRA WA(ES 19 MP
Target: 5roup Type: Arcane >Magical? =7
&tatus >Mystify?
6urple waves of ultrasonic energy ripple from the caster!s body,
inflicting >E # MA5? D <dE, M. Armor Magical damage on all targets.
,n addition, *ltra /aves has a %o& >M. A%% - @A?, M. -vasion of
inflicting the &tatus %ondition +erserk >B?; roll separately for each
target affected.
DEATH FORCE 20 MP
Target: &ingle Type: &tatus >+arrier? 7
A da''ling crystalline globe inscribed with the outlines of a
screaming skull materiali'es around the target, bestowing the &tatus
%ondition &tatus ,mmune >(atal? >B?.
FINAL FANTASY THE ROLEPLAYING GAME 218
DRA%ON FORCE 20 MP
Target: &ingle Type: &tatus >+arrier? 7
A shimmering crystalline globe etched with intertwining dragons
appears around the target, bestowing the &tatus %onditions -lement
,mmune >(ire? >B?, -lement ,mmune >,ce? >B? and -lement ,mmune
>.ightning? >B?.
1000 NEEDLES 2$ MP
Target: &ingle Type: Arcane >6hysical? =7
1ne thousand stinging cactus thorns are shot from the caster!s body
at the target in rapid succession. HAAA =eedles automatically inflicts
HAA 6hysical damage on the target; M. A7M and A7M have no effect
on this damage.
MA%IC HAMMER 25 MP
Target: &ingle Type: Arcane >Magical? 7
A solid-looking iron mallet materiali'es into e#istence above the
enemy, dropping onto the selected target!s head with a brain-
splitting crack and removing >Target!s %urrent M6 G HA? M6 from
each in the progress. 7egardless of how much M6 the target
currently possesses, Magic 0ammer will never take away more than
NNN. The caster regains a number of Magic 6oints e)ual to the
damage inflicted by Magic 0ammer after modifying for M. A7M.
DRILL SHOT 27 MP
Target: &ingle Type: Arcane >6hysical? =7
The caster $abs at the target, creating a stream of multi-colored
spheres that rush out towards it and e#plode on impact. Make a
standard Attack Action with whatever /eapon the caster has
e)uipped when ;rill &hot is cast, ignoring the /eapon!s -)uipment
Abilities; when calculating damage, ignore the target!s A7M and "
where applicable " the &tatus %ondition 6rotect. ,f the caster has
two /eapons e)uipped, choose which of the two to attack with.
FORCE FIELD 27 MP
Target: 6arty Type: &tatus >+arrier? =7
The caster is enveloped by a prismatic glow, creating a rapidly-
e#panding field which summons a sudden flash of white light to
engulf them, gradually spreading out to cover their allies before
fading. (orce (ield bestows the &tatus %ondition -lement ,mmune to
all allies >B?; immediately roll a dE and consult the table below to find
out which -lement is affected.
7oll ,mmunity
H -arth
< (ire
I /ater
C /ind
@ .ightning
B ,ce
L 0oly
E &hadow
RE(EN%E B2"-* 0 MP
Target: &ingle Type: Arcane >Magical? =7
A wave of invisible force crashes into the target, inflicting >%aster's
Ma#imum 06 - %aster's %urrent 06? Magical ;amage in the process.
ROULETTE 0 MP
Target: All Type: &tatus >(atal? =7
All natural light suddenly ceases as a single spotlight begins to spin
across the battlefield, drawing in tighter and tighter circles around
the combatants until it stops on a single target, killing it stone dead.
,n order to determine the 'lucky winner' of this grisly fate, all
combatants, active or otherwise, should make an immediate
6ercentile 7oll once 7oulette is cast. The highest-rolling combatant is
immediately reduced to A 06, regardless of current 06, A7M or M.
A7M values, or the ;amage %ap.
LIMIT %2OBE 2 MP
Target: &ingle Type: Arcane >6hysical? =7
A sinister globe of magical energy emerges from the caster!s body,
drifting towards the target at a leisurely pace before disappearing
into its body with a muted sucking sound. Make a standard Attack
Action with whatever /eapon the caster has e)uipped when .imit
5lobe is cast; calculate damage as normal unless the caster is
currently at <@M or fewer of their ma#imum 06; in this case, the
attack inflicts CAAM 6hysical damage. -)uipment Abilities are not
factored into this attack. ,f the caster has two /eapons e)uipped,
choose which of the two to attack with.
HOMIN% LASER MP
Target: &ingle Type: Arcane >Magical? =7
A salvo of searing laser beams arcs out of the caster!s body and
blasts the target in a spectacular series of e#plosions. 0oming .aser
has a %o& of >M. A%% - @A?, M. -vasion of inflicting >Target's %urrent
06 G <? Magical damage; regardless of how much 06 the target
currently possesses, 0oming .aser will never take away more than
NNN 06.
SEED CANNON $ MP
Target: &ingle Type: Arcane >6hysical? =7
The caster tenses up before firing a heavy seed pod, pummeling the
target. &eed %annon inflicts >H@ # &T7? D CdE, Armor 6hysical
damage.
CONDEMNED 5 MP
Target: &ingle Type: &tatus >(atal? 7
A cackling red skull appears over the target before slowly fading
away. %ondemned has a %o& of >M. A%% - @A?, M. -vasion of
inflicting the &tatus %ondition %ondemned on the target >C?.
FROST 6 MP
Target: &ingle Type: &tatus >(atal? 7
The caster aims a stream of cold air at the target, dropping the
temperature surrounding the target close to free'ing point. (rost
FINAL FANTASY THE ROLEPLAYING GAME 219
has a %o& of >M. A%% - @A?, M. -vasion of inflicting the &tatus
%ondition (ro'en on the target ><?.
MATRA MA%IC 6 MP
Target: &ingle Type: Arcane >Magical? 7
A volley of tiny guided missiles burst from the caster!s body, seeking
out the enemy before consuming them in a powerful e#plosion.
Matra Magic inflicts >H@ # MA5? D CdE, M. Armor Magical damage.
ST"!e 6 MP
Target: 5roup Type: Arcane >Magical? =7
&tatus >Mystify?
The caster!s eyes flare red, weaving hypnotic suggestions at all
unlucky enough to be caught up in the ga'e. &tare inflicts >E # MA5?
D <dE, M. Armor Magical damage; in addition, it has a %o& of >M.
A%% - @A?, M. -vasion of inflicting the &tatus %ondition %onfuse >B?.
7oll separately for each target.
THRUST KICK 7 MP
Target: &ingle Type: Arcane >6hysical? =7
&tatus >(atal?
The caster launches into an athletic flying kick, surrounded by a faint
nimbus of energy as they slam into their target with a sound barrier-
breaking crash. Thrust 9ick has a %o& of >M. A%% - @A?, M. -vasion
to instantly -$ect the target from the battlefield; should the target not
be displaced, they are instead struck by the full force of the +lue
Mage!s blow, taking >HE # MA5? D @dE, Armor 6hysical damage in
the process.
ACID 8 MP
Target: &ingle Type: Arcane >Magical? =7
&tatus >/eak?
A spray of corrosive slime splashes over the target, eating away at
its -vasions and inflicting >H@ # MA5? D CdE, M. Armor Magical
;amage. ,n addition, Acid has a %o& of >M. A%% - @A?, M. -vasion of
inflicting the &tatus %ondition Meltdown ><?.
MUSTARD BOMB 9 MP
Target: &ingle Type: &tatus >(atal? =7
The caster creates an e#plosive blast of fire and hot gases, igniting
the area around the target to infernal temperatures. Mustard +omb
has a %o& of >M. A%% - @A?, M. -vasion of inflicting the &tatus
%ondition 0eat on the target ><?.
LILLIPUTIAN L/RIC $0 MP
Target: &ingle Type: &tatus >&pecial? 7
The caster emits a blast of discordant notes, engulfing their intended
victim in a puff of sweet-smelling orange smoke. .illiputian .yric has
a %o& of >M. A%% - @A?, M. -vasion of afflicting the target with the
&tatus %onditions Mini >B? and &leep >B?; make a separate 6ercentile
7oll for each %ondition.
LE(EL $ H#2' $1 MP
Target: 5roup Type: -lemental >0oly? =7
&pectacular blasts of white energy assault the targets, encircling
them with pearl-like starbursts. .evel C 0oly only affects targets
whose .evel is a multiple of C, and inflicts ><H # MA5? D @dE, M.
Armor 0oly -lemental damage.
A&UA BREATH $2 MP
Target: 5roup Type: -lemental >/ater? =7
Torrential winds assault the enemy, buffeting them about as
e#ploding water bubbles shower the area, hitting all targets for >HE #
MA5? D @dE, M. Armor /ater -lemental ;amage.
ELECTROCUTE $2 MP
Target: 5roup Type: -lemental >.ightning? =7
The caster hovers in mid-air, conducting sparks of energy as green
bolts of electrical energy blast through the air at random intervals to
devastating effect. All targets caught in the blast are struck for >HE #
MA5? D @dE, M. Armor .ightning -lemental damage.
FIRE BREATH $2 MP
Target: 5roup Type: -lemental >(ire? =7
The caster begins to glow in a distressing shade of orange as they
open their mouth to release a single solid ball of fire which bursts
into a swirling cloud of flames amidst the targets, burning them for
>HE # MA5? D @dE, M. Armor (ire -lemental damage.
LE(EL C#NFUSE $ MP
Target: 5roup Type: &tatus >Mystify? =7
&mall meteorites appear above each target!s head, dropping down
with a comical plunk! to release a riot of colored stars. .evel I
%onfuse only affects targets whose .evel is a multiple of I, and has
a %o& of >M. A%% - @A?, M. -vasion of adding the &tatus %ondition
%onfuse >B?. 7oll separately for each eligible target.
WHITE WIND $5 MP
Target: 6arty Type: 7ecovery =7
A da''ling constellation of pearls hovers around the caster,
radiating waves of bright light to restore >%aster!s %urrent 06? 06
to all allies.
LE(EL DEF9Le-- $8 MP
Target: 5roup Type: &tatus >/eak? =7
The caster sends out a swarm of pale pink globes towards the
enemy, briefly encasing them in a field of rosy energy. .evel I ;ef-
.ess only affects targets whose .evel is a multiple of I, and has a
%o& of >M. A%% - @A?, M. -vasion of adding the &tatus %onditions
Armor +reak >B? and Mental +reak >B?.
DISCHORD 50 MP
Target: &ingle Type: &tatus >/eak? 7
The target is surrounded by a coruscating aura of rainbow-colored
FINAL FANTASY THE ROLEPLAYING GAME 220
light, rippling along the length of its body several times before
fading. ;ischord has a %o& of >M. A%% - @A?, M. -vasion of severely
weakening the target, adding the &tatus %onditions Agility ;own >C?,
Armor ;own >C?, Magic ;own >C?, Mental ;own >C?, 6ower ;own >C?
and &pirit ;own >C?.
POND'S CHORUS 50 MP
Target: &ingle Type: &tatus >&pecial? 7
The caster emits a blast of discordant notes, obscuring the target in
sickly green vapors. 6ond's %horus has a %o& of >M. A%% - @A?, M.
-vasion of afflicting the target with the &tatus %onditions Toad >C?
and &leep >B?; make a separate 6ercentile 7oll for each %ondition.
LE(EL $ FLARE 50 MP
Target: 5roup Type: Arcane >Magical? =7
A series of volatile particles 'ero in on the enemy, accompanied by a
high-pitched whine. .evel C (lare only affects targets whose .evel is
a multiple of C, and inflicts ><C # MA5? D CdHA, M. Armor Magical
damage.
DE%ENERATOR 57 MP
Target: &ingle Type: &tatus >(atal? =7
The caster emits a single burst of black energy that all but rips the
life energy of out its target. ;egenerator has a %o& of >M. A%% - @A?,
M. -vasion of instantly reducing the target to A 06, regardless of
current 06, A7M or M. A7M values, or the ;amage %ap.
EARTH SHAKE 59 MP
Target: 5roup Type: -lemental >-arth? =7
0eavy tremors burst through the area, flying rocks and hot gases
blasting the paraly'ed targets for ><H # MA5? D CdH<, M. Armor
-arth -lemental damage. -arth &hake will not affect (loating or
(lying combatants.
AN%EL'S SNACK 60 MP
Target: 6arty Type: 7ecovery =7
A cascade of sparkling blue stars showers down on the caster and
their allies, negating all magic in the area. Angel!s &nack cancels out
all &tatus %onditions " beneficial or otherwise " currently afflicting all
affected targets.
TWISTER 62 MP
Target: 5roup Type: -lemental >/ind? =7
The caster summons a roaring tornado to sweep through the area,
taking everything in its path for a spin. All targets in the affected
area are hit for ><H # MA5? D @dE, M. Armor /ind -lemental
damage.
BAD BREATH 6 MP
Target: 5roup Type: &tatus >&pecial? =7
The mage e#hales a stream of dark, billowing to#ic smoke over his
enemies, fumes )uickly moving out to engulf the entire area. +ad
+reath has a %o& of >M. A%% - @A?, M. -vasion of inflicting multiple
&tatus %onditions on all active combatants in the targeted 5roup. 7oll
once for each eligible target to determine whether &tatus %onditions
are inflicted; if successful, roll a dB and consult the table below to
determine which &tatus %onditions are added to the target.
7oll &tatus -ffects
H %urse >B?, ,mmobili'e >B?, 6oison >?, &ilence >B?
< +lind >B?, ;isable >B?, 6oison >?, &low >B?
I +erserk >B?, %ondemned >C?, Mini >C?, &leep >B?
C %onfuse >B?, &low >B?, &ap >B?, Toad >C?
@ %onfuse >B?, 6etrify >C?, &low >B?, Jenom >C?
B +erserk >B?, +lind >B?, 6oison >?, 8ombie >B?
RIPPLER 65 MP
Target: &ingle Type: &tatus >&pecial? =7
0a'y spheres of blue energy surround the caster and their target,
gently rotating as the ground between the two begins to take on the
appearance of a mercury lake. At once the orbs swap, in the
process e#changing all &tatus %onditions possessed by the caster
and target, beneficial or otherwise. (or e#ample, a +lind caster using
7ippler on a target with 0aste and &ilence would end up with &ilence
and 0aste while the target themselves would be rendered +lind.
&tatus timers will transfer along with their &tatus. =ote that
'permanent' &tatuses such as those granted by the -)uipment Ability
Auto-Q&tatusR or Sob Abilities cannot be transferred in this fashion.
CR/ 04 *+e NI%HT 67 MP
Target: &ingle Type: Arcane >Magical? =7
&tatus >&pecial?
A dark shadow creeps across the battlefield, emitting tendrils of
glowing pink energy that drift among the combatants. A ball of blood
red energy rises from the midst of the targets, drawing in the pink
tendrils and absorbing their energy. The ball grows for a few
moments, becoming surrounded by a ha'e of red energy, and then
e#plodes. /ave after wave of e#plosive energy slam the targets for
><H # MA5? D @dE, M. Armor Magical damage. The e#plosion is
accompanied by a strange howling noise, a chilling sound with a >M.
A%% - @A?, M. -vasion %o& of inflicting the &tatus %onditions %urse
>B? and &ilence >B?. 7oll separately for each %ondition.
%ATLIN% %UN 68 MP
Target: &ingle Type: Arcane >6hysical? =7
The caster sends a rapid barrage of e#plosive shells at one target,
peppering it repeatedly for grievous damage. 5atling 5un inflicts ><C
# &T7? D CdHA, Armor 6hysical damage.
WALL CHAN%E 75 MP
Target: &ingle Type: &tatus >&pecial? =7
A shimmering globe of energy encloses the target, cycling through a
series of colors and hues before vanishing. /all %hange adds the
&tatus %ondition -lement 7esist for all -lements save one; roll a dE
and consult the table below to determine which one. The combatant
will be afflicted with the &tatus %ondition -lement /eak for the rolled
element; roll again during every subse)uent &tatus 6hase,
FINAL FANTASY THE ROLEPLAYING GAME 221
rearranging the &tatus %onditions accordingly >B?.
7oll -lement
H -arth
< (ire
I /ater
C /ind
@ ,ce
B .ightning
L 0oly
E &hadow
LE(EL 5 DOOM 80 MP
Target: 5roup Type: &tatus >(atal? 7
5hostly, fog-colored skulls materiali'e above the enemy, letting out a
haunting laugh before fading out. .evel @ ;oom only affects targets
whose .evel is a multiple of @, and has a >M. A%% - @A?, M. -vasion
%o& of instantly reducing any eligible target to A 06, regardless of
current 06, A7M or M. A7M values, or the ;amage %ap.
LE(EL 2 OLD 8$ MP
Target: 5roup Type: &tatus >/eak? =7
5rey clocks fade into e#istence over the battlefield, chiming twelve
times before disappearing again. .evel < 1ld only affects targets
whose .evel is a multiple of <, and has a >M. A%% - @A?, M. -vasion
%o& of inflicting the &tatus %onditions Agility +reak >C?, Armor +reak
>C?, Magic +reak >C?, Mental +reak >C?, 6ower +reak >C?, and &pirit
+reak >C?. 7oll separately for each target affected.
AN%EL WHISPER 90 MP
Target: &ingle Type: 7ecovery =7
A beautiful angelic spirit descends from the heavens, hovering above
the target to shower it with glowing particles of magical energy
before fading away. Angel /hisper restores a single target to its
ma#imum 06 value, as well as canceling all &tatus %onditions " save
8ombie " currently affecting that target. ,f used against *ndead
monsters or combatants afflicted with the &tatus %ondition 8ombie,
Angel /hisper has a >M. A%% - @A?, M. -vasion %o& of instantly
reducing the target to A 06, regardless of current 0it 6oints, A7M,
M. A7M or the ;amage %ap.
MA%IC BREATH 90 MP
Target: 5roup Type: -lemental >&pecial? =7
A e#panding cloud of iridescent bubbles swamps the area, bursting
into hissing spheres of fire, ice and electricity as it makes contact
with the enemy. All affected targets are hit three times; once for >E #
MA5? D <dE (ire -lemental damage, once for >E # MA5? D <dE ,ce
-lemental damage, and once for >E # MA5? D <dE .ightning
-lemental damage.
LE(EL $ SUICIDE 91 MP
Target: 5roup Type: &tatus >&pecial? =7
7ibbons of red energy surround the targets, wrapping around them
tightly before fading away. .evel C &uicide only affects targets whose
.evel is a multiple of C. ,t has a >M. A%% - @A?, M. -vasion %o& of
instantly reducing any eligible target!s 06 to H, regardless of current
06, A7M or M. A7M values, or the ;amage %ap. ,n addition, .evel C
&uicide also has a >M. A%% - @A?, M. -vasion %o& of adding the
&tatus %ondition Mini >C?; roll separately for each affected target and
effect.
+EA(EN'S CATARACT 9$ MP
Target: 5roup Type: Arcane >Magical? =7
&tatus >/eak?
A watery, translucent blue aura gathers around the caster, hovering
in place for a moment before being thrown into the enemy, rapidly
e#panding as it approaches in an all-encompassing wave of dark
smoke. 0eaven!s %ataract inflicts ><C # MA5? D CdHA, M. Armor
Magical damage; in addition, it has a >M. A%% - @A?, M. -vasion %o&
of inflicting the &tatus %onditions Armor +reak >B? and Mental +reak
>B?; roll separately for each affected target.
STONE BREATH 96 MP
Target: 5roup Type: &tatus >&eal? =7
The caster e#hales a cloud of creeping gray vapors that slowly drift
to settle over the target. &tone +reath has a >M. A%% - @A?, M.
-vasion %o& of inflicting the &tatus %ondition &tone >?; roll
separately for each target.
SHADOW F2ARE 100 MP
Target: &ingle Type: -lemental >&hadow? 7
6ure white light floods the area, turning all combatants into stark
black shadows; a second later, a swarm of dark particles homes in
on the target, blasting it for ><L # MA5? D CdH<, M. Armor &hadow
-lemental damage.
MI%HT/ %UARD 120 MP
Target: 6arty Type: &tatus >+arrier? =7
+rilliant green globes of energy form around the caster and their
allies, fading into thin air a second later. Mighty 5uard adds the
&tatus %onditions 0aste >C?, 6rotect >C?, and &hell >C? to all allies.
ANNIHILATOR 125 MP
Target: 5roup Type: Arcane >Magical? =7
The caster raises their hand, building up a globe of dark energy
before casually throwing it into the midst of the enemy. The globe
hovers silently for a brief second before e#ploding in a cataclysm of
pink energy, inflicting >IA # MA5? D CdH< Magical damage.
MORTAR 125 MP
Target: 5roup Type: Arcane >6hysical? =7
7aising their arms to the sky, the caster launches a series of ruby-
red pro$ectiles at the enemy, engulfing them in bursts of flame and
smoke. Mortar inflicts >IA # &T7? D CdH< 6hysical damage.
FINAL FANTASY THE ROLEPLAYING GAME 222
DEATH CLAW 1$0 MP
Target: &ingle Type: &tatus >(atal? 7
A spiral of malignant energy winds around the target in ever-
tightening circles, drawing into a constricting bind before
disappearing. ;eath %law has a %o& of >M. A%% - @A?, M. -vasion of
instantly reducing the target to H 0it 6oint, regardless of current 06,
A7M or M. A7M values, or the ;amage %ap.
%RAND TRAIN 175 MP
Target: 5roup Type: Arcane >Magical? =7
A black wave of celestial energy assaults the targets as the
battlefield e#plodes in rushing starbursts, inflicting >IB # MA5? D
@dH< Magical damage on all opponents. 5rand Train is not sub$ect
to the ;amage %ap, and can inflict damage in e#cess of NNN.
STORM CANNON 200 MP
Target: 5roup Type: Arcane >Magical? =7
The caster points skywards, firing a blinding beam into the heavens.
The sky shimmers for a moment before waves of white light come
crashing down upon the targets, engulfing them in a ha'e of thick
white smoke that inflicts >H@ # %aster's .evel? Magical damage.
&torm %annon is not sub$ect to the ;amage %ap, and can inflict
damage in e#cess of NNN.
SPELLBLADE MAGIC
&pellblade Magic is a close cousin to +lack Magic, storing +lack!s
destructive powers in a weapon wielded by the caster, to be released
upon contact with an opponent. /hile the use of the weapon as a
conduit allows such spells to be cast with relative ease when
compared to their pure! counterparts, a considerable amount of
weapons skill is re)uired to ma#imi'e this advantage.
Ele!e"#$l T%e&
The basic effects of &pellblade are also widely seen as the most
versatile, channeling basic elemental attack spells into a weapon to
systematically e#ploit opponents! weaknesses.
EN:20;;"!. 5 MP
Target: &elf Available: .evel H =7
%old air swirls around the caster!s /eapon as it absorbs the power
of ,ce. &elect a /eapon e)uipped by the caster to be affected by
-nbli''ard, making a standard Attack Action with that /eapon when
-nbli''ard is cast. The /eapon is treated as inflicting ,ce -lemental
damage for that attack and that attack alone.
ENFIRE 5 MP
Target: &elf Available: .evel H =7
(lames crackle along the edge of the caster!s /eapon as it absorbs
the power of (ire. &elect a /eapon e)uipped by the caster to be
affected by -nfire, making a standard Attack Action with that /eapon
when -nfire is cast. The /eapon is treated as inflicting (ire
-lemental damage for that attack and that attack alone.
ENHOL/ 5 MP
Target: &elf Available: .evel H =7
A luminous glow surrounds the caster!s /eapon as it absorbs the
power of 0oly. &elect a /eapon e)uipped by the caster to be
affected by -nholy, making a standard Attack Action with that /eapon
when -nholy is cast. The /eapon is treated as inflicting 0oly
-lemental damage for that attack and that attack alone.
ENSTONE 5 MP
Target: &elf Available: .evel H =7
The caster!s /eapon gains a dusty brownish hue as it absorbs the
power of -arth. &elect a /eapon e)uipped by the caster to be
affected by -nstone, making a standard Attack Action with that
/eapon when -nstone is cast. The /eapon is treated as inflicting
-arth -lemental damage for that attack and that attack alone.
ENSHADOW 5 MP
Target: &elf Available: .evel H =7
A dark ha'e surrounds the caster!s /eapon as it absorbs the power
of &hadow. &elect a /eapon e)uipped by the caster to be affected by
-nshadow, making a standard Attack Action with that /eapon when
-nshadow is cast. The /eapon is treated as inflicting &hadow
-lemental damage for that attack and that attack alone.
ENTHUNDER 5 MP
Target: &elf Available: .evel H =7
-lectricity crackles through the caster!s /eapon as it absorbs the
power of .ightning. &elect a /eapon e)uipped by the caster to be
affected by -nthunder, making a standard Attack Action with that
/eapon when -nthunder is cast. The /eapon is treated as inflicting
.ightning -lemental damage for that attack and that attack alone;
ignore all other -)uipment Abilities.
EN(ENOM 5 MP
Target: &elf Available: .evel H =7
A no#ious green cloud condenses around the caster!s /eapon as it
absorbs the power of +io. &elect a /eapon e)uipped by the caster
to be affected by -nvenom, making a standard Attack Action with
that /eapon when -nvenom is cast. The /eapon is treated as
inflicting +io -lemental damage for that attack and that attack alone.
ENWATER 5 MP
Target: &elf Available: .evel H =7
The caster!s /eapon turns to foaming li)uid as it absorbs the power
of /ater. &elect a /eapon e)uipped by the caster to be affected by
-nwater, making a standard Attack Action with that /eapon when
-nwater is cast. The /eapon is treated as inflicting /ater -lemental
damage for that attack and that attack alone.
FINAL FANTASY THE ROLEPLAYING GAME 22
ENWIND 5 MP
Target: &elf Available: .evel H =7
The caster!s weapon gains a gusty greenish hue. &elect a /eapon
e)uipped by the caster to be affected by -nwind, making a standard
Attack Action with that /eapon when -nwind is cast. The /eapon is
treated as inflicting /ind -lemental damage for that attack and that
attack alone.
S#$#'( T%e&
Another staple of the Magic 9night's repertoire, &tatus &trikes add a
chance to inflict a &tatus %ondition on an unlucky opponent. (or
combat situations where a )uick finish isn't possible, a properly
placed &tatus %ondition can turn the tide in the Magic 9night's favor.
BLIND STRIKE 10 MP
Target: &elf Available: .evel H =7
;ark mists swirl around the caster!s /eapon. &elect a /eapon
e)uipped by the caster to be affected by +lind &trike, making a
standard Attack Action with that /eapon when +lind &trike is cast.
The Attack has a %o& of BAM of inflicting the &tatus %ondition +lind
>B?.
POISON STRIKE 10 MP
Target: &elf Available: .evel H =7
6urple venom bubbles around the caster!s /eapon. &elect a /eapon
e)uipped by the caster to be affected by 6oison &trike, making a
standard Attack Action with that /eapon when 6oison &trike is cast.
The Attack has a %o& of BAM of inflicting the &tatus %ondition
6oison >?.
SLEEP STRIKE 10 MP
Target: &elf Available: .evel H =7
&oft golden motes play over the caster!s /eapon. &elect a /eapon
e)uipped by the caster to be affected by &leep &trike, making a
standard Attack Action with that /eapon when &leep &trike is cast.
The Attack has a %o& of BAM of inflicting the &tatus %ondition &leep
>B?.
BERSERK STRIKE 15 MP
Target: &elf Available: .evel E =7
The caster!s weapon is charged with a cherry-red glow. &elect a
/eapon e)uipped by the caster to be affected by +erserk &trike,
making a standard Attack Action with that /eapon when +erserk
&trike is cast. The Attack has a %o& of BAM of inflicting the &tatus
%ondition +erserk >B?.
SLOW STRIKE 15 MP
Target: &elf Available: .evel E =7
The caster!s weapon gains a muddy gray shine. &elect a /eapon
e)uipped by the caster to be affected by &low &trike, making a
standard Attack Action with that /eapon when &low &trike is cast.
The Attack has a %o& of BAM of inflicting the &tatus %ondition &low
>B?.
SILENCE STRIKE 15 MP
Target: &elf Available: .evel E =7
The caster!s weapon makes no sound as it swipes at the target.
&elect a /eapon e)uipped by the caster to be affected by &ilence
&trike, making a standard Attack Action with that /eapon when
&ilence &trike is cast. The Attack has a %o& of BAM of inflicting the
&tatus %ondition &ilence >B?.
ZOMBIE STRIKE 0 MP
Target: &elf Available: .evel H@ =7
A mouldering green glow surrounds the caster!s weapon. &elect a
/eapon e)uipped by the caster to be affected by 8ombie &trike,
making a standard Attack Action with that /eapon when 8ombie
&trike is cast. The Attack has a %o& of BAM of inflicting the &tatus
%ondition 8ombie >B?.
CONFUSE STRIKE 0 MP
Target: &elf Available: .evel H@ =7
A riot of colored stars erupts from the caster!s weapon. &elect a
/eapon e)uipped by the caster to be affected by %onfuse &trike,
making a standard Attack Action with that /eapon when %onfuse
&trike is cast. The Attack has a %o& of BAM of inflicting the &tatus
%ondition %onfuse >B?.
CURSE STRIKE 0 MP
Target: &elf Available: .evel <N =7
The caster!s weapon turns as black as the night. &elect a /eapon
e)uipped by the caster to be affected by %urse &trike, making a
standard Attack Action with that /eapon when %urse &trike is cast.
The Attack has a %o& of BAM of inflicting the &tatus %ondition %urse
>B?.
MINI STRIKE $5 MP
Target: &elf Available: .evel <N =7
&trange orange smoke begins to billow from the caster!s weapon.
&elect a /eapon e)uipped by the caster to be affected by Mini &trike,
making a standard Attack Action with that /eapon when Mini &trike is
cast. The Attack has a %o& of BAM of inflicting the &tatus %ondition
Mini >B?.
STONE STRIKE 60 MP
Target: &elf Available: .evel CI =7
&mall fragments of rock cascade from the caster!s weapon as it
takes on a brown glow. &elect a /eapon e)uipped by the caster to
be affected by &tone &trike, making a standard Attack Action with
that /eapon when &tone &trike is cast. The Attack has a %o& of BAM
of inflicting the &tatus %ondition &tone >?.
STO5 STRIKE 50 MP
Target: &elf Available: .evel CI =7
The caster and their weapon appears to be fro'en in time; when the
strike finally happens, it is almost instantaneous. &elect a /eapon
FINAL FANTASY THE ROLEPLAYING GAME 224
e)uipped by the caster to be affected by &top &trike, making a
standard Attack Action with that /eapon when &top &trike is cast.
The Attack has a %o& of BAM of inflicting the &tatus %ondition &top
>B?.
TOAD STRIKE 70 MP
Target: &elf Available: .evel CI =7
A no#ious green smoke plays over the caster!s weapon. &elect a
/eapon e)uipped by the caster to be affected by Toad &trike, making
a standard Attack Action with that /eapon when Toad &trike is cast.
The Attack has a %o& of BAM of inflicting the &tatus %ondition Toad
>B?.
FROZEN STRIKE 80 MP
Target: &elf Available: .evel @A =7
,ce crystals begin to form on the caster!s weapon. &elect a /eapon
e)uipped by the caster to be affected by (ro'en &trike, making a
standard Attack Action with that /eapon when (ro'en &trike is cast.
The Attack has a %o& of BAM of inflicting the &tatus %ondition
(ro'en ><?.
HEAT STRIKE 80 MP
Target: &elf Available: .evel @A =7
A muggy glow surrounds the caster!s weapon, raising ambient air
temperatures to an almost unbearable level. &elect a /eapon
e)uipped by the caster to be affected by 0eat &trike, making a
standard Attack Action with that /eapon when 0eat &trike is cast.
The Attack has a %o& of BAM of inflicting the &tatus %ondition 0eat
><?.
PA04 STRIKE 70 MP
Target: &elf Available: .evel @A =7
Three streams of multi-colored energy swirl around the caster!s
weapon. &elect a /eapon e)uipped by the caster to be affected by
6ain &trike, making a standard Attack Action with that /eapon when
6ain &trike is cast. The Attack has a %o& of BAM of inflicting the
&tatus %onditions +lind >B?, &ilence >B? and 6oison >?.
(E4#, STRIKE 70 MP
Target: &elf Available: .evel @A =7
7ed poison bubbles around the caster!s weapon. &elect a /eapon
e)uipped by the caster to be affected by Jenom &trike, making a
standard Attack Action with that /eapon when Jenom &trike is cast.
The Attack has a %o& of BAM of inflicting the &tatus %ondition
Jenom >C?.
E))e*# T%e&
As the Magic 9night hones his skills, he reali'es that some situations
cannot be handled with a basic -lemental or &tatus &trike. -ffect
&trikes were developed to fill these strategic gaps.

DRAIN STRIKE 10 MP
Target: &elf Available: .evel << =7
A trio of blood-red spheres begins to rotate around the caster!s
weapon. &elect a /eapon e)uipped by the caster to be affected by
;rain &trike, making a standard Attack Action with that /eapon when
;rain &trike is cast. The Attack inflicts HAAM damage; restore the
caster!s 06 by an e)uivalent amount after modifying for A7M.
,e2*.#64 STRIKE 0 ,5
Target: &elf Available: .evel << =7
An orange-red glow envelops the caster!s weapon. &elect a /eapon
e)uipped by the caster to be affected by Meltdown &trike, making a
standard Attack Action with that /eapon when Meltdown &trike is
cast. The Attack ignores the target!s A7M and the 6rotect &tatus,
where applicable.
OSMOSE STRIKE 1 MP
Target: &elf Available: .evel << =7
A trio of sky-blue spheres begins to rotate around the caster!s
weapon. &elect a /eapon e)uipped by the caster to be affected by
1smose &trike, making a standard Attack Action with that /eapon
when 1smose &trike is cast. The Attack inflicts @AM damage to the
target!s M6 after ad$usting for A7M, but does not reduce the target!s
06; restore the caster!s M6 by an e)uivalent amount.
DISPEL STRIKE $0 MP
Target: &elf Available: .evel <N =7
The caster!s weapon glows cobalt-blue for a split second as tendrils
of ethereal mist curl around it. &elect a /eapon e)uipped by the
caster to be affected by ;ispel &trike, making a standard Attack
Action with that /eapon when ;ispel &trike is cast. The Attack has a
%o& of BAM of canceling all &trengthen- and +arrier-type &tatus
%onditions save &hield currently active on the target.
%RA(IT/ STRIKE 50 MP
Target: &elf Available: .evel <N =7
The caster!s weapon moves in an unusually sluggish fashion, as if
twice its normal weight. &elect a /eapon e)uipped by the caster to
be affected by 5ravity &trike, making a standard Attack Action with
that /eapon for AM damage when 5ravity &trike is cast. The Attack
has a %o& of BAM of reducing the target!s 06 by @AM of its current
value, regardless of current 06, A7M or M. A7M values, or the
;amage %ap.
RASP STRIKE 0 MP
Target: &elf Available: .evel <N =7
A trio of pink spheres begins to rotate around the caster!s weapon.
&elect a /eapon e)uipped by the caster to be affected by 7asp
&trike, making a standard Attack Action with that /eapon when 7asp
&trike is cast. The Attack inflicts HAAM damage to the target!s M6,
but does not reduce the target!s 06.
FINAL FANTASY THE ROLEPLAYING GAME 225
-'P+#4 STRIKE 55 ,5
Target: &elf Available: .evel IB =7
The caster!s weapon becomes reflective, seeming to draw in
everything in its vicinity. &elect a /eapon e)uipped by the caster to
be affected by &yphon &trike, making a standard Attack Action with
that /eapon when &yphon &trike is cast. %alculate damage as
normal; the Attack will inflict @AM damage to the target!s 06 and
@AM damage to the target!s M6 after modifying for A7M. ,f the
target has no M6, &yphon &trike will instead inflict HAAM damage to
the target!s 06. 7estore the caster!s 06 and M6 by an e)uivalent
amount.
-I14E* 75 MP
Target: &elf Available: .evel CI =7
A nearly-translucent crest materiali'es around the caster!s weapon
before disappearing. &elect a /eapon e)uipped by the caster to be
affected by &ignet, making a standard Attack Action with that /eapon
when &ignet is cast. %alculate damage as normal, ignoring all other
-)uipment Abilities possessed by the /eapon; should this reduce the
target to A or fewer 06, the target is turned into a crystal. 7oll a dHA
and consult the table below to determine the type of crystal created
and its effects; the crystal is treated as an item usable by either the
caster or their allies, but must be used immediately after the battle
ends.
7oll %rystal Type
H-I 7ed %rystal. The character regains a number of 06 e)ual to
@AM of their ma#imum value.
C-@ 5old %rystal. The character's 06 and M6 are restored to their
ma#imum values.
B-E 5reen %rystal. The character regains a number of M6 e)ual to
<@M of their ma#imum value.
N-HA +lue %rystal. The number of P6 gained by the character
during the battle are increased by <@M.
.e"*+ STRIKE 95 ,5
Target: &elf Available: .evel @A =7
A ghostly, almost translucent gray skull materiali'es around the
caster!s weapon. &elect a /eapon e)uipped by the caster to be
affected by ;eath &trike, making a standard Attack Action with that
/eapon when ;eath &trike is cast. The /eapon is treated as having
the -)uipment Ability ;eath &trike for that attack and that attack
alone.
l#%!$#e T%e&
At the highest level of proficiency, Magic 9nights can channel the
most destructive powers of +lack Magic into the confines of their
weapons. These ultimate enchantments focus on unleashing such
devastating power that none but the toughest opponents could
stand against them. =ote that attacks made with *ltimate Tier cannot
score %ritical 0its or +otches.
<3"ke STRIKE 75 MP
Target: &elf Available: .evel @A =7
%hanneling -arth energy into their weapon, the caster strikes the
ground, sending a rippling wave of rocks and soil surging in all
directions. &elect a /eapon e)uipped by the caster to be affected by
Kuake &trike, making a standard Attack Action with that /eapon
when Kuake &trike is cast. The /eapon is treated as having Target:
All and inflicting -arth elemental damage for that attack and that
attack alone. The Attack will not affect (loating or (lying combatants.
6+0!2604. STRIKE 85 MP
Target: &elf Available: .evel @A =7
%hanneling /ind energy into their weapon, the caster swings around,
whipping up a furious gale that surges towards the opposition.
&elect a /eapon e)uipped by the caster to be affected by /hirlwind
&trike, making a standard Attack Action with that /eapon when
/hirlwind &trike is cast. The /eapon is treated as being 7anged and
having Target: 5roup as well as inflicting /ind elemental damage for
that attack and that attack alone.
:2")k +#2e STRIKE 150 MP
Target: &elf Available: .evel @L =7
%hanneling 5ravity energy into their weapon, the caster cleaves the
air open, creating a rippling black hole. &elect a /eapon e)uipped by
the caster to be affected by +lack 0ole &trike, making a standard
Attack Action with that /eapon for AM damage when +lack 0ole
&trike is cast. The /eapon is treated as having the -)uipment Ability
;eath &trike for that attack and that attack alone. &hould ;eath
&trike fail to affect the target, the +lack 0ole &trike has a %o& of
BAM of reducing the target!s 06 to H, regardless of current 06,
A7M, M. A7M or the ;amage %ap.
82"!e STRIKE 100 MP
Target: &elf Available: .evel @L =7
%hanneling orbs of pure magical energy into their weapon, the
caster lunges at the target, creating a ferocious series of e#plosion
as their weapon makes contact. &elect a /eapon e)uipped by the
caster to be affected by (lare &trike, making a standard Attack Action
with that /eapon for <AAM damage when (lare &trike is cast. The
Attack is not sub$ect to the ;amage %ap.
32*0," STRIKE 250 MP
Target: &elf Available: .evel BC =7
%hanneling pure magical energy into their weapon, the caster swipes
at the air, sending out a way of destructive force to sweep into the
enemy. &elect a /eapon e)uipped by the caster to be affected by
*ltima &trike, making a standard Attack Action with that /eapon for
<AAM damage when *ltima &trike is cast. The /eapon is considered
to have Target: 5roup for that attack. ,n addition, the Attack is not
sub$ect to the ;amage %ap and ignores as the target!s A7M and the
6rotect &tatus, where applicable.
FINAL FANTASY THE ROLEPLAYING GAME 226
INTITI+E MAGIC
,n (inal (antasy, most magic is heavily regimented, divided into set
groups of &pells with e#plicit effects that never change. This does
not mean that there is no room for creativity, however " on the
contrary, by drawing on their e#perience, veteran casters can create
all manner of cantrips, illusions, and other sorcerous miscellanea. ,n
the ((765, such magic is known as ,ntuitive Magic.
B$(%* R'le(
,ntuitive Magic is sub$ect to several important restrictions. These
are:
=o ,ntuitive effect can directly inflict or recover damage and &tatus
%onditions, or mimic the mechanical effects of an e#isting &pell. This
does not mean the effect's ultimate outcome must always be
harmless; using ,ntuitive magic to startle a soldier and send him
falling over a parapet will still result in damage, albeit indirectly.
A spellcaster can only create ,ntuitive magic in line with the &pells
he or she would normally be able to cast. A +lack Mage, for instance,
would not be able to create a blast of air to knock a treasure chest
from a high pedestal, nor would a /hite Mage be able to create a
fiery e#plosion in mid-air. To make this simpler for both the players
and the 5M, all Sobs with the ability to use ,ntuitive Magic or
comparative powers have a list of keywords in %hapter C. ,n order to
be cast, the desired effect must be in line with one or more of these
keywords.
&pells cast through ,ntuitive magic are still &pells. ,f the character
is unable to cast &pells as a result of &tatus %onditions or other
e#traordinary circumstances, ,ntuitive magic is similarly off-limits.
,ntuitive Magic cannot be used more than once per &cene.
%reating a new magic effect is often an involved process, and
re)uires a brief 'cooldown' period between &pells.
C&e$#%", $" I"#'%#%ve E))e*#
+ecause ,ntuitive effects are open-ended in nature, the rules to
create them are relatively simple " most of the 'heavy lifting'
involved in their creation relies on 5M and player $udgment.
DESCRIBE THE EFFECT
/henever a player wishes to create an ,ntuitive effect, they must
begin by e#plaining what e#actly they want to achieve. .egitimate
e#amples might include things like T7eshape the columns into a
stairway leading to the ne#t level,4 T%reate a bridge from the
surrounding plants and creepers that will carry the party across the
chasm,4 TTransfer enough mana to the &kystone to get the airship
off the ground,4 or T%reate a spectacular bang24 +efore approving
the effect, the 5M should make sure that what the player is trying to
achieve can't be readily done with an e#isting &pell and that the
effect is in line with the keywords given for the player's Sob. -ffects
that do not fall into any particular magical domain " as with the last
two e#amples given above " do not have to conform to a specific
keyword.
DETERMINE THE MP COST
The ne#t step is to assign an M6 cost to the effect. This will be
determined by how large an ob$ect or area it affects when cast " the
larger the scale, the higher the M6 cost. /hile an effect's M6 cost is
entirely left to the 5M's discretion, the table below gives appropriate
ballpark figures for various si'e grades.
Table 8-2: Sample Intuitive MP Costs
SIZE OF IEM OR !RE! !FFE"E# M$ "OS
Small rock 2
Average-sized rock 8
Child, Moogle, Tarutaru 15
Huma !"
#gre, $igas 5"
Small house 8"
%arge house 1""
Sk&scra'er 2""
Cit& (lock )""
DETERMINE THE MODIFIER
1nce the effect's cost has been established, the ne#t thing on the list
is its difficulty " or to be precise, the %onditional Modifer imposed on
the player's M. Accuracy when rolling to see whether the effect
succeeds. This is determined by its comple#ity, or overall
sophistication. The more elaborate the intended effect, the lower the
ultimate %o& will be. Again, while this is left to the 5M's discretion, a
number of sample modifiers have been given below.
Table 8-3: Sample Intuitive Modifies
"OM$LE%I& MO#IFIER
Creatig a (right *lash -2"
Creatig a crude illusio -2"
+sig telekiesis to move a o(,ect -)"
Creatig a modest illusio --"
-8"
Creatig a so'histicated illusio -1""
-12"
-1)"
.esha'ig the immediate eviromet -1-"
MA!ING THE ROLL
To complete the effect, the caster must make a Task %heck against
their Magic Accuracy, subtracting the modifier assigned for the
effect's comple#ity. ;epending on the circumstances, the 5M may
also assign additional modifiers; some e#amples are given below. ,f
the roll succeeds, the player achieves the desired effect; if the roll
fails, the Magic 6oints have been wasted.
FINAL FANTASY THE ROLEPLAYING GAME 227
CONDITIONAL MODIFIERS
-ffect's scale larger than a human: -<A
-ffect's scale larger than small house: -CA
-laborate, hour-long rituals performed beforehand: D<A
/orking against weak enchantments: A
/orking against competent enchantments: -<A
/orking against elaborate enchantments: -CA
/orking against masterful enchantments: -EA
CASTING CIRCLES
,n magic, as in all other things, two heads are often better than one.
,ntuitive Magic can benefit from the 5roupwork rules from %hapter @,
provided that all other participants have the appropriate ,ntuitive
Magic ability.
S$!-le I"#'%#%ve E))e*#(
Me.e# 15 ,5
-ffect: A classic e#ample of stage magic. Medeo mimics the effects
of the Time &pell Meteor, summoning an asteroid fragment to crash
into the target with a devastating e#plosion. *nlike its 'genuine'
counterpart, Medeo is all sound and fury, doing no damage; the
pyrotechnics produced, however, are indistinguishable from the real
thing. Medeo is cast at a %o& of >M. A%% - BA?.
CHAPTER GLOSSAR.
The following list recaps some of the most important concepts
introduced in this chapter for )uick reference.
Arcane Magic. Any &pell that deals damage, but is not directly
associated with one of the %ombat -lements.
-lemental Magic. Any &pell that deals damage associated with one
of the %ombat -lements.
,ntuitive Magic. 'Minor' &pells created on the fly by casters.
=7. &horthand for not reflectable!.
7. &horthand for reflectable!.
7ecovery Magic. &pells that restore 06 or M6, or remove harmful
&tatus %onditions.
&pellblade Magic. &pells that primarily affect a /eapon rather than
a target.
&tatus Magic. Any &pell which adds harmful or gainful &tatus
%onditions to one or more targets.
&upport Magic. &pells which do not directly affect combatants or
their opponents, or which bypass magical -vasions by default.
FINAL FANTASY THE ROLEPLAYING GAME 228
IX
______________
ADVENTURING

No matter how dark the night,


morning always comes. And
our journey begins anew.
Lulu
FINAL FANTA! "
Nobody said wandering the world in search of evil was going to be
easy. This chapter presents some of the challenges and issues
characters encounter in the field as they rise to greatness.
REST AND RECOVERY
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 will rise in turn. This section looks at the aftermath: healing,
resting, recuperating, and getting back to fighting fitness.
Resting
Magic and items can patch up injuries on the go, but can drain the
partys resources if theres 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"e#planatory ! the longer the party has to kick back and rela#,
the more beneficial the rest will be. $n order to benefit from a rest
period, a character cannot undertake any comple# or physically
e#erting activities during that time period unless they are directly
related to the recovery process. $n other words, taking the time to
make splints and sewing wounds is fine% forging a sword or clearing
boulders is not.
&pace is a little trickier. The default space re'uirement for rest is
an area where the party can stretch out without fear of being
attacked by marauding monsters and the like. $n 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 protected during that time. (igher grades of rest demand
additional amenities on top of this space, namely shelter, food, and
bedding. These re'uirements are listed with the respective rest
grades.
INTENSIVE REST
) full day spent doing nothing but recovering from injuries 'ualifies
as $ntensive *est. )t the end of the rest period, all characters !
including +nconscious ones ! will be restored to ma#imum (, and
M,. $n addition, $ntensive *est cancels all &tatus -onditions currently
affecting the ,arty. +nless there is a significant reason not to,
characters automatically undergo $ntensive *est between
adventures.
Time Taken: . full day
*e'uirements: -abin or )verage 'uality room
FULL REST
)n uninterrupted night/s sleep in comfortable surroundings allows
characters to recover all (, and M, and cancels all &tatus
-onditions afflicting the party e#cept 0ombie and &tone.
+nconscious characters will revive at the end of the rest period with
their (, and M, restored to 123 of their ma#imum values. 4ull *est
in a 5u#urious room gives the same benefits as $ntensive *est.
Time Taken: 6 to 7 hours
*e'uirements: -abin or )verage 'uality room
TRAVEL REST
Travel *est is typical of the kind of nights sleep a party will get on
the road. )ssuming the party can rest for a full night without
interruptions, they recover 613 of their ma#imum (, and M,. )ll
&tatus -onditions afflicting the party are canceled during this time,
with the e#ceptions of +nconscious, 0ombie, and &tone.
Time Taken: 6 to 7 hours
*e'uirements: Tent or ,oor 'uality room
FITFUL REST
4itful *est can be defined as either sleeping fewer than the usual
seven or eight hours or being interrupted in the night by a monster
attack. )t the end of a 4itful *est period, all party members regain
123 of their ma#imum (, and M, values. )ll &tatus -onditions
afflicting the party are also canceled at the end of this time period,
with the e#ceptions of +nconscious, 0ombie, and &tone.
Time Taken: 8 to 9 hours
*e'uirements: &leeping :ag or &'ualid 'uality room
BREAK
Taking a :reak means taking an hour off to eat, nap, e#amine
injuries, sharpen weapons, and generally improve the party/s well"
being. )t the end of the :reak, characters recover .23 of their
ma#imum (, and M,, while &tatus -ondition timers are reduced by
;.
Time Taken: . hour
*e'uirements: None
FINAL FANTASY THE ROLEPLAYING GAME 229
BREATHER
Even taking the time to catch one/s breath can make all the
difference in a long and brutal dungeon. ) :reather is defined as the
time taken by the party to bandage wounds and wipe swords !
enough time, in short, to recover a little bit of lost life and replenish
magical resources. -haracters recover 13 of their ma#imum (, and
M, at the end of a :reather, while &tatus -ondition timers are
reduced by <.
Time Taken: .2 to .1 minutes
*e'uirements: None
The Healing Skill
-haracters with the (ealing &kill can use their talents to assist the
natural healing process, increasing recovery gains in both the short
and long term. =uring rest periods, characters may make a Task
-heck against their (ealing to speed up the healing process. $f the
Task -heck is successful, the partys recovery gains at the end of
the rest period will be e'ual to the ne#t"highest grade of rest ! if
the characters took a :reak, theyll get the benefits of 4itful *est, if
they took Travel *est, theyll get the benefits of 4ull *est, and so
forth. The only thing that changes in this case is the actual recovery
benefit% no additional time or resources are consumed.
4ailure has no conse'uences, but a :otch means the character/s
ministrations actually have the opposite effect, bumping the effects
of resting down to the ne#t"lowest grade. This means that :reathers
actually have no impact on the party if a (ealing roll is :otched.
-onditional Modifiers depend on how much time the character
making the roll has to work with ! the more drastic the
improvement, the harder it will be to s'uee>e into the resting
timeframe.
CONDITIONAL MODIFIERS
4ull *est to $ntensive *est: ?92
:reather to :reak: ?<2
4itful *est to Travel *est: 2
Travel *est to 4ull *est: "<2
:reak to 4itful *est: "92
Healing Fixtures
,layers may also be able to salve their injuries through healing
fi#tures, things in the environment that provide free healing to
characters who use them.
RECOVERY SPRINGS
*ecovery springs are pools of water suffused with 'uantities of 5ife
magic large enough to restore anybody who drinks from them.
*ecovery springs can have one of several effects:
-ure &tatus -onditions. ) spring that cures &tatus -onditions will
remove all non":arrier and Enhance"type &tatus -onditions from a
character partaking of its power. +nconscious characters cannot
benefit from this kind of spring.
*estore (, and M,. ) spring that restores (, and M, will restore
them to their ma#imum values. +nconscious characters cannot
benefit from this kind of spring.
*evivify. ) spring that revivifies characters will restore an
+nconscious character to ma#imum (, and M,. @ther characters
gain no benefits from drinking from it.
4ull *ecovery. &ome rare springs combine all three of the above
effects.
$t should be noted that recovery springs are only effective because
of the 5ife magic concentrated in the surrounding area. :ottling a
springs waters for future use will merely leave a character with a
bottle of crisp, refreshing, but otherwise utterly ordinary spring
water.
SAVE CRYSTALS
&ave crystals are large, free"standing crystals that collect and focus
surrounding magic. Merely touching a save crystal is enough to
restore (it ,oints and Magic ,oints to full and cancel all non":arrier
and Enhance &tatus -onditions. +nconscious characters will also be
revived with ma#imum (, and M,.
OTHER FIXTURES
=epending on the nature of the setting, characters may also
encounter other fi#tures with similar powers over the course of their
travels. ,ractical e#amples include automated healing stations,
magical spheres, and enchanted gates.
Consecrated Areas
@rdinarily, resting in the middle of a dangerous dungeon is out of
the 'uestion. :ut in some cases, the ,-s may discover small patches
of consecrated ground in otherwise dangerous territory, usually
marked by unusual features or simply a noticeable aura of magic
energy. &uch areas naturally repel monsters and other evil
creatures, making it possible to rest there for at least short periods
of time.
Recovering Status Conditions
Even if characters arent taking the time to rest, any &tatus
-onditions still in effect after a battle or &cene ends will naturally tick
down between &cenes, eventually e#piring if their timer isnt
unlimited. @ut of combat, a &tatus -onditions timer will generally
decrease by . every ten minutes until the -ondition e#pires,
although the AM may be more generous with :arrier and Enhance"
type -onditions. $f the -ondition is still active when the character
enters combat, reduce the timer by . at the start of the battle. $f
that does not cancel the &tatus outright, it will tick down at the
normal rate of . per *ound.
FINAL FANTASY THE ROLEPLAYING GAME 230
Critical n!uries
)ll characters suffer a few scratches and scrapes during the course
of their career, but some injuries can/t just be shrugged off with a
,otion and a good night/s sleep. Things like broken arms, trauma,
and severed vocal cords are all e#amples of these kinds of -ritical
$njuries.
$n game terms, characters suffering from a -ritical $njury
temporarily or permanently ac'uire =isadvantages to represent
them: &oft Target for broken ribs or virulent sickness, 5amed for
damage to the legs, and so forth. )ssuming the injuries can be
cured, characters who intend to recover from such setbacks must
first be diagnosed and treated with a (ealing roll. &ample
-onditional Modifiers for doing so are given in -hapter 1% others can
be set by evaluating the difficulty of the task based on the nature
and e#tent of the character/s injuries. $f successful, the character will
recover from the injury in about one to si# weeks of game time,
depending on how long the AM feels like milking the players plight.
$njuries that cannot be cured become permanent =isadvantages
instead. -hanging a character in this way does not yield points to
spend on )dvantages, and must be discussed between AM and
player before being put into effect. $f using the Traits and Bey ,oints
options presented in )ppendi# $C, =isadvantages ac'uired in this
fashion earn the character a number of B, e'ual to the
=isadvantage/s normal point cost.
TO"NS
Towns are an important feature of the adventuring life ! here,
adventurers rest, gather information from locals, ac'uire e'uipment,
and restock supplies. Though the term town is used as a blanket
term for any large settlement in the game world, there are plenty of
other possibilities ! passing caravans, roadside inns, sales
terminals, and wandering merchants can all potentially fulfill the
same basic range of functions.
Ex#loration
4inal 4antasy 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. $f characters
have nothing else to do with their time, they can simply e#plore the
area for a few hours to see what they can turn up.
SEARCHING FOR INFORMATION
$f the party is in search of a piece of information or a specific
person or location, they may send members out to comb the town
for clues. =oing so re'uires time ! a couple of minutes to a couple
of hours, depending on the amount of ground that needs to be
covered ! and a successful &kill Test against $n'uiry or &treetwise
from the search party. =epending on the area and the value of the
information sought, characters may have to loosen their
pursestrings to get the information they need.
Sho##ing
&hopping is an essential part of the adventuring lifestyle, regardless
of whether its simply to top up the partys ,otion reserves or a full"
fledged upgrade of weapons and armor. ,layers begin their
shopping e#cursions by telling the AM what kind of store they are
looking for, leaving the AM to decide whether such a store e#ists and
how long it will take to track it down ! a process that can take
anywhere from a few minutes to several hours, depending on the
si>e of the town and the number of available shops. $f the layout of
the town is particularly confusing, a Trade or $n'uiry roll may also be
re'uired.
STORE TYPES
Towns offer a di>>ying array of places where adventurers can spend
their hard"earned money. &tore types characters may run into over
the course of their adventures include:

Weapon Stores
Deapon &tores stock weapons of all types. ) good portion of these
stores manufacture their inventory in"house, incorporating separate
forges and workshops beneath the premises.
Armor Stores
)rmor &tores cover )rmor of every type, from Mail to )rmwear. )s
with Deapon &tores, it is not uncommon to find skilled metalworkers
attached to the stores premises, producing goods for sale.
Arsenals
)rsenals are large, well"stocked emporiums typically found in major
cities, selling Deapons as well as )rmor. )side from stocking locally
manufactured weapons, these stores also carry imported items and
other e#otic e'uipment.
General Stores
Aeneral &tores service the population at large, selling *ecovery,
&upport, and :attle $tems as well as miscellaneous e'uipment. )
Aeneral &tore may also stock a limited selection of basic Deapons
and )rmor if no other stores in the area sell them.
Relic Stores
*elic &tores tend to be rarer fi#tures in settlements, as most of their
stock comes from items recovered by adventurers and e#plorers. )s
the name implies, they deal in curios and unusual items, including
)ccessories of all shapes and si>es.
Poacher's Dens
,oachers =ens specialise in the processing of monster remains into
usable items, a grim and onerous trade rife with skinning, tanning
hides and boiling venoms and acids. Nonetheless, stores of this kind
do a steady business, and will be the first port of call for any serious
monster hunter. )side from taking in monster remains, they may also
sell the *ecovery, &upport and :attle $tems processed from them.
FINAL FANTASY THE ROLEPLAYING GAME 231
Auction ouses
The preferred haunts of the noble and well"to"do, auction houses
allow selected members of the public to bid on a variety of rarities
and anti'uities. Aenerally speaking, ordinary e'uipment and items
are unlikely to end up on the auction block ! whats 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.
)uction houses are rarely found outside of major cities. Even then,
access isnt 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.
!a"aars
:a>aars are stores with a twist ! you never know 'uite what youre
going to get. Aenerally only found in larger cities, ba>aars 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 'uick Ail. )s with all
shopping, finding a ba>aar takes time, though they usually tend to
be easier to locate than individual stores.
+nlike normal shops, players dont come to a ba>aar with a
shopping list ! rather, they will get a number of purchase options,
each given a description rather than a firm name. ) Marduk :ow
found in a town ba>aar might be described as a well"polished
ancient crossbow engraved with a storm gods image, while a @ak
&taff may be called an iron"shod staff made of durable wood.
There are only two ways to positively identify a good: buy it, or make
a successful Trade roll with the appropriate modifiers.
&o why bother with ba>aarsE $n places where the store selection is
limited, ba>aars can provide access to higher levels of e'uipment.
)lternatively, ba>aar goods can save players some coin, assuming
theyre careful enough to avoid the scams ! that bag of ten dusty
bottles with illegible labels retailing for .222 A could be a budget"
priced pack of ten (i",otions... or simple colored water.
OTHER PURCHASES
4or purchases beyond the scope of -hapter ;, the AM can rule for
cost and )vailability *ating on the spot, depending on the value and
rarity of the purchase. To make comparative pricing a little easier, a
scale of several sample goods and services and their relative price
is given below.
Table 9-1: Miscellaneous Costs
DESCRIPTION COST
Meal, cheap 10
Sailing ship passage, short distance 30
Map, well-explored location 30
Map, world 50
Meal, specialty 70
High-powered battery, electrical 100
Yellow chocobo, rental, daily 125
lac! chocobo, rental, daily 200
"irship passage, short distance 200
"irship passage, #edi$# distance %00
Map, obsc$re or dangero$s location 500
&ar, rental, daily 500
S#all pac!age, long-distance 'ia air#ail 500
"irship passage, long distance (00
Map, o))-li#its or highly dangero$s location 1,500
*ehicle )$el, one wee!+s s$pply 3,000
&asino, day pass 3,000
&hocobo pen, rental 10,000
&asino, li)eti#e pass 30,000
Seaside 'illa, p$rchase 300,000
Note that these values are only intended as a starting point, rather
than as absolute gospel. )ny number of factors can affect the final
asking price, up to and including simple narrative convenience. $f
needed, an )vailability *ating if needed can be generated via the
following table:
Table 9-2: Availability Ranges
GOOD OR SERVICE RARITY AVAILABILITY
&o##only and openly a'ailable ,, - (5
-elati'ely co##on (% - 70
So#ewhat $nco##on ., - 50
/nco##on or di))ic$lt to so$rce %, - 30
-are or exotic 2, - 20
*ery rare 1, - 10
0xtre#ely rare , - 0
$u%s and Ca&es
,ubs ! or cafes, for the teetotaling adventurers out there ! give the
party access to the local rumor mill. $n most situations, an hour/s
time and a Task -heck against $n'uiry at ?<2 will turn up half a
do>en rumors, stories, or current events of varying degrees of
accuracy. &ome of these may just be things the players already know
FGThey say the Empire/s new =oom &phere is close to completion.HI
while others offer potential jumping points for side"'uests FG$/ve
heard there/s a ghost up at the clocktower that appears on nights
when the moon is hidden by the clouds.HI and new adventures.
:artenders ! who listen into every conversation day"in, day"out !
also tend to be fonts of information, and can offer the party odd
jobs and leads after a few drinks.
FINAL FANTASY THE ROLEPLAYING GAME 232
NOTICE BOARDS
&ome pubs have notice boards for job offers and wanted posters. $f
the party is looking for a few spare Ail, a fast"paced chase after a
fugitive criminal or a hunting e#pedition seeking a particularly
infamous local monster may be just the ticket.
Cra&ting
-haracters with spare materials and time on their hands may want to
take advantage of local workshops to craft items and e'uipment.
4ull rules for this are found in )ppendi# $.
nns and Hotels
)fter a long day/s shopping, players are likely to want to bed down
at an inn or hotel. (ow restful the resulting night/s sleep is depends
on the 'uality of the lodgings. )ll inn rooms fall into one of following
four 'uality ratings:
&'ualid rooms are the pits ! noisy, dirty, vermin"ridden and prone
to belongings disappearing in the night.
,oor rooms are a step up from s'ualid. Though unlikely to win any
major awards for amenities, they are clean enough to assure mostly
uninterrupted sleeping.
)verage rooms represent the baseline for most inns the party will
encounter ! well"maintained and comfortable, if not spectacular.
5u#urious rooms are truly a five"star affair, and have a number of
other perks included in the price ! for e#ample, en suite service and
a mini"bar.

The 'uality of a room affects two things: the kind of rest the party
will get there, and the price of the room itself. The table below gives
suggested prices per head for room 'uality, though like all other
prices, these can be adjusted as the AM sees fit.
Table 9-3: Accommodation Costs
ROOM QUALITY PRICE PER NIGHT REST TYPE
S1$alid 10 2it)$l
3oor 25 4ra'el
"'erage 100 2$ll
5$x$rio$s 500 6ntensi'e
Dhile the party/s available funds and condition can affect what kind
of lodgings they ultimately stump for, location also plays a role.
5arger cities often sport a number of inns and hotels of varying
'uality whereas smaller villages have a take"it"or"leave"it approach
to accommodations.
)lternately, the party may wind up receiving room and board from
allies, sponsors, or a ,- with a house in the area. $f so, the costs
are waived. $n the interests of keeping things simple, daily e#penses
! medical cost, food and drink, other sundries ! are simply factored
into the price of the night/s accommodation.
ON THE ROAD
@nce the party clears out of town, they have the great outdoors to
contend with. This section covers some of the challenges and
activities to be found on the road.
Navigation
$f the party shelled out for a map before setting out, they will find
that finding their way becomes that much easier. )ssuming the map
is reliable and of e#cellent 'uality, characters with the Navigation
&kill make Task -hecks with a -onditional Modifier of ?72. 4or maps
of merely good 'uality, the Modifier drops to ?92% reasonable maps
with some degree of accuracy reduce this to ?<2. ,oor or
inaccurate maps are of no help whatsoever.
,layers with the Navigation &kill can also declare that they are
keeping their own maps as they travel through a given area. These
start off as poor, but will automatically improve in 'uality as the
party spends more and more hours in a given location. =epending
on the si>e of an area, a reasonable map alone can take between <
and <2 hours% truly e#cellent maps of an area re'uire significantly
more time investment.
Scavenging
,layers can use the &cavenge &kill to obtain materials from monster
carcasses, e#posed ore, crystal, and the like. Dhile these materials
vary wildly in usefulness and are not as accepted as items or
e'uipment in shops, they are still useful in crafting and
manufacturing. These things begin with a certain number of -raft
,oints worth of material ! normally ranging from 2 to 12 -, ! that
can be e#tracted in smaller batches with successful &cavenge rolls.
To begin, the player must declare an intent to use &cavenge before
item drops are rolled: any materials gained from &cavenge will
replace any items that might have dropped from the enemy. The
players must then decide how many -, they are attempting to
scavenge, from . to .2% this number is immediately subtracted from
the items total -,. The player must then make a Task -heck with
-onditional Modifiers applied depending on the Tier of the material.
The players character should also have the tools to e#tract the
desired material, though in a pinch, they can always use their
Deapon. @n average, the Tier of -, harvested in this fashion will be
e'ual to F,arties )verage 5evel J 6I, though the AM may raise or
lower this as they see fit.
Con#itional MODIFIERS
&cavenging Tier . material: ?92
&cavenging Tier < material: ?82
&cavenging Tier 8 material: ?<2
&cavenging Tier 9 material: ?.2
&cavenging Tier 1 material: 2
&cavenging Tier ; material: ".2
&cavenging Tier 6 material: "<2
&cavenging Tier 7 material: "82
FINAL FANTASY THE ROLEPLAYING GAME 233
) success means that the declared number of -, are immediately
added to the characters $nventory. ) failure means that some of the
material was damaged during the scavenging process ! 123 of the
declared number of -, are added to the characters $nventory. )
:otch means that the character gains no -, at all, while a -ritical
&uccess adds ?<13 of the declared number of -, to the
characters $nventory.
The amount of time needed to scavenge material can vary from
fifteen minutes to several hours, depending on how difficult it is to
reach and e#tract the essentials. )s always, AM discretion applies.
? Scavenging in Action
(aving finally escaped from =eathsights prison ship after a
spectacular battle, the party finds itself wandering through the
desert. En route to civilisation, they discover the sun"bleached
skeleton of a :ehemoth.
*ob F(iroI: De should try scavenging some of those bones.
Theres bound to be some good material in there. *odger, $m
going to go ahead and attempt to scavenge .2 -,.
*odger FAMI: Aetting a good"si>ed chunk broken off the
skeleton will take a bit of elbow grease ! about thirty minutes
or so.
*ob: De can spare an hour or two, rightE $m good.
*odger: Then go ahead and roll.
*odger, has already decided that the skeleton has 92 -, of
Tier 6 material, and subtracts .2 for *obs attempt. *obs
&cavenge *ating is 92, but due to the materials toughness,
he will be making his Task -heck at "<2. (is final -o& is <2.
*ob: FrollingI .7K
*odger: Thats a success. Lou gain .2 -, of Tier 6 bone. *ob:
Doot. $m feeling lucky ! $ll go in for another .2.
*odger subtracts another .2, leaving the skeleton with <2 -,.
*ob: FrollingI 12. No good.
*odger: )fter a bit of struggling, you leverage free 1 -,.
*ob: Might as well keep going. )nother .2.
*odger subtracts another .2, leaving the skeleton with .2 -,.
*ob: FrollingI )h, damn. :otch. $ll try one last time. .2 again.
*odger subtracts another .2. The skeleton has no -, left now.
*ob: FrollingI .2K
*odger: Lou harvest another .< -, of bone from the skeleton.
That seems to be the last of the useful material here.
:lair FMintI: Mint huffs. G-ome onK Dere going to miss teatime
if you keep mucking around with those dirty bonesKH
"eather
4rom howling snow to blistering heat, the climates adventurers are
likely to find themselves battling are literally endless. :ut fighting in
less"than"perfect weather means more than just running the risk of
developing a case of heatstroke or the sniffles. &trong weather
conditions warp and accumulate large concentrations of Elemental
energy around them, reducing the effectiveness of affiliated
Elemental attacks. )nd even that may not be the end of the partys
problems, as these surges in mana can attract and birth fearsome
Elementals.
$n addition to altering the power of certain Elemental attacks,
some weather conditions may have additional effects. These are
described below% the Elemental effects are listed in Table M"9 at the
end of this section.
Gale
Effect: &trong winds sweep the area. 4lying and 4loating characters
and creatures move at 123 normal speed ! in effect, as if they
were moving through )dverse Terrain. *anged )ttacks made with
Throwing Deapons and Deapons such as :ows, :oomerangs, and
*ifles suffer a "92 -onditional Modifier.
eat$a%e
Effect: *ising temperatures leave a shimmering ha>e of heat draped
over the area. -haracters may e#haust 'uicker and find actions
more strenuous than normal, imposing a "<2 -onditional Modifier on
all physical activities.
ea%& Rain
Effect: ) cloudburst showers the battlefield. (eavy rain imposes a
"92 -onditional Modifier to visibility as well as *anged attacks.
San#storm
Effect: $n desert areas, strong winds can whip up violent
sandstorms, cloaking an entire battlefield in grit and dust. ,owerful
sandstorms can reduce visibility close to >ero, imposing a ";2
-onditional Modifier to visibility and *anged attacks.
ea%& Sno$
Effect: Torrential snowfall. =rastically affects visibility, imposing a
";2 -onditional Modifier to visibility and *anged attacks made at
medium range or greater. -haracters who are not properly insulated
against the elements also risk suffering from hypothermia, frostbite,
or worse ! e#tended e#posure over a period of several hours may
inflict the &tatus -ondition 4ro>en.
Thun#erstorm
Effect: Dhere skies grow overcast, random lightning can make travel
a risky proposition. The AM should roll a d3 every fifteen to thirty
minutes the party spends in a thunderstorm. @n a roll of .1 or
lower, a lightning bolt strikes% if the party is not near or under
shelter, lightning will strike a random party member )t the beginning
of each *ound fought in a storm, roll a d3% on a roll of .1 or lower,
a random target has been struck by a lightning bolt. The effects of
this depend on the si>e of the thunderstorm% assign a &cale of .
through 82 as you would with an Environmental 4eature, then use
the appropriate &pell to calculate damage.
FINAL FANTASY THE ROLEPLAYING GAME 234
Table 9-4: eat!e" #$$ects
WEATHER CONDITION FIRE WATER WIND EARTH ICE LIGHTNING BIO HOLY SHADOW
2og --- 7108 --- --- --- --- --- --- ---
9ale --- --- 7258 -258 --- --- --- --- ---
Heatwa'e 7258 --- --- --- -258 --- --- --- ---
Hea'y 2og --- 7108 -108 --- --- --- --- --- ---
Hea'y -ain -25 7258 --- --- --- --- --- --- ---
:'ercast --- --- --- --- --- --- --- --- ---
-ainy --- 7108 --- -108 --- --- --- --- ---
-ainy and ;indy -108 7108 7108 -108 --- --- --- --- ---
Sandstor# --- -258 --- 7258 --- --- --- --- ---
Snow --- -258 --- --- 7258 --- --- --- ---
Hea'y Snow -108 -258 7108 --- 7258 --- --- --- ---
S$nny --- --- --- --- --- --- --- --- ---
4h$nderstor# --- --- --- -258 --- 7258 --- --- ---
Environ'ental Features
)n environmental feature is a conspicuous piece of scenery that
affects the partys progress. E#amples of environmental features
might include a fallen column barring a passage, a set of locked
double doors, an unstable bridge, or a mysterious machine
connected to an ancient elevator. $f necessary, characters can attack
environmental features both in and out of combat% they do not
generate $nitiative, their EC) and M. EC) will always be 2, and for
obvious reasons, they are immune to all &tatus -onditions.
Environmental 4eatures are measured by two -ombat &tatistics !
=urability and &cale. =urability is an abbreviated combination of (it
,oints and )rmor, and simply measures how many hits it takes to
destroy the 4eature. +sually, this has a value ranging from . Fflimsy
woodI to .2 Fsteel"reinforced concreteI.
&cale measures the overall si>e and damage potential of the
Environment 4eature for situations where it inflicts damage on
others. This is a value ranging from . Ftrashcans, cratesI to 82
Flarge buildingsI, and is treated as an )ttribute. $n situations which
call for the 4eature to do damage, pick an appropriate &pell from the
lists in -hapter 7 and insert the 4eature/s &cale into into the
=amage -ode. 4or instance, attacking a fuel tank would eventually
make it e#plode, creating a spectacular fireball that burns everything
in the immediate vicinity. )ssuming a medium"si>ed fuel tank, the AM
assigns it a &cale of .2, and uses the =amage -ode for 4ira to
figure out how much 4ire Elemental damage is dealt to everything
around it.
MANIPULATING THE ENVIRONMENT
)side from attacking and destroying environmental features,
characters may also use the power of the elements to manipulate
them. ,ossible effects include:
Earth. Earth attacks typically cause tremors that can 'uickly
damage and destroy smaller environmental features, opening up
previously inaccessible sections.
4ire. &etting things on fire with a well"aimed 4ira is the easiest way
to make a battle a little more interesting. &tructures and vegetation
burn up slowly enough that they/ll most probably be abla>e for the
rest of the battle% combatants, however, are far less durable. )nyone
caught in the middle of a fire will suffer 4ire Elemental damage e'ual
to .23 of their ma#imum (it ,oints for each *ound spent in the fire%
calculate this damage during the &tatus ,hase. Environmental
features set on fire and then rigged to fall on opponents do 4ire
Elemental rather than ,hysical damage. 4inally, a large enough bla>e
! or combination of smaller bla>es ! will make the immediate area
subject to (eatwave conditions until e#tinguished.
$ce. $ce Elemental attacks have the ability to free>e bodies of
water or ice over soggy ground, turning previously traversable
areas into )dverse Terrain. &hould the players tire of their giant
skating rink, a well"placed 4ire Elemental )ttack is capable of melting
through most ice formations.
5ightning. )ttacks that cause 5ightning Elemental damage are
capable of powering ! or overloading ! heavy machinery and
electronic devices. The e#act results of such actions depend on the
device in 'uestion, but could easily range from destroying a shield
generator protecting a major villain to activating an elevator to high
ground.
Dater. Dater can sweep smaller environmental features out of the
way and soak into solid ground, turning it into muddy and =ifficult
Terrain.
Dind. Dind can knock things over or blow smaller objects away ! a
good way for retrieving things that would normally be beyond the
partys reach. $t may also disperse fog.
Shelter
Dhen players want to rest in a town, they seek out the nearest inn or
hotel room. @n the road, characters carry their own
accommodations in the form of one"shot shelter items stored in
FINAL FANTASY THE ROLEPLAYING GAME 235
the $nventory &lot and consumed when the party rests for the day.
There are three of these in total:
&leeping :ags represent the basic comforts for the adventurer on
the move, offering a welcome layer of padding between weary bones
and hard ground for one person.
) proper Tent protects its occupants from wind and weather,
making for considerably more restful nights in less"friendly environs
for a group of adventurers.
5arger and sturdier than Tents, -abins are reinforced to withstand
almost anything short of a hurricane. The increased space
translates to an increase in creature comforts for the party,
including a proper cooker for preparing meals.
=espite the name, these items simply represent things like food,
bedding, and supplies ! a Tent isnt literally a tent, but just the
material needed to spend a comfortable night in a tent. +nlike other
e'uipment purchases, these N$tems/ will always be available. ,layers
should note how much of each they are buying ! 8 &leeping :ags, <
Tents, 1 -abins ! when purchasing supplies.
Table 9-%: S!elte" Costs
SHELTER TYPE COST REST TYPE
Sleeping ag 10 2it)$l
4ent 25 4ra'el
&abin 100 2$ll
CHA$TER ()OSSARY
The following list recaps some of the most important concepts
introduced in this chapter for 'uick reference.
-ritical $njuries. $njuries severe enough to give characters
temporary or permanent &tatus -onditions.
=urability. ) measure of how many hits it takes to destroy an
environmental feature.
&cale. ) measure of large an environmental feature. This value is
used to calculate damage inflicted by the feature.
FINAL FANTASY THE ROLEPLAYING GAME 23
X
____________
GAMEMASTERING
$_khdz=m#
(Leader? I never asked to be the
leader.)
Squall Leonhart
FINAL FANTASY VIII
Storyteller, referee, organizer a good GM is all three, and more
besides. It goes without saying that the Gamemaster's role is the
most challenging and rewarding one in the entire FFRG. !here
"layers ta#e on the role of a single heroic character and e$"lore
that character in de"th, the GM is res"onsible for literally e%erything
else allies, %illains, su""orting cast, monsters, and world design.
&his cha"ter co%ers the game as seen from the other side of the
table, from the first ad%enture to the final battle. 'ffered along the
way are ti"s, tools, rules, and ad%ice in short, something for e%ery
Gamemaster, regardless of e$"erience.
'f course, this section is not meant to be the al"ha and omega of
gamemastering ad%ice. (iterally hundreds of guides ha%e been
written on the sub)ect o%er the years, and many more are li#ely to
follow in the years to come. More im"ortantly, there is no such thing
as a fail*safe guide. +ach GM and e%ery grou" ha%e their own
indi%idual needs, ine%itably, some are going to sli" through the
crac#s. Many of the suggestions and ideas in this cha"ter are thus
more ad%ice than gos"el in the end, your own e$"eriences will be
what guides in you in running the game.
GM BASICS
!hile the %arious as"ects of running a game seem ob%ious to
%eterans, it-s a different matter for newcomers. .eing a GM is a
daunting tas#, and the "itfalls on the road to a good game or
session are many. For this reason, the following section co%ers
res"onsibilities, habits, and considerations new GMs can benefit from
#nowing.
The Gamemasters Role
&he GM's res"onsibilities can be bro#en down as follows/
resent the world to the "layers. &he GM tells or show the
0s what their characters e$"erience and see in the world around
them. In an e*game, this is handled by so"histicated %ideo
"rocessors and soundtrac#s, the GM's challenge is to achie%e the
same effect with %oice and "ro"s alone. 'n the other hand, the GM
isn't limited to a mere twenty trac#s of music or a single &1 screen,
and can "aint rather more e$"ansi%e %istas as a result.
2etermine the feasibility of actions. 3sing common sense as well
as the rules in this boo#, the GM decides what the heroes can and
can't do and if they can, how easy or challenging those actions
are. 4 human in full armor can't )um" a forty*meter*wide ra%ine in a
single lea", a four*meter )um" might be "ossible under the
circumstances, but re5uires the GM to decide )ust how difficult the
resulting roll will be.
Ine%itably, there will be situations where the written rules don't
clearly e$"lain what to do, or when a 0 decides to try something
not co%ered in the rules. In this case, it is left to the GM to decide
what ha""ens, and whether a "ro"osed action is "ossible at all.
0reate and role"lay non*"layer characters. &he GM role"lays the
%illains o""osing the 0s, the side#ic#s and allies assisting the
heroes' efforts, their ri%als and comic relief, and the 'bit "art'
characters sho"#ee"ers, bartenders, farmers, fishermen, guards,
and e%erything in between. &his can be both easy and difficult, while
many of the minor 60s need only a bare minimum of descri"tion,
)uggling a large number of characters let alone ma#ing them
memorable re5uires a fair amount of effort.
2esign encounters and ad%entures. &he GM determines what
challenges the 0s face during each session, and creates a
narrati%e to string these challenges together into an ad%enture.
!hile it is "ossible to de%elo" encounters and e%ents on the fly, most
GMs "lan them beforehand, ma#ing notes as to how monsters and
60s are li#ely to act and thin#ing of ways the 0s can o%ercome
the obstacles in their "ath. itching the difficulty at )ust the right
le%el is an im"ortant "art of this, a good ad%enture will be
challenging enough to ma#e the 0s wor# to sur%i%e, but not so
dangerous that they'll be flayed within an inch of their li%es two
ste"s in.
0reate and "lay monsters. 4rguably the most straightforward of all
GM tas#s. 0oming u" with foes for the grou" is as sim"le as "ic#ing
one of the sam"le monsters in 4""endi$ II or creating a new one
using the guidelines in that same 4""endi$. Running them is
essentially no different than "laying an 60, and is ultimately a
matter of using the o""onent's intelligence and bac#ground as a
yardstic# for their actions. GMs should also be familiar with a
monster's strength and abilities, and #now how they will affect the
"arty before throwing them into battle.
Reward the grou". Much of ad%enturing is about the rewards the
"layers recei%e along the way money, e5ui"ment, e$"erience, and
intangibles. 7ow much the characters recei%e for their trouble is u"
to the GM. &he im"ortant tric# here is to stri#e a balance between
o%er*com"ensating and short*changing the "layers, guidelines for
handling rewards are "resented later in this cha"ter.
&ell a story. &he "layers are heroes of their own story, but its ebb
FINAL FANTASY THE ROLEPLAYING GAME 237
and flow is the "ro%ince of the GM. 2e%elo"ing a coherent narrati%e
with enough twists to #ee" the "layers interested is #ey to a
successful long*term game.
Most of these res"onsibilities will be loo#ed at in greater detail as
this cha"ter goes on.
The Seven Habits
+%ery grou" has its own way of doing things, but there are a few
ways to ma#e a session better regardless of who's "laying or
running. &he se%en most "rominent of these are gi%en below.
KNOW THE RULES
.efore you begin a game, ensure you-%e got at least a firm gras" on
the ruleset. 4s GM, your res"onsibilities will not only include
ad)udicating the rules, but also e$"laining them to your "layers. &he
better you #now the raw material you-re wor#ing with, the more
smoothly the game will run when it-s finally time to "ut it into action.
KNOW YOUR PLAYERS
.eing able to run a rewarding and interesting role"laying game is
contingent on #nowing what your "layers consider 'rewarding' and
'interesting.' +ach "layer has his or her own moti%ators, and
role"lays for different reasons, to create a satisfying e$"erience, it is
essential to find out what they are and "lan your games accordingly.
Some "layers may want a straightforward hac#*and*slash game,
others li#e to fle$ their drama muscles and are drawn to dee",
com"le$ "lots. In general, your grou"s will ha%e re"resentati%es of
one or more of these se%en "layer ty"es/
Gamists are at the table to 8"lay the game.- &hey are rarely
concerned about factors li#e character de%elo"ment, and tend to
care more about being able to s"end time with other "eo"le at the
table. &his lac# of engagement can be frustrating if you are trying to
build a narrati%e, but Gamists are easier to #ee" "leased. Gi%e their
characters enough 8cool stuff- to do and ensure the game mo%es at
a fair cli", and you-re unli#ely to ha%e too many "roblems with them.
4chie%ers "lay games to ad%ance their characters, ac5uire more
"owerful items, and see their alter egos grow in "ower and renown.
&he easiest way to moti%ate an 4chie%er is to #ee" 9 and treasure
flowing at a steady rate, though it-s im"ortant to be careful when
rationing out rewards, too much generosity can destroy cam"aign
balance and ad%ersely affect the rest of the "arty. 4 good substitute
is gi%ing the character a little bit of fame or infamy in the game
world, sometimes, these intangible rewards carry more weight than
yet another sword or high*"owered item.
:illers ta#e their satisfaction from defeating "owerful foes and the
%isceral thrills of combat. (i#e 4chie%ers, :illers are relati%ely easy to
moti%ate ha%e enough challenging o""onents on ta" to ensure
they ha%e to use their full range of 4bilities and ma#e battles a
regular fi$ture in your sessions. Regular, howe%er, shouldn-t translate
to 8unrelenting- unless the rest of your grou" en)oys combat as well.
Storytellers in "articular may resent ha%ing to reach for a sword
e%ery other hour of "lay.
+$"lorers want to see the world, e$"lore "laces and meet "eo"le.
If you are running with an established setting, "layers of this ty"e
are li#ely to deri%e "articular en)oyment from seeing familiar faces,
strategic encounters with ma)or and minor e*game characters or
good use of Final Fantasy tro"es li#e airshi"s and 0hocobos. &he
secret lies in s"acing out these elements so that they don-t come
across as o%er*used. 'nce you'%e run into 0loud Strife in a bar for
the fourteenth time, it )ust sto"s being s"ecial.
Storytellers are in it for the role"lay as"ects. &hey gain the most
satisfaction from being able to "lay their characters- 5uir#s and
foibles and interact with others, and will 5uiz your 60s at greater
de"th and length than the a%erage "layer. &his means ha%ing at
least a stoc# bac#ground for all notable characters and the ability to
im"ro%ise if the "layers go off scri"t. 4t the same time, be on the
loo#out for 8scene diggers- Storytellers who insist on acting out
e%ery little 60 con%ersation and encounter in full, drawn*out detail.
0ut off grandstanding li#e this at the roots buying a sword
shouldn't in%ol%e a fi%e*minute con%ersation about the current
weather and how the sho"#ee"er's grandmother is doing, es"ecially
if the rest of the "arty is more interested in action than acting.
arty 4nimals get most of their #ic#s out of the grou" dynamic,
and en)oy "lanning and strategizing with others to reach a common
goal. !hen "roblems loom, the arty 4nimal is ine%itably the first to
act, assuming control of the situation and marshaling the rest of the
grou" into de%elo"ing an elaborate master "lan &hrow in a whole*
team acti%ity e%ery now and then or encourage situations where
strategizing has a notable im"act, but #ee" an eye on )ust how "lay
time these grand schemes eat u". 4s much fun as "lanning is,
ultimately the show must go on.
4rchety"es en)oy "laying one "articular character ty"e young
children, aladins, Mithra and "lay it to the hilt, e%en in situations
where that character would normally ta#e a bac# seat. !ith
4rchety"es whose s"ecialized s#ills see little use in 8regular "lay-
&hie%es designed for brea#ing and entering, Mediators geared
toward information*gathering and "ersuasion you can engineer
situations where the character can ta#e center stage without
affecting the rest of the grou". &his may in%ol%e s"litting them off
and sending them on a solo e$cursion effecti%e in moderation, but
best not done too often unless you en)oy being accused of
fa%oritism.
'f course, not e%erybody falls into a single neat category. Most
"layers lean towards two or more archety"es, gi%ing you
combinations li#e Gamist*4chie%ers, 4chie%er*:illers, Storyteller*
arty 4nimals, or +$"lorer*Gamists. :ee" running notes on your
"layers and what or doesn-t ca"ture their attention o%er the course
of a session you-ll e%entually be in a better "osition to )udge their
tastes and "references and ad)ust your own ad%entures accordingly.
WATCH THE CLOCK
In most cases, you'll only ha%e a limited amount of time in which to
run your session, so it's im"ortant to ma$imize what time you ha%e.
Factors to bear in mind include/
FINAL FANTASY THE ROLEPLAYING GAME 238
'ff*&o"ic 0hatter. Role"laying is about socializing more than
anything. 4s a result, you ha%e to be "re"ared for a certain le%el of
chit*chat during the course of a session as "layers catch u" with
each other on last wee#-s &1, the latest downloads, and current
e%ents in general. !hile it may be tem"ting to ride roughshod o%er
the chatter, letting the "layers get it out of their system before the
session starts means they-re more focused on the game itself once
things #ic# off.
;ou can ta#e ad%antage of this by budgeting a little 8social time- at
the beginning and then setting a cut*off "oint. 2e"ending on the
circumstances, you may also want to allot a little "eriod for cooling
down at the end of the session and a brea# near the middle. 'f
course, ha%ing that #ind of com"romise on the table means the
"layers must res"ect it, too. If two of your grou" members suddenly
start going off on a tangent about last night-s (46 "arty in the
middle of a ma)or fight, "olitely butt in with a <0ould you guys wait
until the brea#=>
2ead 4ir. 'f course, ensuring the "layers don-t get sidetrac#ed
means ensuring that there-s no reason for their attention to start
wandering. In tableto" grou"s, the main cause of this is 8dead air,- a
stretch of time in which the "layer or grou" has nothing to do. 2ead
air arises for a number of reasons, but lac# of "re"aration is usually
a ma)or contributor, the one thing guaranteed to #ill momentum is
the GM fli""ing "ages in search of an obscure table or struggling to
thin# u" a 60 res"onse while the "layers sit around ta""ing their
"encils.
In an ideal situation, the truly crucial information needed to run
the game will be at your fingerti"s at any gi%en time. &he time it
ta#es to "rint out cheat sheets of %ital formulas or record your
monster stats on note cards beforehand will "ay off tenfold once
you-re actually sitting at the table. .y the same to#en, encourage
your "layers to #ee" all rele%ant information "ertaining to their
characters e5ui"ment, 4bilities, S"ells, stats, and "ersonal details
close to hand for easy reference for when they need to start
loo#ing things u". Ma#e co"ies of your characters- sheets if you get
the chance, in many situations, ha%ing the information to hand
yourself can be 5uic#er than as#ing a "layer to relay it.
Selecti%e +diting. :ee"ing a game flowing also means ste""ing in
when the "ace starts flagging and getting things mo%ing. 2on-t
waste too much time on scenes that don-t ad%ance the "lot
role"laying an In5uiry chec# that ta#es a character all o%er town in
search of an 60 may yield some interesting moments, but can
easily eat u" an hour of "lay with no real gain.
8Selecti%e editing- means deciding what and what not to show,
mundane acti%ities li#e sho""ing can easily be resol%ed in the s"ace
of a few die rolls, while con%ersations with im"ortant 60s are best
restricted to the information that directly affect the "layers- choices.
'n the other hand, if the 0s ha""en to get in%ol%ed in a funny or
stri#ing con%ersation, let it "lay out, as long as the "layers are
ha%ing fun and stay in%ested in action, there-s no real rush.
layer 2ithering. !hile dead air tends to be the GM's fault, the
"layers themsel%es can bring the action to a screeching halt )ust as
easily when they-re debating their ne$t course of action. !hile you
do want the "arty to strategize, an hour*long argument on
e5ui"ment "urchases or allocation of healing items doesn't ma#e for
a better session. ut a little time limit on "layer discussion and be
ready to 8force their hand- if they dither for too long, forty*fi%e
minutes of arguing what to do about that ?uada% scout the "arty-s
4rcher s"otted o%er the ne$t ridge can be easily if messily
resol%ed by ha%ing a full attac# force charge the laggards.
Rule 2ebates. 6othing brings sessions to a screeching halt faster
than those dreaded moments when one of your "layers loo#s u"
and says <I don-t thin# that-s how that rule wor#s.> If you-%e ta#en
the time to get to gri"s with the contents of the 0ore Ruleboo#,
you-%e already got a leg u" in this regard, find the rele%ant section,
re*read the dis"uted rule, and ma#e a )udgment. If it-s not
immediately clear how the rule in 5uestion should be inter"reted,
suggest a com"romise that tries to accommodate both sides. If
there-s a genuine deadloc#, offer to settle the matter by ha%ing both
sides roll a dice or fli""ing a coin. &he ultimate goal of any rules*
related debate is to get it resol%ed and the game going as 5uic#ly as
"ossible, if the discussion drags on "ast the fi%e*minute mar#,
you-re already in danger of com"romising the rest of the session.
3nfortunately, you may find that some "layers will go out of their
way to #ee" a debate going, es"ecially when a certain inter"retation
of the rules wor#s hea%ily in their fa%or. ro%ided the issue isn-t too
critical, offer to continue the discussion in one of your scheduled
brea#s or after the game, then retroacti%ely a""ly whate%er
consensus you establish to the game once "lay resumes.
+nding with a .ang. It's always smarter to end your sessions on a
high note than let the action "eter out it #ee"s "layers interested,
and lea%es e%erybody itching for the ne$t installment. &he easiest
way to do this is to ca" the "roceedings with a high*energy fight or a
com"elling cliffhanger, then end the session while the "layers are still
enthusiastic. &he main "roblem in "ulling this off lies in timing. 2ue
to the com"le$ity of the FFRG combat, it-s all too easy for e%ents to
turn against you, transforming what was su""osed to be a 5uic# @A*
minute s#irmish into a B*hour behemoth that lea%es e%erybody
drained by the end.
0liffhangers are far easier to de"loy, since almost any moment of
"lay can turn dramatic with %ery little effort. layers e$"loring the
Im"erial alace= (et them barge into the +m"eror-s throne room to
find his cooling body on the throne. arty flying to a meeting with
resistance leaders to trade a %ital artifact= !arshi"s suddenly
a""ear on the horizon, intent on blowing them out of the s#ies.
Grou" doing a meet*and*greet with a local contact= 7a%e a flun#y
come rushing in, crying that soldiers are on the way and armed to
the teeth. !hile it's best to ha%e an ending wor#ed in ad%ance, you
can )ust #ee" an eye on how the game is running and calculate the
most dramatic "ossible way to ca" off whiche%er Scene ha""ens to
be in "rogress at the time once the energy starts sagging. In a
worst*case scenario, wait until the game-s narrati%e flow offers a
con%enient sto""ing*"lace. It-s often better to end a little early than
a little late.
FINAL FANTASY THE ROLEPLAYING GAME 239
BE FIRM, BUT FAIR
4s GM, you inter"ret the rules to ser%e the needs of your game and
ensure the game runs under a consistent framewor#. From
character creation to tas# resolution, your decisions and o"inions
gi%e you a significant degree of authority at the gaming table. 7ow
much authority, though= .e too lenient, and "layers end u" wal#ing
all o%er your carefully*"re"ared ad%entures, batting through
"owerful monsters with barely a shrug. Indulge in your fantasies of
godhood and ma#e "layers' li%es miserable, and you could find
yourself with an em"ty table ne$t wee#.
.eing an effecti%e GM means balancing the two e$tremes, and
#ee"ing an o"en mind while doing it. !hile your decision is always
final,you can still ma#e a bad call or misread a rule on occasion.
2on't be afraid to own u" to to your mista#es, and do try to
com"ensate "layers if they-re seriously affected by them. 4t the
same time, be ready to "ut your foot down if your "layers edge your
cam"aign off the rails. If the homebrew Cob you a""ro%ed at the
outset is turning into an unending nightmare, ta#e ste"s to tone it
down. If one "layer-s 8wac#y- antics are throwing a disru"ting "lay,
ma#e your disa""ro%al #nown. !hen it comes to running the game,
a little sternness can go a sur"risingly long way toward ma#ing a
better e$"erience for all in%ol%ed.
BE DESCRIPTIVE
4 GM is a storyteller first and foremost. +%en if your grou" treats
your "lots as a dis"osable e$cuse to slaughter as many monsters as
"ossible, your descri"tions should be detailed enough that your
"layers aren-t forced to as# basic 5uestions li#e <7ow large is the
room=> or <!hat does he loo# li#e=>
0ombat in "articular is one area where de"loying descri"ti%e detail
can ma#e all the difference, e%en with the most enthusiastic grou" of
"layers, se%en or eight Rounds- worth of <;ou hit him with your
sword. 7e ta#es D damage. 7e hits you bac#. ;ou ta#e B damage>
can really be a drain on the table-s energy le%el. &a#e the time to
embellish s"ecial attac#s, critical hits, s"ells and the li#e, describe
the monsters staggering, roaring, bleeding, and shouting curses li#e
their li%es de"end on it.
&he "layers, too, should be encouraged to get creati%e with their
actions and "lay off each other. <Mint attac#sE> is short and to the
"oint, but sometimes it-s more fun to see actions li#e<Mint twines
the whi" around the Soldier, sending him s"inning li#e a to" before
deli%ering a shar" sna" as a follow*u" blow.> .y setting a "ositi%e
e$am"le, the GM can greatly increase the amount of creati%e
in%estment and descri"tion the "layers are willing to "ut forth.
BE MEMORABLE
Final Fantasy is a game of grand %istas and intriguing characters,
world*threatening "lots and larger*than*life %illains. :ee" a steady
su""ly of interesting geogra"hical features, e$otic monsters and
recognizable characters on hand and design your ad%entures to
showcase them to ma$imum effect. Most im"ortantly, always #ee" an
eye on what you-re doing and get into the habit of as#ing yourself,
<7ow could I ma#e this more interesting=> Staging a "rison brea#
after one of your "layers has been #idna""ed by the +m"ire= Ma#e
the "rison a crystalline tower or "lace it on gigantic tan# treads
ca"able of crushing the heroes underfoot. 0s facing an Im"erial
general in said "rison brea#= Sur"rise them with a disgraced
nobleman whose right arm has been re"laced by a sword, or a burly
albino with a "enchant for chainguns. (et your creati%ity shine, and
don-t be afraid to sur"rise "layers once in a while. 4t the end of the
day, those efforts are what will #ee" the grou" buzzing about your
sessions months after the fact.
HAVE FUN!
&his is, when all is said and done, the most im"ortant thing a GM can
do. Role"laying is a hobby, not a )ob or com"etiti%e s"ort, the aim of
each session is for all "artici"ants to ha%e as much fun as "ossible.
:ee" an eye on the energy le%el at the table and don-t be afraid to
solicit feedbac# from "layers after a session wra"s u", the things
they tell you will ultimately hel" you build a better game. 4nd if
certain rules bother you or are "ro%ing to be a drag in actual "lay,
change them. 4nything "resented in this boo# can be modified or
ignored as necessary, including this cha"ter. 4t the end of the day,
it-s im"ortant that you deri%e as much en)oyment from running your
games as your "layers deri%e from "laying them.
House Rules
7ouse rules are twea#s and changes made to the basic FFRG
ruleset for ad%entures and cam"aigns. 6ot e%ery GM uses house
rules, but there are times when you'll want to ma#e ad)ustments or
additions to suit your own needs. In most cases, these will "robably
be dictated by the needs of your setting. If you're creating a uni5ue
cam"aign world, the races gi%en in the 0ore Ruleboo# "robably
won't co%er all of your needs, or you may want to augment the
e5ui"ment tables. If you want to increase "layer sur%i%ability, you
may rule that instead of rolling for 7, characters automatically get
the highest "ossible number of 7it oints for their Cob. If you want to
increase the difficulty of combat, characters can be afflicted with
%arious !ea#en*ty"e Status 0onditions u"on being reduced to FAG
of their ma$imum 7. &he "ossibilities are endless.
layers may also to come to you with homebrew material to
a""ro%e, or ideas for Cobs and races they want to "lay. &he latter are
easiest to deal with included in this cha"ter are a number of rules
and systems to hel" you get started on e$"anding the core material.
For anything beyond the sco"e of this boo#, it hel"s to #ee" two
5uestions in mind/
Is it already co%ered in the rules= In many cases, it may be easier
to ada"t or ad)ust something that-s already in "lace than writing
something new. For instance, an Im"ersonation S#ill might seem li#e
a good idea at first, but with a bit of twea#ing, the same ground
could easily be co%ered by 4cting or 2isguise. Similarly, that 4ssassin
Cob one of your "layers is clamoring for might be )ust as well doable
by throwing together e$isting 4bilities from the Snea# and 6in)utsu
sets.
FINAL FANTASY THE ROLEPLAYING GAME 2!
Is it balanced= 3nless e%erything else is being boosted u" to
match, any new addition should be on "ar with the S"ells, 4bilities,
4d%antages and Cobs in this ruleboo#. they "ro%ide a useful yardstic#
for what is and isn-t 8balanced-. !hen com"ared to other !arrior
Cobs, for instance, an 4bility that deli%ers HIB $ S2J K FIdFB
damage to a single target for no Initiati%e enalty is clearly
o%er"owered, e%en at (e%el LM.
'ther additions may be harder to ma#e a sna" )udgment on. ;ou
may find yourself a""ro%ing something that only re%eals the true
e$tent of its "ower after many wee#s of "lay. If there is no way to
com"ensate for this by normal means tougher monsters, hea%ier
"enalties, out*of*character restrictions on usage the best way to
resol%e it is to sim"ly sit down and ha%e a tal# with the "layer about
ad)usting it retroacti%ely.
Gaming vs. Metagaming
layers always #now more than their characters should, es"ecially
when you are running in a setting the "layers are already familiar
with. Somebody who has beaten Final Fantasy 1II four times #nows
all the ins and outs of the setting, including bac#ground, characters,
history, "olitics, and secrets fine and well until you start a Final
Fantasy 1II cam"aign and they declare that the "arty is chartering
an airshi" to the island where the legendary :nights of the Round
materia is stashed.
4s tem"ted as the "layers may be to e$"loit outside #nowledge to
hel" their characters, it is essential to #ee" a tight leash on
8metagaming.' 3nless the character actually has an e$cuse for
#nowing a "articular "iece of information &raits, (ores,
bac#ground the res"onse to e$am"les li#e the abo%e should
always be, <;our character has no way of #nowing that. Sorry.>
Gaming Supplies
GMs also ha%e to shoulder the burden of "ro%iding the materials
needed to run a session the bare essentials are at least one co"y
of the 0ore Ruleboo#, enough dice for all "layers, "encils and
erasers, and character sheets. !hile many "layers bring their own
su""lies, it is con%enient to ha%e s"ares along in case somebody
ha""ens to forget something. 'ther things worth ha%ing at the
gaming table might include/

