FINAL FANTASY d6 RPG

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

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

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

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

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

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

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

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

For Awtan

well-known monsters and heroic savethe-world storylines. We suggest you take a moment to familiarize yourself with this material before moving on. self-sacrifice. you mean? Like most pen-and-paper RPGs. Anyway? Final Fantasy is a series of more than thirty console RPGs and two MMORPGs that currently ranks as sixth-best selling video game series in the world. What Do I Need To Play? Other than this free PDF. Bordam Daravon The following section offers an overview of the basic mechanics of the Final Fantasy d6. 1 . and taking on truly legendary enemies with your seven-foot sword and magical umbrella. and includes many important concepts and game terms. and prepare for battle. and only a ragtag team of heroes almost universally under the age of thirty are competent (or incompetent) enough to make a difference.Prof. you need dice – in this case. duality." . there are numerous recurring themes and elements such as airships. run-of-the-mill six-sided dice will do the trick. twisted technology and heroic perseverance. It is a series where the fundamental well-known limits of human capability are casually ignored and androgynous villains threaten the world with fully functional relics from lost civilizations. a handful of common. much of the information presented here will be expanded on in the remainder of the book. and perhaps a single four-sided dice to calculate percentile chances if you want to get fancy. Though each story in the series is independent. They are stories about good versus evil. camaraderie and love. What Is Final Fantasy. Although some of these explanations may be familiar to experienced roleplayers. You’ll usually want two per player but having extras is a good idea.CHAPTER I: GAMEPLAY "Know.

Players can do truly preposterous things at higher levels within the rules of the system. a Complication means the character automatically misses his attack no matter how accurate he might normally be.such as the guards coming to investigate what all that noise is about. See p. a 50% chance is 7 or higher. 2 . all you need to know is that a pair of sixes is usually great news when it comes to combat. but one of the engines is now on fire!. where White Mages are healers and protectors. and two of which are chosen upon character creation – either from the Job Ability list. or the Shared Ability list which all characters have access to. Random Targets and Percentile Rolls Often. Complications In many game systems which use d20s. complicated. On skill checks. characters may continue to obtain more abilities from these lists. When both dice land on 1s. like 'd6+2'. Spear-wielding. and improve for each time a character chooses to do so.When do I Roll the Dice? Throughout the game. this is called a Complication. your character will likely try to do things that aren’t exactly everyday mundane tasks. a result of 1 is a spectacular. gravity-defying Dragoons soar the skies even as Geomancers tap into the very powers of the earth. and it takes more than just a lucky roll to make a character’s (possibly crazy) wishes a reality. When the system states that an effect has a 50% or 25% of occurring. thus a 6-sided die would be called a 'd6'. Black Mages are fearsome users of destructive elemental energies. These range from the capacity to cast magic. automatic failure. Use whatever method is easiest for you and your group! Jobs Every character belongs to a single ‘Job’ in the FFd6 to determine what they can do.69 to learn more about Complications and how they work. A number before the 'd' indicates that more than one die is used – '2d6' simply means two six-sided dice are rolled and their totals are added together. Sometimes abilities will even specify they can be taken more than once. A 25% chance is 9 or higher on 2d6. If the d6 comes up as a 5. collectively called Abilities. Complications get a little more…well. In combat. A fair way to determine this would be to have all eligible targets roll 2d6.. For skill checks however. you could resolve this by rolling a 1d4…or continuing with your normal 2d6 dice.and so on. or steal from a hapless foe. Not only is your airship spiraling out of control. where a roll of 20 is an automatic success. Since Final Fantasy heroes are often beyond beginner’s mistakes. such a roll does NOT automatically counts as an automatic success. We rely on the random results of dice rolls for determining everything from how injured your enemies become after hitting them with your sword. This is a chance for the GM to spice up the story with new problems arising to supplement the old ones. we’ll abbreviates all dice rolls as d[number of sides]. Abilities Each Job is distinguished from others by a unique pool of talents. with the lowest roller ending up as the target. All Jobs start with four Abilities. A number after the type of die. to being call forth various effects with a Gambler’s supernatural slot machines. and what they’ll be able to contribute to an adventuring party. there is a chance that the result will come up with both dice landing on sixes. means that that number is added to the result of the roll. for example. two of which are automatic and specific to each job (known as Epic and Innate abilities). From now on. In combat. which uses a 2d6 roll for the majority of checks. this dice result means that the character performs a never-miss Critical Hit and possibly a Limit Break. and a 75% chance is 5 or higher. More on this later…for now. the total score would be 7. In the FFd6. but there’s never more dire consequences. rolling nothing but 1s means outside influence or fluke happenstance ruined whatever the character was trying to do . to whether or not your character is able to swim against the current. As they advance in their adventuring careers. the FFd6 will call for a random target to be chosen.. to strike with a sudden ferocity.

in order to start fleshing out the person behind the idea. you could play anything from a cuddly Moogle to a lizardlike Bangaa. and some will actually refuse to take them seriously regardless of how many times they prove themselves. Aside from the effect this might have on the character's Attributes. though there are exceptions on both ends. Age Age nearly always equates to 'experience'. Conversely. charismatic Thief' are some basic examples of concepts that could be spun out into a well-defined character with a bit of thought. comments like 'old-timer' and 'squirt' are likely to follow them everywhere they go. weight. Do they lean towards all-concealing black cloth. older characters tend to be weaker but more knowledgeable. Job A character's chosen Job helps determines his or her Abilities. build. characters of either type will encounter serious social discrimination from same-species people around them. often drawing the fine line between a fresh-faced adventurer brat and a grizzled. choosing a Job is the most important decision a player makes during the character creation process. and what impression do the character's general posture and expression give others? 3 . are generally weaker but more charismatic. a concept is nothing more than the base of a character -. At this point you will probably be painting with fairly broad strokes -. Jobs are presented in full detail in Chapter III. or a wardrobe consisting entirely of loud pastels? What about jewelry or other distinguishing features such as tattoos? How does the character carry themselves. world-weary veteran. However.'neurotic Black Mage with a troubled past' or 'narcissistic. a good name should be evocative and a little unusual. Race Humes make up the largest population of most worlds. Ideally. Most heroes will be of young adulthood for their species. eye and skin color are important. or live and fight your sorrow! Now is the time to shape your stories! Your fate is in your hands! THIS IS YOUR STORY.CHAPTER II: CHARACTER CREATION "Now! This is it! Now is the time to choose! Die and be free of pain. remember that a character's appearance is as a much a measure of their 'style' as anything else. height. Appearance Although a character’s physical features. a good name can go a long way towards making a memorable character." . their Hit and Magic Points. With GM approval. as a result of their age.Auron Step One: Concept The first and most obvious step is to start giving some thought to the character you are planning on playing. Especially youthful characters. details you should settle on as early as possible include: Name In a universe populated by heroes with monikers like Cloud Strife. but there are many other races that populate the universe of Final Fantasy. Zidane Tribal or Laguna Loire. and hair. and a whole slew of other factors. For this reason.

for the purposes of this game. At the GM's discretion. as opposed to a full character back-story. we feel that where your character is going and what you’ll become is far more important than what you’ve accomplished offscreen before the game begins.Quote A good quote is just as effective at establishing a character as any number of descriptive paragraphs. Limited Flight Android: ‘Construct’ type. we don’t put a lot of stock in character backstories. The races are diverse and unique.') to a short and pithy comment typical of the character's general outlook on life ('I’m not a thief. so don’t be afraid to get creative! Suggested Bonus Abilities Humes: Additional HP Elvaan: +1 ACC. Each race grants a slight bonus to a character. Additional MP Moogles: +1 Negotiate. The most powerful yeti could have the same strength as the smallest moogle. This can be anything from an often overused catchphrase ('. (As you’ll learn later on. and if a player wishes to propose a new race. the mantle of world-savior has variously fallen on the shoulders of rat-girls. While this might earn us a few disapproving looks. simply filling out a character sheet complete with a Quote is enough to award 1 EXP at the start of a new game. all depending on how you choose to build your character. We’re just barely scratching the surface of possibilities here however. I’m a treasure hunter!'). choosing to play as a non-Hume race (if your GM allows it) does not change the character’s attributes.. and suggest a bonus for each one. catrobots. Start play with biomechanical Grafts. 4 . Military Training Galka: +2 Synthesis Viera: +2 Awareness Lalafell: +1 Escape. The following pages describe a handful of standard Final Fantasy races. he and the GM should work together to decide a suitable bonus. Over the course of many games.Whatever. feral sasquatches.. and other creatures too strange to describe in just a handful of words.) Step Two: Race The world of Final Fantasy is populated by an odd assortment of humanoids and monsters. some more powerfully built or naturally smarter than others – however. moon-people.

a president. their ability to make a home in even the most inhospitable of environments has made Humes the standard against which all other races are measured. Language Humes invented the Common Tongue. while the poor view the wealthy as arrogant and utterly detached from reality. in more advanced circles. Jobs Humes run the gamut from sly and crafty to noble and virtuous. for rich sophisticates. aristocracy against peasantry. or Emperor. This often leads to deep and powerful inequalities. and can be as varied and complex as the cultures that spawned them. and there’s no distinct Job that the race favors over any other. Resourceful. auburn. They receive an additional +3 Hit Points per level. believers against non-believers. an altruistic king begets a benevolent populace. with regional accents ranging from the mild to the incomprehensible. white Eye Colors Brown. Background. too. affects choice of profession. characters from rough-and-tumble surroundings may turn to the sword – or a life of crime – to make ends meet. curses. ‘class’ can be as much of a identifying and motivating factor as a spark for conflict. Hume society inevitably gravitates towards government of the masses headed by a single leader. Society As it develops. while those with wealth and education seek out loftier callings. and exclamations from different languages altogether and incorporated them into everyday speech. brown. Average is 17 . In primitive societies. black. Old is 60 . As a result. whereas power-hungry emperors typically breed a harsh and militaristic one. Roleplaying Hume personalities are largely shaped by upbringing and social backgrounds. green Typical Weight 68 – 102kg (Male) 52 – 91kg (Female) Lifespan Young is 5 -16 years old. Interaction between different social strata can be fraught with tension. 5 . In addition. stubborn and proud. the aspects of a given Hume society tend to reflect in its leadership.6 – 1. chaotic lives they lead. their goals and desires are as diverse as they are. blue. a trained ear can often pick out a speaker’s nationality and education with only a handful of sentences. Gamblers are more commonly Hume than any other race – perhaps this is a direct link to the carefree. Stratification is a common feature of Hume civilization. pitting rich against poor.7m (Female) Hair Colors Blond.8m (Male) 1.90 years old. King. this may be an elder or high priest.HUME Wildly diverse and infinitely tenacious. Humes are a tough and hardy people. and one cannot judge a single member of the race by the actions of another. education against ignorance. the lower classes are ignorant boors. Bonuses For the most part. Hume scholars who dabble in various other languages often point out how the Common Tongue has picked up a smattering of slang.59 years old. Typical Height 1.5 – 1. they never suffer the effects of racial discrimination or automatic social stigmatism when traveling – other races have come to the conclusion that Humes are as diverse as they are many.

and oval faces. though years of study are required to utter even a single word without deeply offending any Elvaan listeners. however. gray. Roleplaying Pride is at the root of the Elvaan psyche. Elvaan are taught to be proud of their race's accomplishments. and Elvaan characters receive a permanent +1 bonus to their ACC score.7 – 2. Bonuses The Elvaan are taught from birth to fight and defend their homeland at a moment’s notice. black. Tellingly. Old is 81 . slightly thinner. and can set the stage for family feuds destined to last for a century or more. and obedience to the state are the cardinal virtues. Elvaan have just as little patience for their own kind. and it is only now that they have finally laid their swords to rest and allowed themselves the luxury of several generations of peace. should the time come for an Elvaan nation to march to war. Their skins are darker than the average Hume’s. Typical Height Typical Weight 51 – 87kg (Male) 45 – 69kg (Female) Lifespan Young is 12 -20 years old. and Dark Knights primarily. All able-bodied Elvaan citizens receiving at least some level of training in arms. duels over slights and insults – both real and imagined – are a common occurrence in their society. the line is held not by the knights of the royal families but by the citizens’ militias. and choose Red Magic instead.1m (Male) 1. green. which protrude from their heads at lengths between fifteen and twenty centimeters. From early on. Leadership within Elvaan society is strongly aristocratic. the race naturally boasts a greater speed and ferocity in combat. and most have received rather intensive military training. Monks. 1. As a result. order.ELVAAN Though they resemble Humes. Elves are taller. divided clearly into the Haves and Have-Nots. Language Elvish is a needlessly complicated language but an oft-spoken one. white Eye Colors Gray. most Elvaan nations sport an extensive army. lawfulness. Prodigious Elvaan lifespans mean that rulers’ reigns can stretch fifty years or more. they treat other races with a haughty condescension – one that turns to out-and-out fury should that 'Elvaan superiority' ever be challenged. ranging from light tan to a bronze or copper color. leaving eligible regents and heirs with plenty of time to engage in courtly intrigue over the succession. For its citizens. Fighters. 6 . This grants all Elvaan characters the ability to use Medium Armor regardless of their starting Job. to this end. the culture and achievements in warfare that predate other races' by centuries at a time. blue Society Elvaan civilization is highly developed and regimented to extremes – a draconian perfection achieved centuries ago and perpetuated ever since. These proud humanoids have been involved in bitter civil wars and protracted conflicts with other races since the dawn of time. Very few Elvaan choose the aesthetic life that comes with a magical upbringing – though those that do often avoid the ‘pure’ schools.8 – 2. Neither gender could be referred to as frail or delicate.0m (Female) Hair Colors Blond. Their bestknown features. Furthermore.80 years old.120 years old. are their pointed ears. Dragoons. long necks. Jobs Elvaan are renowned for their martial combatants – Samurai. Average is 21 . with more muscle definition. and the Elvaan as a whole are physically powerful and independent creatures compared to many of the other races.

. outwaiting and outliving hardships instead of tackling them head-on. In this manner. ragingly powerful emotions.8m Hair Colors Black. Galkan wisdom goes. the race is protected from feelings that could ultimately destroy it. the Galka do not die of natural causes. no written Galkan language exists. Rather. For their part.5 – 2. and hatred. it has been lost to history since the race's glory days. Typical Height 2. metalwork and other matters of engineering. When living among other races Galka rarely use their own tongue.or potentially multiple lifetimes. Months later a juvenile Galka will arrive to seek the Talekeeper’s counsel. Due to a lack of written language. Despite this brutish outward appearance they are not stupid by any stretch of the imagination. the passage of history and culture is entrusted to ‘Talekeepers’ who act as a repository of ancestral memory. his insights and achievements in the spirit of closure. frustration. red Eye Colors Blue. Society The Galka may have once had a culture to call their own. gray. releasing them only in their final meeting with the Talekeeper. awkward manner. brown Typical Weight 160 – 220kg Lifespan Young is 16 -24 years old. still innocent to the ways of the world and his people. brown. Faced with a potentially infinite lifespan. Unlike most other races. To this end. From early on they are taught to bottle up negative feelings such as anger. artisans or simple physical labor. Thus unburdened. though their manner is distinctively male.finally gives way to unmitigated. 7 . reliably serving their purpose for generation after generation. and expressive faces are covered with short fur. those who speak it tend to do so in a halting. a Galka simply bids his friends and fellows farewell and sets out into the wilderness. Language Though they have a complex spoken tongue. Few are aware that the Galka undergo a cycle of reincarnation. upon reaching a certain age. For the adventuring Galka who do not understand the concept of permanent death. These gentle giants are as common as peaceful warrior Jobs such as Samurai and Monk as well as casters of all types – especially White Mages. Though they visibly age.GALKA The heavyset Galka are quite an interesting sight. most grievances are simply swallowed and disagreements rarely voiced – a fact that encourages other races to callously exploit the uncomplaining Galka. Jobs Galkas are a bit of an oddity. The timing of this journey is carefully calculated through consultation with the Talekeeper over a period of several weeks.. and their self-control after a lifetime. if so.. Finding such hosts is rarely difficult. Galka try to adopt a detached world-view. Galka are creatures of deep emotion and rigid self-control. excelling in mining.50 years old. leaving a nomadic people that makes its home in any society willing to accept them. the Galka departs as is never seen again. as architects.. the details of this process are nebulous even to the Galka themselves. Bonuses Galkan are legendary artisans and receive a +2 bonus modifier to Synthesis checks. Galka have no gender. a rigid tail. during which time the leave-taker is invited to speak freely and at length of his life. Smooth greenish-gray skin. Old is 51 – 90+ years old.. a hint at reptilian ancestry. Average is 25 . Roleplaying Though sometimes seen as slow-witted or apathetic. Talekeepers seem to be possessed of almost unnatural longevity. conflict is rarely avoided and often plunged into head-first. green. Galka have the potential to easily drive an entire economy.