GM aids. For those with "rinter in# to s"are, the FFRG has a
number of 5uic# reference sheets and tables that condense the
most %ital information in the ruleboo#. 2e"ending on the
circumstances, you may also want to su""lement these with notes of
your own.
4 binder. .inders can be con%enient for organizing loose leaf
"a"ers in an orderly fashion, and are an e$cellent way to store
"rintouts, sheets, and cam"aign notes.
Scra" "a"er. Get in the habit of ha%ing at least one or two sheets
of "a"er for e%ery "erson "resent. For "layers, it allows them to
ma#e notes about 7 loss and gain, Status 0onditions and the li#e
without ha%ing to constantly erase and re*write their character
sheets. For a GM, it-s a good way to #ee" trac# of the dozens of
small details needed to run the game. In battles in "articular, writing
out 0ombat Statistics beforehand means less time s"ent sorting
through sheets and more time focused on the action.
Refreshments. 4s a gaming session can run for se%eral hours, the
GM or whoe%er else ha""ens to be hosting may want to "ro%ide
drin#s and finger food for the "artici"ants. 0hi"s, "retzels and
anything else easily "oured into a con%enient bowl in the middle of
the gaming table is ideal for this "ur"ose.
Music. Music is one of those li#e*it*or*lea%e*it as"ects of
role"laying, some GMs swear by it, others find it too much of a
hassle to deal with. ic#ing the right soundtrac# "resents something
of a challenge, ideally, you'll want music that-s unobtrusi%e enough
for "layers to tal# o%er it, but atmos"heric enough to add something
to "lay.
Raw material for a soundtrac# can come from a few "laces. &he
most ob%ious is to go straight to the source. Final Fantasy
soundtrac#s are routinely released on 02 in Ca"an, de"ending on its
"o"ularity, a game may also s"awn orchestral or remi$ albums,
gi%ing the original music a significantly more la%ish treatment.
Se%eral of the more "rominent 'S&s ha%e seen limited release in the
3nited States, a greater selection is a%ailable through im"ort
channels, though im"orting Ca"anese 02s can often be an e$"ensi%e
"ro"osition for the casual gamer.
For the most cost*conscious GM, mo%ie soundtrac#s are far easier
to obtain, though it is im"ortant not to "ic# anything too
recognizable to your "layers a blast of Indiana Cones or Star !ars
is more li#ely to ins"ire chea" )o#es than im"ro%e immersion at the
table.
Finally, e%er since Final Fantasy 1III ro"ed in chanteuse Faye !ong
to "erform 8+yes on Me-, it-s also become fashionable for Ca"anese
RGs to include at least one saccharine, cloudbusting orchestral
ballad. If your tastes in music ha""en to run into C*"o" or
soundtrac#*friendly female artists, you may want to round off your
cam"aign soundtrac# by selecting one or two %ocal trac#s to act as
your 8official theme song-.
'nce you-%e settled on a final trac# selection and sorted them into
a""ro"riate categories battle trac#s, sus"ense music, town
themes the ne$t thing to consider is how to bring them to your
"layers. 2e"ending on your a%ailable resources, you ha%e three
o"tions/ ta#e 02s and switch manually between them as needed, set
them u" in a 02 changer, or sim"ly burn your own 02*R'Ms with a
trac#list you can run more or less continuously as the game goes
on. 'f course, 02s aren-t the only %iable medium con%erting the
music to M@ format increases the ease with which you can access
your soundtrac#, but usually re5uires you to bring additional
e5ui"ment to the gaming table.
ortable Sound Format HSFJ and Sound rocessing 0hi" HS0J
files offer another interesting alternati%e for increasing your
sessions- multimedia 5uotient. In essence, they use the raw
instrumental data used by gaming consoles in this case, the
laystation and the Su"er 6intendo, res"ecti%ely to re"licate in*
game music. 3nli#e M@s and 02s, these will only run through
FINAL FANTASY THE ROLEPLAYING GAME 2"
"rograms ca"able of emulating the sound core of the console in
5uestion, to com"ensate, they offer three #ey ad%antages o%er more
traditional music media.
Firstly, the length of a file can be set by the user, allowing you to
loo" a "iece of music for ten or fifteen minutes. &his is both more
con%enient and immersi%e than constantly s#i""ing from trac# to
trac#. Secondly, SF and S0s are small in size, and can be found
for a wide %ariety of games, than#s to a %ibrant ri""ing scene, it is
now "ossible to obtain soundtrac#s for titles that ne%er s"awned an
'S& album. &hirdly, many SF and S0 com"ilations also include
ambient sounds cric#et noises, the gushing of a waterfall, or the
sound of a crowd can "ro%ide a sur"risingly effecti%e bac#dro" for
characters- con%ersations in*game. (in#s to ma)or SF and S0
archi%es can be found on the RGi website.
Illustrations/ 4s the old cliche goes, a "icture can be worth a
thousand words. +*game %eterans may be intimately familiar with the
en%ironments, creatures, and characters of a gi%en setting, but for a
newcomer, ha%ing a little %isual reference material at hand ne%er
hurts. !hile a number of Final Fantasy artboo#s ha%e seen release
in Ca"an, !estern gamers will ha%e better luc# turning to the Internet
for their needs.
ro"s/ For those who li#e to add a more hands*on element to their
games, there are "lenty of "ossibilities. &hose with dee" "oc#ets
and good connections in the (and of the Rising Sun can find )ust
about anything, from )ewelry and re"lica wea"ons to the official
Galbadia .ears )ersey. &he most useful "lay aids are "robably the
%arious Final Fantasy figures and figurines released o%er the years,
though there is a significant difference in scale between the %arious
ranges. !hen cou"led with the difficulty and e$"ense in%ol%ed in
getting hold of merchandise for older games, this rather limits their
usefulness.
BUILI!G A! A"#!TUR#
&he ad%enture is the basic building bloc# of the FFRG a starting
"oint for GMs and "layers in getting to gri"s with the system, and a
gateway to running a successful long*term cam"aign. For this
reason, #nowing how to structure ad%entures is an essential s#ill for
any GM. &he following section co%ers how best to tac#le ad%enture
design and de%elo" the challenges the "layers face during the
course of their 5uests.
The $b%e&tive
4ll ad%entures ha%e one or more ob)ecti%es for the "arty to fulfill,
though these may not be #nown at the outset. &he first ste" in
ad%enture design is deciding what these ob)ecti%es are and how the
"arty can fulfill them, considerations that will sha"e how the rest of
the ad%enture "lays out. &he most common ty"es are/
Fetch ?uest. '%ercome the obstacles to find a s"ecific
item or "iece of information and bring it bac# for a reward. &he
Fetch ?uest is the most commonly*encountered ad%enture in Final
Fantasy games, and generally is used to 8gate- "rogress items or
rewards gained in one ad%enture are re5uired to get to the ne$t,
meaning the story will not "rogress until the 5uest has been
com"leted.
Mar# 7unt. Find and defeat a monster or o""onent in battle to
claim a reward. Missions li#e these tend to wor# best as 8filler-
between more in%ol%ed sessions.
Sabotage. ut something out of commission a wea"on, a
building, an artifact, a %ehicle, a "lan. Missions of this ty"e usually
in%ol%e a significant amount of subterfuge and stealth as good a
time as any to brea# out those 2isguise rolls and ma#e sure your
"layers "ut a few "oints into 2emolitions.
If theres a door! "e #o $n. If
theres an%th$n# "e &an break! "e
break $t' And $n the end! "e blo"
th$s (la&e to s)$thereens'*
Sel(h$e T$l)$tt
FINAL FANTASY VIII
+scort. Get somebody from oint 4 to oint . in one "iece,
fending off would*be assassins or #idna""ers along the way. 2anger
can come from many angles during missions li#e these the "layers
will ha%e to thin# on their feet and learn to trust no*one.
Rescue. Somebody im"ortant to the "arty has been ca"tured, and
now it-s time to bust them out. (i#e sabotage attem"ts, rescue bids
ine%itably in%ol%e bombs or disguises, sometimes e%en at the e$act
same time.
:idna""ing. &he e$act re%erse of the rescue mission sees the
"arty tas#ed with abducting someone, a%oiding any and all security
along the way.
+sca"e. .rea# through enemy lines, find a way out of a monster*
infested forest, or chart a route bac# to the land of the li%ing
esca"es may sound sim"le on "a"er, but tend to be anything but in
"ractice.
.rea#ing and +ntering. &he re%erse of the esca"e mission
re5uires the "arty to find a way into an otherwise im"regnable
location. &his fre5uently will be combined with another ob)ecti%e.
The Compli&ations
'nce the ob)ecti%e has been set, the ne$t thing to thin# about is
what the "layers ha%e to do to accom"lish it. 'bstacles can ta#e the
form of combat, "hysical challenges, interactions with 60s, tra"s,
hazards, and "uzzles, each of which is discussed in more detail in
the following sections.
&reat e%ery ma)or com"lication "laced in the "arty-s "ath as its
own Scene, regardless of ty"e the easiest way to "o"ulate an
ad%enture is to de%elo" se%eral of these Scenes, then string them
together to form a narrati%e. 'n a%erage, the cru$ of a good
ad%enture will re%ol%e around three memorable set*"ieces, but due
to the un"redictable nature of tableto" "lay, "layers may by"ass
e%ents you originally intended to "a%e the way to the ob)ecti%e. For
FINAL FANTASY THE ROLEPLAYING GAME 22
this reason, it tends to be better to ma" out your Scenes as a loose
web rather than a linear "ath. &hat way, if the "layers miss one
connection, you can mo%e them to the ne$t logical e%ent instead.
In the e$am"les gi%en o%er the course of the ruleboo#, Rodger led
the "arty through a number of Scenes designed to test their s#ills
a colla"sing ca%e, a "rison brea#, and a high*sta#es air battle.
7owe%er, these were only a few of the "otential turns the ad%enture
could ha%e ta#en. Rodger had also s#etched out a raid on the
resistance's head5uarters, an ea%esdro""ing attem"t on co%ert
meeting between the 2ar# (ord's agents, and a chase scene
in%ol%ing stolen 0hocobos racing through the streets of a ma)or
metro"olis.
&he ad%antage of de%elo"ing com"lications in chun#s is that
anything your "layers don-t get to can be 5uietly shuffled into the
ne$t ad%enture. 2on't be afraid of recycling unused content if the
idea was worth using once, it's definitely worth using again.
Battles
4s "re%alent as combat is in the Final Fantasy series, it's a seriously
time*consuming "ro"osition on the tableto". Running battles with the
same fre5uency "layers of the e*games are used to lea%es room for
little else, meaning you'll ine%itably ha%e to choose 5uality o%er
5uantity when "lanning your encounters.
7ow many battles should your ad%enture ha%e= &he determining
factor is how your grou" feels about gi%ing their sword*arms a
wor#out some relish the challenges and feel ha""ier stic#ing a
sword in a monster than engaging in long*winded con%ersations,
whilst others "refer to lea%e their swords sheathed and tal# things
out. 0ombat*hea%y games can get away with about two encounters
"er session, while more sedate ad%entures with one encounter e%ery
other session.
BUILDING INTEREST
+%en then, you ha%e to "lan to sustain your "layers' interest. &he
first factor in this is duration the longer combat drags on, the
higher the ris# that "eo"le will start getting bored with the
"roceedings. &his is doubly true in situations where the heroes are
reduced to sim"ly trotting out the same 4ttac#s and 4bilities Round
after Round. !ith this in mind, the 'a%erage' battle should last
between three and four Rounds, a number you can enforce by
#ee"ing an eye on how much damage the heroes are ca"able of
inflicting and tailoring monster strength and com"osition to fit. &oo,
not e%ery o""onent fights to the death. If the odds are against them
and the battle drags on, the monsters could )ust as easily attem"t to
flee as carry on.
&he second factor is tactics. 4%oid staging all*out slugfests
"layers should be forced to thin# before they act, rather than )ust
blindly slashing away with their most "owerful attac#s Round after
Round. 4 few ways to sha#e things u" include/
Mi$ and Match. Grou"ing together monsters with drastically
different attac# forms, wea#nesses, and strategies is an easy way to
#ee" the "arty on its toes cou"le "hysically "owerful monsters
with s"ellcasting ones, direct damage dealers with Status*causers,
Ice !orms with Fire Flans.
!hat's My !ea#ness= Intelligent use of +lemental !ea#nesses and
Immunities can turn otherwise straightforward combat into a
"otentially dangerous guessing game for the "arty es"ecially if the
"arty relies on +lemental attac#s for most of its damage out"ut.
4%oid ma#ing a monster-s +lemental "ro"erties too ob%ious,
howe%er !ater Giants, Fire (izards, and other creatures may ha%e
their counter"arts in the games, but don-t re5uire a lot of gray
matter to %an5uish. :ee" your "layers guessing and teach them the
im"ortance of Scan and Sensor in the "rocess.
0ounter &actics. Reactions are a "owerful tool for GMs, es"ecially
when triggered by a "arty-s more common attac#s. Smart use of
Reactions not only "unishes "layers who ta#e the ob%ious a""roach,
but forces the "arty to figure out what triggers a counterattac#
and what they can use to a%oid or circum%ent it.
&he Guardians. &he "layers aren-t the only ones ca"able of
"rotecting wea#er allies. !hen battling a mi$ture of monsters or a
.oss monster with Sla%e arts ma#e your "layers cut through a
number of 8"rotectors- to get to the o""onents they want to target.
&he Right &ools for the Right Cob. 4s the game "rogresses, your
"layers will amass a significant number of ways to hurt s"ecific
o""onents. +%ery once in a while, "lan an encounter that will let
them do e$actly that a few Nombies to shar"en those 3ndead
:iller !ea"ons on, or an Ice 2ragon for that new Firaga. Gi%ing
"layers the chance to ma#e effecti%e use of s"ecialized e5ui"ment
can hel" wall"a"er o%er less ins"ired battles.
.uff %s. 2ebuff. 3sed at the right moment, .arrier and +nhance*
ty"e Status 0onditions can ha%e a significant im"act on the flow of
battle. For this reason, their management can ma#e for a few
interesting situations in combat. .eginning a fight by ha%ing the
o""onent cast "ositi%e Status 0onditions forces the "arty to s"end
4ctions and resources to counter their effects, con%ersely, a situation
where the "arty-s rotects, 7astes, and Regens are constantly being
nullified by monster inter%ention encourages strategic thin#ing
rather than blind reliance.
3nusual Situations. In 0ha"ter O, you'll find a number of ways to
s"ice u" any encounters, including terrain effects, weather
conditions, and timed battles. 2on-t be afraid to dro" a few of these
additional com"lications into your combats e%ery now and then,
es"ecially if there is nothing else distincti%e about them.
WORKSHEETS
+%en the best*"lanned battles can fall down in actual "lay, howe%er.
0ombat may be the most straightforward tas# awaiting a GM, but
that does not ma#e it sim"le by a long shot. Running a battle means
ma#ing many decisions, and #ee"ing trac# of a significant amount of
information on both sides of the table. For this reason, 4""endi$ 1
has se%eral wor#sheets designed to ma#e the combat "rocess run
that much more smoothly. &he most notable/
1itals Sheet. &his wor#sheet collects the most im"ortant
information needed during combat in one "lace. 400, M. 400, +14,
FINAL FANTASY THE ROLEPLAYING GAME 23
and M. +14 can be 5uic#ly referenced to determine the success and
failure of s"ecific attac#s, while ha%ing 7, M, 4RM, and M. 4RM at
the ready allows for faster damage calculations. .y the same to#en,
the s"aces gi%en for recording S2 decrease the amount of time
ta#en to resol%e Initiati%e and Initiati%e conflicts. Finally, s"ace is
"ro%ided for listing character 4bilities as well as effects "ro%ided by
Su""ort 4bilities or e5ui"ment.
7ow this sheet is used is a manner of "ersonal "reference. 'ne
GM might decide to list 4bility names and costs only, letting the
"layers tell him what effects the 4bilities ha%e. 4nother GM might
choose to write down all of the salient details. 4 third GM,
meanwhile, might )ust use the 4bilities s"ace to list Su""ort 4bilities
that would affect monsters' attac#s, and rely entirely on the "layers
to re"ort the costs of their actions.
Round &rac#er. &his wor#sheet allows the GM to #ee" trac# of
Initiati%e order in the Round, as well as any Statuses inflicted u"on
characters and monsters, Item use and other useful details. 0hanges
in Initiati%e as a result of 0& and other factors can also be noted on
this sheet.
&hese two sheets can be su""lemented or re"laced by "ersonal
notes as needed. 4s far as combat is concerned, the more
information a GM has at their fingerti"s, the better.
'h(si&al Challenges
4nything that re5uires the "layers to use S#ills and 4ttributes
through &as# 0hec#s against inanimate ob)ects can be defined as a
8"hysical challenge.- +$am"les include successfully scaling a fortress
wall, running across a crumbling bridge before it colla"ses, or
holding onto 3ltima !ea"on for dear life as it roars through the
s#ies.
4s &as# 0hec#s are relati%ely fast and easy to resol%e, "hysical
challenges can be introduced without too many "roblems a
descri"tion and a 0onditional Modifier, and things are good to go.
.ecause of this, moderation is im"ortant too many rolls for too
many tri%ial tas#s, and the "layers will start feeling "ut u"on.
0onsolidate &as# 0hec#s where "ossible, and sa%e the rolls for when
the results are dramatically interesting or im"ortant. It is also
essential to ma#e challenges a""ro"riate to the "arty-s com"osition
and strengths. It should be ob%ious from the get*go that challenging
an all*Mage grou" to clear a landslide of adamantium ore by hand is
only going to result in miserable failure.
2ue to the s"eed with which they are resol%ed and the large
number of "otential 8safety nets- "layers ha%e at their dis"osal in the
e%ent of failure, "hysical challenges should not yield 9 or Gil.
Rather, they are best treated as obstacles to be o%ercome on the
way to a greater reward.
So&ial Challenges
4 smart grou" of ad%enturers doesn't get in a fight with e%ery li%ing
thing they meet. 3nfortunately, there are times when others bloc#
the way forward uncoo"erati%e guards, recalcitrant informants,
enemy s"ies, and "rowling monsters will test the characters-
bartering, snea#ing, and role"laying s#ills to the limit. 3nli#e "hysical
challenges, social challenges should hinge on what a character says
as much as low they can roll. If a 0 attem"ts to use a "ersuasi%e
S#ill li#e Seduction or 6egotiation, ma#e the "layer act out the
attem"t rather than sim"ly ha%e them roll for it the end results are
far more dramatically interesting, and force the "layer to thin# about
their character-s a""roach. Good "erformances should net the
"layer a bonus or wai%e the roll entirely, assuming this is in
character, no amount of smooth tal#ing on the "layer's "art can
com"ensate for a BA in 6egotiation.
.ecause many social challenges ta#e the form of '""osed &as#
0hec#s, the 0s' o""onents must ha%e S#ill Ratings of their own. If
there is no time to draw u" detailed Ratings, decide how "roficient
the o""onent is in the S#ill being rolled for, then use the table below
to determine what S#ill Rating they will be rolling at.
roficiency (e%el S#ill Rating
3ntrained FA
6o%ice BA
Intermediate MA
4d%anced LA
+$"ert DA
Master FAA
4gainst monsters, the monster-s Intelligence is the most im"ortant
factor. 0reatures with an Intelligence rating of 86one- cannot be
bargained or argued with unless the "arty ha""ens to be dealing
with the creature-s controller. 'therwise, any rolls for 6egotiation,
+ti5uette, Seduction, or the li#e will fail automatically. 0reatures of
4nimal Intelligence cannot be bargained with through normal S#ills,
but can be mani"ulated with 4nimal &raining. In this case, the
o""osing S#ill Rating is e5ual to the monster-s (e%el. For all other
Intelligence grades, use the table below to find the most a""ro"riate
S#ill Rating.
roficiency (e%el S#ill Rating
6one nPa
4nimal Monster-s (e%el
rimiti%e * 4s 4nimal
rimiti%e BA
rimiti%e K @A
4%erage * MA
4%erage IA
4%erage K LA
7igh * OA
7igh DA
7igh K QA
+lder FAA
4s with "hysical challenges, o%ercoming a social challenge rarely
yields Gil or 9. &he rewards for success here tend to be more
intangible, usually ta#ing the form of information or assistance from
60s. &he effects of failure de"end on the sta#es, attem"ting and
failing to intimidate a "owerful "olitical figure, for instance, could
FINAL FANTASY THE ROLEPLAYING GAME 2
well land the entire "arty in )ail indefinitely.
BRIBERY
In some cases, characters may decide to "art with a few Gil or an
item to sway an 60-s o"inion in their fa%or. If so, ma#e a )udgment
as to whether the bribe is ade5uate, generous, or insulting. 4n
ade5uate bribe offers a KFA bonus to the ne$t rele%ant S#ill roll
made against its target, a generous one a KBA bonus. Insulting
bribes im"ose a *FA "enalty on to" of any 0onditional Modifiers
already in "lace. articularly moral or u"standing characters will be
offended at the %ery idea of bribery, regardless of the amount
offered.
PLAYING NPCS
If you are e$"ecting your "layers to act out their bargaining,
5uestioning, and threatening, you will naturally be e$"ected to
"ro%ide res"onses in #ind. &he main ob)ecti%e in doing so is to coa$
better "erformances out of the "layers this means creating
characters both interesting and memorable for the "arty to interact
with.
.ut how do you ma#e an 60 memorable= 3nless you-re shooting
for a character you #now will be a""earing on a regular basis, don-t
try for subtlety, the most successful a""roach is to go o%er the to"
and "lay the character as broadly as "ossible. Focus on a few
memorable %ocal tics and s"ea#ing habits one character might
ha%e a tendency to clear her throat at dramatically im"ortant
moments, another the unfortunate habit of forgetting the to"ic of
con%ersation after about three sentences. 'utrageous laughter
"articularly when using outlandish syllables li#e <#yu #yu #yu> and
<mu mu mu> is another useful shorthand for identifying
characters, es"ecially e%il ones. .y assigning e%ery ma)or %illain a
distincti%e 8sinister laugh-, you can ma#e antagonists almost instantly
recognizable
&he same "rinci"le a""lies when gi%ing descri"tions of 60s.
Rather than try and shoot for a lot of detail your "layers won-t
remember an hour later, boil the 60-s 8image- down to a few #ey
attributes a strange hair color, a certain dress sense, a "rominent
"iece of )ewelry or tattoo, scars, or "hysical deformities. 4s with
%ocal mannerisms, going a little o%er the to" is almost
recommended, if not essential. &he more outrageous the
character-s a""earance, the more li#ely it is that he or she will stic#
in the "layers- minds.
Traps an) Ha*ar)s
&ra"s, terrain hazards, and other dangers of the wilderness can
gi%e a "arty "lenty of headaches without e%er straining their sword
arms. For this reason, the ne$t few "ages are de%oted to a sim"le
but fle$ible 8construction system- ca"able of generating all three with
a minimum of fuss. If o%ercome, tra"s and hazards reward the "arty
with +$"erience oints, for this reason it is essential to #ee" trac# of
the 9 modifiers gi%en for %arious o"tions during the creation
"rocess.
&here are a few things to #ee" in mind when adding tra"s and
hazards to an ad%enture. First off, challenges li#e these should be
used s"aringly during the course of an ad%enture. !ith most of a
Cob-s 4bility Set geared towards combat, fa%oring tra"s o%er combat
encounters remo%es most of the o""ortunity to use many Cob*
defining features. &ra"s should also be balanced as carefully as any
other encounter in terms of damage out"ut while the "arty should
suffer if they fail to deal with a tra", the entire grou" shouldn't die
from one flubbed dG roll. Finally, characters should generally ha%e
some chance to react to or deal with a tra" before its effects ta#e
"lace ha%ing fiery death rain on the "arty from out of nowhere
isn-t challenging, )ust outright sadistic.
TRAP CONCEPT AND LEVEL
!hile monsters roam freely, tra"s are restricted to a s"ecific
location. For this reason, conce"t is "articularly im"ortant in the
creation "rocess. .egin by considering the ty"e and location of tra"
is it a loc# designed to shoot "oisoned darts= 4 s"i#ed roller that
swee"s along a narrow corridor to crush e%erything in its "ath= 4
hidden s"out in a roc# face ca"able of s"ewing deadly fire=
2etermining the o%erall size and general danger le%el not only hel"s
narrow down where the tra" can be "laced, but also "ro%ides a
useful framewor# for its in*game ca"abilities.
6e$t, decide on a the tra"-s (e%el. 4s with 0s and monsters,
(e%el is an o%erall measure of "ower and lethality ranging from F to
QQ, the higher the (e%el, the most of a challenge the tra" will be to
o%ercome. Ideally, the tra"-s (e%el should be reasonably close to the
"arty-s a%erage, though higher* and lower*(e%el tra"s can be used
as serious challenges and minor nuisances.
EFFECT
4ll tra"s ha%e one thing in common they are designed to harm or
incon%enience those who trigger it. 'nce conce"t and (e%el ha%e
been settled, the ne$t ste" is to determine what the tra" actually
does. +%ery tra" must ha%e at least one of the effects listed below,
some ty"es may combine multi"le effects, though these are rarer.
Alarm
+ffect/ 4 tra" of this ty"e sounds an alarm that alerts enemies or
releases creatures for the 0s to fight, essentially resulting in an
encounter which the 0s might ha%e rather a%oided. Sometimes the
0s will be able to hear the alarm themsel%es, realize what they'%e
done, and ha%e time to "re"are for the ine%itable. In other
situations, the 0s remain unaware until they're ambushed
sometimes, of course, the fight will start immediately after the tra" is
s"rung, rendering the issue moot.
6ote that an 4larm effect is not the same thing as a tra" guarded
by monsters. If disarming the tra" before it is triggered a%oids a
fight, the tra" has an 4larm effect. 'therwise, the situation is treated
as two se"arate threats rolled u" into a single encounter.
FINAL FANTASY THE ROLEPLAYING GAME 2#
EFFECT XP MODIFIER
Single monster summoned +7
Two monsters summoned +9
Item relatively rare or exotic -20
Monster numbers equal arty!s +"2
Monster numbers twice arty!s +"#
Monster $evel lower t%an tra +"0
Monster $evel equal to tra!s +"&
Monster $evel %ig%er t%an tra +27
Monsters arrive immediately +"0
Monsters arrive in " 'ound +7
Monsters arrive in 2 - ( 'ounds +)
Monsters arrive in *+ 'ounds +0
Silent +larm +#
Damage
+ffect/ &he tra" deals hysical, Magical, or +lemental damage to the
"arty when triggered. 4s tra"s lac# S&R or M4G scores, damage
done in this fashion is determined entirely by the tra"-s (e%el.
DAMAGE XP MODIFIER
,Tra $evel x (- + .x/d# +"*
,Tra $evel x *- + .x/d# +"&
,Tra $evel x #- + .x/d& +2(
,Tra $evel x &- + .x/d& +2&
,Tra $evel x 9- + .x/d"0 +)*
,Tra $evel x "0- + .x/d"0 +)9
,Tra $evel x ""- + .x/d"0 +(*
,Tra $evel x "2- + .x/d"2 +*0
,Tra $evel x "*- + .x/d"2 +#0
&he number of damage dice rolled for a tra" effect is determined by
the base damage inflicted by the tra" .
BASE DAMAGE DICE ROLLED
" 0 (0 "
(" 0 90 2
9" 0 "&0 )
"&" 0 )20 (
)2"+ *
'f course, damage*dealing attac#s do not always land automatically.
(uc# and refle$es can still sa%e characters from harm e%en if the
tra" is triggered. Select a 0oS from the o"tions below and note down
the rele%ant 9 modifier before "roceeding.
DAMAGE XP MODIFIER
,)0 + Tra $evel x 2-1 23+ -"0
,*0 + Tra $evel x 2-1 23+ 0
,70 + Tra $evel x 2-1 23+ +"2
,90 + Tra $evel x 2-1 23+ +20
4lat )05 -*
4lat #05 +"*
+utomatic 6it +2&
.y default, &ra" damage is hysical, and modified by 4rmor. 4 tra"
whose damage ignores 4rmor should combine a damage effect with
a Meltdown status effect. &ra"s can also do Magical damage at no
additional 9 cost, the only change is that the resulting damage will
be reduced by M. 4RM and modified by M. +14. +lemental damage
can also be added at no additional cost.
Status
+ffect/ &he tra" inflicts a Status 0ondition if triggered. For "ur"oses
of calculating 9 modifiers, Status 0onditions are organized into one
of fi%e 8classes-/
0lass I/ .lind HMJ, Immobilize HMJ, Silence HMJ, Slee" HMJ, Slow HMJ
0lass II/ .erser# HMJ, 0onfuse HMJ, 0urse HMJ, 2isable HMJ, R$S 2own
HLJ
0lass III/ Mini HMJ, oison HJ, &oad HMJ, R$S .rea# HLJ, Nombie HJ
0lass I1/ 0ondemned HMJ, Frozen HMJ, 7eat HMJ, Meltdown HBJ,
etrify HMJ, Sto" HMJ
0lass 1/ +)ect, 2eath, Stone HJ
More "owerful Status 0onditions may only be "laced on higher*(e%el
tra"s, the minimum tra" (e%el needed to su""ort a gi%en class of
Status 0ondition is shown below.
STATUS TYPE MINIMUM LEVEL XP MODIFIER
7lass I " +*
7lass II "0 +&
7lass III 2* +"(
7lass I3 (* +"&
7lass 3 *0 +)*
! Deathtraps
4 tra" that inflicts 0ondemned or etrify will #ill or Stone the
affected characters within the listed number of Rounds unless
the 0s can either esca"e the tra"'s area of effect or find a way
to counteract it a great way to simulate those crushing stone
walls, flooding chambers, and other nasty dungeon deathtra"s.
4s with damage*dealing tra"s, Status*causing tra"s may be a%oided
e%en if triggered. Select a 0oS from the o"tions below and note
down the rele%ant 9 modifier before "roceeding.
CoS XP MODIFIER
,)0 + Tra $evel x 2-1 23+ 0
,*0 + Tra $evel x 2-1 23+ +7
,70 + Tra $evel x 2-1 23+ +"&
,90 + Tra $evel x 2-1 23+ +2*
4lat )05 +)
4lat #05 +2"
+utomatic 6it +)#
DURATION
2uration determines how long a tra"-s effects last. &he sim"lest
tra"s fire a single shot, and then are harmless until rearmed or
FINAL FANTASY THE ROLEPLAYING GAME 2$
reset. More com"le$ ones act multi"le times, or e%en continuously
until the 0s are out of reach.
Single Shot
+ffect/ &he tra"-s effect only triggers once after this, the tra" is
harmless. &he 9 %alue of the resulting effect de"ends on how many
targets are affected by it.
TARGETS AFFECTED XP MODIFIER
" 0
2 +"0
) +20
2ntire 8arty +)2
Multiple Shot
+ffect/ 'nce triggered, the tra"-s effects are a""lied once "er Round
or roughly once e%ery @A seconds until it e$"ires. &he 9 %alue
of this de"ends on both the number of targets affected and the
number of 8shots- the tra" can unleash before e$"iring.
TARGETS AFFECTED XP MODIFIER
" +* er 9s%ot!
2 +9 er 9s%ot!
) +"7 er 9s%ot!
8arty +27 er 9s%ot!
Continuous Fire
+ffect/ 'nce triggered, the tra"-s effects are a""lied once "er Round
or once e%ery @A seconds until the "layers lea%e the tra"-s area
of effect. Short of deacti%ating the tra", this is the only way to sto"
it from wor#ing.
TARGETS AFFECTED XP MODIFIER
" +"#
2 +2*
) +(9
8arty +7*
Slow Acting
+ffect/ Some tra"s don't ta#e effect until the 0s s"end a "rolonged
length of time in the area. &his can sometimes be used for elaborate
deathtra"s HTMy laser will :I(( you in "recisely one hour unless you
esca"e your bondsE>J but is more at home with en%ironmental
hazards that affect the 0s after a long "eriod of tra%el. If combined
with Multi"le Shots or 0ontinuous Fire, the time it normally ta#es for
the tra"-s effects to ta#e hold becomes the delay between shots.
EFFECTS TAKE HOLD IN XP MODIFIER
"0 minutes -"*
" %our -2*
) %ours -(0
"2 %ours -#0
DETECTION
6e$t, determine how easy it is for 0s to detect the tra". Some tra"s
are ob%ious, others ta#e a bit more effort, and a rare few can't be
seen at all. Select an o"tion from the following list and note down the
rele%ant 9 modifiers before mo%ing on to the ne$t ste".
Automatic
+ffect/ &he tra" is clearly %isible, and cannot be missed.
TYPE XP MODIFIER
+utomatic -"2
Cursory
+ffect/ Some attem"ts ha%e been made to conceal the tra", though a
sufficiently obser%ant "erson will notice it if they scan the area.
Ma#e a &as# 0hec# using 4wareness when the 0s enter the %icinity
of the tra" to see if they notice it. &he 0onditional Modifier for this
&as# 0hec# will be determined by how well the tra" has been
concealed.
CONDITIONAL MODIFIER XP MODIFIER
+&0 -"#
+#0 -"2
+(0 -&
+20 -(
0 0
-20 +(
-(0 +&
-#0 +"2
-&0 +"#
Dedicated
+ffect/ &he tra" is well*hidden enough to be all but in%isible unless
acti%ely searched for. In order to find the tra", 0s must declare they
are searching for tra"s and ma#e a successful &as# 0hec# using
4wareness as abo%e, the 0onditional Modifier will be determined
by how well the tra" has been concealed.
CONDITIONAL MODIFIER XP MODIFIER
+&0 -)&
+#0 -2#
+(0 -"#
+20 -&
0 0
-20 +#
-(0 +"2
-#0 +20
-&0 +)0
Undetectable
+ffect/ &he tra" cannot be detected by normal means. &he only way
the 0s will #now about the tra" is through magic, "rior #nowledge,
or triggering it.
FINAL FANTASY THE ROLEPLAYING GAME 27
TYPE XP MODIFIER
:ndetectable +)*
AVOIDANCE
'nce the 0s #now a tra" is in "lace, they may ha%e a chance to
a%oid it or disarm it. +$actly how difficult this is to accom"lish is
determined in this ste". Select one of the o"tions below and note
down the rele%ant 9 modifiers gi%en for that o"tion before
"roceeding to the ne$t ste".
Automatic
+ffect/ If the "arty detects the tra", it can easily be sideste""ed,
re5uiring no additional effort to disarm.
TYPE XP MODIFIER
+utomatic 0
Destructible
+ffect/ &he tra" can be destroyed if the 0s do a certain amount of
damage to it based on the tra"-s (e%el. 6ote that de"ending on the
nature of the tra" and its triggers, attac#ing it may be enough to set
it off if the 0s don-t do enough damage to destroy it in one blow.
DAMAGE NEEDED TO DESTROY XP MODIFIER
Tra $evel x 20 0
Tra $evel x )0 +)
Tra $evel x *0 +7
Tra $evel x 7* +"0
Tra $evel x "00 +"(
Tra $evel x "*0 +20
Tra $evel x 2*0 +)2
Tra only damaged by Ranged attac;s +&
Disarmable
+ffect/ &he tra" can be disarmed with a successful roll against the
&ra"s S#ill or an e5ui%alent substitute. 4s stated in the S#ill-s
descri"tion, a .otch on the &as# 0hec# will always cause the tra" to
trigger.
CONDITIONAL MODIFIER XP MODIFIER
+&0 -"2
+#0 -&
+(0 -(
+20 0
0 +(
-20 +&
-(0 +"2
-#0 +"#
-&0 +20
4ailed Tas; 7%ec; triggers tra +"(
Job Ability
+ffect/ 4 s"ecific Cob 4bility or set of 4bilities can deacti%ate or
by"ass the tra". 2ecide which 4bilities a""ly when "ic#ing this
o"tion.
TYPE XP MODIFIER
<ob +bility +"*
Status
+ffect/ 4 s"ecific Status 0ondition or set of Status 0onditions can
deacti%ate or by"ass the tra". 2ecide which 0onditions a""ly when
"ic#ing this o"tion.
TYPE XP MODIFIER
Status +"2
Multiple Methods
+ffect/ &he tra" can be disarmed by se%eral different means. Select
two or three o"tions from the following list 2estructible,
2isarmable, Cob 4bility and a%erage their 9 modifiers, then note
the result down and "roceed to the ne$t ste".
TYPE XP MODIFIER
Multile +s er otion
Unavoidable
+ffect/ &he tra" cannot be disarmed. &he only way to a%oid its
effects is not to trigger it.
TYPE XP MODIFIER
:navoidable +((
COMPLETING THE TRAP
4ll that remains now is to calculate the final 9 %alue of the tra". 4dd
together all 9 modifiers accumulated through the %arious o"tions
selected o%er the course of creation, then multi"ly the resulting
number by the tra"-s (e%el. &he resulting number is the number of
9 awarded for o%ercoming the tra", and is di%ided e%enly among all
"arty members. 3nli#e monsters, tra"s do not award treasure when
destroyed or circum%ented, though they may be guarding it. If this is
the case, the Gil %alue of whate%er treasure is beyond the tra"
should be no higher than BIG of the tra"-s 9 %alue.
CREATING HA%ARDS
&he system used to construct tra"s can also be used to create
natural hazards sandstorms, roc#slides, flooding for the "layers
to tac#le. &hough the conce"ts in%ol%ed may restrict use of certain
o"tions, the "rocess is identical, 9 costs included. 6ote that
detecting and disarming a tra" usually in%ol%es the 4wareness and
&ra"sU S#ills, but natural hazards may in%ol%e S#ills li#e Sur%i%al,
0limb, and Swim in their "lace.
SAMPLE TRAPS AND HA%ARDS
&o better illustrate how tra" creation wor#s, a number of sam"le
tra"s and hazards are gi%en below.
FINAL FANTASY THE ROLEPLAYING GAME 28
Pit Trap level
4 thin layer of false floor o%er a relati%ely stee" four*meter dro".
Ste""ing on the floor causes it to colla"se, sending anyone and
*thing standing on it tumbling down the hole. &he "it is large enough
to catch u" to two characters.
+ffects/ FL K dD, 4RM hysical 2amage P 0oS IM, +14
2uration/ Single Shot HB targetsJ
2etection/ 0ursory H*FAJ
4%oidance/ 4utomatic
+$"erience 1alue/ FAB 9
Fire !all level "#
4 solid barrier of unending flame s"ewed from a magical mechanism
buried dee" in a roc# face. &he heat is intense enough to cause
serious damage to anything attem"ting to "ass the barrier, though
only one "erson can attem"t to "ass at any one time. !ater and Ice
+lemental S"ells and effects can be used to tem"orarily stem the
flow of fire.
+ffects/ LA K BdD, M. 4RM Fire +lemental 2amage P 4utomatic
2uration/ 0ontinuous HF targetJ
2etection/ 4utomatic
4%oidance/ Cob 4bility H!ater, Ice +lementalJ
+$"erience 1alue/ D@A 9
Sten $eedle level "%
4 wic#edly shar" man*sized s"i#e hidden in the ground. 4 magical
ward directly abo%e the s"ot where the sten needle is buried is
res"onsible for triggering it, sending the needle shooting out to
brutally im"ale whoe%er ste"s on the ward.
+ffects/ F@I K @dFA, 4RM hysical 2amage P 4utomatic
2uration/ Single Shot HF targetJ
2etection/ 3ndetectable
4%oidance/ Status HFloat, FlightJ, Cob 4bility H(ight Ste"J
+$"erience 1alue/ FLIA 9
Poison Swamp level %
&his diseased, brac#ish mire lea%es those who %enture into its mur#y
waters in danger of being sub)ected to deadly "oison.
+ffects/ oison HVJ P 0oS FBA, +14
2uration/ 0ontinuous HartyJ
2etection/ 4utomatic
4%oidance/ Status HFloat, FlightJ, Cob 4bility H(ight Ste"J
+$"erience 1alue/ BQQA 9
&ava Floor level '#
4n area of hot molten la%a ca"able of scorching anything that sets
foot on it.
+ffects/ BAA K MdL, M. 4RM Fire +lemental 2amage P 4utomatic
2uration/ 0ontinuous HartyJ
2etection/ 4utomatic
4%oidance/ Status HFloat, FlightJ , Cob 4bility H(ight Ste"J
+$"erience 1alue/ IMLA 9
Ri))les an) 'u**les
!hether it's an unsol%ed enigma from the dawn of time or a game of
wits down at the local "ub, riddles and "uzzles can offer a welcome
change from brutal melee with monsters or hair*raising deathtra"s.
&hese challenges can ta#e many forms/ tric# 5uestions, numerical
"uzzles, anagrams or cy"hers, or ob)ect*based conundrums. Cust as
di%erse are the "ossible "ayoffs for a successful solution treasure,
information, access to hidden locations, and +$"erience oints are
all %iable rewards for 5uic#*witted "layers.
PU%%LE DESIGN
&here are many "ossible ways to test your characters- intelligence,
but the medium you use to run your games will im"ose hard limits on
what you can and can't throw out. 6umerical codes, cy"hers, or
anagrams can be fun and immersi%e when "layers are clustered
around a tableto" e$changing notes, but fall flat in online chat, %isual
"uzzles wor# better when you're loo#ing at a screen than when
you'%e got "a"ers, boo#s, dice, and other "layers com"eting for
your attention. &hen there are the "layers themsel%es to consider.
6ot e%erybody has the s#ill or "atience for "uzzles "urely built on
guesswor# and reasoning e%en a well*designed brain teaser can
create a situation where a few members of the grou" throw
themsel%es into the "roblem and the rest twiddle their thumbs on
the sidelines.
&he easiest and most series*a""ro"riate com"romise is the
8"assword "uzzle.- 7ere, the "layers ha%e to "iece together a code
or "assword to gain access to an area from clues scattered around
the en%ironment. 7owe%er, not e%ery clue they find relates to the
final "assword, by using trial and error, elimination, and a bit of old*
fashioned logic, they must weed out the bogus leads to sol%e the
"uzzle in earnest. 4n e$treme e$am"le of this #ind of challenge was
seen in Final Fantasy 1I, where the "layer attem"ted to gain access
to a cloc# tower in the town of Nozo by setting the tower-s cloc# face
to the correct time. Interrogating the towns"eo"le yielded dozens of
answers as to what the e$act time actually was until it became
a""arent that e%eryone in the town was lying, cutting down the
number of o"tions by a substantial amount.
&he ad%antage of the "assword "uzzle is that it #ee"s the
characters acti%e tra%eling from "lace to "lace in search of hints and
fragments. 4s the "layers "rogress and gather more information,
other challenges and "roblems can be dro""ed into the "roceedings
to s"ice things u" a good o""ortunity for the "layers to fle$
muscle and gray matter at once.
4nother "ossible o"tion is the 8switch "uzzle,- used to significant
effect in se%eral e*games. ressure*sensiti%e switches are dotted
around a dungeon, each ca"able of o"ening a door or disarming a
tra" but need to ha%e weight e5ui%alent to a "erson-s on them in
order to be o"erated. 4s a result, the "arty is forced to s"lit u",
#ee"ing one "erson behind to trigger the switch while the rest of the
"arty heads forward, loo#ing for another way for their comrade to
get in. 4s with the "assword "uzzle, the switch "uzzle #ee"s the
"arty acti%e, and allows for some hairy situations if a lone "arty
FINAL FANTASY THE ROLEPLAYING GAME 29
member ends u" stranded in a dangerous "lace while the rest of the
grou" hunt around for the ne$t switch.
4 third o"tion is to lea%e "layers with a loc#ed door or barred
"assage and a roomful of ob)ects. 'ne or more of the ob)ects will
unloc# the "assage, but the "layers must first e$"eriment with the
room's contents to find the way out. !hile this lea%es the door o"en
for more creati%e a""roaches, it is im"ortant not to ma#e the
solution too obtuse, or re5uire the "layers to "rod e%ery inch of the
room in search of the one true answer. Cob 4bilities and other effects
may also be used in this "rocess for instance, casting Ice magic on
a discarded #ey can create something ca"able of unloc#ing that
frost*bound door to the north.
If you're fortunate enough to ha%e a grou" that collecti%ely en)oys
sol%ing "uzzles, your choices are somewhat broader. &a#e the time
to figure out where your "layers' indi%idual strengths lie
numbercrunching, word"lay, sim"le logic and create the "uzzles to
allow e%erybody a chance to contribute.
THINGS TO REMEMBER
&here are four im"ortant things to remember when "utting together
a "uzzle. &he first is that it should be sol%able by the "layers, not
answered by a GM*run ally or oracle. In order for this to ha""en,
e%ery "iece of #nowledge needed for a solution should be at their
fingerti"s if they ha""ened to miss a %ital clue earlier, figure out a
way to get that information to them another way. In the same %ein, a
GM should be "re"ared to offer more clues if the "arty a""ears to
be genuinely struggling.
&he second is that e%ery "uzzle should ha%e a clear "enalty for
failure, e%en if you belie%e that the "arty can sol%e it. .y wor#ing
with a "enalty in mind, you will be less li#ely to create a "uzzle that
can derail the ad%enture if the "arty ha""ens to be stum"ed.
'4cce"table' "enalties can range from sim"ly missing out on a "iece
of treasure to acti%ely being "laced in the "ath of danger or
triggering an encounter more dangerous outcomes should be on
"ar with all other hazards, tra"s, and monsters in the ad%enture.
&he third is that you should consider the amount of time it ta#es
to sol%e a "uzzle, es"ecially in the conte$t of a session as a whole.
3nless you are genuinely stalling for time because you are running
under"re"ared, you "robably don't want to ha%e the grou"
s"ending two hours analyzing numbers and throwing theories
around the table. Fifteen minutes to half an hour is generally the
ma$imum "laytime a brain teaser should consume unless the "arty
has to acti%ely engage in other acti%ities e$"loring an area,
collecting items for a #ey to sol%e it.
Finally, remember to be fle$ible and acce"t creati%e solutions, e%en
if they aren't e$actly what you had in mind. &he "ur"ose of a "uzzle
is to encourage your "layers to thin# if they come u" with an
answer that's as good or better than the 'right' solution you came
u" with before the session #ic#ed off, let them get away with it.
Travel
Many ad%entures re5uire at least some degree of tra%el, while
cam"aigns ma#e it almost a necessity. 4t the same time, sessions
can only run for so long and an entire day s"ent trudging u" a dirt
road isn't going to ma#e for com"elling "lay unless your "arty are
really, really into 0*to*0 con%ersations. 7ow much do you show,
then=
4 sim"le rule of thumb/ If the most challenging dilemma you can
offer your "layers en route is the 5uestion of whether to go left or
right at that for# in the road, #ee" the entire )ourney 'off camera'
and start your ne$t Scene with the heroes arri%ing at their
destination after a <long and tiring tri".> If there are genuine
challenges to be o%ercome colla"sed bridges, small farms in dire
need of heroic assistance, mysterious cairns and ca%erns begging
for further e$"loration start a Scene with your heroes
encountering the situation in 5uestion and #ee" on rolling until
e%erything has been resol%ed, then follow u" with a new Scene at
the ne$t "oint of interest or if e%erything noteworthy about the
)ourney has already been e$hausted the end of the road.
7ow long it ta#es to get to a destination should not be a "rimary
concern, in general, time re%ol%es around the heroes, not %ice %ersa.
Should you need to estimate tra%el time, the table below gi%es an
idea of how many #ilometers a "arty can co%er in a day %ia a gi%en
means of tra%el. 6ote that these are only rough estimates, and can
%ary de"ending on a number of factors reliability of
trans"ortation, "roblems encountered on the road, weather, terrain.
For instance, "ouring rain could easily hal%e the amount of ground
the "arty normally co%ers in a day's time.
Table 10-1: Travel Time
TRAVELLING BY KILOMETERS PER DAY
=al;ing 0 >ormal 2*
=al;ing 0 6ard Marc% (0
Mount 0 >ormal 2&0
Mount 0 'acing or =ar )20
=%eeled 3e%icle 0 8rimitive )00
=%eeled 3e%icle 0 Modern &00
S%i 0 Sail "70
S%i 0 Steam 9#0
+irs%i 0 8rimitive "200
+irs%i 0 Modern 9000
To+ns
.ecause towns encom"ass such a broad range of "ossible acti%ities,
a few bear e$"loring in more detail.
! Shopping in All the Wrong Places
layers are e$"ected to buy new e5ui"ment and items on a
fairly fre5uent basis often enough to ma#e it essential that
they ha%e access to a town at least once "er ad%enture. If
there is no reasonable way for them to reach a town during the
course of an ad%enture, consider bringing in a tra%elling
merchant. In Final Fantasy games, unscru"ulous traders could
be found anywhere from ba#ing deserts to monster*infested
dungeons as odd as it may sound, ha%ing a merchant "o" u"
)ust before the "arty #ic#s down the doors to the boss's lair is
"erfectly in #ee"ing with the genre.
FINAL FANTASY THE ROLEPLAYING GAME 2#!
WANDERING TOWN
If a "layer chooses to e$ercise this o"tion, gi%e them a rundown of
the rumors, stories, and otherwise inconse5uential information
H<4urora 0astle has many guardsE>J they'%e "ic#ed u" along the way.
4t your discretion, you can also ha%e wandering "layers roll against
their 4wareness with an a""ro"riate 0onditional Modifier if
successful, the "layer's character has found a few Gil or a Reco%ery
Item hidden somewhere in the town. 4"art from being genre*
a""ro"riate, this also allows GMs to boost "layers' stoc#s if the
ad%enture ahead is "articularly tough or demanding.
SHOPPING
If "layers want to sho" for e5ui"ment at a town or merchant's, the
GM must determine e$actly what the "layer can buy there. &he
easiest way of handling this is to ma#e use of the 4%ailability Ratings
gi%en in 0ha"ter L by assigning the store a ?uality Rating ranging
from FAA to BA. &his ?uality Rating is e5ual to the 4%ailability Rating
of the rarest item sold by the store. 4 store with a ?uality Rating of
MA would therefore offer e%ery "iece of e5ui"ment with an
4%ailability Rating between FAA and MA, assuming the e5ui"ment fits
into the store's range of offering !ea"on Stores generally don't
carry 7i*otions.
?uality Ratings range from town to town your a%erage %illage or
lonely roadside sou%enir stand will ha%e a much lower ?uality Rating
than a ma)or metro"olis. Similarly, a location's ?uality Rating can
change o%er time as su""ly shifts and new items become a%ailable.
7owe%er, a store's ?uality Rating should be no lower than QB *
Harty's 4%erage (e%el $ F.BIJ. &his ensures e5ui"ment "urchases
stay in line with the intended rate of "rogression for "layers.
6ote also that the "rices gi%en in 0ha"ter L are only
'recommended' %alues. (ess scru"ulous merchants may increase the
"rice of an item to u" to double its %alue, de"ending on rarity,
demand or old*fashioned greed.
BA%AARS
.azaars are a good "lace for characters with high &rade ratings to
get some use out of their S#ills, and may ma#e for some "otentially
amusing encounters )ust don't ma#e the mista#e of s"ending an
hour wal#ing the "arty through e%ery last item on offer. 4 bazaar can
also be used to ma#e s"ecific "ieces of e5ui"ment a%ailable to the
"layers without 'unloc#ing' a whole &ier or 4%ailability Rating's worth
of e5ui"ment to "urchase.
&o #ee" "layers on their toes, a bazaar's stoc# should be a
mi$ture of money*wasting red herrings and genuinely good buys
in general, legitimate items sold at a bazaar are FAG to BIG
chea"er than their list "rice in 0ha"ter L.
AUCTION HOUSES
4n item bought from an auction house can easily be the start of a
great ad%enture or change the course of the current one )ust
ma#e sure the "layers aren't tossing Gil after stuff that doesn't
benefit them in the long run. If they're on the %erge of burning
BI,AAA Gil on a master*crafted dollhouse, ha%e other bidders swoo"
in and "ush the "rice u" to le%els they sim"ly can't afford.
INNS
(i#e stores, inns ta#e time to locate, though "layers should always
ha%e access to them. +%en tiny %illages will ha%e somewhere the
"layers can ta#e a load off at the end of the day and regain those
lost 7. If the "layers are going off on indi%idual )aunts around town,
inns are an e$cellent "lace to recon%ene the "arty after e%erybody
has had their fill. &hey also offer a nice %enue for "layer interaction if
the ad%enture could use a little more character de%elo"ment, so
don't hesitate to gi%e the grou" some room to chat and strategize in
their rooms.
SEARCHING FOR INFORMATION
7a%ing the "arty search for information has two ma)or uses. Firstly,
it's a way to gently nudge "layers bac# on trac# if they'%e lost sight
of the main storyline or started drifting off*trac# o%er the course of
their current 5uest. If your "arty has been rac#ing u" more Gil than
you'd originally intended, ha%ing "layers "ay for information is also a
good and subtle way to reduce their ban#roll.
PUBS AND CAFES
4s an alternati%e to aimless wandering, "layers can head for the
local "ub or cafe to soa# u" stories and gossi". !hile they won't
stumble across any otions, they can find bar#ee"ers and notice
boards with )obs and side 5uests that will earn them a few Gil on the
side.
Re+ar)s
Rewards are arguably the most essential "art of the ad%enturing
e$"erience without them, "arties ha%e no chance of ad%ancing, let
alone facing down the fearsome o""onents awaiting them at the
higher (e%els. 7owe%er, figuring out how to com"ensate the 0s for
their troubles can be a tric#y, if not outright counterintuiti%e. For this
reason, the following section co%ers the many forms of "layer
reward and how to best manage them.
E&PERIENCE REWARDS
+$"erience oints are the most common reward characters will
recei%e. 6early e%ery encounter and ad%enture will net the heroes at
least some 9, ad%ancing them in le%els and granting them increased
"ower and new abilities. 4 ty"ical FFRG ad%enture will "ro%ide each
"artici"ant with enough e$"erience to gain at least one le%el a bit
less if things go "oorly, and slightly more if "lay goes well.
In battles, the number of 9 awarded is determined by the
strength of the monsters the 0s face. 4dd u" the 9 %alues of all
monsters defeated at the end of combat, di%ide this total by the
number of 0s acti%e in the combat e$cluding anybody who
finished the battle with 3nconscious or Stone or was +)ected before
the fight wra""ed u" and award the heroes that amount. For
e$am"le, if a "arty of four characters defeats three (eaf .unnies
FINAL FANTASY THE ROLEPLAYING GAME 2#"
worth QA 9 a"iece and two !ol%es worth @@A 9 a"iece, the total
"arty 9 award would be Q@A 9, and each character would earn
B@B 9. 4s with all other calculations in the system, 9 rewards are
always rounded down.
+$"erience oints can also be used to )udge what constitutes a
8fair fight- for the "arty. Generally, a single combat encounter should
grant each 0 FAA to FBI 9 "er character (e%el. If four (e%el F
0s face off against a grou" of (eaf .unnies worth QA 9 a"iece,
for instance, a grou" of fi%e (eaf .unnies would ma#e for a fair fight.
Since the fi%e (eaf .unnies together are worth MIA 9, each of the
0s would earn FFB 9 in the e%ent of a %ictory. 4 battle against
four (eaf .unnies would only grant QA 9 a bit low while si$
(eaf .unnies would net the 0s F@I 9 each, which is a bit much
and indicates an encounter that's "ossibly too challenging. If the 0s
ad%ance to (e%el @ and are attac#ed by !ol%es each worth @@A 9,
four !ol%es would be a fair fight. Since the 0s are (e%el @, an
encounter should net each character between @AA and @OI 9.
7azards, tra"s, noncombat encounters, and "uzzles can also offer
9 rewards. For hazards and tra"s, the 9 %alue will be drawn u"
during the creation "rocess, and is di%ided by the number of 0s in
the same manner as 9 gained from monsters. For noncombat
encounters and "uzzles, an e$"erience award may not be
a""ro"riate only award 9 if the characters' actions #ee" them
out of danger. +ncounters where the 0s successful e%ade a fight
with a monster through stealth should net them an 9 reward e5ual
to IAG of what they would ha%e earned through combat, though
this shouldn-t e$ceed FAA 9 "er character (e%el. &his means that a
grou" of (e%el FA 0s who successfully snea# "ast a "ac# of
.ehemoths shouldn't recei%e an 9 award based on the .ehemoths'
combat 9 total FAAA 9 a"iece is more than enough. In cases
where the 0s are dealing with an ally or "uzzle, a flat 9 award of
IA to FAA 9 "er character (e%el is a good guideline.
GIL REWARDS
Gil is used to buy Items, !ea"ons, 4rmor, and e$"endables, and "ay
for other e$"enses encountered along the way bribes, fines, tic#et
costs, fees. +$cluding e5ui"ment sales, a "arty-s main source of Gil
is from one of three sources/ money earned as a result of
successfully defeating monsters, treasure obtained during the
course of an ad%enture, and money gi%en to the "arty by 60s and
other allies in e$change for ser%ices and other tas#s. &he income
from these three combined should ha%e the characters ma#ing
around H0urrent (e%el $ FIAJ G a"iece "er ad%enture, e$cluding any
additional income from sources li#e the Gillionaire 4d%antage.
Generally, a ty"ical combat encounter will award about one*third as
many Gil as 9. &he M0S was designed with this le%el of reward in
mind. 6oncombat encounters should award Gil at the same o%erall
rate as combat encounters. If more Gil are made a%ailable, bear in
mind that this means that characters will ha%e access to better
e5ui"ment and more healing, decreasing the challenge le%el of
future encounters. In games where Gil is scarcer, on the other hand,
the dearth of money means the "arty will be less "re"ared to face
battles. 4s a result, the difficulty le%el of the game rises accordingly.
ALTERNATING ADVANCEMENT
&he suggested 9 and Gil awards gi%en in this boo# are designed so
that each character gains a (e%el after four or fi%e encounters, or
about one (e%el "er session. &his is a good rate of growth for a
ty"ical cam"aign assuming one game session a wee#, the
characters will go from (e%el F no%ices to (e%el LIK cham"ions in a
little more than one year.
2e"ending on game setu" and "acing, though, GMs may want
character ad%ancement to mo%e faster or slower. &he easiest way to
do this is to %ary the 9 awards for encounters. 4 fast*"aced game
may award FIAG to BAAG of normal 9, while a more drawn*out
cam"aign may hand out only OIG to IAG of the usual awards.
Slowing the rate of ad%ancement is also useful for games starting at
higher (e%els, "re%enting the "layers from getting too "owerful too
soon.
&he one thing to note when ad)usting awards is that Gil awards
can't be changed by the same ratio as 9. FFRG "rices are
designed around the assum"tion that characters will s"end between
one*third to one*fourth of their Gil on Items, 4mmunition, and other
8e$"endables.' 2ouble 9 and Gil awards, and suddenly 0s ha%e
twice as much money at their dis"osal while facing the same number
of encounters. &o ma#e sure Gil and 9 are in relati%e sync, use the
table below to balance the two.
Table 10-2: Gil and P Ad!"stments
XP REWARD GIL REWARD BATTLES PER LEVEL
2*05 2"05 " - 2
2005 "7*5 2 - )
"*05 ")*5 ) - (
"005 "005 ( - *
7*5 &05 * - 7
*05 #*5 # - 9
E'UIPMENT REWARDS
Items and +5ui"ment can be awarded to 0s in addition to or
instead of Gil. &his is a good o"tion for "resenting hel" from
sym"athetic 60s or "lacing treasure chests in a dungeon
recei%ing a new Rune .lade or finding a set of otions is far more
memorable than ending u" with a "lain lum" of cash. S"ecific items
such as !ea"ons and 4ccessories may also be obtained as a result
of slaying tough o""onents and .oss monsters.
! The#t and $e%ards
Some 4d%antages and 4bilities, most notably the &hief-s Steal,
allow characters to gain Items and Gil beyond those normally
awarded to the "arty. &his is com"ensated for by reducing the
Cob-s combat "otential, or in the case of 4d%antages li#e
Gillionaire e5ui%alent 2isad%antages. If you feel these e$tra
sources of income are in danger of unbalancing the game,
howe%er, you can ad)ust monsters' treasure tables to contain
fewer %aluable items.
4ny items or e5ui"ment gi%en out during the course of an
FINAL FANTASY THE ROLEPLAYING GAME 2#2
ad%enture should reduce its Gil award accordingly OIG of the
"rice gi%en for the item in 5uestion in 0ha"ter L is usually a good
figure. For e$am"le, a ty"ical ad%enture for a (e%el @ grou" with four
members would normally "ay out FDAA G, or MIA G a"iece. If the
ad%enture also awards si$ otions, howe%er, the total "ayout
decreases by BBI G OIG of the %alue of those si$ otions.
'ne note on "lacing items and e5ui"ment/ due to the fact that a
character-s e5ui"ment is a significant factor in their o%erall "ower, it
is essential not to gi%e the "arty too much too soon. &he following
table shows when new e5ui"ment should generally become
a%ailable/
Table 10-&: '("ipment Availabilit)
EQUIPMENT TIER AVAILABLE AT
Tier " $evel "
Tier 2 $evel ( 0 #
Tier ) $evel "2 0 "*
Tier ( $evel "& 0 20
Tier * $evel 2* 0 27
Tier # $evel )) 0 )#
Tier 7 $evel (2 0 ((
Tier & $evel *0+
Tier 9 " at $evel (& - *0
" every * $evels a?terwards
Tier "0 " at $evel #0
" every * - "0 $evels a?terwards
! Arti#act *tems
&he e5ui"ment a%ailability suggested in the table abo%e are
best used for !ea"ons, 4rmor, and the li#e. !hen awarding
<artifact items> one*shot &ier Q and FA items GMs can use
one of two methods. &he first is to award one "iece of
e5ui"ment and M or I artifact items e%ery time a character is
eligible to recei%e new &ier Q or FA e5ui"ment. &he other is to
award an artifact item as normal when the character is eligible
to recei%e &ier Q or FA e5ui"ment, but award another item if
the original item is used u" during the course of a session. &his
continues until the character becomes eligible for new
e5ui"ment or four or fi%e artifact items ha%e been used u".
MAGIC REWARDS
3nli#e other Mage "rofessions, .lue Mages, 0allers, and Summoners
earn their magic by 5uesting, ma#ing .lue S"ells and Summons a
reward in their own right. .lue Mages gain their S"ells from
monsters, meaning the introduction of new .lue S"ells is entirely left
to the GM's discretion. For best results, .lue Mages should ha%e the
o""ortunity to learn one new .lue S"ell e%ery two (e%els. 4
suggested S"ell "rogression has been laid out below.
Table 10-+: ,l"e -agic Availabilit)
SPELL GAINED AT LEVELS MAXIMUM MP COST
)1 *1 7 "0
91 ""1 ")1 "* "&
"71 "91 2"1 2) 27
2*1 271 291 )" (0
))1 )*1 )71 )9 *0
("1 ()1 (*1 (7 ""9
(91 *"1 *)1 ** ")9
*71 *91 #"1 #) >o $imit
Summoners and 0allers e$"and their "owers by earning the trust
of Summons, either by "erforming tas#s for them or defeating them
in combat. Summoners are e$"ected to e%entually ac5uire an
'arsenal' of L Summons, though which Summons they gain and
when they get them is u" to the GM. 4 "otential "rogression with a
choice of Summon for each 'slot' is shown in the table below.
Table 10-.: S"mmon Availabilit)
SUMMON GAINED
AT LEVEL
SUMMON
CHOICES
"0 3ale?or1 $a;s%mi1 'emora1 I?rit1
S%iva1 'amu%1 Syl%1 Siren1 Titan1
@irin
22 7ait Sit%1 4airy1 +tomos1 4enrir1
Aiabolos1 Bismarc;1 8andemonium1
Syldra
)# +sura1 Mist Aragon1 CuetDalcoatl1
Salamander1 7atobleas1
<ormungand1 Tritoc%1 8%antom1
:nicorn1 7arbuncle1 Eolem
*0 Sera%im1 +r;1 Aoomtrain1 6ades1
@Fata1 +lexander1 +nima1 7erberus1
8%oenix1 Ty%on1 $eviat%an1 $ic%1
Madeen1 Gdin
#* Ba%amut1 7rusader1 Magus Sisters1
HoFimbo
4longside their !hite and .lac# S"ells, 0allers are e$"ected to
ac5uire D 0alls o%er the course of their ad%enturing careers. 4s with
Summons, the e$act 0alls gained and the (e%el at which they are
ac5uired are left u" to the GM to decide. 4 suggested 0all
"rogression has been laid out below.
Table 10-/: 0all Availabilit)
CALL GAINED AT LEVEL MAXIMUM MP COST
7 2"
") *2
2" 77
29 90
)* "2*
(* ")9
*) "7#
*7 >o $imit
FINAL FANTASY THE ROLEPLAYING GAME 2#3
! 1earning Alternatives
.ecause .lue Magic, 0alls, and Summons are somewhat aw#ward to
ac5uire, GMs may wish to loo# into other ways for 0s to learn them.
&he easiest way to do so is to re"lace the traditional learning
methods with one*shot items awarded as treasure or dro"s from
monsters. If used, these items automatically teach a character a
single .lue S"ell, Summon, or 0all before crumbling to dust. 4n
45uamarine, for instance, could be used to learn the (e%iathan 0all,
a .omb Shell the .lue S"ell Self 2estruct.
KEY ITEMS
'ccasionally, characters run across items that turn out to be of
"i%otal im"ortance in the ad%enture ahead treasures the "arty
was sent to retrie%e and return, ways to unloc# barred "assages or
doors, #eys to acti%ating ancient machinery or mechanical de%ices.
In Final Fantasy, items li#e these are called :ey Items, and are #e"t
se"arate from the day*to*day consumables. 3ntil they are used, they
remain in the "arty-s In%entory, and cannot be dro""ed or
destroyed.
If the "arty e%er comes across a :ey Item o%er the course of "lay,
designate it as such. &his ensures the grou" #nows it will be used
further down the line and don-t accidentally end u" throwing it out.
INTANGIBLES
&he rewards a "arty gets for com"leting a 5uest or ad%enture may
not always ha%e a material %alue. In some cases, their rewards could
include information, assistance, "restige, or leads to other 5uests
and "lot threads. &he %alue of these tends to be more difficult to
assess than with other rewards as they are usually a way to mo%e
the cam"aign along, rather than outright increase the 0s- "ower
le%el.
BUILI!G A CAM'AIG!
For a GM, a cam"aign is the ne$t big ste" forward once they ha%e a
few successful ad%entures under their belt, a chance to stretch the
s#ills and e$"erience "ic#ed u" from running 5uests and gi%e their
"layers a stab at something greater than )ust the dungeon of the
wee#. Some cam"aigns e%ol%e naturally out of long*running games
one ad%enture becomes se%eral, and before long a "lot has
formed between them, turning a one*off into a long*running
chronicle. In other cases, the grou" decides ahead of time that
they-re committing to a cam"aign for the long run, ma#ing their
"lans accordingly.
.ut as the sta#es and challenges rise, the amount of "lanning and
foresight needed increases in turn. &his section attem"ts to ta#e
some of the sting out of that "rocess by offering concrete ad%ice on
structure and "roblem*sol%ing during cam"aign "lay.
Getting Starte)
&he le%el of "lanning re5uired may seem daunting at first, but can
be bro#en down to fi%e sim"le 8!-s/ who, what, where, when, and
why.
WHO( THE PLAYERS
!ho are the heroes= &he beginning stages of the cam"aign will
in%ol%e 5uizzing "layers as to what characters they-d li#e to bring to
the table, then using this information to gauge how your grou" will
wor# as a unit and ad%ise "layers on Cob selection. &he ultimate goal
in doing so is to #ee" the final "arty's com"osition balanced. !hile
the FFRG su""orts a wide %ariety of "rofessions, there are certain
combinations that )ust don't wor# together three Gamblers and a
Geomancer, or a grou" com"osed entirely of Mimics are almost
guaranteed to cause headaches. For best results, an FFRG "arty
should ha%e characters who can fill offensi%e, defensi%e, and
su""ort roles. !ho fills which slot should be left for the "layers to
decide.
&he character conce"ts themsel%es also need to be carefully
loo#ed at before they can be a""ro%ed. In "articular, the GM should
as# these 5uestions of any and all characters submitted to the
cam"aign/
Is the character a""ro"riate to the setting and cam"aign=
robably the first thing you want to chec# when re%iewing
bac#ground. !hile originality is all nice and well, a character should
fit into the cam"aign world, not be at odds with it. &his includes the
world's bac#ground as well as its feel if you are clea%ing towards
the G*F@ s"irit of the original games, the last thing the "arty needs
is a foul*mouthed sadist with a "enchant for torturing and #illing
anybody who loo#s at him the wrong way.
2oes the character bring something fresh to the cast= 4 grou"
should also try to achie%e a good mi$ of "ersonality and character
ty"es, with each member bringing something distincti%e to the
ensemble. Running a session starring si$ brooding antiheroes with a
grudge against the world at large might score "oints for no%elty, but
doesn't offer much o""ortunity for conflict, character de%elo"ment,
or "lain old*fashioned fun. .y ensuring that 0s aren't straight*u"
clones of one another, you o"en the door to more interesting
interactions between them.
0an the character wor# with the rest of the grou"= .ecause the
grou" is e$"ected to wor# together as a team, it is im"ortant that
the characters and "layers get along. &hat means no characters
whose bac#grounds utterly clash with the rest of the grou"
"lacing a straight*edged law enforcer in the middle of a gang of
gentleman thie%es is )ust as#ing for trouble. &his also rules out
characters who are so antagonistic that they will s"end more time
fighting their comrades than hel"ing them.
WHAT( THE HOOK
!hat is the "arty fighting for= In the Final Fantasy uni%erse, an
ad%enturing "arty tends to be an alliance of con%enience between
wildly di%erse characters, brought together by accident and united
FINAL FANTASY THE ROLEPLAYING GAME 2#
by a common goal. 2efining that goal early on hel"s sha"e where
the cam"aign goes and what #ind of ad%entures the "layers can loo#
forward to. 4re they %aliant eco*warriors battling a "olluting mega*
cor"oration= 1aliant thie%es stri#ing a blow for )ustice against an e%il
em"ire= 4 secret rebel organization fighting to restore liberty=
;oung military cadets embroiled in a brutal conflict= 4 small band of
warriors on a religious "ilgrimage=
From a GM "ers"ecti%e, this 'hoo#' can de%elo" in a number of
ways. Sometimes, it arises naturally out of the mi$ of Cobs and
characters "layers bring to the table. In most cases, howe%er, the
GM decides ahead of time what #ind of game she is interested in
running and "asses that information on to the "layers, both as a
8"re%iew- to whet their a""etites and as a guide to ensure the
characters they create will fit into the o%erall conce"t.
WHERE( THE PLACE
!here do the ad%entures ta#e "lace= &he o%erall setting for a
cam"aign is #nown as a 8cam"aign world,- and influences many
things the characters- bac#grounds, races, and "rofessions, the
"lots in%ol%ed, the "olitical and social bonds, the #inds of technology
"layers are li#ely to ha%e access toW If the cam"aign world is
based on an e$isting Final Fantasy or other game, the GM merely
has to ma#e sure that e%erybody in the grou" has "layed the game
in 5uestion. If the world is original, on the other hand, the GM has to
decide how to familiarize the "layers with it.
2e%elo"ing the history, culture, society, religion, and conflicts of an
entirely fictitious world can be an o%erwhelming tas#, but effecti%ely
relaying that information can be twice as hard. &he "layers in
"articular need to be eased in gradually rather than bludgeoned with
detail restrict setting information to a short "aragra"h or two at
the outset, gi%ing )ust enough material to attract the "layers'
attention. &he game summaries gi%en in the Introduction offer
se%eral good models for how to a""roach this, wea%ing the 8hoo#- in
with im"ortant details regarding the game-s setting and atmos"here.
'nce the "layers ha%e digested this information, the ne$t ste" is
to "re"are a more detailed summary a 8gazetteer- gi%ing a
short summary of the world-s history and a rundown of ma)or
nations and "owers. 4 gazetteer should run between one and four
"ages, lea%ing enough s"ace for details to be defined as the game
"rogresses. &he more 8wiggle room- the GM lea%es for future
e$"ansion, the less li#ely it is that the setting will ha%e to be
rewor#ed as a result of e%ents in the cam"aign.
layers can use the gazetteer to de%elo" their characters, but may
need additional hel" during the "rocess. &he GM should always be at
hand to answer bac#ground 5uestions, e%en if they may seem tri%ial
<!hat #ind of )obs would a .lac# Mage be able to ha%e=> <4re
aladins associated with any "articular religion=> <!hich city has
the biggest criminal underground=> &his e$tends to "layers who
wish to ad)ust the 8fla%or- of s"ecific Cobs or Races to better suit
their character conce"ts any such changes should be closely
monitored to ensure that they stay consistent with the setting.
WHEN( THE TIME
!hen do the ad%entures ta#e "lace= 'nce you'%e created a rough
history for the cam"aign world, it-s time to figure out where the
"layers are in relation to it. 4re they coming out of a "eriod of strife
and instability and into a tenuous "eace that could be shattered at
any moment= Is the world in the throes of a grand era of
e$"loration and ad%enture where undisco%ered continents bec#on=
7as a magical catastro"he recently wi"ed out ci%ilization, lea%ing the
"layers as hard*bitten sur%i%ors in a ruined wasteland= Settling on a
timeframe will hel" de%elo" "otential "lots, as well as determine
issues li#e technological a%ailability.
WHY( THE COMMON BONDS
!hy are the characters together= In a one*off ad%enture, things li#e
bac#ground and relationshi"s are an o"tional e$tra. In a cam"aign,
they're a near necessity. Gi%en the %ast dis"arity in moti%ations
characters can bring to the table, it is im"ortant that each "layer be
able to come u" for a reason as to why their 0 bothers to stic# with
the "arty once they-%e )oined u". &hough not e%eryone is e5ually
in%ested in the "arty's goals, the heroes should wor# together for
logical reasons, not "lot contri%ance.
Moreo%er, e%en if the "arty fights for a common cause, their
reasons for buying into it can differ wildly, and may lead to conflict.
7ow does the young nobleman whose family was #illed by the +m"ire
feel about )oining forces with a mercenary "re%iously in Im"erial
"ay= 'ne 0 may ha%e #nown or wor#ed with another years "rior,
others may be in lo%e with or bear a grudge against one of their
comrades let the "layers throw out their own ideas and
suggestions and run with what wor#s. 4s with all things, moderation
is the #ey here. 6ot e%ery 0 needs to be connected to another
"layer-s character, though a good degree of interconnection lea%es
the door o"en for many different #inds of role"laying.
4t this "oint, "layers can also discuss using the &raits listed in
4""endi$ I1. In Rodger's grou", Mint-s "layer may ha%e decided that
the chir"y 2ancer is in fact a dedicated if thoroughly incom"etent
Im"erial s"y tas#ed with #ee"ing tabs on her com"anions-
acti%ities, if so, Rodger can use this "articular tidbit of bac#ground
to wea%e at least one ad%enture, if not an entire sub*"lot.
OTHER CONSIDERATIONS
2uring the character creation "rocess, some "layers may ha%e
s"ecial re5uirements or re5uests you may find yourself dealing
with 0s built using o"tional rules, s"ecialized in unofficial Cobs, or
e5ui""ed with S#ills of the "layer's own de%ising. 4s a GM, it is
im"ortant to resist the tem"tation to gloss o%er these issues.
2ouble*chec#ing material li#e this for balance ahead of time and
being able to say 8no- to anything grossly unbalanced can sa%e a
great deal of trouble further down the line.
FINAL FANTASY THE ROLEPLAYING GAME 2##
Telling the Stor(
!ith the basics in "lace, the ne$t ste" is to loo# at the story the
cam"aign tells. (i#e all narrati%es, the success of a cam"aign on a
storytelling le%el de"ends on "lanning, structure, foresight, and
#nowing what to do with the "artici"ants. In some res"ects,
de%elo"ing a cam"aign is no different than writing a no%el, in others,
it-s a im"ro%isational free*for*all being tugged in half a dozen
directions at once. :nowing which techni5ues to a""ly to each
situation can well ma#e the difference between success and failure.
PLOT AND METAPLOT
Most ad%entures ha%e their own "lot and follow a rough narrati%e
arc from the time the "layers are gi%en their ob)ecti%e to the final
battle or challenge se"arating them from success. !hat ma#es a
cam"aign different from a disconnected series of ad%entures is the
fact that another, larger "lot can be laid on to" of these indi%idual
'stories' to create a much grander e$"erience. &his second "lot is
best described a meta"lot a story more swee"ing than the sum of
its "arts. &he ty"ical Final Fantasy game is a "erfect e$am"le of this,
filled with side 5uests, di%ersions, and indi%idual "lot threads that
achie%e coherence through the 'big' storyline that o%ershadows and
dri%es the "layer's actions.
0reating a meta"lot in a tableto" setting re5uires the GM to create
an ultimate outcome to the 0s- ad%entures and then decide how the
"layers will get there. &he defeat of an e%il em"ire might be
achie%ed by leading the "arty along the "ath to destroy the em"ire-s
"ower base one city at a time, the re%ealing of an e$tra*dimensional
menace summoned by a crazed Sage by getting the "layers in%ol%ed
in the Sage-s search for an ancient grimoire, the disco%ery of a
re%olutionary ancient energy source ca"able of dri%ing the world
into the ne$t stage of technological de%elo"ment by ha%ing the
grou" battle ri%al forces for control of a thousand*year*old city at
the edge of the world.
&he e%ents that will e%entually result in the clima$ are then s"aced
out o%er the course of the cam"aign, allowing for a satisfying
conclusion while gi%ing the GM an o""ortunity to e$"and on the
smaller details how did the em"ire manage to con5uer the world=
!ho is the Sage, and what dro%e him mad= !here are the ruins
located, and what is needed to find the location=
&he im"ortant thing to remember is to a%oid hitting the "layers
with too much too soon. Meta"lots are de%elo"ed o%er time, and
may not enter "lay until relati%ely late in the game, allowing the le%el
of menace to scale with the "layers. 4t (e%el F, they will be fighting
on a local le%el, "rotecting small %illages from e%il forces and battling
against ran#*and*file soldiers and wea# monsters, at (e%el LI, they
determine the fate of entire nations, if not the world itself.
4lso, while the meta*"lot determines the game-s ending and #ey
sections of the narrati%e, it doesn-t ha%e to affect e%ery as"ect of
the game. If the "arty-s ultimate destiny is to battle 2ar# (ord and
his minion, the Shadow :night, there will still be times during the
cam"aign when the "layers dabble in small*town "olitics, rescue a
sic#ly grandmother-s cat from 2eath 0a%e, shore u" a flagging
merchant com"any, or become in%ol%ed in an underground 0hocobo
racing syndicate. If anything, this %ariety is #ey to ma#ing the meta*
"lot wor#, otherwise, ha%ing to deal with the 2ar# (ord and his
henchman in town after town 5uic#ly gets tiresome.
4d%entures can also be interconnected without being related to
the meta"lot. &he smaller "lot 8threads- created by interlin#ed
ad%entures can be referred to as arc "lots. For instance, the cat
rescue may clima$ in the re%elation that Granny-s little #itty is
actually a ferocious feline demon summoned by a mysterious
sorcerer, the 0hocobo racing syndicate could be run by a larger
criminal organization that the "layers e%entually must e$"ose and
bring crashing down. In both cases, the 'conclusion' lea%es "lenty of
room for further e$"loration and action. If necessary, you can e%en
use the end of the arc "lot to "ush "layers bac# into the main
meta"lot in the abo%e e$am"le, the cat demon's master could
easily turn out to be a sorcerer in the 2ar# (ord's em"loy.
STOCK PLOTS
0onsole RGs and Final Fantasy games in "articular tend to
stic# to a few tried*and*true "lots in their narrati%es, mi$ing and
matching elements as needed. GMs can benefit from this by using
the genre's cliches and con%entions as a starting "oint for their own
stories. .elow are a number of 'stoc# "lots' used by Final Fantasy
titles in the "ast use the ones that stri#e your fancy, and your
meta"lot is one ste" closer to being done.
&he Megalomaniac. 4ll things told, the world was doing well until now
things were stable, relations between "owers were cordial. &hen a
new figure rose to "rominence, bringing along minions, resources,
and a desire to to""le the status 5uo. erha"s they ha%e their own
agenda, "erha"s they are nothing more than "awns in somebody
else-s "lan.
&he Mystery. Strange things are ha""ening. 6atural order seems out
of balance. Something or someone is see#ing to change the
world, and it may not be for the better. 3nless the warnings are
heeded and the mystery is unra%eled in time, the conse5uences
could be dire indeed.
&he Resistance. +%il has already won, and holds the world in its
sway. Most ha%e already acce"ted sub)ugation, sa%e for the few and
"roud who refuse to buc#le under and will fight to end the tyranny at
any "rice. 0an )ustice "re%ail when e%ery odd fa%ors the enemy=
&he !ar Story. 0onflicts between nations ma#e for strange
bedfellows and des"eration for dalliances with "owers and
wea"ons best not trifled with. 7ow far will a leader go to win a war=
7ow much are they willing to sacrifice to get their way= 4nd on what
side will the "layers stand on when the first shots are fired=
&he 4ncient +%il. In a distant land, something ancient slumbers. If
awa#ened, it could %ery well tear the world a"art and now there
are forces see#ing its re%i%al at any cost. 0an they be sto""ed
before disaster stri#es=
&he 0ons"iracy. 7ow do you fight an enemy you ne%er see= In a
world in turmoil, deceit lur#s around e%ery corner and few things are
as they seem. 4t the center of it all lies a cons"iracy of incredible
size, controlling the ebb and flow of e%ents and trying its best to
FINAL FANTASY THE ROLEPLAYING GAME 2#$
ma#e sure nobody e%er "uts together enough "ieces to learn the
truth whate%er it may be.
&he erils of Science. &he march of scientific "rogress has brought
many wonderful things to the world, but there's a dar# side as well/
deadly wea"ons, strange e$"eriments, "er%ersions of life and nature
itself. !hen bad science gets out of the lab, who will ha%e the
strength to "ut a sto" to it=
IN MEDIA RES
6ow we are ready to loo# at the 'o"ening scene' that first session
where your "layers enter the world and begin their ad%enture. +%er
since Final Fantasy II o"ened with a des"erate battle, most Final
Fantasy games ha%e started in the thic# of the action good
e$am"les of this include the raid on Mysidia in Final Fantasy I1,
414(4607+'s attem"t to sabotage the Sector F Reactor in Final
Fantasy 1II, the #idna""ing "lanning session in Final Fantasy I9 ,
Sin-s attac# on Nanar#and in Final Fantasy 9, and the infiltration of
6albina Fortress in Final Fantasy 9II. In storytelling terms, this
narrati%e de%ice is called in media res 'into the middle of things.'
.eginning the cam"aign on a dramatic, s"lashy note li#e this is a
good way to get the "layers- attention and almost instantly cuts
through the tedious se5uence of <so you all meet in a barW>*style
introductions usually needed to get characters u" to s"eed with
each other. &he big ad%antage of setting u" character relationshi"s
and common causes during the cam"aign creation "hase is that
there is no need to s"end time e$"laining these when the game
#ic#s off in "ro"er the characters already #now where they stand
in relation to each other and why they fight together. !ith this
burden remo%ed, all that-s left for the GM to do is come u" with a
big, s"ectacular action scene or battle to #ic# things off. If the
"layers want to s"end time getting to #now each other, they can do it
after the rubble has settled.
BRINGING THE PLAYERS TOGETHER
'nly under the rarest of circumstances does a Final Fantasy game
begin with e%ery character already in the "arty. In most cases, the
"arty is assembled gradually o%er the course of many hours and
e%ents as the "rotagonists slowly drift together through a
combination of fate and "ur"ose. &his de%ice gi%es GMs a fair bit of
leeway in enlarging the "arty as needed, allowing them to start with
as few as one or two "layers and gradually building u" to a full
grou" of si$ or eight. &he challenge lies in ma#ing sure that new
additions are #e"t u" to s"eed on cam"aign e%ents "rior to entering
the game and that their entrances are handled with a modicum of
grace.
Ideally, new arri%als should be "lanned for at least one session in
ad%ance. &his allows the session "rior to new character's debut to
accommodate an ending that sets u" the character-s arri%al. In the
ne$t session, the "layer then officially )oins the grou", and the
ad%enture mo%es on without a brea# in the action.
THE CATALYST
!ith your cam"aign "lot established and the "arty assembled and in
the game, something an e%ent, an item, a character must draw
your "layers into that meta"lot. &his something is the catalyst. 4s
long as it is strong enough to hoo# the "layers, it isn't necessary for
the catalyst to be directly related to the meta"lot, the games
themsel%es ha%e ta#en both routes o%er the years, to %arying effect.
Some e$am"les of catalysts with a direct bearing on the "lot include
the meteorite stri#es in Final Fantasy 1, Sin's attac# in Final Fantasy
9, or the #idna""ing in Final Fantasy I9 each of these introduces
characters and e%ents that remain rele%ant later in the game. .y
contrast, the catalyst of the original Final Fantasy the #idna""ing
of rincess Sara is merely an e$cuse to bring the "layers into
contact with the fallen #night Garland. 'nce the "layers ha%e
confronted Garland and free the "rincess, she disa""ears from the
story. In narrati%e terms, her #idna""ing is what the great director
4lfred 7itchcoc# called a 'MacGuffin' the actual e%ent is irrele%ant
to the "lot, as its main im"ortance lies in introducing the "layer to
the game's antagonist and o%erarching threat to the world.
!hen "lanning a cam"aign, the catalyst should be an integral "art
of the "rocess. 4s# yourself/ !hat form will the catalyst ta#e= 4t
what "oint do you introduce it= 7ow will the "layers be e$"osed to
it= Is it strong enough for the "layers res"ond to it= It's the last
"oint that's the arguably the most im"ortant the last thing you
want is your grou" waltzing "ast the catalyst and ignoring the "lot
you'%e s"ent wee#s de%elo"ing.
&he best way to ma#e the catalyst wor# is to entice the "layers
with something that will directly interest or benefit them. &angible
rewards are the easiest way to get attention the classic e$am"le in
fantasy role*"laying games is the bartender who accosts the "arty,
telling them that he #nows of a "lace where hidden treasure can be
found. &he second*easiest is the 'bac#ground hoo#,' where the
catalyst is based directly on a character's bac#ground say, a family
member begging for hel" or an old nemesis eager to e%en the score.
In this case, the "arty or "layer follows because they ha%e a
chance to ta#e center stage in the e%ents that follow. 'f course,
there are other "ossibilities, and #nowing what moti%ates your
"layers will ta#e a lot of the guesswor# out of this ste".
SKINNING AN ONION
4n im"ortant "art of ma#ing a meta"lot wor# is figuring out how
e$actly to deli%er it to the "layers. 7ow much should they #now about
the o%erarching "lot from the outset= 7ow much will they stumble
u"on as time "asses= Many Final Fantasy games de%ote their "lots
to the gradual unra%eling of mysteries as the characters find out
how the world really wor#s and who "ulls the strings. For this
reason, a lot of weight hinges on that initial 8re%eal- when the
characters realize they-re "art of something bigger than they e%er
could ha%e dreamed of. 4s characters "rogress from (e%el to (e%el,
their #nowledge and understanding increases, they become "ri%y to
dar# "lots and hidden secrets, and may find things they once held
true are far from it.
For the sa#e of con%enience, it-s easiest to en%ision the %arious
FINAL FANTASY THE ROLEPLAYING GAME 2#7
8re%eals- as "eeling bac# the layers of the onion until you reach the
center at this "oint, the 0s #now the whole truth and are ready to
act on it. ;ou can use this analogy to de%elo" your re%eals by
assigning one ma)or re%elation to each layer of 8s#in-, once one layer
is remo%ed, the ne$t comes to light.
In the "lay e$am"les gi%en throughout the boo#, Rodger-s grou" is
fighting to accumulate the materials to re"air the airshi" +$celsior to
allow it to be used against the %ile 2eathsight. 4t this "oint, they
ha%e already been del%ing into the meta"lot for some time, and ha%e
"eeled bac# se%eral layers in the "rocess. &he first 'layer' of the
meta"lot sees the "layers reaching the !ind :ingdom of 0assia, only
to disco%er that there are double agents scheming to undermine the
monarchy. &he second 'layer' occurs once the "layers find that the
:ing's seniormost 2ragoon, assigned to assist the "layers with their
in%estigation, is actually the "lot's ringleader.
&he third layer re%eals that he himself is ta#ing his orders from
another a shadowy figure seemingly bent on sub%erting the
world's nations by re"lacing their nobility with "u""ets under his
control. &he fourth layer re%eals the mastermind's identity as
2eathsight, and lays out his "lan to the "layers using relics di%ided
between the members of the world's noble families, he intends to
re%i%e the 'mega Series, twel%e "owerful ancient mechanoids. In
time, the grou" will reach the 'core,' disco%ering 2eathsight's
ultimate intentions for the 'mega Series. 3ntil then, howe%er, many
more ad%entures remain...
CONTINUITY
0ontinuity the idea that changes in one session carry o%er into the
ne$t, affecting e%erything else down the line is crucial in
differentiating a cam"aign from a sim"le series of one*off
ad%entures. .ut continuity means more than )ust ma#ing sure the
Red :ee" stays destroyed after the "arty nearly met their deaths
shutting down that 7ellfire Reactor. It also means re%isiting
characters, locations, and "lot threads on a consistent basis,
es"ecially if they are im"ortant to the "arty. !hile most cam"aigns
go through a steady su""ly of one*off 60s, #ey allies and enemies
shouldn-t )ust "o" u" for one session and then disa""ear indefinitely.
Similarly, any im"ortant "lot issues raised in one session should
continue to be de%elo"ed and addressed until they are resol%ed.
Running a "lot*intensi%e cam"aign also means #ee"ing your facts
straight. &he best way to do this is to get into the habit of #ee"ing a
running trac# of location and character names, of e%ents and #ey
setting details. +$"ecting your "layers to ta#e the story and world
seriously means "utting the same effort into it that you would e$"ect
from the rest of the grou".
CHARACTER MOMENTS
Most tableto" role"laying games treat the grou" as a single entity.
Final Fantasy games, howe%er, fre5uently "ull the focus onto a single
character for "ortions of the narrati%e, shifting the s"otlight from
the grou" to the indi%idual. &hese 8character moments- are an
integral "art of the Final Fantasy e$"erience, and offer GMs a way of
bringing characters and story closer together without shutting any
one "layer out.
4 character moment is essentially a re%ol%ing limelight that mo%es
from character to character o%er the course of se%eral sessions.
0haracter moments will tend to ta#e u" "art of or the bul# of a
session, and ta#e the form of e%ents, "lot twists, and side*5uests
directly in%ol%ing one or two related characters. '""onents,
locations, and com"lications for these should be drawn directly from
the character-s bac#ground or &raits, and offer their "layer a chance
to fle$ their role"laying muscle and further define who they are
"laying.
&he main tric# to "ulling this off is to restrict character moments
to a single session at most before mo%ing on to the ne$t "erson,
ensuring e%ery character has his or her own day in the sun. Focus
too much on a single "layer's e$"loits and you alienate the rest of
the grou", no matter how fascinating their character's bac#story
may be. 'n the other hand, ha%ing the s"otlight rotate on a regular
basis can create "ositi%e antici"ation as "layers #now that it's only a
matter of time before they get a chance to ste" in that limelight
again.
GOOD ROLEPLAYING
4n entertaining and rewarding cam"aign re5uires good
"erformances from the "layers to wor#. &his may be easier if the GM
ta#es an acti%e interest in rewarding good role"laying in the grou".
!hile each GM will ha%e their own ideas of what ma#es a
"erformance 8good- enough to merit a reward, it is "ossible to
establish some basic criteria by which to )udge your "layers-
"erformances. Factors to consider include/
0haracterization 0haracterization begins with establishing an
actual character/ a thought*out bac#story and rounded "ersonality,
su""orted by an a""ro"riate choice of 4d%antages, 2isad%antages,
S#ills, and &raits. It should be noted that a character doesn't
necessarily ha%e to be dee"ly flawed or riddled with "sychological
trauma to be interesting. +%en stoc# characters can be distinguished
by small, subtle 5uir#s an irrational fear of insects, a collection of
old war in)uries, or an encyclo"edic #nowledge of ancient languages.
&he true challenge lies in bringing these ideas to life in a
con%incing manner. In many ways, 5uality role"laying is nothing so
much as the "rocess of turning that conce"t from 8telling- into
8showing.' &he easiest way to assess a "layer-s "erformance is to
com"are what-s on the character sheet to how that character acts
during the course of each session. 4 self*described gallant #night in
armor whose only de%otion is to the code of chi%alry shouldn-t be
indulging in "etty theft or bullying blameless "easants into
surrendering information. while educated scholars with a (anguageU
rating in the high QAs would be e$"ected to tal# and act the
"art.
4 GM should also be mindful of e$cessi%e metagaming. 8.rea#ing
character- is not )ust limited to "ersonality and bac#ground, but also
a""lies to using out*of*game #nowledge and re"eated %iolations of
the fourth wall.
0haracter de%elo"ment. 4t the same time, no character should
remain com"letely static. 4ttitudes and "ersonalities that change
FINAL FANTASY THE ROLEPLAYING GAME 2#8
con%incingly o%er time are as much "art of the role"laying
e$"erience as establishing them in the first "lace. 4 &hief who
robbed rich and "oor without 5ualms may realize there-s more to life
than )ust lining your own "oc#ets. 4 once*"roud aladin may find his
de%otion wa%ering, gradually becoming consumed by self*doubt. &he
taciturn Fighter whose heart closed off the day his lo%er died may
yet let down his barriers again. &he "ossibilities are nigh*on endless.
Interaction with other characters. 6o grou" e$ists in a %acuum,
"art of the role"laying e$"erience means characters interacting with
one another, building u" strong relationshi"s with both 0s and
60s romances, friendshi"s, feuds, and e%erything in between.
&a#e note of where "layers wor# acti%ely to create chemistry
between characters, this goes doubly for romantic relationshi"s,
which re5uire a great deal of courage and commitment from all
"arties in%ol%ed. layers willing to ta#e the "lunge and act these out
in*game should definitely be eligible for GM recognition.
Memorable lines. !here would the Final Fantasy games be without
their dialogue= Se%eral of the series- more memorable bon mots are
s"rin#led throughout this ruleboo#, but there are many others,
ranging from the outright banal to the strangely "rofound. !ith this
in mind, reward those "layers whose characters can crac# ins"ired
one*liners or deli%er memorable s"eeches off the cuff to encourage
others to do the same.
eath an) Sa&ri,i&e
4s a narrati%e element, death can be great after all, nothing
underlines the threat a %illain "oses 5uite li#e an entire %illage wi"ed
off the ma" in a single magical cataclysm. .ut when death stri#es
the "arty, the fun 5uic#ly e%a"orates.
In Final Fantasy games, "rotagonists tend to be almost in%incible,
underlined by the fact that only two main characters ha%e died o%er
the course of the first twel%e games. From a storytelling "ers"ecti%e,
this ma#es good sense after all, it-s hard to #ee" a coherent
narrati%e going if your heroes die an hour into the "lot. .ut GMs
cannot control e%erything their "layers do, and when the rolls go
bad or your Fighter suddenly gets it into his head to charge the
Im"erial 4rmy single*handedly, you may find yourself with a casualty
on your hands. Fortunately, there are se%eral ways for you to wor#
with this.
FUDGE THE DEATH
4s GM, you ha%e the "ower to "re%ent any death that might disru"t
your stories otherwise murderous rolls can be ignored, bad
)udgment countered, certain*death e$"eriences can become near*
fatal ones instead. In gaming terms, this is #nown as fudging.
Fudging can be a good way to "re%ent 'chea"' deaths, but carries its
own ris#s, use it too often, and you end u" ta#ing the sting out of
dangerous situations, es"ecially if "layers become aware that you're
going out of your way to "re%ent fatalities. 'nce they realize that
they're wor#ing with a GM*im"osed 'safety net,' they may ta#e your
challenges less seriously or deliberately ta#e ludicrous ris#s to see
how far you'll go to sa%e their hides.
REPLACING CHARACTERS
.ecause there are e$tensi%e rules for generating e$"erienced 0s in
0ha"ter B, coming u" with an e5ui%alently "owerful re"lacement for
a fallen hero isn-t im"ossible, though it may be necessary to twea#
Gil, 4rtifacts, and (egendary e5ui"ment to bring him or her u" to an
e5ual footing with the rest of the "arty.
&he bigger "roblem is what to do the web of relationshi"s and
contacts the character-s "redecessor brought to the table, es"ecially
if they were hea%ily in%ol%ed with the meta"lot. &he chea" and easy
way out is to connect the character-s re"lacement to the original 0
in some way. erha"s she-s a family member out to a%enge the
death of her sibling or father, "erha"s she-s a former arch*nemesis
who feels robbed by the fact that she wasn-t the one to #ill him, and
has decided to )oin the 0s to ma#e his #iller "ay for that slight.
+ither way, this leads to a situation where many of the "lot threads
and contacts can be "ic#ed u" with only minimal ad)ustment.
&he alternati%e is to sim"ly ride with it and let those relationshi"s
be se%ered. .eyond lending the cam"aign a bit of dramatic "unch, a
death in the "arty also o"ens the door for e$tensi%e character
de%elo"ment as the sur%i%ors co"e and mo%e on. Moreo%er, death
doesn't need to be the end for a character in a Final Fantasy
game, it's not unheard of for the s"irit of a fallen hero to "o" u" at
"i%otal moments to encourage former comrades or offer words of
wisdom.
SACRIFICE
!hile most 0 deaths are un"lanned, "layers may occasionally want
to sacrifice their characters for the good of the "arty. &his sort of
dramatic heroism is in the best traditions of Final Fantasy heroism,
and should be rewarded in #ind. For the duration of their final Scene
or battle, 'sacrifices' en)oy infinite 7it and Magic oints, and ignore
any detrimental Status 0onditions that would normally affect them.
'nce that time "eriod is o%er, howe%er, they are dead. &his death is
final, and may not be re%ersed through the use of S"ells, Items or
:ey oints.
In rarer cases, characters may also sacrifice their li%es in an
attem"t to return another character to life. It should be noted that
8acting as a substitute- has a significant ground in Ca"anese fol#lore,
but rarely has any success in Final Fantasy games. !hether such
attem"ts succeed or not is ultimately u" to the GM.
Campaigning 'it,alls
+%ery GM can ma#e mista#es, but some can easily #ill a cam"aign off
in a matter of sessions if not remedied. &his section e$amines some
of the most common "roblems and errors associated with cam"aign
"lay, and how to circum%ent them.
PET CHARACTERS
&hey-re stylish. &hey-re s#illed. &hey-re charismatic. &hey lea%e
enemies bro#en at their feet and admirers standing in line
e%erywhere they go. &hey-re the toast of royalty and the scourge of
FINAL FANTASY THE ROLEPLAYING GAME 2#9
e%il. 4nd they-re not the "layers.
4 8"et character- can be defined as any ally that steals the
s"otlight from the "arty, ta#ing center stage in role"laying, combat,
or storyline. (eft unchec#ed, they turn the "layers into glorified
cats"aws, good only for holding the "et-s coat for him while he goes
bare*#nuc#le bo$ing with 2ar# (ord or laughing obligingly at his witty
humor. &his is outright "oison to a cam"aign, and will turn your
grou" against you in record time.
&his doesn't mean that the "layers can't ha%e "owerful allies
indeed, the narrati%e may demand it in "laces but they should be
there to su""ort the "arty, not %ice %ersa. 4%oid ma#ing them a
crucial "art of the "lot and limit their a""earances, if the "layers
need the aid of an all*"owerful 60 to o%ercome the monsters and
challenges thrown at them on a regular basis, you may need to
rethin# your challenge le%el, not ste" u" the le%el of su""ort you
gi%e them.
RAILROADING
8Railroading- occurs when the "arty's o"tions are deliberately
restricted by the GM, usually to ensure that the "lot "roceeds as the
GM has "lanned it. 7ow this is wor#s %aries from one game to
another, but it ultimately boils down to the GM stri#ing down
alternate "aths with an elaborate %ariation of <;ou can-t do that.>
&he second the "lot demands that the "arty e$"lore the nearby
ca%e, the main bridge out of town suddenly colla"ses, the roadways
are "o"ulated by high*(e%el 6otorious Monsters, and the townsfol#
can-t sto" tal#ing about the M4RS7 041+ to the 6'R&7. &he result
is a game on rails all the "layers can do follow the "ath the GM
has set out for them.
&his is fine in moderation after all, Final Fantasy games are
"ictureboo# e$am"les of railroading but can frustrate "layers if it
becomes too fre5uent or ob%ious. For this reason, it is im"ortant to
#ee" your o"tions o"en, instead of de%elo"ing rigid story structure,
use the 8web of e%ents- model set out earlier in the cha"ter to lay
out "otential cam"aign "aths and be "re"ared to im"ro%ise if
needed.
CHALLENGE FACTOR
&here-s a fine line between #ee"ing the "layers on their toes and
destroying the "arty so com"rehensi%ely that their toes are about all
that-s left after the dust settles. :ee" current co"ies of your "layers-
character sheets when designing encounters so you ha%e a
reasonable idea of what challenges are suitable for their o%erall
ability le%el, and "ay attention how the grou" deals with the
obstacles you "ut in their way. If you notice that they are ha%ing
more "roblems than e$"ected on a regular basis, don-t dismiss it as
bad "laying and "low forward ad)ust the difficulty down to
com"ensate and gi%e them a chance to get their bearings. 4nd if the
worst should come to "ass and the entire "arty is wi"ed out as a
result of a badly*designed encounter, a"ologize and rewrite the fight
so the "layers ha%e a fair sha#e otherwise, you may be loo#ing for
a new grou" the wee# after.
4t the same time, it's "erfectly "ossible to be too generous with
the difficulty le%el, showering the "arty with high*le%el e5ui"ment for
defeating cream"uff monsters that crum"le after )ust two hits.
&hough some may en)oy this #ind of cam"aign, in general it's more
satisfying for all in%ol%ed if they ha%e to sweat a little to gain
something in*game. Remember/ difficulty ad)ustments go both ways.
&here's no shame in 5uietly raising a monster's 7 if it's dying
faster than e$"ected, or adding new challenges if e$isting ones don't
seem to be ta$ing your grou".
MARGINALISING PLAYERS
layers select 4bilities, S#ills, &raits, and s"ecial e5ui"ment because
they belie%e they will get a chance to use them. 4s a result, the
easiest way to frustrate your "layers is to either ignore their
characters' ca"abilities or shut them down entirely. If the "arty has
in%ested hea%ily in Social S#ills, the last thing you want to do is #ee"
them on the road or crawling through monster*infested dungeons
for the bul# of the cam"aign. If your "arty's resident .lac# Mage
signed on with the e$"ectation of throwing some lightning bolts
around, don't ha%e monsters sla" Silence on him at the start of
e%ery battle. If the grou" is ca"able of using a lot of Status
0onditions, try to a%oid gi%ing their o""onent blan#et immunity to
e%erything the grou" can throw at them. ;our "layers want to use
their toys let them. If things get too out of hand, there are still
"lenty of ways you can cut them down to size.
LOSING PLAYERS
+%en the best*run cam"aigns suffer from attrition. Scheduling
conflicts, loss of interest, "ersonal "roblems, or mo%es can all
whittle down your "layer numbers. '%erloo#ing the need to find
re"lacements, the de"arture of any "layer lea%es you with a hole in
your cast, story*wise and three ways to deal with it.
If the "layer may come bac# at a later date, contri%e a reason for
the "layer-s character to tem"orarily lea%e the "arty. erha"s their
#ingdom is in trouble, or they-%e been called bac# by their old gang
for one last heist whate%er the situation may be, this a""roach
lea%es the door o"en for an e%entual comebac#. If the "layer
decides to return to the grou", you can arrange for a sur"rise
rea""earance during the ne$t session, if not, the character has
already been relegated to the bac#ground, ma#ing their "ermanent
de"arture less )arring.
If the "layer is gone for good, one o"tion is to bring in someone
else to ta#e o%er the character, or turn said character into an 60.
&his #ind of 'recasting' should only be done with the original "layer-s
consent, and may yield mi$ed results for better or worse,
characters are almost inse"arable from the "erson "laying him or
her.
If the "layer is gone and ha%ing the character continue under
somebody else's direction isn't feasible, the final o"tion is to sim"ly
#ill them off in a s"ectacular fashion. &his can offer you some nice
dramatic "ossibilities, but should be reser%ed for "layers who
definitely aren-t returning the last thing the grou" needs is for said
"layer to show u" out of the blue a few wee#s down the line,
demanding to #now what ha""ened to his 0.
FINAL FANTASY THE ROLEPLAYING GAME 2$!
CR#ATI!G !#- RAC#S
!hile 0ha"ter @ tries to offer a di%erse selection of races for "layers
to choose from, GMs may find themsel%es in a "osition where the
8stoc#- races don-t meet their cam"aign's needs, es"ecially if the
cam"aign world s"orts an unusual setting or bac#ground.
In situations li#e these, there are two "ossible o"tions. &he first is
to 8refla%or- an e$isting race by changing the name and "articulars
but retaining the Racial Ma$imums. 4s the FFRG races are intended
to co%er a broad range of strength, s"eed, durability, and magical
a"titude, chances are one of them will fit your needs.
&he second, but more in%ol%ed, alternati%e is to create a new race
from scratch using the e$isting lineu" as a model for your own ideas
and conce"ts. .efore beginning the "rocess, howe%er, consider the
following 5uestions/
2oes the race fill a niche= +%ery race should ha%e a "lace in the
cam"aign-s uni%erse as well as a clearly*defined role within the
system. 7umans are great e%erymen, Gal#a ma#e su"erb warriors
but mediocre mages, and &arutaru are magically un"aralleled but
"hysically hel"less. &hin# about where your race it fits into this
s"ectrum is it strong and fast, but "hysically fragile= 2oes it
combine durability and magical "ower at the e$"ense of "hysical
damage=
Is the niche not filled by an e$isting race= 'nce you'%e figured out
the race's niche, see where it stands in relation to the e$isting races.
If that niche o%erla"s with one or more of the races described in
0ha"ter @, it may be easier and more sensible to sim"ly refla%or the
races in 5uestion.
Is the conce"t distincti%e enough to warrant a race of its own=
Sub*races are a common "henomenon in classic fantasy, and e%en
seen in later Final Fantasy games. &he re"tilian .angaa with their
four sub*grou"s are an e$cellent e$am"le of this "henomenon. .ut
is it worth drafting se"arate Ma$imums and bac#grounds for all four
when one writeu" will do= Is a uni5ue 4ncient race needed when the
same could end result be accom"lished by ma#ing a 7uman
character with s"ecific &raits= If the new race is nothing more than a
minor %ariation on an e$isting race, you should consider using this
8base- race instead.
!ill anyone be willing to use or tal# to the race you ma#e= !hile an
animated stuffed animal might be interesting as a conce"t, your
"layers may bal# at bringing that conce"t to the character stage.
&hin# about the "layer a""eal first and foremost when de%elo"ing
the race nothing is worse than wasting effort on something
nobody wants.
If the answers to those four 5uestions are 8yes,- it-s time to begin
racial creation in earnest.
RACIAL MA&IMUMS
From a mechanical stand"oint, creating a new race is relati%ely easy
the only thing needed a Racial Ma$imum for each of the si$
4ttributes. FA is the 8a%erage- %alue for each 4ttribute, and is
e5ui%alent to the ca"abilities of a healthy adult 7uman. 3sing this as
a baseline, you can figure out which %alue is a""ro"riate for the new
race in 5uestion. For instance, if a race is slightly stronger than
7umans, their Racial Ma$imum for S&R should be FF or FB, if they
are significantly wea#er, L or O would be more suitable.
.ear in mind that the combined Racial Ma$imums for all 4ttributes
must e5ual LA, with no Ma$imum higher than FI or lower than I.
APPEARANCE
'nce the raw numbers are finalized, it-s time to consider what the
race loo#s li#e. 4 little imagination goes a long way here after all,
the races of Final Fantasy run the gamut from the almost*human
(unarians to the brutish, "igli#e See5 and 'rcs. It's best to stic# with
a generally humanoid sha"e, howe%er, as humanoids can use all of
the e5ui"ment, S#ills, and 4bilities gi%en in this boo# with no
difficulties or significant lea"s of logic. Introducing a race with a
more unusual configuration means a number of "otential headaches
how will they hold a sword or "ic# a loc# if they wal# on all fours=
If they ha%e four arms, how do you )ustify the character only being
able to wield two swords at any one time=
HEIGHT AND WEIGHT
4 race's a%erage height and weight can say a fair bit about their
"hysiology at a glance. !hile height can be easy to calculate,
howe%er, weight is somewhat tric#ier. &o get a 'realistic' a%erage
weight for a humanoid race of medium built, use the following
formula/
!eight Hin #gJ X BB.DI $ 7eight HmetersJ $ 7eight HmetersJ
&he results of this formula may need to be ad)usted de"ending on
your conce"t, a stoc#ier race would ha%e notably higher weight
where a slimmer race would be lighter.
SOCIETY
Society loo#s at a race-s ci%ilization, from social organization and
familial structures to military and religion. 7ow a race structures
itself reflects on its "ersonality, and %ice %ersa, rigid, highly
organized races are li#ely to be sober and serious when com"ared
to ones with laid*bac# and loose*#nit societies.
&he best "lace to get ideas for a racial culture is our own world.
Many of the societies e$"lored in 0ha"ter @ are based on real*world
cultures, and ser%e as a good e$am"le of what you can do with this
#ind of a""roach. 'f course, not e%ery race has to be a sla%ish co"y
of a human counter"art mi$ and match customs, beliefs,
structures, and ideas as needed to create something new and
uni5ue. &he im"ortant thing to watch out for is that the final
combination of traits still ma#es sense don't create a
technologically ad%anced society of scientists and thin#ers, then
write that their culture is re"ressi%ely conser%ati%e and o""osed to
any and all change.
ROLEPLAYING
&he 'Role"laying' section of a racial writeu" loo#s at as"ects and
5uir#s that are li#ely to ha%e an im"act on how an ad%enturing
FINAL FANTASY THE ROLEPLAYING GAME 2$"
character of that race gets along with fellow "arty members and
e$istence in general. ersonality traits tend to emerge naturally from
a race's social structure members of isolated societies will be
either highly sus"icious or dee"ly enthralled by the outside world,
whereas wanderers and nomads are more at home with the sights
and e$"eriences of the 5uesting lifestyle.
4d%enturing characters in "articular may deser%e s"ecial mention.
&hose who are willing to lea%e behind the comforts of home and
family for the uncertainties of life on the road can do so either
because of or in s"ite of their social bac#grounds, if anything,
re"ressi%e, conser%ati%e societies are )ust as li#ely to s"awn rebels
and wanderers as "ermissi%e, o"en*minded ones. If the #ind of
characters that would normally be found in an FFRG "arty fly in the
face of social norms for their res"ecti%e races, e$"lain why, and how
their "ersonalities differ as a conse5uence.
CR#ATI!G #.UI'M#!T
&hough the lists gi%en in 0ha"ter L are meant to be com"rehensi%e,
GMs may find themsel%es needing hard numbers for e5ui"ment
ty"es and o"tions that )ust aren-t co%ered in this boo#. 4s with
races, the easiest way to do this is to use the nearest com"arable
"iece of 'official' e5ui"ment as a starting "oint and run with the
numbers. 4 ?u .attle For# can treated as roughly e5ui%alent to a
olearm, a !ar Fan to a 6in)a :nife. !ith 4rmor, only the names
change, with !ea"ons, you )ust need to ad)ust the !ea"on ty"e, the
indi%idual names, and the S#ill needed to wield it.
For GMs interested in creating com"letely new e5ui"ment, this
section contain the rules needed to whi" u" an original list or
augment an e$isting one. 6ote that the system "resented here is not
the same as the one described in 4""endi$ I these ste"s here are
meant e$clusi%ely for 8behind the scenes- wor#, and "roduce slightly
different numbers than "layer*crafted items.
Creating -eapons
&o create a !ea"on, you must decide four things/ the !ea"on's
damage die, the 4ttribute used in the !ea"on's damage code, the
S#ill used to wield it, and whether or not the !ea"on ta#es u" the
Shield Slot. In general, dFB !ea"ons ta#e u" both Slots for balance
reasons it is better to carry this rule of thumb o%er to any
8homemade- !ea"ons created with this system.
DAMAGE DIE
&he !ea"on-s damage die dL, dD, dFA, dFB determines how
much damage the wea"on will do as well as how much it costs. &he
size of the !ea"on tends to be reflected in the choice of damage
die smaller !ea"ons li#e :ni%es use dLs, while larger wea"ons li#e
olearms use dFBs.
ATTRIBUTE
&he 4ttribute used in damage calculations are also defined by the
!ea"on-s ty"e. S&R is used for cutting or slashing !ea"ons, as well
as missile !ea"ons that de"end on muscle "ower to do damage, li#e
.ows. 4GI is used for "iercing !ea"ons where de$terity has more
effect than brute force, as well as ballistic !ea"ons that do not
de"end on strength, li#e Rifles and 0rossbows. Finally, M4G is used
for !ea"ons that focus the wielder-s own magical "ower to do
damage. 0hoosing an 4ttribute other than S&R will reduce the
!ea"on's 4%ailability by F and increase its base cost by $ F.F on to"
of any other "rice modifiers the !ea"on is sub)ect to. Regardless of
which 4ttribute is chosen, the !ea"on continues to deal hysical
damage unless it is gi%en the Magical 4ttac# "ro"erty.
E'UIPMENT TIER
'nce the basic details of the !ea"on ha%e been settled on, the ne$t
thing to figure out is what &ier the !ea"on is. For com"lete
e5ui"ment tables, you will want to create two !ea"ons for each &ier
from F through FA one with +5ui"ment 4bilities, one without. It is
also "ossible to create indi%idual !ea"ons within those &iers.
SLOTS
In order to determine the cost of +5ui"ment 4bilities as well as ma#e
sure that a !ea"on's 4bilities remain a""ro"riate to its &ier, adding
s"ecial "ro"erties to a !ea"on is handled with a sim"le system
based on Slots. +%ery +5ui"ment 4bility ta#es u" a certain number
of Slots on a !ea"on, and each &ier only has room for a certain
number of Slots. If an +5ui"ment 4bility ta#es u" more Slots than a
!ea"on of that &ier can su""ort, it cannot be added. &he e$act
brea#down of Slots "er &ier can be seen below.
Table 10-2: '("ipment Slots per Tier
EQUIPMENT TIER NUMBER OF SLOTS AVAILABLE
" 2
2 2
) )
( )
* (
# (
7 *
& "0
&o find out a new !ea"on's cost and 4%ailability, determine how
many Slots its 4bility occu"ies chec#ing en route whether the
4bility can actually be su""orted by a !ea"on of that &ier and
chec# the result against &ables FA*D to FA*FF.
6ote that the tables on the following "ages only go u" to &ier D
as 4rtifact and (egendary !ea"ons ha%e no "rice attached to them,
creating !ea"ons li#e these is )ust a matter of assigning a""ro"riate
+5ui"ment 4bilities and trac#ing down the corres"onding damage
code on the tables.
FINAL FANTASY THE ROLEPLAYING GAME 2$2
K$ R4ttributeS/ K$ Slots
KFA 400/ KF Slot
KFA 2+9/ KB Slots
KFA +14/ KF Slot
KFA +9/ KF Slot
KFA M. 400/ KF Slot
KFA M. +14/ KF Slot
KFA M62/ KB Slots
KBA 400/ KB Slots
KBA 2+9/ K@ Slots
KBA +14/ KB Slots
KBA +9/ KB Slots
KBA M. 400/ KB Slots
KBA M. +14/ KB Slots
KBA M62/ K@ Slots
K@A 400/ K@ Slots
K@A M.400/ K@ Slots
K@A +9/ K@ Slots
KFAG 7/ KF Slot
KFAG M/ KB Slots
4uto*4gility 3"/ K@ Slots
4uto*Float/ KF Slot
4uto*Magic 3"/ KL Slots
4uto*ower 3"/ KL Slots
4uto*Reraise/ KI Slots
4uto*Regen/ KM Slots
4uto*7aste/ KL Slots
4uto*rotect/ K@ Slots
4uto*Shell/ K@ Slots
4uto*S"irit 3"/ K@ Slots
4uto*Reflect/ KB Slots
.erser# roof/ KB Slots
.erser# Stri#e/ K@ Slots
.erser# &ouch/ KB Slots
.lind roof/ KF Slot
.lind Stri#e/ KB Slots
.lind &ouch/ KF Slots
0harm roof/ KM Slots
0ondemned roof/ KB Slots
0ondemned Stri#e/ KM Slots
0ondemned &ouch/ KB Slots
0onfusion roof/ K@ Slots
0onfusion Stri#e/ K@ Slots
0onfusion &ouch/ KB Slots
0riticalK/ KB Slots
0riticalKK/ KM Slots
0urse roof/ K@ Slots
0urse Stri#e/ KB Slots
0urse &ouch/ KF Slots
2eath roof/ KM Slots
2eath Stri#e/ KL Slots
2eath &ouch/ KM Slots
2isable roof/ KB Slots
2isable Stri#e/ K@ Slots
2isable &ouch/ KB Slots
R+lementS !ard/ KF Slot
R+lementS roof/ KB Slots
R+lementS +ater/ KM Slots
R+lementS Stri#e/ KF Slot
R+nemy &y"eS :iller/ KB Slots
R+lementS +nhancer/ K@ Slots
7eadhunter/ KB Slots
7 2rain/ K@ Slots
Immobilize roof/ KF Slot
Immobilize Stri#e/ KB Slot
Immobilize &ouch/ KF Slot
Mini roof/ KB Slots
Mini Stri#e/ K@ Slots
Mini &ouch/ KB Slots
M 2amage/ KF Slot
M 2rain/ KB Slots
etrify roof/ KB Slots
etrify Stri#e/ KM Slots
etrify &ouch/ KB Slots
iercing/ KB Slots
oison roof/ KF Slot
oison Stri#e/ KB Slot
oison &ouch/ KF Slot
Sensor/ KF Slot
Silence roof/ KB Slots
Silence Stri#e/ KB Slot
Silence &ouch/ KF Slot
Slee" roof/ KF Slot
Slee" Stri#e/ KB Slot
Slee" &ouch/ KF Slot
Slow roof/ KB Slots
Slow Stri#e/ KB Slots
Slow &ouch/ KF Slot
S'S*4gility 3"/ KF Slot
S'S*4ura/ K@ Slots
S'S*.erser#/ KF Slots
S'S*+suna/ K@ Slots
S'S*Float/ KB Slots
S'S*7aste/ K@ Slots
S'S*Magic 3"/ K@ Slots
S'S*ower 3"/ K@ Slots
S'S*rotect/ KB Slots
S'S*Reflect/ KF Slots
S'S*Regen/ KB Slots
S'S*Reraise/ KM Slots
S'S*Shell/ KB Slots
S'S*S"irit 3"/ KF Slot
S'S*1anish/ K@ Slots
Stone roof/ KM Slots
Stone Stri#e/ KL Slots
Stone &ouch/ KM Slots
&oad roof/ KB Slots
&oad Stri#e/ K@ Slots
&oad &ouch/ KB Slots
&ri"le 0ritical/ K@ Slots
R$S .rea# roof/ KB Slots
1enom roof/ KB Slots
1enom Stri#e/ K@ Slots
1enom &ouch/ KB Slots
Nombie roof/ KB Slots
Nombie Stri#e/ K@ Slots
Nombie &ouch/ KB Slots
&hese o"tions and Slot costs are also used in creating 4rmor,
though not e%ery o"tion will a""ly in that case.
PRICING SPECIAL WEAPON PROPERTIES
Some !ea"ons ha%e innate "ro"erties that a""ly to all !ea"ons of a
gi%en class. &hese "ro"erties may also be gi%en to other !ea"ons,
though this will usually change the "rice listed in &ables FA*D to FA*
FF by a certain amount. 4 !ea"on's "ro"erties may ne%er reduce
its 4%ailability by more than @.
Ammunition
+ffect/ 0haracters e5ui""ed with this !ea"on may elect to use
s"ecialized ammunition instead of the basic ammunition used by
default. 4mmunition must be "urchased beforehand, and can be
used to add additional +5ui"ment 4bilities to the !ea"on being used
to ma#e the 4ttac#, the !ea"on itself will ha%e no +5ui"ment
4bilities. 4mmunition can only be used with Ranged !ea"ons. &his
innate "ro"erty is found on .ows, 0rossbows, and Rifles.
0ost Modifier/ $ F.A 4%ailability Modifier/ A
Double Cut
+ffect/ !hen e5ui""ed with this !ea"on, the character may use the
&wo !ea"ons S#ill to ma#e two 4ttac# 4ctions as if he had e5ui""ed
two se"arate !ea"ons. &his innate "ro"erty is found on Glo%es and
0laws, and must be combined with the &wo*7anded "ro"erty.
0ost Modifier/ $ F.F 4%ailability Modifier/ *F
FINAL FANTASY THE ROLEPLAYING GAME 2$3
Double Stri(e
+ffect/ 4ny 4ttac# 4ction made with this !ea"on may roll to hit twice,
a""lying the better result of the two. &his innate "ro"erty is found
on Swallows
0ost Modifier/ $ F.B 4%ailability Modifier/ *B
)ntangle
+ffect/ 4ny 4ttac# 4ction made with this !ea"on will inflict the Status
0ondition Immobilize HBJ on a successful 0ritical 7it. &his innate
"ro"erty is found on Flails.
0ost Modifier/ $ F.B 4%ailability Modifier/ *B
&ooping Stri(e
+ffect/ 4ny 4ttac# 4ction made with this !ea"on may roll to hit a
second time if the first attac# misses. &his innate "ro"erty is found
on .oomerangs
0ost Modifier/ $ F.F 4%ailability Modifier/ *F
Magical Attac(
+ffect/ 2amage inflicted by this !ea"on-s attac#s is treated as
Magical rather than hysical, and will be reduced by M. 4RM rather
than 4RM.
0ost Modifier/ $ F.A 4%ailability Modifier/ A
Mana Channel
+ffect/ !hen calculating damage inflicted by this !ea"on, the
wielder's S&R or M4G score can be used to determine the final
damage. &his innate "ro"erty is found on Sta%es.
0ost Modifier/ $ F.B 4%ailability Modifier/ *B
*uic(silver
+ffect/ !hen calculating damage inflicted by this !ea"on, the
wielder's S&R or 4GI score can be used to determine the final
damage. &his innate "ro"erty is found on :ni%es.
0ost Modifier/ $ F.B 4%ailability Modifier/ *B
+anged
+ffect/ &he !ea"on-s attac#s are treated as being Ranged. &his
innate "ro"erty is found on .oomerangs, .ows, 0rossbows,
Instruments, and Rifles.
0ost Modifier/ $ F.F 4%ailability Modifier/ *F
Two,-anded
+ffect/ &he !ea"on ta#es u" both Shield and !ea"on Slots. Must be
ta#en by all dFB !ea"ons. &his innate "ro"erty is found on 4$es,
0laws, Glo%es, olearms, Greatswords, and Rifles.
0ost Modifier/ $ F.A 4%ailability Modifier/ A
FINAL FANTASY THE ROLEPLAYING GAME 2$
Table 10-3: d/ Weapons
TIER SLOTS FILLED BASE COST BASE AVAILABILITY DAMAGE
" 0 7* 9#5 2 x +ttribute + d#
" " "&0 9(5 2 x +ttribute + d#
" 2 )00 925 2 x +ttribute + d#
2 0 (*0 905 ) x +ttribute + d#
2 " #)0 &&5 ) x +ttribute + d#
2 2 &"0 &#5 ) x +ttribute + d#
) 0 "000 &(5 * x +ttribute + 2d#
) " "2*0 &25 * x +ttribute + 2d#
) 2 "*00 &05 * x +ttribute + 2d#
) ) "7*0 7&5 * x +ttribute + 2d#
( 0 2000 7*5 # x +ttribute + 2d#
( " 2)00 7)5 # x +ttribute + 2d#
( 2 2*00 7"5 # x +ttribute + 2d#
( ) 2&00 #95 # x +ttribute + 2d#
* 0 )"00 ##5 7 x +ttribute + )d#
* " )(00 #(5 7 x +ttribute + )d#
* 2 )&00 #25 7 x +ttribute + )d#
* ) ("00 #05 7 x +ttribute + )d#
* ( ((00 *&5 7 x +ttribute + )d#
# 0 (700 *#5 9 x +ttribute + )d#
# " *"00 **5 9 x +ttribute + )d#
# 2 *(00 *(5 9 x +ttribute + )d#
# ) *&00 *25 9 x +ttribute + )d#
# ( #"00 *05 9 x +ttribute + )d#
7 0 #(00 (&5 "0 x +ttribute + (d#
7 " #&00 (75 "0 x +ttribute + (d#
7 2 7"00 (#5 "0 x +ttribute + (d#
7 ) 7(00 ((5 "0 x +ttribute + (d#
7 ( 7&00 (25 "0 x +ttribute + (d#
7 * &"00 (05 "0 x +ttribute + (d#
& 0 &(00 )75 "" x +ttribute + (d#
& " &&00 )#5 "" x +ttribute + (d#
& 2 9"00 )*5 "" x +ttribute + (d#
& ) 9(00 )(5 "" x +ttribute + (d#
& ( 9700 ))5 "" x +ttribute + (d#
& * "0000 )25 "" x +ttribute + (d#
& # "0200 )"5 "" x +ttribute + (d#
& 7 "0*00 )05 "" x +ttribute + (d#
& & "0&00 2&5 "" x +ttribute + (d#
& 9 ""000 2#5 "" x +ttribute + (d#
& "0 "")00 2(5 "" x +ttribute + (d#
FINAL FANTASY THE ROLEPLAYING GAME 2$#
Table 10-4: d3 Weapons
TIER SLOTS FILLED BASE COST BASE AVAILABILITY DAMAGE
" 0 "00 9*5 2 x +ttribute + d&
" " 2(0 9)5 2 x +ttribute + d&
" 2 (00 9"5 2 x +ttribute + d&
2 0 #00 &95 ) x +ttribute + d&
2 " &(0 &75 ) x +ttribute + d&
2 2 "0&0 &*5 ) x +ttribute + d&
) 0 ")*0 &)5 * x +ttribute + 2d&
) " "#*0 &"5 * x +ttribute + 2d&
) 2 "9*0 795 * x +ttribute + 2d&
) ) 2)00 775 * x +ttribute + 2d&
( 0 2700 7(5 # x +ttribute + 2d&
( " )000 725 # x +ttribute + 2d&
( 2 )(00 705 # x +ttribute + 2d&
( ) )&00 #&5 # x +ttribute + 2d&
* 0 (200 #*5 & x +ttribute + )d&
* " (#00 #)5 & x +ttribute + )d&
* 2 *000 #"5 & x +ttribute + )d&
* ) *(00 *95 & x +ttribute + )d&
* ( *900 *75 & x +ttribute + )d&
# 0 #)00 **5 "0 x +ttribute + )d&
# " #&00 *(5 "0 x +ttribute + )d&
# 2 7200 *)5 "0 x +ttribute + )d&
# ) 7700 *"5 "0 x +ttribute + )d&
# ( &"00 (95 "0 x +ttribute + )d&
7 0 &#00 (75 "" x +ttribute + (d&
7 " 9000 (#5 "" x +ttribute + (d&
7 2 9*00 (*5 "" x +ttribute + (d&
7 ) 9900 ()5 "" x +ttribute + (d&
7 ( "0(00 ("5 "" x +ttribute + (d&
7 * "0&00 )95 "" x +ttribute + (d&
& 0 ""200 )#5 ") x +ttribute + (d&
& " ""700 )*5 ") x +ttribute + (d&
& 2 "2"00 )(5 ") x +ttribute + (d&
& ) "2*00 ))5 ") x +ttribute + (d&
& ( "2900 )25 ") x +ttribute + (d&
& * "))00 )"5 ") x +ttribute + (d&
& # ")#00 )05 ") x +ttribute + (d&
& 7 "(000 295 ") x +ttribute + (d&
& & "()00 275 ") x +ttribute + (d&
& 9 "(#00 2*5 ") x +ttribute + (d&
& "0 "(900 2)5 ") x +ttribute + (d&
FINAL FANTASY THE ROLEPLAYING GAME 2$$
Table 10-10: d10 Weapons
TIER SLOTS FILLED BASE COST BASE AVAILABILITY DAMAGE
" 0 "20 9(5 2 x +ttribute + d"0
" " 290 925 2 x +ttribute + d"0
" 2 *00 905 2 x +ttribute + d"0
2 0 7*0 &&5 ( x +ttribute + d"0
2 " "0*0 &#5 ( x +ttribute + d"0
2 2 ")*0 &(5 ( x +ttribute + d"0
) 0 "700 &25 # x +ttribute + 2d"0
) " 20*0 &05 # x +ttribute + 2d"0
) 2 2(*0 7&5 # x +ttribute + 2d"0
) ) 2900 7#5 # x +ttribute + 2d"0
( 0 ))00 7)5 & x +ttribute + 2d"0
( " )&00 7"5 & x +ttribute + 2d"0
( 2 (200 #95 & x +ttribute + 2d"0
( ) (700 #75 & x +ttribute + 2d"0
* 0 *200 #(5 "0 x +ttribute + )d"0
* " *700 #25 "0 x +ttribute + )d"0
* 2 #)00 #05 "0 x +ttribute + )d"0
* ) #&00 *&5 "0 x +ttribute + )d"0
* ( 7(00 *#5 "0 x +ttribute + )d"0
# 0 7900 *(5 "" x +ttribute + )d"0
# " &*00 *)5 "" x +ttribute + )d"0
# 2 9000 *25 "" x +ttribute + )d"0
# ) 9#00 *05 "" x +ttribute + )d"0
# ( "0200 (&5 "" x +ttribute + )d"0
7 0 "0700 (#5 ") x +ttribute + (d"0
7 " "")00 (*5 ") x +ttribute + (d"0
7 2 ""900 ((5 ") x +ttribute + (d"0
7 ) "2(00 (25 ") x +ttribute + (d"0
7 ( ")000 (05 ") x +ttribute + (d"0
7 * ")*00 )&5 ") x +ttribute + (d"0
& 0 "(000 )*5 "* x +ttribute + (d"0
& " "(#00 )(5 "* x +ttribute + (d"0
& 2 "*"00 ))5 "* x +ttribute + (d"0
& ) "*#00 )25 "* x +ttribute + (d"0
& ( "#"00 )"5 "* x +ttribute + (d"0
& * "##00 )05 "* x +ttribute + (d"0
& # "7000 295 "* x +ttribute + (d"0
& 7 "7*00 2&5 "* x +ttribute + (d"0
& & "7900 2#5 "* x +ttribute + (d"0
& 9 "&)00 2(5 "* x +ttribute + (d"0
& "0 "&700 225 "* x +ttribute + (d"0
FINAL FANTASY THE ROLEPLAYING GAME 2$7
Table 10-11: d12 Weapons
TIER SLOTS FILLED BASE COST BASE AVAILABILITY DAMAGE
" 0 "(0 9)5 2 x +ttribute + d"2
" " )*0 9"5 2 x +ttribute + d"2
" 2 #00 &95 2 x +ttribute + d"2
2 0 900 &75 ( x +ttribute + d"2
2 " "2#0 &*5 ( x +ttribute + d"2
2 2 "#20 &)5 ( x +ttribute + d"2
) 0 20*0 &"5 # x +ttribute + 2d"2
) " 2(*0 795 # x +ttribute + 2d"2
) 2 29*0 775 # x +ttribute + 2d"2
) ) )*00 7*5 # x +ttribute + 2d"2
( 0 (000 725 9 x +ttribute + 2d"2
( " (#00 705 9 x +ttribute + 2d"2
( 2 *000 #&5 9 x +ttribute + 2d"2
( ) *#00 ##5 9 x +ttribute + 2d"2
* 0 #200 #)5 "" x +ttribute + )d"2
* " #&00 #"5 "" x +ttribute + )d"2
* 2 7#00 *95 "" x +ttribute + )d"2
* ) &200 *75 "" x +ttribute + )d"2
* ( &&00 **5 "" x +ttribute + )d"2
# 0 9*00 *)5 ") x +ttribute + )d"2
# " "0"00 *25 ") x +ttribute + )d"2
# 2 "0&00 *"5 ") x +ttribute + )d"2
# ) ""*00 (95 ") x +ttribute + )d"2
# ( "2200 (75 ") x +ttribute + )d"2
7 0 "2&00 (*5 "* x +ttribute + (d"2
7 " ")#00 ((5 "* x +ttribute + (d"2
7 2 "(200 ()5 "* x +ttribute + (d"2
7 ) "(900 ("5 "* x +ttribute + (d"2
7 ( "*#00 )95 "* x +ttribute + (d"2
7 * "#200 )75 "* x +ttribute + (d"2
& 0 "#&00 )(5 "7 x +ttribute + (d"2
& " "7*00 ))5 "7 x +ttribute + (d"2
& 2 "&"00 )25 "7 x +ttribute + (d"2
& ) "&700 )"5 "7 x +ttribute + (d"2
& ( "9)00 )05 "7 x +ttribute + (d"2
& * "9900 295 "7 x +ttribute + (d"2
& # 20(00 2&5 "7 x +ttribute + (d"2
& 7 2"000 275 "7 x +ttribute + (d"2
& & 2"*00 2*5 "7 x +ttribute + (d"2
& 9 22000 2)5 "7 x +ttribute + (d"2
& "0 22*00 2"5 "7 x +ttribute + (d"2
FINAL FANTASY THE ROLEPLAYING GAME 2$8
Creating Armor
0reating a "iece of 4rmor follows the same ste"s as creating !ea"ons, using the Slots system to determine the "rice and 4%ailability Rating of the
final item. &he number of Slots consumed by +5ui"ment 4bilities remain the same as those gi%en for !ea"ons earlier. &he one #ey difference is the
brea#down in categories rather than determine "ricing and 4%ailability by the damage die, the actual ty"e of 4rmor is used. &his somewhat limits
the system-s ability to create entirely new #inds of 4rmor, though the e$isting categories are %ague enough to allow most "ossibilities.
Table 10-12: Arm%ear
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
" 0 #0 9*5 " 2 +0 +0
" " "(* 9)5 " 2 +0 +0
" 2 2*0 9"5 " 2 +0 +0
2 0 )70 &95 ) ( +0 +0
2 " *20 &75 ) ( +0 +0
2 2 #70 &*5 ) ( +0 +0
) 0 &*0 &)5 * # +0 +0
) " "0*0 &"5 * # +0 +0
) 2 "2*0 795 * # +0 +0
) ) "(*0 775 * # +0 +0
( 0 "700 7(5 & & +0 +*
( " "900 725 & & +0 +*
( 2 2"00 705 & & +0 +*
( ) 2(00 #&5 & & +0 +*
* 0 2#00 #*5 "" "0 +0 +*
* " 2900 #)5 "" "0 +0 +*
* 2 )200 #"5 "" "0 +0 +*
* ) )(00 *95 "" "0 +0 +*
* ( )700 *75 "" "0 +0 +*
# 0 (000 **5 ") ") +0 +*
# " ()00 *(5 ") ") +0 +*
# 2 (*00 *)5 ") ") +0 +*
# ) (&00 *"5 ") ") +0 +*
# ( *"00 (95 ") ") +0 +*
7 0 *(00 (75 "# "# +* +*
7 " *700 (#5 "# "# +* +*
7 2 #000 (*5 "# "# +* +*
7 ) #200 ()5 "# "# +* +*
7 ( #*00 ("5 "# "# +* +*
7 * #&00 )95 "# "# +* +*
& 0 7000 )#5 "9 "9 +* +"0
& " 7)00 )*5 "9 "9 +* +"0
& 2 7#00 )(5 "9 "9 +* +"0
& ) 7&00 ))5 "9 "9 +* +"0
& ( &"00 )25 "9 "9 +* +"0
& * &)00 )"5 "9 "9 +* +"0
& # &*00 )05 "9 "9 +* +"0
& 7 &&00 295 "9 "9 +* +"0
& & 9000 275 "9 "9 +* +"0
& 9 9200 2*5 "9 "9 +* +"0
& "0 9(00 2)5 "9 "9 +* +"0
FINAL FANTASY THE ROLEPLAYING GAME 2$9
Table 10-1&: Ga"ntlets
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
" 0 #* 9#5 2 " +0 +0
" " "#0 9(5 2 " +0 +0
" 2 27* 925 2 " +0 +0
2 0 (20 905 * 2 +0 +0
2 " *&0 &&5 * 2 +0 +0
2 2 7*0 &#5 * 2 +0 +0
) 0 9*0 &(5 & ( +0 +0
) " ""*0 &25 & ( +0 +0
) 2 ")00 &05 & ( +0 +0
) ) "#00 7&5 & ( +0 +0
( 0 "&00 7*5 "" # +* 0
( " 2"00 7)5 "" # +* 0
( 2 2)00 7"5 "" # +* 0
( ) 2#00 #95 "" # +* 0
* 0 2900 ##5 "( & +* 0
* " )200 #(5 "( & +* 0
* 2 )*00 #25 "( & +* 0
* ) )&00 #05 "( & +* 0
* ( ("00 *&5 "( & +* 0
# 0 ()00 *#5 "7 "0 +* 0
# " (700 **5 "7 "0 +* 0
# 2 *000 *(5 "7 "0 +* 0
# ) *)00 *25 "7 "0 +* 0
# ( *#00 *05 "7 "0 +* 0
7 0 *900 (&5 20 "2 +* +*
7 " #200 (75 20 "2 +* +*
7 2 ##00 (#5 20 "2 +* +*
7 ) #900 ((5 20 "2 +* +*
7 ( 7200 (25 20 "2 +* +*
7 * 7*00 (05 20 "2 +* +*
& 0 7&00 )75 2) "* +"0 +*
& " &"00 )#5 2) "* +"0 +*
& 2 &(00 )*5 2) "* +"0 +*
& ) &#00 )(5 2) "* +"0 +*
& ( &900 ))5 2) "* +"0 +*
& * 9200 )25 2) "* +"0 +*
& # 9(00 )"5 2) "* +"0 +*
& 7 9700 )05 2) "* +"0 +*
& & 9900 2&5 2) "* +"0 +*
& 9 "0"00 2#5 2) "* +"0 +*
& "0 "0)00 2(5 2) "* +"0 +*
FINAL FANTASY THE ROLEPLAYING GAME 27!
Table 10-1+: 5ats
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
" 0 &0 9#5 " ) +0 +0
" " 200 9(5 " ) +0 +0
" 2 )*0 925 " ) +0 +0
2 0 *)0 905 ( # +0 +0
2 " 7(0 &&5 ( # +0 +0
2 2 9*0 &#5 ( # +0 +0
) 0 "200 &(5 7 9 +0 +0
) " "(00 &25 7 9 +0 +0
) 2 "700 &05 7 9 +0 +0
) ) 2000 7&5 7 9 +0 +0
( 0 2)00 7*5 "0 ") +0 +0
( " 2700 7)5 "0 ") +0 +0
( 2 2900 7"5 "0 ") +0 +0
( ) ))00 #95 "0 ") +0 +0
* 0 )#00 ##5 ") "7 +0 +0
* " (000 #(5 ") "7 +0 +0
* 2 ((00 #25 ") "7 +0 +0
* ) (&00 #05 ") "7 +0 +0
* ( *"00 *&5 ") "7 +0 +0
# 0 **00 *#5 "# 2" +0 +0
# " *900 **5 "# 2" +0 +0
# 2 #)00 *(5 "# 2" +0 +0
# ) #700 *25 "# 2" +0 +0
# ( 7"00 *05 "# 2" +0 +0
7 0 7*00 (&5 "9 2* +0 +*
7 " 7900 (75 "9 2* +0 +*
7 2 &)00 (#5 "9 2* +0 +*
7 ) &700 ((5 "9 2* +0 +*
7 ( 9"00 (25 "9 2* +0 +*
7 * 9*00 (05 "9 2* +0 +*
& 0 9&00 )75 22 29 +0 +*
& " "0200 )#5 22 29 +0 +*
& 2 "0#00 )*5 22 29 +0 +*
& ) "0900 )(5 22 29 +0 +*
& ( "")00 ))5 22 29 +0 +*
& * ""#00 )25 22 29 +0 +*
& # ""900 )"5 2) "* +"0 +*
& 7 "2)00 )05 2) "* +"0 +*
& & "2*00 2&5 2) "* +"0 +*
& 9 "2&00 2#5 2) "* +"0 +*
& "0 ")"00 2(5 2) "* +"0 +*
FINAL FANTASY THE ROLEPLAYING GAME 27"
Table 10-1.: 5elmets
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
" 0 70 9*5 ) " +0 +0
" " "70 9)5 ) " +0 +0
" 2 )00 9"5 ) " +0 +0
2 0 (*0 &95 * ( +0 +0
2 " #)0 &75 * ( +0 +0
2 2 &"0 &*5 * ( +0 +0
) 0 "000 &)5 9 7 +0 +0
) " "2*0 &"5 9 7 +0 +0
) 2 "*00 795 9 7 +0 +0
) ) "7*0 775 9 7 +0 +0
( 0 2000 7(5 ") "0 +0 +0
( " 2)00 725 ") "0 +0 +0
( 2 2*00 705 ") "0 +0 +0
( ) 2&00 #&5 ") "0 +0 +0
* 0 )"00 #*5 "7 ") +0 +0
* " )(00 #)5 "7 ") +0 +0
* 2 )&00 #"5 "7 ") +0 +0
* ) ("00 *95 "7 ") +0 +0
* ( (*00 *75 "7 ") +0 +0
# 0 (&00 **5 2" "# +0 +0
# " *"00 *(5 2" "# +0 +0
# 2 *(00 *)5 2" "# +0 +0
# ) *&00 *"5 2" "# +0 +0
# ( #"00 (95 2" "# +0 +0
7 0 #*00 (75 2* "9 +* +0
7 " #&00 (#5 2* "9 +* +0
7 2 7200 (*5 2* "9 +* +0
7 ) 7*00 ()5 2* "9 +* +0
7 ( 7&00 ("5 2* "9 +* +0
7 * &"00 )95 2* "9 +* +0
& 0 &(00 )#5 29 22 +* +0
& " &&00 )*5 29 22 +* +0
& 2 9"00 )(5 29 22 +* +0
& ) 9(00 ))5 29 22 +* +0
& ( 9700 )25 29 22 +* +0
& * "0000 )"5 29 22 +* +0
& # "0200 )05 29 22 +* +0
& 7 "0*00 295 29 22 +* +0
& & "0700 275 29 22 +* +0
& 9 ""000 2*5 29 22 +* +0
& "0 "")00 2)5 29 22 +* +0
FINAL FANTASY THE ROLEPLAYING GAME 272
Table 10-1/: -ail
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
" 0 ""0 9)5 * ) +0 +0
" " 2#0 9"5 * ) +0 +0
" 2 (*0 &95 * ) +0 +0
2 0 #&0 &75 "" 7 +0 +0
2 " 9*0 &*5 "" 7 +0 +0
2 2 "220 &)5 "" 7 +0 +0
) 0 "*00 &"5 "# "" +0 +0
) " "&00 795 "# "" +0 +0
) 2 2200 775 "# "" +0 +0
) ) 2#00 7*5 "# "" +0 +0
( 0 )000 725 2" "* +0 +0
( " )*00 705 2" "* +0 +0
( 2 )&00 #&5 2" "* +0 +0
( ) ()00 ##5 2" "* +0 +0
* 0 (700 #)5 2# "9 +0 +0
* " *200 #"5 2# "9 +0 +0
* 2 *700 *95 2# "9 +0 +0
* ) #200 *75 2# "9 +0 +0
* ( ##00 **5 2# "9 +0 +0
# 0 7"00 *)5 )2 2) +* +0
# " 7#00 *25 )2 2) +* +0
# 2 &"00 *"5 )2 2) +* +0
# ) &#00 (95 )2 2) +* +0
# ( 9200 (75 )2 2) +* +0
7 0 9#00 (*5 )& 27 +* +0
7 " "0200 ((5 )& 27 +* +0
7 2 "0700 ()5 )& 27 +* +0
7 ) ""200 ("5 )& 27 +* +0
7 ( ""700 )95 )& 27 +* +0
7 * "2200 )75 )& 27 +* +0
& 0 "2#00 )(5 (( )" +* +*
& " ")200 ))5 (( )" +* +*
& 2 ")#00 )25 (( )" +* +*
& ) "("00 )"5 (( )" +* +*
& ( "(*00 )05 (( )" +* +*
& * "*000 295 (( )" +* +*
& # "*)00 2&5 (( )" +* +*
& 7 "*&00 275 (( )" +* +*
& & "#"00 2*5 (( )" +* +*
& 9 "#*00 2)5 (( )" +* +*
& "0 "#900 2"5 (( )" +* +*
FINAL FANTASY THE ROLEPLAYING GAME 273
Table 10-12: $obes
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
" 0 9* 9)5 ) * +0 +0
" " 2)0 9"5 ) * +0 +0
" 2 (00 &95 ) * +0 +0
2 0 #00 &75 7 "" +0 +0
2 " &(0 &*5 7 "" +0 +0
2 2 "0&0 &)5 7 "" +0 +0
) 0 "(00 &"5 "" "# +0 +0
) " "#*0 795 "" "# +0 +0
) 2 "9*0 775 "" "# +0 +0
) ) 2)00 7*5 "" "# +0 +0
( 0 2#00 725 "* 2" +0 +0
( " )000 705 "* 2" +0 +0
( 2 )(00 #&5 "* 2" +0 +0
( ) )&00 ##5 "* 2" +0 +0
* 0 (200 #)5 "9 2# +0 +0
* " (#00 #"5 "9 2# +0 +0
* 2 *000 *95 "9 2# +0 +0
* ) *(00 *75 "9 2# +0 +0
* ( *900 **5 "9 2# +0 +0
# 0 #)00 *)5 2) )2 +0 +*
# " #&00 *25 2) )2 +0 +*
# 2 7200 *"5 2) )2 +0 +*
# ) 7700 (95 2) )2 +0 +*
# ( &"00 (75 2) )2 +0 +*
7 0 &#00 (*5 27 )& +0 +*
7 " 9000 ((5 27 )& +0 +*
7 2 9*00 ()5 27 )& +0 +*
7 ) 9900 ("5 27 )& +0 +*
7 ( "0(00 )95 27 )& +0 +*
7 * "0&00 )75 27 )& +0 +*
& 0 ""200 )(5 )" )& +0 +*
& " ""700 ))5 )" (( +* +*
& 2 "2"00 )25 )" (( +* +*
& ) "2*00 )"5 )" (( +* +*
& ( "2900 )05 )" (( +* +*
& * "))00 295 )" (( +* +*
& # ")#00 2&5 )" (( +* +*
& 7 "(000 275 )" (( +* +*
& & "()00 2*5 )" (( +* +*
& 9 "(700 2)5 )" (( +* +*
& "0 "*"00 2"5 )" (( +* +*
FINAL FANTASY THE ROLEPLAYING GAME 27
Table 10-13: Shields
TIER SLOTS FILLED BASE COST BASE AVAILABILITY EVA M. EVA
" 0 &0 9(5 +( +"
" " "9* 925 +( +"
" 2 ))0 905 +( +"
2 0 *00 &&5 +9 +)
2 " 700 &#5 +9 +)
2 2 900 &(5 +9 +)
) 0 ""*0 &25 +"( +*
) " "(00 &05 +"( +*
) 2 "#*0 7&5 +"( +*
) ) 2000 7#5 +"( +*
( 0 2200 7)5 +"9 +7
( " 2*00 7"5 +"9 +7
( 2 2&00 #95 +"9 +7
( ) )"00 #75 +"9 +7
* 0 )*00 #(5 +2( +9
* " )&00 #25 +2( +9
* 2 (200 #05 +2( +9
* ) (*00 *&5 +2( +9
* ( (900 *#5 +2( +9
# 0 *)00 *(5 +29 +""
# " *#00 *)5 +29 +""
# 2 #000 *25 +29 +""
# ) #(00 *05 +29 +""
# ( #700 (&5 +29 +""
7 0 7"00 (#5 +)( +"(
7 " 7*00 (*5 +)( +"(
7 2 7900 ((5 +)( +"(
7 ) &200 (25 +)( +"(
7 ( &#00 (05 +)( +"(
7 * &900 )&5 +)( +"(
& 0 9)00 )*5 +)9 +"#
& " 9700 )(5 +)9 +"#
& 2 "0000 ))5 +)9 +"#
& ) "0)00 )25 +)9 +"#
& ( "0700 )"5 +)9 +"#
& * ""000 )05 +)9 +"#
& # ""200 295 +)9 +"#
& 7 ""#00 2&5 +)9 +"#
& & ""900 2#5 +)9 +"#
& 9 "2"00 2(5 +)9 +"#
& "0 "2)00 225 +)9 +"#
FINAL FANTASY THE ROLEPLAYING GAME 27#
Table 10-14: S"its
TIER SLOTS FILLED BASE COST BASE AVAILABILITY ARM M. ARM EVA M. EVA
" 0 "00 9(5 ( ( +0 +0
" " 2(0 925 ( ( +0 +0
" 2 (2* 905 ( ( +0 +0
2 0 #(0 &&5 & & +0 +0
2 " 900 &#5 & & +0 +0
2 2 ""*0 &(5 & & +0 +0
) 0 "(*0 &25 ") ") +0 +0
) " "7*0 &05 ") ") +0 +0
) 2 2"00 7&5 ") ") +0 +0
) ) 2(*0 7#5 ") ") +0 +0
( 0 2&00 7)5 "& "& +0 +0
( " ))00 7"5 "& "& +0 +0
( 2 )#00 #95 "& "& +0 +0
( ) (000 #75 "& "& +0 +0
* 0 (*00 #(5 2) 2) +0 +0
* " (900 #25 2) 2) +0 +0
* 2 *(00 #05 2) 2) +0 +0
* ) *&00 *&5 2) 2) +0 +0
* ( #)00 *#5 2) 2) +0 +0
# 0 #700 *(5 2& 2& +0 +0
# " 7200 *)5 2& 2& +0 +0
# 2 7700 *25 2& 2& +0 +0
# ) &200 *05 2& 2& +0 +0
# ( &700 (&5 2& 2& +0 +0
7 0 9000 (#5 )) )) +) +)
7 " 9#00 (*5 )) )) +) +)
7 2 "0"00 ((5 )) )) +) +)
7 ) "0#00 (25 )) )) +) +)
7 ( ""000 (05 )) )) +) +)
7 * ""*00 )&5 )) )) +) +)
& 0 ""900 )*5 )& )& +* +*
& " "2(00 )(5 )& )& +* +*
& 2 "2900 ))5 )& )& +* +*
& ) "))00 )25 )& )& +* +*
& ( ")700 )"5 )& )& +* +*
& * "("00 )05 )& )& +* +*
& # "(*00 295 )& )& +* +*
& 7 "(900 2&5 )& )& +* +*
& & "*)00 2#5 )& )& +* +*
& 9 "*#00 2(5 )& )& +* +*
& "0 "*900 225 )& )& +* +*
FINAL FANTASY THE ROLEPLAYING GAME 27$
CHA'T#R GL$SSAR/
re%ious cha"ter glossaries reca""ed the most im"ortant conce"ts
introduced in that cha"ter for 5uic# reference. 4s a change of "ace,
this glossary also includes a number of common gaming terms that
you may encounter in your sessions. Some of these terms originated
with "en*and*"a"er role"layers, while others are a "roduct of online
gaming culture and ha%e filtered bac# into the role"layer %ocabulary
o%er time.
.uff. 4ny effect that im"ro%es a character-s abilities or "ower, as
with Status 0onditions li#e ower 3".
.uild. 4 "remeditated design or tem"late for a character, usually
de%elo"ed around a s"ecific set of 4d%antages, 4ttributes, and
!ea"on.
2ebuff. 4ny effect that reduces a character-s abilities or "ower.
&he !ea#en Status 0onditions are one e$am"le of this.
2ot. 2eri%ed from the acronym 2'& 82amage '%er &ime-. +ffects
such as oison and Sa" fall into this category.
Fudging. Ignoring the result of a roll and deciding what the
outcome should be, e%en if it is different from what the roll would
ha%e normally "roduced. Generally done by the GM if the roll would
cause serious "roblems for the game at hand, though some will use
it to 'cheat' the "layers.
Grognard. 6ic#name for older, more conser%ati%e gamers who
tend to be dee"ly in%ol%ed in their hobby.
7ouse Rules. &wea#s and changes made to a basic RG ruleset.
:ey Item. Item significant to the "lot or ad%enture.
Min*Ma$ing. &he "ractice of )uggling character 4ttributes, S#ills
and e5ui"ment for ma$imum effecti%eness in combat.
Monty 7aul. 2erisi%e nic#name for ad%entures that e$ist allow
characters to ac5uire increasingly ludicrous le%els of money and
o%er"owered e5ui"ment for relati%ely little effort.
Munch#in. 6ic#name for "layers "reoccu"ied with finding e%er
more elaborate means of boosting their characters- "ower to
obscene le%els. Munch#ins may often ta#e ad%antage of loo"holes in
the rules to do this, for this reason, the most effecti%e munch#ins will
also be relentless Rules (awyers.
6u#e. &o deal a large amount of damage in a single attac#.
'6u#ers' usually tend to be Mage Cobs.
Rules (awyer. 6ic#name for "layers with an encyclo"edic
#nowledge of the rules and habit of arguing their minutiae at e%ery
"ossible turn.
S"am. Re"etiti%e use of a single attac# o%er and o%er.
&an#. Cob or character whose "rimary role in a battle is to fight on
the frontline and absorb the bul# of the damage dealt. &his role is
usually filled by !arrior Cobs.
&:. 4cronym for 8&otal arty :ill- a disastrous e%ent in which
e%ery 0 dies.
!ainscotting. '%er*describing tri%ial en%ironmental details li#e
wall"a"er.
FINAL FANTASY THE ROLEPLAYING GAME 277
AI
_________
SKILL SUPPLEMENT
K\X4eb !2B
I don't give a rat's ass whether it's
science or magical power. No, I
guess if I had to choose, I'd rather
put my money on the power of
science.
Cid Highwind
FIN! FN"#$ %II
This Appendix acts as an extension to Chapter 5, explaining the uses
and utilities of various Technical Skills. However, the bulk of the
material presented here discusses how characters can make things
devices, weapons, potions, furniture, clothing, and ever!thing in
between.
THE BASICS OF TECHNICAL SKILLS
Though each kind of crafting has its own peculiarities, all crafted
items follow the same fundamental set of rules. These rules are
Time
"an! kinds of crafting re#uire a certain time investment $
characters aren%t going to be forging swords and armor in a fifteen&
minute break. To reflect this, ma'or pro'ects re#uire pla!ers to spend
a certain number of (orkshop Hours into completing them. A
(orkshop Hour represents one hour of uninterrupted work in a
space that has all the materials and e#uipment needed for the
crafter to do his work. )or an artist, this would be an atelier, while an
alchemist would need a cauldron and associated glasswares and
metalworkers a forge or full!&e#uipped smith!.
A whole da! devoted to nothing but crafting will net a character
between * to +, (orkshop Hours, depending on how long the space
takes to set up and clean up before and after work. -f the character
cannot get access to the space and e#uipment the! need, the! will
receive no (orkshop Hours, even if the! have the free time to craft.
-n general, this means that characters can onl! craft in villages or
towns, though the! ma! encounter abandoned workshops on their
travels that can be converted to fit their needs.
(orkshop Hours in a space can be divided between several
pro'ects if the pla!er chooses. A metalworker ma!, for instance, put
5 of the . (orkshop Hours the! have in a given da! towards forging
a Sword and the remaining / into making a Helmet. However, this is
onl! possible if all pro'ects fall under the same Skill Speciali0ation $
otherwise, the available (Hs are reduced according to the amount
of time it takes to clean up one space and move on to the next.
1epending on the circumstances, a character who wanted to put
some of his time into making a 2obe or Hat in addition to the Sword
might see the number of available (Hs might drop from . to 5, with
/ (Hs lost to cleanup, preparation, and transit time.
3ote that characters are not re#uired to put in all of the (orkshop
Hours re#uired to finish a pro'ect in 'ust one sitting. -t is perfectl!
feasible to split those Hours over however man! sessions the
character needs to wrap up their work. However, each time the!
begin a new session, the! must prepare the space anew, eating into
their available Hours accordingl!.
GROUPWORK AND TECHNICAL SKILLS
4la!ers can also reduce the amount of time needed to finish a
pro'ect b! giving some of the work to apprentices or assistants. -f
the! have the relevant Crafting5 Skill, assistants can contribute
(orkshop Hours towards the pro'ect%s re#uirements as normal.
However, doing so re#uires them to make a successful Task Check
beforehand. -n this case, the Conditional "odifier depends on how
much of the actual workload the assistants are shouldering
Conditional MODIFIERS
Assistants contributing less than +,6 of total (H 78,
Assistants contributing up to /56 of total (H 79,
Assistants contributing up to 5,6 of total (H ,
Assistants contributing up to .56 of total (H &9,
-f the Task Check succeeds, all of the assistants% (orkshop Hours
count toward the pro'ect%s total re#uirement. -f the Check fails, onl!
5,6 of those (orkshop Hours count towards the total. A :otch
means that none of the assistants% (orkshop Hours count towards
the total. Critical Successes have no additional effect. 3ote that
regardless of the outcome, assistants cannot contribute more than
.56 of the total (orkshop Hours needed to complete a pro'ect.
Materials
The ma'orit! of crafting pro'ects also re#uire raw materials to carr!
out. Craft 4oints track how man! resources the pro'ect consumes $
the larger the number, the more resource&intensive the pro'ect. -f
characters do not have enough :asic, Special, or Alchemical
"aterials in their -nventories to cover the pro'ect%s needs, the! need
to obtain them before the! can start working. These raw materials,
called ;Craft 4oints<, are described in Chapter 8.
FINAL FANTASY THE ROLEPLAYING GAME 278
DISSOLVING MATERIALS
An alternative to bu!ing, #uesting, or scavenging materials is to
obtain them from breaking down existing items. 1issolving allows a
character to reduce (eapons and Armor in their -nventor! to their
components, making it possible to create another piece of
e#uipment with the raw materials reclaimed. However, this can onl!
be attempted once $ once the pla!er has opted to 1issolve a piece
of e#uipment, it will automaticall! be removed from his or her
-nventor!.
1issolving re#uires a number of (orkshop Hours e#ual to +,6 of
the total Craft 4oints in the piece, as well as a successful Task Check
against the relevant Crafting5 Skill with the modifier given below.
Conditional MODIFIERS
1issolving Tier + item 79,
1issolving Tier / item 7=,
1issolving Tier = item 7/,
1issolving Tier 9 item 7+,
1issolving Tier 5 item ,
1issolving Tier 8 item &+,
1issolving Tier . item &/,
1issolving Tier * item &=,
:! default, successfull! dissolving a piece of e#uipment allows the
pla!er to add .56 of the Craft 4oints spent on the basic piece of
e#uipment and 5,6 of the Craft 4oints spent on its Abilities to his
-nventor!. -f the Task Check fails, onl! /56 of the Craft 4oints spent
on the basic piece of e#uipment are recovered> an! Craft 4oints
used to add Abilities are lost. A :otch destro!s all Craft 4oints
contained in the item. Critical Successes have no additional effect.
Skill Test
Almost ever! ma'or form of crafting re#uires a successful Task Check
to complete. (hile certain t!pes of crafting bring their own
Conditional "odifiers to the table, there are certain conditions which
will affect all crafting attempts e#uall!. Suggested modifiers for these
are
CONDITIONAL MODIFIERS
-nade#uate tools &/,
-nade#uate workspace &+,
Attempting to finish in /56 of given time &8,
Attempting to finish in 5,6 of re#uired time &9,
Attempting to finish in +5,6 of given time 7+,
Attempting to finish in /,,6 of given time 7/,
-f the Task Check is passed, the item is crafted without a problem. -f
it fails, something has gone wrong. At this stage, the pla!er must
decide whether to abandon the pro'ect or attempt to salvage it.
Salvaging a pro'ect is treated as a crafting pro'ect in its own right,
with the same modifiers and time re#uirements as the failed pro'ect
but onl! 5,6 of the Craft 4oints originall! re#uired. The character
ma! continue retr!ing if the second attempt fails, but must expend
time and materials for each subse#uent attempt. A :otch destro!s
the pro'ect completel!> if the character wishes to tr! again, the! will
have to start from the beginning.
INVENT
-nventions are #uirk! devices custom&built to fulfill a ver! particular
function. ?ven if two ?ngineers create -nventions for the ver! same
purpose, chances are that the resulting devices are radicall!
different in form and execution. -n the ))24@, -nventions are
effectivel! an Abilit! Set that ?ngineers can design on the fl!,
creating new powers as situations demand.
:ecause -nventions are uni#uel! attuned to their creators, the!
ma! onl! be used b! the ?ngineer who originall! created them.
However, an ?ngineer does have the option of breaking down
another ?ngineerAs -nvention into its component 4arts and reusing
these in an -nvention of his own devising.
Time
Though experienced ?ngineers usuall! maintain a workshop, man!
-nventions are built and refined on the fl!. As long as an ?ngineer
has access to his tools and materials relativel! uninterrupted, he can
create -nventions without the need to invest (orkshop Hours>
instead, the new -nvention will be read! for use at the beginning of
the following Scene.
Materials
-nstead of using :asic and Special "aterials, -nventions are created
b! putting together a series of 4arts, each with its own distinctive
effect. A basic -nvention has a set of ?ffect 4arts $ divided into
1amage 4arts and Status 4arts, depending on what the -nvention
does $ a Targeting 4art that determines what the -nvention affects,
and a Trigger 4art that determines the effectAs chance of success.
"ore complex -nventions ma! also add Special 4arts that ad'ust or
enhance the basic effects of an -nvention in a significant manner.
The 4arts given in this Appendix are left vague in terms of form,
but have clearl!&defined functions. This is intentional, and allows
pla!ers and @"s a free hand in deciding 'ust what 4arts and
-nventions look like in their games. The conventional view of 4arts as
gears and mechanical bits assembled b! a scientific genius works
#uite well, but an oddball %?ngineer% character might use a somewhat
more unusual t!pe of 4art, such as small bioengineered lifeforms.
However, most -nventions can onl! mount a limited number of
4arts, based on the overall sophistication of the device. -n ))24@
terms, this is expressed b! letting the ?ngineerAs pla!er pick an
-nvention Bevel for the device at the time of creation, ranging from +
to +,. An -nvention accommodates +, 7 C5 x -nvention BevelD %slots%
worth of 4arts> how man! slots a 4art takes up depends on its
overall power and sophistication. ?ver! -nvention must have one
Targeting and Trigger 4art> an! Slots left over after these two have
been installed can be used on other 4arts of the ?ngineerAs
FINAL FANTASY THE ROLEPLAYING GAME 279
choosing.
Almost all 4arts listed below have a price and Availabilit! 2ating,
and must be bought or ac#uired through adventuring before the!
can be incorporated into an -nvention.
Targeting Parts
?ver! -nvention has one Targeting 4art $ no more, no less.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
Self 1 0 --- 100% Invention becomes Target: Self
Single 1 1 10 95% Invention becomes Target: Single
Random 1 1 10 95% Invention targets random opponent;
random ally for ositive Stat!s effects
"ro!p 1 # 100 95% Invention becomes Target: "ro!p
$nfoc!sed % & '00 (0% Invention becomes Target: )ll
Trigger Parts
Bike Target 4arts, each -nvention onl! ever mounts a single Trigger 4art.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
Tool )** 1 % 50 95% Invention *oS is Expertise, Evasion
*an only be !sed +it, -egative Stat!s arts
)** 1 & 100 95% Invention *oS is Accuracy, Evasion
*an only be !sed +it, .amage arts
To!c, 1 1 '5 95% Invention *oS is flat 3!
*an only be !sed +it, -egative Stat!s arts
Stri/e # 0 1'50 50% Invention *oS is flat "!
*an only be !sed +it, -egative Stat!s arts
Slam 9 1% --- )rtifact Invention *oS is flat #!
*an only be !sed +it, -egative Stat!s arts
)!to-1it 1 & 50 95% 2ill al+ays s!cceed
*an only be !sed +it, ositive Stat!s arts
Damage Parts
)or -nventions capable of dealing damage, 1amage 4arts determine how both what kind of damage the! inflict, and how much of it. A 1amage effect
is created b! combining one or more 1amage Scale 4arts together with an Attribute :ase 4art and, if desired, Added ?ffect 4arts. The resulting
-nvention deals damage like an attack, but cannot land Critical Hits unless specificall! enabled to do so b! the ?ngineer.
DAMAGE SCALE PARTS
1amage Scale 4arts determine an -nventionAs 1amage Scale. 1amage Scale parts ma! be taken multiple times to enhance an -nvention%s overall
effectiveness.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
.amage 1 % 100 95% 31 .S
.amage3 ' & %00 (5% 3' .S
.amage33 5 5 050 #0% 3% .S
4a5 .amage 9 # --- )rtifact 35 .S
FINAL FANTASY THE ROLEPLAYING GAME 280
ATTRIBUTE BASE PART
Attribute :ase 4arts determine what Attribute is used to do damage, and in turn help determine the actual form of the -nvention.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
6ase: )"I 1 1 50 95% Invention damage is $%S x A&I' and resisted by AR(
6ase: 4)" 1 1 100 95% Invention damage is $%S x (A&' and resisted by (AR(
6ase: STR 1 0 10 95% Invention damage is $%S x STR' and resisted by AR(
ADDED EFFECT PARTS
Added ?ffect 4arts are effectivel! ?#uipment Abilities for -nventions, giving them additional capabilities.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
Ranged 1 1 50 95% Invention7s attac/ is Ranged
*ritical Stri/e 5 1 1000 #5% Invention can land *ritical 1its
*ritical3 0 ' %000 &0% )s per 89!ipment )bility of t,e same name
*ritical33 9 % --- )rtifact )s per 89!ipment )bility of t,e same name
8lemental )ffinity 1 1 50 95% Invention deals 8lemental damage
4!st be combined +it, 8lement art
1 .rain 0 1% %000 &5% )s per 89!ipment )bility of t,e same name
1 Sip,on % 5 1000 (0% )ttac/s restore 1it oints by )*! of damage dealt
4 .amage ' 5 500 (5% )s per 89!ipment )bility of t,e same name
iercing 5 % '000 #0% )s per 89!ipment )bility of t,e same name
4elting 9 5 --- )rtifact )ttac/s +it, Invention ignore all )R4 or 4: )R4
o+er Stri/e 10 10 --- $ni9!e .amage increased by +*!:
FINAL FANTASY THE ROLEPLAYING GAME 281
Status Parts
Status 4arts add both positive and negative Status Conditions to targets. Almost all Status 4arts must be combined with 1uration 4arts to function,
though some Conditions have fixed durations> if so, this will be noted in the 4artAs description. All Status 4arts CoS is determined b! the Trigger 4art
the! are attached to.
POSITIVE STATUS PARTS
4ositive Status 4arts bestow various beneficial Status Conditions, and must be paired with an Auto&Hit Trigger 4art to function.
TYPE TIER SLOTS COST AVAILABILITY ,OTES
)!ra 9 '0 --- )rtifact 4!st be combined +it, .!ration art
;loat 1 # 50 95% 4!st be combined +it, .!ration art
1aste 10 %0 --- $ni9!e 4!st be combined +it, .!ration art
rotect % 1% 1000 (0% 4!st be combined +it, .!ration art
Reflect ( 19 5000 %5% 4!st be combined +it, .!ration art
S,ell % 1% 1000 (0% 4!st be combined +it, .!ration art
<anis, 9 '5 --- )rtifact 4!st be combined +it, .!ration art
2all 10 '9 --- $ni9!e 4!st be combined +it, .!ration art
8lement Resist ' 11 500 90% 4!st be combined +it, .!ration art
4!st be combined +it, 8lement art
8lement Imm!ne 5 '1 '000 #0% 4!st be combined +it, .!ration art
4!st be combined +it, 8lement art
8lement )bsorb 9 %1 --- )rtifact 4!st be combined +it, .!ration art
4!st be combined +it, 8lement art
8lement 8n,ancer 0 19 %000 &5% 4!st be combined +it, .!ration art
4!st be combined +it, 8lement art
Stat!s Imm!ne: ;atal 9 '# --- )rtifact 4!st be combined +it, .!ration art
Stat!s Imm!ne: 4ystify 9 '' --- )rtifact 4!st be combined +it, .!ration art
Stat!s Imm!ne: Seal 9 '& --- )rtifact 4!st be combined +it, .!ration art
Stat!s Imm!ne: Time 9 '& --- )rtifact 4!st be combined +it, .!ration art
Stat!s Imm!ne: To5in 9 '1 --- )rtifact 4!st be combined +it, .!ration art
Stat!s Imm!ne: Transform 9 '% --- )rtifact 4!st be combined +it, .!ration art
Stat!s Imm!ne: 2ea/ 9 '5 --- )rtifact 4!st be combined +it, .!ration art
)gility $p 1 # 50 95% 4!st be combined +it, .!ration art
)rmor $p ' 1% 050 (5% 4!st be combined +it, .!ration art
4agic $p 5 19 %000 #0% 4!st be combined +it, .!ration art
4ental $p ' 1% 050 (5% 4!st be combined +it, .!ration art
o+er $p 5 19 %000 #0% 4!st be combined +it, .!ration art
Spirit $p 1 # 50 95% 4!st be combined +it, .!ration art
FINAL FANTASY THE ROLEPLAYING GAME 282
NEGATIVE STATUS PARTS
3egative Status 4arts inflict negative Status Conditions on a target, and must be paired with a Touch, Strike, Enock, or Tool ACC Trigger 4art to
function.
TYPE TIER SLOTS COST AVAILABILITY ,OTES
=ombie 5 '1 1'50 #0% .!ration $-'
*ondemned 0 '% %000 &5% .!ration $.'
.eat, 10 %# --- $ni9!e ----
8>ect # '0 1050 50% ----
;ro?en 9 '0 --- )rtifact 4!st be combined +it, .!ration art
1eat 9 '0 --- )rtifact 4!st be combined +it, .!ration art
6erser/ ' 1% 1000 (5% 4!st be combined +it, .!ration art
*,arm 9 '5 --- )rtifact 4!st be combined +it, .!ration art
*onf!se & 1% 1000 05% 4!st be combined +it, .!ration art
oison 5 9 100 #0% .!ration $-'
<enom 0 '1 &000 &0% 4!st be combined +it, .!ration art
6lind 1 # 50 95% 4!st be combined +it, .!ration art
*!rse % 1% 1000 (0% 4!st be combined +it, .!ration art
etrify # '1 %000 50% .!ration $.'
Silence ' 1% 1000 (5% 4!st be combined +it, .!ration art
Sleep 1 # '00 95% 4!st be combined +it, .!ration art
Stone 5 %% '000 #0% .!ration $-'
.isable ' 1% 1000 (5% 4!st be combined +it, .!ration art
Immobili?e ' # '00 90% 4!st be combined +it, .!ration art
Slo+ ' # 50 90% 4!st be combined +it, .!ration art
Stop ( 19 5000 %0% 4!st be combined +it, .!ration art
Sap # '1 %000 50% 4!st be combined +it, .!ration art
4ini ( 19 5000 %0% 4!st be combined +it, .!ration art
Toad ( 19 5000 %0% 4!st be combined +it, .!ration art
)gility .o+n 1 # 50 95% 4!st be combined +it, .!ration art
)gility 6rea/ 5 1% '000 #0% 4!st be combined +it, .!ration art
)rmor .o+n % 1% 1000 (0% 4!st be combined +it, .!ration art
)rmor 6rea/ 0 19 '500 &5% 4!st be combined +it, .!ration art
8lement 2ea/ness # 15 1500 50% 4!st be combined +it, .!ration art
4!st be combined +it, 8lement art
4agic .o+n & 1% 1000 05% 4!st be combined +it, .!ration art
4agic 6rea/ 0 19 5000 &0% 4!st be combined +it, .!ration art
4eltdo+n 9 '5 --- )rtifact 4!st be combined +it, .!ration art
4ental .o+n % 1% 1000 (0% 4!st be combined +it, .!ration art
4ental 6rea/ 0 19 '500 &5% 4!st be combined +it, .!ration art
o+er .o+n & 1% 1000 05% 4!st be combined +it, .!ration art
o+er 6rea/ 0 19 5000 &0% 4!st be combined +it, .!ration art
Spirit .o+n 1 # 50 95% 4!st be combined +it, .!ration art
Spirit 6rea/ 5 1% '000 #0% 4!st be combined +it, .!ration art
FINAL FANTASY THE ROLEPLAYING GAME 283
1F2AT-G3 4A2TS
1uration 4arts must be taken in con'unction with a 4ositive or 3egative Status 4art, and determine how long Status Conditions added b! the
-nvention last.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
.!ration $)' 1 0 10 95% ---
.!ration $.' ' % 100 (5% ---
.!ration $"' 5 0 1000 #0% ---
.!ration $-' 9 1' --- )rtifact ---
Speial Parts
Special 4arts are %wild cards% that increase the flexibilit! and utilit! of -nventions. These are t!picall! rare, and generall! onl! available to higher&level
?ngineers. Some Special parts allow for additional ?ffect 4arts to be added to an -nvention> an! 4arts added in this manner are sub'ect to the
normal Slot restrictions.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
4ystical % 0 50 (0% Replace 8<) +it, 4: 8<) in one Trigger art
.!al 8ffect ' 0 '50 (5% See notes below
Triple 8ffect 0 0 1500 &0% See notes below
T+in 8ffect & 0 1000 05% See notes below
Tri!ne 8ffect 9 0 --- )rtifact See notes below
.!al .efect & 1 '50 00% See notes below
Triple .efect ( ' 050 %0% See notes below
SpeciaL RulES
1ual ?ffect The -nvention can mount up to two t!pes of ?ffect 4art, or two separate 1amage or Status effects. The ?ngineer must choose
which of the two effects he uses ever! time the -nvention is used during the course of pla!.
Triple ?ffect The -nvention can mount up to three t!pes of ?ffect 4art, or three separate 1amage or Status effects. The ?ngineer must
choose which of the three effects he uses ever! time the -nvention is used during the course of pla!.
Twin ?ffect The -nvention can mount two separate Status or 1amage effects. :oth effects are applied ever! time the -nvention is used.
However, each effect re#uires its own Triggering 4art to function.
Triune ?ffect The -nvention can mount three separate Status or 1amage effects. All effects are applied ever! time the -nvention is used.
However, each effect re#uires its own Triggering 4art to function.
1ual 1efect The -nvention can have up to two 1efects. The ?ngineer must choose which of the 1efects applies ever! time the -nvention is
used during the course of pla!.
Triple 1efect The -nvention can have up to three 1efects. The ?ngineer must choose which of the 1efects applies ever! time the -nvention
is used during the course of pla!.
FINAL FANTASY THE ROLEPLAYING GAME 28
Element Parts
?lement 4arts are paired with 4arts whose effects are specific to one or more ?lements. An -nvention effect ma! onl! ever have one ?lement 4art
assigned to it.
TYPE TIER SLOTS COST AVAILABILITY EFFECT
)ny 8lement 9 10 --- )rtifact See notes below.
6io 1 1 10 95% 8ffect is 6io 8lemental
8art, 1 1 10 95% 8ffect is 8art, 8lemental
;ire 1 1 10 95% 8ffect is ;ire 8lemental
1oly 1 1 10 95% 8ffect is 1oly 8lemental
Ice 1 1 10 95% 8ffect is Ice 8lemental
@ig,tning 1 1 10 95% 8ffect is @ig,tning 8lemental
Random 8lement ' 1 50 (0% See notes below
S,ado+ 1 1 10 95% 8ffect is S,ado+ 8lemental
Triple 8lement 5 1 150 #0% See notes below
2ater 1 1 10 95% 8ffect is 2ater 8lemental
2ind 1 1 10 95% 8ffect is 2ind 8lemental
SpeciaL RulES
An! ?lement The ?ngineer decides which ?lement to appl! to the -nventionAs effects ever! time the -nvention is used.
Triple ?lement This 4art allows the ?ngineer to add three separate ?lements to an -nvention. 1ecide what three ?lements the Triple
?lement 4art HcontainsA when first installing it in the -nvention. The ?ngineer then decides which of the three ?lements to appl! to the
-nventionAs effects ever! time the -nvention is used.
2andom ?lement The -nventionAs effects appl! to a random ?lement ever! time it is used. 2oll a d+, and consult the table below to find
out what ?lement is in effect for this particular use
2oll ?lement
+ Hol!
/ Bightning
= ?arth
9 )ire
5 -ce
8 (ind
. (ater
* Shadow
I :io
+, 2e&roll
De!ets
-nventions are t!picall! one&of&a&kind examples of bleeding&edge
science, and are never entirel! free of problems. To complete the
-nvention, choose one 1efect from the following list
Backfire
?ffect 2oll a d6 ever! time the -nvention is used. Gn a roll of +, or
lower, the -nvention has backfired. 1amage and 3egative Status
4arts target the ?ngineer $ in the case of a Target Single effect $
or the 4art! if the effect is Target @roup. )or 4ositive Status ?ffects,
the reverse applies> Target Self will simpl! appl! the -nventionAs
effects to one random opponent. Cannot be taken in con'unction with
an Fnfocused 4art.
Delay
?ffect The s!stem is sluggish, and takes a bit of time to warm up
when used. The -nvention gains a CT of / per -nvention Bevel> a
Bevel 5 -nvention with this 1efect would have CT of +,.
Surge
?ffect The s!stem is prone to overloading in combat, damaging
other devices on the ?ngineerAs person. ?ver! time the -nvention is
used, roll a d6 and consult the table on the next page. -f the roll is
less than or e#ual to the CoS given for the -nventionAs Bevel, the
-nvention has surged, inflicting Curse C9D on the ?ngineer> resolve
the effects of the -nvention before appl!ing Curse. This Status
cannot be blocked b! effects that would normall! provide -mmunit!
to Seal&t!pe Status Conditions or Curse, but can be cured in the
usual fashion.
FINAL FANTASY THE ROLEPLAYING GAME 28!
-nvention Bevel Chance of Surge
+ & / /,6
= & 9 /56
5 & 8 =,6
. & * =56
I & +, 9,6
Teperaental
?ffect The -nvention re#uires a delicate hand to operate, and has a
tendenc! to malfunction or fail at inopportune moments. ?ver! time
the -nvention is used, roll a d6 and consult the table below. -f the
roll is less than or e#ual to the CoS given for the -nventionAs Bevel,
the -nvention has malfunctioned, and the Action is wasted.
-nvention Bevel Chance of )ailure
+ & / =,6
= & 9 =56
5 & 8 9,6
. & * 956
I & +, 5,6
!pkeep
?ffect The -nvention needs a regular suppl! of ammunition or
replacement parts in order to remain usable. -n game terms, the
?ngineer must spend a certain amount of @il for each use of the
-nvention, depending on its Bevel.
-nvention Bevel Fpkeep Cost
+ 5 @
/ /, @
= 9, @
9 .5 @
5 +5, @
8 /5, @
. 9,, @
* 8,, @
I *,, @
+, +,,, @
"AD"ETS
Characters who have mastered the art of invention don%t waste their
time ac#uiring other skills $ the! simpl! build devices to do the tasks
the! can%t. -n the ))24@, such devices are known as @adgets, and
act as %skills in a can% $ in other words, the! give their creators a
Skill 2ating in a Skill the! would not normall! have, including (eapon
Skills. This artificial Skill 2ating is used in Task Checks in the same
manner as a normal Skill would be. -n the event that the character
possesses both the Skill and a @adget for said skill, the! will use
whichever rating is higher.
A @adget can be used b! an! pla!er, no matter who originall!
created it. -mproper use of a @adget can also be dangerous a
:otch will leave a @adget 1amaged, and onl! working at CSkill
2atingJ/D. A second :otch will leave a @adget :roken and unusable
until fixed with the 2epair Skill.
To create a @adget, the pla!er must decide which Skill the @adget
simulates, and at what level. @adgets can confer Skill 2atings of /,,
9,, 8,, and *,, with each subse#uent increase in Skill 2ating
becoming more expensive and difficult to build. Gnce this has been
decided, the @adget is assembled as a standard crafting pro'ect
using :asic "aterials.
Table AI-1: Gadgets
RATI,& TIER POI,TS /O0RS (O%IFIER
'0 ' 1' # -10
&0 & '( 1' -'0
#0 5 &0 1( -%0
(0 0 '' '( -&0
SAMPLE GADGETS
The following are examples of @adgets characters might create with
the -nvent Skill.
Autoap
An electronic map capable of being continuousl! updated with new
geographical information as its bearer moves around the immediate
area. The Automap gives the ?ngineer 3avigation at a 2ating of 9,.
"rapple "un
A pistol&st!le device containing an armor&piercing pro'ectile attached
to high&tension steel cable and a powerful winch. The user simpl!
fires the gun at a flat surface to anchor the cable, then engages the
winch to ascend. This effectivel! gives the ?ngineer Climbing at a
2ating of 8,.
#oice$o%
This sophisticated electronic recording device captures a sub'ect%s
voice, then stores it for future reference. (hen another person uses
the voicebox, the! can recall the stored information, allowing the
device to to change their voice into an exact replica of the recorded
person%s. The Koicebox gives the ?ngineer Acting at a 2ating of *,.
#EPAI#
?#uipment can suffer a great deal of wear and tear during the
course of an adventure. )or this reason, characters with the 2epair
Skill ma! need use their talents to fix items which have been
damaged or broken in the line of dut!.
To properl! repair an item, a character must devote both mone!
and (orkshop Hours to it. The mone! pa!s for the materials and
tools needed to do the 'ob, and varies depending on both the
severit! of the damage and the sophistication of the item under
consideration. After the mone! has been paid, the character makes
a Task Check against their 2epair Skill with appropriate modifiers to
see if the item is salvaged.
1epending on how bad the damage is, success and failure can
have different conse#uences. Assuming the item isn%t utterl!
destro!ed, the character can tr! again as man! times as the!%d like,
FINAL FANTASY THE ROLEPLAYING GAME 28"
though each subse#uent repair attempt re#uires a fresh investment
of time and mone!. 3ote that characters with an appropriate
Crafting5 Skill can substitute it for 2epair when making Task Checks.
Damage$ Items
?#uipment that is sub'ected to great stress in or out of combat ma!
become 1amaged. Fntil it is repaired, 1amaged e#uipment loses an!
?#uipment Abilities it would otherwise confer. ?ach attempt to repair
1amaged e#uipment has a @il cost e#ual to +,6 of the original cost
of the piece being repaired. A success or Critical Success means the
item has been repaired, canceling out 1amaged. A failure means the
item remains 1amaged, while a :otch means that the item has been
:roken during the repair attempt.
Table AI-2: Damaged Items
ITE( TIER CO,%ITIO,AL (O%IFIER /O0RS
1 3(0 1
' 3#0 '
% 3&0 &
& 3'0 &
5 0 #
# -'0 #
0 -&0 (
( -#0 (
Br%ken Items
-n some cases, e#uipment ma! be broken in the line of dut!. :roken
items are effectivel! useless, and cannot be e#uipped until the! have
been repaired. ?ach attempt to repair :roken e#uipment has a @il
cost e#ual to /56 of the original cost of the piece being repaired. A
success or Critical Success means the item has been repaired,
canceling out :roken. A failure means the item remains :roken,
while a :otch means that the next repair attempt will cost 5,6
rather than /56 of the item%s original cost.
Table AI-3: Broken Items
ITE( TIER CO,%ITIO,AL (O%IFIER /O0RS
1 3#0 '
' 3&0 &
% 3'0 #
& 0 #
5 -'0 (
# -&0 (
0 -#0 1'
( -(0 1&
E&er'$a' #epairs
2epairing things other than e#uipment normall! does not re#uire a
@il investment, but does take time and a successful Task Check with
appropriate Conditional "odifiers. Some suggested modifiers have
been given below.
CONDITIONAL MODIFIERS
2epairing minor damage to simple ob'ect 7*,
2epairing average damage to simple ob'ect 79,
2epairing minor damage to complex ob'ect 7/,
2epairing serious damage to simple ob'ect ,
2epairing average damage to complex ob'ect ,
2epairing catastrophic damage to simple ob'ect &/,
2epairing serious damage to complex ob'ect &/,
2epairing catastrophic damage to complex ob'ect &9,
C#AFTIN" (EAPONS AND A#MO#
Characters with the Crafting5 Skill have the abilit! to fashion battle&
read! (eapons and Armor from a wide variet! of raw materials.
Pr%)et Basis
The first step in crafting a (eapon or piece of Armor is to decide
what is being crafted $ in other words, the (eapon or Armor t!pe
and Tier. Characters can craft e#uipment of up to Tier *> Tier I and
+, are reserved for treasures encountered during the course of
pla!, representing a level of craftsmanship ordinar! characters
cannot match. As t!pe and Tier affect both the price and the
complexit! of the pro'ect, higher&Tier e#uipment is best tackled b!
more experienced characters.
C%st an$ Materials
The next step is to determine how much it costs and how rare the
materials involved will be. 4rices and Availabilit! for Craft 4oints can
be found in Chapter 8. The number of Craft 4oints re#uired will be
determined b! the exact nature of the item, while the Tier of the
material re#uired is e#ual to the Tier of the final (eapon or Armor.
FINAL FANTASY THE ROLEPLAYING GAME 287
Table AI-4: Item Skills and Craft Points
ITE( S1ILL 0SE% CRAFT POI,TS
)rm+ear Tinkering 9
)5e Weaponsmithing '1
6oomerang Carpentry 11
6o+ Carpentry 19
*la+s Tinkering 1#
*rossbo+ Tinkering 1#
;lail Tinkering 1(
"a!ntlets Armorsmithing 9
"eneric d# 2eapon Weaponsmithing 11
"eneric d( 2eapon Weaponsmithing 15
"eneric d10 2eapon Weaponsmithing 1(
"eneric d1' 2eapon Weaponsmithing '1
"loves Tailoring 11
"reats+ord Weaponsmithing '1
1at Tailoring 1'
1elmet Armorsmithing 11
Instr!ment <aries 1#
Aatana Weaponsmithing 1(
Anife Weaponsmithing 11
@ig,t S+ord Weaponsmithing 1#
4ail Armorsmithing 10
-in>a 6lade Weaponsmithing 15
olearm Weaponsmithing '1
Rifle Tinkering '%
Robe Tailoring 15
Rod Carpentry 11
S,ield Armorsmithing 1'
Staff Carpentry 15
S!it Tailoring 15
S+allo+ Weaponsmithing 1(
Time
Crafting an item takes * (orkshop Hours of planning and
preparation plus C,./5 x TierD (orkshop Hours for each Craft 4oint
of "aterial involved in the pro'ect. A Tier 5 Shield, for example,
would take C,./5 x 5 x +/D 7 *, or /= (orkshop Hours to full!
complete.
A$$ing E*uipment A+ilities
Adding ?#uipment Abilities to a piece of e#uipment re#uires a
certain Tier of Special "aterials, as well as / (orkshop Hours of
preparation time, plus C,.+, x TierD (orkshop Hours for each Craft
4oint of "aterial involved in the pro'ect. The preparation
re#uirement can be waived if the character has alread! made
preparations for a (eaponsmithing or Armorsmithing pro'ect.
Some ?#uipment Abilities ma! onl! be added to (eapons or
Armor> some ma! be added to both. The final column in the table
shows which Abilities can be added to which e#uipment. 3o piece of
e#uipment ma! have more than one abilit!.
Table AI-: !"#i$ment Abilities
ABILITY TIER CRAFT POI,TS A%% TO
B8lementC 8ater ( &0 )rmor
B8lementC 8n,ancer & %0 8it,er
B8lementC roof 5 '0 )rmor
B8lementC Stri/e 1 10 2eapon
B8lementC 2ard 1 10 )rmor
B8nemy TypeC Ailler & '0 2eapon
310% 1 5 10 )rmor
310% 4 # '0 )rmor
31 B)ttrib!teC 1 10 8it,er
3' B)ttrib!teC # '0 8it,er
35 8vade 1 10 8it,er
35 4: 8vade 1 10 8it,er
310 )cc!racy 1 10 8it,er
310 .e5terity ' '0 8it,er
310 8vade & 10 8it,er
310 85pertise 1 10 8it,er
310 4: )cc!racy 1 10 8it,er
310 4: 8vade & 10 8it,er
310 4ind ' '0 8it,er
315 8vade 0 '0 8it,er
315 4: 8vade 0 '0 8it,er
3'0 )cc!racy 5 10 8it,er
3'0 .e5terity # %0 8it,er
3'0 85pertise 5 10 8it,er
3'0 4: )cc!racy 5 10 8it,er
3'0 4ind # %0 8it,er
3%0 )cc!racy 0 '0 8it,er
3%0 85pertise 0 '0 8it,er
3%0 4: )cc!racy # '0 8it,er
)!to-;loat & '0 )rmor
)!to-Reflect 5 '0 8it,er
)!to-Regen ( &0 )rmor
6erser/ roof ' '0 )rmor
6erser/ Stri/e # %0 2eapon
6erser/ To!c, % '0 2eapon
6lind roof 1 10 )rmor
6lind Stri/e # '0 2eapon
6lind To!c, 1 10 2eapon
*,arm roof ( &0 )rmor
*onf!sion roof # %0 )rmor
*onf!sion To!c, 5 '0 2eapon
*ritical3 0 '0 2eapon
*!rse roof 5 %0 )rmor
.eat, To!c, 0 &0 2eapon
.isable roof % '0 )rmor
.isable Stri/e ( %0 2eapon
.isable To!c, # '0 2eapon
1ead,!nter 1 '0 8it,er
1 .rain & %0 2eapon
Immobili?e roof 1 10 )rmor
Immobili?e Stri/e # '0 2eapon
Immobili?e To!c, % 10 2eapon
4ini roof 0 '0 )rmor
4 .amage % 10 2eapon
FINAL FANTASY THE ROLEPLAYING GAME 288
Table AI-: !"#i$ment Abilities
ABILITY TIER CRAFT POI,TS A%% TO
4 .rain # '0 2eapon
iercing 5 '0 2eapon
oison roof 1 10 )rmor
oison Stri/e # '0 2eapon
oison To!c, 1 10 2eapon
Sensor 1 10 2eapon
Silence roof 1 '0 )rmor
Silence Stri/e # '0 2eapon
Silence To!c, 1 10 2eapon
Sleep roof ' 10 )rmor
Sleep Stri/e # '0 2eapon
Sleep To!c, 1 10 2eapon
Slo+ roof 1 '0 )rmor
Slo+ Stri/e ( '0 2eapon
Slo+ To!c, ' 10 2eapon
SDS-)gility $p % '0 )rmor
SDS-)rmor $p 5 '0 )rmor
SDS-6erser/ % 10 )rmor
SDS-1aste # %0 )rmor
SDS-4agic $p 0 '0 )rmor
SDS-4ental $p 5 '0 )rmor
SDS-o+er $p 0 '0 )rmor
SDS-rotect 5 '0 )rmor
SDS-Reflect ' 10 )rmor
SDS-Reraise 5 &0 )rmor
SDS-S,ell 5 '0 )rmor
SDS-Spirit $p % '0 )rmor
Stone To!c, 5 &0 2eapon
Stop roof ( %0 )rmor
Toad roof 0 '0 )rmor
=ombie roof & '0 )rmor
=ombie To!c, & '0 2eapon
Skill Test
To complete the crafting process, the character must make a
successful Task Check against their relevant Skill, given in Table A-&5
above. The basic modifiers for this roll are determined b! the
pro'ect%s Tier, though the @" ma! add further modifiers from the list
presented at the beginning of this Appendix if the situation warrants
it.
Conditional MODIFIERS
Crafting Tier + item 79,
Crafting Tier / item 7=,
Crafting Tier = item 7/,
Crafting Tier 9 item 7+,
Crafting Tier 5 item ,
Crafting Tier 8 item &+,
Crafting Tier . item &/,
Crafting Tier * item &=,
Should the crafter pass the Task Check, the item has been crafted
without a problem. -f the! fail, however, something has gone wrong,
re#uiring them to invest more time and effort into the crafting
process. if the! want to HsalvageA the pro'ect, the! must pass
another Task Check with the same modifiers. 1oing so re#uires
additional time and expense $ 5,6 of the total cost and time initiall!
expended on the pro'ect. The character ma! continue retr!ing if the
second attempt fails, but must expend the same amount of time and
mone! for each subse#uent attempt. A :otch destro!s the pro'ect
completel!> if the character wishes to tr! again, the! will have to
start from the beginning.
Splitting E*uipment A+ilities
?#uipment Abilities can also be removed from an item, allowing
pla!ers to transfer them to other e#uipment or replace them with
new ?#uipment Abilities. However, this can onl! be attempted once $
once the pla!er has opted to Split an ?#uipment Abilit!, it will be
permanentl! removed from the item in #uestion.
Splitting re#uires / (orkshop Hours of preparation time, plus
C,.+, x TierD (orkshop Hours for each Craft 4oint of "aterial
involved in the pro'ect. The preparation re#uirement can be waived
if the character has alread! made preparations for a
(eaponsmithing or Armorsmithing pro'ect.
-t also re#uires a successful Task Check against the relevant
Crafting5 Skill with the modifier given below.
Conditional MODIFIERS
Splitting Tier + Abilit! 79,
Splitting Tier / Abilit! 7=,
Splitting Tier = Abilit! 7/,
Splitting Tier 9 Abilit! 7+,
Splitting Tier 5 Abilit! ,
Splitting Tier 8 Abilit! &+,
Splitting Tier . Abilit! &/,
Splitting Tier * Abilit! &=,
:! default, successfull! splitting an ?#uipment Abilit! allows the
pla!er to add .56 of the Craft 4oints spent on the Abilit! in
#uestion to his -nventor!. -f the Task Check fails, onl! /56 of the
Craft 4oints spent on the Abilit! are recovered. A :otch simpl!
destro!s the Abilit! $ no Craft 4oints are recovered. Critical
Successes have no additional effect.
P#ACTICAL C#AFTIN"
Crafting is not necessaril! restricted to grinding out weapons and
armor. -f the! wish, characters with a Craft Skill can also use their
talents to make a range of smaller, more mundane items> these
cannot have combat applications, but can be used for an! number of
other purposes. 2egardless of the Crafting speciali0ation being
used, the process alwa!s follows these same three steps
FINAL FANTASY THE ROLEPLAYING GAME 289
Materials
To determine the pro'ect%s basic cost, the pla!er and @" begin b!
choosing the Tier that best reflects the material the bulk of the
pro'ect will be made of. A brass pot or a fr!ing pan of iron, for
instance, will be made almost entirel! of Tier + material, while a gold
pendant inlaid with precious 'ewels is composed of materials
averaging Tier 8. )or purposes of calculating costs, all practical
crafting is assumed to use onl! :asic "aterials.
Si,e
3ext, the @" assigns a Si0e @rade of + to +, to the pro'ect. This is
an abstract number designed to measure its rough ph!sical scale,
and determines the number of Craft 4oints and (orkshop Hours will
be re#uired to finish it. Fse the table below to find the most
appropriate Si0e @rade.
Table AI-%: Pro&e't Si(e
SI2E &RA%E CRAFT POI,TS 3OR1S/OP /O0RS
4 5 1 to 5cm 1 %
) 5 10 to '0cm ' #
3 5 '5 to &0cm 5 10
. 5 50 to 00cm 10 '0
* 5 (0cm to 1m '0 &0
" 5 1:' to 'm &0 (0
6 5 ':5 to &m (0 1%0
7 5 # to (m 1#0 '&0
# 5 10 to 1'm %00 &(0
4 5 $p to 15m #50 1000
4ro'ects of a Si0e @rade larger than +, are be!ond the abilities of a
single artisan. -n the unlikel! event that pla!ers will want to tackle
work on this scale, the! will be overseeing a larger construction
team that will take care of the actual handiwork.
C%mple-it'
)inall!, the @" assigns a Complexit! @rade from + to +,. This
abstract number measures the intricac! of the pro'ect, and
determines how much additional time and skill is re#uired to finish
the pro'ect. This is particularl! important for more complex
undertakings a crude wooden container and a music box, despite
being on the same scale and re#uiring nearl! the same #uantities of
wood, are nonetheless worlds apart in terms of the craftsmanship
involved.
Fse the table below to determine the most appropriate Complexit!
@rade for the pro'ect
Table AI-): Pro&e't Com$le*it+
CO(PLE8ITY TI(E (O%IFIER CoS
4 5 ;eat!reless 0:'5 3#0
) 5 *r!de .ecorations 0:5 3&0
3 5 6asic 4oving arts 1 3%0
. 5 4odest .ecorations 1:'5 3'0
* 5 4odest 4ec,anism 1:50 310
" 5 Intricate .ecorations ' 0
6 5 Intricate 4ec,anism ':50 -10
7 5 4asterf!l .ecorations % -'0
# 5 4asterf!l 4ec,anism & -%0
4 5 $nparalleled 5 -&0
Time
Gnce Si0e and Complexit! are set, find the pro'ect%s total time
re#uirement in (orkshop Hours b! multipl!ing the (orkshop Hours
given for the pro'ect%s Si0e @rade b! the time modifier for its
Complexit! @rade. )or instance, a Si0e 5, Complexit! 9 pro'ect would
re#uire C9, x +. /5D, or 5, (orkshop Hours.
Skill Test
As alwa!s, the final step is to make the Task Check for the crafting
process. The basic Conditional "odifier for this roll is based on the
pro'ect%s Complexit!, but additional modifiers can be levied if the @"
feels it necessar!. The conse#uences for failing and :otching the
Crafting5 roll are as standard.
Selling Cra!te$ Items
:ecause it has no direct mechanical benefits, characters are most
likel! to engage in practical crafting in order to create sellable items.
:! default, items sell for +/,6 of the @il originall! spent crafting
them. Additional @il sunk into the pro'ect as a result of failed
Crafting5 rolls does not increase an item%s value.
MASTERPIECES
1uring practical crafting, a Critical Success on a Crafting5 roll creates
an item of unusual merit, called a HmasterpieceA for short. :! default,
masterpieces sell for +5,6 of an itemAs original value.
ARTISTIC MERIT
Characters with the Art Skill can increase the sellable value of an
ob'ect b! giving it artistic merit. 1oing so re#uires the character to
pass a Task Check with a Conditional "odifier determined b! how
much the character wants to increase the value of the ob'ect b!
Kalue -ncrease Conditional "odifier
7+,6 7/,
7/56 ,
75,6 &/,
FINAL FANTASY THE ROLEPLAYING GAME 290
-n the event of a failure, the itemAs value is decreased rather than
increased b! the given percentage. A :otch destro!s the ob'ect as
usual. Kalue modifiers for artistic merit stack with the value increase
for masterpieces, for better or for worse.
T%%ls
Characters with a Crafting5 Skill can also use those talents to create
implements for certain Skills, such as climbing hooks, skinning
knives, mattocks, lockpicks, cooking pots, or splints. Such items are
collectivel! known as Tools, and come in two varieties
Standard Tools are simpl! basic tools of the trade $ enough to get
the 'ob done, but nothing spectacular. Having Standard Tools for a
Skill negates an! penalties that a character might face for lacking
proper e#uipment.
?xceptional Tools are of a high enough #ualit! that the! actuall!
increase the user%s proficienc!. (hen using ?xceptional Tools, a
character gains a 7+, ?nhancement :onus to whatever Skill those
Tools appl! to.
-n either case, a :otch will destro! a Tool.
(hen a character wants to create Tools, the pla!er must first decide
whether the! are crafting Standard or ?xceptional Tools, then
declare what kind of Tool the! are creating and which Skill these
Tools are intended to aid. 3ot ever! Skill lends itself to a Tool $
talents like Acting and Streetwise, for instance, run off natural
charisma, not implements. However, if the pla!er can 'ustif! their
rationale in a convincing manner, the @" should approve the Tool.
3ext, the @" chooses which Crafting5 Skill is most appropriate to
the tool%s nature. "ost tools are created using the Crafting
CTinkeringD Skill, though there are exceptions. Assuming that the
pla!er%s character has the re#uired Skill, the standard crafting rules
appl!> Tier, Craft 4oints, (orkshop Hours, and Conditional "odifiers
for the Crafting5 Skill are found in the table below.
Table AI-,: Tools
TYPE TIER POI,TS /O0RS (O%IFIER
Standard 1 %0 # 0
85ceptional ' '0 1# -'0
COOKIN"
Grdinar! food items are mundane stuff, good for filling empt!
stomachs, but not much more. :ut trul! skilled chefs can put a little
something extra into their creations, turning ordinar! dishes into a
repast capable of spurring their comrades on to ever greater
achievements.
Pr%)et Basis
Cooking can be used to prepare food items that bestow beneficial
Status Conditions. :egin b! selecting which one of the following six
Status Conditions the food bestows Agilit! Fp, Armor Fp, "agic Fp,
"ental Fp, 4ower Fp or Spirit Fp. Gnce this is done, the next step is
to choose the food%s categor!. There are several different categories
of foodstuffs, each with their own duration and area of application.
These are
1rinks can be consumed at an! time, and bestow a positive Status
Condition C/D.
2ations can onl! be consumed outside of battle, and bestow a
positive Status Condition C9D.
Bibations can onl! be consumed during battle, and bestow a positive
Status Condition C9D.
Snacks can consumed at an! time, and bestow a positive Status
Condition C9D.
"eals can onl! be consumed outside of battle, and bestow a positive
Status Condition C8D.
:an#uets are "eals that can feed an entire 4art!. Gther than this,
their effects are the same.
)ood t!pe determines how difficult the food will be to prepare, as
well as the material cost.
Materials
Cooking pro'ects use Special "aterials. The Tier and #uantit! of
"aterial used depends on the kind of repast being prepared $ see
below for more details.
Table AI--: S$e'ial .aterial Costs
TYPE TIER CRAFT POI,TS /O0RS
.rin/ 1 #0 0:5
Ration % 15 1
@ibation & 15 1
Snac/ 5 1( 1
4eal # 1# '
6an9!et 0 50 &
Cost is further modified b! the choice of Status Condition, as shown
below.
Time
As shown above, the base number of (orkshop Hours re#uired to
cook a particular food depends on the food%s t!pe. -n addition, the
Status Condition the cook wishes to instill in the food ma! also have
a further effect
Table AI-1/: Stat#s Condition .odifers
STAT0S COST /O0RS CoS (O%IFIER
)gility $p --- --- 0
)rmor $p 3'5% --- -10
4agic $p 350% 3'5% -10
4ental $p 3'5% --- -10
o+er $p 350% 3'5% -10
Spirit $p --- --- 0
(hile preparing a meal re#uires fewer facilities than forging a sword,
the cook must still have the means to whip up their creations before
FINAL FANTASY THE ROLEPLAYING GAME 291
the! can #ualif! for (orkshop Hours. -n most cases, this means heat,
utensils, and a sanitar! area for chopping and other preparation.
Skill Test
)inall!, the cook makes a Task Check against his Cooking Skill,
adding an! modifiers levied for his choice of Status Condition.
)urther modifiers are applied depending on the t!pe of food being
prepared
Conditional MODIFIERS
4reparing 1rink ,
4reparing 2ation &+,
4reparing Bibation &+5
4reparing Snack &/,
4reparing "eal &=,
4reparing :an#uet &9,
The @" ma! also add further modifiers from the list presented at the
beginning of this Appendix if the situation warrants it. The
conse#uences for success and failure are the same as with all
standard crafting pro'ects.
Sample F%%$stu!!s
The following are examples of some foods that might be created
using the Cooking Skill
Bu$$le C&ocolate
This Snack consists of air pockets encased in a thin shell of
chocolate. -f prepared correctl!, bubble chocolate will actuall! be
lighter than air> a careless eater ma! find their chocolate escaping
from them if the! donAt pa! close enough attention. :estows the
Status Condition "agic Fp C9D.
Couerl Sautee
Hone!&basted couerlmeat Bibation sautLed in a mixture of pepper
and olive oil. :estows the Status Condition 4ower Fp C9D.
Mit&ka$o$
@eneric name for the roasted poultr! and fishmeat kabob 2ations
en'o!ed b! the "ithra race. :estows the Status Condition 4ower Fp
C9D.
T&underelon
This round, !ellow fruit is protected b! a tough rind, and soaks up
residual electric energ! like a sponge. As a result, eating
thundermelon 2ations can be a mouth&numbing $ if sweet $
experience. :estows the Status Condition Agilit! Fp C9D.
#apire 'uice
This bracing red 1rink is made from a blend of apple, tomato, and
berr! 'uices flavored with animal blood. :estows the Status Condition
Armor Fp C/D.
(itc& Ste)
A "eal of thick, pepper! stew flavored with t!picall! poisonous
mushrooms. The removal of said poisons alone re#uires
considerable skill on the chefAs part. :estows the Status Condition
"agic Fp C8D.
E.PLOSIVES
Characters with the ?xplosives Skill have the abilit! to demolish
obstacles and structures using explosive devices. T!picall!, this will
involve Hdais!&chainingA smaller bombs to destro! ke! points, causing
a controlled collapse. "ore experienced bombers can use shaped
charges and strategic positioning to achieve similar effects with
larger, more powerful explosives.
Two things are re#uired to successfull! destro! an environmental
feature or obstruction. The first is a sufficient #uantit! of explosives
to do the 'ob $ these must be bought beforehand, and are stored in
the characterAs -nventor! as normal items. 1ue to the differences in
technolog! from world to world, explosive names will not be
constant. )or this reason, explosives are simpl! rated b! their
explosive power, given in terms of a Bevel from + to +, $ the higher
the Bevel, the more powerful the explosives will be. The table below
shows the costs and Availabilit! 2atings of each t!pe of explosive. -n
a pinch, the :attle -tems :omb )ragment, :omb Core, )ire @em, and
Shining @em can be used as Bevel +, =, ., and I explosives,
respectivel!.
Table AI-11: !*$losi0es
Po9er COST AVAILABILITY
"rade 1 100 95%
"rade ' '00 90%
"rade % %00 (5%
"rade & &00 (0%
"rade 5 500 05%
"rade # #50 00%
"rade 0 (50 #5%
"rade ( 1100 #0%
"rade 9 1%00 50%
"rade 10 1500 &0%
A successful Task Check against the characterAs ?xplosives Skill is
re#uired to set up the explosives> in this case, the Conditional
"odifier will be determined b! how difficult it is to achieve the kind of
detonation the character is after. :lowing a hole in a solid
obstruction generall! has a 7+, modifier> engineering the clean
collapse of a reinforced multi&stor! structure a &5,. -f the roll is
successful, each explosive destro!s a number of points of 1urabilit!
e#ual to its Bevel when detonated b! the character. -f multiple
explosives are detonated at the same time, 1urabilit! damage is
e#ual to that of the sum of all explosives. A failed roll will reduce the
amount of 1urabilit! destro!ed b! 5,6> a :otch will detonate the
explosives prematurel!, causing unchecked destruction and damage
to ever!thing in the area.
FINAL FANTASY THE ROLEPLAYING GAME 292
ALCHEM/
Characters with the Alchem! Skill have the abilit! to brew a wide
variet! of compounds, potions, and curatives from ingredients
ac#uired over the course of their travels.
Pr%)et Basis
2egardless of whether the!%re cooked up in a factor! vat or a
meager cast&iron cauldron that doubles as a stew pot during the
week, all alchemical compounds begin life as a murk! brew of herbs
and other raw materials. To create items, characters with the
Alchem! Skill must first create a mixture from which to refine them,
then decide how the! wish to use this mixture.
C%st an$ Materials
To begin the brewing process, the pla!er decides the Tier of the
mixture and how man! Craft 4oints% worth of Alchemical "aterials
the! are sinking into it. There is no limit to the number of Craft
4oints that can be spent in this manner, though onl! ten items can
be refined from a mixture at an! one time. The Tier will be
determined both b! what the pla!er wishes to refine as well as the
kinds of Alchemical "aterials available to the part!.
Table AI-12: 1e'o0er+ Item Crafting
RECOVERY ITE( TIER CRAFT POI,TS
Tonic 1 %
otion 1 0
1i-otion ' 0
1yper otion % 0
4ega otion 5 %
E-otion 5 &
$ltra otion 0 &
Tinct!re 1 11
8t,er % %
1i-8t,er & %
1yper 8t,er # %
E-8t,er 0 0
8li5ir ( 1'
,oeni5 .o+n ' '5
,oeni5 inion 0 1&
4ega ,oeni5 ( (
)ntidote 1 0
8ye .rops 1 0
8c,o Screen ' %
Tran9!ili?er % %
6andage & '
)larm *loc/ & '
*orn!copia & '
4aidenFs Aiss & 5
Soft & &
1oly 2ater & '
*,ronos Tear & '
Remedy 5 11
Skill Test
Gnce the pla!er has gathered the necessar! materials needed for
brewing to begin, the! must then make one Task Check against their
Alchem! to see if the! are successful in creating a mixture that items
can be refined from. The Conditional "odifiers for this roll are based
on the Tier of the brew being prepared.
CONDITIONAL MODIFIERS
:rewing Tier + mixture 79,
:rewing Tier / mixture 7=,
:rewing Tier = mixture 7/,
:rewing Tier 9 mixture 7+,
:rewing Tier 5 mixture ,
:rewing Tier 8 mixture &+,
:rewing Tier . mixture &/,
:rewing Tier * mixture &=,
-f the Check is successful, the mix is good to go> the character can
now spend the available Craft 4oints to refine her desired items,
adding them to her inventor!. -f the success is a failure, 5,6 of the
Craft 4oints in the mixture have been lost, but the remainder can be
used to create items as normal. A :otch will destro! the entiret! of
the mix, forcing the character to start from the top. A Critical Success
increases the available Craft 4oints b! /56> items created using
these additional 4oints do not count towards the ten&item limit, nor
do the! re#uire additional (orkshop Hours to make. :ecause of the
short&lived nature of alchemical brews, an! Craft 4oints not spent b!
the end of the brewing session are lost.
Time
-n order to brew an! alchemical item, the pla!er must first spend /
(orkshop Hours to prepare the actual mixture for refinement, plus
an additional Tier x CCraft 4oints J +,D (orkshop Hours for each item
brewed once the basic mixture has been successfull! created.
Draug0ts
Gnce prepared, mixtures can also be used to refine items that
bestow ?nhancement :onuses to Skill and Attribute 2atings, as well
as practical %ever!da!% items that have no direct mechanical benefits
but can nonetheless affect the course of an adventure. Collectivel!,
these items are known as 1raughts. The time re#uirements for
1raughts are the same as those given for normal 2ecover! -tem
above, while the Tier and Craft 4oints re#uired depend on whether
the 1raught has a mechanical effect or not, and if so, how much of
an effect.
FINAL FANTASY THE ROLEPLAYING GAME 293
Table AI-13: Pra'ti'al Al'2emist Costs
EFFECT TIER CRAFT POI,TS
310 to one S/ill Rating $.' 1 &
310 to one )ttrib!te Rating $.' ' %
3'0 to one S/ill Rating $.' ' &
310 to one S/ill Rating $"' % %
3'0 to one )ttrib!te Rating $.' % %
310 to one )ttrib!te Rating $"' % &
4inor narrative effect % 5
3'0 to one S/ill Rating $"' & '
3'0 to one )ttrib!te Rating $"' 5 '
4odest narrative effect 5 #
4a>or narrative effect 0 10
-f the 1raught affects a Skill or Attribute 2ating, the pla!er must
decide which one and wh! the 1raught would have the desired
effect. -f the 1raught%s effect is narrative, the pla!er must describe
the desired effect. The @" will then determine whether it #ualifies as
a minor, modest, or ma'or narrative effect for pricing purposes. As a
rough guideline 1raughts with minor narrative effects tend to have
a barel! appreciable impact on the current stor!, while 1raughts with
ma'or narrative effects can change the entire course of the plot if
used at the right time. The examples below give a better idea of how
this breaks down in practice.
SAMPLE DRAUGHTS
The following are examples of the kinds of items characters can
create with %practical% Alchem!.
C&ari*a +otion
?ffect This herbal distillation makes its drinker more relaxed and
confident, enhancing their natural charisma. A Charisma 4otion
grants a 7+, ?nhancement :onus to Task Checks defaulting to the
S42 Attribute C8D.
Deat& +otion
?ffect This oil!, evil&looking substance suppresses chi emanations,
briefl! dimming life force. A 1eath 4otion grants a 7/,
?nhancement :onus to Stealth Checks made against an!thing or $
oneAs life sense C9D.
Deodori,er
?ffect 1eodori0ers are powerful oils with the abilit! to neutrali0e
smells. A 1eodori0er grants a 7/, ?nhancement :onus to Stealth
Checks made against an!thing or $oneAs sense of smell C9D.
De%terity +otion
?ffect This herbal distillation improves its drinkerAs hand&e!e
coordination and steadiness. A 1exterit! 4otion grants a 7+,
?nhancement :onus to Task Checks defaulting to the A@- Attribute
C8D.
Dige*ti-e
?ffect This concoction is intended to cure stomach upsets, cramps,
and bowel problems. 1igestive is considered to have a minor
narrative effect.
.ere* /uenc&er
?ffect A colorful, energ!&rich drink designed to assist running and
rapid movement. A Hermes Muencher grants a 7+, ?nhancement
:onus to Task Checks defaulting to the S41 Attribute C9D.
Intelligence +otion
?ffect This herbal distillation improves a drinkerAs recall and mental
clarit!. An -ntelligence 4otion grants a 7+, ?nhancement :onus to
Task Checks defaulting to the "A@ Attribute C9D.
Muting +otion
?ffect This dull green potion creates a magic&dampening field on
an!thing it comes into contact with. A "uting 4otion grants a 7/,
?nhancement :onus to Stealth Checks made against an!thing or $
oneAs magic senses C9D.
+erfue
?ffect A sensual fragrance designed to increase its wearer%s allure.
A 4erfume grants a 7+, ?nhancement :onus to Smooth Talk Checks
C9D.
+ri* +o)der
?ffect This sparkling powder refracts lights, rendering ob'ects
dusted with it semi&translucent. A 4rism 4owder grants a 7/,
?nhancement :onus to Stealth Checks made against an!thing or $
oneAs sense of sight C9D.
Silent Oil
?ffect 1ark and deceptivel! viscous for its relativel! thin
appearance. Appl!ing Silent Gil on the soles of !our feet or shoes
silences !our footsteps, granting the user a 7/, ?nhancement
:onus to Stealth rolls made against an!thing or $oneAs sense of
hearing C9D.
Strengt& +otion
?ffect This herbal distillation increases endurance and improves the
drinkerAs control over their own muscles. A Strength 4otion grants a
7+, ?nhancement :onus to Task Checks defaulting to the ST2
Attribute C8D.
Super*lick
?ffect The %universal lubricant% can reduce friction between ob'ects
to 0ero. Superslick is considered to have a modest narrative effect.
Super*oft
?ffect A high&powered remed! for petrification, designed to cure
stoning induced b! powerful curses or exceptionall! malevolent
magic. Supersoft is considered to have a ma'or narrative effect.
FINAL FANTASY THE ROLEPLAYING GAME 29
#itality +otion
?ffect This herbal distillation improves its drinkerAs stamina and
general constitution. A Kitalit! 4otion grants a 7+, ?nhancement
:onus to Task Checks defaulting to the K-T Attribute C8D.
#itRiol
?ffect )or as long as mankind has created tools, the! have
occasionall! found need for wa!s in which to #uickl! and utterl!
destro! them. Kitriol is the Huniversal solventA $ a fast and efficient
wa! to melt off locks, eat through chains and generall! make a mess
of sturd! items that other people would prefer !ou leave alone.
Kitriol is considered to have a ma'or narrative effect.
MI.
"ix gives an experienced Chemist the opportunit! to combine :attle
-tems to create a more powerful offensive effect. (hen the Chemist
elects to "ix, she selects two :attle -tems from her -nventor! and
combines them, consuming both items. To see what the resulting
mixture brings, the ChemistAs pla!er $ or the @" $ then consults the
tables below. ?ach possible HingredientA is listed in the tables via a
two&letter code $ the :attle -tem 1eadl! (aste, for instance, is
abbreviated as H1(A. )inding the resulting product is then 'ust a
matter of tracking down the first ingredientAs column on the table
and then seeing where it intersects with the row for the second
ingredient. The number given at the intersection is the "ixture
3umber, and can be cross&referenced with the ?ffects table to
determine the exact effects of the "ix. Gnce a mixture has been
created, its effects must be applied immediatel! or discarded> the
mixture is too short&lived to be stored as an -tem.
FINAL FANTASY THE ROLEPLAYING GAME 29!
Ta$le 0ey
Abaddon Stone N AS Antarctic (ind N At Arctic (ind N A( :asilisk Claw N :a :lack Stone N :S :lessed @em N :@ :omb Core N :C :omb )ragment N :) :ird
)eather N :i Candle of Bife N CB Cauldron N Ca 1ark "atter N 1" 1eadl! (aste N 1( 1ream 4owder N 14 ?arth 1rum N ?a ?arth Hammer N ?H ?lectro "arble
N ?" )ish )in N )) )ish Scale N )S )ire @em N )@ @olden Hourglass N @H @raviball N @r -ce @em N -@ -mpaler N -m -nk N -n Bightning @em N B@ Bightning
"arble N B" Boco (eed N B( "alboro Tentacles N "T "eteor Stone N "S "ute "ask N "" Shadow @em N Sh Shear )eather N S) Shining @em N S@ Shrivel N
Sv Silver Hourglass N SH Stardust N St Supreme @em N Su TJS :omb N TS (ar @ong N (r (ater @em N (@ (indmill N (" Oombie 4owder N O4
Table AI-14: Battle .i* 1es#lts 314
AS At A3 Ba BS B& BC BF Bi CL Ca %( %3 %P Ea E/ E( FF FS F& &/ &r
AS %01 '00 '00 '(0 '(9 '00 050 050 050 0&9 %0& '00 100 '&% 050 '00 050 '00 '00 050 '0( 19%
At '00 00' 001 0'% 0'5 1(0 109 109 001 0'& %0& 1(0 109 00# 109 1'% 001 109 001 1(0 019 00'
A3 '00 001 001 0'% 0'5 1(0 109 109 109 0'& %0& 1(0 1#% 00# 1'% 1'% 109 099 109 1(0 019 001
Ba '(0 0'% 0'% %00 '(( 1#1 0&( 0&( 090 %0% %0& 1&( 105 '&' 1%5 1%5 00% 1'1 1'1 0&( '00 191
BS '(9 0'5 0'5 '(( %0' '0( '0( '0( 0'5 0'& %0& '0( 10( '&& 0'5 '0( 0'5 0'5 0'5 '0( '09 19&
B& '00 1(0 1(0 1#1 '0( 150 1(0 1(0 1(0 1#' %0& 1(0 1(0 15% 1(0 150 1(0 1(0 1(0 150 150 150
BC 050 109 109 0&( '0( 1(0 0'0 0'# 0'# 0&9 %0& 1(0 109 0%1 109 1'% 0'# 109 0'# 0'0 0&& 0'0
BF 050 109 109 0&( '0( 1(0 0'# 0'# 109 0&9 %0& 1(0 1#% 0%1 1'% 1'% 109 099 109 0'0 0&& 0'#
Bi 050 001 109 090 0'5 1(0 0'# 109 005 09( %0& 1(0 1#% 0(0 109 1(0 109 099 109 0'0 09% 005
CL 0&9 0'& 0'& %0% 0'& 1#' 0&9 0&9 09( %0% %0% 1&9 10# %0% 1%# 1%# 00& 1'' 1'' 0&9 %0% 19'
Ca %0& %0& %0& %0& %0& %0& %0& %0& %0& %0% '09 %0& %0& %0& %0& %0& %0& %0& %0& %0& %0& %0&
%( '00 1(0 1(0 1&( '0( 1(0 1(0 1(0 1(0 1&9 %0& 1%0 1(0 1&0 1(0 1%0 1(0 1(0 1(0 1%0 1&& 1%0
%3 100 109 1#% 105 10( 1(0 109 1#% 1#% 10# %0& 1(0 1#% 1#0 109 1'% 1#% 109 1#% 0'0 101 1#%
%P '&% 00# 00# '&' '&& 15% 0%1 0%1 0(0 %0% %0& 1&0 1#0 '9' 1'0 1'0 05# 10& 10& 0&0 '%( 1(%
Ea 050 109 1'% 1%5 0'5 1(0 109 1'% 109 1%# %0& 1(0 109 1'0 1'% 1'% 1'% 109 1'% 0'0 1%1 1'%
E/ '00 1'% 1'% 1%5 '0( 150 1'% 1'% 1(0 1%# %0& 1%0 1'% 1'0 1'% 1'& 1'% 1'% 1'% 1(0 1%1 1'%
E( 050 001 109 00% 0'5 1(0 0'# 109 109 00& %0& 1(0 1#% 05# 1'% 1'% 051 109 109 0'0 0#9 051
FF '00 109 099 1'1 0'5 1(0 109 099 099 1'' %0& 1(0 109 10& 109 1'% 109 100 099 0'# 110 100
FS '00 001 109 1'1 0'5 1(0 0'# 109 109 1'' %0& 1(0 1#% 10& 1'% 1'% 109 099 099 0'0 110 099
F& 050 1(0 1(0 0&( '0( 150 0'0 0'0 0'0 0&9 %0& 1%0 0'0 0&0 0'0 1(0 0'0 0'# 0'0 0'( 0&& 0'0
&/ '0( 019 019 '00 '09 150 0&& 0&& 09% %0% %0& 1&& 101 '%( 1%1 1%1 0#9 110 110 0&& '9# 1(0
&r 19% 00' 001 191 19& 150 0'0 0'# 005 19' %0& 1%0 1#% 1(% 1'% 1'% 051 100 099 0'0 1(0 '10
I& '00 00' 00' 0'% 0'5 150 1(0 1(0 00' 0'& %0& 1%0 00' 015 00' 1(0 00' 001 00' 1(0 019 00'
I: '(' 011 011 '(1 '(% 159 0%# 0%# 0(5 %0% %0& 1&# 10% '&0 1%% 1%% 0#1 109 109 0&# '05 1(9
In '%% 005 005 '%' '%& 15' 0%0 0%0 009 %0% %0& 1%9 1## ''& 1'# 1'# 055 10% 10% 0%9 ''( 1('
L& 050 051 051 00% 0'5 150 051 051 05' 00& %0& 1%0 05' 0#5 05' 1(0 05' 109 109 1(0 0#9 05'
L( 050 109 051 00% 0'5 1(0 109 001 051 00& %0& 1(0 109 05# 109 1'% 051 109 109 0'# 0#9 05'
L3 '#0 00( 00( '59 '#1 155 0%% 0%% 0(' %0% %0& 1&' 1#9 '%# 1'9 1'9 05( 10# 10# 0&' '55 1(5
(T 100 1#% 1#% 105 10( 150 1#% 1#% 1#% 9( %0& 1%0 1#% 1#0 1#% 1(0 1#% 1#% 1#% 1(0 101 1#%
(S 050 00% 00' '05 %0' 150 0'( 0'0 00# %0% '09 1%0 1#& 190 1'& 1'& 05' 101 100 0'( '01 '10
(( ''' 00& 00& ''1 ''1 151 0'9 0'9 00( %0% %0& 1%( 1#% '1% 1'5 1'5 05& 10' 10' 0%( '10 1(1
S; 00' 00' 00' '05 '0( 150 109 0'0 00# %0% %0% 1%0 1#& '10 1'% 1'& 05' 100 100 0'( '01 '10
SF 050 109 005 090 0'5 1(0 109 005 005 09( %0& 1(0 109 0(0 109 1(0 005 109 005 0'# 09% 00#
S& 19% 00' 001 191 19& 150 0'0 0'# 005 19' %0& 1%0 1#% 1(% 1'% 1'% 051 100 099 0'0 1(0 '10
Sv '0' 010 010 '01 '0% 15( 0%5 0%5 0(& %0% %0& 1&5 10' '%9 1%' 1%' 0#0 10( 10( 0&5 '0& 1((
S/ '#0 009 009 '## '#( 15# 0%& 0%& 0(% %0% %0& 1&% 100 '%0 1%0 1%0 059 100 100 0&% '#' 1(#
St 19% 00' 001 191 19& 150 0'0 0'# 005 19' %0& 1%0 1#% 1(% 1'% 1'% 051 100 099 0'0 1(0 '10
Su %01 00% 00' '05 %0' 150 0'( 0'0 00# %0% '09 1%0 1#& 190 1'& 1'& 05' 101 100 0'( '01 '10
TS '00 00' 001 '05 '0( 150 0'0 0'# 005 %0% %0& 1%0 1#% 1(% 1'% 1'% 051 100 099 0'0 '01 '10
3r '5' 000 000 '51 '5% 15& 0%' 0%' 0(1 %0% %0& 1&1 1#( '%5 1'( 1'( 050 105 105 0&1 '&0 1(&
3& '00 099 099 1'1 0'5 150 099 099 099 1'' %0& 1%0 100 11% 100 1(0 1(0 100 100 1(0 110 100
3( 050 005 005 090 0'5 150 005 005 00# 09( %0& 1%0 00# 0(9 1(0 1(0 005 005 00# 1(0 09% 00#
2P '(5 01' 01' '(& '(# 1#0 0%0 0%0 0(# %0% %0& 1&0 10& '&1 1%& 1%& 0#' 110 110 0&0 '0# 190
AS At A3 Ba BS B& BC BF Bi CL Ca %( %3 %P Ea E/ E( FF FS F& &/ &r
FINAL FANTASY THE ROLEPLAYING GAME 29"
Ta$le 0ey
Abaddon Stone N AS Antarctic (ind N At Arctic (ind N A( :asilisk Claw N :a :lack Stone N :S :lessed @em N :@ :omb Core N :C :omb )ragment N :) :ird
)eather N :i Candle of Bife N CB Cauldron N Ca 1ark "atter N 1" 1eadl! (aste N 1( 1ream 4owder N 14 ?arth 1rum N ?a ?arth Hammer N ?H ?lectro "arble
N ?" )ish )in N )) )ish Scale N )S )ire @em N )@ @olden Hourglass N @H @raviball N @r -ce @em N -@ -mpaler N -m -nk N -n Bightning @em N B@ Bightning
"arble N B" Boco (eed N B( "alboro Tentacles N "T "eteor Stone N "S "ute "ask N "" Shadow @em N Sh Shear )eather N S) Shining @em N S@ Shrivel N
Sv Silver Hourglass N SH Stardust N St Supreme @em N Su TJS :omb N TS (ar @ong N (r (ater @em N (@ (indmill N (" Oombie 4owder N O4
Table AI-14: Battle .i* 1es#lts 524
I& I: In L& L( L3 (T (S (( S; SF S& Sv S/ St Su TS 3r 3& 3( 2P
AS '00 '(' '%% 050 050 '#0 100 050 ''' 00' 050 19% '0' '#0 19% %01 '00 '5' '00 050 '(5
At 00' 011 005 051 109 00( 1#% 00% 00& 00' 109 00' 010 009 00' 00% 00' 000 099 005 01'
A3 00' 011 005 051 051 00( 1#% 00' 00& 00' 005 001 010 009 001 00' 001 000 099 005 01'
Ba 0'% '(1 '%' 00% 00% '59 105 '05 ''1 '05 090 191 '01 '## 191 '05 '05 '51 1'1 090 '(&
BS 0'5 '(% '%& 0'5 0'5 '#1 10( %0' ''1 '0( 0'5 19& '0% '#( 19& %0' '0( '5% 0'5 0'5 '(#
B& 150 159 15' 150 1(0 155 150 150 151 150 1(0 150 15( 15# 150 150 150 15& 150 150 1#0
BC 1(0 0%# 0%0 051 109 0%% 1#% 0'( 0'9 0'0 109 0'0 0%5 0&% 0'0 0'( 0'0 0%' 099 005 0%0
BF 1(0 0%# 0%0 051 001 0%% 1#% 0'0 0'9 0'0 005 0'# 0%5 0%& 0'# 0'0 0'# 0%' 099 005 0%0
Bi 00' 0(5 009 05' 051 0(' 1#% 00# 00( 00# 005 005 0(& 0(% 005 00# 005 0(1 099 00# 0(#
CL 0'& %0% %0% 00& 00& %0% 09( %0% %0% %0% 09( 19' %0% %0% 19' %0% %0% %0% 1'' 09( %0%
Ca %0& %0& %0& %0& %0& %0& %0& '09 %0& %0% %0& %0& %0& %0& %0& '09 %0& %0& %0& %0& %0&
%( 1%0 1&# 1%9 1%0 1(0 1&' 1%0 1%0 1%( 1%0 1(0 1%0 1&5 1&% 1%0 1%0 1%0 1&1 1%0 1%0 1&0
%3 00' 10% 1## 05' 109 1#9 1#% 1#& 1#% 1#& 109 1#% 10' 100 1#% 1#& 1#% 1#( 100 00# 10&
%P 015 '&0 ''& 0#5 05# '%# 1#0 190 '1% '10 0(0 1(% '%9 '%0 1(% 190 1(% '%5 11% 0(9 '&1
Ea 00' 1%% 1'# 05' 109 1'9 1#% 1'& 1'5 1'% 109 1'% 1%' 1%0 1'% 1'& 1'% 1'( 100 1(0 1%&
E/ 1(0 1%% 1'# 1(0 1'% 1'9 1(0 1'& 1'5 1'& 1(0 1'% 1%' 1%0 1'% 1'& 1'% 1'( 1(0 1(0 1%&
E( 00' 0#1 055 05' 051 05( 1#% 05' 05& 05' 005 051 0#0 059 051 05' 051 050 1(0 005 0#'
FF 001 109 10% 109 109 10# 1#% 101 10' 100 109 100 10( 100 100 101 100 105 100 005 110
FS 00' 109 10% 109 109 10# 1#% 100 10' 100 005 099 10( 100 099 100 099 10# 100 00# 110
F& 1(0 0&# 0%9 1(0 0'# 0&' 1(0 0'( 0%( 0'( 0'# 0'0 0&5 0&% 0'0 0'( 0'0 0&1 1(0 1(0 0&0
&/ 019 '05 ''( 0#9 0#9 '55 101 '01 '10 '01 09% 1(0 '0& '#' 1(0 '01 '01 '&0 110 09% '0#
&r 00' 1(9 1(' 05' 05' 1(5 1#% '10 1(1 '10 00# '10 1(( 1(# '10 '10 '10 1(& 100 00# 190
I& 00% 0'1 01& 1(0 001 010 1(0 00% 01% 00% 001 00' 0'0 01( 00' 00% 00' 01# 1(0 1(0 0''
I: 0'1 '9( '%0 001 0#1 '50 10% '0% '19 '10 0(5 1(9 '#9 '#& 1(9 '0% 1(9 '&9 119 095 '(0
In 01& '%0 '91 0#& 055 ''# 1## 19# '1' '10 009 1(' ''9 ''0 1(' 19# 1(' ''5 11' 0(( '%1
L& 1(0 001 0#& 05% 0#0 0#0 1(0 05% 0#% 05% 051 05% 000 0#( 05' 05% 05' 0## 1(0 1(0 00'
L( 001 0#1 055 05% 05' 05( 1#% 05% 05& 05' 109 05% 0#0 059 05' 05% 05' 050 1(0 005 0#'
L3 010 '50 ''# 0#0 05( '9& 1#9 199 '15 '10 0(' 1(5 '5# '5& 1(5 199 1(5 '&5 115 091 '5(
(T 1(0 10% 1## 1(0 1#% 1#9 1#& 1#& 1#5 100 1#% 1#& 10' 100 1#% 1#& 1#% 1#( 1(0 1(0 10&
(S 00% '0% 19# 05% 05% 199 1#& '09 195 '11 000 1(0 '0' '00 1(0 '09 '10 19( 101 000 '0&
(( 01% '19 '1' 0#% 05& '15 1#5 195 '90 '10 00( 1(1 '1( '1# 1(( 195 1(1 '1& 111 0(0 ''0
S; 00% '10 '10 05% 05' '10 100 '11 '10 '11 00# '10 '10 '10 '10 %0% '10 '10 101 000 '10
SF 001 0(5 009 051 109 0(' 1#% 000 00( 00# 00# 00# 0(& 0(% 00# 000 00# 0(1 099 00# 0(#
S& 00' 1(9 1(' 05% 05% 1(5 1#& 1(0 1(1 '10 00# 1(0 1(( 1(# 1(0 1(0 '10 1(& 100 00# 190
Sv 0'0 '#9 ''9 000 0#0 '5# 10' '0' '1( '10 0(& 1(( '90 '#% 1(( '0' 1(( '&( 11( 09& '00
S/ 01( '#& ''0 0#( 059 '5& 100 '00 '1# '10 0(% 1(# '#% '95 1(# '00 1(# '&# 11# 09' '#5
St 00' 1(9 1(' 05' 05' 1(5 1#% 1(0 1(( '10 00# 1(0 1(( 1(# 1(0 1(0 '10 1(& 100 00# 190
Su 00% '0% 19# 05% 05% 199 1#& '09 195 %0% 000 1(0 '0' '00 1(0 '09 '10 19( 101 000 '0&
TS 00' 1(9 1(' 05' 05' 1(5 1#% '10 1(1 '10 00# '10 1(( 1(# '10 '10 '10 1(& 100 00# 190
3r 01# '&9 ''5 0## 050 '&5 1#( 19( '1& '10 0(1 1(& '&( '&# 1(& 19( 1(& '9% 11& 090 '50
3& 1(0 119 11' 1(0 1(0 115 1(0 101 111 101 099 100 11( 11# 100 101 100 11& 101 1(0 1'0
3( 1(0 095 0(( 1(0 005 091 1(0 000 0(0 000 00# 00# 09& 09' 00# 000 00# 090 1(0 000 09#
2P 0'' '(0 '%1 00' 0#' '5( 10& '0& ''0 '10 0(# 190 '00 '#5 190 '0& 190 '50 1'0 09# '99
I& I: In L& L( L3 (T (S (( S; SF S& Sv S/ St Su TS 3r 3& 3( 2P
FINAL FANTASY THE ROLEPLAYING GAME 297
Table AI-1: Battle .i* !ffe'ts
,0(BER (I8T0RE ,A(E TAR&ET EFFECT
001 Sno+ ;l!rry "ro!p 1its # random combatants for $. x (A&' + <7 Ice 8lemental damage:
00' Icefall "ro!p 1its # random combatants for $* x (A&' + <7 Ice 8lemental damage:
00% 2inter Storm "ro!p 1its # random combatants for $" x (A&' + )<7 Ice 8lemental damage:
00& 6lac/ Ice G)H "ro!p 1its % random combatants for $. x (A&' + <7 Ice 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Silence $"':
005 6lac/ Ice G6H "ro!p 1its % random combatants for $. x (A&' + <7 Ice 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Blind $"':
00# 6lac/ Ice G*H "ro!p 1its % random combatants for $. x (A&' + <7 Ice 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Sleep $"':
000 6lac/ Ice G.H "ro!p 1its % random combatants for $. x (A&' + <7 Ice 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Berserk $"':
00( 6lac/ Ice G8H "ro!p 1its % random combatants for $. x (A&' + <7 Ice 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Confuse $"':
009 6lac/ Ice G;H "ro!p 1its % random combatants for $. x (A&' + <7 Ice 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Slow $"':
010 6lac/ Ice G"H "ro!p 1its % random combatants for $. x (A&' + <7 Ice 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Mini $"':
011 6lac/ Ice G1H "ro!p 1its % random combatants for $. x (A&' + <7 Ice 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Toad $"':
01' 6lac/ Ice GIH "ro!p 1its % random combatants for $. x (A&' + <7 Ice 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Zombie $"':
01% Arysta G)H "ro!p 1its % random combatants for $" x (A&' + )<7 Ice 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Silence $.':
01& Arysta G6H "ro!p 1its % random combatants for $" x (A&' + )<7 Ice 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Blind $.':
015 Arysta G*H "ro!p 1its % random combatants for $" x (A&' + )<7 Ice 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Sleep $.':
01# Arysta G.H "ro!p 1its % random combatants for $" x (A&' + )<7 Ice 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Berserk $.':
010 Arysta G8H "ro!p 1its % random combatants for $" x (A&' + )<7 Ice 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Confuse $.':
01( Arysta G;H "ro!p 1its % random combatants for $" x (A&' + )<7 Ice 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Slow $.':
019 Arysta G"H "ro!p 1its % random combatants for $" x (A&' + )<7 Ice 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Stop $.':
0'0 Arysta G1H "ro!p 1its % random combatants for $" x (A&' + )<7 Ice 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Mini $.':
0'1 Arysta GIH "ro!p 1its % random combatants for $" x (A&' + )<7 Ice 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Toad $.':
0'' Arysta GIH "ro!p 1its % random combatants for $" x (A&' + )<7 Ice 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Zombie $.':
0'% Arysta GAH "ro!p 1its % random combatants for $" x (A&' + )<7 Ice 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Stone $-':
0'& Arysta G@H "ro!p 1its % random combatants for $" x (A&' + )<7 Ice 8lemental damage:
8ac, ,it also ,as a "! *oS of red!cing combatant to 0 1 G.eat,-type effectH:
0'5 Arysta G4H "ro!p 1its % random combatants for $" x (A&' + )<7 Ice 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting ro!en $)':
0'# 1eat 6laster "ro!p 1its # random combatants for $. x (A&' + <7 ;ire 8lemental damage:
0'0 ;ire Storm "ro!p 1its # random combatants for $* x (A&' + <7 ;ire 8lemental damage:
0'( 6!rning So!l "ro!p 1its # random combatants for $" x (A&' + )<7 ;ire 8lemental damage:
FINAL FANTASY THE ROLEPLAYING GAME 298
,0(BER (I8T0RE ,A(E TAR&ET EFFECT
0'9 6rimstone G)H "ro!p 1its % random combatants for $. x (A&' + <7 ;ire 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Silence $"':
0%0 6rimstone G6H "ro!p 1its % random combatants for $. x (A&' + <7 ;ire 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Blind $"':
0%1 6rimstone G*H "ro!p 1its % random combatants for $. x (A&' + <7 ;ire 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Sleep $"':
0%' 6rimstone G.H "ro!p 1its % random combatants for $. x (A&' + <7 ;ire 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Berserk $"':
0%% 6rimstone G8H "ro!p 1its % random combatants for $. x (A&' + <7 ;ire 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Confuse $"':
0%& 6rimstone G;H "ro!p 1its % random combatants for $. x (A&' + <7 ;ire 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Slow $"':
0%5 6rimstone G"H "ro!p 1its % random combatants for $. x (A&' + <7 ;ire 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Mini $"':
0%# 6rimstone G1H "ro!p 1its % random combatants for $. x (A&' + <7 ;ire 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Toad $"':
0%0 6rimstone GIH "ro!p 1its % random combatants for $. x (A&' + <7 ;ire 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Zombie $"':
0%( )baddon ;lame G)H "ro!p 1its % random combatants for $" x (A&' + )<7 ;ire 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Silence $.':
0%9 )baddon ;lame G6H "ro!p 1its % random combatants for $" x (A&' + )<7 ;ire 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Blind $.':
0&0 )baddon ;lame G*H "ro!p 1its % random combatants for $" x (A&' + )<7 ;ire 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Sleep $.':
0&1 )baddon ;lame G.H "ro!p 1its % random combatants for $" x (A&' + )<7 ;ire 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Berserk $.':
0&' )baddon ;lame G8H "ro!p 1its % random combatants for $" x (A&' + )<7 ;ire 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Confuse $.':
0&% )baddon ;lame G;H "ro!p 1its % random combatants for $" x (A&' + )<7 ;ire 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Slow $.':
0&& )baddon ;lame G"H "ro!p 1its % random combatants for $" x (A&' + )<7 ;ire 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Stop $.':
0&5 )baddon ;lame G1H "ro!p 1its % random combatants for $" x (A&' + )<7 ;ire 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Mini $.':
0&# )baddon ;lame GIH "ro!p 1its % random combatants for $" x (A&' + )<7 ;ire 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Toad $.':
0&0 )baddon ;lame GIH "ro!p 1its % random combatants for $" x (A&' + )<7 ;ire 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Zombie $.':
0&( )baddon ;lame GAH "ro!p 1its % random combatants for $" x (A&' + )<7 ;ire 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Stone $-':
0&9 )baddon ;lame G@H "ro!p 1its % random combatants for $" x (A&' + )<7 ;ire 8lemental damage:
8ac, ,it also ,as a "! *oS of red!cing combatant to 0 1 G.eat,-type effectH:
050 )baddon ;lame G4H "ro!p 1its % random combatants for $" x (A&' + )<7 ;ire 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting "eat $)':
051 T,!nderbolt "ro!p 1its # random combatants for $. x (A&' + <7 @ig,tning 8lemental damage:
05' Rolling T,!nder "ro!p 1its # random combatants for $* x (A&' + <7 @ig,tning 8lemental damage:
05% @ig,tning 6olt "ro!p 1its # random combatants for $" x (A&' + )<7 @ig,tning 8lemental damage:
05& 8lectros,oc/ G)H "ro!p 1its % random combatants for $. x (A&' + <7 @ig,tning 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Silence $"':
055 8lectros,oc/ G6H "ro!p 1its % random combatants for $. x (A&' + <7 @ig,tning 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Blind $"':
FINAL FANTASY THE ROLEPLAYING GAME 299
,0(BER (I8T0RE ,A(E TAR&ET EFFECT
05# 8lectros,oc/ G*H "ro!p 1its % random combatants for $. x (A&' + <7 @ig,tning 8lemental damage:
8ac, ,it also ,as a %0% *oS of inflicting Sleep $"':
050 8lectros,oc/ G.H "ro!p 1its % random combatants for $. x (A&' + <7 @ig,tning 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Berserk $"':
05( 8lectros,oc/ G8H "ro!p 1its % random combatants for $. x (A&' + <7 @ig,tning 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Confuse $"':
059 8lectros,oc/ G;H "ro!p 1its % random combatants for $. x (A&' + <7 @ig,tning 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Slow $"':
0#0 8lectros,oc/ G"H "ro!p 1its % random combatants for $. x (A&' + <7 @ig,tning 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Mini $"':
0#1 8lectros,oc/ G1H "ro!p 1its % random combatants for $. x (A&' + <7 @ig,tning 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Toad $"':
0#' 8lectros,oc/ GIH "ro!p 1its % random combatants for $. x (A&' + <7 @ig,tning 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Zombie $"':
0#% T,!nderblast G)H "ro!p 1its % random combatants for $" x (A&' + )<7 @ig,tning 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Silence $.':
0#& T,!nderblast G6H "ro!p 1its % random combatants for $" x (A&' + )<7 @ig,tning 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Blind $.':
0#5 T,!nderblast G*H "ro!p 1its % random combatants for $" x (A&' + )<7 @ig,tning 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Sleep $.':
0## T,!nderblast G.H "ro!p 1its % random combatants for $" x (A&' + )<7 @ig,tning 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Berserk $.':
0#0 T,!nderblast G8H "ro!p 1its % random combatants for $" x (A&' + )<7 @ig,tning 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Confuse $.':
0#( T,!nderblast G;H "ro!p 1its % random combatants for $" x (A&' + )<7 @ig,tning 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Slow $.':
0#9 T,!nderblast G"H "ro!p 1its % random combatants for $" x (A&' + )<7 @ig,tning 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Stop $.':
000 T,!nderblast G1H "ro!p 1its % random combatants for $" x (A&' + )<7 @ig,tning 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Mini $.':
001 T,!nderblast GIH "ro!p 1its % random combatants for $" x (A&' + )<7 @ig,tning 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Toad $.':
00' T,!nderblast GIH "ro!p 1its % random combatants for $" x (A&' + )<7 @ig,tning 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Zombie $.':
00% T,!nderblast GAH "ro!p 1its % random combatants for $" x (A&' + )<7 @ig,tning 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Stone $-':
00& T,!nderblast G@H "ro!p 1its % random combatants for $" x (A&' + )<7 @ig,tning 8lemental damage:
8ac, ,it also ,as a "! *oS of red!cing combatant to 0 1 G.eat,-type effectH:
005 "ale *!t "ro!p 1its # random combatants for $. x (A&' + <7 2ind 8lemental damage:
00# .ar/ Tornado "ro!p 1its # random combatants for $* x (A&' + <7 2ind 8lemental damage:
000 2ild Tornado "ro!p 1its # random combatants for $" x (A&' + )<7 2ind 8lemental damage:
00( "loom Sig, G)H "ro!p 1its % random combatants for $. x (A&' + <7 2ind 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Silence $"':
009 "loom Sig, G6H "ro!p 1its % random combatants for $. x (A&' + <7 2ind 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Blind $"':
0(0 "loom Sig, G*H "ro!p 1its % random combatants for $. x (A&' + <7 2ind 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Sleep $"':
0(1 "loom Sig, G.H "ro!p 1its % random combatants for $. x (A&' + <7 2ind 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Berserk $"':
0(' "loom Sig, G8H "ro!p 1its % random combatants for $. x (A&' + <7 2ind 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Confuse $"':
FINAL FANTASY THE ROLEPLAYING GAME 300
,0(BER (I8T0RE ,A(E TAR&ET EFFECT
0(% "loom Sig, G;H "ro!p 1its % random combatants for $. x (A&' + <7 2ind 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Slow $"':
0(& "loom Sig, G"H "ro!p 1its % random combatants for $. x (A&' + <7 2ind 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Mini $"':
0(5 "loom Sig, G1H "ro!p 1its % random combatants for $. x (A&' + <7 2ind 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Toad $"':
0(# "loom Sig, GIH "ro!p 1its % random combatants for $. x (A&' + <7 2ind 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Zombie $"':
0(0 "loom "as G)H "ro!p 1its % random combatants for $" x (A&' + )<7 2ind 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Silence $.':
0(( "loom "as G6H "ro!p 1its % random combatants for $" x (A&' + )<7 2ind 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Blind $.':
0(9 "loom "as G*H "ro!p 1its % random combatants for $" x (A&' + )<7 2ind 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Sleep $.':
090 "loom "as G.H "ro!p 1its % random combatants for $" x (A&' + )<7 2ind 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Berserk $.':
091 "loom "as G8H "ro!p 1its % random combatants for $" x (A&' + )<7 2ind 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Confuse $.':
09' "loom "as G;H "ro!p 1its % random combatants for $" x (A&' + )<7 2ind 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Slow $.':
09% "loom "as G"H "ro!p 1its % random combatants for $" x (A&' + )<7 2ind 8lemental damage:
8ac, ,it also ,as a #0% *oS of inflicting Stop $.':
09& "loom "as G1H "ro!p 1its % random combatants for $" x (A&' + )<7 2ind 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Mini $.':
095 "loom "as GIH "ro!p 1its % random combatants for $" x (A&' + )<7 2ind 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Toad $.':
09# "loom "as GIH "ro!p 1its % random combatants for $" x (A&' + )<7 2ind 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Zombie $.':
090 "loom "as GAH "ro!p 1its % random combatants for $" x (A&' + )<7 2ind 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Stone $-':
09( "loom "as G@H "ro!p 1its % random combatants for $" x (A&' + )<7 2ind 8lemental damage:
8ac, ,it also ,as a "! *oS of red!cing combatant to 0 1 G.eat,-type effectH:
099 .o+npo!r "ro!p 1its # random combatants for $. x (A&' + <7 2ater 8lemental damage:
100 ;las, ;lood "ro!p 1its # random combatants for $* x (A&' + <7 2ater 8lemental damage:
101 .el!ge "ro!p 1its # random combatants for $" x (A&' + )<7 2ater 8lemental damage:
10' )9!a To5in G)H "ro!p 1its % random combatants for $. x (A&' + <7 2ater 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Silence $"':
10% )9!a To5in G6H "ro!p 1its % random combatants for $. x (A&' + <7 2ater 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Blind $"':
10& )9!a To5in G*H "ro!p 1its % random combatants for $. x (A&' + <7 2ater 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Sleep $"':
105 )9!a To5in G.H "ro!p 1its % random combatants for $. x (A&' + <7 2ater 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Berserk $"':
10# )9!a To5in G8H "ro!p 1its % random combatants for $. x (A&' + <7 2ater 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Confuse $"':
100 )9!a To5in G;H "ro!p 1its % random combatants for $. x (A&' + <7 2ater 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Slow $"':
10( )9!a To5in G"H "ro!p 1its % random combatants for $. x (A&' + <7 2ater 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Mini $"':
109 )9!a To5in G1H "ro!p 1its % random combatants for $. x (A&' + <7 2ater 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Toad $"':
FINAL FANTASY THE ROLEPLAYING GAME 301
,0(BER (I8T0RE ,A(E TAR&ET EFFECT
110 )9!a To5in GIH "ro!p 1its % random combatants for $. x (A&' + <7 2ater 8lemental damage:
8ac, ,it also ,as a 3! *oS of inflicting Zombie $"':
111 .ar/ Rain G)H "ro!p 1its % random combatants for $" x (A&' + )<7 2ater 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Silence $.':
11' .ar/ Rain G6H "ro!p 1its % random combatants for $" x (A&' + )<7 2ater 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Blind $.':
11% .ar/ Rain G*H "ro!p 1its % random combatants for $" x (A&' + )<7 2ater 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Sleep $.':
11& .ar/ Rain G.H "ro!p 1its % random combatants for $" x (A&' + )<7 2ater 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Berserk $.':
115 .ar/ Rain G8H "ro!p 1its % random combatants for $" x (A&' + )<7 2ater 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Confuse $.':
11# .ar/ Rain G;H "ro!p 1its % random combatants for $" x (A&' + )<7 2ater 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Slow $.':
110 .ar/ Rain G"H "ro!p 1its % random combatants for $" x (A&' + )<7 2ater 8lemental damage:
8ac, ,it also ,as a #0% *oS of inflicting Stop $.':
11( .ar/ Rain G1H "ro!p 1its % random combatants for $" x (A&' + )<7 2ater 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Mini $.':
119 .ar/ Rain GIH "ro!p 1its % random combatants for $" x (A&' + )<7 2ater 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Toad $.':
1'0 .ar/ Rain GIH "ro!p 1its % random combatants for $" x (A&' + )<7 2ater 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Zombie $.':
1'1 .ar/ Rain GAH "ro!p 1its % random combatants for $" x (A&' + )<7 2ater 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Stone $-':
1'' .ar/ Rain G@H "ro!p 1its % random combatants for $" x (A&' + )<7 2ater 8lemental damage:
8ac, ,it also ,as a "! *oS of red!cing combatant to 0 1 G.eat,-type effectH:
1'% Soil 8vidence "ro!p 1its # random combatants for $* x (A&' + <7 8art, 8lemental damage:
1'& @andscraper "ro!p 1its # random combatants for $" x (A&' + )<7 8art, 8lemental damage:
1'5 1eavy .!st G)H "ro!p 1its % random combatants for $" x (A&' + )<7 8art, 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Silence $.':
1'# 1eavy .!st G6H "ro!p 1its % random combatants for $" x (A&' + )<7 8art, 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Blind $.':
1'0 1eavy .!st G*H "ro!p 1its % random combatants for $" x (A&' + )<7 8art, 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Sleep $.':
1'( 1eavy .!st G.H "ro!p 1its % random combatants for $" x (A&' + )<7 8art, 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Berserk $.':
1'9 1eavy .!st G8H "ro!p 1its % random combatants for $" x (A&' + )<7 8art, 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Confuse $.':
1%0 1eavy .!st G;H "ro!p 1its % random combatants for $" x (A&' + )<7 8art, 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Slow $.':
1%1 1eavy .!st G"H "ro!p 1its % random combatants for $" x (A&' + )<7 8art, 8lemental damage:
8ac, ,it also ,as a #0% *oS of inflicting Stop $.':
1%' 1eavy .!st G1H "ro!p 1its % random combatants for $" x (A&' + )<7 8art, 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Mini $.':
1%% 1eavy .!st GIH "ro!p 1its % random combatants for $" x (A&' + )<7 8art, 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Toad $.':
1%& 1eavy .!st GIH "ro!p 1its % random combatants for $" x (A&' + )<7 8art, 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Zombie $.':
1%5 1eavy .!st GAH "ro!p 1its % random combatants for $" x (A&' + )<7 8art, 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Stone $-':
1%# 1eavy .!st G@H "ro!p 1its % random combatants for $" x (A&' + )<7 8art, 8lemental damage:
8ac, ,it also ,as a #0% *oS of red!cing combatant to 0 1 G.eat,-type effectH:
FINAL FANTASY THE ROLEPLAYING GAME 302
,0(BER (I8T0RE ,A(E TAR&ET EFFECT
1%0 .ar/ 6reat, "ro!p 1its 0 random combatants for $" x (A&' + )<7 S,ado+ 8lemental damage:
1%( .ar/ Sig, G)H "ro!p 1its & random combatants for $" x (A&' + )<7 S,ado+ 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Silence $.':
1%9 .ar/ Sig, G6H "ro!p 1its & random combatants for $" x (A&' + )<7 S,ado+ 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Blind $.':
1&0 .ar/ Sig, G*H "ro!p 1its & random combatants for $" x (A&' + )<7 S,ado+ 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Sleep $.':
1&1 .ar/ Sig, G.H "ro!p 1its & random combatants for $" x (A&' + )<7 S,ado+ 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Berserk $.':
1&' .ar/ Sig, G8H "ro!p 1its & random combatants for $" x (A&' + )<7 S,ado+ 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Confuse $.':
1&% .ar/ Sig, G;H "ro!p 1its & random combatants for $" x (A&' + )<7 S,ado+ 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Slow $.':
1&& .ar/ Sig, G"H "ro!p 1its & random combatants for $" x (A&' + )<7 2ater 8lemental damage:
8ac, ,it also ,as a #0% *oS of inflicting Stop $.':
1&5 .ar/ Sig, G1H "ro!p 1its & random combatants for $" x (A&' + )<7 S,ado+ 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Mini $.':
1&# .ar/ Sig, GIH "ro!p 1its & random combatants for $" x (A&' + )<7 S,ado+ 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Toad $.':
1&0 .ar/ Sig, GIH "ro!p 1its & random combatants for $" x (A&' + )<7 S,ado+ 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Zombie $.':
1&( .ar/ Sig, GAH "ro!p 1its & random combatants for $" x (A&' + )<7 S,ado+ 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Stone $-':
1&9 .ar/ Sig, G@H "ro!p 1its & random combatants for $" x (A&' + )<7 2ater 8lemental damage:
8ac, ,it also ,as a "! *oS of red!cing combatant to 0 1 G.eat,-type effectH:
150 1oly 6reat, "ro!p 1its 0 random combatants for $" x (A&' + )<7 1oly 8lemental damage:
151 Star *ross G)H "ro!p 1its & random combatants for $" x (A&' + )<7 1oly 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Silence $.':
15' Star *ross G6H "ro!p 1its & random combatants for $" x (A&' + )<7 1oly 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Blind $.':
15% Star *ross G*H "ro!p 1its & random combatants for $" x (A&' + )<7 1oly 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Sleep $.':
15& Star *ross G.H "ro!p 1its & random combatants for $" x (A&' + )<7 1oly 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Berserk $.':
155 Star *ross G8H "ro!p 1its & random combatants for $" x (A&' + )<7 1oly 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Confuse $.':
15# Star *ross G;H "ro!p 1its & random combatants for $" x (A&' + )<7 1oly 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Slow $.':
150 Star *ross G"H "ro!p 1its & random combatants for $" x (A&' + )<7 1oly 8lemental damage:
8ac, ,it also ,as a #0% *oS of inflicting Stop $.':
15( Star *ross G1H "ro!p 1its & random combatants for $" x (A&' + )<7 1oly 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Mini $.':
159 Star *ross GIH "ro!p 1its & random combatants for $" x (A&' + )<7 1oly 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Toad $.':
1#0 Star *ross GIH "ro!p 1its & random combatants for $" x (A&' + )<7 1oly 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Zombie $.':
1#1 Star *ross GAH "ro!p 1its & random combatants for $" x (A&' + )<7 1oly 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Stone $-':
1#' Star *ross G@H "ro!p 1its & random combatants for $" x (A&' + )<7 1oly 8lemental damage:
8ac, ,it also ,as a "! *oS of red!cing combatant to 0 1 G.eat,-type effectH:
1#% oison Sig, "ro!p 1its # random combatants for $* x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting #oison $-':
FINAL FANTASY THE ROLEPLAYING GAME 303
,0(BER (I8T0RE ,A(E TAR&ET EFFECT
1#& oison 6reat, "ro!p 1its # random combatants for $" x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting #oison $-':
1#5 oison "as G)H "ro!p 1its % random combatants for $" x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Silence $.' and #oison $-'.
1## oison "as G6H "ro!p 1its % random combatants for $" x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Blind $.' and #oison $-'.
1#0 oison "as G*H "ro!p 1its % random combatants for $" x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Sleep $.' and #oison $-'.
1#( oison "as G.H "ro!p 1its % random combatants for $" x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Berserk $.' and #oison $-'.
1#9 oison "as G8H "ro!p 1its % random combatants for $" x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Confuse $.' and #oison $-'.
100 oison "as G;H "ro!p 1its % random combatants for $" x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Slow $.' and #oison $-'.
101 oison "as G"H "ro!p 1its % random combatants for $" x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Stop $.' and #oison $-'.
10' oison "as G1H "ro!p 1its % random combatants for $" x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Mini $.' and #oison $-'.
10% oison "as GIH "ro!p 1its % random combatants for $" x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Toad $.' and #oison $-'.
10& oison "as GIH "ro!p 1its % random combatants for $" x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Zombie $.' and #oison $-'.
105 oison "as GAH "ro!p 1its % random combatants for $" x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting Stone $-' and #oison $-'.
10# oison "as G@H "ro!p 1its % random combatants for $" x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of red!cing combatant to 0 1 G.eat,-type effectH and
inflicting #oison $-'.
100 oison "as G4H "ro!p 1its % random combatants for $" x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting "eat $-' and #oison $-'.
10( oison "as G-H "ro!p 1its % random combatants for $" x (A&' + )<7 6io 8lemental damage:
8ac, ,it also ,as a "! *oS of inflicting ro!en $-' and #oison $-'.
109 6laster 4ine "ro!p 1its # random combatants for $. x (A&' + <" ,ysical damage:
1(0 1a?ardo!s S,ell "ro!p 1its # random combatants for $* x (A&' + <" ,ysical damage:
1(1 *alamity 6omb G)H "ro!p 1its % random combatants for $. x (A&' + <7 ,ysical damage:
8ac, ,it also ,as a 3! *oS of inflicting Silence $"':
1(' *alamity 6omb G6H "ro!p 1its % random combatants for $. x (A&' + <7 ,ysical damage:
8ac, ,it also ,as a 3! *oS of inflicting Blind $"':
1(% *alamity 6omb G*H "ro!p 1its % random combatants for $. x (A&' + <7 ,ysical damage:
8ac, ,it also ,as a 3! *oS of inflicting Sleep $"':
1(& *alamity 6omb G.H "ro!p 1its % random combatants for $. x (A&' + <7 ,ysical damage:
8ac, ,it also ,as a 3! *oS of inflicting Berserk $"':
1(5 *alamity 6omb G8H "ro!p 1its % random combatants for $. x (A&' + <7 ,ysical damage:
8ac, ,it also ,as a 3! *oS of inflicting Confuse $"':
1(# *alamity 6omb G;H "ro!p 1its % random combatants for $. x (A&' + <7 ,ysical damage:
8ac, ,it also ,as a 3! *oS of inflicting Slow $"':
1(0 *alamity 6omb G"H "ro!p 1its % random combatants for $. x (A&' + <7 ,ysical damage:
8ac, ,it also ,as a 3! *oS of inflicting Stop $"':
1(( *alamity 6omb G1H "ro!p 1its % random combatants for $. x (A&' + <7 ,ysical damage:
8ac, ,it also ,as a 3! *oS of inflicting Mini $"':
1(9 *alamity 6omb GIH "ro!p 1its % random combatants for $. x (A&' + <7 ,ysical damage:
8ac, ,it also ,as a 3! *oS of inflicting Toad $"':
190 *alamity 6omb GIH "ro!p 1its % random combatants for $. x (A&' + <7 ,ysical damage:
8ac, ,it also ,as a 3! *oS of inflicting Zombie $"':
FINAL FANTASY THE ROLEPLAYING GAME 30
,0(BER (I8T0RE ,A(E TAR&ET EFFECT
191 *alamity 6omb GAH "ro!p 1its % random combatants for $. x (A&' + <7 ,ysical damage:
8ac, ,it also ,as a 3! *oS of inflicting Stone $-':
19' *alamity 6omb G@H "ro!p 1its % random combatants for $. x (A&' + <7 ,ysical damage:
8ac, ,it also ,as a 3! *oS of red!cing combatant to 0 1 G.eat,-type effectH
19% *alamity 6omb G4H "ro!p 1its % random combatants for $. x (A&' + <7 ,ysical damage:
8ac, ,it also ,as a 3! *oS of inflicting "eat $)':
19& *alamity 6omb G-H "ro!p 1its % random combatants for $. x (A&' + <7 ,ysical damage:
8ac, ,it also ,as a 3! *oS of inflicting ro!en $)':
195 *,aos "renade G)H "ro!p 1its % random combatants for $" x (A&' + )<7 ,ysical damage:
8ac, ,it also ,as a "! *oS of inflicting Silence $.':
19# *,aos "renade G6H "ro!p 1its % random combatants for $" x (A&' + )<7 ,ysical damage:
8ac, ,it also ,as a "! *oS of inflicting Blind $.':
190 *,aos "renade G*H "ro!p 1its % random combatants for $" x (A&' + )<7 ,ysical damage:
8ac, ,it also ,as a "! *oS of inflicting Sleep $.':
19( *,aos "renade G.H "ro!p 1its % random combatants for $" x (A&' + )<7 ,ysical damage:
8ac, ,it also ,as a "! *oS of inflicting Berserk $.':
199 *,aos "renade G8H "ro!p 1its % random combatants for $" x (A&' + )<7 ,ysical damage:
8ac, ,it also ,as a "! *oS of inflicting Confuse $.':
'00 *,aos "renade G;H "ro!p 1its % random combatants for $" x (A&' + )<7 ,ysical damage:
8ac, ,it also ,as a "! *oS of inflicting Slow $.':
'01 *,aos "renade G"H "ro!p 1its % random combatants for $" x (A&' + )<7 ,ysical damage:
8ac, ,it also ,as a #0% *oS of inflicting Stop $.':
'0' *,aos "renade G1H "ro!p 1its % random combatants for $" x (A&' + )<7 ,ysical damage:
8ac, ,it also ,as a "! *oS of inflicting Mini $.':
'0% *,aos "renade GIH "ro!p 1its % random combatants for $" x (A&' + )<7 ,ysical damage:
8ac, ,it also ,as a "! *oS of inflicting Toad $.':
'0& *,aos "renade GIH "ro!p 1its % random combatants for $" x (A&' + )<7 ,ysical damage:
8ac, ,it also ,as a "! *oS of inflicting Zombie $.':
'05 *,aos "renade GAH "ro!p 1its % random combatants for $" x (A&' + )<7 ,ysical damage:
8ac, ,it also ,as a "! *oS of inflicting Stone $-':
'0# *,aos "renade G@H "ro!p 1its % random combatants for $" x (A&' + )<7 2ater 8lemental damage:
8ac, ,it also ,as a "! *oS of red!cing combatant to 0 1 G.eat,-type effectH:
'00 *,aos "renade G4H "ro!p 1its % random combatants for $" x (A&' + )<7 ,ysical damage:
8ac, ,it also ,as a "! *oS of inflicting "eat $)':
'0( *,aos "renade G-H "ro!p 1its % random combatants for $. x (A&' + <7 ,ysical damage:
8ac, ,it also ,as a 3! *oS of inflicting ro!en $)':
'09 S!pernova "ro!p Inflicts 4##7 4agical damage on all combatants in targeted "ro!p:
'10 -ega 6!rst "ro!p Expertise, (= EVA *oS of red!cing active combatantFs c!rrent 1 by *!:
'11 8li5ir of .ar/ness Single Expertise, (= EVA *oS of red!cing target to 1 1 and 0 4:
'1' .ar/ Tonic G)H "ro!p Expertise, (= EVA *oS of inflicting Silence $"'J Blind $"' on eac, combatant:
'1% .ar/ Tonic G6H "ro!p Expertise, (= EVA *oS of inflicting Silence $"'J Sleep $"' on eac, combatant:
'1& .ar/ Tonic G*H "ro!p Expertise, (= EVA *oS of inflicting Silence $"'J Berserk $"' on eac, combatant:
'15 .ar/ Tonic G.H "ro!p Expertise, (= EVA *oS of inflicting Silence $"'J Confuse $"' on eac, combatant:
'1# .ar/ Tonic G8H "ro!p Expertise, (= EVA *oS of inflicting Silence $"'J Slow $"' on combatant:
'10 .ar/ Tonic G;H "ro!p Expertise, (= EVA *oS of inflicting Silence $"'J Stop $"' on combatant:
'1( .ar/ Tonic G"H "ro!p Expertise, (= EVA *oS of inflicting Silence $"'J Mini $"' on combatant:
'19 .ar/ Tonic G1H "ro!p Expertise, (= EVA *oS of inflicting Silence $"'J Toad $"' on combatant:
''0 .ar/ Tonic GIH "ro!p Expertise, (= EVA *oS of inflicting Silence $"'J Zombie $"' on combatant:
''1 .ar/ Tonic GIH "ro!p Expertise, (= EVA *oS of inflicting Silence $"'J Stone $-' on combatant:
''' .ar/ Tonic GAH "ro!p Expertise, (= EVA *oS of inflicting Silence $"'J "eat $)' on combatant:
''% .ar/ Tonic G@H "ro!p Expertise, (= EVA *oS of inflicting Silence $"'J ro!en $)' on eac, combatant:
FINAL FANTASY THE ROLEPLAYING GAME 30!
,0(BER (I8T0RE ,A(E TAR&ET EFFECT
''& .ar/ Tonic G4H "ro!p Expertise, (= EVA *oS of inflicting Blind $"'J Sleep $"' on eac, combatant:
''# .ar/ Tonic GDH "ro!p Expertise, (= EVA *oS of inflicting Blind $"'J Confuse $"' on eac, combatant:
''0 .ar/ Tonic GH "ro!p Expertise, (= EVA *oS of inflicting Blind $"'J Slow $"' on eac, combatant:
''( .ar/ Tonic GKH "ro!p Expertise, (= EVA *oS of inflicting Blind $"'J Stop $"' on eac, combatant:
''9 .ar/ Tonic GRH "ro!p Expertise, (= EVA *oS of inflicting Blind $"'J Mini $"' on eac, combatant:
'%0 .ar/ Tonic GSH "ro!p Expertise, (= EVA *oS of inflicting Blind $"'J Toad $"' on eac, combatant:
'%1 .ar/ Tonic GTH "ro!p Expertise, (= EVA *oS of inflicting Blind $"'J Zombie $"' on eac, combatant:
'%' .ar/ Tonic G$H "ro!p Expertise, (= EVA *oS of inflicting Blind $"'J Stone $-' on eac, combatant:
'%% .ar/ Tonic G<H "ro!p Expertise, (= EVA *oS of inflicting Blind $"'J "eat $)' on eac, combatant:
'%& .ar/ Tonic G2H "ro!p Expertise, (= EVA *oS of inflicting Blind $"'J ro!en $)' on eac, combatant:
'%5 .ar/ Tonic GEH "ro!p Expertise, (= EVA *oS of inflicting Sleep $"'J Berserk $"' on eac, combatant:
'%# .ar/ Tonic GLH "ro!p Expertise, (= EVA *oS of inflicting Sleep $"'J Confuse $"' on eac, combatant:
'%0 .ar/ Tonic G=H "ro!p Expertise, (= EVA *oS of inflicting Sleep $"'J Slow $"' on eac, combatant:
'%( .ar/ Tonic G)'H "ro!p Expertise, (= EVA *oS of inflicting Sleep $"'J Stop $"' on eac, combatant:
'%9 .ar/ Tonic G6'H "ro!p Expertise, (= EVA *oS of inflicting Sleep $"'J Mini $"' on eac, combatant:
'&0 .ar/ Tonic G*'H "ro!p Expertise, (= EVA *oS of inflicting Sleep $"'J Toad $"' on eac, combatant:
'&1 .ar/ Tonic G.'H "ro!p Expertise, (= EVA *oS of inflicting Sleep $"'J Zombie $"' on eac, combatant:
'&' .ar/ Tonic G8'H "ro!p Expertise, (= EVA *oS of inflicting Sleep $"'J Stone $-' on eac, combatant:
'&% .ar/ Tonic G;'H "ro!p Expertise, (= EVA *oS of inflicting Sleep $"'J "eat $)' on eac, combatant:
'&& .ar/ Tonic G"'H "ro!p Expertise, (= EVA *oS of inflicting Sleep $"'J ro!en $)' on eac, combatant:
'&5 .ar/ Tonic G1'H "ro!p Expertise, (= EVA *oS of inflicting Berserk $"'J Confuse $"' on eac, combatant:
'&# .ar/ Tonic GI'H "ro!p Expertise, (= EVA *oS of inflicting Berserk $"'J Slow $"' on eac, combatant:
'&0 .ar/ Tonic GI'H "ro!p Expertise, (= EVA *oS of inflicting Berserk $"'J Stop $"' on eac, combatant:
'&( .ar/ Tonic GA'H "ro!p Expertise, (= EVA *oS of inflicting Berserk $"'J Mini $"' on eac, combatant:
'&9 .ar/ Tonic G@'H "ro!p Expertise, (= EVA *oS of inflicting Berserk $"'J Toad $"' on eac, combatant:
'50 .ar/ Tonic G4'H "ro!p Expertise, (= EVA *oS of inflicting Berserk $"'J Zombie $"' on eac, combatant:
'5' .ar/ Tonic GD'H "ro!p Expertise, (= EVA *oS of inflicting Berserk $"'J "eat $)' on eac, combatant:
'5% .ar/ Tonic G'H "ro!p Expertise, (= EVA *oS of inflicting Berserk $"'J ro!en $)' on eac, combatant:
'5& .ar/ Tonic GK'H "ro!p Expertise, (= EVA *oS of inflicting Confuse $"'J Slow $"' on eac, combatant:
'55 .ar/ Tonic GR'H "ro!p Expertise, (= EVA *oS of inflicting Confuse $"'J Stop $"' on eac, combatant:
'5# .ar/ Tonic GS'H "ro!p Expertise, (= EVA *oS of inflicting Confuse $"'J Mini $"' on eac, combatant:
'50 .ar/ Tonic GT'H "ro!p Expertise, (= EVA *oS of inflicting Confuse $"'J Toad $"' on eac, combatant:
'5( .ar/ Tonic G$'H "ro!p Expertise, (= EVA *oS of inflicting Confuse $"'J Zombie $"' on eac, combatant:
'59 .ar/ Tonic G<'H "ro!p Expertise, (= EVA *oS of inflicting Confuse $"'J Stone $-' on eac, combatant:
'#0 .ar/ Tonic G2'H "ro!p Expertise, (= EVA *oS of inflicting Confuse $"'J "eat $)' on eac, combatant:
'#1 .ar/ Tonic GE'H "ro!p Expertise, (= EVA *oS of inflicting Confuse $"'J ro!en $)' on eac, combatant:
'#' .ar/ Tonic GL'H "ro!p Expertise, (= EVA *oS of inflicting Slow $"'J Stop $"' on eac, combatant:
'#% .ar/ Tonic G='H "ro!p Expertise, (= EVA *oS of inflicting Slow $"'J Mini $"' on eac, combatant:
'#& .ar/ Tonic G)%H "ro!p Expertise, (= EVA *oS of inflicting Slow $"'J Toad $"' on eac, combatant:
'#5 .ar/ Tonic G6%H "ro!p Expertise, (= EVA *oS of inflicting Slow $"'J Zombie $"' on eac, combatant:
'## .ar/ Tonic G*%H "ro!p Expertise, (= EVA *oS of inflicting Slow $"'J Stone $-' on eac, combatant:
'#0 .ar/ Tonic G.%H "ro!p Expertise, (= EVA *oS of inflicting Slow $"'J "eat $)' on eac, combatant:
'#( .ar/ Tonic G8%H "ro!p Expertise, (= EVA *oS of inflicting Slow $"'J ro!en $)' on eac, combatant:
'#9 .ar/ Tonic G;%H "ro!p Expertise, (= EVA *oS of inflicting Mini $"'J Toad $"' on eac, combatant:
'00 .ar/ Tonic G"%H "ro!p Expertise, (= EVA *oS of inflicting Mini $"'J Zombie $"' on eac, combatant:
'01 .ar/ Tonic G1%H "ro!p Expertise, (= EVA *oS of inflicting Mini $"'J Stone $-' on eac, combatant:
'0' .ar/ Tonic GI%H "ro!p Expertise, (= EVA *oS of inflicting Mini $"'J "eat $)' on eac, combatant:
'0% .ar/ Tonic GI%H "ro!p Expertise, (= EVA *oS of inflicting Mini $"'J ro!en $)' on eac, combatant:
'0& .ar/ Tonic GA%H "ro!p Expertise, (= EVA *oS of inflicting Stop $"'J Mini $"' on eac, combatant:
'05 .ar/ Tonic G@%H "ro!p Expertise, (= EVA *oS of inflicting Stop $"'J Toad $"' on eac, combatant:
'0# .ar/ Tonic G4%H "ro!p Expertise, (= EVA *oS of inflicting Stop $"'J Zombie $"' on eac, combatant:
FINAL FANTASY THE ROLEPLAYING GAME 30"
,0(BER (I8T0RE ,A(E TAR&ET EFFECT
'00 .ar/ Tonic G-%H "ro!p Expertise, (= EVA *oS of inflicting Stop $"'J Stone $-' on eac, combatant:
'0( .ar/ Tonic GD%H "ro!p Expertise, (= EVA *oS of inflicting Stop $"'J "eat $)' on eac, combatant:
'09 .ar/ Tonic G%H "ro!p Expertise, (= EVA *oS of inflicting Stop $"'J ro!en $)' on eac, combatant:
'(0 .ar/ Tonic GK%H "ro!p Expertise, (= EVA *oS of inflicting Toad $"'J Zombie $"' on eac, combatant:
'(1 .ar/ Tonic GR%H "ro!p Expertise, (= EVA *oS of inflicting Toad $"'J Stone $-' on eac, combatant:
'(' .ar/ Tonic GS%H "ro!p Expertise, (= EVA *oS of inflicting Toad $"'J "eat $)' on eac, combatant:
'(% .ar/ Tonic GT%H "ro!p Expertise, (= EVA *oS of inflicting Toad $"'J ro!en $)' on eac, combatant:
'(& .ar/ Tonic G$%H "ro!p Expertise, (= EVA *oS of inflicting Zombie $"'J Stone $-' on eac, combatant:
'(5 .ar/ Tonic G<%H "ro!p Expertise, (= EVA *oS of inflicting Zombie $"'J "eat $)' on eac, combatant:
'(# .ar/ Tonic G2%H "ro!p Expertise, (= EVA *oS of inflicting Zombie $"'J ro!en $)' on eac, combatant:
'(0 .ar/ Tonic GE%H "ro!p Expertise, (= EVA *oS of inflicting Stone $-'J "eat $)' on eac, combatant:
'(( .ar/ Tonic GL%H "ro!p Expertise, (= EVA *oS of inflicting Stone $-'J ro!en $)' on eac, combatant:
'(9 .ar/ Tonic G=%H "ro!p Expertise, (= EVA *oS of inflicting "eat $)'J ro!en $)' on eac, combatant:
'90 .ar/ otion G)H Single #! flat *oS of inflicting Silence $-'
'91 .ar/ otion G6H Single #! flat *oS of inflicting Blind $-'
'9' .ar/ otion G*H Single #! flat *oS of inflicting Sleep $-'
'9% .ar/ otion G.H Single #! flat *oS of inflicting Berserk $-'
'9& .ar/ otion G8H Single #! flat *oS of inflicting Confuse $-'
'95 .ar/ otion G;H Single #! flat *oS of inflicting Slow $-'
'9# .ar/ otion G"H Single #! flat *oS of inflicting Stop $-'
'90 .ar/ otion G1H Single #! flat *oS of inflicting Mini $-'
'9( .ar/ otion GIH Single #! flat *oS of inflicting Toad $-'
'99 .ar/ otion GIH Single #! flat *oS of inflicting Zombie $-'
%00 .ar/ otion GAH Single #! flat *oS of inflicting Stone $-'
%01 .ar/ otion G@H Single #! flat *oS of inflicting "eat $-'
%0' .ar/ otion G4H Single #! flat *oS of inflicting ;ro?en $-'
%0% 8li5ir of .eat, "ro!p Expertise, (= EVA *oS of red!cing eac, combatant7s 1 to 0 G.eat,-type effectH:
%0& 8vil "a?e Single Expertise, (= EVA *oS of inflicting Blind $"'J Condemned $.'J Confuse $"'J
$isable $"'J %mmobili!e $"'J Meltdown $.'J Silence $"'J Sleep $"'J &enom $.'J
Zombie $"' on target:
CHAPTE# "LOSSA#/
The following list recaps some of the most important concepts
introduced in this chapter for #uick reference.
Complexit! @rade. "easure of a crafting pro'ectAs complexit!.
-nvention Bevel. "easure of an -nventionAs overall power.
Si0e @rade. "easure of a crafting pro'ectAs si0e.
(orkshop Hour. Gne hour of uninterrupted work in a space that
has all the materials and e#uipment needed for the crafter to do his
work.
FINAL FANTASY THE ROLEPLAYING GAME 307
AII
__
MONSTER CREATION SYSTEM