Almost all Viera still speak with a thick accent even after spending years away from home. blue Typical Weight 49 – 66kg (Male/Female) Lifespan Young is 8-17 years old. Even Viera living in more ‘civilized’ countries generally use these decorative devices. will become inferior. Language Due to the relative simplicity of Bhasa Mithra. Curious female Viera who leave their secluded homelands are considered ‘troubled’ by their Tribe (or Pride. the race is split evenly between two sub-races. Though their animalistic nature may lead some to believe that Viera hate water. Outcasts who find themselves forced to adapt to city life sometimes choose to follow the career of a Thief or Entertainer in order to get by. Eye Colors Silver. their rigid laws demand that nature be treated with care and respect. 8 . red. Centuries of evolution have left the females toned and slender. Both sub-races have bodies which are smooth-skinned and humanoid in proportion. to them. noses. too. In fact. are common among older females. old traditions die hard. eyes. usually in the form of a tribal Chieftainness or village wise-woman. and a deep-seated respect for artisans. they. Viera have little trouble melting into Hume societies . They combine curiosity and energy with a wise. they are excellent. physically superior to their male counterparts in every respect. green. Society Viera come together in small tribes dominated by a matriarchal government.8m (excluding ears) Hair Colors Universally silver or red. each exhibiting one set of these animal-like appearances. and by establishing friendship or even staying too long in the company of such creatures. Jobs Viera Geomancers tend to be the only ones that rise to positions of power within their tribes. and tails. Bonuses Viera possess unusually sharp senses that allows them to track movement with unerring accuracy. In fact. Typical Height 1. in the case of the Mithra) and leaving to learn of the outside world is often a one-way journey. Male Viera generally must leave their native soil secretly. most Viera tend to need a running start when it comes to learning Common Tongue. the temperate forest-dwelling Viera sport a pair of rabbit-like ears sprouting almost a foot from their heads. have an affection for dancing and the theatre. Roleplaying Viera are natural adventurers despite the stigmata that comes with leaving their homelands. Due to their physical beauty. Face-paint and tattoos. Viera receive a +2 bonus to all Awareness checks. only one on average will be male. amazonian Mithra are possess cat-like ears. treated as outcasts or even publicly declared forbidden to return. Viera love games and stories. out of every ten births. They exhibit animalistic features such as rabbit or feline characteristics. due to their scarcity. Viera who leave their homelands are rarely permitted to return. a tribe’s males are too valuable to expose to the dangers of the world at large. too. nimble swimmers. Many Viera believe that other races are weak. lest a group of irritated females set out to bring their wayward man back home. thoughtful nature that makes them amenable company on long journeys. Viera tend to be distrustful of advanced technology.VIERA The Viera are an almost exclusively female race composed of slender forest-dwellers. and their animal instincts are rarely wrong when it comes to detecting danger.6 – 1. Old is 91-180 years old. are entirely in the hands of its females. The Viera and Mithra are also distinguished by their deeply skewed gender ratio.though they rarely strike up relationships with other races. and outsiders who cannot be trusted to abide by these laws are rarely welcomed. and male Viera who have fled from their tribes often choose a job that allows them to ‘blend in’ with society. marks of status and accomplishment in Viera tribes. where the jungle-dwelling. The tribe's day-to-day affairs. This structure is a product of simple necessity. maintaining harmony with nature is more important than fleeting comfort or convenience. Average is 18-90 years old. particularly anything that involves the use of non-renewable resources.

Lalafell do tend to be wary in the presence of non-magical machinery.20 years old. Any job that uses Magic Points gains an additional +2 MP per level. and privileges. and other experts on worldly matters. as a rule. Their bodily proportions are equivalent to those of Hume children. Language Many scholars and collectors of ancient lore have dabbled in Lajargon. the study of magic is by far the most prestigious. green Eye Colors Brown. or ancient relics of legendary power. large eyes. Red and Summoners. Black. thinkers. setting up the intellectual 'engine' that allows Lalafell society to progress. enhances crops. Average is 7 . Old is 21 . Geomancers are far more rare. White.LALAFELL A diminutive race of magically active beings. it powers mechanical constructs. rare alchemical ingredients. finding such resources far easier to alter with magic than their intractable metallic counterparts. pronounced ears and bear-like features. finding Common to be simply too lacking in description for their purposes. to them. Lalafell are highly intelligent beings. Society The Lalafell live in a geniocracy. as most lack the endurance and strength to be serious warriors. despite the convoluted intricacies of the language. As may be expected. While Lalafell scholars turn their attentions to many subjects. 9 . blond. grey. albeit ones possessed by an inexhaustible curiosity about anything and everything in life. they boast an impressive array of most types of spellcasters – Time. Typical Height 0. soul-less things. lacking the innate warmth and vitality of a magic-driven device. lured by the prospect of lost spells. with large heads atop a short-limbed body. a combination that appears utterly harmless up until the point the fireballs start flying. magic is an everyday fact of Lalafell life. Only metalworking is generally shunned. steam. social standing. grinding gears. This in turn creates enormous pressure to pursue new ideas and innovations. Lalafell gain a +1 bonus to Escape rolls. red. More importantly. a society ruled by scientists. In the eyes of the Lalafell. more knowledgeable individuals. but still exist. they have little else to protect themselves from the dangers of the world. and even protects tools and clothing from wear and tear. intellectuals. Though somewhat menial compared to the glamour of hurling offensive magicks in the name of the Lalafell nation. and born mages.8 – 1. and clockwork are ruthless. Accordingly. The Lalafell are characterized by babyish faces. Though they make little distinction between the trivial and the life-saving where information is concerned. Roleplaying Though childlike in body.0m (Male / Female) Hair Colors Brown. revered for their capabilities and respected for their intellectual accomplishments. Bonuses Due to their small size. sages. While not as outright distrustful of advanced technology as the Viera.40 years old. spellcasters are the geniocracy's first line of defense. competition for wisdom is fierce and those in positions of authority are often usurped by younger. No self-respecting Lalafell will miss the chance to obtain new knowledge – or show off the fruits of their studies whenever opportunity allows. blue Typical Weight 34 – 38kg (Male) 32 – 36kg (Female) Lifespan Young is 2 -6 years old. Some speculate the small creatures' mastery of magic is a kind of acquired survival trait. many able mages make profitable careers out of these mundane applications. the little creatures' intellectual posturing does come in handy. Lalafell favor organic materials such as wood and cloth. The Lalafell themselves use it almost exclusively. what one knows defines everything – prestige. Jobs Magic is the Lalafell way. and accordingly. fast fingers and quick reaction speeds. Lalafell travel mainly for social advancement. the Lalafell are a collective of prodigies.

and natural affability that allows the Moogles to make themselves welcome anywhere. Moogles have a superb aptitude for languages. the Moogles' most distinguishing characteristic is the curious 'pom-pom’ connected to the top of their heads by a small. though variations exist in the world. Once they come of age. What happens next depends on the individual. Others are captivated by the sights and opportunities of their wanderings. brown and purple are among the most common. though they have a tendency to slip in the word ‘kupo’ in at random intervals. Wings aside. grey. green. too confusing for their liking. Base emotions such as hatred and violence are unheard of among the primitive Mogri however. And finally.one-part cat. they have been known to ‘get even’ with anybody who tries to take advantage of their good nature. Some find the outside world too chaotic. purple Typical Weight 24 – 30kg (Male / Female) Lifespan Young is 1 -10 years old. a linguistic quirk that even experienced speakers can't seem to shake. Old is 25 . Moogle characters are able to hover and Float in. As soon as a fight breaks out.' Its true purpose is unknown. though some speculate that it may have reproductive or telepathic properties. especially the sort that focuses on mystical dances or juggling. brown. Roleplaying Though mischievous.2m (Male / Female) Fur Colors White. sassy. striped. but many others have arisen over the years. and occasionally sarcastic. a race for which the words ‘disarmingly cute’ are all but tailor-made. and settle down in the company of other races. thin stalk. this feature tends to evolve in colder climates. Moogle tribes seclude themselves in small villages hidden away in forests or caverns. red. it is only a matter of time before they learn its ins and outs.30 years old. Quite a few moogle Engineers have been known to exist as well. a moogle character can gain the effects of Flight. picking up all the trappings of civilization along the way. the little Moogle is forced to focus on the matters at hand. The charismatic Moogles make exceptional thieves and they boast an aptitude for Geomancy. referred to by the Moogles as a 'Deely-Bopper. an unusual sense of empathy. subsisting on foraged nuts and roots. Jobs Entertainers make up the VAST majority of the fun-loving Moogle race.9 – 1. the oldest Moogle in the tribe usually acts as a nominal leader. Black. Most know the Common Tongue. purple Deely-Bopper Colors White. Some Moogles also sport a thick 'ruff' of fur around their neck. Bonuses Moogles possess an intense likeability. yellow. carefree existence is balanced by a love of travel and adventure. Every Moogle is given the rights to pursue its own idea of happiness. staying several feet off the ground via the Auto-Float status when not in combat. Moogles have an innate genius for social adaptability – no matter how alien the society they find themselves in. bat-like wings that allow them to perpetually hover and fly for short periods of time. Moogle fur is generally white and downy. Typical Height 0. and Blue magic. they return to the stable familiarity of their villages.MOOGLE Moogles are furry little semi-magical creatures . Such groups number anywhere between ten and fifty. Moogles are incapable of genuine malice or cruelty – a rarity among intelligent beings. Society Traditionally. one part bear cub. though group consensus guides most decisions. Language Despite the fact that their native tongue of Mogri uses just a single word. whether bliss is found in the boughs of an ancient tree or the guts of an airship. 10 . Moogles still manage to maintain a close-knit social network by regularly trading news and gossip from city to city. They gain a +1 bonus to all Negotiate skill checks because of this. embarking on journeys that can easily span the breadth of the globe. They sport tiny. This bucolic. when not carrying or wearing any equipment. Average is 11 . In spite of their scattered nature. many Moogles leave the safety of their villages. their locations known only to those select outsiders who have earned the tribe's trust. and is usually accompanied by a correspondingly denser coat of fur. disenchanted.24 years old. Red.

reanimated. Some fiercely defend the poor and the sick. the crude hybridization of man and machine rarely yields a happy. one can never really be sure how they will fit into society.ANDROID Androids (or robots) are the result of mad experimentation between man and machine.9m. are able to handle levels of heat. Generally 200kg+ Lifespan Unknown Society The origins of Androids or robots. Usually 1.’ Their clothes are often little more than rags. but many pursue additional languages in attempts to fit in with polite society no matter where they go. Still. Because of the diverse nature of the androids. and severe workloads that other races simply couldn’t deal with. Androids rarely find themselves able to utilize magic. if they exist. Bonuses The perks to being an Android are as many as there are detriments. and truly robotic. Some discover joy for brief periods. and belie no spark of life. but have to watch as the passage of time erodes their homes into dust and rob them of their loved ones. and most of their kind pursues this job choice. such as conduits and wires peeking through their ‘skin. a place to call home. and their eyes cannot disguise their true natures. The death of an Android in an unsafe work environment. An Android character starts play with 5 points worth of Grafts – see Chapter 5: Equipment. the biomechanical Grafts that they each possess allow them to have truly unique weapons and tools at their disposal. and seek their own pasts. Perhaps they are the cadavers of soldiers who had fallen in battle during some great war. fulfilled individual. Many struggle with feelings of anger or have difficulty finding a purpose. but never as nearly as fluently as when utilized by an Android. or perhaps they are a natural product of a highly technological world where many people have begun to rely more and more on cybernetics. Roleplaying The drives and goals of an Android are always peculiar. empty and often pupil-less black pools. robotic efficiency. Some have lost memories. In addition to a vastly increased lifespan. pressure. Typical Height Varies. Perhaps they are the result of tinkering by scientists who didn’t know when they the line had been crossed. Many become callous and hollow. some Androids possess a hope for the future. Some seek love. and are empty shells fueled by a functional brain. Hair Colors Any Eye Colors Black Typical Weight Varies. reinforced and rebuilt. will likely vary wildly from campaign to campaign. Jobs Androids make the best Engineers without question. though many sport obviously mechanical appendages or features. cutting down their foes with emotionless. they imagine a city built by their hand or a new age of technology with their people at the helm. 11 . Most have proportions similar to that of a normal Hume. others. to be free of monotony. To love and inevitably lose often takes its toll on the remaining psyche of an Android. Regardless of their origins. they are treated as being a Construct in addition to being a Humanoid species. Language Androids speak Common. Some can be found working almost as slaves in major metropolitan areas. discovering that they can integrate bits and pieces of slain enemies to use monster abilities instead of merely learning them. Some Android Blue Mages exist however. as well. Having been forever torn from the embrace of the lifestream. Some seek to learn more about their creation.6 – 1. The Binary language (being little more than a series of zeroes and ones) may be spoken by highlytrained linguists. no matter how briefly. they offer no reflection. while others can be found acting as hired muscle. In addition. is a little-mourned occasion. Some adventure simply for the thrills of doing so.

Intelligence. Consult the table to the right for clarification. your attribute SCORE is the stat that will matter the most. and Spirit .Step Three: Attributes Attributes represent a character's physical and mental prowess. and much more likely to 3 1 laugh in the face of danger. Attribute Ratings Your Attribute Rating is the always-positive number which will be used to determine things like how many times per session certain abilities can be used and how high your skills can go – but generally.123 for more information on this) As a method of comparison. For example. each with a numerical value ranging from 1 to 30 – the higher the value.Spirit represents a character’s willpower.Dexterity measures speed. Attribute Score Rating Spirit (SPR) .. 12 . and the ability to take a hit. Each starting character has a total of 30 Attribute Points to divide between the five Attributes Strength...This score represents endurance. or how much force you can exert. and an 1 0 understanding how you fit in with the world. you may not have a starting attribute score of less than 1 or greater than 10 after this step. allowing the character to have a higher-than-maximum value in a given stat upon creation. a completely normal human being has a score of about 3 in each Attribute. Dexterity (DEX) . Strength (STR) . It reflects overall vigor and muscle mass. Dexterity.This score represents your capacity for knowledge.as the player chooses. your speed of understanding. Again. The only exception to this is equipment or abilities which grant additional attribute bonuses. a character could choose to have 10 STR and then purchase a sword which grants an additional +2 STR when it is equipped. 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 Etc. a character would start with a Strength of 6.This score is a representation of how much you can physically lift. Attribute Points are spent at a one-to-one ratio and start at 0. Vitality (VIT) .. A character with a high Spirit 2 0 is more likely to be suave. Characters with higher Vitality are naturally resistant to fatigue and illness and have substantially more Hit Points in combat than their more fragile allies. move. because in game terms you're going to have a lot of trouble doing something with Attributes that low. 8 2 Attributes in the 1-2 range represent a character who is extremely subpar in some way. general stamina. as well as helping the character 7 2 resist detrimental status effects. for a final STR score of 12 when the game begins. You receive a point in an attribute rating for every three points you possess in the associated attribute. for example. and serve as a general indicator of their capabilities in and out of combat. and general mental agility. They have a bloody-mindedness that 4 1 5 1 characters with a lower Spirit simply do not possess. By placing 6 Attribute Points in Strength. and it is also used to determine starting number of skill points. It also often helps a character land more attacks successfully. The highest maximum value a normal character can possess in any attribute – even with magical or physical enhancements – is generally 30. physical agility and hand-eye coordination. Characters have a total of five Attributes. Intelligence (INT) . It is used primarily in determining the effectiveness of magic and granting a higher MP stat. This score is useful 6 2 for a myriad of abilities. spells and skills. Characters with a high dexterity will be able to consistently evade attacks in combat. no longer restricted by a maximum rating. the better the character’s abilities in that particular category. 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Etc. (See p. and a STR Rating of 2. Truly powerful and experienced characters can bypass this attribute cap. confident and driven. and determines how much damage melee weapons inflict in the character’s hands. Vitality. and a character cannot have an attribute score of less than 1 or higher than 10 after character creation is finished.

The higher the rating. regardless of INT. Damage done to a character reduces their Hit Points. To calculate MP.ARM would reduce 60 damage down to 40 instead. Evasion (EVA): The character's affinity for reflexively dodging or parrying incoming physical attacks.ARM granted by your equipment. Spells and other magical powers reduce a character's MP when used. plus your rating in a certain attribute. Whenever a character would take magical damage. This attribute is simply calculated by adding up the total ARM granted by your equipment. Accuracy (ACC): The base likelihood of a character being able to land a blow with a conventional weapon. the attack ‘misses’ and nothing happens. but characters retain their Evasion score even if they don’t know the attack is coming. Accuracy. or where it’s originating from. and multiply the total by your character level. Some equipment and abilities also grant bonuses to your ACC score temporarily. 13 . plus a few extra points based off of a rating (almost always DEX!). Note that any Job without an MP Modifier has zero MP. if their HP is ever reduced to 0 or lower. add 10.ARM): The character’s protection against magical attacks. the less damage they will suffer. and multiply the total by your character level. This attribute is simply calculated by adding up the total M. If the total attack roll including Accuracy is lower than the target’s Evasion score. you roll 2d6 and add your ACC score – if the result would be equal to or higher than your opponent’s EVA. When you make an attack roll with a weapon. such as DEX or STR. the attack lands and you may calculate damage using the same two dice – more on that later! Armor (ARM): A sum of the character's protection against physical attack. The higher the rating. FFd6 characters have six Combat Statistics: Hit Points (HP): A reflection of the character's general physical condition. Combat Statistics gauge a character's performance in battle. add your VIT score with the HP/Level granted by your Job. like the evasion stat. it must equal or surpass the target’s Evasion score to have any effect at all. Whenever an attack roll is made. the less damage they will suffer. Certain attacks and status effects are capable of ignoring or nullifying your EVA score temporarily. Magic Armor (M. add your INT score with the MP/Level granted by your Job. a character with 20 M. including their ability to deal and receive damage. their M.ARM score is subtracted from the amount they would be dealt – for example. they fall unconscious. To calculate HP. Whenever a character would take physical damage. Then.Step Four: Calculating Combat Statistics As their name suggests. a character with 5 ARM would reduce 30 damage down to 25. Evasion is determined by your Job – each Job grants an automatic value. their ARM score is subtracted from the amount they would be dealt – for example. Magic Points (MP): Magic Points represent a character's reservoir of spellcasting energy. is determined by your Job – whatever bonus the Job grants automatically.