Hmph. I've fought worse!


Gilgamesh
FINAL FANTAS !II
The old adage maintains that good cannot exist without evil.
Nowhere is this more true than in the worlds of Final Fantasy,
where the road to ones destiny is paved with the bones of evil,
ravening, and outright bizarre foes.
Appendix is home to the !onster "reation #ystem $!"#%, an in&
depth tool'it for assembling monsters of all stripes. (hether great,
small, annoying, or outright world&threatening, the guides in this
Appendix allow you to create all of them with ease. )esigning a
monster is not significantly different from designing a character*
both use a systematic step&by&step process which may seem
overwhelming at first, but will become increasingly familiar over
time. As with character creation, it may ta'e a few attempts before
the process +clic's., -ecause of this, you should ta'e the time to
throw together a few practice monsters before creating opponents
for your players in earnest.
MONSTER PROFILE
!onster designs begin with a basic outline of the creature, called
its +profile., .i'e a characters bac'ground, the profile helps to
establish the monsters +personality and basic characteristics
through ten separate headings/ "ategory, !onster Family, .ocation,
Appearance, #ize, ntelligence, -ehavior, Fre0uency, 1ncounter #ize,
2eaction, and #enses. 1ach of these ten will be explained in detail
over the next few pages.
CATEGORY
-egin by selecting one or more of the fourteen !onster "ategories
below. Aside from establishing what 31nemy Type4 5iller (eapons
and Advantages harm your creature, the "ategory also offers a
broad template from which the finer details of the monster can be
wor'ed out. "ategories are not mutually exclusive* dual&category
monsters such as )emon6-east, !achina6Aerial and
)ragon67ndead are all perfectly plausible. f the "ategory is not
immediately obvious, s'ip this step and come bac' once the
monsters other characteristics have been determined.
Abnormal
+8eneric monsters that fit in no other category, including uni0ue or
one&of&a&'ind creatures.
1xamples/ "himera, 9resenter, Turtapod
2ecommended Abilities/ Any
Aerial
!onsters with the power to defy gravity, usually through wings, but
occasionally through more exotic means, such as inflated bladders,
gas sacs, or magic.
1xamples/ -ats, :ell )ivers, ;uus
2ecommended Abilities/ 1lemental (ea'ness $(ind%, !ove&Flight
Amorph
#hapeless monsters with no discernible anatomy that are all but
impervious against conventional weapons. #ome Amorphs may be
capable of shifting from one form to another.
1xamples/ -lobras, Flans
2ecommended Abilities/ :eavy Armor
Aquan
(ater&dwelling monsters. Though usually only encountered in their
native element, they may occasionally venture onto dry land to
terrorize its denizens.
1xamples/ "aribes, #ahagins, #har's
2ecommended Abilities/ 1lemental (ea'ness $.ightning%, 1lemental
2esistance $(ater%, !ove&(ater
Arcana
!onsters created of raw magic, typically as a result of a #pell.
1xamples/ -ombs, 1lementals, #ummons
2ecommended Abilities/ Any
Beast
The +natural inhabitants of the world. ncludes monstrous animals
and other fauna twisted by magic.
1xamples/ Fangs, !u, #now .ions
2ecommended Abilities/ Any
Constructs
.ifeless constructs of stone, wood, or other material, animated by
magic or technology.
1xamples/ 8olems, #ol "annons, (armechs
2ecommended Abilities/ 1lemental mmunity $-io%, )rain 9roof,
#tatus mmunity $!ystify%, #tatus mmunity $Toxin%, #tatus mmunity
$Transform%.
Dragon
!onstrous reptiles with a serpentine bent. "overs the classic
winged dragons as well as their groundbound relatives.
1xamples/ )ragons, :ydras, (yverns
2ecommended Abilities/ Any
FINAL FANTASY THE ROLEPLAYING GAME 308
Fiend
#upernatural opponents serving the cause of evil. Fiends are
generally highly adept with the use of magic.
1xamples/ Ahrimans, -uers, mps
2ecommended Abilities/ 1lemental (ea'ness $:oly%, 1lemental
2esistance $#hadow%
Humanoid
"reatures of humanoid proportions and modest intelligence.
1xamples/ :umans, 1lves, 8igases, 8nolls, 8oblins, <rcs, =agudo
2ecommended Abilities/ 1lemental (ea'ness $-io%
Insect
nsects come in countless shapes and sizes, and are typically
protected by tough, chitinous shells.
1xamples/ Antlions, 8rand !antises, #and #corpions
2ecommended Abilities/ 1lemental (ea'ness $ce%
Lizard
2eptiles who dont readily fall into the +)ragon category. They
typically rely more on natural means of offense than magical ones.
1xamples/ Anacondaurs, -asilis's
2ecommended Abilities/ 1lemental (ea'ness $ce%
Plant
Animated and mutated plant matter as well as natural hazards such
as carnivorous plants.
1xamples/ "actuars, !alboros, <chu
2ecommended Abilities/ 1lemental (ea'ness $Fire%
Undead
The living dead are creatures reanimated by foul sorcery or
supernatural circumstance.
1xamples/ 8hosts, #'eletons, ;ombies
2ecommended Abilities/ Auto&;ombie, 1lemental (ea'ness $Fire%,
1lemental (ea'ness $:oly%
! Why Recommended?
Anybody whos had some familiarity with the Final Fantasy
games may wonder why "ategories dont have firmly defined
Abilities attached to them. n many of the e&games, certain
monster categories do have standardized wea'nesses and
properties, but these are not consistent throughout the series.
Final Fantasy >, for instance, introduced 7ndead opponents
resistant to Fire, in star' contrast to previous games. For this
reason, idiosyncrasies typically found in given !onster
"ategories are recommended rather than re0uired.
MONSTER FAMILY
A creatures !onster Family acts as sub&category for the !onster
"ategory, and serves as a convenient way to group together
monsters with similar characteristics. f your monster is an entirely
new creation, the !onster Family will usually be named after it* if
you are ?ust adding a monster to an existing !onster Family, use
the name already in place.
LOCATION
(here the monster is most li'ely to be encountered* usually its
preferred habitat, or range of habitats. -asic concept and "ategory
will ta'e most of the guesswor' out of this @ A0uan monsters will
be found in 2ivers, .a'es, and <ceans, while 9lants are more at
home in places li'e Aungles and Forests. The environment a
monster lives in also provides a starting point for assigning things
li'e 1lemental 2esistances and mmunities later on @ obviously, a
glacier&dwelling monster is more li'ely to be able to brave -lizzard
#pells than one inhabiting a volcano. The thirteen types of .ocation
are/
)esert. :ot, arid, sandy regions.
)ungeons. A catchall term for the towers and fortresses
inhabited by evil masterminds. 7nli'e ruins, dungeons are still in
active use, and are significantly nastier as a result.
Forests. )ense temperate forests and woodlands made up of
timber trees. Not to be confused with ?ungles.
:ills. 8rassy or wooded highlands.
Aungles. :ot and humid areas of tropical rainforest, with heavy
rainfall and even heavier vegetation.
!arshes. Alternately 'nown as swamps. Fetid wetlands notorious
for their muddy, unstable ground.
!ountains. 2oc'y highlands characterized by sparser, tougher
vegetation and colder temperatures.
9lains. Also called steppe or veldt. Typically large, unbro'en
stretches of rolling grassland.
<ceans. The open sea.
2ivers6.a'es. .arge, natural bodies of flowing or standing
freshwater located inland.
2uins. )isused and abandoned buildings or areas of habitation.
7nli'e dungeons, ruins are claimed by nobody, and have fallen into
an advanced state of disrepair as a result.
Towns. Areas of civilization Though the term +town is used, this
category applies to settlements of any size, from tiny hamlets to
large cities.
Tundra. +"old deserts, mar'ed by sparse vegetation, periodic
snowfall and extreme temperatures.
7nderground. "aves, caverns, tunnels, mines, and any other
areas characterized by persistent lac' of sunlight and cool, damp
environs.
.i'e "ategories, .ocations are not mutually exclusive @ a monster
can be found in two or more .ocations if their physiology supports
it. f you are creating a monster for a campaign world, generic
.ocation types can be replaced with specific locations in that world.
APPEARANCE
n short, what the monster loo's li'e. Again, the "ategory will ta'e
most of the guesswor' out of this @ )ragons will be vaguely
reptilian in appearance, Amorphs blobs and oozes, !achina tough
and composed of inorganic materials. 1ven within a type, however,
theres tremendous potential for diversity. A dragon can ?ust as
FINAL FANTASY THE ROLEPLAYING GAME 309
easily be a nine&headed monstrosity covered with golden scales or
a polychromatic serpent, have six wings, chitinous armor, or shining
feathers. )ont be afraid to ta'e a few ris's and mix things up*
many of the most memorable creatures inhabiting the Final Fantasy
universe are ones that stray more than ?ust a little from the norm.
:abitat, too, plays a role in shaping appearance. "reatures living
in extreme heat or cold will typically have bodies adapted to these
conditions @ shaggy fur and other natural insulation in the case of
cold&dwellers, heat&resistant and water&retaining features for those
ma'ing their homes in deserts. 2emember that appearance is
primarily a visual calling card. A short, vivid set of details that stic'
in your players minds long after the encounter ultimately will pay
greater dividends than a long&winded description cataloging the
size of every claw and talon.
SIZE
The monsters overall size measured in meters. !ore of a cosmetic
consideration than a practical one* whilst size does give some
indication as to the monsters overall resilience and power, small
monsters are ?ust as capable of dealing out grievous damage as
large ones, if not moreso.
INTELLIGENCE
n the FF298, a character,s intelligence is measured by their !A8
Attribute as well as their .oreB and .anguageB #'ills. -ecause
monsters do not have #'ills to fall bac' on, a monster,s intellect is
instead summed up by an ntelligence rating. 9ic' one of the six
ratings below/