A typical Job may have a magic-using chart that appears similar to the one seen here. This might be anything from ‘return to the ancestral homeland where I was banished from’ to ‘retire with a pile of money’. 9. The number of Skill Points you get is listed in your job description. Completing these goals over the course of the story will earn the character extra rewards. which can be found listed in Chapter 8. Spell Rank 1 2 3 4 5 Level 1. 12 15. It could also be used to buy a single. or the list of Shared Abilities found on page 64. And levels six.’ or ‘build my own airship’. found on page 68. three and four. First.Step Five: Job. 4 6. This means that at levels one the character begins play with two ‘Rank one’ spells of his choice. 18 21. nine. This is enough to purchase basic equipment including a weapon and armor. characters are encouraged to come up with a total of four goals they’d like to see their character achieve over the course of their adventures. Three of these should be short-term goals such as ‘be recognized for my achievements. Next up is to choose skills. Goals. and you also get an bonus skill points at first level equal to your INT score. the character receives another ‘Rank one’ spell from their list. Abilities. 8 due to his natural acumen plus 14 from his Job. as well as supplies or one-time use items that can help a character out of a tight spot. the long-term ambition that keeps them motivated. Then choose two additional abilities of your choice – these may be either from the list of Job-specific abilities. These are day-to-day proficiencies such as picking locks and talking your way out of a tight spot. 2. 24 28 Step Six: Equipment. they can take a ‘Rank two’ spell instead if they so choose. 3. and Magic Now it’s time to start really getting into the character customization. And last but certainly not least. and so on. For example. Finally. and also helps the GM plan adventures around your character. and Final Touches All newly-created level one characters begin play with 500gil. powerful weapon and nothing else. At levels two. 1. a Black Mage with 8 INT would have a total of 22 skill points to spend. consult your Job ability list. 14 . most MP-using classes begin the game with at least one spell. and one needs to be the character’s lifelong dream.’ ‘save the princess of Cornelia. but we don’t recommend this for new players. A complete list of equipment can be found in Chapter 5. and twelve. Skills. You automatically receive the Innate ability and the Epic ability listed there.

600 25.100 44. Sometimes. +24 skill points. 1 Limit Break 3 abilities.300 41. Perhaps the heroes themselves are already well-established paragons in the world. +17 skill points.000 35. 36 attribute points. 2 Limit Breaks 6 abilities. 56 attribute points. +13 skill points.100 1. and can never enter play with higher than 30 in any attribute regardless of their level or other factors. 2 Limit Breaks Starting Gil 500 600 800 1. 40 attribute points. not batting an eye at the lesser threats that plague the typical adventurer. +2 skill points 2 abilities. For all of these reasons and more. +4 skill points 3 abilities. 55 attribute points. 1 Limit Break 5 abilities. +5 skill points. 2 Limit Breaks 6 abilities. 34 attribute points. +16 skill points. 31 attribute points. +8 skill points. 43 attribute points.500 21. or long-forgotten companions can return more powerful than before.100 8. 1 Limit Break 5 abilities.000 6. 57 attribute points. 33 attribute points. what follows is a quick set of rules designed to create characters above first level. +9 skill points. Therefore. 59 attribute points. 2 Limit Breaks 7 abilities.100 15. +3 skill points 3 abilities. +18 skill points. old villains can become new allies. some are defeated in battle or perform legendary acts of self-sacrifice.800 17. +10 skill points. 2 Limit Breaks 8 abilities. 39 attribute points.000 7. For example. Consult the chart below to determine the starting number of abilities (outside of the automatically obtained Epic and Innate job abilities) attribute points. gil and destiny a new character of any given level will begin play with. 30 attribute points 2 abilities.800 28. characters who are created at a higher level than 1st don’t receive the additional attribute point every 3 levels like the rest of the party has. skill points. 2 Limit Breaks 7 abilities.600 38. 1 Limit Break 4 abilities.000 12. +14 skill points.500 33. 38 attribute points. +20 skill points. they must always begin at first level with a maximum of 10 in each attribute. 1 Limit Break 4 abilities. +19 skill points.500 14. 1 Limit Break 5 abilities.100 5.500 23. it must be earned and deserved. +23 skill points. 2 Limit Breaks 6 abilities. there’s far more benefits to characters who earn their levels the old-fashioned way. 50 attribute points. 49 attribute points. extremely high level characters do not automatically receive their third and final limit break – like the rest of the PCs. 53 attribute points. 2 Limit Breaks 7 abilities.600 19. Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Total Adjustments 2 abilities. +7 skill points. +25 skill points. +26 skill points. 2 Limit Breaks 8 abilities. 2 Limit Breaks 8 abilities. +29 skill points. 44 attribute points. no matter the character level. 1 Limit Break 5 abilities. +11 skill points. 45 attribute points. 2 Limit Breaks 7 abilities. +6 skill points. While there’s quite a few perks to making a higher-level character right off the start.000 2. +15 skill points. 37 attribute points.Starting a Character above 1st Level? Characters won’t always withstand the rigors of the Final Fantasy world – some gracefully return to their old lives.600 11. 1 Limit Break 4 abilities.300 9. 52 attribute points. 1 Limit Break 3 abilities. 1 Limit Break 4 abilities. 41 attribute points. +1 skill point 2 abilities.600 3. 2 Limit Breaks 9 abilities. 2 Limit Breaks 9 abilities.500 2. 42 attribute points. +22 skill points. 48 attribute points. 46 attribute points. +12 skill points.300 4. +28 skill points. 51 attribute points. 2 Limit Breaks 8 abilities. Similarly.000 Starting Destiny 0 0 0 0 0 1 1 1 1 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 4 5 5 5 15 . 2 Limit Breaks 6 abilities. +21 skill points. 32 attribute points. 35 attribute points. 47 attribute points. +27 skill points. 54 attribute points.100 30. 58 attribute points.

and you can rely on these juggernauts to hit hard. Entertainer . the damage they can unleash is unparalleled. and they taunt the powers-that-be with their unique support abilities that can save the day…or spell disaster for the party. and their aggressive style spells disaster for anyone who gets in their way. Dark Knight . Fighter – These devoted warriors know their destiny lies on the battlefield.CHAPTER III: JOBS "You've all heard this before. Engineer – Masters of clockwork contraptions and peculiar inventions. Engineers keep themselves and their allies outfitted with fantastic – if improbable – weapons. hit fast. and shoot first and ask questions later. roll the dice. I want to hold true to the path that HAD to be taken. While they might appear weak at first. and you may choose any one Job you like at Character Creation." .These artisans.Tempt fate. I don't believe that one bit. Gambler . Their combat abilities allow them to adapt to any situation. armor and gadgets.Irvine Kinneas There are a total of 19 Jobs. the choices I made have brought me this far. and their rapidly dwindling sanity. there would only be one. Freelancer – Heroes who simply don’t find themselves fitting a single niche.. Black Mage – A purely destructive caster that doesn’t have much in the way of defense or subtlety – only unmatched offensive capability. That's why I value the path I chose. How life has infinite possibilities. Dragoons rarely need to rely on their allies for aid. They are renowned for the monstrous magicks they wield. He assaults his foes with overwhelming elemental attacks and a variety of negative status effects. and hit often. instead dabbling in each of the different Jobs to eventually become truly multifaceted individuals. mimics and minstrels contribute far more than just song and swaying hips to an adventuring troupe. Blue Mage . Fighters are the perfect blend of offensive and defensive skills.Combining vicious black magic that drains life and slams their enemies with vicious status effects. 16 . Each has their strengths and weaknesses.The masters of the lance are tacticians and commanders of the highest degree. these unrelenting fighters go to every means necessary to exploit their target's and leave a lasting impression. Between their unique aerial maneuvers and their ability to direct the flow of battle. There weren't many paths for me to choose.Blue Mages are enigmatic power-seekers better known as Immortals. they can inspire their companions to new heights of greatness. use the brief descriptions below to familiarize yourself with the different options available to you. these brilliant heroes can replicate even the most powerful of magicks without ever needing to learn a single spell. their metamorphing physical bodies. With a unique brand of magic that is channeled through their expressive Arts.. These swashbucklers have a knack for getting lucky when it really counts. Armed with explosive substances created from defeated enemies. Dragoon . Freelancers are capable of mixing and matching abilities from all nineteen Jobs. As they grow in power. From the limited possibilities I faced. Sometimes.

these unpredictable cosmic dabblers are as powerful as they are scarce. these romantic mages dabble in swordsmanship. granting the party the assistance of a patron Summon. Some have begun to scratch the surface of the Esper world. eschewing the use of armor. calling themselves Sages and showing the world the true meaning of versatility. such as the Black Mage's. and their mastery of the sword allows them to perform amazing feats as they travel the land spreading hope to the downtrodden. they can cast formidable spells that stretch seconds into hours. don't expect them to be sitting on the back lines. powerful warriors on the way to attaining physical perfection. you automatically gain access to this power. These swift and stealthy assassins are known for using poisoned blades and thrown weapons to ensure that their targets can neither run nor hide. An Innate ability might be as simple as the proficiency to use magic or as complex as a Geomancer’s control of the terrain. Red Mage – Also known as Rune Knights. How they work and what they do. 17 . though several. and a peculiar power all their own. the truly destined can tap into the inherent.A subtle warrior who is famed for his ability to fight flawlessly with two weapons. Shrouding themselves in magical barriers and using the unlimited powers of the mind to overcome even physical challenges. Each Job possesses a truly awe-inspiring ability that requires 3 Destiny Points to activate. Black and White magic. Some Red Mages have even unlocked the secrets to Time Magic and Summoning. MP/level: Upon leveling up.A noble warrior who follows the code of bushido. they are able to perform feats that few others could ever hope to match. you’ll add this number + your INT score to your current maximum MP. Thief . still do require the user to be able to cast spells on their own power in order to function. By channeling Ki through their bodies. White Mage . Paladin . here’s several phrases you’ll see and what they mean. and can only be used once per game session. (See p.Geomancer – These tough. supporting their comrades with nigh-endless healing and resurrection abilities.74 for more information regarding Destiny) Innate Ability: Upon choosing a Job. As comfortable exploring ancient ruins and dungeons as they are in an urban setting. Paladins are holy swordsmen who are often the first to kick down a door and charge into the fray. Job Abilities: A description of all the Job Abilities possessed. peaceful nomads have formed a strange connection to the powers of Creation. Ranger – Archers and gunslingers who deliver accurate and deadly long-ranged attacks to unsuspecting foes. Monk . they are resilient. capable of draining the magical energies out of the very air. With inherent leadership abilities and unrivaled defense. Again. When in times of dire need. the tough get tougher. hidden reservoir of power within themselves and perform feats of an incredible nature. Thieves have taken the fivefingered-discount to a whole new level. and perhaps most infamous as the Jack-of-all-Trades. Activating an Epic Ability is an Instant Action which is unaffected by the Seal status effect. HP/level: Upon leveling up.This dedicated healer welcomed with open arms to any adventuring party they choose to join. Epic and Innate Abilities do not count toward the two other job abilities you get to choose for your character. Their supernatural style can turn an enemy’s strength into a weakness. Samurai . Moving with unmatched celerity and dexterity. Unrivalled in their complete mastery of the natural world. Time Mage – Able to reshape the forces of time and space. Epic Ability: When the going gets tough. Eschewing the belief that they need to choose only one path in life. able to call forth the very terrain to do their bidding. Ninja . Once you’ve selected a Job. these selfreliant adventurers are capable of turning enemies’ missed attacks back on themselves.Though these knights have harnessed the power of White Magic to provide additional healing and restorative abilities. and that the first round of combat will be their target’s last. turning simple skill with a blade into an art-form as exotic and beautiful as it is deadly.These fleet-of-foot combatants walk on the wrong side of the law and possess a variety of dirty tricks.A melee combatant who seeks to make their body the ultimate weapon. you’ll add this number + your VIT score to your current maximum HP.

a level 6 Black Mage could access Tier 3 spells. 16. Self The Black Mage is an untapped reservoir of power. and elderly Black Mages are almost universally patient. Though others may boast the ability cast a selection of spells from this magical school. 18 20. In addition. HP/level: +2 MP/level: +4 Weapons: Arcane. a black mage that favors fire magic might come to have orange or bright red hair and an irritable temperament.Standard. The character must still be able to pay the MP cost of any spell cast in this method. 30 Epic Ability: Manafont . 24. 2. only Black Mages have true mastery over the full breadth of devastating power that it offers. Varies Black Magic can be defined as the destructive power of the elements themselves. while not practiced with any degree of secrecy. The effects of Manafont last until the end of the current combat. for example. even if they did not choose to ‘learn’ these spells previously. 22. 18 .Instant. able to tap into the secrets of magic itself and draw forth spells of inexpressible potency. 14. These wayward practitioners must live a reclusive life or find themselves the target of city-wide manhunts. with effects ranging from the ability to call forth flame. many believe it is a force far too powerful for any one man to command. Innate Ability: Black Magic . earth-shattering spells. to cataclysmic. Upon using Manafont. is a dangerous art. whimsical and white-bearded fellows. If the character has access to Tier 5 magic. Concealed Armor: Light Skill Points: 14 ACC: 0 + DEX or INT rating EVA: 6 + DEX rating Spell Rank 1 2 3 4 5 Level 1. 4 5. Because of this. 26 27.BLACK MAGE 黒魔道士 Masters of elemental and destructive magic. These traits often fade once the character becomes more experienced in his craft. Youthful black mages tend to be impulsive and have personality (or physical) traits associated with their element of choice. 3. but they may cast spells without possessing any other prerequisites required. 1. the character can now cast any of the Black Magic spells that are one Tier higher than he actually has access to. then Manafont instead grants access to all possible Black Magic and increases the difficulty to resist status effects by +4. they have access to all Black Magic spells their Tier or lower. For example. Black Magic is often taught in academies or magical institutes where experienced wizards can keep a close eye on the younger generation of developing spellslingers. There are far too many who have lost themselves to the destructive forces they command. 6. seeking to dispose of the growing threat before lives are lost. capable of leaving entire cities in utter ruin. 8. Black Mages can stop even an army in its tracks. Black Magic. Though the power of Ultima has not been seen in many decades. 10 12.

Whether a thousand volts of lightning runs through your veins or you remain grounded firmly in the realm of Earth magic. When taking this ability. green or blue in color even in pitch blackness. once per day. or Lightning. and so on. turning them all into piles of rubble. the Black Mage may now also add a Medium Range knockback effect to all Tier 3 or higher spells that deal damage. spending a single point of Destiny allows the Black Mage to glean the surface thoughts of someone in the same manner. Into the Fray – Passive The Black Mage knows how to defend himself with standard and not-so standard weapons. cast on him by an enemy. Upon taking this ability. Obliterate – Slow. and suffers no harm when it is used against her. this ‘golden gaze’ is sometimes rudely referred to as the ‘Evil Eye. Their eyes glow a dim golden.Passive The Black Mage’s spells are so powerful that they can literally blast their opponents away. then he may return fire with the same spell automatically as a Counterattack. the character can focus in such a way that his spells ignore magical resistance.Job Abilities Specialization . able to control infernos and blazes with his will alone. Ice. Fire. Earth. treat your next Single-target spell as though your foe had a M. This ability may be taken multiple times. Personal Element – Instant. This ability may be used a number of times per session equal to the Black Mage’s SPR rating.) This ability may be taken multiple times. the character can choose to spend double the standard MP of the spell in order to increase their damage by an additional 50%. Golden Gaze – Passive. If the Black Mage takes damage from or is targeted by a spell he knows.Passive The Black Mage is capable of harnessing the natural elemental strength in an area to fuel their craft. but is considered an Instant action. Specialization cannot be used for multiple different elements. the Black Mage may make such a check but with a +4 bonus to the roll. the Black Mage is capable of striking back when he is the target of an enemy spell.ARM of zero and ignore the effects of Shell. In addition to allowing the character to instantly see through magical Illusions. (For example. This bonus may be taken multiple times. Elemental Seal – Instant. Power to Burn . if a character who has taken an Ice specialization was casting a spell that normally deals (INT x 1) points of Ice damage. Self The character has a deep. and some concentrate on the control of pure electrical current. Upon activating Elemental Seal. or Lightning. at his most potent when wielding Fire magic. Counter Magic . Special The Black Mage is destruction incarnate. And if this wasn’t enough.Passive With his supreme mastery of the magical arts. Water. many Black Mages are afflicted with a far more obvious side effect from dealing with the darker arts. In this way. The character now deals 100% damage (instead of the standard 50%) when using his INT or SPR attribute to calculate damage for Arcane weapons. However. The damage step has increased by one for all elemental damage dealt by the character of that type. Ice. Upon using Obliterate. a character with Golden Gaze is often privy to secrets that others simply couldn’t know.’ and for understandable reasons. Earth. Normally a character must make a strength check to destroy inanimate objects. and may use his SPR attribute instead of STR. Some characters are naturally drawn to water-elemental magic. a Black Mage with a specialization is able to control spells of his element with more finesse and raw power. personal connection and familiarity with one of the world's elements. increasing the bonus granted by +4 each time. Water. increasing the damage step by one each time. The Black Mage cannot use Counter Magic if he is occupied with a Slow action of his own or if the spell was Reflected. Perhaps he is a coldhearted sort who prefers to freeze his foes in sub-zero temperatures with Ice magic. it would now do (INT x 2) instead. capable of imposing his will on colossal inanimate objects (and even truly powerful magical artifacts and wards). Choose an element. Self By concentrating on individual enemies instead of entire hordes of monsters. an Ice spell in a raging blizzard or a thunder spell during a severe storm).Passive The Black Mage specializes in a certain elemental subtype. the Black Mages gains an Immunity to one of the following five elemental types of her choice – Fire. and is adept at wielding magical implements as he is with magic itself. Unnecessary Force . Self While some mages may suffer from dark circles under their eyes after a night of poring over ancient tomes. Obliterate can target objects up to Long Range. a Black Mage with this ability can instantly determine the truthfulness of any statement. More of a blessing than a curse. Perhaps the character is a pyromaniac. The spell still costs MP. 19 . increasing the damage percentage by 50% each time. When casting an elemental spell in the appropriate Elemental Field (for example. or he is as stoic and patient as the earth itself and allows his studies to reflect this magical preference. simply by making eye contact with the speaker and looking directly into their soul.

Self There are spells and abilities that exist in the universe that can never be harnessed by mortal mages. Controlled Defense. Resistance. While Metamorphosis is in effect. but their true power shines once the unique magic has been acquired. after all. Players are encouraged to speak to their GMs outside of the game to discuss spells that particularly appeal to them. 20 . metamorphing into a Humanoid opponent often causes the character’s voice and mannerisms to change noticeably. HP/level: +2 MP/level: +2 Weapons: Arcane. Impervious. Rank 2 spells require level 11+ to be Learned. Unlike regular magic (in which mages select their spells from a list at each level). A Blue Mage will. Many Blue Mages discover themselves mentally . To Learn a Blue Spell. However. By taking on aspects of defeated enemies. the character can unlock echoes of power far greater than anyone could normally access. the player must choose a monster that they have defeated in battle in the past. Immunity. Counterattack. Innate Ability: Blue Magic – Standard. but Blue Mages driven to extremes have found a rather unorthodox way to circumvent this. if he so chooses. so encounters may be planned accordingly. Blue Mages may only ever ‘choose’ two spells – the ones they begin the game with. they receive access to the creature’s entire spell list. the Blue Mage cannot access their normal spell list. Upon using Metamorphosis. true power comes at an unspeakable cost. automatically acquire any Blue Spell cast on him by a monster (not another Blue Mage!) during a battle in which the Blue Mage is an active participant. a Blue Mage must be able to understand it. and Blue Mages have the capability. whether this is might be a lowly rabbit or a powerful King Behemoth is limited only by the character’s experiences. Unusual Defense. from then on.Instant. and Regeneration. Varies All Blue Mages begin play with two Rank one spells of their choice.BLUE MAGE 青魔道士 Monsters have a form of magic unknown in standard magic academies. Undead. Status Touch. they must encounter monsters in order to learn new incantations. There is no maximum or minimum to the number of spells a Blue Mage will Learn as the game progresses. They're trained in melee combat to survive encounters with the ferocious beasts. Magical Counterattack. for example). Blade Armor: Light Skill Points: 14 ACC: 1 + DEX or SPR rating EVA: 6 + DEX rating Spell Rank 1 2 3 Level 1 – 10 11 – 20 21 – 30 Epic Ability: Metamorphosis . there are proverbs about those who gaze too long into the abyss.and physically – transforming in ways beyond their control. This is often enough to pose as a formerlydefeated adversary with a successful Disguise check. Flight. the desire and the lunacy required to learn their craft from these monsters. The effects of this Epic Ability last until the end of combat or until the Blue Mage is reduced to 0 hit points. Though the Blue Mage’s physical appearance does not change. The Spell cannot be learned if it reduces the Blue Mage to 0 or fewer Hit Points. Without tomes or teachers to fall back on. They cannot use Metamorphosis to become a Boss or End Boss. and Rank 3 spells require level 21+. Weakness. and gain any of the following Monster Abilities if the creature would normally possess them. become the same Type as the monster (Undead or Aerial. Upon choosing a monster. 'understanding' mostly boils down to just one thing: experiencing the Spell's effect first-hand.

However. Lv. keen observation and a sharp analytical mind are the Blue Mage's best friends. allowing their normally one-foe attacks to affect all enemies. the costs for doing so is reduced by 2. having has dedicated himself to the absolute genocide of another person. Stun. Break. a Blue Mage can choose not to take any experience points and receive one point of Destiny instead. Stone.’ the name has proven to be accurate. Single The character’s attacks siphon away his enemies’ magical strength. Defy Death – Passive An Immortal defeated by a single attack? Laughable. After using Aura Magic. Ice. However. whilst powerful. allowing them to Learn monster magic without putting themselves in harm's way. This ability may be used a number of times per session equal to the Blue Mage’s SPR rating. Earth. etc. are often limiting – most notable in the fact that all Blue Magic is designed to battle individual foes and not large groups. Azure Lore may be used a number of times per session equal to the Blue Mage’s SPR rating. He may never obtain a resistance or immunity to the element which he is now weak to. Whenever a Blue Mage uses Destiny points to ‘Cheat Death’ as described in chapter 4. Roulette. Some say this is because of the beast blood that runs through their veins.Job Abilities Observe – Passive Durability aside. that he believes has wronged him in some way. which he will forever have a Weakness against. Degenerator. even through equipment or job abilities. monster group. Aura Magic – Instant. This ability may be taken multiple times. the Blue Mage loses 25% of his maximum HP after the usage of this ability. Azure Lore – Slow. And again. This is a Short Range attack. Upon obtaining this Job Ability. Sleep. Once per game session when a Blue Mage would gain one or more points of EXP. the Blue Mage is no longer limited in such a fashion. including Metamorphosis. Whatever the reason. and Black Hole. Several Blue Magic spells are defensive instead of aggressive. They are also Immune to Limit Breaks and monster abilities that attempt to instantly remove a flat percentage of the Blue Mage’s health. the next spell cast will ignore the effects of Reflect. 21 . and treat the character’s weapon as though it had the MP Drain property – the Blue Mage recovers magic points equal to 50% of the damage done. Blood Price – Special The character is vengeful. Wind. if a spell was to cost 25 magic points to cast normally. the character is able to expend HP instead of MP for casting Blue Magic spells. For example. Observe has no effect if the Blue Mage is Unconscious or affected by any of the following Status Conditions: Berserk. A Blue Mage with this ability no longer needs to be targeted by a Blue Magic spell to acquire it – only see it used during a battle in which the character is an active participant. Immunities or Absorbencies the foe may possess. Self Monstrous spells. Demi. When the Blue Mage is fighting this type of foe. the Blue Mage could choose to use the spell by giving up 25 HP instead. choosing new elements for the Immunities and Weaknesses each time. Shadow. Upon taking this ability. or Zombie. Passive The elements flow deep in the Blue Mage’s monstrous blood. and is difficult to divert or absorb. they can gather enough information for a kind of mystical reverse engineering. Self The magic wielded by a blue mage is not to be trifled with. After activating Sapphire Seal. it’s a well-known fact that. Doomsday. a Blue Mage may not learn a spell from another Blue Magic user – only the original monster. and provide him with additional weaknesses and protections. With this ability in his repertoire.Fire. as well as any elemental Resistances. and are essentially only obtainable by a Blue Mage with the Observe ability. cause an instant-death effect. Quarter. followers of a certain religious order. the Blue Mage gains an Immunity to the damage and effects of the following spells. Blood Price cannot be used if casting a spell would reduce the Blue Mage to 0 HP or less. Sapphire Seal – Instant. Water. Blind. Death. using it to restore his own. others attribute it to divine ordinance. job class. Absolute Power – Special Long hours of study and experimentation with monster magic has left the mage’s body physically weaker. Aura Magic may be used a number of times per session equal to the Blue Mage’s VIT rating. By carefully watching the magic woven by an opponent. choose one of the seven following elements . species. Confuse. Make a normal attack action. and Limit Breaks that would deal damage greater than the Blue Mage’s maximum HP are completely negated. which should be declared when taking this ability. Immortal – Passive Blue Mages are renowned for being extraordinarily difficult to kill. The Blue Mage may take this ability up to three times.? Doom. ever since the first Blue Mage adopted the title of ‘Immortal. The Blue Mage now has an Immunity to that Element. but the power that the character gains in trade is perhaps enough to forever deny the grip of death. the next Blue Magic spell cast becomes a Group target spell. he must then choose a second element from the list. or Lightning. and is unaffected by spells or attacks of that type. Chimera’s Blood – Self. but the cost for Cheating Death can never be reduced to less than 3.

After an Undead blue mage is ‘permanently’ killed. dealing 200% damage to Fiends with attacks and spells. able to breathe and move normally without penalty. sacrificing integrity and righteousness for power. Aquan – The Blue Mage is as comfortable in water as he is on land. short-range weapons suffer a -4 penalty to hit you while airborne. dealing 200% damage to undead foes with attacks and spells. Without provocation. The Blue Mage also automatically gains the Amorph Killer property. the Blue Mage also automatically gains the Beast Killer property. Osmose. almost no monster will attack the character on sight.Mutation – Special By adopting the magical traits of monsters and learning how to best defeat them. dealing 200% damage to animalistic foes with attacks and spells. Although you can’t hover in place as per the Float status. restorative items and healing of any sort other than regeneration will now instead deal damage instead of restoring HP. Arcana – Raw magic flows through the character’s bloodstream. dealing 200% damage to machine foes with attacks and spells. dealing 200% damage to underwater foes with attacks and spells. they are also afflicted with the curse of the Undead. they are resurrected and return to 100% HP and MP after roughly 24 hours. Whenever the character regains HP and MP through Travel Rest. Dragon – The mage’s skin hardens to the point of almost being like a draconian hide. 50% recovery is now 100% recovery.). some blue mages have even begun to succumb to bizarre physical changes. MP Drain. the character is capable of Flight. This is both a representation of the unnatural kinship evil beings now feel with the mage. The character receives +2 all Swimming skill checks and never needs to make rolls for the purposes of holding his breath underwater. dealing 200% damage to vegetative foes with attacks and spells. Rasp. See p. as well as an inherent fear the Blue Mage places in normally friendly critters. This ability can be taken multiple times. Cure spells. 22 .107 for more information on Grafts) The Blue Mage also automatically gains the Construct Killer property. Beast – The character grows long. The Blue Mages receives a permanent +2 bonus to their EVA score. The Blue Mage also automatically gains the Aquan Killer property. Certain white magic spells such as Banish can prevent this. dealing 200% damage to bloblike foes with attacks and spells. The Blue Mage also automatically gains the Plant Killer property. allowing them to photosynthesize nourishment. All monsters – regardless of their normal attitude – now treat the Blue Mage as if they were Wary instead. You are treated as being that type of creature – in addition to Humanoid – for the purposes of job and weapon abilities. and so on). Construct – The character is as much machine as human. Whenever you take this ability. wicked claws and sometimes teeth. representing attacks that now simply bounce off their tough exterior. and receives any one Graft of their choice as well as the Auto-Repair Graft. You also receive the bonuses listed. The Blue Mage also automatically gains the Fiend Killer property. choose one of the 10 monster categories below. Amorph – The Blue mage begins to lose discernable anatomy and their internal organs begin to liquefy as they become more slime-like. The Blue Mage also automatically gains the Aerial Killer property. An Amorph-mutated character is capable of squeezing through openings a fraction of their normal body size – such as putting an arm through a keyhole or slipping between the cracks in the floorboards. slashing and biting their foes for (STR x 2) +2d6 points of damage. dealing 200% damage to purely magical foes with attacks and spells. they recover as if it was a Full Rest instead. Undead . The Blue Mage also automatically gains the Dragon Killer property. granting them access to the Brawl weapon type. They are immune to opponent’s spells. the Auto-Zombie status. choosing a different Mutation each time. (See p.121 for more details on this. Finally. dealing 200% damage to flying foes with attacks and spells. However. Aerial – Whether through wings or other means. They also deal an additional damage step when fighting unarmed. Plant – The character’s skin takes on a greenish tint. abilities and weapon properties that destroy or drain their MP (Aspir. (IE. The Blue Mage also automatically gains the Arcana Killer property. dealing 200% damage to Dragons with attacks and spells. The Blue Mage also automatically gains the Undead Killer property. Fiend – A Blue Mage with the Fiend type has completely lost his humanity.

12 14. The effect is cumulative – for example. focusing on magicks that weaken their enemies with negative status effects. a Dark Knight who normally has 4 ACC and deals (STR x 2) damage will have 10 ACC and deal (STR x 8) damage after killing 6 opponents. Dark Knights are capable of casting their share of spells from the same school. and are fearsome. For the remainder of combat. 6 8. 18 22. Thus. Unlike the Paladin. HP/level: +6 MP/level: +2 Weapons: Arcane.Instant. it is said that those who hate most fervently must have once loved deeply. and in that respect they often claim their superiority to their light brethren. 4. The effects of Soul Eater – both the combat prowess increase as well as the ability itself – last until the end of the game session. Poetry aside. not all members of this Job can be judged so easily. Dark Knights channel the unholy energies of the masters of the darkness through their blades.DARK KNIGHT あんこく Even as there is good in the world. or gaining the knowledge to raise an army of undead allies… 23 . so there are the chosen of Shadow to match them. Many Dark Knights choose rather different spells than pure mages. Reach Armor: Heavy Skill Points: 14 ACC: 2 + STR or INT rating EVA: 7 + DEX rating Spell Rank 1 2 3 4 5 Level 2. Thought not all Dark Knights are corrupt. Varies Though they will never achieve the level of dominance over the black arts as their Black Mage brethren. any foe brought to 0 HP by the Dark Knight is instantly killed and cannot be resurrected in any manner short of expending destiny to Cheat Death. the Dark Knight does not have to go through tests of spirit and emotion to prove their worth. Self The name of this truly feared and rarely-spoken of ability is neither embellishment nor metaphorical. Blade. Innate Ability: Black Magic – Standard. The powers of darkness gladly aid those who wish to serve them. those who want to deny the world must have once embraced what they now set ablaze. even as the Paladins are the chosen of Light. 26 28 Epic Ability: Soul Eater . many possess an anger at the world that simmers just beneath the surface. Brawl. Furthermore. The ability to devour the souls of their fallen foes is the ultimate expression of a Dark Knight’s ruthlessness and utter lack of mercy. 10. the Dark Knight’s combat prowess is temporarily augmented for every fallen foe. Still. Huge. so must there be evil. unrelenting foes in combat. The user of Soul Eater receives a +1 increase to ACC and their damage step per enemy killed in this manner.