None simply means the monster is not capable of independent
action or thought* monsters of this type rely entirely on another
monster or N9" for guidance. This 'ind of intelligence tends to be
characteristic of more primitive !achina and some types of
7ndead.
Animal intelligence indicates a creature driven almost exclusively
by its instincts* their actions and aggressions are motivated more
by where their next meal is coming from than any 'ind of higher
purpose.
9rimitive creatures display a spar' of sentience, and may even be
capable of spea'ing an actual language, albeit reluctantly @ a club
is always far more efficient at getting the message across.
Average intelligence puts a monster at roughly human level in
terms of reasoning capacity. )emi&human races such as 8oblins
and <rcs fall under this category.
:igh intelligence usually designates mages and other scholars of
a particular species. They can match wits with almost any member
of the party, and have a more&than&fair chance of winning the
resulting battle of minds.
!onsters with 1lder intelligence are rare indeed, displaying the
'ind of fierce intellect normally reserved for the wisest of #ages.
#uch creatures usually have the benefit of centuries of learning
behind them, and may even be immortal.
f it necessary to reflect monsters who are slightly above or below
average for their ntelligence rating @ say, the difference between a
8oblin !ugger and a 8oblin !age @ add a plus $C% or minus $&%
after the ntelligence rating. <bviously, a monsters ntelligence will
also have a bearing on its strategy as well as its interactions with
the 9arty @ see 2eaction and -ehavior below.
REACTION
The monsters 2eaction gauges how the monster will react to the
players when the inevitable encounter ta'es place, and offers a
useful yardstic' for how the encounter develops from there.
"am#e$ im%e&iles. 'h( $o (ou
wish to fight)
*ahamut
FINAL FANTAS +III
For FF298 purposes, 2eactions are bro'en up into categories. 9ic'
one of the four categories below/
Friendly monsters offer advice, directions, items, or healing,
depending on the circumstances. #ome may expect compensation
for their troubles, while others help the party for free.
Neutral monsters are passive, and will retaliate only if threatened
themselves. (hile they wont go out of their way to help the players,
they wont attempt to hinder them either. f not attac'ed 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.
(ary monsters wont pounce on the players outright, but it wont
ta'e much to provo'e their ill&will. f they feel threatened by the
9arty, they will almost certainly be the first to attac'.
:ostile monsters will attac' 9"s on sight, regardless of the
circumstances and odds. This may be for a wide variety of reasons,
ranging from territorial considerations to simple hunger.
BEHAVIOUR
Now we add a touch of color. A monsters behavior can potentially
encompass everything from feeding and mating habits to social
mores @ :ow do they react to potential threatsD (hat do they feed
onD )o they travel in pac's or aloneD )o they attac' ferociously or
strategically, letting the battle come to themD
This section should also cover the monsters strategies in
combat, if any. !agic&using monsters may prefer to cast debilitating
#pells li'e 9oison or #leep, or systematically target front&line
warriors with offensive magics, while their physical counterparts
might be more interested in going after that unprotected !age or
bul'ing up their defenses via !ighty 8uard. <thers, such as the
"actuar, may be inveterate cowards who run away at the first sign
of trouble @ usually after ma'ing sure any possible pursuers are
thoroughly incapacitated.
FREQUENCY
For the purpose of arranging random encounters and encounter
FINAL FANTASY THE ROLEPLAYING GAME 310
tables, the monster should be given a Fre0uency rating. This rating
simply determines how common the monster is in its native habitat.
There are five possible Fre0uency ratings/ "ommon, 7ncommon,
2are, Eery 2are and 7ni0ue. This last grade is usually reserved for
-oss monsters and their il', and means the monster will never be
encountered unless the encounter is premeditated by the 8!.
ENCOUNTER SIZE
n order to ma'e it easier for 8!s to plan encounters, monster
entries should have a recommended 1ncounter #ize to show how
many monsters are needed to provide a reasonably challenging
encounter for a party of e0uivalent .evel. 1ncounter #ize is
expressed in terms of values li'e +F6G @ the first number is the
recommended number of monsters and the second the number of
9"s needed to fight it. F6H, for instance, means +one monster per
six characters if of e0uivalent .evel. I6F, on the other hand, reads
+two monsters for every one character., <n average, a party will go
through four encounters before gaining a level, so encounter size
should be ad?usted with that in mind.
Note that these numbers are li'ely to be rough at best* even with
trial and error, the 8!s mileage may vary. For parties with
excessively powerful e0uipment and a healthy stoc' of recovery
items, even higher&level monsters wont be as much of a challenge
as they should be, while cash&strapped groups will find the inverse
to be true. Aob choice also affects encounter effectiveness. f a
monster is primary wea' against physical attac's and the party
composed primarily of !ages, the resulting challenge will increase
exponentially. Aim for the middle ground and assume a mixed party
of physical and magical attac'ers* this gives a better margin of
error than s'ewing the numbers towards either extreme.
! Mixing and Matching
1ncounter #ize can be used to put together mixed encounters
composed of several different monster types. Assume that a
8! is setting up a battle for their four&strong party. The first
monster they pic', the 2oc' :ound, has an 1ncounter #ize
rating of I6F, meaning that the +balanced 8roup would
comprise eight 2oc' :ounds. :owever, for varietys sa'e, the
8! also wants to include at least one additional monster type.
.oo'ing through their notes, they find another I6F monster,
the -lade 8uard. They could now opt to use any mix of 2oc'
:ounds and -lade 8uards, up to a total of eight @ four
:ounds and four 8uards, six 8uards and two :ounds, one
8uard and seven :oundsJ
-ut the 8! also has a F6I monster, the ;ombie -asilis'. f
they wanted to add a third monster to the mix, they could build
a 8roup out of one ;ombie -asilis', two 2oc' :ounds and two
-lade 8uards. Alternatively, they could substitute another F6I
monster in @ the possibilities are literally endless.
SENSES
-ecause FF298 monsters have no #'ills, they cannot use
Awareness to spot or trac' a party. nstead, they use #enses as a
substitute. !onsters have six total #enses at their disposal/
)ay Eision is the default #ense for most monsters. f it is their
primary means of locating an opponent, they may have unusually
'een eyesight and the capacity to spot targets over long distances.
Night Eision allows monsters to see opponents in dar' or dim
lighting conditions with increased clarity.
!onsters that detect based on #ound can either hear normal
sounds or @ in the case of burrowing monsters @ detect vibrations
created by movement.
#mell is generally used by -easts to trac' their prey. -ecause
scents left by a target usually last longer than other sensory cues,
monsters that rely heavily on this sense can be highly persistent
opponents.
7ndead monsters and some types of Fiend and "onstruct use a
.ife #ense to +smell out living creatures. -ecause of this, they
usually have trouble locating artificial constructs.
!agic sense is common amongst Arcana. n this case, the
monster can +see the aura given off by natural magic&users @
read/ all Aobs with an !9 die @ as well as items imbued with magic,
including Accessories, (eapons and Armor with 10uipment Abilities,
-attle tems, and #upport tems.
(hen creating the monster, give each of these #enses a 2ating
from K to FKK. f a situation arises where one or more party
members are using #tealth to snea' by the monster, use the
highest&rated #ense in place of an Awareness 2ating for the
<pposed #'ill Test to see whether the monster notices. "onditional
!odifiers imposed on the characters snea'ing by should be
appropriate to the monster,s primary sense. (earing camouflage
will do nothing to fool a creature using .ife sense, for instance @
the only way to completely disguise yourself is to cast ;ombie.
ATTRIBUTES AND STATISTICS
Now that the bac'ground material is complete, the number&
crunching begins in earnest. 1very option given over the next few
pages has specific 8il and >9 values attached to it. As you create
your monster, 'eep trac' of the modifiers listed for every choice
you ma'e @ these will be particularly important at the end of the
design process.
! Multiple Forms (1)
!onsters with multiple incarnations are a time&honored Final
Fantasy traditions, particularly for final battles* defeat one
form, and your opponent promptly shifts to another, even more
powerful one. There are two ways of representing this in the
FF928/
f a monster can change forms at will, assume that doing so
re0uires a standard Ability Action to carry out. "reate each
+alternate form as a separate monster, but do not generate
:it 9oints and !agic 9oints for the alternate forms* they will
use the current and maximum :9 and !9 values of the +base
form even after they change over.
FINAL FANTASY THE ROLEPLAYING GAME 311
! Multiple Forms (2)
"alculate the 8il and >9 values for the +base form, then add
the 8il and >9 values for every Ability and Attac' used by an
alternate form but not present on the +base form. <nce this
has been calculated, multiply both by F.F* this is the final 8il
and >9 value of the monster.
For monsters that shift forms only after the previous form
has been defeated in combat, treat each form as a completely
independent monster. The total 8il and >9 value for the
monster will be e0ual to the sum of all of its incarnations
values.
TYPE
-egin by selecting a Type for the monster from the list below. This
will determine its overall power level as well as its full capabilities.
2egular monsters are cannon fodder, and should ma'e up
around LGM of the opponents the 9arty runs into during the
course of their adventures. :owever, 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&'ind 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. 7nli'e normal monsters, Notorious monsters
and their superiors can have 0uite developed personalities, and
should ma'e for a memorable encounter if handled correctly.
-osses usually appear during an adventure,s climax, and should
be constructed as a typically epic showdown re0uiring a good deal
of the 9artys resources and wit to overcome.
1nd -osses are the players most powerful archenemies. These
are typically only encountered after a series of adventures, if not
the end of a full&fledged campaign, and tend to be an integral part
of the games ongoing storyline.
n game terms, Notorious, -oss, and 1nd -oss monsters will have
significantly higher :it 9oints and possess certain Abilities at no
additional cost. #everal restrictions on attac's and attac' modifiers
are also waived for monsters of this 'ind, allowing them to deal
significantly more damage to opponents. These are discussed in
more detail in the relevant sections further along. <nce you have
chosen a Type, note down the -ase >9 and 8il Ealue given for it
below and continue.
TYPE BASE XP VALUE BASE GIL VALUE
Regular 40 15
Notorious 100 25
Boss 225 55
End Boss 350 90
LEVEL
<nce a Type has been chosen, the next consideration is the
monsters .evel. As with 9"s, monsters have a .evel from F to NN,
reflecting their overall experience and toughness. A higher .evel
affects all of the monsters abilities @ it increases the number of
Attribute 9oints available to it, increases its "ombat #tatistics, and
improves the damage it can cause with each attac'. t also
increases the number of 1xperience 9oints and 8il the monster is
worth if defeated in battle. As a rough rule of thumb, the higher the
.evel, the harder @ and more rewarding @ the monster will be to
defeat.
7nder most circumstances, the monsters .evel will be e0ual to
the average .evel of the 9arty it is intended for* a .evel IO 9arty,
for instance, will generally be best off facing monsters ranging from
.evel IH to .evel PK. For an additional challenge, set the monsters
.evel G to FK .evels above the 9artys average.
ATTRIBUTES
.i'e characters, monsters have a total of six Attributes/ #trength,
Eitality, #peed, Agility, !agic, and #pirit. 1very monster has a total
of $PG C .evel% Attribute 9oints to split between these six, raising
Attribute ratings at a rate of F 9oint per F point in the relevant
Attribute. The monsters basic concept will have some bearing on
how these are allocated @ small, fast monsters will have high #9)
and A8, but low ET and #T2, while large, lumbering ones will be
?ust the opposite. All Attributes must have a minimum value of F*
other than that, there are no restrictions on allocation.
COMBAT STATISTICS
-arring one exception, monsters have the exact same "ombat
#tatistics 9"s do. (here they differ is in the fashion in which they
are generated.
Hit Points
A monsters :it 9oints determine how much damage it can soa' up
before being defeated. As a general rule of thumb, the larger and
tougher a monster is, the more :9 it will have at its disposal. 7nli'e
Aobs, monsters have no :it )ie, but a fixed value called a :it -ase*
the higher the :it -ase, the higher the monsters final :9 value.
#elect a :it -ase from the table below and note down the relevant
modifiers.
BASE EXAMPLE XP MODIFIER GIL MODIFIER
1 Leaf Bunny -16 -6
1.5 Golin -! -3
2 "ergeant 0 0
4 #$%u &1! &!
6 Be%e'ot% &40 &19
! (onerry &60 &30
<nce the monsters :it -ase has been decided on, use the
appropriate formula from the following list to calculate the
monsters total :9/
Type :9 Formula
2egular $:it -ase x ET x .evel%
Notorious $:it -ase x ET x .evel% x I
-oss $:it -ase x ET x .evel% x Q
1nd -oss $:it -ase x ET x .evel% x H
FINAL FANTASY THE ROLEPLAYING GAME 312
Magic Points
#pellcasting !onsters will need at least some amount of !9 to
power their magic* the more !9 they have at their disposal, the
greater the power and extent of their spellcasting ability. 7nli'e the
:it -ase, a !agic -ase is purely optional* if the monster has no
#pells to spea' of, this step may be s'ipped entirely. <therwise,
select a !agic -ase from the table below and note down the
relevant modifiers.
BASE EXAMPLE XP MODIFIER GIL MODIFIER
--- Leaf Bunny 0 0
0.5 Golin &! &3
1 Bla$) *age &15 &+
1.5 ,ar) -or$e &22 &10
2 Bla$) .alt/ &35 &16
4 *agi$ *aster &50 &2!
9rovided the monster has been given a !agic -ase, use the
appropriate formula from the following list to calculate the
monsters total !9/
Type :9 Formula
2egular $!agic -ase x #92 x .evel%
Notorious $!agic -ase x #92 x .evel% x F.G
-oss $!agic -ase x #92 x .evel% x I
1nd -oss $!agic -ase x #92 x .evel% x P
Accurac
Accuracy serves the same purpose in monsters as it does in a
player character, determining how accurate the monster,s Attac's
are. :owever, as the monster does not have a (eapon #'ill, A"" is
the sole deciding factor in whether or not its attac's hit. 7se the
following formula to calculate the monsters A""/
$OK C .evel C $A8 x I%%
Magic Accurac
The !agic Accuracy "ombat #tatistic wor's for monsters as it does
for players, determining the li'elihood of the monsters #pells
affecting their intended target. 7se the following formula to
calculate the monsters !. A""/
$FKK C .evel C $!A8 x I%%
De!terit
)exterity is used to determine the accuracy of certain attac's,
typically used in cases where the monster is inflicting a negative
status. 7se the following formula to calculate the monster,s )1>/
$GK C .evel C $A8 x I%%
Mind
!ind is used to determine the accuracy of certain attac's, typically
used in cases where the monster is inflicting a negative status. 7se
the following formula to calculate the monster,s !N)/
$GK C .evel C $!A8 x I%%
Armor
7nli'e the players, monsters dont wear individual pieces of
protective gear. For this reason, their Armor rating is measured by
a single overall value called the Armor -ase. !onsters with a high
Armor -ase are typically protected by shells, thic'ened hides or
outright sheets of metal, but may also sport a larger Armor -ase
simply because they are difficult to damage with conventional
attac's @ Amorphs are one example of this. #elect an A2! -ase
from the table below and note down the modifiers.
BASE EXAMPLE XP MODIFIER GIL MODIFIER
0.5 Leafer -5 -2
1 Golin 0 0
2 ,ar) 0nig%t &10 &5
4 Gole' &19 &9
6 1ron Giant &26 &1!
<nce the monsters Armor -ase has been decided on, use the
following formula to calculate the monsters A2!/
$Armor -ase x .evel C $ET 6 I%%
8enerally spea'ing, monsters with a high A2! value should have
a comparatively low !. A2!, and vice versa.
Magic Armor
As with Armor, !agic Armor in monsters is based on a single value
@ the monsters !agic Armor -ase @ rather than many separate
pieces of armor. #elect an !agic Armor -ase from the table below
and note down the modifiers.
BASE EXAMPLE XP MODIFIER GIL MODIFIER
0.5 Golin -5 -2
1 G%ost 0 0
2 Bla$) *age &10 &5
4 ,ar) -or$e &19 &9
6 *agi$ *aster &26 &1!
<nce the monsters !agic Armor -ase has been decided on, use
the following formula to calculate the monsters !. A2!/
$!agic Armor -ase x .evel C $#926I%%
8enerally spea'ing, monsters with a high !. A2! value should
have a comparatively low A2!, and vice versa. #pellcasting
monsters will typically have a higher !agic Armor -ase than those
who rely primarily on physical attac's.
"#asion
As with 9"s, a monsters 1vasion value represents its ability to
dodge or intercept physical attac's. 7se the following formula to
calculate the monsters 1EA/
$.evel C #9) C A8%
Magic "#asion
!agic 1vasion represents the monsters resistance to the players
#pells and #tatus "onditions. 7se the following formula to calculate
!. 1EA/
$.evel C !A8 C #92%
FINAL FANTASY THE ROLEPLAYING GAME 313
ATTACKS
(ith the basic properties of the monster settled, its time to move
onto its offensive capabilities. Attac's are the first and simplest of
these* offensive, damage&dealing maneuvers carried out as Attac'
Actions in combat, and are sealed by the #tatus "ondition )isable.
2egardless of its range of abilities, every monster will have at least
one or two ,natural, melee attac's to fall bac' on, typically in the
form of a bite, punch, claw or horn. The exact form of the attac' is
largely dependent on the monsters type. A :uman&type monster,
for instance, might have a sword or spear, whilst a 9lant&type
monster would attac' with thorns or vines.
NAME THE ATTACK
1ach attac' has its own name for purposes of identification, usually
depending on what the monster does. A simple physical attac'
could be called #wipe or -ea', for instance, while a more elaborate
one might have a name li'e 9aean of the :eavens or !egiddo,s
Flame. To help further establish a monster,s personality, the
attac's entry can include a short description of its visual effects,
such as +the monster lunges at the target, ra'ing it with its talons.,
DETERMINE ACTION TYPE
Now decide what 'ind of Action the attac' is/ Attac', Ability, or
!agic. This will determine which #tatus "ondition seals the attac' @
)isable will seal an Attac' Action, "urse an Ability Action, and
#ilence a !agic Action. n addition, only Attac' Actions can score
"ritical :its, though this re0uires the monster to have the "ritical
Attac' #upport Ability.
DETERMINE ATTACK TYPE
<nce the attac' has been named and described, you must decide
what 'ind of attac' it is. #elect one of the options below and ma'e
a note of the >9 and 8il modifiers for your choice before
proceeding, 'eeping them separate from any other modifiers you
have been 'eeping trac' of.
$tandard Attac%
1ffect/ #tandard attac's do damage and re0uire you to select a
)amage )ie @ dH, dO, dFK or dFI. The higher the )amage )ie, the
more powerful the monsters attac' will be. (hen choosing which
)ie to use, it may help to consider the size and purpose of the
monster. A large, physically oriented monster li'e an ron 8iant is
more li'ely to be a dFK or dFI than a Flan that only attac's with its
tendrils when its spellcasting abilities aren,t doing the tric'.
DAMAGE DIE XP MODIFIER GIL MODIFIER
d6 &! &3
d! &20 &!
d10 &30 &10
d12 &60 &20
&o Damage
1ffect/ Attac's that deal no damage are usually used for "harge
-rea'ers, )ispel Attac's, Near&Fatal Attac's, or #tatus Attac's @
see below for more details.
XP MODIFIER GIL MODIFIER
--- ---
DETERMINE TARGET
Now determine the attac',s target by selecting the appropriate
options from the list below. Note down the relevant modifiers with
the attac',s basic >9 and 8il costs.
$ingle
1ffect/ The attac' can only target a single combatant.
XP MODIFIER GIL MODIFIER
--- ---
'roup
1ffect/ The attac' can target a 8roup of combatants.
XP MODIFIER GIL MODIFIER
2 2 2 2
(andom )arget
1ffect/ 2andom Target is not a standalone choice, but must be
combined with one of the other options listed here. f used in
con?unction with #ingle, the attac' targets a random opponent by
default. f used in con?unction with 8roup, the attac' stri'es the
targeted 8roup a number of times e0ual to the number of active
combatants in that 8roup, targeting a random member every time.
f combined with 7nfocused, an attac' with 2andom Target hits one
randomly&determined combatant on the battlefield.
XP MODIFIER GIL MODIFIER
2 0.+5 2 0.+5
Un*ocused
1ffect/ The monsters Attac' damages everything on the battlefield,
changing its Target from #ingle to All. 9ricing for an 7nfocused
Attac' depends on whether or not a monster is immune to its
effects. For instance, an 7nfocused attac' inflicting #leep would
incur the x I6x I modifier if the monster had #tatus mmunity $#eal%
or #tatus mmunity $#leep%.
TYPE XP MODIFIER GIL MODIFIER
3ulnerale to atta$) 21 21
1''une to atta$) 22 22
FINAL FANTASY THE ROLEPLAYING GAME 31
ADD MODIFIERS
A !odifier is a special property attached to a basic attac' to
enhance its effects. Any number of !odifiers can be added to an
attac'* a handful have been given below, though the 8! is at liberty
to add and price their own if needed. Not every !odifier will apply
to every attac' type @ attac's that do no damage cannot benefit
from !odifiers that involve damage in their effects. -e sure and
note down the >9 and 8il modifiers of any properties added to the
Attac' before proceeding to the next step.
Auto+Hit
1ffect/ The attac' is precise enough that no A"" or !. A"" roll is
needed to see if it hits, though it may still be affected by 2eaction
Abilities such as 1vade R "ounter. Any !odifiers attached to the
attac' must still be rolled for as normal.
XP MODIFIER GIL MODIFIER
2 2 2 2
Charge Brea%er
1ffect/ The monster has the ability to interrupt its opponents
attac's with its own. f used against an opponent in the process of
executing a #low Action @ or any other Action with a "harge Time @
an attac' with the "harge -rea'er !odifier automatically cancels
the Action* the target is instead considered to be in a )efense
Action once the attac's effects have been resolved, and will remain
in a )efense Action until it can choose its next Action.
XP MODIFIER GIL MODIFIER
&1! &10
Countdo,n
1ffect/ The monsters attac' ta'es a number of 2ounds @ F to H @
to execute, usually as a result of re0uiring a significant amount of
power to be built up and released. For all intents and purposes,
treat this as a specialized "harge Time @ the same considerations
given to interrupting #low Actions in "hapter L also apply here. An
Attac' with "ountdown usually gives its victims some 'ind of visual
signifier at the start of each 2ound to let them 'now where the
countdown is currently at. >9 and 8il values are static regardless of
how long the "ountdown ta'es, though every 2ound spent charging
the attac' increases its final damage by IGM.
XP MODIFIER GIL MODIFIER
2 0.! 2 0.!
Delta Attac%
1ffect/ The attac' re0uires several sources of power to execute.
)esignate #lave 9arts or any number of other monsters when
selecting this !odifier @ all of these must be active combatants on
the battlefield in order for the )elta Attac' to be used. <nly the
monster initiating the )elta Attac' needs to have the attac' and
!odifier, and re0uires ?ust one Action to carry it out* anybody else
participating in it is ?ust pouring additional energy into it, and does
not have to spend any Actions to do so. )elta Attac',s >9 and 8il
modifiers depend on whether one or several additional combatants
needed to execute the Attac'.
REQUIRED XP MODIFIER GIL MODIFIER
#ne 4art5*onster 2 0.+5 2 0.+5
*ulti6le 4arts5*onsters 2 0.5 2 0.5
Dela Attac%
1ffect/ The attac' has a limited "o# of reducing the target,s
nitiative by a certain amount. This "o# will be determined later in
the attac',s creation process. >9 and 8il values are determined by
how much the target,s nitiative is reduced by if )elay Attac' is
successful.
INITIATIVE LOST XP MODIFIER GIL MODIFIER
257 &5 &2
507 &10 &3
+57 &20 &6
Dela $tri%e
1ffect/ The attac' has a "o# of HKM of reducing the target,s
nitiative by a certain amount. >9 and 8il values are determined by
how much the target,s nitiative is reduced by if )elay #tri'e is
successful.
INITIATIVE LOST XP MODIFIER GIL MODIFIER
257 &6 &2
507 &11 &3
+57 &21 &6
Dela )ouch
1ffect/ The attac' has a "o# of PKM of reducing the target,s
nitiative by a certain amount. >9 and 8il values are determined by
how much the target,s nitiative is reduced by if )elay Touch is
successful.
INITIATIVE LOST XP MODIFIER GIL MODIFIER
257 &3 &2
507 &! &2
+57 &16 &5
Dispel Attac%
1ffect/ The attac' has a limited "o# of removing all 1nhance and
-arrier&type #tatus "onditions save #hield from the target. This "o#
will be determined later in the attac',s creation process.
XP MODIFIER GIL MODIFIER
&4! &16
FINAL FANTASY THE ROLEPLAYING GAME 31!
Dispel $tri%e
1ffect/ The attac' has a HKM "o# of removing all 1nhance and
-arrier&type #tatus "onditions save #hield from the target.
XP MODIFIER GIL MODIFIER
&51 &1!
Dispel )ouch
1ffect/ The attac' has a PKM "o# of removing all 1nhance and
-arrier&type #tatus "onditions save #hield from the target.
XP MODIFIER GIL MODIFIER
&25 &!
"lemental A**init
1ffect/ The attac' has an affinity towards one of the nine "ombat
1lements, and counts as inflicting damage of that 1lement for
purposes of (ea'nesses, 2esistances, mmunities, Absorbances,
and any other situation where the Attac's 1lement would have an
impact.
XP MODIFIER GIL MODIFIER
2 1 2 1
'round Based
1ffect/ The Attac' travels along @ or through @ the ground, limiting
its effectiveness against flying opponents. As a result, combatants
under the effects of the #tatus "onditions Float and Flight are
immune to its effects.
XP MODIFIER GIL MODIFIER
2 0.! 2 0.!
HP Drain
1ffect/ n addition to inflicting damage, the monsters attac'
restores the monsters :it 9oints by an amount e0ual to GKM of
the damage done after modifying for A2! or !. A2!. Thus, an :9
)rain attac' that inflicts FGK damage will restore LG :9 to the
monster. :9 )rain cannot be combined with :9 #iphon.
XP MODIFIER GIL MODIFIER
2 1.25 2 1.25
HP $iphon
1ffect/ n addition to inflicting damage, the monsters attac'
restores the monsters :it 9oints by an amount e0ual to the
damage done after modifying for A2! or !. A2!. Thus, an :9
#iphon attac' that inflicts FGK damage will restore FGK :9 to the
monster. :9 #iphon cannot be combined with :9 )rain, and should
not be combined with 9ower #tri'e unless the monster is of -oss
level or higher.
XP MODIFIER GIL MODIFIER
2 1.5 2 1.5
Melting
1ffect/ The monsters attac' ignores even the toughest armor.
Neither A2! nor !. A2! are applied when calculating damage for a
!elting attac'.
XP MODIFIER GIL MODIFIER
2 1.+5 2 1.+5
MP Cost
1ffect/ The monster must spend !agic 9oints to use this attac'. The
attac',s !9 cost is e0ual to/
$Attac',s >9 Ealue before !9 "ost 6 I% C !onster .evel
XP MODIFIER GIL MODIFIER
2 0.+5 2 0.+5
MP Damage
1ffect/ 2ather than inflict physical damage, the attac' affects its
targets mana reserves instead. 7pon a successful stri'e, the target
loses a number of !agic 9oints e0ual to the damage inflicted by the
attac'* no other damage is done.
XP MODIFIER GIL MODIFIER
2 1.25 2 1.25
MP Drain
1ffect/ The monsters attac' damages the targets mana. All
damage dealt by an !9 )rain attac' @ after modifying for A2! or
!. A2! as normal @ is subtracted from the targets !agic 9oints
rather than :it 9oints, restoring GKM of that !9 to the monster.
Thus, an !9 )rain attac' that inflicts FGK damage to the target,s
!9 would restore the monster,s !9 by LG points. This !odifier
cannot be combined with the !9 #iphon.
XP MODIFIER GIL MODIFIER
2 1.5 2 1.4
MP $iphon
1ffect/ The monsters attac' damages the targets mana. All
damage dealt by an !9 #iphon attac' @ after modifying for A2! or
!. A2! as normal @ is subtracted from the targets !agic 9oints
rather than :it 9oints, restoring an e0ual 0uantity of !9 to the
monster. Thus, an !9 #iphon attac' that inflicts FGK damage to the
target,s !9 would restore the monster,s !9 by FGK points. This
!odifier cannot be combined with !9 )rain, and should not be
used in con?unction with the 9ower #tri'e or 8roup !odifiers unless
the monster is a -oss or 1nd -oss.
XP MODIFIER GIL MODIFIER
2 1.+5 2 1.6
&ear+Fatal Attac%
1ffect/ Near&Fatal Attac' has a limited "o# of reducing a target to F
:9 regardless of its current :9, A2! or !. A2! values, or the
)amage "ap. This "o# will be determined later in the attac',s
FINAL FANTASY THE ROLEPLAYING GAME 31"
creation process. t is generally recommended that Near&Fatal
!odifiers be reserved for -oss monsters and above, and combined
with as few other !odifiers as possible.
XP MODIFIER GIL MODIFIER
&46 &22

&ear+Fatal $tri%e
1ffect/ Near&Fatal Touch has a "o# of HKM of reducing a target to
F :9 regardless of its current :9, A2! or !. A2! values, or the
)amage "ap. t is generally recommended that Near&Fatal !odifiers
be reserved for -oss monsters and above, and combined with as
few other !odifiers as possible.
XP MODIFIER GIL MODIFIER
&49 &25
&ear+Fatal )ouch
1ffect/ Near&Fatal Touch has a "o# of PKM of reducing a target to
F :9 regardless of its current :9, A2! or !. A2! values, or the
)amage "ap. t is generally recommended that Near&Fatal !odifiers
be reserved for -oss monsters and above, and combined with as
few other !odifiers as possible.
XP MODIFIER GIL MODIFIER
&24 &11
Piercing
1ffect/ The monsters attac' is capable of piercing reinforced armor.
<nly GKM of the targets A2! and !. A2! is applied when
calculating damage for a 9iercing attac'.
XP MODIFIER GIL MODIFIER
2 1.25 2 1.25
Po,er $tri%e
1ffect/ The monsters attac' stri'es with unusual power. (hen
calculating the damage inflicted by a 9ower #tri'e attac', increase
the )amage #cale by $I C $!onsters .evel 6 FK%%. For balance
reasons, 9ower #tri'e should not be combined with 8roup or
7nfocused unless the monster is of -oss level or higher.
XP MODIFIER GIL MODIFIER
2 2 2 2
(anged
1ffect/ Not all monsters confine themselves to melee. (ith
pro?ectiles li'e roc's, arrows, energy balls or even saliva, a monster
with a 2anged attac' can hit opponents even at a distance.
XP MODIFIER GIL MODIFIER
2 1.1 2 1.1
$lo,
1ffect/ The attac' re0uires additional time to prepare, resulting in a
"harge Time. "harge Time is e0ual to $!onsters .evel 6 Q%* a .evel
QK monster with a #low attac' would thus have a "T of FK. The
lowest "T a #low attac' can have is I* round up to compensate if
necessary.
XP MODIFIER GIL MODIFIER
2 0.+5 2 0.+5
$-$+'ain
1ffect/ The attac' this !odifier is tied to cannot be used until the
monster reaches IGM or fewer of its maximum :it 9oints. "annot
be used in con?unction with #<#&.ose.
XP MODIFIER GIL MODIFIER
2 0.+5 2 0.+5
$-$+Lose
1ffect/ The attac' this !odifier is tied to is no longer usable when
the monster reaches IGM or fewer of its maximum :it 9oints.
"annot be used in con?unction with #<#&8ain.
XP MODIFIER GIL MODIFIER
2 0.+5 2 0.+5
$plit Damage
1ffect/ The monsters attac' splits damage evenly between physical
and magical. GKM of the damage inflicted by a successful Attac' @
after modifying for A2! @ is subtracted from the targets :9* the
remaining GKM is subtracted from its !9.
XP MODIFIER GIL MODIFIER
2 1.25 2 1.25
$tatus Attac%
1ffect/ The monsters attac' has a limited "o# of inflicting a harmful
#tatus "ondition on the target. This "o# will be determined later in
the attac',s creation process. >9 and 8il modifiers depend on the
actual "ondition inflicted* for purposes of calculating these values,
#tatus "onditions are organized into one of four +classes.,
"lass / -erser' $Q%, -lind $Q%, "urse $Q%, )isable $Q%, mmobilize
$Q%, 9oison $%, #ilence $Q%, #leep $Q%, #low $Q%
"lass / "ondemned $Q%, "onfuse $Q%, 9etrify $Q%, 3x4 )own $H%,
#ap $Q%, 7naware $F%
"lass / 1?ect, !ini $Q%, Toad $Q%, 3x4 -rea' $H%, #top $Q%, Eenom
$Q%, ;ombie $%
"lass E/ "harm $Q%, )eath, Frozen $I%, :eat $I%, !eltdown $I%,
#tone $%
FINAL FANTASY THE ROLEPLAYING GAME 31#
STATUS XP MODIFIER GIL MODIFIER
8lass 1 &1! &6
8lass 11 &33 &11
8lass 111 &4! &16
8lass 13 &64 &21
$tatus $tri%e
1ffect/ The monsters attac' has a "o# of HKM of inflicting a
harmful #tatus "ondition on the target. >9 and 8il modifiers depend
on the actual "ondition inflicted* for purposes of calculating >9 and
8il values, #tatus "onditions are organized into one of four
+classes., 8enerally best used on monsters of .evel PK and up.
"lass / -erser' $Q%, -lind $Q%, "urse $Q%, )isable $Q%, mmobilize
$Q%, 9oison $%, #ilence $Q%, #leep $Q%, #low $Q%
"lass / "ondemned $Q%, "onfuse $Q%, 9etrify $Q%, 3x4 )own $H%,
#ap $Q%, 7naware $F%
"lass / 1?ect, !ini $Q%, Toad $Q%, 3x4 -rea' $H%, #top $Q%, Eenom
$Q%, ;ombie $%
"lass E/ "harm $Q%, )eath, Frozen $I%, :eat $I%, !eltdown $I%,
#tone $%
STATUS XP MODIFIER GIL MODIFIER
8lass 1 &21 &+
8lass 11 &35 &13
8lass 111 &51 &1!
8lass 13 &6+ &22
$tatus )ouch
1ffect/ The monsters attac' has a "o# of PKM of inflicting a
harmful #tatus "ondition on the target. >9 and 8il modifiers depend
on the actual "ondition inflicted* for purposes of calculating >9 and
8il values, #tatus "onditions are organized into one of four
+classes.,
"lass / -erser' $Q%, -lind $Q%, "urse $Q%, )isable $Q%, mmobilize
$Q%, 9oison $%, #ilence $Q%, #leep $Q%, #low $Q%
"lass / "ondemned $Q%, "onfuse $Q%, 9etrify $Q%, 3x4 )own $H%,
#ap $Q%, 7naware $F%
"lass / 1?ect, !ini $Q%, Toad $Q%, 3x4 -rea' $H%, #top $Q%, Eenom
$Q%, ;ombie $%
"lass E/ "harm $Q%, )eath, Frozen $I%, :eat $I%, !eltdown $I%,
#tone $%
STATUS XP MODIFIER GIL MODIFIER
8lass 1 &10 &3
8lass 11 &1+ &6
8lass 111 &25 &!
8lass 13 &34 &12
Unsealable
1ffect/ The attac' cannot be sealed by "urse, )isable, mmobilize,
or #ilence. For balance reasons, it is recommended this !odifier be
used relatively rarely.
XP MODIFIER GIL MODIFIER
2 3 2 3
DETERMINE ATTRIBUTE
<nce all !odifiers have been added, decide which Attribute the
attac' uses for damage codes @ #T2, A8, or !A8. #T2 is typically
used by 9hysical melee attac's, A8 by 9hysical ranged attac's, and
!A8 for !agical ones. Attac's that deal no damage can s'ip this
step.
SELECT DAMAGE TYPE
)ecide whether the attac' deals 9hysical or !agical damage. This
determines whether the attac' is reduced by A2! or !. A2!.
Attac's that deal no damage can s'ip this step.
CALCULATE DAMAGE
The next step is to start pinning down the hard numbers. f the
attac' deals damage, consult Table A&F and note down the
appropriate )amage "ode for the monster,s .evel and )amage )ie.
<nce this is done, precalculate the damage by factoring in the
Attribute you chose for the attac' at the beginning of the design
process. Assuming the attac' doesn,t have the !elting !odifier,
finish your calculations by writing out the full )amage "ode, noting
whether the attac' is modified by A2! or !. A2!. A .evel FI
monster,s !A8&based dO attac' would thus has a final )amage
"ode of $P x !A8% C dO, !. Armor.
FINAL FANTASY THE ROLEPLAYING GAME 318
Table !!"1# ttac$ %amage
MONSTER'S LEVEL d6 DAMAGE DIE d8 DAMAGE DIE d10 DAMAGE DIE d12 DAMAGE DIE
1 - 4 2 2 9:ttriute; & d6 2 2 9:ttriute; & d! 2 2 9:ttriute; & d10 2 2 9:ttriute; & d12
5 - 9 2 2 9:ttriute; & d6 3 2 9:ttriute; & d! 3 2 9:ttriute; & d10 3 2 9:ttriute; & d12
10 - 14 3 2 9:ttriute; & d6 3 2 9:ttriute; & d! 4 2 9:ttriute; & d10 4 2 9:ttriute; & d12
15 - 19 4 2 9:ttriute; & 2d6 4 2 9:ttriute; & 2d! 5 2 9:ttriute; & d10 6 2 9:ttriute; & d12
20 - 24 5 2 9:ttriute; & 3d6 5 2 9:ttriute; & 2d! 6 2 9:ttriute; & d10 + 2 9:ttriute; & d12
25 - 29 5 2 9:ttriute; & 3d6 6 2 9:ttriute; & 2d! + 2 9:ttriute; & 2d10 ! 2 9:ttriute; & d12
30 - 34 6 2 9:ttriute; & 3d6 + 2 9:ttriute; & 2d! ! 2 9:ttriute; & 2d10 9 2 9:ttriute; & d12
35 - 39 + 2 9:ttriute; & 3d6 ! 2 9:ttriute; & 3d! 9 2 9:ttriute; & 2d10 10 2 9:ttriute; & 2d12
40 - 44 ! 2 9:ttriute; & 3d6 9 2 9:ttriute; & 3d! 10 2 9:ttriute; & 2d10 11 2 9:ttriute; & 2d12
45 - 49 9 2 9:ttriute; & 4d6 10 2 9:ttriute; & 3d! 11 2 9:ttriute; & 3d10 12 2 9:ttriute; & 2d12
50 - 54 10 2 9:ttriute; & 4d6 11 2 9:ttriute; & 4d! 13 2 9:ttriute; & 3d10 15 2 9:ttriute; & 3d12
55 - 59 11 2 9:ttriute; & 4d6 12 2 9:ttriute; & 4d! 15 2 9:ttriute; & 3d10 1+ 2 9:ttriute; & 3d12
60 - 64 12 2 9:ttriute; & 5d6 13 2 9:ttriute; & 4d! 16 2 9:ttriute; & 4d10 1! 2 9:ttriute; & 3d12
65 - 69 13 2 9:ttriute; & 5d6 14 2 9:ttriute; & 5d! 1+ 2 9:ttriute; & 4d10 19 2 9:ttriute; & 4d12
+0 - +4 14 2 9:ttriute; & 5d6 15 2 9:ttriute; & 5d! 20 2 9:ttriute; & 4d10 21 2 9:ttriute; & 4d12
+5 - +9 15 2 9:ttriute; & 5d6 16 2 9:ttriute; & 5d! 21 2 9:ttriute; & 5d10 23 2 9:ttriute; & 4d12
!0 - !4 16 2 9:ttriute; & 5d6 1! 2 9:ttriute; & 5d! 22 2 9:ttriute; & 5d10 24 2 9:ttriute; & 5d12
!5 - !9 1+ 2 9:ttriute; & 5d6 19 2 9:ttriute; & 5d! 23 2 9:ttriute; & 5d10 25 2 9:ttriute; & 5d12
90 - 94 1! 2 9:ttriute; & 5d6 21 2 9:ttriute; & 5d! 24 2 9:ttriute; & 5d10 26 2 9:ttriute; & 5d12
95 - 9! 19 2 9:ttriute; & 5d6 22 2 9:ttriute; & 5d! 25 2 9:ttriute; & 5d10 2+ 2 9:ttriute; & 5d12
99 20 2 9:ttriute; & 5d6 23 2 9:ttriute; & 5d! 26 2 9:ttriute; & 5d10 29 2 9:ttriute; & 5d12
DETERMINE CHANCE OF SUCCESS
(ith damage settled, the last bit of numbercrunching involves
creating the attac',s "hance of #uccess. #tart by choosing which
"ombat #tatistic determines the basic "o#/ Accuracy, !. Accuracy,
!ind, or )exterity. Then decide what modifies the "o#/ 1vasion or !.
1vasion. n general, Accuracy and )exterity are modified by 1vasion
and !. Accuracy and !ind by !. 1vasion, though there are
exceptions.
Near&Fatal Attac's, )ispel Attac's, and #tatus Attac's also re0uire
you to create a "hance of #uccess formula. n this case, the basic
"o# will be either $!. A"" & GK%, !ind, or )exterity, and can be
modified by 1vasion or !. 1vasion. <nce you have chosen the
appropriate "ombat #tatistics, write out the "hance of #uccess
formula in the attac',s description.
FINAL TOUCHES
f the attac' is !agical, you should also determine whether it is
affected by 2eflect or the Ability 2unic. An attac' will only be
vulnerable to 2unic if it has an !9 "ost* the same criterion is
recommended for deciding whether or not 2eflect wor's on the
attac'.
CALCULATE TOTAL PRICE
<nce the Attac' has been finished, you must figure out how much it
will ad?ust the monster,s final 8il and >9 values by. "hec' the >9
modifiers you wrote down, then add all numbers that aren,t prefaced
by an ,x, together. Then multiply this total by every modifier prefaced
by an ,x,, one at a time. For example, if a 8oblin has a 8round&
-ased dH attac' with 8roup and #tatus Touch $-lind%, the attac',s
>9 modifier is $O C FK% x I x K.O, or IO. 2epeat this process for the
8il modifiers, and you will have the final 8il and >9 modifiers for the
attac'.
SAMPLE ATTACKS
:ere are a few sample attac's put together with this system. The
monster,s .evel is given to the right of the attac' name.
Magnitude . le#el /0
Target/ 8roup Type/ !agic Action $NG !9%
The ground begins to shudder as a violent 0ua'e tears through the
immediate area, showering the battlefield with fragments of roc' and
earth. !agnitude O has a "o# of !. Accuracy, !. 1vasion of inflicting
$FK x !A8% C dFI, !. A2! 1arth 1lemental damage.
>9 !odifier/ NK 8il !odifier/ PK
!odifiers/ 1lemental Affinity, 8roup, !9 "ost
$ali#a le#el 12
Target/ #ingle Type/ Fast Ability
The monster spits a wad of magically charged saliva at an opponent,
miring them in gun'. #aliva inflicts $O x !A8% C PdH, !. A2! !agical
damage, stri'ing automatically. n addition, #aliva has a "o# of HKM
of inflicting the #tatus "ondition "urse $Q%. This attac' is only gained
once the monster is reduced to IGM of its maximum :it 9oints.
>9 !odifier/ FNQ 8il !odifier/ HQ
!odifiers/ #<#&8ain, #tatus #tri'e $"lass %, Auto&:it
FINAL FANTASY THE ROLEPLAYING GAME 319
$onic Fangs le#el 32
Target/ #ingle Type/ Attac' Action
The monster delivers a high&speed bite attac', repeatedly gnashing
at the target for massive damage. #onic Fangs has a "o# of
Accuracy, 1vasion of inflicting $FF x #T2% C dFK, $A2! 6 I% 9hysical
damage.
>9 !odifier/ NL 8il !odifier/ PI
!odifiers/ 9iercing, 9ower #tri'e
ACTION ABILITIES
Action Abilities fill in the crac's between attac's, #pells, and Aob
Abilities, covering special techni0ues and capabilities that don,t have
counterparts anywhere else. 7nless otherwise specified, all Abilities
are #ingle target, re0uire an Ability Action to use, and are sealed by
the #tatus "ondition "urse.
NAME THE ABILITY
.i'e Attac's, Abilities are given descriptive names for identification
purposes. 7nli'e Attac's, however, many of the Action Ability effects
given here @ such as "lone, Alarm, and 2estore @ are +complete
pac'ages, rather than individual components. For this reason, it may
be easier to ?ust 'eep the default name.
SELECT EFFECTS
.isted below are a number of basic templates for Action Abilities.
#elect one to set the Abilitys mechanical effects.
Add $tatus
1ffect/ The monster can use an Ability Action to automatically add a
positive #tatus "ondition $Q% to a #ingle target. >9 and 8il values are
given per #tatus added, and depend on the exact #tatus ta'en/
"lass / Float, Agility 7p, #pirit 7p, 31lement4 #pi'es
"lass / 9rotect, #hell, Armor 7p, !ental 7p
"lass / :aste, 2eflect, 9ower 7p, !agic 7p
"lass E/ 2egen, Aura, Eanish
Add #tatus can be used to add more than one #tatus "ondition at
a time, though it is recommended that this option be reserved for
-oss monsters and creatures of .evel PK or above.
TYPE XP MODIFIER GIL MODIFIER
8lass 1 &14 &4
8lass 11 &1! &6
8lass 111 &26 &9
8lass 13 &3! &12
Alarm
1ffect/ The monster can use an Ability Action to summon an
additional monster into battle. The new monster arrives on the
battlefield at the beginning of the following 2ound, forming a 8roup
with the original monster, and generates nitiative as normal. <nce
used, Alarm cannot be used again until the summoned monster has
been defeated or incapacitated.
The type of monster summoned by Alarm should be noted in the
Abilitys description. !ultiple monsters can be summoned through a
single Alarm* in this case, multiply the >9 and 8il !odifiers given
below by the number of monsters summoned. t is generally
recommended that any monsters summoned through Alarm be of
e0ual or lower .evel to the monster doing the summoning.
XP MODIFIER GIL MODIFIER
&32 &1!
Cannibalize
1ffect/ The monster can consume other monsters to increase its own
strength. A monster can "annibalize a #ingle ally of a .evel no
higher than $!onster,s .evel 6 I% at the cost of one Ability Action.
This automatically reduces the target,s :9 to K @ treat this as an
1?ect&type effect.
>9 and 8il values for "annibalize depend on what effects it has. -y
default, the monster regains $Target,s "urrent :9% :it 9oints, but
"annibalize can instead bestow one positive #tatus "ondition $Q% on
the monster. >9 and 8il values are given per #tatus added, and
depend on the exact #tatus ta'en/
"lass / Float, Agility 7p, #pirit 7p, 31lement4 #pi'es
"lass / 9rotect, #hell, Armor 7p, !ental 7p
"lass / :aste, 2eflect, 9ower 7p, !agic 7p
"lass E/ 2egen, Aura, Eanish
!onsters destroyed by "annibalize reward >9 and 8il as if they
had targeted by an 1?ect effect, though they only will do so once the
monster that "annibalized them is defeated.
EFFECT XP MODIFIER GIL MODIFIER
Regain <4 &36 &12
:dd 8lass 1 "tatus &10 &3
:dd 8lass 11 "tatus &15 &5
:dd 8lass 111 "tatus &22 &!
:dd 8lass 13 "tatus &32 &11
Clone
1ffect/ The monster can use an Ability Action to create a copy of one
of its opponents to act as an active combatant in the current battle.
The clone has all the Attributes, "ombat #tatistics, 10uipment, and
Abilities of the original character, and generates nitiative as normal,
fighting on the monsters behalf until 'illed or incapacitated. No >9
or 8il is awarded for defeating opponents created by "lone.
XP MODIFIER GIL MODIFIER
&64 &32
"scape
1ffect/ The monster has the ability to ma'e 1scape Actions, allowing
FINAL FANTASY THE ROLEPLAYING GAME 320
it to flee from battle. !onsters that successfully escape are not
counted as defeated, and award no >9, 8il, or tems to the players.
1scape is sealed by the #tatus "ondition mmobilize.
XP MODIFIER GIL MODIFIER
&5 &2
Imprison
1ffect/ The monster is capable of seizing and imprisoning opponents
in battle. )oing so re0uires the monster to use an Ability Action.
(hilst imprisoned, the prisoner is afflicted with the #tatus "ondition
mmobilize @ even if he would normally be mmune to it @ and
suffers GKM of any damage done to the monster after it has been
modified for A2! or !. A2!. The prisoner,s A2! and !. A2! can be
used to further reduce this damage.
-y default, the prisoner is only released if the monster decides to
let him go @ this is done during the #tatus 9hase, and costs no
Actions to do @ or if the monster is incapacitated. :owever, mprison
has a number of special !odifiers that can be added to give it more
strategic depth.
A -inding 9rison prevents the captured target from ma'ing
Actions or generating nitiative for as long as he remains in the
monsters clutches.
An nsecure 9rison gives the target the opportunity to ma'e an
1scape Action. The opposed roll for the 1scape Action uses
$!onster,s A8 C !onster,s .evel% instead of the monster,s #9)
2ating.
A #heltered 9rison prevents the captured target from ta'ing
damage when the monster is damaged in battle.
A target in a )amaging 9rison loses FKM of his maximum :it
9oints at the end of every #tatus 9hase he still remains imprisoned
for.
A Eulnerable 9rison releases the target released from the
monsters clutches once the monster suffers damage e0ual to FKM
of the monsters maximum :it 9oints. This damage is cumulative,
and does not have to be done in one attac'.
These !odifiers may be combined as the 8! chooses. The >9 and
8il modifiers given for each option come on top of the basic cost for
mprison.
TYPE XP MODIFIER GIL MODIFIER
1'6rison &36 &12
& Binding 4rison &12 &4
& 1nse$ure 4rison -9 -3
& "%eltered 4rison -9 -3
& ,a'aging 4rison &9 &3
& 3ulnerale 4rison -12 -4
Item Use
1ffect/ The monster can ma'e tem Actions, and has an nventory of
its own. tems made available to a monster via its nventory are
separate from the monsters Treasure Tables* anything still left in the
monsters nventory when it is defeated is awarded to the players
alongside the usual treasure. #uccessful use of #teal liberates a
random item from the monsters nventory until there is nothing left
to steal* at this point, subse0uent uses of #teal ta'e items from the
Treasure Table as normal. tem 7se is sealed by the #tatus "ondition
)isable.
XP MODIFIER GIL MODIFIER
&15 &0
(estore
1ffect/ The monster has the ability to regenerate even grievous
damage. Through the use of an Ability Action, a monster with
2estore can regenerate IGM, GKM, or LGM of its maximum :it
9oints. "reatures under the #tatus "ondition ;ombie suffer the
appropriate amount of damage instead.
HP RESTORED XP MODIFIER GIL MODIFIER
257 &20 &13
507 &60 &40
+57 &100 &+5
$teal $tatus
1ffect/ The monster is capable of stealing #tatus "onditions from
another combatant. #teal #tatus re0uires an Ability Action to carry
out, and transfers the newest #tatus "ondition added to the target
to the monster, duration included, canceling it on the target in the
process. >9 and 8il values depend on whether the monster will steal
any #tatus "ondition, or only the newest positive #tatus "ondition
added to the target. #teal #tatus may ta'e multiple #tatus "onditions
with ?ust one Action* in this case, multiply the values given below by
the maximum number of #tatus "onditions #teal #tatus can ta'e.
(hen dealing with Auto& or #<#& #tatus "onditions, #teal #tatus
will add the #tatus "ondition in 0uestion to the monster without
canceling the original* #tatus "onditions stolen in this manner
automatically have a Timer of $Q%.
STATUS TAKEN XP MODIFIER GIL MODIFIER
4ositi=e #nly &12 &4
4ositi=e or Negati=e &9 &3
SELECT MODIFIERS
#everal of the Action Abilities above can be combined in with the
!odifiers given earlier on. These are/ )elta Attac', "ountdown, !9
"ost, #low, #<#&8ain, #<#&.ose, and 7nsealable. f you add a
!odifier, ma'e a note of the >9 and 8il modifiers listed.
CALCULATE TOTAL PRICE
<nce any and all !odifiers have been assigned, total up all of the 8il
and >9 modifiers incurred during the process of assembling the
Ability, then apply them to the Abilitys basic >9 and 8il costs. Always
add all the values before multiplying the remainder. For example, if a
FINAL FANTASY THE ROLEPLAYING GAME 321
"ontroller has a "lone Ability with the "ountdown and !9 "ost
modifiers, its >9 value is $HQ x K.LG% x K.LG, or PH. <nce this is
done, note down the final value of the Ability.
! &e' bilities
(hile the !"# aims to be comprehensive, there is still plenty
of room to add more options. f you want to create a new
Ability, loo' at the cost of comparable effects to develop a
rough baseline for pricing it* if it is more powerful than one
Ability but less powerful than another, the best place to pitch
the price is somewhere in between the two +yardstic's.
SPELLS
The 9"s arent the only ones capable of wielding magic. ndeed,
spellcasting monsters are commonplace in many worlds, though
attac' magic among monsters is more a'in to an unconscious reflex
than studied magery.
n the FF298, a monster with magical capabilities can cast #pells
from the -lac', -lue, 2ed, Time, (hite, and "all lists. A monsters
spellcasting ability is considered a !agic Ability, and can be sealed
through use of the #tatus "ondition #ilence as normal. 1ach #pell
has its own >9 and 8il modifiers based on #pell .evel or !9 cost*
the modifiers for a monster,s spellcasting ability are e0ual to the
sum of all #pells it can cast.
SPELL XP MODIFIER GIL MODIFIER
Le=el 1 &! &5
Le=el 2 &15 &9
Le=el 3 &25 &14
Le=el 4 &33 &21
Le=el 5 &45 &30
Le=el 6 &55 &3+
Le=el + &64 &44
Le=el ! &!0 &55
Blue >1 - 9 *4? &! &5
Blue >10 - 1! *4? &15 &9
Blue >19 - 2+ *4? &25 &14
Blue >2! - 40 *4? &33 &21
Blue >41 - 54 *4? &45 &30
Blue >55 - 6+ *4? &55 &3+
Blue >6! - !4 *4? &64 &44
Blue >!5& *4? &!0 &55
8all >1 - 25 *4? &2+ &14
8all >26 - 60 *4? &42 &29
8all >61 - 100 *4? &64 &44
8all >101& *4? &!! &59
8iving a monster the ability to cast :oly, Flare and !eteor @ three
.evel O #pells @ would thus incur >9 and 8il modifiers CIQK and
CFHG respectively. Note that unli'e !ages, monsters are not
re0uired to purchase a #pells prere0uisites in order to obtain the
#pell itself, nor are they bound by any other restrictions* -lac', (hite
and Time #pells may be freely mixed with one another. #pells,
however, are bought as&is, and cannot be combined with !odifiers.
<ne thing to 'eep in mind when purchasing magic is the fact that
monsters have significantly higher :it 9oint values than a
comparative 9". -ecause of this, a #pell that causes a respectable
amount of damage against a monster will usually annihilate a 9" in
one shot. <ne way to regulate this is to slow monsters #pell
progression, giving them higher&level magic li'e -lizzaga L to FK
.evels after the 9"s have obtained it* the other is to 'eep monsters
!A8 scores low.
JOB ABILITIES
!onsters can also be given Aob Abilities from the Ability #ets in
"hapter Q, though such additions need to be carefully weighed @
damage&dealing Abilities in particular can decimate a 9arty if
carelessly chosen. To 'eep these problems in bounds, monsters
should obtain Abilities FK to IK .evels after the 9"s would normally
have access to them. n addition, it may help to 'eep monsters,
damage&determining Attributes relatively low.
Aob Abilities are bought +as&is,, and cannot be combined with
!odifiers. Any Ability based on an Attac' Action uses the monsters
wea'est Attac' Action as a basis for damage* for Abilities that use
1xpertise, use the monster,s !. A"" & GK instead.
1ach Ability added has its own >9 and 8il modifiers based on the
.evel at which the Ability would normally be ac0uired by a 9".
Abilities may be freely mixed and matched from several Ability #ets,
though this may result in combinations many times more powerful
than their basic .evel would indicated. 9ricing in this case can be
ad?usted as needed, as .evel alone is not always a reliable indicator
of overall power.
ABILITY AT LEVEL XP MODIFIER GIL MODIFIER
Le=el 1 @ 5 &10 &3
Le=el 6 @ 12 &1! &+
Le=el 13 @ 19 &26 &9
Le=el 20 @ 26 &32 &12
Le=el 2+ @ 33 &44 &16
Le=el 34 @ 40 &53 &19
Le=el 41 @ 4+ &61 &22
Le=el 4! @ 54 &+0 &25
Le=el 55 @ 61 &+! &2!
Le=el 62& &!6 &31
MOVEMENT ABILITIES
!ovement Abilities govern how a monster moves in combat. !ost
monsters will only have one !ovement Ability, usually !ove&8round*
some may combine multiple forms of movement, giving them greater
versatility @ and nuisance value.
!onsters with multiple movement types can switch between them
at the cost of an Action in combat, a fact that means they can be
combined with the #<#&.ose, #<#&8ain, and !9 "ost !odifiers
FINAL FANTASY THE ROLEPLAYING GAME 322
presented earlier. f !odifiers are applied, change the !ovement
Ability,s >9 and 8il modifiers accordingly.
Mo#e+Burro,
1ffect/ The monster tunnels through the earth, although it may not
be capable of attac'ing until it surfaces. -urrowing monsters ignore
all terrain modifiers unless attempting to tunnel through water* in
this case, normal modifiers are applied. (hile burrowing, a
monsters 1EA, A2!, and !. A2! values are at CFKKM.
XP MODIFIER GIL MODIFIER
&60 &20
Mo#e+Flight
The monster is capable of flying, and is treated as if afflicted with a
permanent Flight effect. 7nli'e the #tatus "ondition of the same
name, this Flight may not be dispelled or otherwise removed during
the course of the battle, except through the use of effects li'e the
Time !agic #pell )rag.
XP MODIFIER GIL MODIFIER
&20
9
Mo#e+Float
1ffect/ The monster levitates, hovering up to one meter off the
ground as if afflicted with a permanent Float effect. 7nli'e the #tatus
"ondition of the same name, this Float may not be dispelled or
otherwise removed during the course of the battle, except through
the use of effects li'e the Time !agic #pell )rag.
XP MODIFIER GIL MODIFIER
&19 &6
Mo#e+'round
1ffect/ The monster has the ability to move on land. #tandard
!ovement Ability for most monsters.
XP MODIFIER GIL MODIFIER
--- ---
Mo#e+)eleport
1ffect/ The monster is capable of displacing itself through space,
moving from one location to the next in the blin' of an eye. (hile this
has no effect on a monster,s movement range, it does confer two
important advantages. Firstly, if the monster is targeted by a #ingle&
target #low Action and teleports before it goes off, the Action has no
effect @ the monster is assumed to have relocated far enough away
to avoid any ill effects. #econdly, the monster,s #9) 2ating is
doubled when the players roll to 1scape, ma'ing it significantly
harder to run from. As it is a natural ability rather than a #pell,
!ove&Teleport cannot be sealed through the use of #tatus
"onditions.
XP MODIFIER GIL MODIFIER
&60 &40
Mo#e+4ater
1ffect/ A monster with !ove&(ater is be able to effectively drift, float,
and swim in a submarine environment, ignoring all penalties for
moving through #hallow and )eep (ater as well as being able to act
7nderwater without penalties. :owever, without the !ove&8round
!ovement Ability, they cannot venture onto dry land.
XP MODIFIER GIL MODIFIER
--- ---
SUPPORT ABILITIES
A monsters #upport Abilities confer specific benefits and properties
without the need to spend an Action to activate them. Notorious
monsters gain the #upport Abilities #tatus mmunity $)eath% and
#tatus mmunity $"ondemn% at no additional >9 or 8il cost* -oss and
1nd -oss monsters the #upport Ability #tatus mmunity $Fatal%.
#upport Abilities cannot be sealed and can only be combined with
the #<#&8ain and #<#&.ose !odifiers.
Auto+$tatus
1ffect/ The monster is permanently under the effects of a certain
#tatus "ondition, and begins the battle with that "ondition active.
This "ondition can be removed through the use of #pells or Abilities
such as )ispel* but will be re&added during the next #tatus 9hase
and only fully cancelled once the monster is defeated. Auto&#tatus
can be ta'en in con?unction with both positive and negative #tatus
"onditions. >9 and 8il values depend on the exact #tatus being
ta'en/
"lass 9ositive/ Float, Agility 7p, #pirit 7p, 31lement4 #pi'es
"lass 9ositive/ 9rotect, #hell, Armor 7p, !ental 7p
"lass 9ositive/ :aste, 2eflect, 9ower 7p, !agic 7p
"lass E 9ositive/ 2egen, Aura, Eanish
"lass Negative/ -erser', -lind, 9oison, #leep, #low, ;ombie
"lass Negative/ "onfuse, #ap, 7naware
"lass Negative/ !ini, Toad, Eenom
"lass E Negative/ "ondemn, 9etrify
TYPE XP MODIFIER GIL MODIFIER
8lass 1 4ositi=e &19 &6
8lass 11 4ositi=e &30 &10
8lass 111 4ositi=e &44 &15
8lass 13 4ositi=e &64 &21
8lass 1 Negati=e -19 -6
8lass 11 Negati=e -30 -10
8lass 111 Negati=e -44 -15
8lass 13 Negati=e -64 -21
FINAL FANTASY THE ROLEPLAYING GAME 323
Bad $can
1ffect/ f analyzed via the #can #pell, the 10uipment Ability #ensor,
or any similar effect, the monster will return incorrect information
intended to mislead the 9arty. :ow the #can is +tampered with is left
to the designer to decide, but should be noted in the monsters
writeup @ one of the more obvious uses would have the monster
register as having a (ea'ness to an 1lement they in fact Absorb, or
vice versa, though there are other possibilities. 7seless or not,
scanning the monster still costs !9 or Actions as usual.
XP MODIFIER GIL MODIFIER
&14 &+
Can't $can
1ffect/ The monster cannot be analyzed by means of the #can #pell,
the 10uipment Ability #ensor, or any similar effect. Any attempts to
do so cost Actions and !9 as usual, but return no useful
information.
XP MODIFIER GIL MODIFIER
&10 &4
Comebac%
1ffect/ The monster cannot be 'illed by normal means. Attac's can
damage and even incapacitate it, but it is only a matter of time
before the fell beast is bac' on its feet and ready for more action. f
reduced to K or fewer :9 in battle, a monster with "omebac' is
incapacitated as normal, but begins regenerating damage
immediately. After a certain number of 2ounds, regeneration is
complete, and the monster comes bac' into the battle with FKKM of
its :it 9oints and !agic 9oints restored. "omebac's >9 and 8il
values depend on the number of 2ounds the monster needs to
regenerate.
COMEBACK DELAY XP MODIFIER GIL MODIFIER
2 Rounds &50 &1!
4 Rounds &3+ &14
6 Rounds &25 &9
Critical Attac%
1ffect/ -y default, monsters, Attac' Actions cannot land "ritical :its
in combat. A monster with "ritical Attac', however, is no longer
sub?ect to his restriction. "ritical Attac's >9 and 8il values depend
on the li'elihood of a "ritical :it being landed.
CRITICAL RANGE XP MODIFIER GIL MODIFIER
"tandard >1 - 10? &! &3
8riti$al& >1 - 20? &13 &5
8riti$al&& >1 - 30? &1! &+
"lemental Absorbance
1ffect/ The monster has an extremely strong affinity towards one or
more of the nine "ombat 1lements, and is considered to have an
Absorbance to it. #elect which 1lement 1lemental Absorbance
applies to when ta'ing this Ability. 1lemental Absorbance cannot be
ta'en in con?unction with a (ea'ness, 2esistance, or mmunity for
the same 1lement. >9 and 8il modifiers are given per 1lement @
having Absorbance towards (ind and 1arth would carry a combined
modifier of CHH6CPK.
XP MODIFIER GIL MODIFIER
&33 &15
"lemental Immunit
1ffect/ The monster has a strong affinity towards one or more of the
nine "ombat 1lements, and is considered to have an mmunity to it.
#elect which 1lement 1lemental mmunity applies to when ta'ing this
Ability. 1lemental mmunity cannot be ta'en in con?unction with a
(ea'ness, 2esistance, or Absorbance for the same 1lement. >9 and
8il modifiers are given per 1lement @ having mmunity towards (ind
and 1arth would carry a combined modifier of CPK6CFQ.
XP MODIFIER GIL MODIFIER
&15 &+
"lemental Potenc
1ffect/ The monster,s elemental attac's are more potent than usual,
circumventing natural and magical defenses with ease. #elect an
1lement when ta'ing this Ability* any time the monster deals damage
associated with that 1lement, it will deal FIGM damage unless the
target has a (ea'ness to it, where it deals FGKM as normal.
"ombatants with a 2esistance to the 1lement in 0uestion ta'e FKKM
damage* a mmunity reduces damage to GKM, while Absorbance
reduces it to K. >9 and 8il modifiers are given per 1lement @ having
9otency towards (ind and 1arth would carry a combined modifier of
CFIK6COI.
XP MODIFIER GIL MODIFIER
&60 &41
"lemental (esistance
1ffect/ The monster has an affinity towards one or more of the nine
"ombat 1lements, and is considered to have a 2esistance to it.
#elect which 1lement 1lemental 2esistance applies to when ta'ing
this Ability. 1lemental 2esistance cannot be ta'en in con?unction with
a (ea'ness, 2esistance, or Absorbance for the same 1lement. >9
and 8il modifiers are given per 1lement @ having 2esistance
towards (ind and 1arth would carry a combined modifier of
CFQ6CH.
XP MODIFIER GIL MODIFIER
&+ &3
"lemental 4ea%ness
1ffect/ The monster is vulnerable towards one or more of the nine
"ombat 1lements, and is considered to have a (ea'ness to it. #elect
which 1lement 1lemental (ea'ness applies to when ta'ing this
FINAL FANTASY THE ROLEPLAYING GAME 32
Ability. 1lemental (ea'ness cannot be ta'en in con?unction with a
2esistance, mmunity, or Absorbance for the same 1lement. >9 and
8il modifiers are given per 1lement @ having (ea'nesses towards
(ind and 1arth would carry a combined modifier of &FO6&O.
XP MODIFIER GIL MODIFIER
-9 -4
"#ader
1ffect/ A monster with this ability is extremely adept at evading harm.
Attac's and Abilities that target the monster have their "o# halved,
although "ritical :its may still be scored. Abilities that hit a target
automatically only have a "o# of Accuracy, 1vasion of affecting a
monster with 1vader. (ith !agic Abilities, this "o# is !. Accuracy, !.
1vasion. tem accuracy remains unaffected.
XP MODIFIER GIL MODIFIER
&35 &25
"#asion(
1ffect/ mproves the monsters ability to dodge physical attac's by
increasing its base 1vasion rating. The amount by which the
monsters 1EA increases determines the >9 and 8il modifiers.
TYPE XP MODIFIER GIL MODIFIER
E=asion &107 &10 &3
E=asion &257 &19 &6
E=asion &507 &35 &25
E=asion &+57 &60 &25
Hea# Armor
1ffect/ The monster sports armor heavier than the norm, giving it
better resistance against armor&piercing attac's. (hen a monster
with :eavy Armor is struc' by any attac' or Ability which would
normally ignore or reduce A2!, A2! is factored into the attac' as
normal. Note that this does not affect #tatus "onditions such as
Armor -rea' and !eltdown, which continue to wor' as normal.
XP MODIFIER GIL MODIFIER
&10 &3
Lo, "#asion
1ffect/ The monster is especially sluggish when it comes to dodging.
As a result, the following formula is used to calculate the monsters
1vasion/
$3.evel 6 I4 C #9) C A8%
-ecause of the strong impact this can have on a monster,s 8il and
>9 values, this option should not be used on low&.evel monsters.
XP MODIFIER GIL MODIFIER
-33 -11
Lo, Magic "#asion
1ffect/ The monster is highly vulnerable to the effects of spellcasting.
As a result, the following formula is used to calculate the monsters
!. 1vasion/
$3.evel 6 I4 C !A8 C #92%
-ecause of the strong impact this can have on a monster,s 8il and
>9 values, this option should not be used on low&.evel monsters.
XP MODIFIER GIL MODIFIER
-33 -11
Magic "#asion(
1ffect/ The monster is more adept than usual at resisting incoming
magical attac's, increasing its base !. 1EA rating. The amount by
which the monsters !. 1EA increases determines how much the
monsters value is increased by.
TYPE XP MODIFIER GIL MODIFIER
*. E=asion &107 &10 &3
*. E=asion &257 &19 &6
*. E=asion &507 &35 &25
*. E=asion &+57 &60 &25
Manabound
1ffect/ As a creature of pure magic, the monster,s mana is its
lifeblood. A !anabound monster whose !agic 9oints reach K is
treated as if its :it 9oints had been reduced to K.
XP MODIFIER GIL MODIFIER
-30 -10
Minion
1ffect/ The monsters existence is tied to another monsters, usually
a controlling or summoning influence. #elect a specific monster as
the designated +master when ta'ing !inion* if that monster is
reduced to K or fewer :9 during the course of battle, all !inions
attached to it are immediately reduced to K :9 as well.
XP MODIFIER GIL MODIFIER
-20 -+
Mstic (esistance
1ffect/ The monster is capable of weathering significantly more
magical damage than the norm, allowing it to resist even armor&
piercing spells. (hen a monster with !ystic 2esistance is struc' by
any attac' or Ability which would normally ignore or reduce !. A2!,
!. A2! is factored into the attac' as normal. Note that this does not
affect #tatus "onditions such as #pirit -rea', which continue to wor'
as normal.
XP MODIFIER GIL MODIFIER
&10 &3
FINAL FANTASY THE ROLEPLAYING GAME 32!
&ull Drain
1ffect/ The monster is immune to attac's which draw on its vital or
magical essences. Attac's or Abilities that drain :9 or !9 from a
monster with Null )rain do damage as normal, but do not restore
the attac'ers :it 9oints or !agic 9oints.
XP MODIFIER GIL MODIFIER
&15 &+
(esist Drain
1ffect/ The monster has improved resistance against attac's which
draw on its vital or magical essences. Attac's or Abilities that drain
:9 or !9 from a monster with 2esist )rain do damage as normal,
but only restore GKM of the :it 9oints or !agic 9oints the attac'er
would normally regain from such an Action.
XP MODIFIER GIL MODIFIER
&+ &3
$-$+$tatus
1ffect/ The monster is sub?ect to a certain #tatus "ondition, activated
when its current :it 9oints reach IGM of their maximum value. As
with Auto&#tatus, a #tatus "ondition inflicted by #<#&#tatus can be
removed through the use of #pells or Abilities such as )ispel* but will
be re&added during the next #tatus 9hase and only fully cancelled
once the monster is defeated. #hould the monster be healed to
above IGM of its maximum :it 9oints, the "ondition will cancel
automatically. #<#&#tatus can be ta'en in con?unction with both
positive and negative #tatus "onditions. >9 and 8il values depend on
the exact #tatus being ta'en/
"lass 9ositive/ Float, Agility 7p, #pirit 7p, 31lement4 #pi'es
"lass 9ositive/ 9rotect, #hell, Armor 7p, !ental 7p
"lass 9ositive/ :aste, 2eflect, 9ower 7p, !agic 7p
"lass E 9ositive/ 2egen, Aura, Eanish
"lass Negative/ -erser', -lind, 9oison, #leep, #low, ;ombie
"lass Negative/ "onfuse, #ap, 7naware
"lass Negative/ !ini, Toad, Eenom
"lass E Negative/ "ondemn, 9etrify
TYPE XP MODIFIER GIL MODIFIER
8lass 1 4ositi=e &+ &2
8lass 11 4ositi=e &12 &4
8lass 111 4ositi=e &20 &!
8lass 13 4ositi=e &36 &12
8lass 1 Negati=e -+ -2
8lass 11 Negati=e -12 -4
8lass 111 Negati=e -20 -!
8lass 13 Negati=e -36 -12
$tatus (esistance 5Categor6
1ffect/ The monster is partially immune to the effects of one of the
#tatus "ondition categories outlined in "hapter L. Any rolls to inflict a
#tatus "ondition belonging to this category have their "o# halved. 8il
and >9 modifiers depend on the exact category the monster resists.
TYPE XP MODIFIER GIL MODIFIER
1''unityA -atal &13 &5
1''unityA *ystify &9 &4
1''unityA "eal &11 &4
1''unityA (i'e &6 &2
1''unityA (o2in &6 &2
1''unityA (ransfor' &9 &3
1''unityA .ea)en &9 &4
$tatus (esistance 5single6
1ffect/ The monster is partially immune to the effects of a particular
#tatus "ondition. Any rolls to inflict this #tatus "ondition have their
"o# reduced by &GKM. 8il and >9 modifiers depend on the "lass of
#tatus "ondition the monster is mmune to/
"lass / -erser', -lind, mmobilize, 9oison, #leep, #low, ;ombie,
.oc'
"lass / "ondemn, "onfuse, "urse, )isable, 9etrify, #ilence, #ap,
7naware
"lass / 1?ect, !ini, 3Attribute4 )own, 3Attribute4 -rea', #top, Toad,
Eenom, 1lement (ea'
"lass E/ "harm, )eath, Frozen, 8ravity, :eat, !eltdown, #tone
TYPE XP MODIFIER GIL MODIFIER
8lass 1 &2 &1
8lass 11 &4 &1
8lass 111 &6 &2
8lass 13 &! &3
$tatus Immunit 5Categor6
1ffect/ The monster is wholly immune to the effects of one of the
#tatus "ondition categories outlined in "hapter L. Any rolls to inflict a
#tatus "ondition belonging to this category have a "o# of K. 8il and
>9 modifiers depend on the exact category the monster is mmune
to.
TYPE XP MODIFIER GIL MODIFIER
1''unityA -atal &25 &10
1''unityA *ystify &1! &!
1''unityA "eal &22 &9
1''unityA (i'e &12 &5
1''unityA (o2in &13 &5
1''unityA (ransfor' &1! &+
1''unityA .ea)en &19 &!
$tatus Immunit 5single6
1ffect/ The monster is wholly immune to the effects of a particular
#tatus "ondition. Any rolls to inflict this #tatus "ondition have a "o#
of K. 8il and >9 modifiers depend on the "lass of #tatus "ondition
the monster is mmune to/
"lass / -erser', -lind, mmobilize, 9oison, #leep, #low, ;ombie,
.oc'
FINAL FANTASY THE ROLEPLAYING GAME 32"
"lass / "ondemn, "onfuse, "urse, )isable, 9etrify, #ilence, #ap,
7naware
"lass / 1?ect, !ini, 3Attribute4 )own, 3Attribute4 -rea', #top, Toad,
Eenom, 1lement (ea'
"lass E/ "harm, )eath, Frozen, 8ravity, :eat, !eltdown, #tone
TYPE XP MODIFIER GIL MODIFIER
8lass 1 &5 &2
8lass 11 &9 &3
8lass 111 &12 &5
8lass 13 &16 &6
4ea% $pot
1ffect/ The monster is vulnerable to a certain 'ind of attac' or
effect. #elect a single Ability, tem, or damage type as a vulnerability
when adding (ea' #pot to a monster, as well as one or more
negative #tatus "onditions. f an attac' or effect the monster is
vulnerable to is used on it, the selected #tatus "ondition @ or
"onditions @ will automatically be added to the monster. >9 and 8il
modifiers for (ea' #pot depend on the actual "ondition inflicted, and
are given per #tatus @ to have a monster suffer from "onfuse and
#low if struc' by .ightning 1lemental damage, for instance, incurs a
modifier of &IN6N.
"lass / -erser' $Q%, -lind $Q%, "urse $Q%, )isable $Q%, mmobilize
$Q%, 9oison $%, #ilence $Q%, #leep $Q%, #low $Q%
"lass / "ondemned $Q%, "onfuse $Q%, 9etrify $Q%, 3x4 )own $H%, #ap
$Q%, 7naware $F%
"lass / 1?ect, !ini $Q%, Toad $Q%, 3x4 -rea' $H%, #top $Q%, Eenom
$Q%, ;ombie $%
"lass E/ "harm $Q%, )eath, Frozen $Q%, :eat $Q%, !eltdown $I%,
#tone $%
TYPE XP MODIFIER GIL MODIFIER
8lass 1 -10 -3
8lass 11 -19 -6
8lass 111 -30 -10
8lass 13 -44 -15
7+Fight
1ffect/ The monster can ta'e two Attac' Actions at the cost of ?ust
one Action in battle. Targets must be declared separately for each
attac', though both may target the same combatant.
XP MODIFIER GIL MODIFIER
&50 &1!
REACTION ABILITIES
!onster 2eaction Abilities wor' li'e those used by the 9"s, and are
triggered by specific circumstances in combat. They are sealed by
the #tatus "ondition mmobilize, and may be combined with the
#<#&8ain, #<#&.ose, and 7nsealable !odifiers.
Counter Attac%
1ffect/ The monster is capable of responding to enemy attac's with
a potent counter&assault. "ounter Attac' triggers when the monster
ta'es 9hysical damage from an enemy Action, and allows the
monster to immediately use a specific Attac', #pell, or Action Ability
against that opponent at no Action cost. #elect one Attac', #pell, or
Action Ability to use in con?unction with "ounter Attac' when ta'ing
this 2eaction Ability, or create a new one* the >9 and 8il costs for
"ounter Attac' depend on its "o#, and are added to the attac's
final value.
COUNTER CS XP MODIFIER GIL MODIFIER
507 &14 &+
+57 &22 &11
:uto'ati$ &44 &22
Counter Magic
1ffect/ The monster is capable of responding to enemy magic with a
potent counter&assault. "ounter !agic has a "o# of either PKM or
HKM of triggering when the monster ta'es !agical damage from an
enemy Action, allowing the monster to immediately use a specific
Attac', #pell, or Action Ability against that opponent at no Action
cost. #elect one Attac', #pell, or Action Ability to use in con?unction
with "ounter !agic when ta'ing this 2eaction Ability, or create a new
one* the >9 and 8il costs for "ounter !agic are added to the
attac's final value.
COUNTER CS XP MODIFIER GIL MODIFIER
307 &15 &+
607 &24 &12
:uto'ati$ &4! &24
Counter $tance
1ffect/ -y entering into a special defensive posture at the cost of an
Action, the monster can intercept opponents attac's. #elect an
Attac', Action Ability, or #pell for "ounter #tance to be attached to,
as well as a damage type @ 9hysical or !agical @ to respond to. For
as long as the "ounter #tance remains in effect, the monster will
counter with the chosen attac' when it ta'es damage of the selected
type from an opponents Action. The monster cannot ma'e any other
Actions while in a "ounter #tance, but can come out of it as a free
action on its turn.
TYPE XP MODIFIER GIL MODIFIER
4%ysi$al &15 &+
*agi$al &15 &+
Counter status
1ffect/ The monsters power increases in response to the attac's of
its opponents. 9ower 7p automatically adds a positive #tatus
"ondition $Q% to the monster when it ta'es a specific 'ind of damage
@ 9hysical, !agical, or one of the nine 'inds of 1lemental @ from an
enemy Action. #pecify which of the three triggers "ounter #tatus,
FINAL FANTASY THE ROLEPLAYING GAME 32#
and select a corresponding #tatus "ondition* >9 and 8il values are
given per #tatus added, and depend on the exact #tatus ta'en/
"lass / Float, Agility 7p, #pirit 7p, 31lement4 #pi'es
"lass / 9rotect, #hell, Armor 7p, !ental 7p
"lass / :aste, 2eflect, 9ower 7p, !agic 7p
"lass E/ 2egen, Aura, Eanish
Though "ounter #tatus can add multiple #tatus "onditions, adding
this feature to a monster below -oss level is not recommended.
TYPE XP MODIFIER GIL MODIFIER
8lass 1 &30 &14
8lass 11 &35 &16
8lass 111 &43 &20
8lass 13 &59 &24
Final Attac%
1ffect/ -efore dying, the monster can unleash one last attac' on its
opponents. #elect an Attac', Action Ability, or #pell for Final Attac' to
be attached to* the monster will automatically use it upon being
reduced to K or fewer :9, selecting targets as normal.
XP MODIFIER GIL MODIFIER
&20 &10
Fission
1ffect/ The monster is capable of splitting into identical copies of
itself. #elect a damage type @ 9hysical, one of the nine 'inds of
1lemental, or !agical @ when adding Fission to a monster. f
reduced to K or fewer :9 by the selected damage type during the
course of a 2ound, the monster will split into two copies during the
#tatus 9hase. 1ach copy is treated as if it were the monster revived
with full :9 and !9, and generates nitiative as normal. f defeated,
the copies award >9 and 8il e0ual to that of the original monster.
XP MODIFIER GIL MODIFIER
&10 &3
(eturn Damage
1ffect/ A certain percentage of all damage inflicted on the monster
after modifying for A2! and !. A2! is automatically returned to the
combatant that originally dealt it. The combatant,s A2! and !. A2!
can be used to further reduce this damage. >9 and 8il modifiers
depend on the exact percentage of damage returned.
RETURNED XP MODIFIER GIL MODIFIER
57 &25 &+
107 &30 &10
257 &50 &1+
(otating 4ea%ness
1ffect/ The monsters vulnerabilities are always in flux. n order to
ta'e 2otating (ea'ness, the monster must have at least one
1lemental (ea'ness already in place. f the monster ta'es damage
from an 1lement it currently has a (ea'ness against during the
course of a 2ound, the (ea'ness immediately changes* roll a dO
and consult the table below to determine which 1lement the monster
now has a (ea'ness towards. f the 1lement rolled is the same as
the one the monster currently has a (ea'ness towards, the
monster,s new (ea'ness will be -io.
2oll (ea'ness
F 1arth
I Fire
P (ater
Q (ind
G ce
H .ightning
L :oly
O #hadow
A (ea'ness inflicted by 2otating (ea'ness ta'es precedence over
1lemental 2esistance, 1lemental mmunity, and 1lemental
Absorbance, though #tatus "onditions still override it as normal.
XP MODIFIER GIL MODIFIER
&21 &+
SAMPLE REACTIONS
:ere are a few sample 2eactions put together with this system. The
monster,s .evel is given to the right of the attac' name.
Charge Up Le#el /2
Target/ #elf Type/ 2eaction
The monster thrives on electrical energy, and is invigorated by
surges of electricity. (hen triggered, "harge 7p bestows the #tatus
"onditions 9ower 7p $Q% and !agic 7p $Q%.
Trigger/ .ightning 1lemental damage successfully targeting the
monster
Attached Attac'/ &&
>9 !odifier/ OH 8il !odifier/ QK
Counter Laser "e Le#el .
Target/ #ingle Type/ 2eaction
(hen triggered, "ounter .aser 1ye allows the monster to
immediately cast the -lue !agic #pell .aser 1ye on the combatant
that targeted the monster. f the monster is #ilenced or does not
have enough !9 for the #pell, nothing happens.
Trigger/ !agical damage successfully targeting the monster
Attached Attac'/ -lue !agic $F & N !9%
>9 !odifier/ GH 8il !odifier/ IN
FIELD EFFECTS
Field 1ffects are special Abilities that allow a monster to change the
nature of the immediate battlefield to seal a party,s powers or
otherwise inconvenience them. A Field 1ffect ta'es a single Action to
FINAL FANTASY THE ROLEPLAYING GAME 328
deploy. ts effects only harm the 9"s and their allies* the only way to
stop an 1ffect is by defeating the monster that deployed it. -ecause
Field 1ffects can have a drastic impact on combat difficulty, it is
recommended that they be restricted to -oss monsters and
creatures summoned through Alarm or #lave 9arts.
<nly one Field 1ffect may be active at any one time even if multiple
monsters can use them, though the current Field 1ffect can be
changed by expending an Action to deploy a new 1ffect.
Attac% Loc%
1ffect/ -asic attac's are loc'ed down. No Attac' Actions may be
used for as long as Attac' .oc' remains active, though Abilities that
ta'e an Attac' Action as a basis remain unaffected.
XP MODIFIER GIL MODIFIER
&22 &+
HP $ap
1ffect/ The surrounding area continuously drains the party,s health,
reducing their :9 by GM of its maximum value at the end of every
2ound. This 1ffect is cumulative with anything else that deals
damage over time, such as the #tatus "ondition 9oison, and remains
in effect as long as :9 #ap is active.
XP MODIFIER GIL MODIFIER
&4! &16
Item Loc%
1ffect/ tem use is loc'ed down. No tem Actions may be ta'en for as
long as tem .oc' remains active. This includes Abilities that use an
tem Action as their basis, such as Auto&9otion.
XP MODIFIER GIL MODIFIER
&33 &11
Magic Loc%
1ffect/ All magical energy on the battlefield is sealed. No !agic
Abilities may be used for as long as !agic .oc' remains active.
XP MODIFIER GIL MODIFIER
&4! &16
Magnetic Field
1ffect/ A powerful magnetic field dominates the area, weighing down
any combatant with metallic e0uipment. "haracters wearing !ail,
:elmets, #hields, or 8auntlets are afflicted with the #tatus "ondition
#low, even if they would normally be immune to it* the same applies
to characters wielding any (eapon other than -oomerangs, -ows,
Flails, 8loves, 2ods or #taves. #low cannot be canceled for as long
as !agnetic Field remains active.
XP MODIFIER GIL MODIFIER
&4! &16
MP $ap
1ffect/ The surrounding area continuously drains the party,s mana,
reducing their !9 by GM of its maximum value at the end of every
2ound. This 1ffect is cumulative with anything else that deals
damage over time, such as the #tatus "ondition Eenom, and remains
in effect as long as !9 #ap is active.
XP MODIFIER GIL MODIFIER
&4! &16
$pell Loc%
1ffect/ A powerful anti&magic field disrupts all spellcasting in the
area. No #pells may be used for as long as #pell .oc' remains
active.
XP MODIFIER GIL MODIFIER
&33 &11
)echnique Loc%
1ffect/ Non&magical techni0ues are loc'ed down. No #low or Fast
Abilities may be used for as long as Techni0ue .oc' remains active,
though !agic Abilities continue to function as normal.
XP MODIFIER GIL MODIFIER
&4! &16
BOSS ABILITIES
The following #upport Abilities are powers only available to -oss and
1nd -oss monsters.
Deco
1ffect/ For protections sa'e, the monster surrounds itself with
doppelgangers, ta'ing safety in numbers. A )ecoy is entirely
identical in appearance to the monster it replicates* not even a #can
#pell would be able to find a difference between the two. For this
reason, )ecoys are treated as a separate targets in combat, though
they have no :9 of their own and may ma'e no Actions* the only way
to destroy them is to eliminate their ,parent.,
The )ecoy,s effects depend on how the 9arty direct its attac's. f
the original monster is hit, it will ta'e damage as normal, but stri'ing
a )ecoy will result in an immediate counterattac'* the monster itself
suffers no ill effects. This attac' ta'es the form of a 2eaction Ability
that must be assembled and paid for separately from the )ecoy. >9
and 8il values are given per )ecoy assigned* a monster with three
)ecoys would incur >9 and 8il modifiers of CHK and CLG
respectively.
XP MODIFIER GIL MODIFIER
&20 &25
Immunit+All
1ffect/ The monster has mmunity to all negative #tatus "onditions @
FINAL FANTASY THE ROLEPLAYING GAME 329
Fatal&type, !ystify&type, #eal&type, Time&type, Toxin&type, Transform&
type, and (ea'en&type. Any rolls to inflict a #tatus "ondition have a
"o# of K.
XP MODIFIER GIL MODIFIER
&!0 &30
$la#e Part
1ffect/ #ome bosses in the Final Fantasy games are so large that
they are actually composed of multiple parts. n the FF298, this is
simulated by giving a -oss #lave 9arts. A #lave 9art is created as if
it were an individual monster with the #lave 9art Ability, and is
treated as an individual combatant with its own nitiative in combat.
:owever, it cannot move under its own power @ it moves where the
-oss moves.
#lave 9arts are incapacitated as normal when they are reduced to
K :9, though they award no 8il or 1xperience when defeated*
instead, the >9 and 8il values of a -oss,s #lave 9arts are added to
the -oss,s own. (hen the -oss is reduced to K :9, all of its #lave
9arts are also reduced to K :it 9oints, regardless of current :9,
A2!, or !. A2!. #lave 9arts come in three types/
Normal 9arts begin the battle with the -oss, and are permanently
incapacitated when reduced to K :9 in combat.
#ummoned 9arts must be brought into battle by the -oss at the
cost of an Ability Action. f reduced to K or fewer :it 9oints in
combat, the controlling monster may revive them with full :9 and !9
at the cost of a second Action.
Auto&2eviving 9arts revive with full :it 9oints and !agic 9oints two
2ounds after being incapacitated.
=ou can mix and match types as needed @ a -oss could easily be
composed of two Normal 9arts and a #ummoned 9art.
TYPE XP MODIFIER GIL MODIFIER
Nor'al -30 -10
"u''oned -10 -5
:uto-Re=i=ing 0 0
7+Action
1ffect/ The monster can ta'e two Actions for the cost of ?ust one,
provided neither of the two is #low or on a "ountdown. The Actions
ta'e effect one after the other* after the resolution of the second,
the monsters turn ends. n the interests of fairness, it is not
recommended that >&Action be used for two consecutive Actions with
Target/ 8roup or two Actions targeting the same combatant.
XP MODIFIER GIL MODIFIER
&!0 &30
REWARDS
<nce a monsters details, Attributes, "ombat #tatistics, and Abilities
have been defined, the creation process is essentially complete. All
thats left to do is to figure out how much the resulting beast is
worth.
E$PERIENCE VALUE
Add up all the >9 !odifier values tallied up during the creation
process, then multiply the total by the monster,s .evel. The end
result is the monster,s >9 Ealue. As should be apparent at this point,
the >9 value of a monster is directly dependent on how much of a
challenge it poses to your players.
GIL VALUE
Aside from the 1xperience 9oints it grants upon being defeated,
every monster has also a 8il Ealue. This is calculated by adding
together all of the 8il !odifiers tallied during the creation process
and multiplying the total by the monsters .evel. (hat this
represents is up to the 8!* most e&games have monsters ?ust drop
8il when they are defeated, regardless of feasibility.
n a more ,realistic, game, the monsters 8il Ealue represents the
monetary worth of components and materials extracted via a
successful #cavenging #'ill Test. This .oot is carried in the party,s
nventory, and can then be sold in the next town for a number of 8il
e0ual to the monster,s 8il value. .oot can be fairly diverse, as
almost any part of a monster has some use @ leather, fur, oils,
perfumes, meat, ivory, or simple trophies are all acceptable .oot
items.
f the party needs money more than experience, 8!s should feel
at liberty to swap a monster,s >9 and 8il values.
ITEMS
n addition to the more obvious 8il and >9 awards, monsters may
drop items and other pieces of e0uipment on occasion. These can
also be stolen by Thieves by means of the #teal and !ug Abilities. To
trac' these, fill out a Treasure Table for the monster. A Treasure
Table has four entries, and is set out as follows/
2oll tem
GF&FKK "ommon tem
IG&GK 7ncommon tem
KO&IQ 2are tem
KF&KL Eery 2are tem
The classifications used here are relatively self&explanatory.
"ommon items will be those most fre0uently dropped by the
monster, with each subse0uent slot representing items of increasing
rarity and value. A filled&out table thus might loo' something li'e
this/
2oll tem
GF&FKK 9otion
IG&GK :i&9otion
KO&IQ :i&1ther
KF&KL 9hoenix )own
To determine which items and e0uipment a monster relin0uishes,
the 8! rolls a dM after the battle is over and simply chec's the
Table for the corresponding entry. Note that not every creature must
FINAL FANTASY THE ROLEPLAYING GAME 330
have all four slots filled, nor does each slot have to be uni0ue. #ome
monsters may only drop a single 'ind of item, and infre0uently at
that.
2ecovery tems, -attle tems, and <ne&#hot tems will ma'e up the
vast ma?ority of monster drops* in most cases, these should be
tailored to coincide with the monsters origins, properties and
attac's. "reatures that use 9oison and Eenom should drop the
occasional Antidote as a matter of common courtesy* aerial
creatures li'e the Thrustaevis, on the other hand, would be good
candidates for items li'e #hear Feathers and (indmills. A Treasure
Table can also contain (eapons, Armor, Accessories, and 5ey tems.
8uidelines for awarding all of these can be found in "hapter FK.
How ma#( stea,s $o (ou
thi#, we &a# get out of these)
'a,,a
FINAL FANTAS !
For 8!s wondering how to reconcile item drops with creatures
who would have no reason to carry items in the first place, item
rewards can be synthesized from .oot once the players sell it.
? Treasure Tables in ction
:aving dispatched the last of )eathsight,s forces, the players
now ta'e a minute to catch their breath and count the spoils.
2odger $8!%/ Thats the end of the soldiers. #earching the
bodies, you findJ
"hec'ing his notes, 2odger finds the #oldiers item table to be
set out as follows/
2oll tem
GF&FKK 9otion
IG&GK 1cho #creen
KO&IQ 1cho #creen
KF&KL 9hoenix )own
:e rolls a dM three times, once for each defeated monster,
coming up with a LN, a PG and a OQ @ a 9otion, an 1cho
#creen and another 9otion.
2odger/ Two 9otions and an 1cho #creen.
2ob $:iro%/ ,m ta'ing the 9otions, then. Anybody want the
1cho #creenD
-lair $!int%/ ll ta'e it. ve been doing a lot of tem&slinging of
late.
2ob/ #ure.
2odger/ As you prepare to step over the prone bodies, a deep
rumble sha'es the length of the airship. From above, you can
hear panic'ed shouting.
! $:aze%/ SThis doesn,t bode well,T :aze remar's, pushing
the door open. S.et,s hurry up and find a way to get off this
thing.T
CONVERTING MONSTERS
(ith hundreds of fierce and fearsome opponents on offer, many 8!s
will want to turn to the Final Fantasy games for creatures to throw at
their players. "onverting an e&game monster to the FF298 ruleset
re0uires some careful decision&ma'ing, but becomes a relatively
straightforward process with practice.
The first thing to do is fill out the monsters profile. Type, #ize,
ntelligence, 2eaction and :abitat will be either based directly on the
information given in the game, or on a few educated guesses from
the available data. :ere, real&life sources may help to flesh out
details glossed over by the game itself, particularly when dealing
with monsters based on actual flora or fauna.
(hile it,s easy to discover a monster,s .evel in a given game, bear
in mind that each game has its own definition of +high&end., n the
FF298, 9"s pea' at or around .evel HG, whereas the e&games may
see characters tac'ling their final challenges at anywhere between
.evel GK and OK. !a'e an approximation by considering how far into
the e&game a monster is encountered, and how difficult the
encounter was for the party at the time. !onsters encountered near
the beginning of the game generally translate to .evels F through
FK in the FF298 system, whilst those near the end&game will be at
.evels LK and above. The .evels NK to FKK should be reserved
solely for end&of&game opponents and high&powered +challenge
bosses such as #hinryuu, 2uby (eapon, <mega (eapon, and
=iazmat.
)ue to the differences in Attributes from game to game, any
numbers available should be used as a rough guideline rather than
as gospel. nstead, observe how the creature performs in battle and
note down the monsters dominant characteristics as they become
apparent. Attribute 9oints can then be assigned according to your
observations/ +tough and strong, for instance, means pumping up
ET and #T2* +fast, powerful magic,, on the other hand, would
indicate that most of the monsters Attribute 9oints go to #9) and
!A8. The same reasoning extends to the monsters "ombat
#tatistics.
Attac's are, again, a matter of observing and ma'ing a ?udgment
call based on the result. As a rule of thumb, an evenly&matched
monster should ta'e off roughly FKM of a characters maximum :9
with a normal attac'* ad?ust #T2 accordingly, adding #tatus
"onditions, special properties and 1lemental affinities as needed.
f a monsters appears in several e&games, things become either
simpler or more complex, depending on how fleshed&out each extant
version is. The first rule of thumb is to always respect uni0ueness* if
a given monster is a palette&swapped variation on another creature
in one game and a distinctively individual creation in another, always
go for the latter. -ecause the FF298 is a ,middle ground, between
several different e&games, it is perfectly acceptable to pic' and mix
abilities and properties from several different games rather than
attempting to use ?ust one particular version as a benchmar'.
1lemental 2esistances, mmunities, Absorbances and (ea'nesses
can be ported over directly* the same goes for mmunities in regard
to #tatus "onditions. #ome allowances will inevitably have to be
FINAL FANTASY THE ROLEPLAYING GAME 331
made for #tatus "onditions and 1lements which do not appear in the
FF298 or in the e&game in 0uestion. For instance, the elements
(ater and #hadow are not strongly defined until later in the series,
and a distinct #hadow&type #pell did not appear until Final Fantasy
>. n cases such as this, you may need to go bac' and retroactively
assign 1lement mmunities and (ea'nesses as appropriate, even if
the original creature did not have them.
<ther #tatus "onditions ?ust don,t have an e0uivalent in the
FF298. 1xamples of this include Final Fantasy Tactics "hic'en and
<il and Final Fantasy >s Trouble and Eirus. (hile it may be tempting
to include rules for such #tatuses on grounds of completeness, it
should be pointed out that many of these were deliberately excluded
from the FF298 core rules due to balance and playability concerns.
The best examples of this are the various Transform&type #tatus
"onditions floating around the series. (hile most games @ and by
extension, the FF298 @ use Toad, Final Fantasy E and E replaced it
with 9ig and mp, respectively. (hile the three are different from a
cosmetic standpoint, there is no mechanical difference between
turning a character into a toad and turning them into a pig. For this
reason, the FF298 only uses Toad @ there is no need for three
separate #tatus "onditions when ?ust one will do.
CHAPTER GLOSSARY
The following list recaps some of the most important concepts
introduced in this chapter for 0uic' reference.
Armor -ase. -ase value determining a monsters overall A2!.
:it -ase. -ase value determining a monsters overall :9.
!agic -ase. -ase value determining the monsters overall !9.
!agic Armor -ase. -ase value determining a monsters !. A2!.
!odifier. Any additional property attached to a basic Attac' to
enhance its effects. "an also be used in con?unction with Abilities in
some cases.
!onster Family. A grouping of monsters who share similar
characteristics.
FINAL FANTASY THE ROLEPLAYING GAME 332
AIII
_______________
SUMMONING