The damage done to the Dark Knight ignores ARM and Protect. Blind. Darkside – Standard. or Zombie into Group target spells as opposed to Single target spells. This ability may be taken multiple times.not weaker . Obviously. In addition. and the Dark Knight’s allies might be equally horrified. and so on. the status effect will not wear off in several rounds as per normal. striking fear into the hearts of his foes. Melt. The Dark Knight always knows where his target is (even if separated by hundreds of miles) and receives a +1 bonus to ACC and EVA against the target in combat. Single A Dark Knight leaves a supernatural or physical ‘calling card’ on his enemy. the possession is longer. Some feel a physical scar is the best way to make their opponent never forget the encounter – others mark their targets with magic that leave a creeping sensation of being watched. or Virus . the character and his target are linked and connected by a sinister power. Poison. Drain. Upon obtaining this job ability. and treat the character’s weapon as though it has the HP Drain property – the Dark Knight recovers hit points equal to 50% of the damage done. Local Dark Knights are capable of cutting down their enemies in great numbers.but a successful completion of a deathblow will cause foes to be afflicted with the negative status effect Fear for one round. Make a normal attack action. all non-magical damage dealt while the Dark Knight is at 50% health or less may be treated as ARM Shadow damage if the Dark Knight chooses. and forcing a character under Mark of Domination to hurl themselves off a cliff or attack themselves often severs the connection. Darkside has a price – if damage is dealt by this attack. Virus. Mark of Domination – Slow. increasing the difficulty to resist by +2 each time. turn on his own allies. no matter the distance between them. Poisona. The dominated target instinctively resists any direct command that would cause physical harm to itself. 24 . Night Sword – Slow. Make a normal attack action which deals 50% damage. the difficulty on SPR rolls to resist Black Magic – such as Blind. This ability may be taken multiple times. it will also instantly kill the unconscious target. After activating Black Sky. Once the mark has been established. several minutes at the least. Zombie. This is a Short Range attack that may be used a number of times per session equal to the Dark Knight’s VIT rating. and must be cured with magic or restorative items. 200% ARM Shadow damage is dealt by the attack. and similar effects.Job Abilities Last Resort – Passive. the Dark Knight may turn the effects of the spell Arise. or any number of other things. A Dark Knight may end Mark of Domination at any time as a Slow action. it would now do (STR x 2) instead. Black Sky – Instant. No Mercy – Slow. and a character may only have one target ‘Marked’ at a time. Killing Machine – Standard. It can also be cured with very powerful White Magic. not needing to pause to deal with lesser opponent. but strikes every foe within Short Range. After obtaining this job ability. While powerful. Curse. the status from an Auto-Poison weapon will not fade after several rounds. For a single point of Destiny once per session the Dark Knight may physically take control of the target’s body– again. For example. Single The Dark Knight points his sword at the target. Deteriorate – Passive Dark Knights are masters of hitting their enemies where it hurts. increasing the damage step by 1 each time.caused by the Dark Knight is now at a +2 higher difficulty for his enemies. and an ethereal red spike rips through them from below. The specifics of the move are up to you decapitating the head of an enemy. If successful. When the Dark Knight is at 50% or fewer HP he deals additional damage with all spells and physical attacks. Blood Weapon . but can still be removed with Antidotes. or worse . a deathblow may be performed on any foe that has been reduced to 0 hit points. ripping out his spinal column. In combat the link only lasts for one round. his blade burning with a black fire fueled by ceaseless rage. Self Dark Knights become stronger as they near death .and are capable of making truly tremendous attacks even when they may be too injured to stand. Whenever a negative status effect (except Unconsciousness) is applied by the Dark Knight’s weapon or Black Magic. This effect may only be used once per combat. the Dark Knight suffers damage equal to 25% of the Dark Knight's maximum HP. This ability may be used a number of times per session equal to the Dark Knight’s INT rating. Outside of combat. Self The Dark Knight walks hand-in-hand with death and destruction. Single The Dark Knight strikes his target. But this is only the beginning. This is a Medium Range attack. Single The Dark Knight is capable of performing terrifying finishing moves. Killing Machine cannot be a critical hit or limit break.Passive Many Dark Knights triumph in combat by crippling their enemies to the point that they can no longer fight back. easily long enough to make the target hurl his weapon away. If a weapon was to do (STR x 1) points of damage. Make a normal attack action. This ability may be used a number of times per session equal to the Dark Knight’s SPR rating.

the Dragoon almost always acts in direct service to royalty. and even attack their enemies. it should come as no surprise. earning a place in legends as "those that fly like a dragon. Spells and effects treat the Dragoon as having the Flight status during the duration of Jump. The Auto-Life status is granted on the Dragoon. This Epic Ability may be used at any time. Whatever the source of their powers. Others are distantly descended from the dragons themselves or have made a pact with a draconic ally. returning her to the field of battle. 25 . and any attack that would reduce the Dragoon to 0 hit points or less has a 50% chance of leaving the Dragoon with 1 hit point remaining. and characters never suffer falling damage when Jumping. As with any Slow Action. Heavy Skill Points: 16 ACC: 1 + STR or DEX rating EVA: 8 + DEX or INT rating Epic Ability: Dragon’s Spirit . that some warriors struggle to battle more like these majestic creatures. horizontally. attacks from Jump can now be critical hits. Finally. instead. an ability which they can use to maneuver around the battlefield. Upon using Jump the Dragoon takes to the sky and their turn immediately ends. HP/level: +6 MP/level: N/A Weapons: Blade." Often they serve as soldiers positioned within an army's cavalry or infantry. If the Dragoon is already unconscious. even when it isn’t the Dragoon’s turn.Instant. and the Dragoon is Immune to any negative or beneficial Single-target attacks or spells. the Dragoon receives the effects of Seal-Proof and Fear-Proof until the end of combat. these heroes have the capability to leap unbelievable heights. but some Dragoons may find it more feasible to hone the supernatural aspect of their Dragon arts outside the realm of the military. and the character can still be affected by Group-targeting attacks. When the Dragoon lands they may make an Instant attack against any target within Short Range – however. Furthermore. The effects of Haste do not change how Jump functions in any way. They often have a reputation of completing even the most suicidal missions. Innate Ability: Jump – Slow. then. or both. Status Conditions continue to affect the Dragoon ‘in-flight’. no creature is more uniformly feared and respected than Dragons. more willing to take ‘leaps of faith’ than other martial classes. anything that would prevent the Dragoon from completing the Jump will automatically cancel it. Self By expending three points of Destiny the character forces himself to remain standing and fighting after even the most grievous of injuries.DRAGOON 竜騎士 In the natural world. this attack cannot be a critical hit or a limit break. Special Dragoons have the unique ability to break the bonds of gravity and leap to incredible heights with a single bound. Some have spent years learning to mimic these traits . Until the beginning of the Dragoon’s next turn the character is considered to be soaring through the air. dodge hostile attacks and spells when they have forewarning. the spell is used instantaneously. Reach Armor: Medium. battling with the unrelenting fury of the dragons themselves. In some regions. Jump can carry the Dragoon up to a Medium range – vertically.

Group While the elements often pose a threat for large armies. species. and Job (if it has one) of a single target. this ability has a 50% chance to inflict the negative status effect Blind. Upon landing a Critical Hit upon an enemy. First. and Unusual Defense. his spear can touch the clouds and pierce the heavens. High Jump – Passive The Dragoon can leap mountains with a single bound. whenever the Dragoon hits a flying target with a Jump. Single For these master tacticians. Ancient Circle – Standard. the Dragoon is a tactical master of the highest degree and has learned how to use adverse environments to his advantage. Lancet – Slow. Secondly. This ability provides a number of bonuses.by the Dragoon’s downward attack. the Dragoon can learn the level. for example).’ This ability may be used a number of times per session equal to the Dragoon’s INT rating. the Dragoon no longer needs to land the following turn and may instead stay airborne nearly indefinitely. but all offensive attacks must either be directed at the Dragoon. The effect extends to the Dragoon’s allies as well. but will continue to go after the Dragoon if the opportunity presents itself. This ability may only be used once per session. Finally. Whenever an enemy makes a Short Ranged physical attack against you. Dragoons are capable of felling multiple enemies with a single.and pinned there . Self While not all dragoons use a lance. forcing enemies to turn and face him in order to protect more vulnerable party members. this ability has a 50% chance to inflict the negative status effect Seal. This ability is a ShortRanged attack that may be used a number of times per session equal to the Dragoon’s SPR rating. Crystalbreath: White-hot bolts of energy electrocute all short-range enemies for (INT x 4) + 2d6 points of Lightning damage. There is no restriction in how the target can do this. After using this ability. Ride the Storm – Passive. Single Lancet is a mysterious ability passed on through the ages from Dragon to Dragoon. this ability has no effect if the Dragoon is dual-wielding or otherwise using more than a single weapon in combat. attacks from the Dragoon will result in a Critical Hit on a roll of 10-12 instead of the standard 11-12. the Dragoon’s Jump ability is now Long range instead of Medium. striking approaching foes reflexively. intensive training with a spear does have its advantages. Make a normal attack action that deals half damage. the enemy may attack freely. however. In addition. A dragoon with this ability is treated as having the FollowThrough weapon property on all Reach weapons he wields – however. Make a normal attack action and choose one of the following effects: Firebreath: A cone of black flame jets scalds all shortrange enemies for (INT x 4) + 2d6 points of Fire damage. elemental strengths and weaknesses. If the character cannot be targeted (due to Jump. In addition. By utilizing this technique. Protect. they automatically take damage equal to your (DEX + SPR) attribute total. Deep Breathing may be used a number of times per session equal to the Dragoon’s INT rating. Damage taken from Whirling Spear does not provoke counterattacks. the target loses their Flight ability until the end of the next round as they are pushed to the ground . Group The Dragoon lets loose a supernatural draconic breath attack to suppress his foes’ magical or physical abilities. GMs may choose to rule that travelling extreme distances may require more than one round for dramatic effect. Whirling Spear – Passive You are a dervish on the battlefield. or include the Dragoon among the targets. ignoring ARM. and this ability is the proof. The target is aware that he is being ‘sized up. By becoming one with their weapon. Dragoon Killer allows them to inflict 200% damage against Dragon-type monsters with all attacks. but only once per round. when using a single Reach weapon. Impale – Passive. the Dragoon can choose to deal no damage cause any effects and instead force the target to specifically attack the Dragoon for 4 rounds. 26 . In addition. Deep Breathing – Standard. and this ability has been the trump card in more than one unwinnable battle over the years. This ability grants the Dragoon and his allies the Dragon Killer ability on any weapon they wield a number of round equal to the Dragoon’s VIT rating. Scan – Instant. after using Jump. knowing thy enemy plays a great role in determining the best course of action.Job Abilities Threaten – Passive The Dragoon is capable of directing the ebb and flow of combat. Group Intense training has given the Dragoon insight into the vulnerabilities of the creatures he imitates. the character may draw forth a foe’s life energy and use it to heal himself and his allies. With a moment’s appraisal the Dragoon can judge minute details about any opponent. All allies recover HP and MP equal to the damage done. powerful strike. Whenever the Dragoon fights in Difficult Terrain weather conditions that would normally apply a negative modifier to combat rolls (such as a raging blizzard or torrential downpour) these are applied as bonuses instead. and the damage occurs before the enemy makes their attack roll. or until the Dragoon is Unconscious.

The higher the Engineer’s Systems skill. this is an ability that lets you make a bomb out of anything. Self When in peril. and critical hits reduce the target’s health to 0 instantly. where the Drill requires a minimum skill of 4 to choose. At the end of each combat. so long as the enemies have been permanently defeated. Brawl. 6 7 “Chainsaw” “Air Anchor” 8+ “Micro Missile” Innate Ability: Refine – Special Refined battle items are the mainstay of the Engineer. The character deals 200% damage with all physical attacks. the Engineer automatically receives one Refined item from the enemy of his choice. Refined items can only be used by Engineers as a Standard 27 . whenever the Engineer deals damage to a foe. All of the Engineer’s attacks ignore ARM and Protect. the higher the level of Clockwork Tool the character is able to choose. the Engineer is treated as having the Break Damage Limit and Triple Critical properties on his equipment. the target also receives the effects of the negative status effect Poison. These indomitable inventors remain the intellectual backbone behind more than one prosperous party. Despite the occasional explosive malfunction. Ranged Armor: Light. The character deals 200% damage to all enemies with each physical attack and magical attack that deals elemental-based damage. In short. Huge. and a little ingenuity. the Engineer chooses one effect from the following list and gains the benefits of that Tool until the end of combat. the Engineer is employing technology to turn defeated foes into useful – and often explosive – items. Engineers channel most of their energy into bewildering creations that utilize bits and pieces of fallen enemies. The character deals 200% damage with all physical attacks and all magical attacks that deal elemental-based damage. failure only seems to redouble the Engineer’s determination. Clockwork Tools treat the Engineer’s Refined Items as ‘magical attacks’ for the purposes of calculating damage. Medium Skill Points: 22 ACC: 1 + STR or DEX rating EVA: 7 + DEX rating Epic Ability: Clockwork Tools . The character deals 200% damage with all physical attacks. the target also receives the effects of the negative status effect Blind. Whenever the Engineer deals physical or magical damage to a foe. This is an Instant Death effect that may not work on bosses. Whenever the Engineer deals physical or magical damage to a foe.Instant. the target also receives the effects of the negative status effect Confusion. Auto-Crossbow requires the character to have a minimum of 1 skill in Systems. Though their talents extend to all machines great and small. not physical. HP/level: +5 MP/level: N/A Weapons: Arcane. oil. For example. Physical attacks can be made at Medium Range.ENGINEER モーグリ Drills. Skill 1 2 3 4 5 Tool “Auto Crossbow” “Bio Blaster” “Noise Blaster” “Drill” “Flash” Gained Properties The character’s physical attacks deal normal damage to all enemies instead of a single target. Furthermore. Upon using Clockwork Tools. robots. the Engineer is capable of quickly creating and using weapons the like of which the world has never seen. Physical attacks can be made at Medium Range. while Fighters use special combat moves against the enemies and mages are helping friends or targeting foes with combat magic. Furthermore. airships – the Engineer's mechanical wizardry conjures any number of miracles from bolts.

dealing (INT x 6) + 2d6 Group Wind damage Casts Blizzara. banishing and defeating summoned creatures Casts Water. dealing (INT x 3) + 2d6 damage and Poisoning the target Casts Watera. turning one target into a mindless combatant Casts 1000 Needles. On a pair of 6s. Casts Hastaga. Giant Frog Magic Urn Various Bosses Iron Giant Ahriman Evrae Couerl Various Bosses Imperial Commander Mandragora. wrapping the target in layers of webbing. dealing (INT x 3) + 2d6 Lightning damage Casts X-Zone. dealing (INT x 6) + 2d6 Group Ice damage Casts Blind. dealing (INT x 3) + 2d6 Water damage Casts Flash. after which time the item is destroyed. Refined items cannot normally be sold. Malboro Hydra Chocobo Eater Ogre Landworm. allowing one ally to hover and avoid Earth damage Casts Quick. and the listed ‘effect’ is used. dealing (INT x 6) + 2d6 Group Earth damage Casts Vox. dealing (INT x 6) + Group 2d6 Water damage Casts Aerora. GMs will forced to quickly invent new enemies for an unexpected plot change.action. Exoray Anacondaur Gelatitan The Four Fiends Axebeak Goblin Spider. Protect. Funguar Larvae Evil Wall. granting all allies Haste until combat ends Casts Blizzaga. All Refined Items take up inventory slots and can generally only be used once. dealing (INT x 6) + 2d6 Group Lightning damage Casts Thundara. causing the target to be Cursed for 1d3 rounds Casts Black Hole. granting an ally an Immunity to random elements Casts Aeroga. rendering all allies immune to Fear until combat ends Casts Wateraga. and remains in the character’s inventory for another try. Antlion Various Bosses Various End Bosses Ochu Thug. removing the Seal status from one companion Casts Thunder. dealing (INT x 6) + Group 2d6 Fire damage Casts Seal. reducing a target’s health by 75% of maximum Casts Bio. Gigas Geosgaeno Zu Skeleton. Deathgaze Demon. War Machine Antlion. dealing (INT x 3) + 2d6 Wind damage Casts Escape. negating all ranged attacks Casts Firaga.000 damage to a target Casts Death. Casts Stona. dealing (SPR x 3) + 2d6 damage blinding the target. dealing (INT x 25) or (SPR x 25) + 2d6 damage All allies receive the effects of Haste. On a pair of 1s. as well as a brief description of which spell the item mimics. dealing (INT x 5) + 2d6 Lightning damage Casts Barrier. dealing (INT x 5) + 2d6 Earth damage Casts Brave. Varuna Achelous. Miscellaneous 28 . instantly killing an enemy Casts Float. Casts Supernova. dealing (INT x 5) + 2d6 Fire damage Casts Life. Gilgamesh Wyvern Chimera Dingo Bomb Imperial Soldiers Cactuar Tonberry Killer Bee Chocobo Lost Soul. Mamool Ja Leafer. allowing the party to flee from battle Casts Lock. When in doubt. Name Accelerator Air Gem Antarctic Wind Arctic Wind Bomb Fragment Bracchus Wine Cactus Thorn Chef’s Knife Cherub Down Chocofeather Curse Spike Dark Matter Deadly Waste Dragon Scale Dynamo Stone Earth Drum Earth Gem Echo Grass Electro Marble Farplane Shadow Fish Scale Flashbang Hourglass Ice Gem Ink Lightning Gem Lightning Marble Lunar Curtain Molotov Mute Mask Mystery Fluid Phosphorous Bomb Second Chance Shear Feather Smoke Bomb Sticky Web Supreme Gem Three Stars Tribal Drum War Gong Water Gem Windmill Zombie Dust Effect Casts Force Field. bringing an ally back from unconsciousness with 1 HP Casts Aero. granting the Engineer the Haste status Casts Condemned. robbing a foe of the ability to see Casts Thundaga. The following list only applies to the Bestiary suggested in this book – surely other monsters exist with unique Refined items. dealing (INT x 5) + 2d6 Ice damage Casts Blizzard. dealing (INT x 3) + 2d6 Ice damage Casts Fire. dealing (INT x 5) + 2d6 Wind damage Casts Zombie. dealing (INT x 3) + 2d6 Earth damage Casts Stonaga. preventing a target from using spells or job abilities Casts Quarter. and Shell. When the Engineer uses an item as a Standard action. dealing (INT x 3) + 2d6 Fire damage Casts Berserk. and the complete list of what items can be refined from what monsters is listed below. the item explodes – all enemies and allies take damage equal to 25% of their maximum health. reducing a target’s health by 25% of maximum Casts Fira. the Grenade is the component of choice to fall back on – it’s like the potion of the mechanical world! Grenade Deals (INT x 3) + 2d6 points of Group Fire damage. dealing (INT x 5) + 2d6 Water damage Casts Ray Bomb. or an Engineer has already received a large quantity of the same Refined item. dealing (INT x 6) + 2d6 nonelemental damage Casts Stone. the GM rolls 2d6 – anything other than a critical success or failure means the item works normally. doing 100 or 1. Demonolith Sometimes. the item works normally but is not ‘used up’. causing one enemy to suffer the curse of the undead Example Enemies: Flan.

A character with Gillionaire can make a Trade check (usually difficulty 7) prior to each game session when in a populated area where he could feasibly sell his designs and/or services. and is much more adept than most at utilizing potions and supplies in the heat of combat. only gains access to properties that would otherwise not be allowed. A target enemy within Short Range loses any Resistance to Fire they may have possessed and gains a Vulnerability to Fire damage. Single The Engineer is a master of shutting down dangerous constructs. The Engineer may choose to change Maintenance targets only outside of combat. Special Normally. Regardless of the outcome. The Engineer with this ability is able to quickly cobble together his inventions with little more than the tools at hand and some old-fashioned elbow grease. an Engineer could spend six points of destiny to grant a Tier 2 weapon the ‘Break Damage Limit’ property normally reserved for legendary equipment. This ability may be used a number of times per combat equal to the Engineer’s SPR rating. Chemist – Special. Special Veteran Engineers keep a close eye on their comrades' equipment. roll 1d6 and consult the chart below for the status effect. Whenever a character with this ability takes damage or suffers a negative status effect. all Fire damage now deals an additional 50% damage to the targeted foe until the end of combat. Pandora’s Box – Standard. The Engineer attempts to pull out a handful of important parts and wires from a Construct-type enemy within Short Range. Junkyard – Instant. The Engineer and one ally of his choice receive the Indestructible property on all weapons. This ability may only be used once per session. a character who attempts to create something from scratch suffers a penalty without proper mechanisms and a feasible workspace. he may use any restorative item currently in his inventory on himself as an Instant action. Upon using Pandora’s Box. Maintenance – Passive. ensuring that it is always in top condition. The weapon still does not receive more than the standard number of properties. Gillionaire can only be attempted once per game session. Oil Spill – Standard. For every point of Destiny that the Engineer spends when Synthesizing a weapon or armor. and using their spare parts to further his arsenal of Refined weapons. and gaining the benefits of both. For example. the equipment is treated as being one tier higher than it really is for the purpose of choosing weapon properties. and never takes negative penalties to Synthesis checks.Job Abilities Salvage – Standard. Twin Accessory – Passive A character with this ability is capable of equipping a total of two accessory-type items at any time. the Engineer receives (50 x character’s level) gil. If the Engineer wins the construct is reduced to 0 HP instantly. such as Tents. Special The Engineer’s exhaustive experience with the inner working of machines allows him to point out ‘stress points’ to his allies. Single The Engineer has discovered a black. Chemist may be used a number of times per session equal to the Engineer’s DEX rating. accessories and armor. The Engineer makes a DEX or INT check opposed by the opponent’s STR or DEX. Although dangerous and unreliable. Local The Engineer possesses a strange box that – when opened – inflicts negative status effects to either every enemy or every ally. able to earn some additional income outside of the normal amount received for adventuring and saving damsels in distress. or when he would be affected by a negative status effect such as Petrify or Sleep. On a successful check. Roll 1 2 3 4 5 6 Result Red Spring – Poison Blue Screw – Blind Green Gear – Stop Silver Disc – Sleep Gold Battery – Haste Rainbow Moogletron – Protect and Shell Soul of Thamasa – Passive This illustrious ability is what truly separates Engineer craftsmen from the merely talented. In short. Junkyard grants the entire party the Construct Killer property on any weapon they wield for a number of round equal to the Engineer’s INT rating. When used. Then flip a coin – calling it correctly means you choose whether the status affects all enemies or all allies – Incorrectly means the GM chooses. Self The character has a natural flair for fiddling with alchemy. Efficient Construction – Instant. crude oil that works marvelously for greasing cogs in his inventions – it’s also a bit of a fire hazard. 29 . and they automatically receive the Refined item for that enemy. This ability does not apply to items that normally only function outside of combat. whichever is higher. Gillionaire – Special The Engineer knows how to turn a small profit with his inventions. He may even use this ability when he would normally be prevented from using an item – such as taking damage enough to drop him to 0 or below in order to use a Phoenix Down. the Pandora’s Box can be a powerful tool as a last resort. Construct Killer allows them to inflict 200% damage against Construct-type monsters with all attacks.

For the Entertainer. Each person.ENTERTAINER 吟遊詩人 It has been said that all of life is but a dream. higher-level Entertainers will be limited to a lower maximum number of spells. whether Reversed or Normal.or throngs of admirers. Conversely. This means that a newly-created Entertainer will often have more in their arsenal than your typical mage. and the Entertainer cannot use the same Art twice (whether reversed or normal) in a single round.is an expression of passion. Varies The precise magical effects an Entertainer is able to generate varies greatly. Self With a flourish and a moment of deep concentration. mimes. enemies.though the execution is always different. For the remainder of combat.. and becomes a veritable orchestra of intermingling magical effects. They synchronize and build upon each other. they seem out of place – until they begin to perform the mystic arts that are their livelihood. HP/level: +4 MP/level: +2 Weapons: Arcane. place. far less than most other casting Jobs. their spells function entirely differently from those found in all other sorts of magic. bards. there is no limit to the number of Arts the Entertainer may have active at a single time. A juggler can continue to attack and use skills whilst keeping an Art active. the fantastical tapestry of the world – the art within all things . the Entertainer may choose one spell for every point in the Perform Skill they possess. And finally. a way of life. 30 . and thing has its own sound. Firstly. each Art has two different effects. rock stars. Reach Armor: Light Skill Points: 18 ACC: 1 + DEX or SPR rating EVA: 8 + DEX rating Epic Ability: Fantasia . The Entertainer can use either of the two effects at will.Art cannot be performed without these actions. Innate Ability: Art – Standard. The Entertainer knows better: Life is a song. Whether this is an Entertainer’s voice. A dance. painting. Furthermore. The effects of Arts are as long as the Entertainer sustains them. dance. only one Art can be kept active at any given time. creating a grand crescendo of power that would make other magical wielders turn a bit pale and steady themselves. A masquerade. Multiple copies of the same Art have no further effect. or severely decrease their enemies’ attributes with a single Art. Dressed lightly and moving with odd liquidity. and a dancer can keep the air around her crackling with electricity for days on end. the Entertainer begins their craft. dance. and their secrets are unfathomable. as each spell has a second usage known as a ‘Reversed’ spell. Secondly.Instant. it is all this and more.. Concealed. photographers. contributing to a grand orchestra that resounds through the fabric of reality. And because of their truly unique style. Art spells are not chosen as normal upon leveling up – instead. tumbling…. Whether jugglers. The harmony extends far beyond one simple Art. any Arts can have its target type changed to Group instead of Single if the Entertainer wishes. it is the key to power. A wonder. Thirdly. but not both at the same time. the magic remains the same. Whether it be through song. Entertainers are held in the utmost respect the world over. Then the truth is easily discernable – that the Entertainer is only at full power when he's surrounded by some powerful friends. Brawl. mimicry. juggling. The Entertainer is a often strange sight on the battlefield. Art magic requires a conduit. hand motions…. and their usage does not interfere with other combat actions. Decide your focus upon character creation. sculpture. this allows the Entertainer to bolster the fighting potency of all of their allies at once. For some. tribal expressionalists or dancers. except during the Entertainer’s Fantasia epic ability.

all of the character’s weapons are treated as though they were also Ranged. as they are not in a state of matter that can be palmed when they reach the character's grasp. and articles of clothing flying by the sheer awesome power of your voice. Some live to be the center of attention – whether it be from hundreds of cheering fans or merely the result of performing daredevil feats to shock and astonish their allies. Likewise. When using this ability the character will repeat the last action taken before his turn by an ally – even if this means using a spell or ability the Entertainer does not actually possess! This is subject to several important restrictions. By belting out a power chord you can send foes. If successful. most enemies stop laughing when the now-bulletproof character hurls a heavy steel sphere at them with perfect accuracy. the original target. or target enemies up to a Medium Range. and others wield heavy chains as they dance. Master Mimic – Passive The character has further learned the secrets of the mimes. If the Entertainer does not have enough MP to cast a spell. the character has mastered the art of…throwing and catching things. shuriken or arrows – she simply catches them in mid-flight. ….’ Weapon of Choice has you covered. The Entertainer treats any Full Rest as a Travel Rest instead. better able to copy the actions of others. Furthermore. However. …. Whenever a character with this ability uses the Art innate ability. and there are millions in need of the leadership of a visionary. Spellbound – Slow. projectiles larger than the character could conceivably lift or hold are also out of the question. destroying the target’s MP. Copycat may be used a number of times per session equal to the Entertainer’s INT rating. Self Rarely do any two Entertainers battle in the same way. Once per session. one enemy of their choice takes (5 x Entertainer’s Level) points of damage that ignores ARM and Protect. Make a standard attack roll – if successful. Whenever the Entertainer critically succeeds on a Perform skill check or spends a point of Destiny. Master Mimic can be taken multiple times to obtain all three effects. The Entertainer may now: …use the mimicked ability on either himself. bringing their total to +8. it has changed lives and heralded you as a true visionary of your time. The character may target flying foes without the normal 4 penalty. but it’s not all bad. Showstopper – Passive Entertainers were born destined to be in the limelight. they also receive a +2 bonus to all checks until the end of their next turn. Skills and skill-based abilities (such as Steal) use the Acting skill instead. Any actions that involve the use of thrown weapons. Weapon of Choice – Passive.ARM until the start of their turn. an Entertainer can observe others' actions and mimic them. Any rolls for the attack are determined by your stats. the player may privately ask the GM a single question. Juggler – Passive As much an art form as song or dance.use Copycat with any action made previously in the round instead of just the prior turn. When this ability is used the Entertainer makes a Perform check opposed by the target’s SPR or Perform skill. choose one of the following ways to enhance your Copycat ability. abstract creatures. Varies During battle. The action must be performed on the same target(s). all enemies are immediately Disarmed and are treated as having 0 ARM and M. all enemies suffer 100% M. the Entertainer may cast the Rasp spell as an Instant action. use Copycat an unlimited number of times per session instead of a number of times per session equal to the Entertainer’s INT rating. and you may reroll Perform checks that critically fail. The character is a tortured artist and will be forever unable to get a good night’s sleep. admirers. Furthermore. or blast targets with the raw power of music. or something else entirely. Furthermore. Group You do not need a microphone – your voice is simply POWERFUL. or the original user. While this might seem to be a comedic trick designed solely to amuse children. whichever is higher. Center Stage – Passive Your Art could span generations. 31 . the stars of their own personal epics. simply not being used to sleeping on the road. Intangible items (such as needles from the 1000 Needles spell or a monster’s energy beam) cannot be caught.ARM nonelemental damage and are Knocked Back a Medium Range. Copycat – Standard.Job Abilities Power Chord – Slow. Regardless how you choose to ‘knock ‘em dead. which the GM must answer as honestly as possible using only ‘yes’ or ‘no’ as the response. Some call forth painted. Upon gaining the Juggler ability. the character is now Immune to damage from tangible Ranged weapons such as bullets. there is a downside to this ability. consumables or items that the user does not have cannot be performed. whether it be due to constantly pestering fans. Upon taking this ability. Madness and Genius – Passive The character’s mind is a shifting kaleidoscope of eccentricity. the character knows how to hold their own in a fight and receives an additional +4 HP/Level. Power Chord may be used once per session. Special The Entertainer challenges any competitor to test their mettle – or metal – against his superior skills. You may choose to use your Perform skill in place of your Negotiate skill on all checks. some form weapons out of sonic or kinetic energy. then that spell cannot be used.

Brawl. Though many have perfected a single talent or spent a lifetime honing their abilities with a particular type of weapon. or find their skills wanted. the Fighter has become a true warrior . Heavy.FIGHTER 戦士 Some Fighters wage war for entertainment. for most Fighters. their training ground is the battlefield. because they have to. HP/level: +7 MP/level: N/A Weapons: Blade. Embracing their abilities and constantly improving. or just for the hell of it. An experienced Fighter is a formidable presence in any combat situation. and they know they're not going to be able to escape it. Fighters. Whether they're fighting to protect themselves. from steel-clad knights to feral. Shields Skill Points: 12 ACC: 2 + STR or DEX rating EVA: 7 + DEX rating Epic Ability: Bonecrusher . Some may start or end wars. 32 . Reach Armor: Light. others.the kind that legends are born from. with incarnations ranging from grizzled soldiers to optimistic mercenaries. Whenever Destiny is awarded to the party for defeating a Boss or an End Boss. The attack becomes a critical hit that deals 500% damage instead of the standard 200% Innate Ability: Heroic Destiny – Passive It’s impossible to know what the future holds for the heroes of our time. however. In this way the Fighter is a combatant without roots or restrictions. and their skills are mastered by virtue of necessity and raw survival. able to adapt to anything their foes can throw at them. no matter where a Fighter goes. Ranged. all know their one true calling.Instant. Huge. Medium. club-swinging barbarians. or discover the secrets of the past. Some are even hunted. stories follow. leading to a rigorous lifestyle that only makes the Fighter stronger. to protect others. a fighter may activate this ability. Battle has become a way of life. Self When lives are on the line. crushing attacks. After making a successful non-critical attack action. the Fighter can make truly devastating. the Fighter receives one additional point automatically.

increasing damage by one additional step each time. Self The Fighter has managed to harness his rage and use it as a weapon. able to rapidly change tactics to deal with any type of foe. throwing and destroying objects.if an attack was to do (STR x 1) points of damage. a Boss or End Boss. but will continue to go after the Fighter if the opportunity presents itself. Provoke may be used once per combat. it would now do (STR x 2) instead. This ability may be used a number of times per session equal to the Fighter's SPR rating.ARM armor scores. Single The Fighter stands against overwhelming odds. and they receive a +2 bonus to rolls dealing with lifting. the Fighter delivers a single blow to every foe in range. Berserker – Instant. Self The character has trained to fight no matter the condition his body is in. the Fighter is always amongst the first to strike a blow. Armor Mastery – Standard. the Fighter is not limited to only making Attack actions when under the effects of Berserk and can also use Job Abilities. On a successful attack against a foe who does not meet the level or difficulty criteria. and so on.Job Abilities Provoke – Standard. the Fighter can stir an enemy into a rage. and indeed finds an inner strength through suffering. While Berserk. When afflicted with any negative status effect the Fighter’s damage is increased by one step . 33 . but the Fighter can use this ability multiple times in the same battle to constantly change his defensive focus. Wild Swing – Standard. the Fighter may make an immediate physical Counterattack whenever they take damage in the Pre-Emptive Round. Group In a flawless display of speed. and he can easily shrug off attacks that would fell lesser soldiers. Self A Fighter is a versatile and flexible combatant. and often triumphs. Cleave cannot be a critical hit. but strikes every foe within Short Range. The effects of Armor Mastery wear off at the end of combat. but all offensive attacks must either be directed at the Fighter. the Fighter can summon reserves of inner strength to receive the effects of AutoRegen. Fear. The effects of the Warcry only last until the end of the Fighter’s next turn. 200% ARM damage is dealt by the attack. Self A Fighter with this ability is a one man army. Self A Fighter's body is very resistant to pain. This effect lasts until the enemies no longer outnumber the party. strength and accuracy. and the targeted foe is at least 3 levels higher than the Fighter. Make a normal attack action. Trauma – Instant. Furthermore. All allies (including the fighter) have their physical and magical damage increased by two steps – if a weapon was to do (STR x 1) points of damage. there is a flat 50% chance for the attack to be totally negated and the Fighter to take no damage or effects of the attack. There is no restriction in how the target can do this. If the attack is successful. spurring on the entire party. the Fighter is Immune to the Charm. Group The fighter lets loose a vicious warcry. Skin of Iron – Passive. making himself more resistant to physical damage if wearing Light armor. when the time for battle arrives. However. However. Using this ability causes the Fighter to gain the Berserk status until the end of the current combat or until the character is reduced to 0 hp.Passive A trained Fighter learns to prepare themselves for combat at any and every opportunity. or using Improbable Weapons. or until the Fighter is Unconscious. half damage is dealt instead. and Sleep status effects. Single There will always be villains with world domination on their minds . The target of Provoke will change tactics specifically attack the user for a number of rounds equal to the Fighter’s SPR rating + 2. a Fighter may always act in the Pre-emptive combat – although he won't always know what's going on. After obtaining this ability. This ability may only be used once per session. As a Standard action the Fighter may choose to swap his ARM and M. Cleave – Standard. it would now do (STR x 3) instead. After obtaining this ability. or include the Fighter among the targets. or more resistant to magical damage if in Heavy armor. the enemy may attack freely. Make a normal attack action which deals 50% damage. Berserker can only be used when the Fighter is already at 50% HP or less. they'll have to go through you. Warcry – Standard. First Strike . capable of wading through hordes of enemies and coming out almost unscathed. and must remain fighting until all foes lie dead. If the Fighter cannot be targeted. accordingly. Through the choice use of a few taunts. whenever a critical hit or Limit Break is successful against the Fighter. This ability can be taken multiple times. Unstoppable – Instant.but if they want the world. and so on. After obtaining this ability. he still may not use any non-combat skills or the Defend action. Whenever the character and his allies are outnumbered by enemies.