Are you our enemy?


That is up to you...
Zidane Tribal and Ramuh
FINAL FANTASY I

This Appendix introduces the world of Summon Magic, one of the
most powerful and challenging schools of magic in the Final Fantasy
universe.
THE BASICS OF SUMMONING
Fundamentally speaking, Summon Magic is the ability to command a
host of powerful arcane beings collectively known as the Summons.
hat its practitioners bring into the physical world is not the
Summon itself, but an avatar, an extension or !echo! of a more
powerful magical entity known as the "rime Summon. The "rime
Summon dwells on a plane of existence separate from the physical
realm at large, interacting with material beings by pro#ecting images
of itself across the gap.
$ecause of the enormous %uantities of magical energy re%uired
to sustain these images, an avatar can only exist in the physical
realm for a limited time before disappearing once again. Typically,
this energy is supplied by the summoner, and is drawn from the
summoner!s own mana reserves. As a result, the avatar!s !lifespan!
hinges heavily on the summoner!s training and natural power.
&allers, who learn summoning alongside other schools of magic,
cannot keep avatars !grounded! for more than a handful of
seconds' full(fledged Summoners can draw this out as long as
fifteen or twenty minutes, albeit only after many years of training.
An alternative is to bind the avatar to a locus in the physical
world. )enerally, this is a particular location where the levels of
ambient magic are high enough to feed the avatar!s needs, or a
magically charged artifact such as a crystal in which the avatar can
hibernate. *n extreme cases, the avatar can even take residence in
the body or mind of a living creature, though such a fusion has
serious conse%uences for the !host.!
Avatars can vary greatly in appearance and power, depending on
their proximity to the "rime Summon they are derived from. Some
basic features are universal' the fire Summon *frit has varied from
green(skinned giant to furred beast(man, but each incarnation
retains the same pair of great horns that have become his
trademark. +is icy counterpart, Shiva, typically appears as a pale(
skinned woman, though her form veers between recogni,ably
human and distinctly alien. -thers are more predictable. $ahamut
always appears as a great dragon, while /eviathan takes the form
of a mighty sea serpent.
hile a Summon!s physical appearance can be shaped radically
by beliefs and imagination, most summoners have a particular
image of each Summon drilled into them over the course of their
training. This leads to a certain homogeneity among avatars in a
given world.
Restrictions
$ecause Summon Magic is not like other kinds of magic, there are
two important restrictions on how it can be used in the FF0").
These are.
A Summoner may only have one active Summon at any one time.
*n order to change Summons, the active Summon must be
dismissed and a new Summon brought into battle.
A Summon cannot be Summoned or &alled by anybody else as
long as it remains an active combatant. *n essence, this means that
if *frit is Summoned, nobody else may Summon or &all *frit until he is
dismissed. &alls have no such limit because they do not !anchor! a
Summon, but merely bring it into the battle for a few seconds.
USING EVOCATION MAGIC
Also known as &alling, 1vocation Magic is the simplest form of
Summoning known to spellcasters. $y sacrificing duration for ease
of con#uration, 1vocation allows even mages who do not speciali,e
in Summon Magic to access the power of a Summon in combat.
1vocation Magic works like any other Spell in the FF0"). a target
is selected, the appropriate number of Magic "oints are subtracted
from the caster!s total, and the effects are applied. The exact
effects of &alling a Summon are listed at the end of its profile.
$ecause of its fire(and(forget nature, 1vocation Magic cannot be
used to make a Summon carry out complex tasks, though the
offensive and curative effects of a &all can be used both in and out
of combat in the same manner as any other Spell.
USING SUMMON MAGIC
$ecause it makes an active combatant out of the Summons it calls
on, true Summon Magic is rather more complicated than its little
brother, but en#oys significantly greater flexibility and power in
exchange.
FINAL FANTASY THE ROLEPLAYING GAME 333
Targeting
A Summon acts as an independent combatant on the battlefield,
and may be targeted accordingly. As long as the Summon is active,
however, its Summoner cannot be targeted either directly or
indirectly. 2uring this time period, any damage that the Summoner
would normally suffer is taken by the Summon instead. The only
exception to this is damage inflicted by 2eath, 3ear(Fatal, and
)ravity(type effects 4 see the section on Status &onditions below for
more details.
Attributes
A Summon!s Attributes are e%ual to those of its Summoner,
including any bonuses from 1%uipment Abilities. *n practice, this
means that the Summoner!s Attributes are used in all damage
calculations. *f a Summon is called up to perform a specific task that
would normally re%uire a Task &heck against an Attribute 4 say,
Summoning Titan to support a collapsing house 4 the )M may
waive the Task &heck if the Summon!s physi%ue or shape seems
particularly suited to the task.
Combat Statistics
+it "oints. A Summon!s maximum +it "oints are e%ual to its
Summoner!s maximum +it "oints 4 1%uipment Ability bonuses
included 4 multiplied by the Summon!s +it "oint modifier. For
instance, a Summoner with 566 +it "oints summoning /akshmi 7x
8.9: would result in a /akshmi with a maximum +" value of ;96 +".
A Summon who has 8 or more +" remaining is a valid target for
0ecovery *tems and effects, and may use them to regain +it "oints.
-ut of battle, Summons also restore +it "oints if the Summoner
rests or uses a healing fixture. *n this case, the Summon regains +it
"oints at the same rate as the Summoner would 4 866< for Full or
*ntensive 0est, =9< for Travel 0est, 96< for Fitful 0est, and so
forth.
$ecause of this, a Summon!s current +" value carries over
between summonings, making it possible for a Summon to enter
battle with fewer than its maximum +it "oints. For instance, if
/akshmi had suffered >66 +" worth of damage before being
dismissed and had not been healed between summonings, she
would be summoned the second time with #ust >96 out of ;96 +it
"oints remaining.
Summons whose current +it "oints are 6 cannot be summoned
again until they have been restored by rest, as explained below.
! Lakshmi A, Meet Lakshmi B
hile a Summon cannot be brought into battle as an active
combatant by two different parties at once, it is possible for
multiple combatants to draw on the same Summon over the
course of a battle. $ecause each Summoner calls up his or her
own !version! of a Summon, damage does not carry over from
Summoner to Summoner, but only affects the Summoner!s own
!version.! *f one Summoner calls up *frit and dismisses him with
>66 +it "oints remaining and a second Summoner calls *frit up
later in the same battle, the second Summoner!s version of *frit
will not be affected by the first version!s +it "oint loss. Similarly, if
the first Summoner!s *frit is reduced to 6, this will not prevent the
second Summoner from calling upon his services.
Magic "oints. Summons have no Magic "oints of their own. Any
Action that has an M" cost associated with it instead draws these
M" from the Summoner!s own reserves.
M. A&&, 21?, and M32 are all e%ual to the Summoner!s own,
1%uipment Ability modifiers included.
A&& is e%ual to the Summoner!s own, using the Summoner!s
highest available eapon Skill.
A0M and M. A0M are both 6.
Support an E!uipment Abi"ities
All Summons come with their own distinctive Support Abilities.
These Abilities apply to the Summon and the Summon alone' the
Summoner gains no benefit from them #ust as the Summon gains no
benefit from the Summoner!s Support Abilities.
Similarly, the Summon does not directly benefit from the
Summoner!s 1%uipment Abilities, though there are four 1%uipment
Abilities that can indirectly affect the Summon!s actions.
+eadhunter, Sensor, Auto(M" @uarter, and Auto(M" +alf.
Actions
A Summon may act immediately upon being Summoned, and will
generate *nitiative as normal in subse%uent 0ounds. The following
Actions are available to Summons.
Attack. A Summon can make Attack Actions in the same manner
as a "&. The 2amage &ode for the Attack can be found in the
Summon!s profile.
2efend. The Summon can make 2efense Actions as normal.
ait. The Summon can make ait Actions as normal.
Ability. The Summon can use an Ability Action to use its Summon
Ability or cast a Spell from the list given in the Summon!s profile.
2epending on the circumstances, they may also be able to use a
)rand Summon Ability. )rand Summon Abilities are designated with
an asterisk 7A: in the Summon!s profile.
Any Ability that costs M" will draw that M" from the Summoner!s
pool. *f the Summoner does not have enough Magic "oints left for
the Ability, it may not be used.
FINAL FANTASY THE ROLEPLAYING GAME 334
Status Conitions
$arrier and 1nhance(type Status &onditions are the only ones
capable of affecting a Summon. All others 4 including 2eath, 3ear(
Fatal, and )ravity(type effects 4 will affect its Summoner, though the
Summon!s &ombat Statistics are used to resist such attacks where
appropriate. *f the Summon is struck by an attack that inflicts
damage as well as a Status &ondition, the Summon suffers damage
as normal, transferring only the Status &ondition to its Summoner.
As long as the Summon remains in combat, the effects of all
Status &onditions active on its Summoner, positive or otherwise, are
suspended. +owever, certain Status &onditions may result in a
Summon!s instant dismissal 4 see the section on 2ismissal below
for more details.
#ismissa"
-nce called up, a Summon can stay on the battlefield for up to six
7B: rounds before automatically being dismissed. A Summon will be
dismissed sooner than this if.
The battle ends. An active Summon is automatically dismissed
once the last opponent on the battlefield is incapacitated.
The Summon loses all +it "oints. An active Summon is
automatically dismissed if its current +it "oints are reduced to 6 or
fewer.
The Summoner is unable to direct the Summon!s actions. This
occurs when the Summoner falls Cnconscious or is afflicted with the
Status &onditions Stone, Stop, or Toad.
A )rand Summon Ability is used. *f a )rand Summon Ability is
used, the Summon is automatically dismissed after the Ability!s
effects have been resolved. This does not include Spells that are
only available if the Summon is brought into battle with )rand
Summon 4 these can be cast without penalty.
-nce the Summon is dismissed, the Summoner becomes an active
target once again and is sub#ect to the effects of any remaining
active Status &onditions.
Hea"ing Summons
-nce summoned, a Summon!s +it "oints can be restored by
recovery effects and items in the same manner as any other party
member!s. They also benefit from the effects of resting as
described in &hapter D, and regain +it "oints at the appropriate
rate. +owever, Summons reduced to 6 or fewer +it "oints cannot be
revived by normal means 4 the only way to bring them back to
fighting fitness is through Full or *ntensive 0est.
A$ancement
Summons grow in power with the Summoner, gaining new and
stronger powers as the Summoner advances in /evels. To reflect
this, every Summon has an advancement chart included in its
profile, listing the attacks and Spells it gains as the Summoner
advances, as well as the damage done by its Abilities at its current
/evel. These values are absolute 4 a Summoner cannot choose to
!roll back! these advancements and do less damage in exchange for
a lower M" cost.
FINAL FANTASY THE ROLEPLAYING GAME 335
SUMMON %ROFI&ES
The profiles that make up the rest of this Appendix contain all information needed for &allers and Summoners to work their craft. 1ach Summon is
introduced with a !summon animation,! followed by its available Abilities, Spells, and &all effect. Any Ability marked with an asterisk 7A: cannot be
used unless the Summoned $east was brought into battle by )rand Summon. All damage(dealing effects are modified for the targets! A0M 7if ST0
or A)* based: or M. A0M 7if MA) based: unless otherwise noted.
Table AIII-1: Master Summon List
SUMMON POWERS SUMMON POWERS SUMMON POWERS
Alexander Elemental (Holy) Golem Support
Status (Barrier)
Quetzalcoatl Elemental (Lightning)
Anima Elemental (Shadow)
Status (Fatal)
Hades Elemental (Bio)
Status (Special)
Ramuh Elemental (Lightning)
Ark Multiple Irit Elemental (Fire) Remora Arcane (Physical)
Status (Time)
Asura eco!ery
Status (Barrier)
!irin eco!ery
Status (Strengthen)
Salamander Elemental (Fire)
Atomos Status (Fatal) !u"ata Elemental (Special) Sera#him eco!ery
$ahamut Arcane (Magical) %akshmi eco!ery Shi&a Elemental ("ce)
$ismarck Elemental (#ater) %e&iathan Elemental (#ater) Siren Status (Mysti$y)
Arcane (Magical)
'ait Sith Arcane (Magical)
Status (Time)
%ich Elemental (Shadow)
Status (%arious)
S)ldra Elemental (Special)
'ar*uncle Status (Barrier)
Status (Strengthen)
+ormun,and Elemental (Earth) S)l#h eco!ery
'ato*le#as Arcane (Magical)
Status (Seal)
Madeen Elemental (Holy) -itan Elemental (Earth)
'er*erus Arcane (Magical)
Status (Time)
Status (Strengthen)
Ma,us Sisters Arcane (Magical) -)#hon Elemental (#ind)
Status (Fatal)
'rusader Arcane (Physical) Mist .ra,on Elemental ("ce) Unicorn eco!ery
.ia*olos Status (Fatal) Odin Arcane (Physical)
Status (&eath)
/aleor Arcane (Magical)
Status (Time)
.oomtrain Elemental (Bio)
Status (Special)
Pandemonium Elemental (#ind) /ali,armanda Elemental (Special)
0air) eco!ery Phantom Arcane (Magical)
Status (Special)
1o"im*o Arcane (Physical)
Status (&eath)
0enrir Arcane (Magical)
Status (Special)
Phoenix Elemental (Fire)
eco!ery
FINAL FANTASY THE ROLEPLAYING GAME 336
&a's(mi
A shaft of soft light shines down from above, gradually solidifying into the shape of a beautiful dark(skinned young woman. 2raped with a loose(
fitting blue robe and crowned with a sunburst of purest gold, she takes her place on the battlefield with all the grace and dignity of a %ueen.
+it "oint Modifier. x 8.9 Support Abilities. S-S(0egen
WARM EMBRACE VARIABLE COST
Target. Single Type. 0ecovery
/akshmi floats behind the target and encircles it within her arms, creating a burst of amber energy that refreshes the target to the core. arm
1mbrace restores a certain number of +it "oints to the target 4 see the Advancement table for more details.
LOVING EMBRACE* VARIABLE COST
Target. "arty Type. 0ecovery
/akshmi drifts to the center of the battlefield, tantali,ingly raising her hands above her head. -n cue, her crown begins to glow, forming a ball of
light that radiates out over the Summoner!s allies to restore and revitali,e all. /oving 1mbrace restores a certain number of +it "oints to all
eligible combatants 4 see the Advancement table for more details.
Table AIII-2: Lakshmi's Advanement
%E/E% A--A'! WARM EM$RA'E %O/ING EM$RA'E2 SPE%%S
' ( ) (* + ST) , d) (- + MA.) , d'/ (0 MP) ((( Poisona
1 ( '2 (3 + ST) , d) (2 + MA.) , *d'/ ('/ MP) ((( Stona
'4 ( *- (0 + ST) , *d) () + MA.) , *d'/ ('3 MP) ((( Regen
*0 ( 3* (2 + ST) , *d) ('/ + MA.) , 3d'/ ('4 MP) ((( Basuna
33 ( -/ () + ST) , -d) ('' + MA.) , 3d'/ (*- MP) ('0 + MA.) , -d'/ (-* MP) (((
-' ( -) ('/ + ST) , 3d) ('3 + MA.) , -d'/ (*1 MP) ('4 + MA.) , -d'/ (0- MP) Esuna*
-1 ( 02 ('' + ST) , -d) ('0 + MA.) , -d'/ (34 MP) (') + MA.) , -d'* (2/ MP) (((
04 ( 2- ('3 + ST) , -d) ('4 + MA.) , -d'/ (-1 MP) (*/ + MA.) , -d'* (21 MP) (((
20, ('- + ST) , 0d) (') + MA.) , -d'* (00 MP) (** + MA.) , -d'* (4) MP) (((
CALL
ALLURING EMBRACE 14 MP
Target. "arty Type. 0ecovery
/akshmi spreads her arms, creating a da,,ling display of golden light to revitali,e the party. Alluring 1mbrace restores 75 x MA): E d86 +" to all
eligible combatants.
FINAL FANTASY THE ROLEPLAYING GAME 337
Va"e)or
The clouds part as Falefor swoops down from the heavens, great leathery wings cracking like distant thunder. /ike many of her ilk, Falefor defies
easy description. her tail, hind legs, and wings are of a deep purple hue, resembling those of a drake or great dragon' her upper body almost
humanoid in spite of the rust(red feathers and a beaked head white as bone. )reat curled claws spring from her shoulders, their awkward look
and placement reminiscent of a second pair of wings' a golden chain hangs from one, swinging ever so slowly as Falefor moves in to land before
the Summoner and awaits her first command.
+it "oint Modifier. x 8.9 Support Abilities. Auto(Float
SONIC WINGS VARIABLE COST
Target. Single Type. Arcane 7Magical:
Status 7Time:
Falefor takes to the air, wings beating slower and slower until time itself seems to lag behind the Summon' at this point, a final snap of the wings
sends a destructive gust of air soaring towards the target, all but bowling it over. Sonic ings inflicts a certain amount of Magical damage to the
target, striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal. Sonic ings also has a
&oS of 7M. A&& ( 96:, M. 1vasion of reducing the target!s current *nitiative by >9<. This has no effect if the target has no further Actions in the
current 0ound.
ENERGY BLAST* VARIABLE COST
Target. )roup Type. Arcane 7Magical:
*n one acrobatic swoop, Falefor ascends to hover high above the battlefield, beak glowing golden as magical energy begins to pour into her body.
As the accumulated energy reaches its apex, an arcane array shimmers to life in the air in front of the Summon' in an instant, power pours into
the array, sending wild blasts of magic roaring into enemy lines. 1nergy $last inflicts a certain amount of Magical damage to all eligible
combatants in the targeted )roup, striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as
normal.
Table AIII-!: "ale#or's Advanement
%E/E% A--A'! SONI' WINGS ENERG1 $%AS-2 SPE%%S
' ( ) (* + ST) , d) (- + MA.) , d'/ ('/ MP) ((( Blizzard, Fire, Thunder
1 ( '2 (3 + ST) , d) (2 + MA.) , *d'/ ('0 MP) ((( Water
'4 ( *- (0 + ST) , *d) () + MA.) , *d'/ (') MP) ((( Blizzara, Fira, Thundara
*0 ( 3* (2 + ST) , *d) ('/ + MA.) , 3d'/ (** MP) ((( Watera
33 ( -/ () + ST) , -d) ('' + MA.) , 3d'/ (*1 MP) ('0 + MA.) , -d'/ (-4 MP) (((
-' ( -) ('/ + ST) , 3d) ('3 + MA.) , -d'/ (3- MP) ('4 + MA.) , -d'/ (01 MP) ---
-1 ( 02 ('' + ST) , -d) ('0 + MA.) , -d'/ (-* MP) (') + MA.) , -d'* (20 MP) (((
04 ( 2- ('3 + ST) , -d) ('4 + MA.) , -d'/ (0- MP) (*/ + MA.) , -d'* (4- MP) (((
20, ('- + ST) , 0d) (') + MA.) , -d'* (2/ MP) (** + MA.) , -d'* ()3 MP) (((
CALL
ENERGY RAY 15 MP
Target. )roup Type. Arcane 7Magical:
ith a piercing cry, Falefor flies up, blue(white power gathering in her open mouth' upon reaching an ideal altitude, she sends a ray of intense
energy directly into the enemy group, cleaving the very ground itself in two. 1nergy 0ay inflicts 75 x MA): E d86, M. A0M Magical damage to all
eligible combatants, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 338
Remora
The air of battle seems to thicken, becoming viscous, almost li%uid. As other combatants struggle to regain their bearings, a swarm of small,
golden(scaled fish circle up around the Summoner, baring a fearsome array of ra,or(sharp teeth as they prepare to move in for the kill...
+it "oint Modifier. x 8.9 Support Abilities. S-S(Agility Cp
CONSTRICT 18 MP
Target. Single Type. Status 7Special:
ithout warning, a portion of the 0emora swarm surges forth. *n a matter of seconds, a do,en #aws have grabbed hold of the target, all but
smothering it in a blanket of thrashing, biting fish. &onstrict has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &onditions Agility 2own
7B: and Slow 7B:. 0oll separately for each status condition.
FLYING PIRANHA* VARIABLE COST
Target. Single Type. Arcane 7"hysical:
Status 7Time:
A large group of 0emoras detach from the swarm, gnashing at the target in a fren,y of vicious activity until blood and ichor flow freely. Flying
"iranha inflicts a certain amount of "hysical damage to the target, striking automatically 4 see the Advancement table for more details. This
damage is reduced by A0M as normal. Flying "iranha also has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &ondition Sap 7B:.
Table AIII-$: %emora's Advanement
%E/E% A--A'! 'ONS-RI'- 0%1ING PIRANHA2 SPE%%S
' ( ) (* + A.") , d) ((( ((( Burn Ray, Yawn
1 ( '2 (3 + A.") , d) ((( ((( Speed
'4 ( *- (0 + A.") , *d) ((( ((( Slow, Ray Bom
*0 ( 3* (2 + A.") , *d) ((( ((( !mmoilize
33 ( -/ () + A.") , -d) ((( ('0 + A.") , -d'/ (0* MP) Slowga5
-' ( -) ('/ + A.") , 3d) ((( ('4 + A.") , -d'/ (2- MP) "isale*
-1 ( 02 ('' + A.") , -d) ((( (') + A.") , -d'* (4/ MP) (((
04 ( 2- ('3 + A.") , -d) ((( (*/ + A.") , -d'* (41 MP) (((
20, ('- + A.") , 0d) ((( (** + A.") , -d'* ()) MP) (((
CALL
LATCh-On 16 MP
Target. Single Type. Status 7Time:
The summoned 0emoras strike as one, overwhelming the target in short order by sheer weight of numbers. /atch(-n has a &oS of 7M. A&& ( 96:,
M. 1vasion of inflicting the Status &onditions *mmobili,e 7B: and Slow 7B:. 0oll separately for each status condition.
FINAL FANTASY THE ROLEPLAYING GAME 339
I)rit
The ground rumbles and shakes as a fountain of magma erupts from the earth, carrying a great and fiendish figure with it. 0eflected flame glints
from its massive horns, highlighting sinewed, ruddy skin and rippling muscles' the figure of a god in a body half man, half beast. ith a thud, *frit
lands s%uarely on the cooling lava, hellfire erupting from his canine maw as he throws back his head and bellows his defiance to the skies.
+it "oint Modifier. x > Support Abilities. Fire 1nhancer, 1lemental Absorbance. Fire, 1lemental eakness. aterG*ce
BuRNING STRIE VARIABLE COST
Target. Single Type. 1lemental 7Fire:
*frit lets out a chilling roar as flames begin to dance across his claws. /unging forward, he smashes his fist into the ground' below the target, the
earth cracks and breaks open, releasing gouts of flame and fountains of lava. $urning Strike inflicts a certain amount of Fire 1lemental damage
to the target, striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal.
HELLFIRE* VARIABLE COST
Target. )roup Type. 1lemental 7Fire:
/eaping into the air, *frit creates two spheres of fire in his hands, waiting #ust a split(second before hurling them towards the enemy. 1ven as
flames engulf everything in sight, *frit spits another roaring blast of flame' the resulting explosion creates a coruscating sphere of fire magic that
envelops the enemy, leaving them suspended in mid(air. Foes now immobili,ed, *frit delivers the coup de grace. tearing up a great fragment of
earth to hurl at the hovering conflagration, shattering the spell and sending everything plummeting back down to earth. +ellfire inflicts a certain
amount of Fire 1lemental damage to all eligible combatants in the targeted )roup, striking automatically 4 see the Advancement table for more
details. This damage is reduced by M. A0M as normal.
Table AIII-&: I#rit's Advanement
%E/E% A--A'! $URNING S-RI!E HE%%0IRE SPE%%S
' ( ) (* + ST) , d) (- + MA.) , d'/ (4 MP) ((( Fire
1 ( '2 (3 + ST) , d) (2 + MA.) , *d'/ ('* MP) ((( Element Spi#es $Fire%
'4 ( *- (0 + ST) , *d) () + MA.) , *d'/ ('0 MP) ((( Fira
*0 ( 3* (2 + ST) , *d) ('/ + MA.) , 3d'/ ('1 MP) ((( "rain
33 ( -/ () + ST) , -d) ('' + MA.) , 3d'/ (*2 MP) ('4 + MA.) , -d'/ (01 MP) Firaga56 &ull Element $!'e%*
-' ( -) ('/ + ST) , 3d) ('3 + MA.) , -d'/ (3' MP) (') + MA.) , -d'/ (20 MP) &ull Element $Water%*
-1 ( 02 ('' + ST) , -d) ('0 + MA.) , -d'/ (31 MP) (*/ + MA.) , -d'* (4- MP) (((
04 ( 2- ('3 + ST) , -d) ('4 + MA.) , -d'/ (0' MP) (** + MA.) , -d'* ()3 MP) (((
20, ('- + ST) , 0d) (') + MA.) , -d'* (04 MP) (*- + MA.) , -d'* (1' MP) (((
CALL
INFERN!" B"!#$ %1 MP
Target. )roup Type. 1lemental 7Fire:
The ground shudders as a sphere of molten rock and fire bursts forth beneath *frit!s feet, carrying *frit many feet into the air. As the ball comes
into position above the party, the Summon leaps from it, bringing both fists down hard on the rock. The force of the blow sends the fiery mass
hurtling towards the enemy until it lands, obliterating all in a mass of flames and superheated rock. *nfernal $la,e inflicts 7B x MA): E >d86, M.
A0M Fire 1lemental damage to all eligible combatants, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 340
Ramu(
Thunder rumbles in the distance as dark, foreboding clouds gather over the battlefield, casting the proceedings in an eerie half(light. ithout
warning, bolts of lightning burst forth from the clouds and strike the ground in front of the Summoner, obscuring everything in a single blinding
flash. hen the glare has faded and the last peal of thunder rung out, the Summoner has been #oined by a wi,ened man with a long grey beard,
dressed in loose gray robes and carrying a gnarled staff. 2espite his age, not a flicker of weakness or infirmity passes over 0amuh!s face' his
expression is hard, eyes shining with a terrible ma#esty.
+it "oint Modifier. x > Support Abilities. /ightning 1nhancer, 1lemental Absorbance. /ightning,
1lemental eakness. 1arthGater
SHOC STRIE
VARIABLE COST
Target. Single Type. 1lemental 7/ightning:
Support
0amuh lifts his staff high, allowing it to be struck by an errant bolt of lightning from the clouds. hirling his staff once over his head, he points it
at the target and the accumulated electrical charge leaps out, sending countless thousand volts into the target!s body. Shock Strike inflicts a
certain amount of /ightning 1lemental damage to the target, striking automatically 4 see the Advancement table for more details. This damage is
reduced by M. A0M as normal. Shock Strike also has a &oS of 7M. A&& ( 96:, M. 1vasion to cancel all 1nhance( and $arrier(type Status &onditions
on the target, save Shield.
&U'GEMENT BOLT* VARIABLE COST
Target. )roup Type. 1lemental 7/ightning:
The wind begins to howl as 0amuh chants in an arcane language, drawing a swirling, twisting mass of stormclouds to him. +e stands unflinching
as lightning begins to flash and crackle, letting the bolts strike him again and again until his staff si,,les with barely contained power before
hoisting it aloft. *n an instant, electricity springs forth in all directions, a rolling wheel of million(volt devastation that spins and scorches with
erratic but deadly force. Hudgment $olt inflicts a certain amount of /ightning 1lemental damage to all eligible combatants in the )roup, striking
automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal.
Table AIII-': %amuh's Advanement
%E/E% A--A'! SHO'! S-RI!E +U.GEMEN- $O%-2 SPE%%S
' ( ) (* + ST) , d) (- + MA.) , d'/ ('/ MP) ((( Poison, Thunder
1 ( '2 (3 + ST) , d) (2 + MA.) , *d'/ ('0 MP) ((( Element Spi#es $(ightning%
'4 ( *- (0 + ST) , *d) () + MA.) , *d'/ (') MP) ((( Thundara
*0 ( 3* (2 + ST) , *d) ('/ + MA.) , 3d'/ (** MP) ((( Bio
33 ( -/ () + ST) , -d) ('' + MA.) , 3d'/ (*1 MP) ('4 + MA.) , -d'/ (01 MP) &ull Element $Earth%*,
Thundaga*
-' ( -) ('/ + ST) , 3d) ('3 + MA.) , -d'/ (3- MP) (') + MA.) , -d'/ (20 MP) &ull Element $Water%*
-1 ( 02 ('' + ST) , -d) ('0 + MA.) , -d'/ (-* MP) (*/ + MA.) , -d'* (4- MP) (((
04 ( 2- ('3 + ST) , -d) ('4 + MA.) , -d'/ (0- MP) (** + MA.) , -d'* ()3 MP) (((
20, ('- + ST) , 0d) (') + MA.) , -d'* (2/ MP) (*- + MA.) , -d'* (1' MP) (((
CALL
&u()*$n+ S+!,, %1 M-
Target. )roup Type. 1lemental 7/ightning:
Tiny arcs of blue(white electricity surge over 0amuh!s body as he charges his staff with the wrath of the heavens themselves, waiting until the very
tip of it glows golden before hurling it into the midst of the enemy with unexpected force. The gathered power bursts forth on impact, creating an
ever(expanding circle of pure lightning that shocks everything in its vicinity with a merciless barrage of bolts. Hudgment Staff inflicts 7B x MA): E
>d86, M. A0M /ightning 1lemental damage to all eligible combatants, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 341
S(i$a
As the Summoner completes the final motions of the summoning ritual, man(si,ed fragments of ice come crashing down on the battlefield,
creating a #agged tower of polished, glistening cold. Iet 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 fro,en carapace. Shiva, %ueen of ice,
stands ready for battle.
+it "oint Modifier. x > Support Abilities. *ce 1nhancer, 1lemental Absorbance. *ce, 1lemental eakness. FireG/ightning
HEAVENLY STRIE VARIABLE COST
Target. Single Type. 1lemental 7*ce:
Status 7Time:
Shiva regards her target with a cool, disdainful ga,e. Hudging the foe unworthy of effort, she waves her hand and free,es the air above the target
into an enormous block of ice that immediately drops down, delivering a crushing blow. +eavenly Strike inflicts a certain amount of *ce 1lemental
damage to the target, striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal.
+eavenly Strike also has a &oS of 7M. A&& ( 96:, M. 1vasion of reducing the target!s current *nitiative by >9<. This has no effect if the target has
no further Actions in the current 0ound.
'IAMON' 'UST* VARIABLE COST
Target. )roup Type. 1lemental 7*ce:
Shifting her stance for stability, Shiva gathers a charge of magic in her hands, barely pausing before unleashing a blast of pure frigid might
against the Summoner!s enemies. 1ven the mightiest foe is %uickly entombed as relentless streams of supercool air build layer after layer of
sharp, gleaming ice, trapping everything in range beneath a fro,en wall. A snap of Shiva!s fingers promptly shatters the ice prison, showering its
victims with a cascade of tiny fragments 4 a biting assault to balance the sudden shock as temperatures abruptly return to normal. 2iamond 2ust
inflicts a certain amount of *ce 1lemental damage to all eligible combatants in the targeted )roup, striking automatically 4 see the Advancement
table for more details. This damage is reduced by M. A0M as normal.
Table AIII-(: Shiva's Advanement
%E/E% A--A'! HEA/EN%1 S-RI!E .IAMON. .US-2 SPE%%S
' ( ) (* + ST) , d) (- + MA.) , d'/ ('/ MP) ((( Blizzard
1 ( '2 (3 + ST) , d) (2 + MA.) , *d'/ ('0 MP) ((( Element Spi#es $!'e%, Rasp
'4 ( *- (0 + ST) , *d) () + MA.) , *d'/ (') MP) ((( Blizzara
*0 ( 3* (2 + ST) , *d) ('/ + MA.) , 3d'/ (** MP) ((( )smose
33 ( -/ () + ST) , -d) ('' + MA.) , 3d'/ (*1 MP) ('4 + MA.) , -d'/ (01 MP) &ull Element $Fire%*, Blizzaga*
-' ( -) ('/ + ST) , 3d) ('3 + MA.) , -d'/ (3- MP) (') + MA.) , -d'* (20 MP) &ull Element $(ightning%*
-1 ( 02 ('' + ST) , -d) ('0 + MA.) , -d'/ (-* MP) (*/ + MA.) , -d'* (4- MP) (((
04 ( 2- ('3 + ST) , -d) ('4 + MA.) , -d'/ (0- MP) (** + MA.) , -d'* ()3 MP) (((
20, ('- + ST) , 0d) (') + MA.) , -d'* (2/ MP) (*- + MA.) , -d'* (1' MP) (((
CALL
SNOWSTORM %1 MP
Target. )roup Type. 1lemental 7*ce:
Shiva whirls on the spot, sending motes of blue snow scattering across the battlefield. here they land, the snowflakes instantly grow a
hundredfold, hardening into cruel spikes of ice that free,e and pierce with impunity. Snowstorm inflicts 7B x MA): E >d86, M. A0M *ce 1lemental
damage to all eligible combatants in the targeted )roup, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 342
S*"p(
The instant the Summoner begins the summoning ritual, a light bree,e gusts through the battlefield, carrying with it the sound of girlish giggles.
hile the ritual continues, sparkling pink energy roams across the Summoner!s body, whirling about in loose spirals that become full(fledged orbits
as each sparkle grows into a fist(si,ed globule of magic. ith a series of soft pops, the globules !hatch,! resolving into slender female figures #ust
large enough to fit in the palm of a human hand. 2ressed in scant tunics whose dark, natural colors offer a sharp contrast to their porcelain skin,
the Sylphs are as alluring as they are mischievous, darting to and fro in a swarm whose true numbers defy the casual observer.
+it "oint Modifier. x 8.9 Support Abilities. Auto(Float
SYLVAN TOUCH VARIABLE COST
Target. Single Type. 0ecovery
A single Sylph separates from the group, trailing rose(hued pixie dust as it flits toward the target. ith a mischievous giggle, she taps it, a feather(
light touch that coaxes chi and mana from the target!s body and transfers it to the Sylph!s own. Thus loaded down with stolen life force, the Sylph
flies back to the party and swoops around them, distributing its plunder in a shower of sparkling motes. Sylvan Touch inflicts a certain amount of
Magical damage to the target, striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal,
and 96< of this damage is subtracted from the target!s +it "oints and Magic "oints, respectively. All active "arty members then regain a number
of +it and Magic "oints e%ual to 7+it "oints /ost by Target G 3umber of "arty Members: and 7Magic "oints /ost by Target G 3umber of "arty
Members:, respectively. *f the attack inflicts 866 damage, for instance, the target would lose 96 +it and Magic "oints, which would then be evenly
divided between the combatants in the "arty.
SYLVAN 'ANCE* VARIABLE COST
Target. )roup Type. 0ecovery
A cloud of Sylphs swarms the battlefield, whirling through enemy lines in a wild dance that snatches chi and mana away from the Summoner!s
foes. After completing their twirl with the targets, the Sylphs swoop back to the party to disperse their ill(gotten gains in a series of fluttering
pirouettes. Sylvan 2ance inflicts a certain amount of Magical damage to the targets, striking automatically 4 see the Advancement table for more
details. This damage is reduced by M. A0M as normal, and 96< of this damage is subtracted from the target!s +it "oints and Magic "oints,
respectively. All active "arty members then regain a number of +it and Magic "oints e%ual to 7+it "oints /ost by Target G 3umber of "arty
Members: and 7Magic "oints /ost by Target G 3umber of "arty Members:, respectively. *f the attack inflicts 866 damage, for instance, the target
would lose 96 +it and Magic "oints, which would then be evenly divided between the combatants in the "arty.
Table AIII-): S*l+h's Advanement
%E/E% A--A'! S1%/AN -OU'H S1%/AN .AN'E2 SPE%%S
' ( ) (* + A.") , d) (2 + MA.) , *d'/ (') MP) ((( Burn Ray
1 ( '2 (3 + A.") , d) () + MA.) , *d'/ (*' MP) ((( Float
'4 ( *- (0 + A.") , *d) ('/ + MA.) , 3d'/ (*0 MP) ((( Ray Bom
*0 ( 3* (2 + A.") , *d) ('' + MA.) , 3d'/ (3* MP) ((( "rain, )smose
33 ( -/ () + A.") , -d) ('3 + MA.) , 3d'/ (34 MP) ('4 + MA.) , -d'/ (2* MP) Flare Star*
-' ( -) ('/ + A.") , 3d) ('0 + MA.) , -d'/ (-0 MP) (') + MA.) , -d'* (2) MP) (((
-1 ( 02 ('' + A.") , -d) ('4 + MA.) , -d'/ (04 MP) (*/ + MA.) , -d'* (44 MP) Syphon*
04 ( 2- ('3 + A.") , -d) (') + MA.) , -d'* (23 MP) (** + MA.) , -d'* ()2 MP) (((
20, ('- + A.") , 0d) (*/ + MA.) , -d'* (4* MP) (*- + MA.) , -d'* (1- MP) (((
CALL
Wh./-$0.n) WIN' %6 MP
Target. Single Type. 0ecovery
A soft bree,e can be felt as two Sylphs flutter towards the target and begin circling it in tight, coordinated spirals, coaxing forth its chi. The target
is enveloped in a soft blue glow as its life force is drained away, a glow that %uickly blossoms into an intense sphere of energy as the Sylphs
complete their flight and pitch the stolen vitality back to the Summoner!s allies. hispering ind inflicts 786 x MA): E 5d86, M. A0M Magical
damage to the target, striking automatically. All active "arty members then regain a number of +it "oints e%ual to 7+it "oints /ost by Target G
3umber of "arty Members:.
FINAL FANTASY THE ROLEPLAYING GAME 343
Siren
Soft harp music resounds in the air as a wave of foaming surf washes across the battlefield, transforming it into a hallucinatory ocean landscape
illuminated by golden light. As the water splashes and laps around the combatants, a woman of unimaginable beauty emerges from the ocean
depths, peach(skinned body barely concealed by feathers of scarlet and amber. +er blonde hair flows freely, wafting in even the slightest bree,e'
the face it frames a vision of feral beauty. An ornate harp is slung under one arm, revealed only as Siren takes her place before the Summoner,
wings unfurled' her long, cruel nails pick the strings with inhuman dexterity, coaxing sounds to bewitch and addle her enemies.
+it "oint Modifier. x 8.9 Support Abilities. S-S(Spirit Cp
LUNATIC VOICE VARIABLE COST
Target. Single Type. Arcane 7Magical:
Status 7Mystify:
Siren locks her eyes on a single target, strumming the beginnings of a wordless song that leaps straight into the victim!s heart, inflaming its ardor
until every shred of control has been stripped away. /unatic Foice inflicts a certain amount of Magical damage to the target, striking automatically
4 see the Advancement table for more details. This damage is reduced by M. A0M as normal. /unatic Foice also has a &oS of 7M. A&& ( 96:, M.
1vasion of inflicting the Status &ondition $erserk 7B:.
LOVELY VOICE* VARIABLE COST
Target. )roup Type. Arcane 7Magical:
Status 7Mystify:
ith a coy smile, Siren begins coaxing streams of music from her harp, creating a soundscape thick with unspoken invitations and unre%uited love
4 a sonic cocktail designed to wrap the Summoner!s enemies around her little finger. *nstantly smitten, the song!s victims begin fighting friend and
foe alike for the Siren!s affections, dissolving into a chaotic, lust(cra,ed melee. /ovely Foice inflicts a certain amount of Magical damage to all
eligible combatants in the targeted )roup, striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M
as normal. /ovely Foice also has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &ondition &onfusion 7B: 4 roll separately for each
eligible combatant.
Table AIII-,: Siren's Advanement
%E/E% A--A'! %UNA-I' /OI'E %O/E%1 /OI'E2 SPE%%S
' ( ) (* + A.") , d) (2 + MA.) , *d'/ ('0 MP) ((( Blind, Sleep
1 ( '2 (3 + A.") , d) () + MA.) , *d'/ (') MP) ((( Berser#
'4 ( *- (0 + A.") , *d) ('/ + MA.) , 3d'/ (** MP) ((( Silen'e
*0 ( 3* (2 + A.") , *d) ('' + MA.) , 3d'/ (*1 MP) ((( *on+use
33 ( -/ () + A.") , -d) ('3 + MA.) , 3d'/ (3- MP) ('4 + MA.) , -d'/ (21 MP) *urse*
-' ( -) ('/ + A.") , 3d) ('0 + MA.) , -d'/ (-* MP) (') + MA.) , -d'* (40 MP) *harm*
-1 ( 02 ('' + A.") , -d) ('4 + MA.) , -d'/ (0- MP) (*/ + MA.) , -d'* ()- MP) ---
04 ( 2- ('3 + A.") , -d) (') + MA.) , -d'* (2/ MP) (** + MA.) , -d'* (13 MP) (((
20, ('- + A.") , 0d) (*/ + MA.) , -d'* (21 MP) (*- + MA.) , -d'* ('/' MP) (((
CALL
SILENT VOICE 1% MP
Target. )roup Type. Arcane 7Magical:
Status 7Seal:
)hostly waves splash into enemy lines as Siren plays her harp, weaving glowing ribbons of sound that ensnare and enrapture the Summoner!s
foes, striking them dumb on the spot. Silent Foice inflicts 7B x MA): E >d86, M. A0M Magical damage to all eligible combatants in the targeted
)roup, striking automatically. Silent Foice also has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &ondition Silence 7B: 4 roll separately
for each eligible combatant.
FINAL FANTASY THE ROLEPLAYING GAME 344
Titan
A deep rumbling is felt in the earth as the battleground becomes a web of cracks and fissures, finally erupting to disgorge an ex%uisitely muscled
man clad in little more than a loincloth. "erhaps his skin is the color of earth' perhaps it is the earth, rock and soil come together to mold a
physi%ue as mighty as a mountain. As dust and grit cascade off his body, Titan bellows with rage, glowering at those who would dare befoul the
sanctity of the land.
+it "oint Modifier. x >.9 Support Abilities. 1arth 1nhancer, 1lemental Absorbance. 1arth,
1lemental eakness. aterGind
ROC THROW VARIABLE COST
Target. Single Type. 1lemental 71arth:
Titan slams his fist into the ground, tearing away a gigantic fragment of bedrock and hurling it into the enemy with a wordless snarl. The multi(ton
pro#ectile crashes home with bone(shattering power, all but crushing the luckless target. 0ock Throw inflicts a certain amount of 1arth 1lemental
damage to the target, striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal.
An)$0 OF THE LAN'* VARIABLE COST
Target. )roup Type. 1lemental 71arth:
Titan plunges his powerful fists deep into the ground and, with a deep snarling grunt, rips loose a large slab from beneath the enemy. )rowling
and bellowing, he upends the slab, slamming several tons of solid rock on the Summoner!s foes with enough force to shatter it into a thousand
fragments. Anger of the /and inflicts a certain amount of 1arth 1lemental damage to to all eligible combatants in the targeted )roup, striking
automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal.
Table AIII-1-: Titan's Advanement
%E/E% A--A'! RO'! -HROW ANGER O0 -HE %AN.2 SPE%%S
' ( ) (* + ST) , d'/ (2 + MA.) , *d'/ ('* MP) ((( ---
1 ( '2 (- + ST) , d'/ () + MA.) , *d'/ ('0 MP) ((( ---
'4 ( *- (2 + ST) , *d'/ ('/ + MA.) , 3d'/ ('1 MP) ((( ---
*0 ( 3* () + ST) , *d'/ ('' + MA.) , 3d'/ (*2 MP) ((( ---
33 ( -/ ('/ + ST) , 3d'/ ('3 + MA.) , 3d'/ (3' MP) (') + MA.) , -d'/ (20 MP) &ull Element $Wind%*
-' ( -) ('' + ST) , 3d'/ ('0 + MA.) , -d'/ (31 MP) (*/ + MA.) , -d'* (4- MP) &ull Element $Water%*
-1 ( 02 ('3 + ST) , -d'/ ('4 + MA.) , -d'/ (0' MP) (** + MA.) , -d'* ()3 MP) ,ua#e*
04 ( 2- ('0 + ST) , -d'/ (') + MA.) , -d'* (04 MP) (*- + MA.) , -d'* (1' MP) (((
20, ('4 + ST) , 0d'/ (*/ + MA.) , -d'* (22 MP) (*2 + MA.) , 0d'/ ('/* MP) (((
CALL
EARTHEN FuRY 42 MP
Target. )roup Type. 1lemental 71arth:
Titan leaps into the thick of the enemy, slamming his incredible fists as he lands. The resulting impact buckles the earth and creates a shockwave
that ripples through the Summoner!s foes, sending them toppling every which way. 1arthen Fury inflicts 786 x MA): E 5d86, M. A0M 1arth
1lemental damage to to all eligible combatants in the targeted )roup, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 345
+irin
A circle of white energy hangs suspended in mid(air, pulsing and glowing until a single shaft of light breaks through. hat follows is a unlikely
amalgamation even by Summon standards. a gray(skinned creature sporting the body of a horse, the tail of an ox, the antlers of a deer, and the
horned head of a noble dragon. /ong emerald(colored fur marks the back of each leg, shoulders and neck, flowing into a continuous mane at the
nape that flutters in the wind as Jirin trots to take its place at the Summoner!s side.
+it "oint Modifier. x > Support Abilities. S-S(0egen
HOLY AuRA VARIABLE COST
Target. Single Type. 0ecovery
Status 7Strengthen:
Jirin cranes his neck to face the target as his antlers begin to glow, emitting a soothing light that restores and invigorates in e%ual measure. +oly
Aura restores a certain number of +it "oints to the target 4 see the Advancement Table for more details. *n addition, it bestows the Status
&ondition 0egen on the target 7B:.
VORTE3* 122 MP
Target. All Type. 0ecovery
Support
/owering his head toward the ground, Jirin lets out a throaty rumble and begins to radiate twisted patterns of light from his antlers, catching
friend and foe alike within an array of loops and circles that seem to sap the very magic from the air. Fortex cancels all active Status &onditions on
the battlefield except those of the Strengthen( and $arrier(type' it has a &oS of 7M. A&& ( 96:, M. 1FA of canceling the latter. 0oll separately for
each eligible combatant.
Table AIII-11: .irin's Advanement
%E/E% A--A'! HO%1 AURA /OR-E32 SPE%%S
' ( ) (* + ST) , d) (2 + MA.) , *d'/ (3/ MP) ((( Poisona
1 ( '2 (3 + ST) , d) () + MA.) , *d'/ (3* MP) ((( Stona
'4 ( *- (0 + ST) , *d) ('/ + MA.) , 3d'/ (34 MP) ((( Regen
*0 ( 3* (2 + ST) , *d) ('' + MA.) , 3d'/ (-- MP) ((( Basuna, "earrier
33 ( -/ () + ST) , 3d) ('3 + MA.) , 3d'/ (-1 MP) ((( "ispel*
-' ( -) ('/ + ST) , 3d) ('0 + MA.) , -d'/ (04 MP) ((( Esuna*
-1 ( 02 ('' + ST) , -d) ('4 + MA.) , -d'/ (21 MP) ((( Resist*
04 ( 2- ('3 + ST) , -d) (') + MA.) , -d'* (40 MP) ((( (((
20, ('- + ST) , 0d) (*/ + MA.) , -d'* ()- MP) ((( (((
CALL
LIFE GuAR' 46 MP
Target. "arty Type. Status 7Strengthen:
Jirin!s entire body glows, turning a ghostly blue as holy energy spills forth and engulfs the Summoner!s allies. here it touches living flesh, this
divine aura slowly begins mending cuts and wounds, suffusing its targets with renewed vigor. /ife )uard bestows the Status &ondition 0egen on
the &aller and all eligible allies in the immediate "arty 7B:.
FINAL FANTASY THE ROLEPLAYING GAME 346
Cait Sit(
ithout ceremony, a black cat drops onto the Summoner!s head, making a great show of dusting itself off before leaping for solid ground. Though
no larger than a housecat, even the most casual of observers can see that &ait Sith is no ordinary feline. For one, he stands on two legs,
sauntering about as easily as any human would. Then there is the matter of his attire. with his well(worn boots, ragged red cape, and a tiny toy
crown perched securely on his head, &ait Sith looks like a refugee from a comic pantomime gone horribly awry, happy smile radiating almost
indescribable %uantities of smugness. ith a mocking bow, the little cat(man assumes position, ready to inflict his own brand of havoc on the
battle.
+it "oint Modifier. x 8.9 Support Abilities. S-S(Spirit Cp
B!++"$ T0u*-$+ VARIABLE COST
Target. Single Type. Arcane 7"hysical:
&learing his throat, &ait Sith raises a battered megaphone to his mouth and issues a screeching, high(pitched yowl amplified to terrifying
proportions. $raver foes simply endure the sonic assault' lesser enemies %uail and shudder, desperately looking for some means to make it all
end. $attle Trumpet inflicts a certain amount of "hysical damage on the targeted opponent, striking automatically 4 see the Advancement Table
below for details. This attack ignores A0M.
M!04$"5u/ Ch$$0* VARIABLE COST
Target. )roup Type. Arcane 7"hysical:
Status 7Time:
-nce again, &ait Sith reaches for his megaphone and lets out a mighty wail. This time, however, he leaps straight into the fray, bringing his
insufferable caterwauling directly to the enemy. 3o matter how much they may claw and swipe, the little cat(man is unstoppable, dancing his merry
way through the enemy ranks without a pause for breath or one merciful drop in volume. Marvelous &heer inflicts a certain amount of "hysical
damage on all eligible combatants in the targeted )roup, striking automatically 4 see the Advancement Table below for details. This damage is
reduced by A0M as normal. *n addition, Marvelous &heer has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &ondition 2isable 7B: 4
roll separately for each eligible combatant.
Table AIII-12: /ait Sith's Advanement
%E/E% A--A'! $A--%E -RUMPE- MAR/E%%OUS 'HEER2 SPE%%S
' ( ) (* + A.") , d) (2 + A.") , *d'/ (*0 MP) ((( Blind
1 ( '2 (3 + A.") , d) () + A.") , *d'/ (*) MP) ((( Float
'4 ( *- (0 + A.") , *d) ('/ + A.") , 3d'/ (3* MP) ((( !mmoilize
*0 ( 3* (2 + A.") , *d) ('' + A.") , 3d'/ (31 MP) ((( *on+use
33 ( -/ () + A.") , 3d) ('3 + A.") , 3d'/ (-- MP) (') + A.") , -d'* (40 MP) "isale*
-' ( -) ('/ + A.") , 3d) ('0 + A.") , -d'/ (0* MP) (*/ + A.") , -d'* ()- MP) -ini*
-1 ( 02 ('' + A.") , -d) ('4 + A.") , -d'/ (2- MP) (** + A.") , -d'* (13 MP) Toad
04 ( 2- ('3 + A.") , -d) (') + A.") , -d'* (4/ MP) (*- + A.") , -d'* ('/' MP) (((
20, ('- + A.") , 0d) (*/ + A.") , -d'* (41 MP) (*2 + A.") , 0d'/ (''* MP) (((
CALL
C!+ R!.n 5% MP
Target. )roup Type. Status 7Mystify:
&ait Sith bounds onto the battlefield, merrily bouncing from one monster to another as he tosses pawfuls of sparkling powder into the air. &at 0ain
has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &ondition &onfuse 7B: on all eligible combatants in the targeted )roup 4 roll
separately for each eligible combatant.
FINAL FANTASY THE ROLEPLAYING GAME 347
Fair*
A warm golden light surrounds the Summoner, growing in intensity until it forms the outlines of a winged woman hovering over the Summoner!s
shoulder. As the glow diffuses, it reveals a delicate, dark(haired woman kept aloft by multiple feathered wings, long silk dress fluttering in the wind.
ith movements lighter than air itself, Fairy flutters into position over the party, serenely awaiting her orders.
+it "oint Modifier. x 8.9 Support Abilities. Auto(Float, S-S(0egen
W.n)$( L.)h+ VARIABLE COST
Target. Single Type. 0ecovery
Fairy beats her wings, scattering feathers over the target. As they drift and spin through the air, they begin to light up, turning into bla,ing specks
that reinvigorate everything they come into contact with. inged /ight restores a certain number of +it "oints to the target 4 see the
Advancement Table for more details.
F$6 L.)h+* VARIABLE COST
Target. "arty Type. 0ecovery
Fairy soars over the party, every movement dislodging a fresh shower of sunlit feathers until the Summoner!s allies have been blanketed entirely.
Fey /ight restores a certain number of +it "oints to the Summoner and all eligible allies in the immediate "arty 4 see the Advancement Table for
more details.
Table AIII-1!: 0air*'s Advanement
%E/E% A--A'! WINGE. %IGH- 0E1 %IGH-2 SPE%%S
' ( ) (3 + A.") , d) ()+ MA.) , *d'/ ('3 MP) ((( .ero
1 ( '2 (0 + A.") , d) ('/ + MA.) , *d'/ ('4 MP) ((( Float
'4 ( *- (2 + A.") , *d) ('' + MA.) , 3d'/ (*- MP) ((( .era, Regen
*0 ( 3* () + A.") , *d) ('3 + MA.) , 3d'/ (*1 MP) ((( ---
33 ( -/ ('/ + A.") , 3d) ('0 + MA.) , 3d'/ (34 MP) (*/ + MA.) , -d'* (21 MP) .eraga*
-' ( -) ('' + A.") , 3d) ('4 + MA.) , -d'/ (-1 MP) (** + MA.) , -d'* (4) MP) Flight*
-1 ( 02 ('3 + A.") , -d) (') + MA.) , -d'* (00 MP) (*- + MA.) , -d'* ()2 MP) ---
04 ( 2- ('- + A.") , -d) (*/ + MA.) , -d'* (2- MP) (*2 + MA.) , 0d'/ (14 MP) (((
20, ('2 + A.") , 0d) (** + MA.) , -d'* (43 MP) (*) + MA.) , 0d'/ ('// MP) (((
CALL
C06/+!" L.)h+ 62 *-
Target. "arty Type. 0ecovery
Fairy emerges from the Summoner!s shadow clasping a delicate rosy crystal within her hands. As she hoists it aloft, pale pink light begins to pulse
at its core, bathing the party in vital energy. &rystal /ight restores 78; x MA): E ;d86 +it "oints to the Summoner and all eligible allies in the
immediate "arty.
FINAL FANTASY THE ROLEPLAYING GAME 348
Atomos
A dark shadow envelops the battlefield as Atomos appears, its titanic body barely more than a giant mouth fringed by pulsating, formless pink
flesh. 2eep within that gaping maw, a singular light glows' a cold, endless blue that seems to draw the very warmth and life from its surroundings.
To stare too long into that strange void is to invite madness 4 what horrors wait on the other side is best left to the imagination.
+it "oint Modifier. x >.9 Support Abilities. S-S(Spirit Cp
En)u", 52 *-
Target. Single Type. Status 7Fatal:
Atomos fixes a single opponent with tiny, mindless eyes, mouth glowing a threatening violet as an irresistible force sei,es the victim. Slowly, inch by
agoni,ing inch, the unfortunate foe is dragged towards that terrible void, fighting every step of the way. 1ngulf has a &oS of 7M. A&& ( 96:, M.
1vasion of 1#ecting the target.
G-F507$ In,.n.+6* 1%5 M-
Target. )roup Type. Status 7Fatal:
The blue depths of Atomos suddenly turn dark' the already foreboding void in the Summon!s innards grows deeper and blacker, turning into an
irresistible force that draws in the Summoner!s foes without mercy. )(Force *nfinity has a &oS of 7M. A&& ( 96:, M. 1vasion of 1#ecting all eligible
combatants in the targeted )roup' roll separately for each eligible combatant.
Table AIII-1$: Atomos's Advanement
%E/E% A--A'! ENGU%0 G40OR'E IN0INI-12 SPE%%S
' ( ) (3 + ST) , d) ((( ((( ---
1 ( '2 (0 + ST) , d) ((( ((( -eteorite
'4 ( *- (2 + ST) , *d) ((( ((( /ra0ity
*0 ( 3* () + ST) , *d) ((( ((( *omet
33 ( -/ ('/ + ST) , 3d) ((( ((( "emi*
-' ( -) ('' + ST) , -d) ((( ((( ,uasar*
-1 ( 02 ('3 + ST) , -d) ((( ((( ,uarter*
04 ( 2- ('- + ST) , 0d) ((( ((( (((
20, ('2 + ST) , 0d) ((( ((( (((
CALL
G-F507$ 188 69 M-
Target. )roup Type. Status 7Fatal:
Atomos looms over the battlefield, vomiting forth a crushing singularity without ceremony. This dark sphere hovers ominously over the enemy, by
and by drawing in and crushing all surrounding matter until the &aller!s foes too are caught in its inexorable pull. )(Force 8DD has a &oS of 7M.
A&& ( 96:, M. 1vasion of inflicting a certain amount of Magical damage to all eligible combatants in the targeted )roup. This amount is determined
by the &aller!s current +it "oints, and is e%ual to a certain percentage of the combatants! maximum +". Treat this as a )ravity(type effect.
&aller!s &urrent +" 2amage *nflicted
866 ( =B< of maximum 96< of maximum
=9 ( 98< of maximum 56< of maximum
96 ( >B< of maximum >9< of maximum
>9 ( 8< of maximum 86< of maximum
Though this damage is not modified for A0M or M. A0M, )(Force 8DD may never inflict more than DDD damage regardless of how many +" the
target currently possesses. 0oll separately for each eligible combatant.
FINAL FANTASY THE ROLEPLAYING GAME 349
Fenrir
2ark clouds gather over the battlefield, turning day to night as a towering column of rock bursts forth from the ground. Suddenly, a howl rings out
from on high. There atop the great rockface stands a ma#estic horned wolf, violet fur broken up by whorled tufts of white and gold that almost look
like wings in what little light remains. 0earing his head back, Fenrir gives another howl and prepares to enter the fray.
+it "oint Modifier. x > Support Abilities. S-S(Agility Cp
MOON SONG VARIABLE COST
Target. Single Type. Status 7Special:
The dark clouds part, allowing a pale moon to shimmer into existence over the battlefield. As Fenrir snarls, beams of light begin pouring down,
enveloping a single ally in their uplifting glow. Moon Song adds Agility Cp and several other Status &onditions to the target 7B: 4 see the
Advancement table for more details. *n addition, Moon Song has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &ondition $erserk 7B:.
MILLENNIAL 'ECAY* VARIABLE COST
Target. )roup Type. Arcane 7Magical:
ith a fierce growl, Fenrir leaps from his perch, rocketing towards the Summoner!s foes at such speeds that his very form begins to blur into a
comet of green energy. Seconds before striking, the wolf!s body separates into five ghostly images that whirl around the battlefield, creating a
vortex to engulf the enemy. Millennial 2ecay inflicts a certain amount of Magical damage to all eligible combatants in the targeted )roup, striking
automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal.
Table AIII-1&: 0enrir's Advanement
%E/E% A--A'! MOON SONG MI%%ENNIA% .E'A12 SPE%%S
' ( ) (- + ST) , d'/ .gility 1p ('3 MP) ((( Burn Ray, Yawn
1 ( '2 (2 + ST) , *d'/ .gility 1p ('3 MP) ((( Blin#, Speed
'4 ( *- () + ST) , *d'/ , Prote't (33 MP) ((( !mmoilize, Slow
*0 ( 3* ('/ + ST) , 3d'/ , Prote't (33 MP) ((( Ray Bom, Ruse
33 ( -/ ('' + ST) , 3d'/ , Shell (03 MP) (*/ + MA.) , -d'* (4- MP) "isale*, Slowga*
-' ( -) ('3 + ST) , -d'/ , Shell (03 MP) (** + MA.) , -d'* ()3 MP) Flare Star*
-1 ( 02 ('0 + ST) , -d'/ , Regen (43 MP) (*- + MA.) , -d'* (1' MP) Stop*, 2anish*
04 ( 2- ('4 + ST) , 0d'/ , Regen (43 MP) (*2 + MA.) , 0d'/ ('/* MP) ---
20, ('1 + ST) , 0d'/ , 3aste ('/3 MP) (*) + MA.) , 0d'/ ('/0 MP) (((
CALL
ECLIPTIC HOWL 91 MP
Target. "arty Type. Status 7Strengthen:
A shadow falls across the moon as Fenrir howls from his rocky perch, growing larger and larger until only a faint halo of light remains. Suddenly,
the light flares up to an unexpected intensity, bathing the party in a soft, luminous glow. 1cliptic +owl bestows the Status &onditions Agility Cp 7B:
and Spirit Cp 7B: on the &aller and all eligible allies in the immediate "arty.
FINAL FANTASY THE ROLEPLAYING GAME 350
#iabo"os
A dry, dusty fluttering fills the air as a swarm of ethereal bats gathers above the Summoner, merging together to form an immense globe of pure
darkness. $lack li%uid begins to drip' silently, a bat(winged humanoid descends from the globe. The fire(red of 2iabolos!s muscular body forms a
stark contrast to the dark plates edging it' his horned head sparkles with animal malevolence, a humorless, sharp(toothed grin touching his lipless
mouth as he contemplates his latest batch of victims.
+it "oint Modifier. x 8.9 Support Abilities. S-S(Spirit Cp
G0!4.:! VARIABLE COST
Target. Single Type. Status 7Fatal:
2iabolos cups his taloned hands, fashioning a pulsating sphere of gray and violet energy that %uickly grows into a man(si,e anomaly. ith a casual
toss, the newly(created mass is sent floating towards the victim' once positioned overhead, it ripples and crackles, increasingly local gravity a
thousandfold. )ravi#a has a &oS of 7M. A&& ( 96:, M. 1vasion of reducing the target!s current +it "oints by 7x:< and its Magic "oints by 7x G >:<
4 see the Advancement table for more details. Treat this as a )ravity(type effect except when resolving )ravi#a at /evel B9E, at which point it
becomes a 3ear(Fatal effect instead. 0egardless of how much damage is rolled, the target!s current +it "oints cannot be reduced below 8.
Ru.n5u/ O*$N* VARIABLE COST
Target. )roup Type. Status 7Fatal:
A hellish(looking glyph glows as the globe of blackness from which 2iablos emerged implodes back into a shrieking cloud of bats, turning the
battlefield into a nightmare of fluttering wings and ultrasonic wails that seem to sap the very essence of the Summoner!s foes. 0uinous -men has
a &oS of 7M. A&& ( 96:, M. 1vasion of reducing the target!s current +it "oints by 7x:< and its Magic "oints by 7x G >:< 4 see the Advancement
table for more details. Treat this as a )ravity(type effect except when resolving 0uinous -men at /evel B9E, at which point it becomes a 3ear(
Fatal effect instead. 0egardless of how much damage is rolled, the target!s current +it "oints cannot be reduced below 8.
Table AIII-1': 1iablos's Advanement
%E/E% A--A'! GRA/I+A RUINOUS OMEN2 SPE%%S
' ( ) (3 + A.") , d) + 7 '/ , d'/ (*0 MP) ((( *ure
1 ( '2 (0 + A.") , *d) + 7 */ , d'/ (34 MP) ((( /ra0ity
'4 ( *- (2 + A.") , *d) + 7 3/ , d'/ (0/ MP) ((( *ura
*0 ( 3* () + A.") , 3d) + 7 -/ , d'/ (2* MP) ((( "emi
33 ( -/ ('/ + A.") , 3d) + 7 0/ , d'/ (40 MP) + 7 -/ , *d'/ (1/ MP) *uraga*
-' ( -) ('' + A.") , -d) + 7 2/ , d'/ ()4 MP) + 7 0/ , *d'/ ('/0 MP) ---
-1 ( 02 ('3 + A.") , -d) + 7 4/ , d'/ ('// MP) + 7 2/ , *d'/ ('*/ MP) ---
04 ( 2- ('- + A.") , 0d) + 7 )/ , d'/ (''* MP) + 7 4/ , *d'/ ('30 MP) (((
20, ('2 + A.") , 0d) + 7 1/ , d'/ ('*0 MP) + 7 )/ , *d'/ ('0/ MP) (((
CALL
'!0; M$//$n)$0 95 *-
Target. )roup Type. Status 7Fatal:
2iabolos lifts one arm to cup the sphere that birthed him, charging it with crackling energy before hurling it into the midst of the enemy. The black
mass seems almost elastic as it descends with crushing force' at impact, sinister summoning circles materiali,e in a ring around the sphere,
adding an appropriately infernal edge to the attack. 2ark Messenger has a &oS of 7M. A&& ( 96:, M. 1vasion of reducing the targeted combatants!
current +it "oints by 7&aller!s &urrent /evel:<. Treat this as a )ravity(type effect. Though this damage is not modified for A0M or M. A0M, 2ark
Messenger may never inflict more than DDD damage regardless of how many +" the target currently possesses. 0oll separately for each eligible
combatant.
FINAL FANTASY THE ROLEPLAYING GAME 351
Bismarc'
The haunting melody of whalesong fills the area as the air grows thicker and murkier, seeming almost li%uid in places. From the midst of this
morass emerges a great humpback whale, white skin shining like a beacon as it glides and splashes its way through the phantasmal water.
+it "oint Modifier. x >.9 Support Abilities. ater 1nhancer, 1lemental Absorbance. ater,
1lemental eakness. *ceG/ightning
G$6/$0 VARIABLE COST
Target. Single Type. 1lemental 7ater:
$ismarck dives at a single hapless opponent, swallowing the unfortunate foe whole before once again e#ecting it from his blowhole in a mighty
spray of water. 1ngulf inflicts a certain amount of ater 1lemental damage to the target, striking automatically 4 see the Advancement table for
more details. This damage is reduced by M. A0M as normal.
B0$!7h B"!/+* VARIABLE COST
Target. )roup Type. 1lemental 7ater:
$ismarck!s whale song fills the area as the entire battlefield is flooded with water. ithout warning, the white whale sets off through this newly(
created ocean, pulling great waves behind him' in mere moments, whale and water collide with the helpless enemy, thoroughly crushing everything
everything in the vicinity. $reach $last inflicts a certain amount of ater 1lemental damage to all eligible combatants in the targeted )roup,
striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal.
Table AIII-1(: Bismark's Advanement
%E/E% A--A'! ENGU%0 $REA'H $%AS-2 SPE%%S
' ( ) (- + ST) , d'/ () + MA.) , *d'/ ('0 MP) ((( ---
1 ( '2 (2 + ST) , *d'/ ('/ + MA.) , 3d'/ ('1 MP) ((( Water
'4 ( *- () + ST) , *d'/ ('' + MA.) , 3d'/ (*2 MP) ((( ---
*0 ( 3* ('/ + ST) , 3d'/ ('3 + MA.) , -d'/ (3' MP) ((( Watera
33 ( -/ ('' + ST) , 3d'/ ('0 + MA.) , -d'/ (31 MP) (*/ + MA.) , -d'* (4- MP) &ull Element $(ightning%*
-' ( -) ('3 + ST) , -d'/ ('4 + MA.) , -d'/ (0' MP) (** + MA.) , -d'* ()3 MP) &ull Element $!'e%*, Waterga*
-1 ( 02 ('0 + ST) , -d'/ (') + MA.) , -d'* (04 MP) (*- + MA.) , -d'* (1' MP) ---
04 ( 2- ('4 + ST) , 0d'/ (*/ + MA.) , -d'* (22 MP) (*2 + MA.) , 0d'/ ('/* MP) ---
20, ('1 + ST) , 0d'/ (** + MA.) , -d'* (40 MP) (*) + MA.) , 0d'/ ('/0 MP) (((
CALL
S$! S5n)* 99 *-
Target. )roup Type. 1lemental 7ater:
A great wave of magical water washes over the &aller!s foes, temporarily submerging them. 1ven as they struggle to break to the surface, a whale
the si,e of a battleship rushes towards them, singing mournfully as the waves kicked up by its bulk brush away what little resistance is left. Sea
Song inflicts 78; x MA): E ;d86, M. A0M ater 1lemental damage to all eligible combatants in the targeted )roup, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 352
%anemonium
inds begin to whip up the battlefield, %uickly condensing into a howling tornado. hat looms over the enemy when all has dispersed looks like
something out of a fever dream. a faceless giant, purple skin dappled and mottled with splashes of pink and white, si,ing the field up with an
eyeless ga,e. As three long tubes slung over one shoulder start drawing in the surrounding air, what at first appeared to be a tail begins to grow
in si,e, swelling until it is almost almost spherical and creaking with tension. "andemonium, lord of the four winds, is ready to strike.
+it "oint Modifier. x > Support Abilities. ind 1nhancer, 1lemental Absorbance. ind, 1lemental eakness. 1arthG$io
A$0.!" B"!/+ VARIABLE COST
Target. Single Type. 1lemental 7ind:
"andemonium releases the accumulated contents of his wind(bag in a single violent torrent that all but blasts the target out of the battle. Aerial
$last inflicts a certain amount of ind 1lemental damage to the target, striking automatically 4 see the Advancement table for more details. This
damage is reduced by M. A0M as normal.
W.n( B"!($* VARIABLE COST
Target. )roup Type. 1lemental 7ind:
The !mouths! of "andemonium!s air(tubes flare wide, unleashing three screaming torrents of wind that twist and intertwine as they surge towards
the enemy. ind $lade inflicts a certain amount of ind 1lemental damage to all eligible combatants in the targeted )roup, striking automatically 4
see the Advancement table for more details. This damage is reduced by M. A0M as normal.
Table AIII-1): 2andemonium's Advanement
%E/E% A--A'! AERIA% $%AS- WIN. $%A.E2 SPE%%S
' ( ) (- + ST) , d'/ () + MA.) , *d'/ ('0 MP) ((( .ero
1 ( '2 (2 + ST) , *d'/ ('/ + MA.) , 3d'/ ('1 MP) ((( ---
'4 ( *- () + ST) , *d'/ ('' + MA.) , 3d'/ (*2 MP) ((( .era
*0 ( 3* ('/ + ST) , 3d'/ ('3 + MA.) , -d'/ (3' MP) ((( ---
33 ( -/ ('' + ST) , 3d'/ ('0 + MA.) , -d'/ (31 MP) (*/ + MA.) , -d'* (4- MP) .eraga*
-' ( -) ('3 + ST) , -d'/ ('4 + MA.) , -d'/ (0' MP) (** + MA.) , -d'* ()3 MP) &ull Element $Earth%*
-1 ( 02 ('0 + ST) , -d'/ (') + MA.) , -d'* (04 MP) (*- + MA.) , -d'* (1' MP) &ull Element $Bio%*
04 ( 2- ('4 + ST) , 0d'/ (*/ + MA.) , -d'* (22 MP) (*2 + MA.) , 0d'/ ('/* MP) ---
20, ('1 + ST) , 0d'/ (** + MA.) , -d'* (40 MP) (*) + MA.) , 0d'/ ('/0 MP) (((
CALL
T50n!(5 <5n$ 99 *-
Target. )roup Type. 1lemental 7ind:
"andemonium rises tall above the enemy, air(tubes open and at the ready. At once, he begins to draw in air, ruthlessly sucking in everything in his
sight. 0ocks, trees, loose flagstones, clouds, lava, massed enemy ranks 4 all disappear into his ever(swelling bag until it has finally reached
capacity, bulging and creaking. +is work done, "andemonium reverses the flow, spewing out his !collection! in a single torrent of destruction.
Tornado Kone inflicts 78; x MA): E ;d86, M. A0M ind 1lemental damage to all eligible combatants in the targeted )roup, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 353
S*"ra
The ground ripples' in an instant, solid ground has turned to churning surf, and the great sea serpent Syldra rises from the depths. A long,
serpentine neck breaks through the water as four thrashing flippers propel the lavender serpent through the illusory waves as effortlessly as any
ocean' at its tip, a crested dragon!s head, eyes sparkling with warmth and intelligence.
+it "oint Modifier. x > Support Abilities. 1lemental *mmunity. /ightningGater, 1lemental eakness. *ceG1arth
W!4$ S+0.;$ VARIABLE COST
Target. Single Type. 1lemental 7Special:
/isting to one side, Syldra waves a mighty flipper, sending a torrent of water splashing down onto her target. -nce the foe has been thoroughly
soaked, she opens her mouth, spewing arcs of deadly electricity over the now(superconductive target. ave Strike counts as two separate attacks,
both of which strike the targeted combatant automatically for a certain amount of damage 4 see the Advancement table for more details. The first
attack inflicts ater 1lemental damage, the second inflicts /ightning 1lemental damage. $oth attacks ignore M. A0M.
R5"".n) Thun($0* VARIABLE COST
Target. )roup Type. 1lemental 7Special:
Syldra ducks her head beneath the waves and dives forward, disappearing from sight only to resurface again moments later in a great leap. *n a
single bound, she has cleared the enemy ranks, landing back in the water with a splash that drenches the Summoner!s foes to the bone. $efore
they even have time to recover from the shock, however, the coup de grace follows' Syldra!s head emerges from the water, vomiting forth
crackling bolts of lightning in all directions. 0olling Thunder counts as two separate attacks, both of which strike every eligible combatant in the
targeted )roup for a certain amount of damage 4 see the Advancement table for more details. The first attack deals ater 1lemental damage, the
second /ightning 1lemental damage. $oth attacks ignore M. A0M.
Table AIII-1,: S*ldra's Advanement
%E/E% A--A'! WA/E S-RI!E RO%%ING -HUN.ER2 SPE%%S
' ( ) (- + ST) , d'/ (*+ MA.) , d'/ ('3 MP) ((( Thunder
1 ( '2 (2 + ST) , *d'/ (3 + MA.) , d'/ (') MP) ((( Water
'4 ( *- () + ST) , *d'/ (- + MA.) , d'/ (*' MP) ((( Thundara
*0 ( 3* ('/ + ST) , 3d'/ (0 + MA.) , *d'/ (*0 MP) ((( Watera
33 ( -/ ('' + ST) , 3d'/ (2 + MA.) , *d'/ (3- MP) (1 + MA.) , 3d'/ (2) MP) &ull Element $!'e%*
-' ( -) ('3 + ST) , -d'/ (4 + MA.) , *d'/ (-3 MP) ('/ + MA.) , 3d'/ (44 MP) &ull Element $Earth%*
-1 ( 02 ('0 + ST) , -d'/ () + MA.) , *d'/ (0' MP) ('' + MA.) , 3d'/ ()2 MP)
04 ( 2- ('4 + ST) , 0d'/ (1 + MA.) , 3d'/ (23 MP) ('* + MA.) , 3d'/ (1- MP) ---
20, ('1 + ST) , 0d'/ ('/ + MA.) , 3d'/ (4* MP) ('3 + MA.) , -d'/ ('/0 MP) (((
CALL
Thun($0/+50* 99 *-
Target. )roup Type. 1lemental 7Special:
The sea serpent Syldra appears in front of the &aller!s party at the crest of a formidable wave. A flick of the tail sends the roaring waters racing
towards the &aller!s foes' as the wave crashes home, Syldra unleashes an electrical burst from the depths of her maw, creating a devastating
double shock. Thunderstorm counts as two separate attacks, both inflicting 7B x MA): E >d86 damage on all eligible combatants in the targeted
)roup, striking automatically. The first attack does ater 1lemental damage, the second /ightning 1lemental.
FINAL FANTASY THE ROLEPLAYING GAME 354
Asura
A beautiful woman floats down serenely from the heavens, bringing with her a sense of peace and balance. As she comes to hover in front of the
summoner, it becomes apparent that Asura is actually three bodies and three faces #oined together within a single head, collectively reclining back(
to(back in a lotus position. The first body is that of a lovely blonde woman, hands folded in her lap. The second is a woman with red skin and hair
and a dark scowl on her face, threateningly brandishing a sword. The final body is that of a woman with blue skin and light yellow hair, a vacant
smile on her face as she playfully tosses a dagger from one hand to the other. hen Asura acts, she spins slowly in front of the party, each face
bestowing a different gift.
+it "oint Modifier. x > Support Abilities. Auto(Agility Cp, Auto(Float
SPECIAL RULES
Asura!s effect is random, determined by which head is facing the battlefield at the time she is called. hen Asura is brought into battle, roll a d<
and consult the appropriate table to find out which effect is used. For &alls, use the fixed values given here rather than consulting the
Advancement table.
&A// 7L6 M": SCMM-3 7LB M": )0A32 SCMM-3A 786B M":
0oll 1ffect 0oll 1ffect 0oll 1ffect
8 ( 96 Face of Iang 8 ( ;6 Face of Iang 8 ( >9 Face of Iang
98 ( L9 Face of Iin 78L x MA): E ;d8>: ;8 ( =9 Face of Iin >B ( 96 Face of Iin
LB ( 866 Face of Asura 786 x MA): E 5d86: =B ( 866 Face of Asura 98 ( 866 Face of Asura
F!7$ 5, Y!n)
Target. "arty Type. $arrier
Asura spins, and the red(skinned woman scowls at the party. A warrior by nature, she points her sword at them, urging them to defeat their
enemies. Face of Iang bestows the Status &onditions "rotect 7B: and Shell 7B: on all immediate allies.
F!7$ 5, Y.n
Target. "arty Type. 0ecovery
Asura spins, and the blue(skinned woman with the vacant smile faces the party. She gestures toward them with her dagger, granting a feeling of
peace and happiness. Face of Iin restores a certain amount of +it "oints to all immediate allies 4 see the Advancement table for more details.
F!7$ 5, A/u0!
Target. "arty Type. 0ecovery
Asura spins, and the blonde woman casts her benevolent ga,e upon the party. ith a vague nod of her head, their wounds disappear and fallen
comrades find new hope. Face of Asura restores a certain amount of +it "oints to all immediate allies 4 see the Advancement table for more
details. *n addition, all Cnconscious allies are revived as if they had been targeted by the Spell 0aise.
Table AIII-2-: Asura's Advanement
%E/E% A--A'! 0A'E O0 1ANG 0A'E O0 1IN 0A'E O0 ASURA SPE%%S
' ( ) (- + ST) , d'/ ((( ('/ + MA.) , 3d'/ (- + MA.) , d'/ Float
1 ( '2 (2 + ST) , *d'/ ((( ('' + MA.) , 3d'/ (2 + MA.) , *d'/ Speed
'4 ( *- () + ST) , *d'/ ((( ('3 + MA.) , -d'/ () + MA.) , *d'/ Prote't
*0 ( 3* ('/ + ST) , 3d'/ ((( ('0 + MA.) , -d'/ ('/ + MA.) , 3d'/ Shell
33 ( -/ ('' + ST) , 3d'/ ((( ('4 + MA.) , -d'/ ('' + MA.) , 3d'/ Raise*
-' ( -) ('3 + ST) , -d'/ ((( (') + MA.) , -d'* ('3 + MA.) , -d'/ Prote'tga*
-1 ( 02 ('0 + ST) , -d'/ ((( (*/ + MA.) , -d'* ('0 + MA.) , -d'/ Shellga*
04 ( 2- ('4 + ST) , 0d'/ ((( (** + MA.) , -d'* ('4 + MA.) , -d'/ ---
20, ('1 + ST) , 0d'/ ((( (*- + MA.) , -d'* (') 8 MA.) , -d'* (((
FINAL FANTASY THE ROLEPLAYING GAME 355
Mist #ragon
The Summoner closes her eyes as cold wisps of fog pour from her mouth, rapidly expanding and shrouding her in a billowing wall of chilly vapor.
ithin the billows and gusts of the fog, a shadowy reptilian form is coalescing. The Summoner has invoked the power of the Mist 2ragon, and
none are safe from its icy rage.
+it "oint Modifier. x > Support Abilities. "otent *ce, 1lemental Absorbance. *ce, 1lemental *mmunity. ater,
1lemental eakness. FireG/ightning
SPECIAL RULES
All of Mist 2ragon!s attacks inflict damage based on her current +". *f Mist 2ragon!s current +" is 866 to =B< of its maximum value, her attacks
inflict 866< damage' =9< damage if current +" is =9< to 98< of maximum, 96< if current +" is 96< to >B< of maximum, and >9< if
current +" is >9< or less of Mist 2ragon!s maximum +".
F05/+ B0$!+h VARIABLE COST
Target. Single Type. 1lemental 7*ce:
The Mist 2ragon exhales a steam of chilly vapor at an enemy, bathing it in flesh(numbing cold that sucks the very heat from its bones. Frost
$reath inflicts a certain amount of *ce 1lemental damage to the target, striking automatically 4 see the Advancement table for more details. This
damage is reduced by M. A0M as normal.
B.""5=.n) M./+* VARIABLE COST
Target. )roup Type. 1lemental 7*ce:
The Mist 2ragon converts its remaining essence into power and unleashes a massive blast of ice and fro,en air. As the targets are recovering
from the sub(,ero onslaught the Mist 2ragon slowly fades away, along with the fog that acted as its shelter. $illowing Mist inflicts a certain amount
of *ce 1lemental damage to all eligible combatants in the targeted )roup, striking automatically 4 see the Advancement table for more details. This
damage is reduced by M. A0M as normal.
Table AIII-21: Mist 1ra3on's Advanement
%E/E% A--A'! 0ROS- $REA-H $I%%OWING MIS-2 SPE%%S
' ( ) (3 + ST) , d) ('/ + MA.) , 3d'/ ('2 MP) ((( Blizzard
1 ( '2 (0 + ST) , *d) ('' + MA.) , 3d'/ (*3 MP) ((( ---
'4 ( *- (2 + ST) , *d) ('3 + MA.) , -d'/ (*) MP) ((( Blizzara
*0 ( 3* () + ST) , 3d) ('0 + MA.) , -d'/ (32 MP) ((( ---
33 ( -/ ('/ + ST) , 3d) ('4 + MA.) , -d'/ (-) MP) (** + MA.) , -d'* (44 MP) Blizzaga*, &ull Element $Fire%*
-' ( -) ('' + ST) , -d) (') + MA.) , -d'* (0- MP) (*- + MA.) , -d'* ()0 MP) &ull Element $(ightning%*
-1 ( 02 ('3 + ST) , -d) (*/ + MA.) , -d'* (23 MP) (*2 + MA.) , 0d'/ (12 MP) ---
04 ( 2- ('- + ST) , 0d) (** + MA.) , -d'* (4* MP) (*) + MA.) , 0d'/ (11 MP) (((
20, ('2 + ST) , 0d) (*- + MA.) , -d'* ()/ MP) (3/ + MA.) , 0d'/ ('*2 MP) Freeze*
CALL
M./+ B0$!+h 8% *-
Target. )roup Type. 1lemental 7*ce:
An icy wind blows in, carrying a cold mist that covers the battlefield. The mist resolves into the form of a powerful dragon that sprays its chilling
breath at the targets in swirling sheets. Mist $reath inflicts a certain amount of *ce 1lemental damage to all eligible combatants in the targeted
)roup, striking automatically 4 this damage is determined by the &aller!s current +it "oints, as shown below.
&aller!s &urrent +it "oints 2amage 2one
866 ( =B< of maximum 78L x MA): E ;d8>, M. A0M
=9 ( 98< of maximum 78; x MA): E ;d86, M. A0M
96 ( >B< of maximum 786 x MA): E 5d86, M. A0M
>9 ( 8< of maximum 7B x MA): E >d86, M. A0M
FINAL FANTASY THE ROLEPLAYING GAME 356
,uet-a"coat"
A eye(widening explosion of thunder and lightning rocks the battlefield, revealing a strange beast hovering above the Summoner!s head. *ts body
is entirely smooth and almost featureless' the rudimentary shape of a bird with great flapping wings and long trailing tendrils hinting at a ma#estic
tail, pale green skin flashing golden here and there. *ts entire body seems to glitter as it refracts the light from the constant electrical arcs rippling
up and down its serpentine body' its head, eyeless and mouthless, nonetheless seems to regard the Summoner!s foes with an ancient and terrible
wisdom.
+it "oint Modifier. x > Support Abilities. "otent /ightning, 1lemental Absorbance. /ightning, 1lemental *mmunity. ind,
1lemental eakness. 1arthGater
SPECIAL RULES
All of @uet,alcoatl!s attacks inflict damage based on its current +". *f @uet,alcoatl!s current +" is 866 to =B< of its maximum value, its attacks
inflict 866< damage' =9< damage if current +" is =9< to 98< of maximum, 96< if current +" is 96< to >B< of maximum, and >9< if
current +" is >9< or less of @uet,alcoatl!s maximum +".
Thun($07"5u( VARIABLE COST
Target. Single Type. 1lemental 7/ightning:
@uet,alcoatl raises its snout to the skies and calls down a bolt of crackling electrical energy to smite one opponent with high(voltage devastation.
Thundercloud inflicts a certain amount of /ightning 1lemental damage to the target, striking automatically 4 see the Advancement table for more
details. This damage is reduced by M. A0M as normal.
THun($0 S-!0;* VARIABLE COST
Target. )roup Type. 1lemental 7/ightning:
ith an earth(shattering roar, @uet,alcoatl engulfs its enemies in a thundering holocaust of electrical energy, striping flesh and boiling blood with
its ancient power. Thunder Spark inflicts a certain amount of /ightning 1lemental damage to all eligible combatants in the targeted )roup, striking
automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal.
Table AIII-22: 4uet5aloatl's Advanement
%E/E% A--A'! -HUN.ER'%OU. -HUN.ER SPAR!2 SPE%%S
' ( ) (3 + ST) , d) ('/ + MA.) , 3d'/ ('2 MP) ((( Thunder
1 ( '2 (0 + ST) , *d) ('' + MA.) , 3d'/ (*3 MP) ((( ---
'4 ( *- (2 + ST) , *d) ('3 + MA.) , -d'/ (*) MP) ((( Thundara
*0 ( 3* () + ST) , 3d) ('0 + MA.) , -d'/ (32 MP) ((( ---
33 ( -/ ('/ + ST) , 3d) ('4 + MA.) , -d'/ (-) MP) (** + MA.) , -d'* (44 MP) Thundaga*
-' ( -) ('' + ST) , -d) (') + MA.) , -d'* (0- MP) (*- + MA.) , -d'* ()0 MP) &ull Element $Earth%*
-1 ( 02 ('3 + ST) , -d) (*/ + MA.) , -d'* (23 MP) (*2 + MA.) , 0d'/ (12 MP) &ull Element $Water%*
04 ( 2- ('- + ST) , 0d) (** + MA.) , -d'* (4* MP) (*) + MA.) , 0d'/ (11 MP) (((
20, ('2 + ST) , 0d) (*- + MA.) , -d'* ()/ MP) (3/ + MA.) , 0d'/ ('*2 MP) ---
CALL
F"!/h A07 8% MP
Target. )roup Type. 1lemental 7/ightning:
@uet,alcoatl gathers electrical energy from the entirety of its body, skin dulling as crackling bolts of blue(white lightning converge at the tip of its
featureless head. hen the charge has built critical mass, the thunderbolts flare out in merciless arcs, striking the &aller!s foes again and again.
Flash Arc inflicts a certain amount of /ightning 1lemental damage to all eligible combatants in the targeted )roup, striking automatically 4 this
damage is determined by the &aller!s current +it "oints, as shown below.
&aller!s &urrent +it "oints 2amage 2one
866 ( =B< of maximum 78L x MA): E ;d8>, M. A0M
=9 ( 98< of maximum 78; x MA): E ;d86, M. A0M
96 ( >B< of maximum 786 x MA): E 5d86, M. A0M
>9 ( 8< of maximum 7B x MA): E >d86, M. A0M
FINAL FANTASY THE ROLEPLAYING GAME 357
Sa"amaner
Fissures spread under the summoner!s feet, turning the ground into a spiderweb of red and gold. The earth vibrates ominously, rumbling and
rocking before it breaks apart under the press of a solid column of lava, bathing the entire battlefield in sickly, foreboding red. A careful observer
will notice the flash of scale in the midst of the eruption, the movement of giant flippers and the serpentine head casually turning in the midst of
the li%uid fire before the lava finally cools into a pillar of black, steaming rock. For a moment, all is silent 4 then the column shatters, sending
fragments of obsidian flying across the battlefield. *n its place is a crimson(scaled serpent as large as a house, burning with a flame hot enough to
warp the air around it into shimmering mirages. This is Salamander.
+it "oint Modifier. x > Support Abilities. "otent Fire, 1lemental Absorbance. Fire, 1lemental *mmunity. 1arth,
1lemental eakness. *ceGater
SPECIAL RULES
All of Salamander!s attacks inflict damage based on his current +". *f Salamander!s current +" is 866 to =B< of its maximum value, his attacks
inflict 866< damage' =9< damage if current +" is =9< to 98< of maximum, 96< if current +" is 96< to >B< of maximum, and >9< if
current +" is >9< or less of Salamander!s maximum +".
F.0$>"!/+ VARIABLE COST
Target. Single Type. 1lemental 7Fire:
Salamander draws in a deep breath before unleashing a massive torrent of pure flame, smothering the target in a sea of burning agony. Fireblast
inflicts a certain amount of Fire 1lemental damage to the target, striking automatically 4 see the Advancement table for more details. This damage
is reduced by M. A0M as normal.
SCORCHE' EARTH* VARIABLE COST
Target. )roup Type. 1lemental 7Fire:
Salamander hovers in mid(air, body going from red to orange to brilliant yellow as it accumulates heat and power. Finally, the white(hot serpent
dives back into the earth, effortlessly melting through until it has disappeared from sight. /ines of fire trace the Summon!s progress, snaking
beneath the enemy' the earth rumbles, the fissures grow wider, and Salamander emerges in an explosion of flame and steam, showering the
Summoner!s foes with magma. Scorched 1arth inflicts a certain amount of Fire 1lemental damage to all eligible combatants in the targeted )roup,
striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal.
Table AIII-2!: Salamander's Advanement
%E/E% A--A'! 0IRE$%AS- S'OR'HE. EAR-H2 SPE%%S
' ( ) (3 + ST) , d) ('/ + MA.) , 3d'/ ('2 MP) ((( Fire
1 ( '2 (0 + ST) , *d) ('' + MA.) , 3d'/ (*3 MP) ((( ---
'4 ( *- (2 + ST) , *d) ('3 + MA.) , -d'/ (*) MP) ((( Fira
*0 ( 3* () + ST) , 3d) ('0 + MA.) , -d'/ (32 MP) ((( ---
33 ( -/ ('/ + ST) , 3d) ('4 + MA.) , -d'/ (-) MP) (** + MA.) , -d'* (44 MP) Firaga*, &ull Element $!'e%*
-' ( -) ('' + ST) , -d) (') + MA.) , -d'* (0- MP) (*- + MA.) , -d'* ()0 MP) &ull Element $Water%*
-1 ( 02 ('3 + ST) , -d) (*/ + MA.) , -d'* (23 MP) (*2 + MA.) , 0d'/ (12 MP) ---
04 ( 2- ('- + ST) , 0d) (** + MA.) , -d'* (4* MP) (*) + MA.) , 0d'/ (11 MP) (((
20, ('2 + ST) , 0d) (*- + MA.) , -d'* ()/ MP) (3/ + MA.) , 0d'/ ('*2 MP) &u#e*
CALL
W60*,IRE 8% MP
Target. )roup Type. 1lemental 7Fire:
*n the blink of an eye, Salamander!s body is covered in crackling flame, an aura of pure elemental fire that fades from cherry red to la,y orange
as it expands across the battlefield in a withering shockwave of heat, bowling through the enemy. yrmfire inflicts a certain amount of Fire
1lemental damage to all eligible combatants in the targeted )roup, striking automatically 4 this damage is determined by the &aller!s current +it
"oints, as shown below.
&aller!s &urrent +it "oints 2amage 2one
866 ( =B< of maximum 78L x MA): E ;d8>, M. A0M
=9 ( 98< of maximum 78; x MA): E ;d86, M. A0M
96 ( >B< of maximum 786 x MA): E 5d86, M. A0M
>9 ( 8< of maximum 7B x MA): E >d86, M. A0M
FINAL FANTASY THE ROLEPLAYING GAME 358
Catob"epas
The fell &atoblepas charges onto the battlefield in a great thundering of hooves, flailing legs casting great clouds of earth up in his wake. The
large green(furred beast that skids to a halt in front of the Summoner is almost pathetically ugly, bearing the body of an ox with a serpentine neck
barely strong enough to hold its great, pig(like head at ground level. Seemingly aware of the silent scorn of his observers, &atoblepas snorts
defiantly, single eye aglow with the promise of baleful power.
+it "oint Modifier. x >.9 Support Abilities. Auto(Spirit Cp
M$(u/!'/ E6$ VARIABLE COST
Target. Single Type. Arcane 7Magical:
Status 7Seal:
&atoblepas lifts his ponderous head and stares intently at the target, his eye glowing a dull orange. The target!s eyes are drawn to the ga,e and
fixed with terror... then the beast blinks, lowering his head once more. Medusa!s 1ye inflicts a certain amount of Magical damage to the targeted
combatant, striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal. *n addition,
Medusa!s 1ye has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &ondition Stone 7M:.
'$4."'/ E6$* 86 MP
Target. )roup Type. Status 7Seal:
&atoblepas cranes his head upward and stares across the battlefield, his single eye glowing a bright red. Fisions of lifeless stones and statues
float around the hideous beast as the Summoner!s foes frantically attempt to break away from the intent stare before they, too, are added to the
ranks of the statuary. 2evil!s 1ye has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &ondition Stone 7M: on all eligible combatants in
the targeted )roup 4 roll separately for each eligible combatant.
Table AIII-2$: /atoble+as's Advanement
%E/E% A--A'! ME.USA5S E1E .E/I%5S E1E2 SPE%%S
' ( ) (- + ST) , d'* ('/ + MA.) , 3d'/ (0* MP) ((( ---
1 ( '2 (2 + ST) , *d'* ('' + MA.) , 3d'/ (01 MP) ((( ---
'4 ( *- (1 + ST) , *d'* ('3 + MA.) , -d'/ (2- MP) ((( ---
*0 ( 3* ('' + ST) , 3d'* ('0 + MA.) , -d'/ (4* MP) ((( ---
33 ( -/ ('3 + ST) , 3d'* ('4 + MA.) , -d'/ ()- MP) ((( Stone*
-' ( -) ('0 + ST) , -d'* (') + MA.) , -d'* (1/ MP) ((( ,ua#e*
-1 ( 02 ('4 + ST) , -d'* (*/ + MA.) , -d'* (11 MP) ((( ---
04 ( 2- ('1 + ST) , 0d'* (** + MA.) , -d'* ('/) MP) ((( (((
20, (*' + ST) , 0d'* (*- + MA.) , -d'* (''2 MP) ((( Brea#*
CALL
'$*5n'/ E6$ 84 MP
Target. )roup Type. Status 7Seal:
The cycloptic bull(demon &atoblepas steps onto the battlefield, letting its fearsome ga,e wander over each of the &aller!s foes in turn before
retreating once more. 2emon!s 1ye has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &ondition "etrify 7;: on all eligible combatants
in the targeted )roup 4 roll separately for each eligible combatant.
FINAL FANTASY THE ROLEPLAYING GAME 359
.ormungan
The Summoner falls to her knees and places her palms to the ground in supplication. ith a deafening rumble, the ground around the Summoner
shatters and falls away, leaving her standing on a patch of scarred scaly flesh that slowly vanishes back into the ground. The Summoner has
awoken the orld Serpent, and her foes will pay the dearest price for its disturbance.
+it "oint Modifier. x > Support Abilities. 1arth 1nhancer, 1lemental Absorbance. 1arth, 1lemental eakness. aterGind
E!0+h Au0! VARIABLE COST
Target. Single Type. 1lemental 71arth:
The Summoner points a finger at her foe and, with the wrenching snap of shattered stone, the orld Serpent thrusts a gigantic spike of rock from
the ground, impaling the target instantly. Seconds later, the stone collapses back into the ground as Hormungand!s writhing destroys its
foundations, leaving nothing but dust to mark its passing. 1arth Aura inflicts a certain amount of 1arth 1lemental damage to the targeted
combatant, striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal.
A>6//!" M!=* VARIABLE COST
Target. )roup Type. 1lemental 71arth:
0eleasing a bellow of world(shaking proportions, Hormungand strikes down the Summoner!s enemies in a terrifying eruption of collapsing stone
and massive scaly flesh. The after(image of massive, glowing serpent(eyes lingers as the orld Serpent returns to its rest... for now. Abyssal Maw
inflicts a certain amount of 1arth 1lemental damage to to all eligible combatants in the targeted )roup, striking automatically 4 see the
Advancement table for more details. This damage is reduced by M. A0M as normal.
Table AIII-2&: 6ormun3and's Advanement
%E/E% A--A'! EAR-H AURA A$1SSA% MAW2 SPE%%S
' ( ) (2 + ST) , *d'/ ('/ + MA.) , 3d'/ ('1 MP) ((( ---
1 ( '2 () + ST) , *d'/ ('' + MA.) , 3d'/ (*2 MP) ((( ---
'4 ( *- ('/ + ST) , 3d'/ ('3 + MA.) , -d'/ (3' MP) ((( ---
*0 ( 3* ('' + ST) , 3d'/ ('0 + MA.) , -d'/ (31 MP) ((( ---
33 ( -/ ('3 + ST) , -d'/ ('4 + MA.) , -d'/ (0' MP) (** + MA.) , -d'* ()3 MP) &ull Element $Wind%*
-' ( -) ('0 + ST) , -d'/ (') + MA.) , -d'* (04 MP) (*- + MA.) , -d'* (1' MP) &ull Element $Water%*, ,ua#e*
-1 ( 02 ('4 + ST) , 0d'/ (*/ + MA.) , -d'* (22 MP) (*2 + MA.) , 0d'/ ('/* MP) ---
04 ( 2- ('1 + ST) , 0d'/ (** + MA.) , -d'* (40 MP) (*) + MA.) , 0d'/ ('/0 MP) (((
20, (*' + ST) , 0d'/ (*- + MA.) , -d'* ()3 MP) (3/ + MA.) , 0d'/ ('3* MP) ---
CALL
M!)n.+u($ 8 89 MP
Target. )roup Type. 1lemental 71arth:
The world(spanning serpent crashes up through the ground beneath the targets and begins flailing its bulk, crushing and smashing the earth
around itself. The targets are shaken and battered for 78L x MA): E ;d8>, M. Armor 1arth damage.
FINAL FANTASY THE ROLEPLAYING GAME 360
Va"igarmana