No matter what Job the Freelancer finds herself as. Brawl. the prologue to a great untold story. These are the individuals who have yet to realize their true potential. she may take up the mantle of a different Job of her choice. the character can permanently learn a spell of the appropriate tier if the Job was to learn one. she only has access to her current Job’s standard abilities (as well as shared abilities). The character can use Job Change even in combat or otherwise stressful situations. but they should not be underestimated. The character never ‘loses’ access to abilities she has learned. By expending three points of Destiny. Freelancers ultimately become a shockingly powerful conglomorate that could eave other heroes speechless. ACC and EVA to be appropriate for a member of that new Job. 12. even if she is a member of a Job that would not normally have access to them. after learning the ‘Throw Stone’ Freelancer ability. the Freelancer recalculates her HP.FREELANCER すっぴん The Freelancer is an oddity among a handful of Jobs capable of moving mountains and defying the wills of fate. but does not obtain the new Job’s Epic Ability. This allows the character to change into any other Job – or back into a Freelancer – for the cost of 3 points of Destiny. She does not obtain (or lose) skill points. Whenever the character learns a new ability (at level 4. Innate Ability: Victory Pose – Special The Freelancer is a starting point. HP/level: +1 MP/level: +1 Weapons: Blade. children and normal people sucked into a world of danger against their wishes. She obtains the Innate Ability the Job normally possesses. 8. Upon changing professions. MP. Though they may appear weak at first. 34 . Concealed Armor: Light. the character receives a single point of Destiny. the character may still hurl rocks at her enemies after becoming a Blue Mage. Instead. the Freelancer does not automatically gain spells when switching to a magic-using job. Freelancers possess the power to do what none of the other Jobs can – by walking a fine line between all their choices and dabbling in each. she always retains this Epic Ability. etc) . Self This complicated ability is the root of a Freelancer’s power. and she is treated as having only the Weapon and Armor proficiencies the Job normally would have access to. For example. squires. Freelancers know that their fate and their purpose is yet to be revealed. Upon gaining a level as a Freelancer. upon gaining a level when in a spellcasting Job such as Black Mage. Medium Skill Points: 16 ACC: 0 + DEX rating EVA: 6 + DEX rating Epic Ability: Job Change – Slow. Speaking of magic.

deal (DEX x 1) + 2d6 points of ARM damage to the enemy and apply no other weapon effects. When you turn tail and run. The character may use the ‘Moment of Glory’ aspect of spending destiny. Blaze of Glory –Special The Freelancer knows that his time in the limelight is not permanent. until the end of the current combat. the character automatically learns one Tier 1 Black Magic and one Tier 1 White Magic spell. and the enemy is automatically Stunned for one round and takes 1d6 points of damage ignoring ARM. Quick Hit can only be used once per round. no questions asked – provided it’s small enough for them to be carrying around.Passive The character is a never-say-die. gaining a +1 bonus to all their Lore skill checks. and your eyes fill with uncontrollable tears when the odds are against you. Pray – Slow. Your lips tremble at danger.Passive You don’t know where your journey will take you or what you’ll learn as you travel. he will be called upon to make the ultimate sacrifice so that others may finish what the character has begun.Passive On the other side of the spectrum from the self-confident Freelancer is the natural coward – you. Throw Stone may be used once per combat. but Force of Will cannot be ‘used’ on itself. you manage to get by with sheer. Group While the character might not be particularity pious. having gained a small spellcasting talent and an abundance of obscure knowledge from long-lost grimoires. No attack roll is required. after which the item gets ‘used up’ or broken or otherwise rendered useless. ambitious would-be hero propelled by raw desire and willpower– and it is this inner strength which enables the Freelancer to excel at whatever they choose. session. But even the most well-intentioned acts tend to have consequences for the unfortunate Freelancer. Generally considered to be the most redeeming of all Freelancer abilities.Job Abilities Throw Stone – Standard. the rest of the party can rest assured it’ll be there when they need it the most. the targeted monster deals 200% damage to the character with all attacks and spells. Once per session. hoping to get their attention for a moment. the conjured item grants a one-time +2 bonus to any appropriate skill check. Even if they have no logical reason to be hauling around armor polish. In keeping with this philosophy. or combat encounter. Outmaneuver – Passive While other adventurers may rely on powerful armor and years of refined tactical knowledge to keep them alive in combat. Their last moments are always assured to be exciting ones. the character can ‘conjure up’ a mundane item. Concealed. The character has access to all normal weapon categories other than Two Weapons (such as Reach. Quick Hit – Instant. In addition. once per game session a character with Force of Will may use one of their job-specific abilities one additional time. Secondly. for no associated cost. Single The character delivers a light. as described in chapter 4. Bottomless Pockets . Single The Freelancer hurls a small rock at one enemy.Passive You never realize how valuable a strategically-bent piece of wire is until you’re staring at the inside of a locked prison door. the desperate and the believers both have a tendency to turn to prayer when lives are on the line. It should go without saying. ten feet of rope or invisible ink. and a 50% chance that nothing will happen. and that eventually. For example. Upon taking the Scholar ability. and cannot be a critical hit. Make a standard attack action – if it hits. you have an EVA score of 0. This provides two different benefits. Arcane. The character and his allies all receive a +2 bonus to their Escape skill checks when attempting to Run Away in combat. Until the beginning of your next turn. and ignores the effects of Protect or Shell if your character has them. and may roll Lore even if they do not have any points invested in the relevant skill. Upon using Prayer. the character has an odd or end for every situation. 35 . there is a 50% chance that all allies will recover (SPR x 2) +2d6 hit points. However. Weapon Mastery . they recover 10% of their maximum hit points. etc) regardless of their current Job Scholar –Special The character is a natural intellectual. While this might be a difficult thing to accept for some characters. Cry . the Freelancer has long prepared himself for the inevitable. choosing offense over defense. Force of Will . low-damage attack before preparing a real one. Whenever the character successfully Evades an enemy’s attack. or they could use Quick Hit twice in a round. so you devote time to practicing with all types of equipment to be prepared for any situation. a Freelancer who has become a Samurai could use Third Eye twice per session instead of once. even if they have already ‘used up’ the ability for the round. and knows he won’t be going quietly into the long goodnight. even the most vicious beasts feel something akin to guilt and are less likely to pursue you. blind luck and knowing when to duck and cover. the character becomes a walking encyclopedia of knowledge.

Ranged Armor: Light. Brawl. the Gambler must still have the three points available. hoping to win even greater prizes . Innate Ability: Slots – Standard. a Gambler can’t increase a roll past its theoretical maximum or minimum. 36 .GAMBLER ギャンブラー The Gambler is the gamer. Any effects that may occur are effectively Group spells. Upon using this ability. When these risks pay off. The Gambler's Abilities in battle are unpredictable. flip a coin. Varies By conjuring forth three magical slot machine reels in the air. or even sessions away…) one of the Gambler’s combat rolls will be treated as having a total result of 0. not only will the Destiny be used up. which can only be used outside of combat once per session. After doing so. This Epic Ability may be used at any time. Slots may only be used in Combat with the exception of Recovery Reels. even when it isn’t the Gambler’s turn. then the party will receive the listed beneficial effects. long-term planning and strategic thinking mean nothing to the carefree Gambler since they perceive everything in life as a bet. the big spender. If two of the dice match. rolls 3d6 dice and checks for numerical matches. relying almost wholly on chance. a Gambler is capable of betting with fate…using the lives of himself and his allies as ante. (That is. the Gambler may take this one step further. stack the deck and keep your gun loaded – the stakes are all or nothing. the Gambler may alter the result of any one die roll made by himself or an ally. to any other result he likes. If the Gambler’s player calls the coin toss correctly. Concealed. Gamblers believe in placing objects or sums of great value on the line. resulting in permanent injury.and many a gambler has lost his life to the mere toss of a coin. When using the Slots ability. Each Slot effect lasts for a number of rounds equal to the Gambler’s SPR rating +1.both inside and outside the casino . those who push their luck tend to find that luck pushes back. Bad Luck cannot affect a future usage of the Cheat Fate ability. HP/level: +5 MP/level: N/A Weapons: Blade. Medium Skill Points: 18 ACC: 1 + DEX or INT rating EVA: 8 + DEX rating Epic Ability: Cheat Fate – Instant. Sometime in the future (perhaps as soon as a round or two later. they can bring the parties they accompany anything from additional cash reserves to bringing dying allies back to life. And when a Gambler activates his "Cheat Fate" epic ability. If all three dice match up. this is known as a Jackpot. If none of the three dice rolled show the same number. however. or often. and repeated attempted uses of a ‘free’ Cheat Fate could result in a character suffering from a string of colossal problems. as decided by the GM! Bad Luck is cumulative. Roll-altering abilities such as Stacked Deck have no effect on Bad Luck. he can perform feats that other characters can only dream of. and declare he would like to use his Epic Ability without spending the normally required three points of Destiny! (However.) Obviously. death. a Gambler could turn a roll of 2 into a roll of 12 or vice-versa. no Destiny points will be consumed in the use of his Epic Ability. However. but the Gambler will be subject to Bad Luck in the near future. the Gambler chooses one of the four options listed below (based on the desired effects). then this is known as a Bust. and the epitome of luck and fate. If he calls it incorrectly. What will Lady Luck bring to the adventure? Press your bets. or a skill check rolled by the Gambler will automatically cause a Complication at an extremely dangerous moment. Despite their dangerous lives.) If he does so. Special The Gambler is able to alter the course of destiny itself. however. and the Gambler may not use Slots again until the current effect has ended. affecting all allies within Medium Range including the Gambler.

all allies receive the benefits of an Auto-Life spell. which fades when the effects of this roll wear off. If an ally is already at 0 or lower. are usable on Synthesizing skill checks. Normal: The damage of all allies is increased by one damage step for both magic as well as physical attacks. not even Cheat Fate. Furthermore. Normal: If the Reel of Fortune is still active when combat ends. and all allies receive a +2 bonus to their ACC and EVA scores. Jackpot: Allies are restored to 100% HP and receive 100% of their total maximum MP as if they had just taken a Full Rest. all allies receive an additional (100 x character level) gil and one point of Destiny for the encounter. and only when the party is not engaged in combat. The Gambler is subject to a point of Bad Luck. Normal: Allies recover (VIT x 1) HP and (INT x 1) MP at the start of each of the Gambler’s turns as Regeneration. the enemy group receives a Pre-emptive round. Reel of Fortune Bust: Slots may not be used again for the remainder of the game session. all Allies may reroll dice that naturally result in 1 while the Reel is active. all allies receive an additional (50 x character level) gil for the encounter. Recovery Reels Special: Recovery Reels may only be used once per session. These calculations use the stats of the Gambler to determine the recovery value. Special: Restricted Rolls None of the Gambler’s roll-altering abilities. etc. Normal: Allies are soothed by a wave of healing energies from the Gambler’s Reels. not of the party members. the spell is activated instantly. which are normally rolled by the GM (25% chance for weapon to break. Jackpot: If the Reel of Fortune is still active when combat ends.Explosive Reels Bust: Characters are unable to make critical hits until the effects of the reels end.) 37 . restoring 50% of their total maximum HP and MP. Jackpot: Allies recover (VIT x 3) HP and (INT x 3) MP at the start of each of the Gambler’s turns as Regeneration. Jackpot: The damage of all allies is increased by two damage steps for both magic as well as physical attacks. Valiant Reels Bust: Allies cannot recover HP or MP or receive the benefits of any healing – whether magical or nonmagical in nature – for the duration of this effect. They also cannot be used to alter percentile-based effects. Furthermore. Bust: It seems that the heroes’ foes always have the edge. When the next combat takes place. as explained in the Cheat Death epic ability description.

but even Lady Luck needs a break sometimes. For example. If there happens to be any source of music in the surrounding area. This does not ‘stack’ with the Follow-Through weapon property. This ability requires the Gambler to make a heroic speech or suave one-liner. their next action has a greatly increased likelihood of success. and one attack made during the turn deals 200% damage but cannot be a critical hit. One For The Money – Passive. or use one of the following abilities. Slow When things look their most grim. The Last Word cannot be used. but does work in combination with other job abilities such as Wildfire and Slot Shot. he may immediately take another Standard action. whenever the Gambler gains a point of Destiny for heroic actions of great personal risk or swashbuckler-like daring (for example. Special Upon being reduced to 0 hit points or less. Stacked Deck ensures that things almost always go according to plan. The character’s may reroll one die of his choice whenever he uses the ‘Reel of Fortune’ Slots. All skill checks receive a +4 bonus during the turn Save the Day was used. whenever the Gambler uses Spare Change there is a 50% chance that the gil used will not be lost. Group As a last ditch effort. Upon using this ability. including himself. Spare Change. instead transferring the negative karma to his target. The character cannot gain HP with this attack under any circumstances. As a master of hogging the proverbial limelight from foes and allies alike. kidnapping the star of an opera in the middle of a public performance. The Last Word – Instant. If. the Gambler can make any ally or enemy. 38 . Jinx cannot be used if the Gambler does not have any points of Bad Luck. including such things as resisting negative status effects. but never multiple times on the same die. Self The only way you’ll be getting the Gambler’s gil is by prying it out of his cold. Wildfire – Standard. for whatever reason. that he can now throw it at enemies with enough skill and aim to inflict heavy damage.Passive Whenever the Gambler rolls a Critical Hit. The enemy is not aware he has been Jinxed and tries to battle normally. even when it isn’t the character’s turn. even by different Gamblers. This bonus does not apply on the Gambler’s ‘Slots’ abilities. The damage caused in this way is not reduced by ARM or similar effects. if the Gambler throws 600 gil total. In addition. guns blazing). Spare Change – Standard. dead hands. The Last Word may be used whenever the Gambler is reduced to 0 hit points. the Gambler becomes so adept at handling gil. and. the Gambler was brought to 0 HP by himself or one of his allies. the Gambler may activate The Last Word and make an immediate Counterattack against the monster responsible for knocking him unconscious. Wildfire. and is Unconscious as soon as the counterattack ends. as per normal rules. Through a long time of wheeling and dealing. but it can be combined with Save The Day to conceivably deal 500% damage to multiple targets. This ability may be used once per combat. The two lowest rollers are each targeted by the Gambler’s Wildfire ability and take 300% normal damage from the assault. The damage caused is divided between each target within the enemy group. Winning Streak . or leaping through glass from a dazzling height. the Gambler is noted to receive a point of Bad Luck as described in their Epic Ability. Every 10 gil thrown equals 1 HP of damage. Beat the Odds – Passive Many Gamblers share a love of grandstanding and grandeur. as long as he has enough gil for the assault. There is no limit to how much of his gil he can throw at the enemies. skill and ability rolls until the action has died down in addition to the Destiny. and when the Slow action resolves on their following turn. a Gambler may choose to give up one of his points of Bad Luck. No accuracy attack roll is necessary for this ability and Wildfire cannot be a critical hit. Often considered to be the ‘core’ ability for many Gamblers. Special The Gambler lets loose a wild barrage of attacks. you can always rely on a Gambler’s bravado and overconfidence to turn the tables. After obtaining this ability. Until the end of the enemy’s next turn. Jinx – Passive Upon critically hitting an enemy. and have gone to great lengths to ensure their daredevil feats get the attention they deserve. a character may still never take more than three Standard actions in a single round. the Gambler will inflict 20 damage to each enemy – the character cannot choose to deal it all to a specific opponent. dealing large amounts of damage but with the potential of harming allies or even himself. whether an Entertainer’s song or a royal orchestra. and gil thrown in this way is lost and irrecoverable. This ability may be used a number of times per session equal to the Gambler's SPR rating. the tune immediately changes to be upbeat and synched with the Gambler’s actions. and the attack does not require an attack roll. Stacked Deck – Instant The character might be a naturally auspicious high roller. gets a Jackpot effect on one of his Slots. every roll they make will be treated as an automatic failure. All enemies and allies roll 2d6.Job Abilities Save The Day – Special. reroll one die. or succeeds on a skill check with a ‘Godlike’ or ‘Impossible’ difficulty. or Slots. the Gambler can use his winnings as a weapon to save his own life. he will receive a +2 to combat.