ith the beating of feathery wings, the rainbow dragon Faligarmanda swoops down from the skies. Feathers and scales shimmer red, blue, gold
and green in the light as he gently sets down on four short legs. A tuft of iridescent fur tips the end of his twitching serpentine tail, a long tongue
flicks from a beak(like mouth and battle(hardened eyes peer from beneath an ancient bron,e helmet.
+it "oint Modifier. x > Support Abilities. 1lemental *mmunity. FireG*ceG/ightning
An+.-5($ VARIABLE COST
Target. Single Type. 1lemental 7Special:
0earing back his head, Faligarmanda lifts his wings and lets out a roar. $lue and red particles flow from his mouth, encircling the target in a
whirlwind of fire and ice. The particles converge, causing a massive explosion as raging heat meets free,ing cold. Antipode counts as two
separate attacks, both of which strike the targeted combatant automatically for a certain amount of damage 4 see the Advancement table for
more details. The first attack inflicts Fire 1lemental damage, the second inflicts *ce 1lemental damage. $oth attacks ignore M. A0M.
T0.-'./!/+$0* VARIABLE COST
Target. )roup Type. 1lemental 7Special:
Taking to the air once more, Faligarmanda spreads wide his wings and whips his tail downward. Showers of energy rain from him onto the
battlefield, engulfing the enemies first in searing flames, then free,ing them in ice and finally unleashing a blast of thunder to shock the targets.
Tri(2isaster counts as three separate attacks, all of which strike every eligible combatant in the targeted )roup for a certain amount of damage 4
see the Advancement table for more details. The first attack deals Fire 1lemental damage, the second *ce 1lemental, and the last /ightning
1lemental. All three attacks ignore M. A0M.
Table AIII-2': "ali3armanda's Advanement
%E/E% A--A'! AN-IPO.E -RI4.ISAS-ER2 SPE%%S
' ( ) (2 + A.") , *d'/ (- + MA.) , d'/ (*' MP) ((( Blizzard, Fire, Thunder
1 ( '2 () + A.") , *d'/ (0 + MA.) , *d'/ (*0 MP) ((( ---
'4 ( *- ('/ + A.") , 3d'/ (2 + MA.) , *d'/ (3- MP) ((( Blizzara, Fira, Thundara
*0 ( 3* ('' + A.") , 3d'/ (4 + MA.) , *d'/ (-3 MP) ((( ---
33 ( -/ ('3 + A.") , -d'/ () + MA.) , *d'/ (0' MP) (2 + MA.) , *d'* (4' MP) Blizzaga*, Firaga*, Thundaga*
-' ( -) ('0 + A.") , -d'/ (1 + MA.) , 3d'* (23 MP) (4 + MA.) , 3d'* ()2 MP) ---
-1 ( 02 ('4 + A.") , 0d'/ ('/ + MA.) , 3d'* (4* MP) () + MA.) , 3d'/ (14 MP) ---
04 ( 2- ('1 + A.") , 0d'/ ('' + MA.) , 3d'* ()' MP) (1 + MA.) , 3d'/ (''/ MP) (((
20, (*' + A.") , 0d'/ ('* + MA.) , 3d'* ()1 MP) ('/ + MA.) , 3d'/ ('3) MP) ---
CALL
T0.-'!#$0 82 MP
Target. )roup Type. 1lemental 7Special:
The dragon snake Faligarmanda descends from the clouds and releases a burst of electrical fury from the tips of his wings, %uickly followed by a
gust of fro,en air and a blast of fiery breath so fierce that Faligarmanda simply dissolves into burning embers. Tri(2a,er counts as three separate
attacks, each inflicting 7B x MA): E >d86 damage on all eligible combatants in the targeted )roup, striking automatically. The first attack does
/ightning 1lemental damage, the second *ce 1lemental, and the third Fire 1lemental.
FINAL FANTASY THE ROLEPLAYING GAME 361
%(antom
An eerie stillness fills the air. Seemingly from nothing, a figure engulfed in dark mist appears and then disappears, fading in and out of existence.
This ghostly "hantom is never easy to see, but its presence can be felt by all' a chance glimpse reveals a creature little more than a translucent
cloak and two glowing eyes. Cnlike most spirits, however, this is no evil apparition' its eyes hide a benevolent spark, although only for the
Summoner.
+it "oint Modifier. x 8.9 Support Abilities. Auto(Fanish
S-.0.+ L.)h+ VARIABLE COST
Target. Single Type. Arcane 7Magical:
Status 7eaken:
"hantom!s cloak briefly uncovers its face' searing, otherworldly light pours from its eyes, burning the resolve of anything unlucky enough to meet
"hantom!s ga,e. Spirit /ight inflicts a certain amount of Magical damage on the targeted opponent, striking automatically 4 see the Advancement
Table for more details. This damage is reduced by M. A0M as normal. *n addition, Spirit /ight has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting
the Status &ondition Agility $reak 7B:.
Gh5/+"6 V$."* 111 *-
Target. "arty Type. Status 7Strengthen:
"hantom!s ghostly cloak spreads out to cover the entire party, hiding them away from the world of the living for a few precious moments. )hostly
Feil bestows the Status &onditions Fanish 7B:, Float 7B:, and Agility Cp 7B: to the Summoner and all immediate allies.
Table AIII-2(: 2hantom's Advanement
%E/E% A--A'! SPIRI- %IGH- GHOS-%1 /EI%2 SPE%%S
' ( ) (0 + A.") , *d) ('' + MA.) , 3d'/ (31 MP) ((( Burn Ray, Float, Yawn
1 ( '2 (2 + A.") , *d) ('3 + MA.) , -d'/ (-- MP) ((( Blin#, /ra0ity, Speed
'4 ( *- () + A.") , 3d) ('0 + MA.) , -d'/ (0* MP) ((( Ray Bom, Berser#
*0 ( 3* ('/ + A.") , 3d) ('4 + MA.) , -d'/ (2- MP) ((( Ruse
33 ( -/ ('' + A.") , -d) (') + MA.) , -d'* (4/ MP) ((( "emi*
-' ( -) ('3 + A.") , -d) (*/ + MA.) , -d'* (41 MP) ((( Flare Star*
-1 ( 02 ('- + A.") , 0d) (** + MA.) , -d'* ()) MP) ((( 2anish*
04 ( 2- ('2 + A.") , 0d) (*- + MA.) , -d'* (12 MP) ((( ,uarter*
20, (*) + A.") , 0d) (*2 + MA.) , 0d'/ ('/4 MP) ((( ---
CALL
F!($0 81 MP
Target. "arty Type. 0ecovery
The faint outline of a humanoid form shimmers into existence around the &aller, its eerie ga,e taking stock of its surroundings. ithout making a
sound, it fades away again, leaving naught but a phantasmal residue in its wake. Fader bestows the Status &ondition Fanish on the &aller and all
immediate allies 7B:.
FINAL FANTASY THE ROLEPLAYING GAME 362
Unicorn
The Summoner raises her hand high, a sparkle of light shining from her fingers. As the light grows in intensity, it slips free of the Summoner!s
grasp, shooting off into the distance before exploding in a shower of brilliant sparks. The sudden burst of light outlines a shining white beast,
indistinguishable from a horse until it begins to gallop towards the battle. -nly as it draws closer does it become obvious that this is Cnicorn. a
da,,ling creature with pure white hide, golden mane and tail, long spiraled horn glowing with an aura of health and good fortune.
+it "oint Modifier. x 8.9 Support Abilities. Auto(0egen
Pu0.,6.n) H50n 52 *-
Target. "arty Type. 0ecovery
Cnicorn!s horn glow silver as it sends a wave of curative energy rushing through the party. "urifying +orn cancels the Status &onditions $erserk,
$lind, "oison, Sleep, and Kombie on all immediate allies.
F5un+!.nh$!(* 152 MP
Target. "arty Type. 0ecovery
Status 7Strengthen:
CnicornNs horn literally erupts with light, sending torrents of vital energy crashing down on the party until the Cnicorn itself has winked out of
existence. Fountainhead cancels all negative Status &onditions on all immediate allies, as well as bestowing the Status &ondition 0esist 7>:.
Table AIII-2): 7niorn's Advanement
%E/E% A--A'! PURI01ING HORN 0OUN-AINHEA.2 SPE%%S
' ( ) (0 + ST) , *d) ((( ((( Poisona
1 ( '2 (2 + ST) , *d) ((( ((( Stona
'4 ( *- ( ) + ST) , 3d) ((( ((( Regen
*0 ( 3* ('/ + ST) , 3d) ((( ((( Basuna
33 ( -/ ('' + ST) , -d) ((( ((( "ispel*
-' ( -) ('3 + ST) , -d) ((( ((( Esuna*
-1 ( 02 ('- + ST) , 0d) ((( ((( Resist*
04 ( 2- ('2 + ST) , 0d) ((( ((( Temporal Shi+t*
20, (') + ST) , 0d) ((( ((( 2a''ine*
CALL
H$!".n) H50n 122 MP
Target. "arty Type. 0ecovery
The magnificent Cnicorn casually trots towards the &aller, horn aglow with a brilliant white light that lifts ailments from all who behold it. +ealing
+orn cancels all negative Status &onditions afflicting the &aller and all immediate allies.
FINAL FANTASY THE ROLEPLAYING GAME 363
Carbunc"e
A glowing portal opens in the ground in front of the Summoner, creating a perfectly round opening mere inches from her feet. hat emerges could
almost be a child!s plaything. a small, mousy creature with neat tur%uoise fur, long ears, and large, curious eyes possessed of an unexpected
intelligence. *ts most notable feature, however, is the polished #ewel nestled in its forehead, glowing with a warm inner light. That #ewel now
sparkles as &arbuncle does a little somersault in mid(air before landing, eager to be of service to its new master.
+it "oint Modifier. x 8.9 Support Abilities. Auto(0eflect
&$=$" L.)h+ VARIABLE COST
Target. Single Type. Status 7Strengthen:
Status 7$arrier:
&arbuncle raises its head, causing the light of the sun to reflect off of its ruby brightly. The reflected light seems to coat one of the Summoner!s
party members. As the light dies, the affected party member feels lighter in spirit, as though the light is protecting him.
Hewel /ight bestows a number of Status &onditions on the target dependent on the Summoner!s current /evel. *nitially, this will be 0eflect 7B:, but
additional &onditions 7B: are added onto the base effect as the Summoner gains experience 4 see the Advancement table for more details.
H5"6 Gu!0(* 165 *-
Target. "arty Type. Status 7Strengthen:
Status 7$arrier:
&arbuncle rears up onto its hind legs, lifting its head towards the sun. As light strikes the #ewel, it begins to flare up' an ethereal cone of energy
shoots forth, diffusing into mana(rich particles at its apex. These motes %uickly descend on the party, wrapping them in a blanket of divine power.
+oly )uard bestows the Status &onditions 0eflect 7B:, Shell 7B:, and Spirit Cp 7B: on all immediate allies
Table AIII-2,: /arbunle's Advanement
%E/E% A--A'! +EWE% %IGH- HO%1 GUAR.2 SPE%%S
' ( ) (0 + ST) , *d) , Spirit 9p ()0 MP) ((( ---
1 ( '2 (2 + ST) , *d) ((( ((( Faith
'4 ( *- ( ) + ST) , 3d) , egen ('/0 MP) ((( ---
*0 ( 3* ('/ + ST) , 3d) ((( ((( Shell
33 ( -/ ('' + ST) , -d) , Shell (''0 MP) ((( ---
-' ( -) ('3 + ST) , -d) ((( ((( Shellga*
-1 ( 02 ('- + ST) , 0d) , Magic 9p ('30 MP) ((( Re+le't*
04 ( 2- ('2 + ST) , 0d) ((( ((( ---
20, (') + ST) , 0d) , Haste ('20 MP) ((( ---
CALL
Ru>6 L.)h+ 129 MP
Target. "arty Type. Status 7$arrier:
A hole opens in the ground in front of the &aller and a small green li,ard with a ruby in its forehead peeks out. The creature furtively looks
around, withdraws for a moment and then leaps into the air, its ruby scattering the ambient light across the party. 0uby /ight bestows the Status
&ondition 0eflect 7B: on the &aller and all eligible allies in the immediate "arty.
FINAL FANTASY THE ROLEPLAYING GAME 364
Go"em
The earth rumbles but does not fissure. A ripple appears before the Summoner, and a hand made of stone slowly emerges as if being formed
from the ground itself. Another hand follows, and the rest of the stone body hoists itself up onto the surface to reveal )olem, the great earth
protector.
+it "oint Modifier. x >.9 Support Abilities. Auto("rotect
E!0+h$n '$,$n($0 122 *-
Target. Single Type. Support
)olem leans over and thrusts a hand into the ground. Should an enemy make a successful "hysical attack against any ally, the hand will rise from
the earth and block the attack' )olem takes the damage instead. -nce the attack has been blocked, )olem pulls its hand back and counterattacks,
making an immediate Attack Action against the opponent who made the original attack. After this, 1arthen 2efender has no further effect 4 it must
be used again.
E!0+h$n Gu!0(.!n* 1%5 *-
Target. "arty Type. Support
)olem stands firm as large boulders materiali,e over its head and a massive rockslide tumbles down onto it. 0ather than burying it, however, the
rocks simply add to )olem!s mass, making a much larger presence on the field. -nce 1arthen )uardian is engaged, all "hysical damage dealt to
allies is dealt to )olem instead. Cnlike other )rand Summon Abilities, using 1arthen )uardian does not result in )olem!s dismissal' instead, it
remains in effect until the Summoner is incapacitated, )olem is reduced to 6 or fewer +it "oints, or the battle ends.
Table AIII-!-: 8olem's Advanement
%E/E% A--A'! EAR-HEN .E0EN.ER EAR-HEN GUAR.IAN2 SPE%%S
' ( ) (2 + ST) , *d'* ((( ((( ---
1 ( '2 (1 + ST) , *d'* ((( ((( Faith
'4 ( *- ('' + ST) , 3d'* ((( ((( Prote't
*0 ( 3* ('3 + ST) , 3d'* ((( ((( ---
33 ( -/ ('0 + ST) , -d'* ((( ((( Prote'tga*
-' ( -) ('4 + ST) , -d'* ((( ((( ---*
-1 ( 02 ('1 + ST) , 0d'* ((( ((( Wall*
04 ( 2- (*' + ST) , 0d'* ((( ((( ---
20, (*3 + ST) , 0d'* ((( ((( ---
CALL
E!0+h$n W!"" 129 MP
Target. "arty Type. Status 7$arrier:
The &aller draws a gigantic man made of clay and stone from the ground and inscribes a magic word on its forehead. The )olem!s eyes light up
when the final letter is recorded and it assumes its mission ( to defend its masters. The )olem spreads its enormous arms out in front of the
party, preparing to shield them from all damage. 1arthen all bestows the Status &ondition all on the &aller and all immediate allies 7B:.
FINAL FANTASY THE ROLEPLAYING GAME 365
Serap(im
The Summoner bows her head and closes her eyes, imparting a prayer for assistance to her chosen deity. As she does so, a golden beam of light
shines down from above, and a winged woman wearing a simple white robe descends from the sky to gently touch down before the party.
+it "oint Modifier. x 8.9 Support Abilities. Auto(Float, S-S(0egen
H$!".n) R!.n VARIABLE COST
Target. Single Type. 0ecovery
Seraphim ga,es hopefully upwards and sings a single note. /ight shines from the heavens and bathes a single party member in warmth, healing
them of wounds. +ealing 0ain restores a certain amount of +it "oints to the targeted combatant 4 see the Advancement table for more details.
An)$" F$!+h$0/* VARIABLE COST
Target. "arty Type. 0ecovery
Seraphim spreads her wings and flies high into the air as an angelic chorus is heard from above. As her wings flap, feathers begin to slowly fall,
showering the party. The feathers disappear as soon as they touch each party member, providing healing for the entire group. Angel Feathers
restores a certain amount of +it "oints to all eligible allies in the immediate "arty 4 see the Advancement table for more details.
Table AIII-!1: Sera+him's Advanement
%E/E% A--A'! HEA%ING RAIN ANGE% 0EA-HERS2 SPE%%S
' ( ) (0 + ST) , *d) ('' + MA.) , 3d'/ (*- MP) ((( *ure, Poisona
1 ( '2 (2 + ST) , *d) ('3 + MA.) , -d'/ (*1 MP) ((( Float, Stona
'4 ( *- () + ST) , 3d) ('0 + MA.) , -d'/ (34 MP) ((( *ura, Regen
*0 ( 3* ('/ + ST) , 3d) ('4 + MA.) , -d'/ (-1 MP) ((( Basuna
33 ( -/ ('' + ST) , -d) (') + MA.) , -d'* (00 MP) (*- + MA.) , -d'* ()2 MP) *uraga*, Raise*
-' ( -) ('3 + ST) , -d) (*/ + MA.) , -d'* (2- MP) (*2 + MA.) , 0d'/ (14 MP) Esuna*, Flight*
-1 ( 02 ('- + ST) , 0d) (** + MA.) , -d'* (43 MP) (*) + MA.) , 0d'/ ('// MP) ---
04 ( 2- ('2 + ST) , 0d) (*- + MA.) , -d'* ()' MP) (3/ + MA.) , 0d'/ ('*4 MP) ---
20, (') + ST) , 0d) (*2 + MA.) , 0d'/ (1* MP) (33 + MA.) , 0d'/ ('-1 MP) ---
CALL
R$4.4$0 111 MP
Target. "arty Type. 0ecovery
An angel descends from the heavens, accompanied by beautiful light and a divine chorus. She turns towards the party and spreads her six sets of
wings, refracting the light across the party, instilling them with newfound health and courage. 0eviver restores 7>> x MA): E ;d8> +it "oints to
the &aller and all allies in the immediate area.
FINAL FANTASY THE ROLEPLAYING GAME 366
Ar'
The skies darken as a blood(red moon looms over the battlefield. A twinkle of light in the midst of that ominous sphere %uickly grows into the
battle(scarred shape of an ancient, dragon(headed airship studded with fearsome metal blades, hovering above the battlefield on a single mighty
propeller Suddenly, something inside the airship shudders into life' the rotor folds up, the prow splits in two, and the entire hull begins to fold and
twist, by and by transforming the vehicle into an elegant mechanical knight.
+it "oint Modifier. x > Support Abilities 7Airship:. 1lemental *mmunity. 1arth, 1lemental eakness. ind, Auto(Flight
Support Abilities 7Jnight:. 1lemental *mmunity. Shadow, 1lemental eakness. +oly, Auto(Float
SPECIAL RULES
0oll a d< when Ark is summoned. -n a roll of =9 or higher, Ark appears in Jnight form' otherwise, Ark will appear in Airship form. *f brought into
battle through )rand Summon, Ark automatically appears in Jnight form. Ark can transform from Airship to Jnight and back again at the cost of
an Action. The form Ark takes determines which attacks and Support Abilities are available to it. *n Airship form, it can use $oomerang, while in
Jnight form, it can use "hoton and 1ternal 2arkness. Attack damage remains constant across both forms.
B55*$0!n) VARIABLE COST
Target. Single Type. Arcane 7"hysical:
Ancient mechanisms creak as two ornate blades swing out from the airship!s back and whirl towards the target, cutting straight through it before
returning to their starting positions. $oomerang inflicts a certain amount of "hysical damage on the targeted opponent, striking automatically 4
see the Advancement Table for more details. This damage is reduced by A0M as normal.
Ph5+5n 142 MP
Target. Single Type. Status 7Fatal:
eapon tubes flick open along the airship!s battle(scarred carapace. The glow of energy fills each opening and beams arc out, twisting towards
the target to sear its life away in a single intense barrage. "hoton has a &oS of 7M. A&& ( 96:, M. 1vasion of instantly reducing the target to 8 +",
regardless of its current +" score, Armor, or M. Armor rating. Treat this as a 3ear(Fatal effect.
E+$0n!" '!0;n$//* VARIABLE COST
Target. )roup Type. 1lemental 7Shadow:
A beam of red light shoots out from Ark!s forehead, tracing a complex symbol on the ground below. As the symbol is completed, its patterns light
up' target thus ac%uired, Ark swings his wings backwards and lets loose with hundreds of golden(white energy blasts that turn the battlefield into
a glowing inferno. As the flames rage and smoke rises, the mechanoid Summon administers the coup de grace 4 a si,,ling lance of energy
pro#ected from what was once the ram of his airship form, striking and re(igniting the residual energy around the enemy in a column of
destruction that spills out into deepest space. 1ternal 2arkness inflicts a certain amount of Shadow 1lemental damage on all eligible combatants
in the targeted )roup, striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal.
Table AIII-!2: Ark's Advanement
%E/E% A--A'! $OOMERANG PHO-ON E-ERNA% .AR!NESS2 SPE%%S
' ( ) (2 + ST) , d'/ ('' + A.") , 3d'/ (*2 MP) ((( ((( .ero
1 ( '2 () + ST) , *d'/ ('3 + A.") , -d'/ (3' MP) ((( ((( "ar#, Float
'4 ( *- ('/ + ST) , 3d'/ ('0 + A.") , -d'/ (31 MP) ((( ((( .era
*0 ( 3* ('' + ST) , 3d'/ ('4 + A.") , -d'/ (0' MP) ((( ((( *on+use
33 ( -/ ('3 + ST) , -d'/ (') + A.") , -d'* (04 MP) ((( (*- + MA.) , -d'* (1' MP) .eraga*, S'ourge*
-' ( -) ('0 + ST) , -d'/ (*/ + A.") , -d'* (22 MP) ((( (*2 + MA.) , 0d'/ ('/* MP) Flight*
-1 ( 02 ('4 + ST) , 0d'/ (** + A.") , -d'* (40 MP) ((( (*) + MA.) , 0d'/ ('/0 MP) ---
04 ( 2- ('1 + ST) , 0d'/ (*- + A.") , -d'* ()3 MP) ((( (3/ + MA.) , 0d'/ ('3* MP) ---
20, (*' + ST) , 0d'/ (*2 + A.") , 0d'/ (1- MP) ((( (33 + MA.) , 0d'/ ('0- MP) (((
FINAL FANTASY THE ROLEPLAYING GAME 367
CALL
hen &alled, Ark will appear in one of two forms. 0oll a d< to determine which form 4 and effect 4 is brought into battle.
0oll 1ffect
8 ( B6 Airship 7"ropeller ind:
B8 ( 866 Jnight 7Het $ree,e:
P05-$""$0 W.n( 118 MP
Target. )roup Type. 1lemental 7ind:
Status 7Mystify:
The airship Ark screams across the battlefield, leaving a vacuum in the wake of its propeller. *n an instant, the surrounding air rushes in to fill the
vacuum, creating a swirling vortex that buffets the &aller!s foes. "ropeller ind inflicts 7>> x MA): E ;d8>, M. Armor ind 1lemental damage on
all eligible combatants in the targeted )roup, striking automatically. *n addition, it has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status
&ondition &onfuse 7B: 4 roll separately for each eligible combatant.
&$+ B0$$#$ 118 MP
Target. )roup Type. 1lemental 7ind:
Support
The knight Ark skims over the battlefield on #ets of flame, thrusters kicking into overdrive as it sweeps over the thick of the enemy. The resulting
backdraft is devastating, nearly blowing the &aller!s foes off the battlefield entirely even as the party is plucked up and suspended on cushions of
air. Het $ree,e inflicts 7>B x MA): E 9d86, M. Armor ind 1lemental damage on all eligible combatants in the targeted )roup, striking
automatically. *n addition, it bestows the Status &ondition Float 7B: on the &aller and all immediate allies.
FINAL FANTASY THE ROLEPLAYING GAME 368
#oomtrain
-ut of nowhere, train tracks rise from the ground' in the distance, a steam whistle sounds, faint and mournful. $efore the astonished combatants
can react, an ancient locomotive rumbles into sight, trailing behind it a long string of darkened, battered cars. As the whistle sounds again,
however, the pitted iron shell melts away, revealing the horror underneath. a half(mechanical creature bedecked in red, gold, and brass' its frame
a skeletal serpent encasing a heart of steam and pistons, its face a hollow(eyed phantom fro,en in a rictus of permanent despair. This is the
2oomtrain, transport of the dead and the damned, drawn from its course by the Summoner!s behest.
+it "oint Modifier. x > Support Abilities. $io 1nhancer, 1lemental Absorbance. $io, 1lemental eakness. 1arthGindGater
'.!>5".7 Wh./+"$ VARIABLE COST
Target. Single Type. 1lemental 7$io:
Status 7Special:
3oxious steam erupts from the 2oomtrain!s smokestack as its whistle rings out, a sound shrill and loud enough to break through the world of the
living and into the realms of the dead. As if on command, a host of evil spirits emerge from the foul vapors, chittering and cackling as they swarm
the target. 2iabolic histle inflicts a certain amount of $io 1lemental damage to the target, striking automatically 4 see the Advancement table for
more details. This damage is reduced by M. A0M as normal. 2iabolic histle also has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status
&onditions $lind 7B:, &onfuse 7B:, *mmobili,e 7B:, and "oison 7M:. 0oll once for all &onditions.
M.(n.)h+ E?-0$//* VARIABLE COST
Target. )roup Type. 1lemental 7$io:
Status 7Special:
The battlefield seems to grow darker' overhead, stars appear in strange constellations, twisting disconcertingly. As if on cue, the great lamp atop
the 2oomtrain!s head winks to life, bathing the Summoner!s foes in pale, bone(white light. Suddenly, a great whispering cuts into the air' initially
low and sibilant, it draws closer and closer until shadows begin appear at the edges of light. As they pass into the glare of the 2oomtrain!s lamp,
the shadows resolve into pale, shrouded phantoms' in short order, the souls of the newly departed simply wash over the enemy ranks, barely
caring for the damage they inflict as they prepare to board the train to their final reward. Midnight 1xpress inflicts a certain amount of $io
1lemental damage to all eligible combatants in the targeted )roup, striking automatically 4 see the Advancement table for more details. This
damage is reduced by M. A0M as normal. Midnight 1xpress also has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &onditions
&ondemned 7;:, Meltdown 7;:, Toad 7B:, and Fenom 7;: 4 roll separately for each eligible combatant, but only once for all &onditions.
Table AIII-!!: 1oomtrain's Advanement
%E/E% A--A'! .IA$O%I' WHIS-%E MI.NIGH- E3PRESS2 SPE%%S
' ( ) (2 + ST) , *d'/ ('' + MA.) , 3d'/ (01 MP) ((( Blind, Poison, Sleep
1 ( '2 () + ST) , *d'/ ('3 + MA.) , -d'/ (2- MP) ((( Berser#, Slow
'4 ( *- ('/ + ST) , 3d'/ ('0 + MA.) , -d'/ (4' MP) ((( !mmoilize, Silen'e, 4omie
*0 ( 3* ('' + ST) , 3d'/ ('4 + MA.) , -d'/ ()- MP) ((( Bio, *on+use, Slowga
33 ( -/ ('3 + ST) , -d'/ (') + MA.) , -d'* (1/ MP) (*- + MA.) , -d'* ('32 MP) *urse*, "isale*, -ini*
-' ( -) ('- + ST) , -d'/ (*/ + MA.) , -d'* (11 MP) (*2 + MA.) , 0d'/ ('-4 MP) Stone*, Sap*
-1 ( 02 ('2 + ST) , 0d'/ (** + MA.) , -d'* ('/) MP) (*) + MA.) , 0d'/ ('0/ MP) Pain*, Stop*, 2enom*
04 ( 2- (') + ST) , 0d'/ (*- + MA.) , -d'* (''2 MP) (3/ + MA.) , 0d'/ ('44 MP) Toad*
20, (*' + ST) , 0d'/ (*2 + MA.) , 0d'/ ('*4 MP) (33 + MA.) , 0d'/ ('11 MP) ---
CALL
Run!=!6 T0!.n 1%4 MP
Target. )roup Type. 1lemental 7$io:
Status 7Special:
*n the blink of an eye, the battlefield is sucked away into the 2imensional 0ift. arning bells ring as railway gates come crashing down, fencing the
Summoner!s foes in' flames spring up in the midst of the void, forming the shadow of a ghostly express line. A single light shines in the darkness,
and with a mighty thunder of pistons, 2oomtrain comes chasing down the track towards the trapped foes, rolling through their ranks without even
slowing. 0unaway Train inflicts 7>> x MA): E ;d8>, M. Armor $io 1lemental damage on all eligible combatants in the targeted )roup, striking
automatically. *t also has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &onditions $lind 7B:, Meltdown 7>:, and "oison 7M:. 0oll
separately for each Status &ondition and each eligible combatant.
FINAL FANTASY THE ROLEPLAYING GAME 369
Haes
A deep, mournful bell is heard as a thick mist rolls over the Summoner!s party. As the mist clears, it reveals the figure of a skeleton clad in a deep
purple robe hunched over a large cauldron. +ades looks gleefully up at the enemy party as if to let them know their time has come.
+it "oint Modifier. x > Support Abilities. $io 1nhancer, 1lemental Absorbance $io, 1lemental eakness. FireG*ceG/ightning
'$4."'/ B$"" VARIABLE COST
Target. Single Type. 1lemental 7$io:
Status 7Special:
+ades reaches slowly into one of the sleeves of his robe, pulling out a dull iron bell. As he points at one member of the enemy party, he rings the
bell, causing the same mournful tone heard during his summoning. The affected monster slumps over, filled with despair over the knowledge of its
imminent demise. 2evil!s $ell inflicts a certain amount of $io 1lemental damage to the target, striking automatically 4 see the Advancement table
for more details. This damage is reduced by M. A0M as normal. *n addition, 2evil!s $ell has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the
Status &onditions $erserk 7B:, Mini 7B:, "oison 7M:, and Silence 7B:. 0oll once for all &onditions.
Cu0/$( M./+* VARIABLE COST
Target. )roup Type. 1lemental 7$io:
Status 7Special:
+ades straightens up and begins a hideous chant. As he chants, a pale flame appears under the cauldron, causing whatever is within to begin
bubbling. As the chanting reaches its climax, +ades scatters an unknown substance into the cauldron. Almost immediately, a thick gray fog begins
pouring out of the cauldron, washing over the enemy party and covering them with hideous toxins. &ursed Mist inflicts a certain amount of $io
1lemental damage to all eligible combatants in the targeted )roup, striking automatically 4 see the Advancement table for more details. This
damage is reduced by M. A0M as normal. *n addition, &ursed Mist has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &onditions &urse
7B:, "etrify 7;:, Fenom 7;:, and Kombie 7B: on all eligible combatants in the )roup. 0oll separately for each eligible combatant, but only once for
all &onditions.
Table AIII-!$: 9ades's Advanement
%E/E% A--A'! .E/I%5S $E%% 'URSE. MIS-2 SPE%%S
' ( ) (2 + ST) , *d'/ ('' + MA.) , 3d'/ (01 MP) ((( Blind, Poison, Sleep
1 ( '2 () + ST) , *d'/ ('3 + MA.) , -d'/ (2- MP) ((( Berser#, Slow
'4 ( *- ('/ + ST) , 3d'/ ('0 + MA.) , -d'/ (4* MP) ((( !mmoilize, Silen'e, 4omie
*0 ( 3* ('' + ST) , 3d'/ ('4 + MA.) , -d'/ ()- MP) ((( Bio, *on+use, Slowga
33 ( -/ ('3 + ST) , -d'/ (') + MA.) , -d'* (1/ MP) (*- + MA.) , -d'* ('32 MP) *urse*, "isale*, -ini*
-' ( -) ('- + ST) , -d'/ (*/ + MA.) , -d'* (11 MP) (*2 + MA.) , 0d'/ ('-4 MP) Stone*, Time Slip*
-1 ( 02 ('2 + ST) , 0d'/ (** + MA.) , -d'* ('/) MP) (*) + MA.) , 0d'/ ('0/ MP) Pain*, Stop*, 2enom*
04 ( 2- (') + ST) , 0d'/ (*- + MA.) , -d'* (''2 MP) (3/ + MA.) , 0d'/ ('44 MP) Toad*
20, (*' + ST) , 0d'/ (*2 + MA.) , 0d'/ ('*4 MP) (33 + MA.) , 0d'/ ('11 MP) ---
CALL
B"!7; C!u"(05n 1%4 MP
Target. )roup Type. 1lemental 7$io:
Status 7Special:
The sky fades to black' in the newly(birthed shadows, a menacing figure comes into focus, blood(red robes fluttering in the cold wind. A metallic
creak rents the air as +ades stirs his pitch(black cauldron, filling the air around the &aller!s foes with a drift of noxious fumes. $lack &auldron
inflicts 7>> x MA): E ;d8>, M. A0M $io 1lemental damage on all eligible combatants in the targeted )roup, striking automatically. *n addition,
$lack &auldron also has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &onditions &urse 7B:, Mini 7B:, and Silence 7B:. 0oll separately
for each Status &ondition.
FINAL FANTASY THE ROLEPLAYING GAME 370
+u/ata
As the summoner chants the words of her incantation, the earth begins to rumble, and a loud roar is heard in the distance. The horned boar god
Ju#ata charges to the aid of the summoner and her allies, hot sparks flying as his hooves strike rock. ith a snort, the huge boar interposes
himself between the summoner and her enemies, letting out another titanic bellow.
+it "oint Modifier. x > Support Abilities. 1lemental *mmunity. 1arthGFireG*ceG/ightning, 1lemental eakness. aterGind
E0u-+.5n VARIABLE COST
Target. Single Type. 1lemental 7Special:
Ju#ata raises its hooves and drives them into the earth. A huge spike of rock smashes into one of the Summoner!s enemies, then explodes,
raining fiery lava down on the target. 1ruption counts as two separate attacks, both of which strike the targeted combatant automatically for a
certain amount of damage 4 see the Advancement table for more details. The first attack inflicts 1arth 1lemental damage, the second inflicts Fire
1lemental damage. $oth attacks ignore M. A0M.
H$!4$n'/ R!)$* VARIABLE COST
Target. )roup Type. 1lemental 7Special:
Ju#ata lets out a terrible roar and the earth itself rips apart under the feet of the summoner!s enemies. As the summoner!s foes fall into the
chasm, they are first bathed in boiling lava, then fro,en in crystalli,ed ice, then struck by otherworldly bolts of lightning. Finally, the chasm itself
slams closed, crushing the enemies before throwing them back onto the surface. +eaven!s 0age counts as four separate attacks, all of which
strike every eligible combatant in the targeted )roup for a certain amount of damage 4 see the Advancement table for more details. The first
attack deals Fire 1lemental damage, the second *ce 1lemental, the third /ightning 1lemental, and the last 1arth 1lemental. All four attacks ignore
M. A0M.
Table AIII-!&: .u:ata's Advanement
%E/E% A--A'! ERUP-ION HEA/EN5S RAGE2 SPE%%S
' ( ) (2 + ST) , *d'* (2 + MA.) , *d'/ (3- MP) ((( Blizzard, Fire, Thunder
1 ( '2 (1 + ST) , *d'* (4 + MA.) , *d'/ (-3 MP) ((( ---
'4 ( *- ('' + ST) , 3d'* () + MA.) , *d'/ (0' MP) ((( Blizzara, Fira, Thundara
*0 ( 3* ('3 + ST) , 3d'* (1 + MA.) , 3d'/ (23 MP) ((( ---
33 ( -/ ('0 + ST) , -d'* ('/ + MA.) , 3d'/ (4* MP) (0 + MA.) , *d'/ (4) MP) Blizzaga*, Firaga*, Thundaga*
-' ( -) ('4 + ST) , -d'* ('' + MA.) , 3d'/ ()' MP) (2 + MA.) , *d'/ (10 MP) &ull Element $Water%*
-1 ( 02 ('1 + ST) , 0d'* ('* + MA.) , 3d'/ ()1 MP) (4 + MA.) , *d'/ ('/1 MP) &ull Element $Wind%*, ,ua#e*
04 ( 2- (*' + ST) , 0d'* ('3 + MA.) , -d'/ ('// MP) () + MA.) , *d'/ ('0' MP)
20, (*3 + ST) , 0d'* ('- + MA.) , -d'/ ('/3 MP) (1 + MA.) , 3d'/ ('44 MP) ---
CALL
T$+0!-'./!/+$0 1%5 MP
Target. )roup Type. 1lemental 7Special:
A burst of flames erupts from the ground, burning the &aller!s foes. A cold air begins to sweep in that promises %uick relief, but turns to a painful
sting as it coalesces into a block of ice that chills the targets for further damage before being shattered by a volley of lightning bolts that reveals
the source of this misery ( the massive elemental beast Ju#ata. ith a stomp of its mighty hooves, Ju#ata sends a final ripple through the ground,
shaking all opponents in range before vanishing again. Tetra(2isaster counts as four separate attacks, each inflicting 7B x MA): E >d86 damage
on all eligible combatants in the targeted )roup, striking automatically. The first attack does Fire 1lemental damage, the second *ce 1lemental, the
third /ightning 1lemental, and the fourth 1arth 1lemental.
FINAL FANTASY THE ROLEPLAYING GAME 371
A"e0aner
The summoner closes her eyes and gives a small prayer, which is answered as a massive mechanical creature rises up behind her. Alexander, the
holy guardian, towers over the battlefield, resplendent in brightly(ornamented silver armor. *t may be humanoid, but nothing below the waist can
be seen above the ground. The arms are massive pillars, leaning against the ground, though no hands are visible. "erhaps the strangest thing
about Alexander is what appears to be a palace on its wide shoulders, with towers sprouting high up over its head.
+it "oint Modifier. x >.9 Support Abilities. +oly 1nhancer, 1lemental Absorbance. +oly, 1lemental eakness. Shadow
R!6 5, L.)h+ VARIABLE COST
Target. Single Type. 1lemental 7+oly:
A thin beam of light shines from Alexander!s visor, flaring from white to red as it begins to trace a glyph around the target with fast, darting
motions. As the final stroke is made, the intricate lines glow red' the two light sources unite as one, engulfing the target in searing fire. 0ay of
/ight inflicts a certain amount of +oly damage to the targeted combatant, striking automatically 4 see the Advancement table for more details.
This damage is reduced by M. A0M as normal.
H5"6 &u()*$n+* VARIABLE COST
Target. )roup Type. 1lemental 7+oly:
Alexander shudders and clanks, as a pair of immense feathered wings emerge from his back, shattering metal and stone. The wings beat slowly in
the air as a ball of +oly energy is formed in front of Alexander!s body. Suddenly the wings stop, and the ball splits into thousands of thin streams
of energy, spiraling around the battlefield until, one by one, each plunges into a different enemy. +oly Hudgment inflicts a certain amount of +oly
1lemental damage to all eligible combatants in the targeted )roup, striking automatically 4 see the Advancement table for more details. This
damage is reduced by M. A0M as normal.
Table AIII-!': Ale;ander's Advanement
%E/E% A--A'! RA1 O0 %IGH- HO%1 +U.GEMEN-2 SPE%%S
' ( ) (2 + ST) , *d'/ ('3 + MA.) , -d'/ (3' MP) ((( ---
1 ( '2 () + ST) , *d'/ ('0 + MA.) , -d'* (31 MP) ((( Fade
'4 ( *- ('/ + ST) , 3d'/ ('4 + MA.) , -d'* (0' MP) ((( Prote't
*0 ( 3* ('' + ST) , 3d'/ (') + MA.) , -d'* (04 MP) ((( Shell
33 ( -/ ('3 + ST) , -d'/ (*/ + MA.) , -d'* (22 MP) (*2 + MA.) , 0d'/ ('/* MP) Banish*, Raise*
-' ( -) ('0 + ST) , 3d'/ (** + MA.) , -d'* (40 MP) (*) + MA.) , 0d'/ ('/0 MP) "ispel*
-1 ( 02 ('2 + ST) , 0d'/ (*- + MA.) , -d'* ()- MP) (3/ + MA.) , 0d'/ ('3* MP) ---
04 ( 2- (') + ST) , 0d'/ (*2 + MA.) , 0d'/ (1- MP) (33 + MA.) , 0d'/ ('0- MP) ---
20, (*' + ST) , 0d'/ (*) + MA.) , 0d'/ (14 MP) (32 + MA.) , 0d'* ('43 MP) 3oly*
CALL
'.4.n$ &u()*$n+ 112 MP
Target. )roup Type. 1lemental 7+oly:
$ehind the &aller, the ground suddenly sags and crumbles away, leaving a gaping hole in the battlefield through which Alexander ascends to #oin
the fray. -nce above ground, the sentient war machine anchors itself with a hiss of steam' two great weapon batteries open atop the war
machine!s towering shoulders, spitting lances of holy destruction into the air. For several seconds, nothing happens 4 then Alexander!s deadly
payload comes raining down again, all but vaporising the enemy on impact. 2ivine Hudgment inflicts 7>B x MA): E 9d86, M. Armor +oly 1lemental
damage to all eligible combatants in the targeted )roup, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 372
Anima
A blackened metal chain plummets out of the sky, plunging into the ground with a thundering #olt. The chain retracts as it slowly pulls something
out of the shadowed depths of the earth. More chains spring out of the earth, pulling themselves taut around the emerging figure, a strangely
fish(like creature who roars in impotent fury as she weeps boiling blood. This is the dark spirit Anima.
+it "oint Modifier. x >.9 Support Abilities. Shadow 1nhancer, 1lemental Absorbance. Shadow, 1lemental eakness. +oly
W0!7; VARIABLE COST
Target. Single Type. 1lemental 7Shadow:
Status 7Fatal:
Anima cries out to the battlefield as a drop of molten blood is flung from her eye upon the target. As the dark essence sears away at the target,
the pure rage of Anima attacks their very spirit. rack has a &oS of 7M. A&& ( 96:, M. 1vasion of instantly reducing the target to 6 +it "oints,
regardless of current +", A0M, or M. A0M values. Treat this as a 2eath(type effect. Should the target survive, rack does a certain amount of
Shadow 1lemental damage to the target, striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M
as normal.
O>".4.5n* VARIABLE COST
Target. )roup Type. 1lemental 7Shadow:
The chain binding Anima to the surface snaps free, sending Anima plunging back into the earth. The chains themselves drag the enemy party
down with her, allowing them to meet Anima!s other face, a monstrous crowned skeleton, whose chains are near breaking point. As the
combatants sink deeper into the darkness, the bindings snap, and Anima!s other half is freed. ith two gaunt arms she begins to vent all the pain
and suffering of her existence into the Summoner!s foes, all but destroying them on the spot. -blivion does a certain amount of Shadow 1lemental
damage to all eligible combatants in the targeted )roup, striking automatically 4 see the Advancement table for more details. This damage is
reduced by M. A0M as normal.
Table AIII-!(: Anima's Advanement
%E/E% A--A'! WRA'! O$%I/ION2 SPE%%S
' ( ) (2 + ST) , *d'/ ('3 + MA.) , -d'/ (2- MP) ((( ---
1 ( '2 () + ST) , *d'/ ('0 + MA.) , -d'* (4* MP) ((( "ar#
'4 ( *- ('/ + ST) , 3d'/ ('4 + MA.) , -d'* ()- MP) ((( ---
*0 ( 3* ('' + ST) , 3d'/ (') + MA.) , -d'* (1/ MP) ((( "earrier
33 ( -/ ('3 + ST) , -d'/ (*/ + MA.) , -d'* (11 MP) (*2 + MA.) , 0d'/ ('/* MP) S'ourge*
-' ( -) ('0 + ST) , -d'/ (** + MA.) , -d'* ('/) MP) (*) + MA.) , 0d'/ ('/0 MP) ---
-1 ( 02 ('2 + ST) , 0d'/ (*- + MA.) , -d'* (''2 MP) (3/ + MA.) , 0d'/ ('3* MP) "eath*
04 ( 2- (') + ST) , 0d'/ (*2 + MA.) , 0d'/ ('*4 MP) (33 + MA.) , 0d'/ ('0- MP) ---
20, (*' + ST) , 0d'/ (*) + MA.) , 0d'/ ('3/ MP) (32 + MA.) , 0d'* ('43 MP) S'athe*
CALL
T50*$n+ 112 MP
Target. )roup Type. 1lemental 7Shadow:
Anima!s tormented form erupts in the midst of the &aller!s foes, ever struggling with her eternal chains. +er futile struggling whips the chains to
and fro, tangling all nearby targets as her piercing howls drive fear into even the boldest of hearts. Torment inflicts 7>B x MA): E 9d86, M. A0M
Shadow 1lemental damage on all eligible combatants in the targeted )roup, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 373
Cerberus
Thick mists begin to surround the Summoner!s body, rolling out to fill the immediate area until the entire battlefield is shrouded in murky fog. Hust
as confusion and panic begin to spread in the combatants, the veil begins to lift, revealing a pair of stone cemetery gates rising up behind the
Summoner' the iron(wrought portal between them is blackened and age(pitted, scored with rust that seems as old as creation itself. Suddenly, a
distant howl cuts through the gloom' the steady patter of running, thundering feet draws closer as glowing eyes cut through the mists and the
gates of the underworld slowly creak open, acknowledging the return of their master.
*n the flesh, &erberus is a terrible thing indeed. A bony carapace the color of gravestone barely covers a three(headed demon(hound great
enough to tower over mere mortals' between the gaps, blood(red muscles and sinews glisten as if freshly skinned, tensing with barely restrained
power.
+it "oint Modifier. x 8.9 Support Abilities. Auto(+aste
S5n.7 '0.4$ VARIABLE COST
Target. Single Type. Arcane 7"hysical:
Status 7Time:
&erberus fixes a single foe with three sets of eyes as cold and pitiless as the heart of a dying star, sapping the very life from the hapless victim!s
body. Sonic 2rive inflicts a certain amount of "hysical damage to the targeted combatant, striking automatically 4 see the Advancement table for
more details. This damage is reduced by A0M as normal. Sonic 2rive also has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &ondition
Stop 7B:.
OV$0(0.4$* 181 MP
Target. "arty Type. Status 7Strengthen:
&erberus raises all three heads to the sky and unleashes a howl, defying death!s inevitability for one brief moment. Almost immediately, energy
suffuses the Summoner and her comrades as the weight of the ages begins to melt away. -verdrive bestows the Status &ondition +aste on all
eligible combatants 7B:, as well as immediately casting the Time Magic Spell @uicken on them.
Table AIII-!): /erberus's Advanement
%E/E% A--A'! SONI' .RI/E O/ER.RI/E2 SPE%%S
' ( ) (0 + A.") , *d) ('3 + A.") , -d'/ (0- MP) ((( Burn Ray, 3old, Yawn
1 ( '2 (2 + A.") , *d) ('0 + A.") , -d'* (2* MP) ((( Slow, Speed
'4 ( *- () + A.") , 3d) ('4 + A.") , -d'* (4- MP) ((( Ray Bom, Reset
*0 ( 3* ('/ + A.") , 3d) (') + A.") , -d'* ()/ MP) ((( 3aste, Slowga
33 ( -/ ('' + A.") , -d) (*/ + A.") , -d'* ()1 MP) ((( Flare Star*, Time Slip*
-' ( -) ('3 + A.") , -d) (** + A.") , -d'* (1) MP) ((( Stop*
-1 ( 02 ('- + A.") , 0d) (*- + A.") , -d'* ('/2 MP) ((( 3astega*, Return*
04 ( 2- ('2 + A.") , 0d) (*2 + A.") , 0d'/ (''4 MP) ((( )ld*
20, (') + A.") , 0d) (*) + A.") , 0d'/ ('*/ MP) ((( Sho'#wa0e Pulsar*, ,ui'#en*
CALL
C5un+$0 R57;$+/ 118 MP
Target. "arty Type. Status 7Strengthen:
*nfernal power glows in the depths of &erberus!s maws, growing in intensity until the fell hound at last lifts its three heads to the heavens and
shoots the pent(up energy into the sky. For one brief moment, a new constellation winks down on the party' then it too is gone. &ounter 0ockets
bestows the Status &onditions "ower Cp 7B: and Magic Cp 7B: on the &aller and all eligible allies in the immediate "arty.
FINAL FANTASY THE ROLEPLAYING GAME 374
%(oeni0
An egg the color of amber sunlight falls from the heavens, melting into the ground without even slowing. Trails of flame bla,e forth, tracing the
outline of a ma#estic bird around the party before erupting into an utter inferno. -ut of the conflagration soars a giant bird covered in gloriously
vibrant plumage, trailing a rainbow in its wake as it spreads its wings and soars into the sky.
+it "oint Modifier. x >.9 Support Abilities. Auto(0eraise
B"!#$ 5, L.,$ VARIABLE COST
Target. All Type. 1lemental 7Fire:
0ecovery
"hoenix hovers above the battlefield, a cascade of feathers showering down with every beat of its mighty wings. here the feathers touch allies,
they radiate warmth and light' where they strike the enemy, they burst into hot and wicked flames, scorching without mercy. $la,e of /ife inflicts a
certain amount of Fire 1lemental damage on all eligible enemy combatants on the battlefield, striking automatically 4 see the Advancement table
for more details. This damage is reduced by M. A0M as normal. Cnconscious allies are revived as if they had been targeted by the Spell 0aise.
R$>.0+h F"!*$* VARIABLE COST
Target. All Type. 1lemental 7Fire:
0ecovery
"hoenix circles above the battlefield again, singing its powerful song. Finally, it dives again, wreathing its entire body in flame. To the party, the
flame pulses with the heat of life' to the Summoner!s foes, it burns with the intensity of a raging sun. 0ebirth Flame inflicts a certain amount of
Fire 1lemental damage on all eligible enemy combatants on the battlefield, striking automatically 4 see the Advancement table for more details.
This damage is reduced by M. A0M as normal. Cnconscious allies are revived as if they had been targeted by the Spell Arise.
Table AIII-!,: 2hoeni;'s Advanement
%E/E% A--A'! $%A6E O0 %I0E RE$IR-H 0%AME2 SPE%%S
' ( ) () + ST) , *d'/ ('0 + MA.) , -d'/ (2* MP) ((( *ure, Fire
1 ( '2 ('/ + ST) , 3d'/ ('4 + MA.) , -d'/ (4- MP) ((( ---
'4 ( *- ('' + ST) , 3d'/ (') + MA.) , -d'* ()/ MP) ((( *ura, Fira
*0 ( 3* ('3 + ST) , -d'/ (*/ + MA.) , -d'* ()1 MP) ((( Raise
33 ( -/ ('0 + ST) , -d'/ (** + MA.) , -d'* (1) MP) (*) + MA.) , 0d'/ ('30 MP) *uraga*, Firaga*
-' ( -) ('4 + ST) , 0d'/ (*- + MA.) , -d'* ('/2 MP) (3/ + MA.) , 0d'/ ('2* MP) Reraise*
-1 ( 02 ('1 + ST) , 0d'/ (*2 + MA.) , 0d'/ (''4 MP) (33 + MA.) , 0d'/ (')- MP) &u#e*
04 ( 2- (*' + ST) , 0d'/ (*) + MA.) , 0d'/ ('*/ MP) (32 + MA.) , 0d'* (*/3 MP) .rise*
20, (** + ST) , 0d'/ (3/ + MA.) , 0d'/ ('-4 MP) (31 + MA.) , 0d'* (**3 MP) Reirth*
CALL
Un(6.n) S-.0.+ 149 MP
Target. All Type. 1lemental 7Fire:
0ecovery
Feathers, ashes and drops of oil fall from the sky to form a small pile in the center of the battlefield. After a moment, a small red bird emerges
from the pile and shakes off some debris, then spreads its wings and takes to the sky. &ircling once over the battle before departing, it trails
ribbons of flame everywhere that scorch the &aller!s opponents. Cndying Spirit inflicts 7>B x MA): E 9d86, M. A0M Fire 1lemental damage on all
active enemies on the battlefield. *n addition, all Cnconscious allies are revived with >9< of their maximum +it "oints.
FINAL FANTASY THE ROLEPLAYING GAME 375
T*p(on
A truly grotes%ue creature descends from the heavens, fat violet body undulating and wobbling as its brings itself into position and surveys the
battle with greedy eyes. -ne grinning, demonic face tops that sluglike mass, sporting a mouthful of fangs wide enough to swallow cattle whole'
another head, smaller but no less uglier for it, leers in the monster!s rump, blowing an obscene raspberry at the Summoner. Flexing his stubby
arms, Typhon prepares to unleash his vulgar powers.
+it "oint Modifier. x >.9 Support Abilities. ind 1nhancer, 1lemental Absorbance. ind, 1lemental eakness. 1arthG$io,
Auto(Float
Sn$$#$ VARIABLE COST
Target. Single Type. 1lemental 7ind:
Status 7Fatal:
Typhon!s hideous face wrinkles' his maw twitches, and without warning, the summon snee,es with tree(felling force, creating a burst of
unimaginably powerful air currents. Snee,e has a &oS of 7M. A&& ( 96:, M. 1vasion to 1#ect the targeted combatant from the battlefield. Should the
target survive, Snee,e inflicts a certain amount of ind 1lemental damage to the targeted combatant, striking automatically 4 see the
Advancement table for more details. This damage is reduced by M. A0M as normal.
'./.n+$)0!+.5n* VARIABLE COST
Target. )roup Type. 1lemental 7ind:
Typhon blows a howling gust of air into the ranks of the enemy, whipping up a malevolent whirlwind that wraps itself around the Summoner!s foes
and sweeps them up. As the enemy tumbles about helplessly, the hideous summon turns around to reveal his second head, which unleashes a
furious snee,e' in an instant, heaven and earth are reversed, and fragments of what was once the ground begin to tumble down, battering the
trapped opponents until the tornado finally peters out. 2isintegration inflicts a certain amount of ind 1lemental damage to to all eligible
combatants in the targeted )roup, striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as
normal.
Table AIII-$-: T*+hon's Advanement
%E/E% A--A'! SNEE6E .ISIN-EGRA-ION2 SPE%%S
' ( ) () + ST) , *d'/ ('0 + MA.) , -d'/ (2* MP) ((( .ero
1 ( '2 ('/ + ST) , 3d'/ ('4 + MA.) , -d'/ (4- MP) ((( Float
'4 ( *- ('' + ST) , 3d'/ (') + MA.) , -d'* ()/ MP) ((( .era
*0 ( 3* ('3 + ST) , -d'/ (*/ + MA.) , -d'* ()1 MP) ((( Flight
33 ( -/ ('0 + ST) , -d'/ (** + MA.) , -d'* (1) MP) (*) + MA.) , 0d'/ ('/0 MP) .eraga*
-' ( -) ('4 + ST) , 0d'/ (*- + MA.) , -d'* ('/2 MP) (3/ + MA.) , 0d'/ ('3* MP) &ull Element $Earth%*
-1 ( 02 ('1 + ST) , 0d'/ (*2 + MA.) , 0d'/ (''4 MP) (33 + MA.) , 0d'/ ('0- MP) &ull Element $Bio%*
04 ( 2- (*' + ST) , 0d'/ (*) + MA.) , 0d'/ ('*/ MP) (32 + MA.) , 0d'* ('43 MP) Wea#en $Wind%*
20, (** + ST) , 0d'/ (3/ + MA.) , 0d'/ ('-4 MP) (31 + MA.) , 0d'* ('13 MP) Whirlwind
CALL
Ch5= T.*$ 155 MP
Target. )roup Type. 1lemental 7ind:
Typhon swoops down, mouths agape and drooling in anticipation of a fresh meal. +e inhales greedily, drawing all opponents in the vicinity up into
the terrible, cavernous depths of his gullet' then, #ust as suddenly, he spits them out again, as if displeased with the %uality of his impromptu
snack. &how Time inflicts 756 x MA): E 9d86, M. A0M ind 1lemental damage to to all eligible combatants in the targeted )roup, striking
automatically.
FINAL FANTASY THE ROLEPLAYING GAME 376
&e$iat(an
A rip opens in the fabric of reality, birthing a long, sinuous column of seawater that twists and turns this way and that, gaining definition as it
begins to solidify. $y and by, spines emerge from the snaking column' the brine hardens into shimmering scales, stretches out into fins and long,
trailing whiskers, gives form to a sharply beaked head. As the great sea serpent /eviathan completes his metamorphosis, the tang of salt fills the
air' sharp, clear, and foreboding.
+it "oint Modifier. x >.9 Support Abilities. ater 1nhancer, 1lemental Absorbance. ater, 1lemental eakness. /ightningG*ce
T.(!" W!4$ VARIABLE COST
Target. )roup Type. 1lemental 7ater:
/eviathan coils up in a glistening ball of scales' water begins to bead on the surface of his body, %uickly forming a solid cocoon of li%uid. -nce the
great sea serpent is completely surrounded, the brine explodes outwards, sending furious waves gushing in all directions. Tidal ave inflicts a
certain amount of ater 1lemental damage to to all eligible combatants in the targeted )roup, striking automatically 4 see the Advancement table
for more details. This damage is reduced by M. A0M as normal.
G0!n( F!""* VARIABLE COST
Target. )roup Type. 1lemental 7ater:
The earth rumbles and shakes, thrusting up larger and larger fragments of stone until a towering slope has been erected over the battlefield. ith
a flick of his tail, /eviathan soars to the summit of the newly(formed peak' in an instant, he transforms his body to water once again, creating a
mighty waterfall that pours and tumbles down the dry rock. This li%uid avalanche %uickly gathers momentum until it reaches the bottom and fans
out in a crushing wall of oceanic devastation, sweeping up everything in its path. )rand Fall inflicts a certain amount of ater 1lemental damage
to to all eligible combatants in the targeted )roup, striking automatically 4 see the Advancement table for more details. This damage is reduced by
M. A0M as normal.
Table AIII-$1: Leviathan's Advanement
%E/E% A--A'! -I.A% WA/E GRAN. 0A%%2 SPE%%S
' ( ) () + ST) , *d'/ ('0 + MA.) , -d'/ (-4 MP) ((( ---
1 ( '2 ('/ + ST) , 3d'/ ('4 + MA.) , -d'/ (01 MP) ((( Water
'4 ( *- ('' + ST) , 3d'/ (') + MA.) , -d'* (20 MP) ((( ---
*0 ( 3* ('3 + ST) , -d'/ (*/ + MA.) , -d'* (4- MP) ((( Watera
33 ( -/ ('0 + ST) , -d'/ (** + MA.) , -d'* ()3 MP) (*) + MA.) , 0d'/ ('/0 MP) &ull Element $(ightning%*
-' ( -) ('4 + ST) , 0d'/ (*- + MA.) , -d'* (1' MP) (3/ + MA.) , 0d'/ ('3* MP) &ull Element $!'e%*, Waterga*
-1 ( 02 ('1 + ST) , 0d'/ (*2 + MA.) , 0d'/ ('/* MP) (33 + MA.) , 0d'/ ('0- MP) ---
04 ( 2- (*' + ST) , 0d'/ (*) + MA.) , 0d'/ ('/0 MP) (32 + MA.) , 0d'* ('43 MP) Wea#en $Water%*
20, (** + ST) , 0d'/ (3/ + MA.) , 0d'/ ('3* MP) (31 + MA.) , 0d'* ('13 MP) ---
CALL
T/un!*. 155 MP
Target. )roup Type. 1lemental 7ater:
/eviathan thrashes and sweeps across the battlefield, budding tiny bubbles of water from the length of his body. As he passes over the enemy
ranks, these minute droplets begin to multiply' behind him, a great wall of water begins to form, growing in scale and intensity as he draws closer
and closer. hen the tsunami finally hits, it is with the force of nature!s wrath in its purest form 4 a blow few foes can weather. Tsunami inflicts 756
x MA): E 9d86, M. A0M ater 1lemental damage to to all eligible combatants in the targeted )roup, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 377
&ic(
A dark fog snakes around the Summoner, slowly solidifying into a creature seemingly born of nightmares. a cruel(faced skeleton clad in the
decaying remains of wi,ard!s robes, gaunt form held aloft by two skeletal wings. ith a hideous, cackling laugh, the /ich swoops forward, ready to
unleash the power of darkness against the Summoner!s foes.
+it "oint Modifier. x >.9 Support Abilities. Shadow 1nhancer, 1lemental Absorbance. Shadow, 1lemental eakness. +oly
'$!+h Cu++$0 VARIABLE COST
Target. Single Type. 1lemental 7Shadow:
Status 7Fatal:
A sneer seems to twist /ich!s skull(like features as he charges towards the chosen foe, skeletal arms reshaping mid(rush into curved, cruel
scythes that impale the target without a moment!s pity. 2eath &utter inflicts a certain amount of Shadow 1lemental damage to the targeted
combatant, striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal. 2eath &utter also
has a &oS of 7M. A&& ( 96:, M. 1vasion of instantly reducing the target to 6 +it "oints, regardless of current +", A0M or M. A0M values, or the
2amage &ap' treat this as a 2eath(type effect.
'55* M.0050* VARIABLE COST
Target. )roup Type. 1lemental 7Shadow:
Status 7Transform:
ith a cackle, the /ich calls an age(scored and rune(encrusted silver mirror into existence before each foe still standing' even as they behold their
reflections, those mirror images begin to wither and waste, leaving nothing save bones. That grim display done, the mirrors explode into sweeping
#ets of black gas, a rotting malaise that seeks to make the illusion into reality. 2oom Mirror inflicts a certain amount of Shadow 1lemental damage
to the target, striking automatically 4 see the Advancement table for more details. This damage is reduced by M. A0M as normal. 2oom Mirror
also has a &oS of 7M. A&& ( 96:, M. 1vasion of inflicting the Status &ondition Kombie 7B: 4 roll separately for each eligible combatant.
Table AIII-$2: Lih's Advanement
%E/E% A--A'! .EA-H 'U--ER .OOM MIRROR2 SPE%%S
' ( ) () + ST) , *d'/ ('0 + MA.) , -d'/ (4* MP) ((( ---
1 ( '2 ('/ + ST) , 3d'/ ('4 + MA.) , -d'/ ()- MP) ((( "ar#
'4 ( *- ('' + ST) , 3d'/ (') + MA.) , -d'* (1/ MP) ((( 4omie
*0 ( 3* ('3 + ST) , -d'/ (*/ + MA.) , -d'* (11 MP) ((( ---
33 ( -/ ('0 + ST) , -d'/ (** + MA.) , -d'* ('/) MP) (*) + MA.) , 0d'/ (''0 MP) S'ourge*
-' ( -) ('4 + ST) , 0d'/ (*- + MA.) , -d'* (''2 MP) (3/ + MA.) , 0d'/ ('-* MP) "eath*
-1 ( 02 ('1 + ST) , 0d'/ (*2 + MA.) , 0d'/ ('*4 MP) (33 + MA.) , 0d'/ ('2- MP) &ull Element $3oly%*
04 ( 2- (*' + ST) , 0d'/ (*) + MA.) , 0d'/ ('3/ MP) (32 + MA.) , 0d'* (')3 MP) Wea#en $Shadow%*
20, (** + ST) , 0d'/ (3/ + MA.) , 0d'/ ('04 MP) (31 + MA.) , 0d'* (*/3 MP) S'athe*
CALL
'$/7$n(.n) '!0;n$// 168 MP
Target. )roup Type. 1lemental 7Shadow:
ind whips at the tatters of his robes as /ich soars over the battlefield, laughing maniacally as the while. From his fingertips leaps lightning as
black as a moonless night, bolts of unadulterated evil that draw the life from anything unlucky enough to find itself in their path. 2escending
2arkness inflicts 75B x MA): E 9d8>, M. A0M Shadow 1lemental damage on all eligible combatants in the targeted )roup, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 378
MA#EEN
&racks begin to form in the ground underneath the Summoner, growing wider and wider as beams of light pour through the newly(created
openings. *n the midst of this devastation, fragments of earth start rising up, forming miniature floating islands that surround the Summoner in a
loose, gravity(defying archipelago. Finally, the last of the beams shoots forth, tearing the very sky in twain. From this fissure emerges a ma#estic
figure indeed. a golden(skinned lion(man of impeccable physi%ue carried on the beats of dragon!s wings, landing with seemingly effortless grace
atop the largest of the fragments to roar his arrival to all below.
+it "oint Modifier. x >.9 Support Abilities. +oly 1nhancer, 1lemental Absorbance. +oly, 1lemental eakness. Shadow
H$!4$n'/ R$.)n VARIABLE COST
Target. Single Type. 1lemental 7+oly:
Madeen raises one clawed hand, drawing a handful of the debris called by his summoning to surround him. Tightening his hand into a fist, he
turns each particle into a miniature starburst of purest light, then sends the freshly(created swarm howling towards the target in an eye(searing
streak of destruction. +eaven!s 0eign inflicts a certain amount of +oly 1lemental damage to the target, striking automatically 4 see the
Advancement table for more details.
T$00! H5*.n)* VARIABLE COST
Target. )roup Type. 1lemental 7+oly:
A web of light forms around Madeen, gradually expanding until it has encompassed the Summoner!s foes in their entirety. At this point, the web
unravels into a spray of beams, bombarding the targets with bolt after bolt of divine power. Terra +oming inflicts a certain amount of +oly
1lemental damage to all eligible combatants in the targeted )roup, striking automatically 4 see the Advancement table for more details. This
damage is reduced by M. A0M as normal.
Table AIII-$!: Madeen's Advanement
%E/E% A--A'! HEA/EN5S REIGN -ERRA HOMING2 SPE%%S
' ( ) () + ST) , *d'/ ('0 + MA.) , -d'/ (31 MP) ((( ---
1 ( '2 ('/ + ST) , 3d'/ ('4 + MA.) , -d'/ (0' MP) ((( Fade
'4 ( *- ('' + ST) , 3d'/ (') + MA.) , -d'* (04 MP) ((( Prote't
*0 ( 3* ('3 + ST) , -d'/ (*/ + MA.) , -d'* (22 MP) ((( Shell
33 ( -/ ('0 + ST) , -d'/ (** + MA.) , -d'* (40 MP) (*) + MA.) , 0d'/ ('/0 MP) Banish*, (i+e*
-' ( -) ('4 + ST) , 0d'/ (*- + MA.) , -d'* ()3 MP) (3/ + MA.) , 0d'/ ('3* MP) Prote'tga*, Shellga*
-1 ( 02 ('1 + ST) , 0d'/ (*2 + MA.) , 0d'/ (1- MP) (33 + MA.) , 0d'/ ('0- MP) &ull Element $Shadow%*
04 ( 2- (*' + ST) , 0d'/ (*) + MA.) , 0d'/ (14 MP) (32 + MA.) , 0d'* ('43 MP) Wea#en $3oly%*
20, (** + ST) , 0d'/ (3/ + MA.) , 0d'/ ('*- MP) (31 + MA.) , 0d'* ('13 MP) 3oly*
CALL
Sh.n.n) S+!0 168 MP
Target. )roup Type. 1lemental 7+oly:
A star glints in the distance 4 but as the light draws closer, it %uickly becomes obvious that this is no mere astronomical phenomenon, but an ever(
growing ball of holy power surrounding the rapidly approaching Madeen like a deadly nimbus. The air itself seems to burn as the lion(man simply
roars through the ranks of the enemy and the false star flares one last time, disappearing in a blast of pure light. Shining Star inflicts 75B x MA):
E 9d8>, M. A0M +oly 1lemental damage on all eligible combatants in the targeted )roup, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 379
Oin
A black vortex opens in front of the Summoner, spewing thick streams of smoke from its yawning depths. As creeping vapors curl around the
Summoner!s feet, metal suddenly flashes deep in the darkness' hoofsteps become audible, growing louder and louder as a great six(legged war
charger strides into view. -n its back is a true giant of a warrior, covered from head to toe in ancient and ornate armor' his left hand clutches a
long(hafted spear, the right a sword easily as long as a man is tall. -nly a golden(skinned face is left visible, handsome and cruel, framed by a
great horned helm of almost prehistoric provenance. -din has arrived, and woe betide any creature that dares to stand in his path.
+it "oint Modifier. x >.9 Support Abilities. Auto("ower Cp, Auto(0egen
Sh.n-<!n+$+/u;$n VARIABLE COST
Target. Single Type. Arcane 7"hysical:
Status 7Fatal:
-din holds his blade at the ready, but those who know of this warrior!s exploits know that they witness no ordinary weapon. this is the legendary
blade Kantetsuken, the *ron(&utting Sword whose impossibly keen edge respects not even diamond. The curved metal glints wickedly as the
warrior summon spurs Sleipnir into a charge' the sword(stroke falls so %uickly that the motion is almost invisible. -nly when the enemy begins to
slide apart does it become obvious that they have been cleaved cleanly in twain. Shin(Kantetsuken has a &oS of 7M. A&& ( 96:, M. 1vasion of
instantly reducing the target to 6 +it "oints, regardless of current +", A0M or M. A0M values, or the 2amage &ap. Treat this as a 2eath(type
effect. Should the target survive, Shin(Kantetsuken does a certain amount of "hysical damage to the target, striking automatically 4 see the
Advancement table for more details. This damage is reduced by A0M as normal.
O>".+$0!+.5n* VARIABLE COST
Target. )roup Type. Arcane 7"hysical:
Status 7Fatal:
Thunder peals and rolls as -din si,es up the ranks of the enemy' beneath him, Sleipnir kicks the earth impatiently, waiting only for his master!s
command. Finally, the warrior summon makes his move, riding at the enemy in full charge with Kantetsuken leveled dangerously low to the ground.
The very air itself is split by the blade!s passing, creating a rising vapor trail that grows in intensity as -din cleaves through one foe after another
like a dark comet of vengeance. -bliteration has a &oS of 7M. A&& ( 96:, M. 1vasion of instantly reducing all eligible combatants in the targeted
)roup to 6 +it "oints, regardless of their current +", A0M, or M. A0M values' roll separately for each eligible combatant. Treat this as a 2eath(
type effect. Should the target survive, -bliteration does a certain amount of "hysical damage to all eligible combatants in the targeted )roup,
striking automatically 4 see the Advancement table for more details. This damage is reduced by A0M as normal.
Table AIII-$$: <din's Advanement
%E/E% A--A'! SHIN46AN-E-SU!EN O$%I-ERA-ION2 SPE%%S
' ( ) (1 + ST) , *d'* ('0 + ST) , -d'/ (4* MP) ((( ---
1 ( '2 ('' + ST) , 3d'* ('4 + ST) , -d'/ ()- MP) ((( Faith, Slow
'4 ( *- ('3 + ST) , 3d'* (') + ST) , -d'* (1/ MP) ((( -ight, Fear
*0 ( 3* ('0 + ST) , -d'* (*/ + ST) , -d'* (11 MP) ((( "espair, "ispel
33 ( -/ ('4 + ST) , -d'* (** + ST) , -d'* ('/) MP) (*) + ST) , 0d'/ ('30 MP) 3aste*, Slowga*
-' ( -) ('1 + ST) , 0d'* (*- + ST) , -d'* (''2 MP) (3/ + ST) , 0d'/ ('2* MP) ---
-1 ( 02 (*' + ST) , 0d'* (*2 + ST) , 0d'/ ('*4 MP) (33 + ST) , 0d'/ (')- MP) 3astega*, Stop*
04 ( 2- (*3 + ST) , 0d'* (*) + ST) , 0d'/ ('3/ MP) (32 + ST) , 0d'* (*/3 MP) ---
20, (*0 + ST) , 0d'* (3/ + ST) , 0d'/ ('0- MP) (31 + ST) , 0d'* (**3 MP) ---
FINAL FANTASY THE ROLEPLAYING GAME 380
CALL
$y default, -din will use Kantetsuken when brought into battle by an &aller. +owever, if summoned against a $oss, 1nd $oss, or creature with
2eath or Fatal *mmunity, -din will use )ungnir instead. The cost is the same regardless of which effect is used.
<!n+$+/u;$n 196 MP
Target. )roup Type. Status 7Fatal:
-din draws his blade and makes three economical cuts through the thick of the enemy, bloodlessly parting limbs from bodies, heads from
shoulders in a raw display of physical might. Kantetsuken has a &oS of 7M. A&& ( 96:, M. 1vasion of instantly reducing all eligible combatants in
the targeted )roup to 6 +it "oints, regardless of their current +", A0M or M. A0M values, or the 2amage &ap' roll separately for each eligible
combatant. Treat this as a 2eath(type effect.
Gun)n.0 196 MP
Target. Single Type. Arcane 7"hysical:
-din draws the mighty lance )ungnir, the great crystal(tipped spear whose fearsome reputation is almost e%ual to Kantetsuken!s own. ith one
swift motion, he lifts and hurls the lance into the skies' seconds later, it comes whistling down again, neatly skewering the target on the spot.
)ungnir inflicts 755 x MA): E 9d86, A0M "hysical damage on the target, striking automatically.
FINAL FANTASY THE ROLEPLAYING GAME 381
Ba(amut
A sonic boom shakes the battlefield as $ahamut descends from the heavens with the speed of a falling meteor, wings unfurling to brake his fall
mere inches from the ground. 1very inch of the yrmking exudes physical power' his dark scales shine like diamond, his talons glint with points
sharp enough to put the finest swords to shame. $ut it is the cold, ruthless intelligence that sparkles in his eyes that gives the Summoner!s foes
most pause for thought' as $ahamut lands and beholds the battle unfurling before him, he does so with the contempt a man might muster
surveying a swarm of ants poised on the cusp of biting.
+it "oint Modifier. x >.9 Support Abilities. Auto(Magic Cp, Auto("rotect, Auto(Shell
I*-u"/$ VARIABLE COST
Target. )roup Type. Arcane 7Magical:
$ahamut raises his scaled hands, gathering magical energy from deep within until his talons burn and ripple with the surge of power. ith a
mighty roar, he brings his hands together in a momentous thunderclap, unleashing a wave of explosive energy to shatter the Summoner!s foes.
*mpulse inflicts a certain amount of Magical damage to all eligible combatants in the targeted )roup, striking automatically 4 see the Advancement
table for more details. This damage is reduced by M. A0M as normal.
G.)!,"!0$* VARIABLE COST
Target. )roup Type. Arcane 7Magical:
&alling on the innermost reserves of his power, $ahamut opens his #aws and begins to gather raw magical energy, creating a rapidly(swelling ball
that expands to man(si,ed proportions in a matter of seconds. A deafening roar rocks the battlefield as the accumulated power is finally released,
engulfing the immediate area in a devastating arcane shockwave that sends greater foes flying and sears away lesser opponents on the spot.
)igaflare inflicts a certain amount of Magical damage to all eligible combatants in the targeted )roup, striking automatically 4 see the
Advancement table for more details. This damage is reduced by M. A0M as normal, but ignores the 2amage &ap, and may inflict more than DDD
damage.
Table AIII-$&: Bahamut's Advanement
%E/E% A--A'! IMPU%SE GIGA0%ARE2 SPE%%S
' ( ) (1 + ST) , *d'* ('4 + MA.) , -d'/ (01 MP) ((( Blizzard, Fire, S'an, Thunder
1 ( '2 ('' + ST) , 3d'* (') + MA.) , -d'* (20 MP) ((( .ero, Poison, Water
'4 ( *- ('3 + ST) , 3d'* (*/ + MA.) , -d'* (4- MP) ((( Blizzara, Fira, Thundara
*0 ( 3* ('0 + ST) , -d'* (** + MA.) , -d'* ()3 MP) ((( .era, Bio, Watera
33 ( -/ ('4 + ST) , -d'* (*- + MA.) , -d'* (1' MP) (3/ + MA.) , 0d'/ ('0* MP) Blizzaga*, Firaga*, Thundaga*
-' ( -) ('1 + ST) , 0d'* (*2 + MA.) , 0d'/ ('/* MP) (33 + MA.) , 0d'/ ('4- MP) .eraga*, ,ua#e*, Waterga*
-1 ( 02 (*' + ST) , 0d'* (*) + MA.) , 0d'/ ('/0 MP) (32 + MA.) , 0d'* ('13 MP) Flare*, Freeze*, &u#e*, 2enom*
04 ( 2- (*3 + ST) , 0d'* (3/ + MA.) , 0d'/ ('3* MP) (31 + MA.) , 0d'* (*'3 MP) .sor*, Wea#en*
20, (*0 + ST) , 0d'* (33 + MA.) , 0d'/ ('0- MP) (-* + MA.) , 0d'* (*-0 MP) Brea#*, -eltdown*, Whirlwind*
CALL
M$)!,"!0$ %%5 MP
Target. )roup Type. Arcane 7Magical:
Thunder crackles across the battlefield, marking the yrmking!s descent from the skies. Soaring above the general melee, $ahamut opens his
maw, showering the enemy with a rapid barrage of glowing energy before charging a far mightier pro#ectile 4 the legendary Megaflare, a solid
beam of destruction that all but blots out the party!s foes as it sears them to the core. Megaflare inflicts 75D x MA): E 9d8> Magical damage on
eligible combatants in the targeted )roup, striking automatically. This damage ignores the 2amage &ap, and may inflict more than DDD damage.
FINAL FANTASY THE ROLEPLAYING GAME 382
Crusaer
Throughout history, great warriors have been the foundation of countless legends, inspiring generations with their courage and fighting spirit.
3one, however, are as storied as the &rusaders. Cndisputed paragons of the fighting arts, so great was the prowess and purity of these thirteen
warriors that not even mortality could stand in their way' having shed their bodies, the &rusaders became beings of pure power, roaming the
universe in search of causes #ust and true. Their names may have long been lost to history, but such is their reputation that friend and foe alike
cannot help but suppress a shiver when these armored titans shimmer into existence around the Summoner, ready to once again put time(honed
skills to the test.
+it "oint Modifier. x >.9 Support Abilities. Auto("ower Cp, Auto("rotect, Auto(Shell
C"$!n/.n) VARIABLE COST
Target. )roup Type. Arcane 7"hysical:
The &rusaders move to encircle their foes, weapons at the ready. 1ach towering warrior all but glows with energy as he begins to channel his
mighty chi into his arms, linking with his fellows to form an ever(growing vortex of boiling red destruction that sweeps over the enemy ranks like a
vengeful wildfire. &leansing inflicts a certain amount of "hysical damage to all eligible combatants in the targeted )roup, striking automatically 4
see the Advancement table for more details. This damage is reduced by A0M as normal.
U"+.*!+$ $n(* VARIABLE COST
Target. )roup Type. Arcane 7"hysical:
Acting as one, the &rusaders leap into the fray, bringing their strength to bear on the Summoner!s foes. 1ach warrior strikes but once, but once is
enough' every stroke is infused with the power to fell a cohort. Cltimate 1nd strikes all eligible combatants in the targeted )roup three times,
doing a certain amount of "hysical damage each time and ignoring the enemies Armor 4 see the Advancement table for more details.
Table AIII-$': /rusader's Advanement
%E/E% A--A'! '%EANSING U%-IMA-E EN.2 SPE%%S
' ( ) (1 + ST) , *d'* ('4 + ST) , -d'/ (01 MP) ((( ---
1 ( '2 ('' + ST) , 3d'* (') + ST) , -d'* (20 MP) ((( Yawn
'4 ( *- ('3 + ST) , 3d'* (*/ + ST) , -d'* (4- MP) ((( ---
*0 ( 3* ('0 + ST) , -d'* (** + ST) , -d'* ()3 MP) ((( Fear
33 ( -/ ('4 + ST) , -d'* (*- + ST) , -d'* (1' MP) ('/ + ST) , 3d'/ ('03 MP) "espair
-' ( -) ('1 + ST) , 0d'* (*2 + ST) , 0d'/ ('/* MP) ('' + ST) , 3d'/ ('40 MP) ---
-1 ( 02 (*' + ST) , 0d'* (*) + ST) , 0d'/ ('/0 MP) ('* + ST) , 3d'/ ('1- MP) ---
04 ( 2- (*3 + ST) , 0d'* (3/ + ST) , 0d'/ ('3* MP) ('3 + ST) , -d'/ (*'- MP) .ge*
20, (*0 + ST) , 0d'* (33 + ST) , 0d'/ ('0- MP) ('- + ST) , -d'/ (*-0 MP) -eltdown*
CALL
Pu0.,.$0 %%5 MP
Target. )roup Type. Arcane 7"hysical:
0eality itself seems to warp and break as an armored warrior in battle(pitted mail materiali,es in the midst of the battle holding a ponderous
greatsword aloft over his head. &rusader barely even considers the carnage surrounding him' he remains fro,en, still as a statue whilst his sword
begins to glow ever and ever brighter. Finally, the harsh glare becomes too much for even the toughest combatant to bear' at that exact moment,
&rusader strikes, sweeping his blade through the ranks of the &aller!s enemies before vanishing in the resulting cataclysm of light and heat.
"urifier inflicts 75D x MA): E 9d8> "hysical damage on eligible combatants in the targeted )roup, striking automatically. This damage ignores the
2amage &ap, and may inflict more than DDD damage.
FINAL FANTASY THE ROLEPLAYING GAME 383
T(e Magus Sisters
A field of flowers springs up around the summoner!s feet, with three of the flowers growing to immense si,e. The flowers open, and an insect flies
out of each one, %uickly growing to human si,e. Sandy, &indy, and Mindy, the Magus Sisters, stand before the summoner, chatting and bickering
good(naturedly while waiting for their commands.
SPECIAL RULES
Cnlike other Summons, the Magus Sisters fight as three independent combatants, always acting in the following order. Sandy, &indy, Mindy. The
Sisters are often too busy conversing among themselves to pay full attention to the Summoner, and therefore can only be given a few general
commands, which they take as suggestions. These commands are.
'5 A/ Y5u W.""@
The Sisters are free to fight as they choose. They will undertake the following Actions.
SA32I
*f &indy does not have the 0eflect Status, Sandy will cast 0eflect on her. *f she does or Sandy is unable to cast 0eflect, roll a d86 to determine
which Action Sandy takes.
0oll Action
8 ( L 0a,,ia
D ( 86 Sandy does nothing.
&*32I
*f any allies are currently Cnconscious, she will cast Arise on them. *f Arise is not an option, she will cast 0aise. *f there are no Cnconscious allies
or casting either Spell is not an option, roll a d86 to determine which Action &indy takes.
0oll Action
8 ( 5 0eraise
; ( B Flare
= ( D Attack Action
86 &indy does nothing.
M*32I
*f &indy has the 0eflect Status, Mindy will cast a Spell on &indy that reflects towards the enemies. 0oll a d86 to see which Spell is cast' if Flare or
2eath are not an option, add 9 to this roll.
0oll Action
8 ( 5 Flare
; ( 9 2eath
B Aeraga
= $li,,aga
L Firaga
D Thundaga
86 $io
*f &indy does not have 0eflect allies or casting Spells is not an option, roll a d86 to determine the Action Mindy takes.
0oll Action
8 ( B "assado
= ( D Attack Action
86 Mindy does nothing.
FINAL FANTASY THE ROLEPLAYING GAME 384
On$ M50$ T.*$A
The Sisters will repeat their previous Actions... most of the time. 0oll a d86 for each Sister to see what happens.
0oll Action
8 ( B 0epeats last Action made.
= ( D Summon Ability 70a,,ia, &amisade, or "assado:
86 2oes nothing.
F.)h+A
The Sisters make physical attacks or use their Summon Abilities. 0oll a d86 for each Sister to see what happens.
0oll Action
8 ( ; Attack Action
9 ( L Summon Ability 70a,,ia, &amisade, or "assado:
D ( 86 2oes nothing.
H$"- E!7h O+h$0A
The Sisters use whatever 0ecovery or Support Spells are currently appropriate. They will undertake the following Actions.
SA32I
Sandy will cast a Spell on all allies, or one randomly determined ally if the Spell is Target. Single. 0oll a d86 to determine which Spell is cast.
0oll Action
8 ( > all
5 ( ; Shellga
9 ( B "rotectga
= ( L +astega
D ( 86 0enew
*f any Spells are unavailable, use a weaker version instead 4 Shell instead of Shellga, "rotect instead of "rotectga, +aste instead of +astega,
&uraga instead of 0enew.
&*32I
*f any allies are currently Cnconscious, she will cast Arise on them. *f Arise is not an option, she will cast 0aise. *f there are no Cnconscious allies,
but any of the Sisters are at less than maximum +it "oints, she will cast 0enew on them. *f 0enew is not an option, she will cast &uraga or a
weaker alternative. *f all Sisters are at maximum +it "oints, she will cast 0eraise on one Sister at random. *f all Sisters are under the effects of
0eraise, she will use &amisade on a randomly determined opponent.
M*32I
*f Mindy!s +" is below its maximum value, she will cast Syphon on a randomly determined opponent. *f Syphon is not an option, she will cast 2rain
instead. *f +" is at maximum but her M" is below its maximum value, she will cast -smose on a randomly determined opponent. *f both M" and
+" are at maximum, roll a d86 to determine the Action Mindy takes.
0oll Action
8 ( B "assado
= ( D Attack Action
86 Mindy does nothing.
G5B G5A
The Sisters will use offensive magic or their Summon Abilities.
SA32I
0oll a d86 to determine the Action Sandy takes.
0oll Action
8 ( ; Attack Action
9 ( L 0a,,ia
D ( 86 Sandy does nothing.
FINAL FANTASY THE ROLEPLAYING GAME 385
&*32I
*f her +it "oints are not at maximum, she will cast 2rain on a randomly determined opponent. *f her +it "oints are at maximum, but her Magic
"oints are not, she will cast -smose on a randomly determined opponent. *f both are at maximum, roll a d86 to determine the Action &indy takes.
.
0oll Action
8 Cltima
> ( ; Meltdown
9 ( = Flare
L ( D &amisade
86 &indy does nothing.
M*32I
Mindy will cast a Spell, targeting a randomly determined opponent or the enemy )roup. 0oll a d86 to determine which Spell is cast.
0oll Action
8 ( > Meltdown
5 ( ; Flare
9 ( B 2eath
= ( L @uake
D ( 86 atergaGateraGater 7depending on available M":
C5*>.n$ Y5u0 P5=$0/A*
This command is only an option if the Sisters were brought into battle with )rand Summon, and allows them to use their )rand Summon Ability,
2elta Attack. 0oll a d86 to determine what happens.
0oll Action
8 ( D 2elta Attack
86 The Sisters do nothing.
SANDY
A tall, curvaceous woman in red and green armor, Sandy resembles a mantis. Antennae and large red compound eyes lie atop her head, and long
wings rest at her back. +er face is somewhat aloof, that of a woman who might rather be elsewhere.
+it "oint Modifier. x > Support Abilities. Auto(Magic Cp, Auto(Spirit Cp
R!##.! V!0.!>"$ 75/+
Target. Single Type. Arcane 7"hysical:
A pair of #agged blades extend from beneath SandyNs forearms, sheathed in flames. She charges toward the target, cutting deep with two searing
strikes. 0a,,ia inflicts a certain amount of "hysical damage to the targeted combatant, striking automatically 4 see the Advancement table for
more details. This damage is reduced by M. A0M as normal.
Table AIII-$(: Sand*'s Advanement
%E/E% A--A'! RA66IA .E%-A A--A'!2 SPE%%S
' ( ) () + ST) , *d'/ ('4 + MA.) , -d'/ (0' MP) ((( *ure
1 ( '2 ('/ + ST) , 3d'/ (') + MA.) , -d'* (04 MP) ((( ---
'4 ( *- ('' + ST) , 3d'/ (*/ + MA.) , -d'* (22 MP) ((( *ura, Prote't
*0 ( 3* ('3 + ST) , -d'/ (** + MA.) , -d'* (40 MP) ((( 3aste, Shell
33 ( -/ ('0 + ST) , -d'/ (*- + MA.) , -d'* ()3 MP) (33 + MA.) , 0d'/ ('4- MP) Prote'tga*, *uraga*
-' ( -) ('4 + ST) , 0d'/ (*2 + MA.) , 0d'/ (1- MP) (32 + MA.) , 0d'* ('13 MP) 3astega*, Shellga*
-1 ( 02 ('1 + ST) , 0d'/ (*) + MA.) , 0d'/ (14 MP) (31 + MA.) , 0d'* (*'3 MP) Re+le't*, Wall*
04 ( 2- (*' + ST) , 0d'/ (3/ + MA.) , 0d'/ ('*- MP) (-* + MA.) , 0d'* (*-- MP) Renew*
20, (** + ST) , 0d'/ (33 + MA.) , 0d'/ ('-2 MP) (-0 + MA.) , 0d'* (*40 MP) (((
FINAL FANTASY THE ROLEPLAYING GAME 386
CINDY
A rotund figure in armor, &indy resembles a ladybug. /ayers of armor plating cover her body and limbs, while a red shell with black spots is set on
her back. As with her sisters, she has compound eyes and antennae atop her head. +er plump face is smugly amused, as if she were trying not to
laugh at some secret #oke.
+it "oint Modifier. x >.9 Support Abilities. Auto(Magic Cp, Auto(Spirit Cp
C!*./!($ V!0.!>"$ 75/+
Target. Single Type. Arcane 7"hysical:
&indy flops into a sitting position as if to rest, but doesnNt stay there long. The ground begins to rumble, and a geyser erupts beneath her, sending
her flying high into the air. She lands heavily on the target, s%uashing them flat with her bulk for modest damage. &amisade inflicts a certain
amount of "hysical damage to the targeted combatant, striking automatically 4 see the Advancement table for more details. This damage is
reduced by M. A0M as normal.
Table AIII-$): /ind*'s Advanement
%E/E% A--A'! 'AMISA.E .E%-A A--A'!2 SPE%%S
' ( ) (1 + ST) , *d'* ('4 + MA.) , -d'/ (0' MP) ((( *ure
1 ( '2 ('' + ST) , 3d'* (') + MA.) , -d'* (04 MP) ((( ---
'4 ( *- ('3 + ST) , 3d'* (*/ + MA.) , -d'* (22 MP) ((( *ura
*0 ( 3* ('0 + ST) , -d'* (** + MA.) , -d'* (40 MP) ((( "rain, Raise, )smose
33 ( -/ ('4 + ST) , -d'* (*- + MA.) , -d'* ()3 MP) (33 + MA.) , 0d'/ ('4- MP) *uraga*, Reraise*
-' ( -) ('1 + ST) , 0d'* (*2 + MA.) , 0d'/ (1- MP) (32 + MA.) , 0d'* ('13 MP) Flare*
-1 ( 02 (*' + ST) , 0d'* (*) + MA.) , 0d'/ (14 MP) (31 + MA.) , 0d'* (*'3 MP) Renew*, .rise*
04 ( 2- (*3 + ST) , 0d'* (3/ + MA.) , 0d'/ ('*- MP) (-* + MA.) , 0d'* (*-- MP) -eltdown*
20, (*0 + ST) , 0d'* (33 + MA.) , 0d'/ ('-2 MP) (-0 + MA.) , 0d'* (*40 MP) 1ltima*
MINDY
A slim figure, Mindy looks like a child dressed as a hornet. She wears a red and gold leotard, with a large abdomen hanging from the rear. An
oversi,ed helmet bears blue compound eyes and dangling antennae, along with a pair of striped pigtails. Almost never on the ground, she hovers
a few feet in the air by way of four wings. +er face bears a pout, like a petulant child who is stuck where she doesnNt want to be.
+it "oint Modifier. x 8.9 Support Abilities. Auto(Magic Cp, Auto(Spirit Cp
P!//!(5 V!0.!>"$ 75/+
Target. Single Type. Arcane 7"hysical:
Turning to face away from the target, &indy leans over and points her stinger at them. Four barbs shoot out, one after the other, to impale the
target. "assado hits the targeted combatant four times, with each strike inflicting a certain amount of "hysical damage 4 see the Advancement
table for more details.
Table AIII-$,: Mind*'s Advanement
%E/E% A--A'! PASSA.O .E%-A A--A'!2 SPE%%S
' ( ) (2 + ST) , *d) (' + MA.) , d'/ ('1 MP) ((( .ero, Blizzard, Fire, Thunder
1 ( '2 () + ST) , 3d) (* + MA.) , d'/ (*4 MP) ((( Poison, Water
'4 ( *- ('/ + ST) , 3d) (3 + MA.) , d'/ (-/ MP) ((( .era, Blizzara, Fira, Thundara
*0 ( 3* ('' + ST) , -d) (- + MA.) , d'/ (04 MP) ((( Bio, "rain, )smose, Watera
33 ( -/ ('3 + ST) , -d) (0 + MA.) , *d'/ (4) MP) (33 + MA.) , 0d'/ ('4- MP) .eraga*, Blizzaga*, Firaga*, Thundaga*
-' ( -) ('- + ST) , 0d) (2 + MA.) , *d'/ (10 MP) (32 + MA.) , 0d'* ('13 MP) "eath*, Flare*, ,ua#e*, Waterga*
-1 ( 02 ('2 + ST) , 0d) (4 + MA.) , *d'/ ('/1 MP) (31 + MA.) , 0d'* (*'3 MP) Syphon*
04 ( 2- (') + ST) , 0d) () + MA.) , *d'/ ('03 MP) (-* + MA.) , 0d'* (*-- MP) -eltdown*
20, ('1 + ST) , 2d) (1 + MA.) , 3d'/ ('44 MP) (-0 + MA.) , 0d'* (*40 MP) (((
FINAL FANTASY THE ROLEPLAYING GAME 387
GRAND SUMMON EFFECT
'$"+! A++!7;* V!0.!>"$ 75/+
Target. )roup Type. Arcane 7Magical:
The three sisters move to surround the enemy in a triangle formation and begin an incantation. )lowing lines form between them along the
ground, then raise upward to form a massive tetrahedron around the enemy group. The field glows brighter and brighter before finally imploding.
2elta Attack inflicts a certain amount of Magical damage to all combatants in the targeted )roup, striking automatically 4 see the Advancement
table for more details. 2amage dealt by 2elta Attack is reduced by M. A0M as normal, but ignores the 2amage &ap, and may inflict more than DDD
damage.
CALL
S.>".n) :u/+.7$ %52 MP
Target. )roup Type. Arcane 7Magical:
Three lights appear on the hori,on ( one red, one blue, and one yellow. As they grow brighter and closer, they begin to resolve into three women
garbed in strange insectoid costumes. The three women circle the targets before attacking ( the tall one in red assaulting with spells, the large
one in blue(grey steel stomping and smashing and the small one in yellow launching stingers at the targets. The Sisters complete their assault with
a burst of magical force and when the dust settles no foe has been left unscathed. Sibling Hustice inflicts 7;> x MA): E 9d8>, M. A0M Magical
damage to all eligible combatants in the targeted )roup, striking automatically. 2amage dealt by Sibling Hustice ignores the 2amage &ap, and may
inflict more than DDD damage.
FINAL FANTASY THE ROLEPLAYING GAME 388
1o/imbo
/uminous blue cherry blossoms fall from the sky' the heavens turn to night and a full moon appears overhead. A deep, guttural bark issues from
the distance as a strange hound comes bounding toward the Summoner, blood(red fur broken up by where the dog!s flesh has hardened into
bron,e(colored spirals. $ehind him walks a tall swordsman dressed in ornate robes, masked face further concealed underneath a wide(brimmed
hat. Io#imbo, mercenary Summon, strides with purpose, one hand resting on the scabbard of his katana as he coolly approaches the Summoner
and awaits his first payment 4 and another opportunity to display his mastery of the blade.
+it "oint Modifier. x >.9 Support Abilities. Auto("rotect, Auto(0egen, Auto(Shell
SPECIAL RULES
Cnlike other Summons, Io#imbo is a hired sword first and foremost. *n order to call upon Io#imbo!s Abilities, the Summoner must offer a sum of )il
to contract his services. A Summoner must pay at least 7>9 x /evel: )il every time he wishes Io#imbo to use an Ability, although Io#imbo will
perform better services for more generous benefactors, as shown in the following chart.
"ayment Ability Csed
Minimum ( 5,DDD )il 2aigoro
;,666 ( 9,DDD )il Jo,uka
B,666 ( D,DDD )il aki,ashi
86,666E )il Kanmato
'AIGORO
Target. Single Type. Arcane 7"hysical:
Cnimpressed by the sum, Io#imbo dispatches his dog to do the #ob instead. At his master!s command, 2aigoro leaps into the fray, savaging the
first opponent he finds with claws and fangs before slinking back to his master. 2aigoro inflicts a certain amount of "hysical damage to one
randomly determined combatant in the targeted )roup, striking automatically 4 see the Advancement table for more details. This damage is
reduced by A0M as normal.
O<UA
Target. )roup Type. Arcane 7"hysical:
Io#imbo is satisfied with the payment offered and accepts the #ob. +e surveys the battlefield for a brief moment, then draws a set of expertly
crafted kunai from the depths of his robe, sending them whirling at the enemy with a single flick of the wrist. Jo,uka inflicts a certain amount of
"hysical damage to three randomly determined combatants in the targeted )roup, striking automatically 4 see the Advancement table for more
details. This damage is not reduced by A0M.
WAI<ASHI
Target. )roup Type. Arcane 7"hysical:
Io#imbo is pleased by the payment and agrees to the task. *n one fluid motion he draws his katana and strikes a blow so powerful it rents the air
itself in two, creating a shockwave that crashes into the enemy with devastating force. aki,ashi inflicts a certain amount of "hysical damage to all
eligible combatants in the targeted )roup, striking automatically 4 see the Advancement table for more details. This damage is reduced by A0M as
normal, but ignores the 2amage &ap, and may inflict more than DDD damage.
<AN*ATO*
Target. )roup Type. Status 7Fatal:
Io#imbo is silently elated with the sum offered, and decides to perform his most impressive techni%ue. 1xtending a finger, he releases a small
portion of his own life force to summon a blade of pure darkness from the depths of the earth. Fengeful spirits howl as Io#imbo pulls the blade
from its hilt and charges the enemy line, cherry petals flying in his wake. The blade flashes white, and for one moment the enemies are absolutely
still 4 then they slowly fall apart, cut in two so cleanly that they die without a sound. Kanmato will automatically reduce all eligible combatants in
the targeted )roup to 6 +", regardless of their current +it "oints, A0M, or M. A0M ratings 4 treat this as a 2eath(type effect. *f any combatant in
the targeted )roup has Status *mmunity to 2eath or Fatal(Type effects, Io#imbo refuses to perform Kanmato, switching instead to aki,ashi. *n
either event, the money given to Io#imbo is gone 4 the Summoner will not receive a refund.
FINAL FANTASY THE ROLEPLAYING GAME 389
Table AIII-&-: =o:imbo's Advanement
%E/E% .AIGORO !O6U!A WA!I6ASHI 6ANMA-O2
' ( ) (1 + ST) , *d'* (4 + ST) , *d'/ (** + ST) , -d'* ---
1 ( '2 ('' + ST) , 3d'* () + ST) , *d'/ (*- + ST) , -d'* ---
'4 ( *- ('3 + ST) , 3d'* (1 + ST) , 3d'/ (*2 + ST) , 0d'/ ---
*0 ( 3* ('0 + ST) , -d'* ('/ + ST) , 3d'/ (*) + ST) , 0d'/ ---
33 ( -/ ('4 + ST) , -d'* ('' + ST) , 3d'/ (3/ + ST) , 0d'/ ---
-' ( -) ('1 + ST) , 0d'* ('* + ST) , 3d'/ (33 + ST) , 0d'/ ---
-1 ( 02 (*' + ST) , 0d'* ('3 + ST) , -d'/ (32 + ST) , 0d'* ---
04 ( 2- (*3 + ST) , 0d'* ('- + ST) , -d'/ (31 + ST) , 0d'* (((
20, (*0 + ST) , 0d'* ('0 + ST) , -d'/ (-* + ST) , 0d'* (((
CALL
/ike Summoners, &allers have to pay )il to summon Io#imbo. The effects of the &all depend on the amount of money offered by the &aller.
"ayment Ability Csed
Minimum ( >,DDD )il 2aigoro
5,666 ( ;,DDD )il aki,ashi
9,666E )il Jo,uka
The smallest payment an &aller can give Io#imbo is 7/evel x 86: )il.
'AIGORO
Target. Single Type. Arcane 7"hysical:
As a &all, 2aigoro inflicts 77)il "aid G 896: x MA): E ;d8>, A0M "hysical damage to one randomly determined combatant in the targeted )roup,
striking automatically.
WAI<ASHI
Target. )roup Type. Arcane 7"hysical:
As a &all, aki,ashi inflicts 77)il "aid G 896: x MA): E 9d8>, A0M "hysical damage to all eligible combatants in the targeted )roup, striking
automatically.
O<UA
Target. )roup Type. Arcane 7"hysical:
As a &all, Jo,uka inflicts 77)il "aid G >96: x MA): E 9d86, A0M "hysical damage to three randomly determined combatants in the targeted )roup,
striking automatically. For every 5,666 )il paid above the minimum of 9,666, the attack will strike one additional randomly determined combatant.
FINAL FANTASY THE ROLEPLAYING GAME 390
AIV
____________
STORYTELLING

Your fate is in your hands.


Auron
FINAL FANTASY X
Previous chapters and appendices have looked at the mechanical
aspects of playing the FFRPG the hard numbers which set out the
capabilities of characters and their opponents in a concrete and
definite manner. This Appendi tackles the opposite end of the
spectrum! one where characters" actions are not determined by
statistics! but by narrative convenience.
The material presented here may not be suited to every group!
and depends on the willingness of both G# and players to create a
mutually engaging eperience$ in groups with problematic players or
a generally confrontational playstyle! opening the narrative up to
player intervention can cause more trouble than it"s worth.
KEY POINTS
The FFRPG is ultimately a game of cooperative storytelling$ between
the descriptions of the G# and the actions of the P%! a plot is
created and events unfold. &owever! the G# still directs the ma'ority
of the action$ the players" powers in shaping the story tend to be
limited to the capabilities of their characters. (ey Points offer a
means of leveling the playing field! giving players the ability to
)dramatically edit" a story in progress by introducing elements and
affecting the outcome of events.
Earning Key Points
Players earn (ey Points through play$ a certain number of them are
)guaranteed"! but the ma'ority will depend on how willing a player is
to participate in and shape the game"s plot. Potential sources of (ey
Points include*
%haracter %reation. +nder ordinary circumstances! all newly,
generated characters begin the game with no (ey Points! and must
earn these through play. The G# may! however! choose to award up
to - Points to new characters one for detailed! fleshed,out and
interesting character writeups which evidence particular care and
creativity$ two for players who pull out all the stops by including
artwork! fiction and other supplementary material with their final
submission.
Traits. Traits described later in this section allow players to
define the .uirks! allegiances! edges! and hallmarks of their
characters. /ach character has a default )package" of Traits based
on their personality$ playing the character in accordance with these
will earn a player 0 (ey Point at the end of a session. #any Traits
allow players to earn additional (ey Points in echange for
permitting certain complications to enter their characters" lives$ for
instance! a character with the Trait 1eauty can gain a dangerous
admirer in echange for 2 (ey Points. Gains like these can offer
many opportunities for good roleplaying and long,term plotlines! but
should be agreed on by both player and G# before entering play.
#ore details on how such situations are negotiated can be found
further on.
Goals. #ost players will outline one or more goals for their
characters during creation. 3f a character is able to make headway
towards fulfilling their goal during the course of a session! they gain
a (ey Point at the end.
4uest Rewards. 3n addition to the Gil! 5P and e.uipment rewards
given for completing a .uest or adventure! G#s may also award one
(ey Point to all participating players.
Spending Key Points
(ey Points are used to influence the course of events during a
game. This is accomplished by giving them a wide variety of
potential applications! including*
Traits. #ost Traits allow players to spend (ey Points in echange
for beneficial effects. For instance! a player with the Trait A Face in
the %rowd can avoid detection in echange for 0 (ey Point. +nlike
the negative aspects of Traits! their benefits can be used whenever
the player desires! provided their use is appropriate at the time.
Performing feats of heroism. 1reaking physical and mental limits
to accomplish tasks they would never be able to master under
normal circumstances is bread and butter for Final Fantasy heroes.
1y spending 6 (ey Points during a session! a player can allow one of
their characters to pass any one Attribute %heck or 7kill Test of their
choice with a %ritical 7uccess provided that success is applied to a
suitably dramatic outcome. The watch,word here is )heroic effort"
)heroic" means disarming a city,leveling bomb at the four,second
mark! supporting an entire two,story house with nothing but muscle
power! or leaping a twenty,foot drop to catch a rope dangling from
the side of a getaway vehicle. 7uccessfully haggling down the price
of a 8ongsword! on the other hand! lacks in the all,important drama
department.
3nvoking divine intervention. There are times in a story when a
party is saved not by skill! but pure! blind luck. A pursuing car blows
a tire or suffers an engine malfunction! letting the heroes make their
getaway in the nick of time. A steep! featureless cliff suddenly sports
a branch large enough for a falling character to snag! allowing them
to escape certain death. %ollapsing masonry reveals an ancient
FINAL FANTASY THE ROLEPLAYING GAME 391
teleporter seconds before the entire structure collapses. 1y
spending a total of 9 (ey Points as a group! the players can end a
7cene with an outcome of their choosing. This! however! this has two
important restrictions. Firstly! the characters must be in actual and
immediate life,threatening danger in order to invoke this option$
secondly! it can only help characters escape the current
circumstances. :ragging out divine intervention to give the :ark
8ord a heart attack in the midst of a climatic confrontation is
straight out of the .uestion.
;btaining clues. 7hould the P%s find themselves stranded in the
middle of a session with no idea what to do! spending 0 (ey Point as
a group allows them to eplicitly re.uest a clue or pointer telling
them where to proceed net. The easiest way for a G# to do so is to
have a nondescript townsperson wander up to disperse terse,but,
useful one,liners as <:on Tonberry dislikes smoke=> or <?ou need a
raft to cross the River 8ethe.> This service completed! the clue,giver
returns from whence they came.
%heating death. :eath 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. &owever! the death of a leading
character in a storyline can have ma'or repercussions on the story
as a whole! particularly for the unfortunate player now left
scrambling for a replacement. 1y spending 0- (ey Points! a player
can restore their dead character to life or escape a situation which
would otherwise kill the character outright. 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. 3f 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.
&ow the character manages to escape the Reaper is left to the
player to eplain. 3t"s important to note! however! that cheating
death doesn"t mean the would,be victim gets away scot,free. 1roken
bones and lingering wounds may leave the character bed,ridden or
temporarily incapacitated the narrow miss can even translate to
permanent physical in'uries and :isadvantages like 1lind or %rippled
Arm.
#aking a comeback. Fewer actions are more dramatic than
returning from the brink of death to turn surefire rout into victory.
1y epending @ (ey Points! a player may restore their character"s
&P and #P to their maimum values and remove all 7tatus
%onditions! negative or otherwise. This is only an option if the
character in .uestion currently has 0 or more &it Points remaining.
Regardless of how many (ey Points the character possesses! this
option may not be used more than once in any given battle.
1uying off :isadvantages. (ey Points can be used by players to
circumvent :isadvantages possessed by their characters on a case,
by,case basis. 1y paying a (ey Point! a player can ignore one of
their character"s :isadvantages for the duration of one 1attle or
7cene.
TRAITS
Few characters are identical. Though two &uman (nights may share
identical races and Aobs! one could be a noble and loyal servant of
his liege$ the other! a disgraced e,soldier making his way as a cut,
throat mercenary. 3n the FFRPG! many of these differences are
defined through the use of :ramatic Traits! or )Traits" for short.
Traits embody certain .ualities of a character that can"t be
represented through 7kills! Attributes! or Abilities$ ones which affect
a character"s social interactions and adventuring life in both positive
and negative ways. Though most are clear,cut )good" or )bad"! some
can work in both directions. A character with 1eauty can easily turn
heads but also attract the unwelcome attentions of a lecherous
local monarch. A member with 7tatus in the prestigious Bhite %row
(nights might command considerable respect in his native kingdom
but be a prominent target in others. The list goes on.
Though a player may take any number of Traits to round their
characters off! it is best to limit them to five or si traits per
character. 3n addition! the G# should feel at liberty to veto any Trait
inconsistent with the character"s background and concept.
Basic Traits
The use of Traits allows FFRPG characters to develop comple!
challenging .uirks and hooks to further flesh out the party"s
adventures. &owever! as with all things! it"s best to start small for
this reason! the first Trait every character takes is the one defining
their basic personality. This is called their Trait Package! and bundles
together ten one,word attributes such as )Caive"! )Argumentative"!
)Dalorous"! or )3n.uisitive" that describe the character"s general
attitudes and responses. These ten ideally! five positive and five
negative attributes are called the (ey Traits! and can be generated
either by brainstorming or by defining them using the character"s
birthdate and blood type as a shortcut.
ZODIAC TRAITS
#any cultures believe the stars a character is born under
determines their personality and destiny. :ecide the day and
month the character was born! then consult the list below to find
what star sign the character falls under! noting down one or more of
the (ey Traits given for that sign"s profile to add to your character"s
Trait Package.
[_] Capricorn (dec 22 Jan 19)
(ey Traits* Ambitious! conservative! hard,working! scrupulous!
overbearing! egotistical! fatalistic! sulky.
Representatives* 8aguna 8oire! %yan Garamonde! 7trago #agus!
7eifer Almasy
FINAL FANTASY THE ROLEPLAYING GAME 392
[] Aquarius (jan 20 feb 18)
(ey Traits* 3nventive! independent! logical! understanding! aloof!
unpredictable! eccentric.
Representatives* Aerith Gainsborough! 7etEer Gabbiani
[)] Pisces (feB 19 mar 20)
(ey Traits* 3ntuitive! compassionate! emotional! sacrificing!
pessimistic! overly chatty! emotionally constrained! impractical.
Representatives* %eles %here! Rinoa &eartilly! Fell :incht! %id
&ighwind! Bard Fabac
[[] Aries (mar 21 apr 19)
(ey Traits* /ager! courageous! independent! .uick to anger!
impatient! impulsive! violent.
Representatives* Gau
[_] Taurus (apr 20 ma 20)
(ey Traits* 7table! practical! thorough! short,tempered! bull,headed!
selfish! materialistic.
Representatives* Tifa 8ockheart! #og
[}] !emini (ma 21 jun 21)
(ey Traits* Dersatile! sociable! in.uisitive! inventive! absent,minded!
conniving! fidgety! short attention span.
Representatives* #arach Galthena! %onstruct G.
[C] Cancer (jun 22 ju" 22)
(ey Traits* 7upportive! sensitive! emotional! selfish! moody!
manipulative.
Representatives* (iros 7eagull! 7elphie Tilmitt
[p] #eo (ju" 2$ au% 22)
(ey Traits* Proud! romantic! charismatic! ambitious! self,assured!
idealistic! cruel! conceited! childish.
Representatives* 7.uall 8eonhart! %loud 7trife! /dgar Roni Figaro!
7abin Rene Figaro
[]] &ir%o (au% 2$ sep 22)
(ey Traits* Practical! analytical! eacting! diligent! picky! cynical!
snobbish! self,centered.
Representatives* Goffard Gaffgarion! Relm Arrowny
[-] #ibra (sep 2$ oc' 2$)
(ey Traits* 7ociable! tactful! persuasive! peace,loving! fair! indecisive!
inconsistent! easily,deterred.
Representatives* 8ocke %ole! 4uistis Trepe! Terra 1ranford
[]] (corpio (oc' 2) no* 21)
(ey Traits* 3ntense! motivated! resourceful! temperamental!
intolerant! domineering! distrustful! secretive.
Representatives* ?uffie (isaragi
[] (a%i''arius (no* 22 dec 21)
(ey Traits* Freedom,loving! straightforward! open,minded!
philosophical! ethical! optimistic! enthusiastic! blunt! impatient! hot,
headed! self,indulgent.
Representatives* 1arret Ballace! 3rvine (inneas
BLOOD TYPE TRAITS
A characterHs 1lood Type may seem like a trivial detail! but in
Aapanese popular culture! it is considered an important factor in
determining a person"s personality and temperament. For this
reason! characters in games! television series! and comics will
invariably have 1lood Type listed along with their other )vital
statistics". 7elect one of the 1lood Types below and note down one
or more of the (ey Traits given for that 1lood Type"s profile to add
to your character"s Trait Package.
Tpe A
(ey Traits* %onservative! reserved! patient! conformist! punctual!
introverted! obsessive! stubborn! self,conscious! uptight.
Representatives* ?uffie (isaragi! Dincent Dalentine! 4uistis Trepe!
3rvine (inneas! Bard Fabac
Tpe B
(ey Traits* %reative! passionate! optimistic! fleible! forgetful!
irresponsible! individualistic.
Representatives* Tifa 8ockheart! %id &ighwind! Fell :incht! 7elphie
Tilmitt! 8aguna 8oire
Tpe AB
(ey Traits* %ool! controlled! rational! outgoing! popular! emphatic!
aloof! critical! unforgiving! indecisive.
Representatives* %loud 7trife! 7.uall 8eonhart
Tpe +
(ey Traits* Ambitious! robust! self,confident! vain! insensitive!
ruthless! arrogant.
Representatives* Aerith Gainsborough! 1arret Ballace! (iros 7eagull!
7eifer Almasy
COMPLETING THE TRAIT PACKAGE
Take the combined set of attributes you have generated and if
needed add enough additional positive or negative traits to
ensure the character has five of each. This is your character"s final
Trait Package.
Advanced Traits
;nce the character"s Trait Package has been put together! they can
be assigned additional Traits to further flesh out personality! .uirks!
and plot hooks. These )advanced" Traits are a little more comple! as
most of them are bundles of possible effects and uses ownership of
that Trait opens up.
For clarity"s sake! these effects are divided into two categories*
FINAL FANTASY THE ROLEPLAYING GAME 393
Tied effects! whose use needs to be planned out in advance! and
7pontaneous effects that can be used at any time provided the
circumstances are appropriate. Tied effects are discussed in more
detail later in this appendi$ for now! 'ust note the effects themselves.
ORIGIN TRAITS
;rigin Traits look at a character"s origins and the potential impact
these have on a storyline.
Ancien' ,is'or
/ffect* The character has a deep! abiding connection to an ancient
civiliEation or vanished race. 3n many cases! such a heritage will not
be obvious until later in the game$ only when the party discovers
fragments of said civiliEation will her knowledge and powers fully
manifest themselves. Bhile such ties will be useful to the party! they
will also draw the attention of opponents scheming to use them for
their own ends.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can
activate a piece of ancient machinery! deduce the function of a
mysterious mechanism! or decipher an important piece of tet
connected to her heritage.
,- Points ITiedJ* 1y spending - Points! the character reveals or
ac.uires a small relic or physical feature which ties to her heritage
during the course of the session.
,0 Point ITiedJ* For 0 Point! a previously established relic or feature
helps the character or party overcome an obstacle encountered
during the course of the session.
K0 Point ITiedJ* For 0 Point! the character"s heritage places her in
serious danger during the course of the session.
-ami" Ties
/ffect* The character has a claim to greatness or notoriety through
ancestors! parents! children! siblings! or etended relatives whose
names and deeds are widely known.
,- Point I7pontaneousJ* 1y spending - Points! the character can
)cash in" on the family name! turning a failed /ti.uette! Cegotiation!
or 8eadership roll into a success against anybody who is familiar
with the character"s family.
,- Points ITiedJ* 1y spending - Points! the character"s family
connections help the character or party overcome an obstacle
during the course of the session.
K2 Points ITiedJ* 2 Points are earned if events end up pitting the
character against their family! cutting them off from the family"s
resources and goodwill. This effect cancels out this Trait.
.obi"i'
/ffect* Coble blood runs through the character"s veins! placing them
a few notches above the average adventurer. %haracters with this
kind of background may not always have kingdoms and other
holdings to call their own$ in some cases! they may be illegitimate
heirs or outcasts from their own domain.
,- Point I7pontaneousJ* 1y spending - Points! the character can
leverage favors from a loyal sub'ect$ a shelter for the night!
transportation! items! or money.
,6 Points I7pontaneousJ* 1y spending 6 Points! a character with
Cobility can establish a previous history between himself and any
other monarch or member of a noble family upon first meeting them!
turning them into old ac.uaintances.
SOCIAL TRAITS
7ocial Traits look at a character"s social aspects their loyalties to
groups as well as the way society as a whole treats them.
A""e%iance
/ffect* The character belongs to a group or organiEation that may
be capable of helping her out during the course of her travels a
mercenary group! a band of thieves! loyal vassals of a king or
kingdom.
,- Points ITiedJ* 1y spending - Points! a member of a group the
character has membership with will appear during the course of the
session to offer advice! small services! or items.
,6 Points ITiedJ* 1y spending 6 Points! members of a group the
character has membership with will appear during the course of the
session! helping her or her party overcome a challenge.
K0 Points ITiedJ* For 0 Point! the character will be called on to
assist or perform services for their group during the course of the
session.
K9 Points ITiedJ* For 9 Points! the character"s organiEation turns
against them! canceling out this Trait.
A""
/ffect* The character has an ally a partner! a mentor! a loyal
servant! or simply a good friend they can lean on in times of
trouble. 7pecify who the ally is and what their relationship is based
on when choosing this Trait.
,0 Point ITiedJ* 1y spending 0 Point! the character"s ally surfaces
during the course of the session! and is willing to do a small favor or
offer basic items to help them out.
,- Point ITiedJ* 1y spending - Points! the character"s ally surfaces
during the course of the session! and is willing to do a significant
favor or offer an important item to help them out.
K2 Points ITiedJ* For 2 Points! the character"s ally betrays him
and by etension! the rest of the party during the course of the
session! canceling out this Trait.
Con'ac's
/ffect* The character has been knocking around long enough to pick
up friends! ac.uaintances and contacts almost everywhere in the
world$ not always in the highest or most ealted of positions! but
almost always useful in the right sort of situation.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can
track down a contact in the current location. The G# should feel at
liberty to veto this if there is no feasible way for the character to
have a contact in that location. Cote that knowing somebody doesn"t
automatically guarantee any special breaks or favors$ 'ust because
the chief engineer of the /mpire"s new :oom 7phere happens to be
your old drinking buddy doesn"t mean he"ll hand over the security
card to the construction site without wrangling.
FINAL FANTASY THE ROLEPLAYING GAME 394
,- Points I7pontaneousJ* 1y spending - Points! the character can
upgrade a previously,established contact in the current location to a
close ac.uaintance one who"s either well,disposed enough to help
the party out or owes the character a few favors.
K0 Point I7pontaneousJ* 0 Point is earned if a previously
established contact is a traitor or otherwise dangerous to the
character"s well,being.
/i*ided #oa"'ies
/ffect* Cot everyone is as they seem. Though superficially loyal to
the party! a character with this Trait is either a double agent or
unsure of where her true allegiance lies a fact the party"s enemies
can eploit when push comes to shove. :etermine which group or
cause the character has an additional allegiance to when taking
:ivided 8oyalties.
,- Points I7pontaneousJ* 1y spending - Points! the character can
gain access to a useful piece of information or obtain a favor from
whichever group she is secretly serving.
K0 Point ITiedJ* 0 Point is earned every time a character with
:ivided 8oyalties passes on sensitive information about the party"s
activities to the enemy or otherwise covertly endangers the party.
KL Points ITiedJ* For L Points! the character openly betrays her
comrades during the course of the session! canceling out this Trait.
-ame
/ffect* Co matter where you go! it seems like everybody knows who
you are and what you"ve done. Bhile the baying throngs awaiting
you at each and every town may be good for the ego! the well,
wishers aren"t the only ones taking an interest.
K0 Point ITiedJ* For 0 Point! the character encounters serious
problems as a result of being 'ust a little too recogniEable in public
during the course of the session.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can use
her celebrity to leverage a minor favor$ directions! a piece of
information! a low,key item such as a Potion.
,6 Points I7pontaneousJ* 1y spending 6 Points! the character can
use her celebrity to leverage a significant favor$ transportation! an
honor guard! mid,to,high level items! money.
,un'ed
/ffect* 7omebody is after the character. Perhaps it"s a crime lord
looking to collect on a debt! or an evil sorcerer on the search for
suitable a sacrifice$ regardless of the reasons! the character will
spend an inordinate amount of time dodging a seemingly endless
stream of thugs! henchmen! and troublemakers. Player and G#
should decide why the character is wanted in the first place! and
whether the terms specify )dead" or )alive".
K0 Point ITiedJ* For 0 Point! a weaker party or opponent will come
after the character during the course of the session.
K- Points ITiedJ* For - Points! a stronger party or opponent will
come after the character during the course of the session.
K6 Points ITiedJ* For 6 Points! events over the course of the
session leave the character wanted more than ever$ from then on!
only stronger opponents and parties will come after him.
,9 Points ITiedJ* 1y spending 9 Points! the character can do
something during the course of the session to ensure they will never
be pursued again! canceling out this Trait.
,i%0er Ca""in%
/ffect* &ard as it may be to believe! saving the world from evil isn"t
everybody"s top priority. A character with &igher %alling has pledged
his loyalty first and foremost to a religion! organiEation! or other
cause like pacifism$ specify which when choosing this Trait.
K0 Point I7pontaneousJ* 0 Point is earned every time the
character"s cause )forces" her to act in a manner that goes against
the rest of the party"s will for instance! barring the characters
from entering sacred ground! refusing to fight in a life,threatening
situation! or acting openly hostile to )infidels" capable of helping the
party out.
K- Points ITiedJ* For - Points! the character"s cause results in a
serious conflict between her and the other party members during
the course of the session.
,2 Points ITiedJ* 1y spending 2 Points! the character becomes
disillusioned with her cause during the course of the session!
resulting in her breaking away from it and canceling out this Trait.
1is'a2en 3den'i'
/ffect* For some reason! the character has been mistaken for
someone else a famous opera singer! a notorious criminal!
somebody"s dead brother and is now profiting from the ensuing
confusion.
K0 Point ITiedJ* For 0 Point! the character"s mistaken identity
results in them encountering trouble during the course of the
session.
K2 Points ITiedJ* For 2 Points! the person the character is being
mistaken for surfaces during the course of the session! blowing their
)cover" and canceling out this Trait.
,0 Point ITiedJ* 1y spending 0 Point! the character"s mistaken
identity unepectedly earns the character assistance during the
course of the session.
.emesis
/ffect* ;verEealous stalkers! hard,headed military men with a
grudge! purple octopi with attitude whatever their identity! the
character"s Cemesis 'ust keeps popping up to cause trouble. :ecide
who the nemesis is and why they are after the character when
choosing this Trait.
K0 Point ITiedJ* For 0 Point! the character"s nemesis surfaces
during the course of the session! leading to a fight or other
confrontation.
,6 Points ITiedJ* 1y spending 6 Points! the nemesis finally decides
they"ve had enough and leave the character alone! canceling this
Trait.
,9 Points ITiedJ* 1y spending 9 Points! events during the course of
the session result in a change of heart for the nemesis! turning
them into an Ally instead. This effect cancels this Trait.
FINAL FANTASY THE ROLEPLAYING GAME 395
.o'orie'
/ffect* The character has an out,and,out bad reputation as a
murderer! as a traitor! as a criminal of the highest caliber Bhether
'ustified or 'ust the result of hearsay! this Cotoriety makes his life
that much more interesting.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can
reroll any 7kill Tests involving 3ntimidation once.
K0 Point ITiedJ* For 0 Point! the character"s Cotoriety causes
serious problems during the course of the session innkeepers
refusing service! local authorities taking a close interest in the
character"s actions! or howling mobs hounding him out of town are
all fair game.
,9 Point ITiedJ* 1y spending 9 Points! the character can do
something during the course of the session to redeem himself!
canceling out this Trait.
+b"i%a'ion
/ffect* The character has to split her world,saving activities with
another obligation a sickly sister! the security of a small village!
personal favors owed to a monarch. :ecide the nature of the
character"s obligation when choosing this Trait.
K0 Point ITiedJ* For 0 Point! the character must attend to her
obligation during the course of the session! distracting her from
other activities.
+u'cas'
/ffect* The character has managed to make himself highly
unwelcome somewhere to such an etent that he is banned
outright from entering! or would risk life and limb in doing so. :ecide
where and why the character has earned this dubious distinction
when choosing this Trait.
K0 Point ITiedJ* For 0 Point! the character"s inability to enter a
location creates complications for himself or the rest of his party
during the course of the session.
,6 Point ITiedJ* 1y spending 6 Points! the character can do
something during the course of the session to redeem himself!
canceling out this Trait.
('i%ma
/ffect* The character belongs to a group that faces active
discrimination in society at large. Bhether for racial! religious! or
class reasons! the reality is that there"s plenty of people willing to
make the character"s life unpleasant.
K0 Point ITiedJ* For 0 Point! the character encounters serious
problems as a result of active discrimination during the course of
the session.
PERSONAL TRAITS
Personal Traits cover all the territories the other categories don"t
.uirks! skills! habits and oddities that set the character apart from
the masses.
Amnesia
/ffect* Through trauma or magic! the character has little if any
memory of his own past. People and places of his past will go
unrecogniEed! and sometimes he wonHt even know his own name.
K09 Points I7pecialJ* 1uild a character with the Amnesia Trait as
normal. At the beginning of the game! a character with Amnesia will
only have access to the basic 7kills all Aobs begin the game with! a
Beapon 7kill! an /pert 7kill if applicable ,, and one additional 7kill
of the player"s choice. ;rigin and 7ocial Traits cannot be used! nor
can the character gain (ey Points for his Goal.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can
permanently regain use of one additional 7kill bought at character
creation.
,- Points I7pontaneousJ* 1y spending - Points! a character with
Amnesia can recall his Goal. ;nce this has been done! he earns (ey
Points for steps taken towards it as normal.
,- Points I7pontaneousJ* 1y spending - Points! the character can
permanently regain use of one other ;rigin or 7ocial Trait bought at
character creation.
Andro%n
/ffect* Regardless of his true se! the character blurs the gender
lines 'ust enough to leave everybody guessing at times to his own
advantage.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can
successfully disguise himself as a member of the opposite gender or
use 7mooth Talk without gender penalties. They may also ignore any
penalties to 7kill Tests normally incurred by their gender.
Hmph. I knew you were too
eautifu! to e a man.
"a!uf #a!deison
FINAL FANTASY $
Beau'
/ffect* Bhile the definition of HattractiveH continues to be hotly
debated in pubs the world over! a character with this Advantage taps
into some timeless! universal standard of beauty that never .uite
goes out of fashion.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can use
her beauty to obtain a small favor or a gift of a low,level item from
an admirer.
,- Points I7pontaneousJ* 1y spending - Points! the character can
automatically succeed at a 7mooth Talk 7kill Test aimed at any willing
or plausibly willing target.
,L Points ITiedJ* 1y spending L Points! the character ac.uires a
sympathetic admirer with a significant level of influence or wealth
during the course of the session. :epending on the circumstances
and the character"s actions such admirers may be able to grant
significant favors to the character and her comrades.
,0 Point ITiedJ* 1y spending 0 Point! a previously,established
admirer will resurface during the course of a session.
K0 Point ITiedJ* For 0 Point! the character"s 1eauty attracts
FINAL FANTASY THE ROLEPLAYING GAME 396
unwanted attention or leaves her in a dangerous situation during the
course of the session.
K2 Points ITiedJ* For 2 Points! the character ac.uires a dangerous
and persistent admirer who will stop at nothing to woo or
sub'ugate her during the course of the session.
K0 Point ITiedJ* For 0 Point! a previously,established dangerous
admirer will resurface during the course of the session.
Bo''om"ess Poc2e's
/ffect* ?ou never realiEe how valuable a strategically,bent piece of
wire is until you"re staring at the inside of a locked prison door. 3n
keeping with this philosophy! the character has an odd or end for
every situation.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can
)con'ure up" a mundane item! no .uestions asked provided it"s
small enough for them to be carrying around. /ven if they have no
logical reason to be hauling around a lifetime"s supply of armor
polish! twenty meters of rope! an 8/:,e.uipped %hocobo lure and
invisible ink! the rest of the party can rest assured it"ll be there
when they need it the most.
C0arisma'ic
/ffect* Bhether it"s through good looks! riveting oratory! or blind
animal magnetism a %harismatic character has the uncanny ability
to wrap people around her little finger in no time flat.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can
reroll any Task %heck involving one of the following 7kills once*
Acting! %ommand! /ti.uette! 3n.uiry! Cegotiation! 7mooth Talk!
7treetwise! Teaching.
,- Points I7pontaneousJ* 1y spending - Points! the character can
automatically succeed at any one Task %heck involving one of the
following 7kills* Acting! %ommand! /ti.uette! 3n.uiry! Cegotiation!
7mooth Talk.
Compu"sion
/ffect* The character has a compulsive need for a certain something!
whether a physical substance herbal tea! coffee! cheap cigarettes
or a particular activity! such as high,stakes gambling or airship
racing. As a result! they will be through hell and high water to get
their )fi".
K0 Point ITiedJ* For 0 Point! the character"s pursuit of his
indulgence causes problems for himself or the rest of the group
during the course of the session.
,2 Points ITiedJ* 1y spending 2 Points! the character )kicks the
habit" during the course of the session! canceling out this Trait.
Crp'ic
/ffect* Bho is that mysterious masked manM A %ryptic character
seems to operate on a different level of reality than the world
around him! knowing things nobody else is privy to.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can
re.uest a useful fact or piece of information regarding the party"s
current situation from the G# in private. This information should be
something none of the other characters could know! even with
successful 8oreN Task %hecks.
/i*ina'ion
/ffect* The character can foresee tiny fragments of the future or
inklings of a destiny yet to come. &ow the character derives this
knowledge varies from person to person$ some may use Tarot cards
or palmistry! others swear by smoke and tea leaves! and others still
see the future through natural talents alone.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can
obtain a vague vision of the not,too,distant future either
pertaining to themselves! another character! or the party as a whole.
Bhile accurate! this vision is open,ended enough to allow a number
of interpretations.
,6 Point I7pontaneousJ* 1y spending 6 Points! the character can
obtain a clear and unmistakable vision of the not,too,distant future
either pertaining to themselves! another character! or the party as
a whole. This vision is lucid enough that there is no doubt as to what
is happening! but still given without contet.
#e %arefu! of for&etfu!ness. Your
!u%ky %o!or is' !ue( 'For&et
it.
)!oud Strife
FINAL FANTASY $II
4ide'ic 1emor
The character is blessed with an unusually sharp memory! being able
to recall almost anything read! seen or heard during the course of
their life even minute details are retained precisely and completely.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character"s player
can ask the G# to repeat any one piece of information the character
has previously learned.
-ace in '0e Cro5d
/ffect* The character has the kind of features that 'ust doesnHt stay
in the memory$ those who see him once will rarely remember him
even five minutes later.
K0 Point ITiedJ* For 0 Point! the character"s anonymity results in
allies being unable to recogniEe him during the course of the
session.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can
automatically escape recognition and detection in a situation in
which he is under scrutiny.
,9 Points ITiedJ* 1y spending 9 Points! the character can ensure
that no reliable permanent records are kept on him$ photographs
and physical descriptions are vague enough to almost guarantee
nobody will ever recogniEe him on the street.
FINAL FANTASY THE ROLEPLAYING GAME 397
-"as0bac2s
/ffect* The character is plagued by vivid flashbacks to a past she
can"t entirely remember. 7o powerful are these flashbacks that she
essentially )relives" the eperience! losing all connection to the
outside world.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character
undergoes a flashback imparting some piece of information useful
to the character or party! either immediately or in the near future.
K0 Point I7pontaneousJ* For 0 Point! the character undergoes a
flashback at a critical 'uncture! leaving them oblivious to the outside
world for the rest of the 7cene. :uring this time! they may not act!
and automatically fail any Task %hecks they are re.uired to make.
!e'a5a 6in%
/ffect* %ars! trains! planes! and airships when there"s a need to
get somewhere fast! the character knows eactly where to rustle up
transportation.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can find
an appropriate vehicle or mount to commandeer during a chase or
getaway scene. Cote that this does nothing for their actual ability to
pilot or ride their )discovery".
,- Points I7pontaneousJ* 1y spending - Points! a vehicle the
character appropriated will manage to miraculously hold together for
the duration of a chase or escape attempt! regardless of how much
damage it sustains in the process. &owever! the vehicle will
immediately break down after the action is over! and will need to be
repaired or replaced before it can be used again.
!rand 4n'rance
/ffect* 7ome characters have a knack of arriving at 'ust the right
moment.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can
instantly 'oin or re'oin a group at any point during a session$ in
the middle of a desert! on a battlefield! atop a deserted mountain
peak. &ow and why the character happens to be show up there is
left up to the group"s imagination.
,ei%0'ened (enses
/ffect* The character has enhanced hearing! smell! or sight! allowing
her to spot things that would normally not be obvious.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can
reroll any Awareness or Perception 7kill Test.
,0 Point ITiedJ* 1y spending 0 Point! the character"s senses uncover
a secret or help the party overcome an obstacle during the course
of a session.
3nnocen' Abroad
/ffect* 7ome characters are so hard,bitten and world,weary that
nothing can surprise them any more. ;thers step into adventuring
life with a certain measure of innocence and natural gullibility.
K0 Point ITiedJ* For 0 Point! the character will fall for a dangerous
ruse or scam during the course of the session fake charities!
)legendary" items of dubious authenticity! or robed strangers asking
them to retrieve the :oom 1ook they need to cure their poor! sick
grandmother.
#one 7o"f
/ffect* The character is ill at ease around the company of others$
her poor ability to 'udge responses and gruff demeanor tend to
cause offense more often than not.
K0 Point ITiedJ* For 0 Point! all failed Task %hecks involving 7ocial
7kills during the course of the session become %ritical Failures. Any
%ritical 7uccesses on these Task %hecks are ignored.
1ac0ine8s0
/ffect* 7ome characters are naturally ill at ease around technology!
preferring not to get involved with it unless no other alternative
presents itself$ even then! their grasp of comple devices is likely to
be slippery at best.
K0 Point ITiedJ* For 0 Point! all failed Task %hecks involving
machinery and comple e.uipment during the course of the session
become %ritical Failures. Any %ritical 7uccesses on these Task %hecks
are ignored.
1a"ad
/ffect* The character has a minor ailment shooting cramps!
sleeping sickness! or generally poor health that tends to
incapacitate them at inopportune moments.
K0 Point ITiedJ* For 0 Point! the characters"s malady manifests
itself during the course of the session! putting them out of
commission for the duration of a 7cene.
K6 Points ITiedJ* For 6 Points! the character"s malady will leave
them incapacitated for the ma'ority of the session.
P0obia
/ffect* The character suffers from a deep,seated! pathological fear
of something heights! insects! fire! darkness! root vegetables!
#alborosO :ecide the ob'ect of fear in .uestion when first
choosing this Trait$ the character will not willingly epose themselves
to it unless circumstances leave them with no other alternative.
K0 Point ITiedJ* For 0 Point! the characters"s phobia prevents them
from carrying out an Attribute %heck! 7kill Test or other action of
import during the course of the session.
,6 Points ITiedJ* 1y spending 6 Points! the character manages to
circumvent their phobia during the course of the session! canceling
out this Trait.
(ecr4' P"ac4
/ffect* The character knows the location of a place whose
whereabouts are not known to most of the world a hidden
treasure cache! a secretive village! an ancient shrine or temple. This
place may have significance to the story as a whole! or simply hold
important treasure$ define what the place is when taking this Trait.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can
learn one important thing about a trap! puEEle! device! treasure! or
monster in the place in .uestion.
,- Point ITiedJ* 1y spending - Points! the character can guide other
characters to the place in .uestion during the course of the session.
FINAL FANTASY THE ROLEPLAYING GAME 398
Co Cavigation rolls are needed.
K0 Point ITiedJ* 0 Point is earned if an opponent or hostile power
begins actively seeking out the place in .uestion during the course
of the session.
(p"i' Persona"i'
/ffect* The character"s personality is fractured! split into a number
of distinctive )identities" which fight for control of the character.
:etermine the number and type of personalities the character has
when choosing this Trait.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character is taken
over by another personality capable of helping the party surmount a
challenge or obstacle they are currently facing.
K0 Point ITiedJ* For 0 Point! one of the character"s personalities
takes over )off,camera" during the course of the session! causing
problems for the )real" character further down the line. The
personality in .uestion could end up picking a fight with the local
constabulary! shake down local shopkeepers! or even betray the
party"s whereabouts to enemy henchmen.
('rai%0' Arro5
/ffect* The character has unusually upstanding moral values and
disarming honesty the kind of man who prides himself on being
able to read another"s character off the basis of a handshake.
,0 Point I7pontaneousJ* 1y spending 0 Point! the character can
instantly determine the truthfulness of any one statement or person.
K0 Point ITiedJ* For 0 Point! the character"s overwhelming honesty
causes trouble for the party during the course of the session.
Tra*e"in% (ic2ness
/ffect* 7ailboats. Trains. %ars. Airships. Put a character with
Traveling 7ickness on a moving vehicle! and what happens net is far
from pretty.
K0 Point I7pontaneousJ* 0 Point is earned every time the character
suffers severe! incapacitating nausea from being onboard a moving
vehicle! unless medicated beforehand the 3tem Tran.uiliEer works
wonders in this regard.
&4n%4ance
/ffect* The character has sworn revenge on someone or
something and will not rest until she gets it. :etermine what the
character has sworn Dengeance against and why when choosing this
Trait.
K0 Point ITiedJ* For 0 Point! the character"s irrational pursuit of
revenge leaves her in a dangerous or life,threatening situation
during the course of the session.
7a"2in% /isas'er
/ffect* <Balking disaster> is as apt a description of the character"s
activities as any$ he seems literally incapable of fouling anything up
without turning it into a spectacular catastrophe.
K- Points ITiedJ* For - Points! every failed Task %heck during the
course of the session is counted as a 1otch.
7a'erborn
/ffect* Through training or natural selection! the character is
capable of spending etended periods of time underwater without
any serious ill effects! even without a proper breathing apparatus.
,- Points I7pontaneousJ* 1y spending - Points! the character can
spend a scene! Ability %heck! or 7kill Test submerged underwater
with no ill effects.
Changing Traits
Traits aren"t necessarily permanent$ a character may lose or ac.uire
any number during the course of their adventures! even if they only
started with a basic Trait Package. Removing and adding Traits
should be only done if both player and G# agree the changes are
appropriate$ some Traits also allow players to )cash out" of their own
volition. The one eception to this is the character"s Trait Package$
changes in a character"s personality can result in some of the
attributes listed in the package no longer applying. For this reason! a
player is at liberty to change their Trait Package at the beginning or
end of a session! provided they inform everyone else of any
changes made.
PLANNING
#any of the more comple Trait effects introduced in the previous
section are Tied rather than 7pontaneous. :ue to their potential
impacts on the plot! it is important to allow a G# time to prepare for
their use and smooth out potential conflicts. For this reason! the use
of Tied effects should be planned out before the session begins$
take fifteen or twenty minutes as a group and review applicable
Traits! conferring with each other regarding the shape of the
session and the course itHs going to take.
1y )tying" Trait effects into a session! the player can claim (ey
Points up front in echange for a complication during the course of a
session. A player whose character suffers from a 7tigma! for
instance! can opt to HbuildH a situation into the adventure in which
that 7tigma causes trouble for the character. Points earned in this
manner can then be used to surmount those challenges or saved up
for more )serious" problems encountered further down the line.
/ach character can tie up to three of their Traits into a session!
though G#s may limit this to one or two! depending on the length of
the session at hand. 3t is also important that characters work
together to ensure the combined effects don"t overwhelm the
session in other words! avoid having an Ally turn traitor! Family
Ties turn sour! a Cemesis resurface! and a &unted character
suddenly have to deal with a passel of bounty hunters all in the
same session.
7till! even with a minimum of Trait disruption! it may not be
possible to fit every Trait effect into the session"s limited running
time. 3f it turns out that a G# doesn"t have ade.uate opportunity to
work in a tied Trait effect! the characterHs player can either give back
the (ey Points earned or if they have already spent them treat
them as an HdebtH. 3n the case of a debt! the effect in .uestion
FINAL FANTASY THE ROLEPLAYING GAME 399
remains tied until it is used in play! and cannot be tied again until
then. Tied Trait effects can also be voluntarily HuntiedH during the
course of a session by the player before they occur by returning the
(ey Points earned from them.
CAPTER GLOSSARY
As this is the final glossary in this book! the list of terms is shorter
than in previous chapters.
:ramatic Traits. %ertain .ualities of a character that can"t be
represented through 7kills! Attributes! or Abilities.
(ey Points. )%urrency" used to shape the progress of a story.
(ey Traits. Positive and negative words used to describe a
character"s personality.
7pontaneous. +sed to describe a Trait effect that can be used at
any time.
Tied. +sed to describe a Trait effect that re.uires advance
planning to use.
Trait Package. The )package" of personality attributes every
character possesses.
FINAL FANTASY THE ROLEPLAYING GAME 4
AV
____________
GAME AID SHEETS
Organization is key to any successful campaign. To a new player, a
trained gm's actions may be deceiving, making running a high quality
game look easy.
Let us assure you This is not the case.
!or online campaigns, there are a number of tools that one can
utilize to help with the gameflow and reduce clutter. "n real life,
however, with real sheets and dice, tracking statuses, turn order,
#$ ,%$, and what monsters are still alive can be e&tremely difficult.
To this end, we have provided sheets to help organize the new or
seasoned '% or player and filled out e&amples below..
!or the '%, there are vitals tracking sheets( good for remembering
what condition the party members are in and what abilities they have
at hand. )pdating these, as all other sheets, is crucial to making
sure your game flows smoothly. "n addition, to help with tracking
initiative, we provide blank initiative sheets. *on't feel that the
dividing lines mean you can only have +, members to a battle. "f you
are truly ambitious and want a massive battle with many monsters,
blend the round rows together( -ust make sure to separate your
rounds via some mark of sort for easy tracking. ./e would like to
note, however, that such massive battles are best tried by someone
who has a good deal of '%ing under their belt.0
!or the player, we provide the basic character sheet for tracking
basic statistics, an inventory and history sheet, and a -ob ability
sheet.
FINAL FANTASY THE ROLEPLAYING GAME 401
VITALS TRACKING SHEET
_________
SESSION NOTES
_________
FINAL FANTASY THE ROLEPLAYING GAME 402
INITIATIVE TRACKING SHEET
FINAL FANTASY THE ROLEPLAYING GAME 403
Character Name
Race Sex
Job Age
Level Height
Experience Weight
EXP for level up Build
Hair Color Ee Color
HP !ie "P !ie
Current HP Current "P
"ax HP "ax "P
Attribute Current "axi#u#
Rating
$$Att x%& ' ()&
!efault
$Rating*+&
Strength
,italit
Agilit
Speed
"agic
Spirit
Stati-tic .or#ula Calculation- ,alue
Eva-ion A/0 ' SP! ' E,A bonu-e-
"agic Eva-ion SPR ' "A/ ' "1 E,A bonu-e-
Ar#or AR" value- ' 2able +3+ ,alue
"agic Ar#or "1 AR" ,alue- ' 2able +3+ ,alue
!exterit Level ' $A/0 x +& ' 4)
"ind Level ' $"A/ x +& ' 4)
Accurac
Level ' $A/0 x +& ' Job5- Attac6
Bonu- ' Weapon S6ill
"agic Accurac Level ' $"A/ x +& ' ())
Experti-e
$Expert S6ill*+& ' Level '
$S6ill5- !efault Attribute x +&
0nvent
$0nvent Rating*+& ' Level '
$A/0 x +&
E7uip#ent
Location 8a#e AR" "1 AR" E,A "1 E,A Effect- and 8ote-
Right Hand
Left Hand
Head
Bod
Hand-
Acce--or
Advantage-



!i-advantage-



Job Abilitie-
8a#e Co-t 2arget Effect
S6ill-
S6ill 8a#e Point- Spent Ran6
0te#-
0te# 8a#e A#ount Effect
2rait- $ 99 :P&
Ba-ic 2rait-
;<!0AC:
BL<<! 2=PE:
Advanced 2rait-
<R0/08 2RA02S



S<C0AL 2RA02S






PERS<8AL 2RA02S






Bac6ground> Per-onalit> and Appearance


























Glossary
Ability. A special power possessed by a Job.
Ability Action. Any Action using Slow, Fast, or Magic Abilities, including Spells.
Ability Set. All Abilities available to a given Job or character.
Absorbance (A). Used to designate a combatants ability to absorb a given category o! "lemental damage.
Accessory. "nchanted relics used to boost a characters capabilities.
Accessory Slot. "#uipment slot used to e#uip Accessories.
Action $hase. $hase during which the participants act.
Adventure. %ne&o!! #uests or series o! events with a !i'ed goal.
Advantage. A character #uir( that a!!ects the characters combat per!ormance in a positive way.
Adverse )errain. )errain that reduces movement by *+,.
Arcane Magic. Any Spell that deals damage, but is not directly associated with one o! the -ombat "lements.
Armor .ase. .ase value determining a monsters overall A/M.
Attac( Action. Attac(ing an opponent with an e#uipped 0eapon.
Attribute. %ne o! a number o! stats trac(ing a characters physical and mental capabilities.
Attribute -ap. Ma'imum value an Attribute can have. 1etermined by Job and /ace.
Attribute $oint. $oints that can be spent on de!ining and increasing the characters Attributes.
Attribute /ating. 2umber measuring a characters ability in a given Attribute.
Arti!act. A piece o! e#uipment which may not be bought in stores, but can be !ound multiple times.
Automatic Miss. A .otch in an Attac( Action.
Availability /ating. A numerical representation o! an items general rarity.
Availability /oll. A d, roll made to see whether an item is in stoc(. )he target number is the items Availability /ating.
.ody Slot. "#uipment slot used to e#uip Mail, Suits and /obes.
.otch. A critical !ailure on a $ercentile /oll. %ccurs on unmodi!ied rolls o! 3* to 4++.
.rawling. Attac( Actions without a 0eapon e#uipped.
.u!!. Any e!!ect that improves a characters abilities or power, as with Status -onditions li(e $ower Up.
.uild. A premeditated design or template !or a character, usually developed around a speci!ic set o! Advantages, Attributes, and "#uipment.
-ampaign. A continuous narrative built up !rom interlin(ing adventures.
-harge )ime. )he delay between when a character decides to use a Slow Ability and its activation.
-lass. A generalised pro!ession.
-ombat "lements. )he "lements o! Fire, 0ater, 0ind, "arth, 5ce, 6ightning, $oison, 7oly and Shadow.
-ombat Movement. Movement underta(en as part o! an attac(.
-omple'ity 8rade. Measure o! a cra!ting pro9ects comple'ity.
-onditional Modi!ier. Modi!ier applied to )as( -hec(s based on how easy : or di!!icult : the tas( at hand is.
-oS. Short !or ;-hance o! Success. A target number !or most tas( resolution rolls in the FF/$8.
-ra!t $oint. Measure o! raw materials. -onsumed to create things.
-ritical 7it. A -ritical Success in an Attac( Action.
-ritical 5n9uries. 5n9uries severe enough to give characters temporary or permanent Status -onditions.
-ritical Success. An unusually good result on a $ercentile /oll. %ccurs on unmodi!ied rolls o! 4 to 4+.
d,. A die roll using two ten&sided dice to generate a total ;percentage.
1amage -ap. /estriction limiting the amount o! damage done by any one attac( to 333 7$ or M$.
1amage 1ie. 1ie : or dice : rolled and added to an attac(s damage.
1amage Scale. Multiplier that gives an attac(s basic damage.
1e!ault Attribute. )he Attribute that has the strongest e!!ect on a character<s chance o! success with a given S(ill. )he 1e!ault Attribute<s /ating can
substitute !or a S(ill /ating in certain cases.
1ebu!!. Any e!!ect that reduces a characters abilities or power. )he 0ea(en Status -onditions are one e'ample o! this.
1e!ense Action. 8iving up all Actions and bracing !or damage.
FINAL FANTASY THE ROLEPLAYING GAME
1i!!icult )errain. )errain that reduces movement by =*,.
1isadvantage. A character #uir( that a!!ects the characters combat per!ormance in a negative way.
1ot. 1erived !rom the acronym 1%) : ;1amage %ver )ime. "!!ects such as $oison and Sap !all into this category.
1urability. A measure o! how many hits it ta(es to destroy an environmental !eature.
"lemental. See -ombat "lements.
"lemental Magic. Any Spell that deals damage associated with one o! the -ombat "lements.
"#uipment Ability. Special properties tied to a given piece o! e#uipment.
"#uipment )ier. A number !rom 4 to 4+, measuring an item<s general rarity.
"#uipped. )erm used !or e#uipment the character wears or (eeps to hand.
"scape Action. Action resulting !rom a combatants attempts to withdraw to a sa!er position.
"'treme 5nitiative. An 5nitiative o! >* or higher. "ntitles a combatant to additional Actions.
Fast Ability. An Ability that re#uires no preparation time.
Flat -oS. A chance o! success that always remains the same.
Fudging. 5gnoring the result o! a roll and deciding what the outcome should be, even i! it is di!!erent !rom what the roll would have normally
produced. 8enerally done by the 8M i! the roll would cause serious problems !or the game at hand, though some will use it to <cheat< the players.
Full&Move Action. An Action spent entirely on movement.
8amemaster (8M). <6eader o! the game. Sets challenges and details the world.
8rognard. 2ic(name !or older, more conservative gamers who tend to be deeply involved in their hobby.
7ands Slot. "#uipment slot used to e#uip Armwear and 8auntlets.
7ead Slot. "#uipment slot used to e#uip 7ats and 7elmets.
7it .ase. .ase value determining a monsters overall 7$.
7it 1ie. 1ie rolled to determine a characters 7it $oints.
7it $oints (7$). A re!lection o! the character<s general physical condition.
7ouse /ules. )wea(s and changes made to a basic /$8 ruleset.
5mmunity (5). Used to designate a combatants immunity to a given category o! "lemental damage or Status -ondition.
5nitiative. Score that determines when actions are ta(en.
5nitiative $hase. $hase during which the order o! the participants actions is determined.
5ntuitive Magic. <Minor< Spells created on the !ly by casters.
5ntuitive S(ill. A S(ill whose 1e!ault Attribute<s /ating may be used in place o! a S(ill /ating i! the character does not possess the S(ill in #uestion.
5nvention 6evel. Measure o! an 5nventions overall power.
5nventory Slot. "#uipment slot used !or potions, throwing weapons, ammunition and other ;loose items.
5tem Action. Action involving using items or changing e#uipment in&battle.
Job. A specialised pro!ession.
?ey 5tem. 5tem signi!icant to the plot or adventure.
?ey $oints. ;-urrency used to shape the progress o! a story.
?ey )raits. $ositive and negative words used to describe a characters personality.
6earned S(ill. A S(ill whose /ating cannot be replaced by a 1e!ault Attribute<s /ating i! the character does not possess it.
6egendary. A piece o! e#uipment that only e'ists once on any given world.
6evel. A re!lection o! a character<s e'perience level. .ased on the total number o! @$ that character possesses.
Magic Abilities. Spells and spell&li(e Abilities.
Magic Armor .ase. .ase value determining a monsters M. A/M.
Magic .ase. .ase value determining the monsters overall M$.
Magic 1ie. 1ie rolled to determine a characters Magic $oints.
FINAL FANTASY THE ROLEPLAYING GAME
Magic $oints (M$). )he representation o! a character<s reservoir o! spellcasting energy.
Magical. Magical damage not associated with a -ombat "lement.
Min&Ma'ing. )he practice o! 9uggling character Attributes, S(ills and e#uipment !or ma'imum e!!ectiveness in combat.
Modi!ier. Any additional property attached to a basic Attac( to enhance its e!!ects. -an also be used in con9unction with Abilities in some cases.
Monster Family. A grouping o! monsters who share similar characteristics.
Monty 7aul. 1erisive nic(name !or adventures that e'ist allow characters to ac#uire increasingly ludicrous levels o! money and overpowered
e#uipment !or relatively little e!!ort.
Munch(in. 2ic(name !or players preoccupied with !inding ever more elaborate means o! boosting their characters power to obscene levels.
Munch(ins may o!ten ta(e advantage o! loopholes in the rules to do thisA !or this reason, the most e!!ective munch(ins will also be relentless /ules
6awyers.
2on&$layer -haracter (2$-). Any character whose actions are controlled by the 8M rather than the players.
not /e!lectable. A spell that is una!!ected by the Status -ondition /e!lect. 1esignated as 2/ in -hapter BC Magic.
2u(e. )o deal a large amount o! damage in a single attac(. <2u(ers< usually tend to be Mage Jobs.
%pposed )as( -hec(. )as( -hec( in which two or more participants ma(e a d, roll.
%ptional /ule. /ules designed to be used at a 8Ms discretion.
$ercentile /oll. A roll made using a d,.
$hase. Segments o! a /ound. Most /ounds have three phases.
$incer Attac(. .attle in which one side complete encircles the other.
$layer -haracter ($-). Any character whose actions are controlled by one o! the players.
$reemptive /ound. SpecialiDed /ound resulting !rom ambush.
/acial Ma'imum. A hard limit on starting Attributes de!ined by a characters choice o! race.
/acial Modi!ier. A modi!ier imposed to a )as( -hec( as a result o! a race<s uni#ue physiology.
/eaction Ability. An Ability that only triggers under certain circumstances.
/ecovery Magic. Spells that restore 7$ or M$, or remove harm!ul Status -onditions.
/e!lectable. A spell that can be a!!ected by the Status -ondition /e!lect. 1esignated as / in -hapter BC Magic.
/esistance (/). Used to designate a combatants resistance to a given category o! "lemental damage.
/ound. .asic unit o! time in FF/$8 combat. A battle will o!ten be made up o! multiple /ounds.
/ule o! 4. /ule stating that the smallest amount o! damage any one attac( can in!lict is 4 7$.
/ule o! 4+. /ule stating that the lowest a -oS can be reduced to is 4+ : ma(ing the roll under these circumstances is not a -ritical Success, but an
against&all&odds one.
/ules 6awyer. 2ic(name !or players with an encyclopedic (nowledge o! the rules and habit o! arguing their minutiae at every possible turn.
Scale. A measure o! large an environmental !eature. )his value is used to calculate damage in!licted by the !eature.
Scene. .asic unit o! time in the FF/$8. A scene ends with a change in location or the passage o! time.
Shield Slot. "#uipment slot used to e#uip a Shield, second 0eapon or two&handed 0eapon.
SiDe 8rade. Measure o! a cra!ting pro9ects siDe.
S(ill. A particular body o! (nowledge used by a character, measured via a numerical rating.
S(ill Aptitude. A category o! S(ills a character can learn at a reduced rate due to their training in that !ield.
S(ill $oint. $oints that can be spent on de!ining and increasing the characters S(ills.
S(ill /ating. 2umber measuring a characters pro!iciency in a given S(ill.
Slow Ability. An Ability that re#uires preparation time.
Spam. /epetitive use o! a single attac( over and over.
Spellblade Magic. Spells that primarily a!!ect a 0eapon rather than a target.
Spontaneous. Used to describe a )rait e!!ect that can be used at any time.
Status -onditions. Special conditions : positive or negative :that can a!!ect a characters capacities and abilities.
Status Magic. Any Spell which adds harm!ul or gain!ul Status -onditions to one or more targets.
Status $hase. $hase during which boo(&(eeping !or Status -onditions ta(es place.
Support Ability. An Ability that is always active.
Support Magic. Spells which do not directly a!!ect combatants or their opponents, or which bypass magical "vasions by de!ault.
FINAL FANTASY THE ROLEPLAYING GAME
Synergy .onus. A bonus to a )as( -hec( granted by compatible S(ills and Attributes.
)an(. -haracter or Job whose primary role in a battle is to !ight on the !ront line and absorb the bul( o! the damage dealt. )his role is usually !illed
by 0arrior Jobs.
)as( -hec(. A $ercentile /oll used to determine the success or !ailure o! a tas( using one o! a characters S(ills or Abilities.
)ied. Used to describe a )rait e!!ect that re#uires advance planning to use.
)imer. "'pression used !or the duration o! a Status -ondition or special e!!ect.
)rigger Action. An Action involving a )as( -hec(.
)$?. Acronym !or ;)otal $arty ?ill : a disastrous event in which every $- dies. Sometimes also (nown as 8ame %ver.
)rait $ac(age. )he ;pac(age o! personality attributes every character possesses.
)raits. -ertain #ualities o! a character that cant be represented through S(ills, Attributes, or Abilities.
Unconscious. -ondition in which a $- or 2$- has been reduced to + or !ewer 7$.
0ait. 1elay acting !or a certain number o! tic(s.
0ainscotting. %ver&describing trivial environmental details (e.g. the wallpaper in a room).
0ea(ness (0). Used to designate a combatants wea(ness to a given category o! "lemental damage.
0eapon Slot. "#uipment slot used to e#uip a 0eapon.
0or(shop 7our. %ne hour o! uninterrupted wor( in a space that has all the materials and e#uipment needed !or the cra!ter to do his wor(.
@$. A measure o! a character<s growth in e'perience and personal capabilities, increased by certain actions and achievements within the game.
FINAL FANTASY THE ROLEPLAYING GAME

You might also like