Innate Ability: Geotrance .summoning a blizzard within a volcano. Using Force of Nature can permanently alter the Terrain of an area. Mountains. Swamp. There are eleven types of terrain in all: Plains. All possible Geotrance effects are listed over the following few pages 39 . so you’ll still need to make an attack roll and have a good weapon equipped to do substantial damage. and Geomancers enjoy a natural camaraderie with such places. however. and a Maelstrom effect. first choose whether you’d like to use an Offensive or Defensive effect. Forest. The Geomancer may usually only use the Geotrance abilities of the current terrain the party is on – sometimes this can be two or more different types. To use Geotrance. to Moogles snuggled up in bright blue snowsuits and Viera shamans. Lava. Geomancers vary wildly in their appearance. for example.Slow. Underground. most practitioners of geomancy live secluded lives far away from civilized areas. Geotrance effects that state they last ‘until the end of combat’ or cause Elemental Field end when the Geomancer is knocked Unconscious. Brawl. Geomancers become capable of truly amazing feats . calling the spirits of the land for aid in his time of need. and choose any effect from the list. the Geomancer is something of an oddity. forever creating unusual landscape features. If the attack roll for the Geotrance would normally cause a critical hit. a defensive. The Geomancer is now able to use Geotrance as a standard action this turn. Town. and Cosmic. he has learned to become one with it. or freezing rain in an endless desert. Geomancers run the gamut from physically imposing to downright unusual-looking. For that reason.Instant. in which case they may choose from either list. Desert. They’re reliable and unfailing means of supporting your group….regardless of your Geomancer’s physical abilities.GEOMANCER 風水士 In a world where man has the power to defy the laws of nature with magic and science. creating an oasis of water in the desert. Rather than ignore the natural order. then the Maelstrom attack may be used in place of the normal Offensive ability. Many of their abilities are keyed to operate in the wild.) Each terrain type has three different effects – an offensive. unleashing powerful attacks and granting beneficial effects. Offensive geotrances are always Medium-Range attacks that generally just add an elemental type to your basic attack. Medium Skill Points: 16 ACC: 2 + STR or DEX rating EVA: 7 + DEX rating Epic Ability: Force of Nature . Geotrance may be used a number of times per session equal to the Geomancer’s Survival skill. Water. Reach Armor: Light. including Maelstrom abilities or effects from an entirely different terrain. Self The Geomancer can summons forth the most powerful of elements at a whim without restrictions – he can create a hurricane of flames in the coldest tundra. Varies Geomancers can call upon and control the powers of a terrain. Ranged. Defensive geotrances include everything from healing and protecting your allies to keeping your enemies trapped in place. As his bond with the world increases. Snow. (Such as Town and Forest. Unlike many other Jobs. From gigantic barbarian mountain men to little girls wielding oversized bells. Offensive Geotrances cannot be critical hits. and striding through molten lava untouched. HP/level: +6 MP/level: N/A Weapons: Arcane.

which reduces their DEX rating by 50%. Geomancer’s choice. this terrain set encompasses everything from ancient temples to bustling metropolitan areas. If you already had the Earth Strike property. Offensive: Wind Shear Multiple blasts of cutting air are launched through the sky toward the target. then Wind Shear deals 200% damage. The flames deal 300% ARM damage to all foes. blesses a single party member. and any enemy who took damage from Landslide is afflicted with Stop for several rounds. then Local Quake deals 200% damage. barbed thorns sprouts up all over the battlefield and strike at every opponent standing in Medium range. then Plasma deals 200% damage. At the highest elevations. much like the white magic spell Escape. Make a standard attack as though your weapon had the Earth Strike property. Maelstrom: Tempest An unstoppable cyclone fills the area. rounded up. Defensive: Stone Wall With a soft entreaty. Town also encompasses crumbling ruins and the wreckage of ancient civilizations. Maelstrom: Spirit Flame Walls of ivory fire surround the Geomancer. Jagged walls of thick stone burst forth and grant all allies additional ARM equal to (Geomancer’s level x 2) until the end of combat. and affects all enemies with the negative status effect Seal. Defensive: Wild Bear A large. Defensive: Back Alley The Geomancer concentrates. if not outright non-existent vegetation. providing (Geomancer’s Best Attribute x 2) + 2d6 healing to all party members. blue-furred bear spirit appears. crackling with energy that’s particularly effective against the undead. and then vanishes. The wave of matter deals 300% Earth M. Offensive: Elf Fire Blue-white flames appear in midair around a single enemy. and also halves their EVA and ACC scores. snowblown forests can use the Forest or Snow terrain sets. while hotter. If you already had the Lightning Strike property. Because of its broad focus. The vines deal 300% Earth M. Undead destroyed with Spirit Flame cannot self-resurrect as normal. Any ally affected by the negative status effect Petrify is cured of this condition. Defensive: Sun Bath Golden light shimmers and dances over the battlefield.ARM damage to all enemies. Offensive: Local Quake The power of the Geomancer causes the earth to shake violently. the Elemental Field of the current combat then becomes Lightning or Wind. water-logged jungles might qualify as both Forest and Swamp. They are instantly separated from their foes. drier grasslands such as steppe may use the Desert set. Temperatures in this terrain can range from temperate to sub-tropical. dealing 200% M. Make a standard attack as though your weapon had the Lightning Strike property. Colder grasslands such as taiga will generally use the Snow terrain set. but deal 500% normal damage to Undead enemies and has a 25% chance of destroying them instantly. This Geotrance ability instantly removes the party from combat. PLAINS Open areas of relatively level and dry ground where grass and scrubland are the dominant plant life. Make a standard attack as though your weapon had the Wind Strike property.TOWN Buildings and areas of habitation constructed by intelligent life. A building or complex does not have to be in active use or even good repair to qualify for this terrain type. and debris of all kinds to be sent cascading across the battlefield. This set is also used for conditions far away from solid ground. bolts of thunder crisscrossing the sky. these conditions may qualify for the Snow terrain set. and cover a wide range of climate types. FOREST Terrain marked by extensive tree growth. Colder. Elf Fire has a 25% chance to cause the target to become Blinded. lost in an urban maze. Offensive: Plasma A cylinder of multicolored electricity rotates up from the ground. healing the target of all negative status conditions. MOUNTAINS Rocky. who are also knocked back a Short range. high in the clouds or simply aboard an airship or other flying construct. Furthermore. the Geomancer convinces the mountain spirits to protect the party. Maelstrom: Hell Ivy Thick-vined ivy with sharp. creating doorways where there was nothing before. 40 . Maelstrom: Landslide This exertion of power causes stones.ARM nonelemental damage to a single target. The attack causes all enemies to suffer a Short-Range knockback at the start of each of their turns for four rounds.ARM damage and cause the opponent to suffer Speed Break for several rounds. All Wind or Lightning damage (based on the Geomancer’s decision) deals an additional 50% damage. air temperature can drop to freezing levels and sharp winds frequently blow. dirt. If you already had the Wind Strike property. and shifting the streets and passways around the party. elevated terrain with cooler temperatures and spare. The spirit's blessing acts like the Esuna spell. moving walls and buildings. Make a standard attack. while moist. Forests can range in size from a small wood to a sprawling rainforest.

Offensive: Fire Whip A globe of constantly-flickering red. but not the Geomancer himself.DESERT Dry areas of often intense heat and relatively little plant growth. If you already had the Shadow Strike property. the Elemental Field of the current combat then becomes Earth. making them both cool and frequently damp. These environments tend to see little sunlight. However.ARM Fire damage. orange. Maelstrom: Cave-In With a roar and a rumble. Jungles with high levels of rainfall or tree growth close to a body of water can also exhibit swamp-like terrain. including -. searing the sky with crimson and boiling the very ground itself. Offensive: Will ‘o Wisp A ghostly. then. This effect lasts until the remainder of combat. The attack causes Petrify to each enemy in the area for the usual 4 rounds. and are easily whipped up by passing winds. Typically volcanic terrain. All Earth-based spells and attacks in the area – whether wielded by friend or foe – do an additional 50% damage. providing (Geomancer’s Best Attribute x 2) + 2d6 healing to all party members. then Fire Whip deals 200% damage. lashing out violently. Make a standard attack that deals normal damage. each boulder strikes a randomly-determined target – which includes the allies of the Geomancer. and the target is inflicted with the negative status effect Stop for one round. A swamp can be composed primarily of mud. Maelstrom: Prominence White-hot fury begins to explode all around you. vile-smelling mist rises from the ground to choke out the air itself. slow-moving.caverns. the Elemental Field of the current combat then becomes Fire. enemies are left with little choice. then Will ‘o Wisp deals 200% damage. sucking it down several feet before re-solidifying. Maelstrom: Desert Winds The desert storms howl. The Geomancer and all allies gain additional M. To breathe is to suck venom into your lungs. and yellow streaks across the battlefield. Offensive: Snare The earth beneath the target’s feet becomes a whirling vortex. Defensive: Quicksand The dune beneath one enemy's feet turns to liquid goo. all characters within a Short Range of the Geomancer (enemies and allies alike) are inflicted with the negative status effect Blind for one round. Maelstrom: Poison Mist A massive cloud of evil. All enemies take 300% M. Defensive: Heavy Dust An eerie mystical haze rises to envelop the battlefield. All Wind-based spells and attacks in the area – whether wielded by friend or foe – do an additional 50% damage. each one dealing 200% ARM Earth damage. Furthermore. All enemies are automatically inflicted with the negative status effect Poison until they leave the area – a Medium-range zone. UNDERGROUND Covers subterranean areas both natural and artificial. Make a standard attack as though your weapon had the Shadow Strike property. Offensive: Sandstorm A fierce gust of sharp wind and stinging sands sweeps up around the Geomancer. the ceiling of the location begins to collapse. One enemy is automatically inflicted with the Stop and Slow statuses for one round. All Fire-based spells and attacks in the area – whether wielded by friend or foe – do an additional 50% damage. Make a standard attack as though your weapon had the Fire Strike property. Moving becomes difficult as flesh is slowly transmuted to stone.but not limited to -. adding atmospheric conditions that creatures native to the area have never before experienced. Defensive: Earth Heal Several speckled mushrooms bloom and greenish-brown dust swirls forth from nowhere and settles onto the party members. Defensive: Shining Air Clouds of heat and steam fill the area. plastering foes with particles of sand. or stationary shallow water. If you already had the Fire Strike property. the Elemental Field of the current combat then becomes Wind. LAVA Areas of extreme heat. Furthermore. All enemies participating in combat no longer have an Immunity or Resistance to Fire damage. reducing the effectiveness of enemy magical attacks. though fierce blazes. and often features a rich array of vegetation. 41 . Furthermore. but as the alternative is death. and huge boulders rain down from overhead. A total of 1d6+2 boulders strike.ARM equal to (Geomancer’s level x 2) until the end of combat. which tries to suck the opponent beneath the ground. tunnels. ominous shape slowly materializes from the end of the Geomancer’s weapon. industrial structures such as blast furnaces and magical fire may qualify for this terrain set. and underground complexes. Sand and dust are an omnipresent feature of the landscape. Make a standard attack that deals normal damage. SWAMP Low-lying wetlands with relatively little solid ground.

If you already had the Water Strike property. and stinging cold envelop all opponents as a veritable blizzard begins to form. Dark Flare is automatically a critical hit if at least half of your party is Unconscious or has been defeated in the current battle. choosing to automatically use a Limit Break only cost 2 points of Destiny instead of the standard 3.WATER Large bodies of fresh. Defensive: Waterfall A soft blue glow surrounds all party members. Maelstrom: Freezeblink Snow. The target of this Geotrance receives the positive status effect ‘Regen’ until combat ends. Furthermore. disorienting and damaging an enemy. 42 . Finally. All enemies take 300% M. Defensive: Cosmic Embrace With a word. Offensive: Sliprain Bright light refracts in a mysterious pattern through the water. Until the remainder of combat. SNOW Areas of extreme cold. All Water-based spells and attacks in the area – whether wielded by friend or foe – do an additional 50% damage. Furthermore. Smaller water-based features. regardless of their current remaining HP. then Icicle deals 200% damage. Includes environments with high levels of snowfall. Make a standard attack as though your weapon had the Ice Strike property. then Sliprain deals 200% damage and the target is afflicted with Confuse for one round. If you already had the Ice Strike property.ARM Water damage and are knocked back a Medium range. though cold tundra and terrain such as icebergs and glaciers also qualify for this set. the Elemental Field of the current combat then becomes Ice. washing over all enemies in an unstoppable tidal wave. COSMIC This is a catch-all category for terrains that don’t fall under any of the prior nine categories. Offensive: Icicle Blades of extreme cold sweep upwards from underfoot. or a dimensional rift between worlds.or saltwater. typically at freezing point or below. and combatants who are sent tumbling find themselves landing comfortably. All Ice-based spells and attacks in the area – whether wielded by friend or foe – do an additional 50% damage. the Elemental Field of the current combat then becomes Water. providing (Geomancer’s Best Attribute x 2) + 2d6 healing to all party members. In addition.ARM Ice damage. such as a pond found in a forest or a mountain stream. All enemies take 300% M. Make a standard attack as though your weapon had the Shadow Strike or Holy Strike property. Whether in the coldest reaches of space. it knocks back foes Medium distance and has all the other effects that such a blizzard would normally cause. Maelstrom: Great Gospel The light of the cosmos shines down upon the battlefield – if applicable. Cosmic energy empowers the Geomancer in even the most far-reaching of realities. all allies may perform Limit Breaks whenever they roll a critical hit. All allies are immune to the effect of Knockbacks. ice. and take no damage from attacks which cause Knockback. the Geomancer bathes one ally in the light of all creation. until the end of combat. all his equipment is treated as having the Indestructible weapon property as long as the Regen lasts. Defensive: Snowdrift The ground is blanketed with powdered snow. ripping through a foe with the tremendous force that comes from desperation. Furthermore. Make a standard attack as though your weapon had the Water Strike property. Offensive: Dark Flare A cannon blast of energy erupts from the Geomancer. this is accompanied by a light rain. ranging from small lakes to great rivers and the mighty ocean itself. generally do not qualify as Water terrain unless they are prominently involved in a battle. Maelstrom: El Nino The anger of the ocean itself awakes.

Geomancers still have a general ability to harness the essence of the world around them for their own purposes. a Geomancer can cast the spell Vanish on themselves with no associated MP cost. interesting and logical conversations with creatures normally lacking the intelligence to do so. panic. Beastmaster – Special The Geomancer can understand and make himself understood by animals. other dissolve into snowflakes. they can still be wounded by made-made poisons and can still drown underwater. Beastmaster allows the Geomancer to hold intense. Master of Elements – Passive. and their ACC score with their STR or DEX rating.ARM scores. she gains an additional permanent 1 ARM or 1 M. The skill bonus depends on the natural terrain around the Geomancer. 43 .ARM. and they can display their complete mastery over their chosen element no matter where they are. The creatures respond with their own postures and/or vocalizations – though this doesn’t make critters smarter. Swamp. allowing it to take on the properties of the surrounding area. utopic sense. and nearly untouchable. and the speed of air or the grace of water in her movements. some extremely powerful magical items and beings have a dangerous resonance that can actually inflict physical harm upon the meditating Geomancer if his spirit comes into direct contact with it. Desert. and he is connected to Creation in a primal. The effects of Elemental Body are lost as soon as the Geomancer performs a combat-based action or upon taking damage. For example. Be warned. most recognize a Geomancer by this ability instantly and have enough respect that they’ll hear the character out before defaulting to aggression. calm or loyal. Mountains. This lasts until Skyforged is used again. Skyforged – Standard. For every 10 hit points the Geomancer possesses (rounded down). where his spirit becomes one with the land itself. Special The Geomancer can take on aspects of the environment to become undetectable. Stoneskin may be taken twice to apply the bonus to both ARM and M. Plains – Riding Forest – Athletics Underground –Thievery Desert – Survival Lava – Synthesis Town – Vehicles Mountains . Choose one of the following ten types of Terrain – Plains. Special While the Geomancer's most effective powers are best utilized while in combat. Consult the following list. they may wade through lava without suffering direct damage. Geowareness – Passive Even in the busiest metropolis the pulse of creation resonates. or who normally could never possess a language. As a Slow action. Forest. malleable. or indifference. The Geomancer is also no longer required to make Survival skill checks until he leaves the current area. Elemental Body – Slow. The exact nature of this ability varies depending on the geomancer – some become millions of tiny grains of sand. Most creatures generally attempt to be helpful. Special By meditating for roughly an hour. chosen upon taking this ability. the Geomancer no longer takes damage from Adverse environmental conditions. Whenever there is an Elemental Field active.Job Abilities Home Terrain – Passive The character has formed a special kinship with an aspect of the world. Dreamstate – Self. In addition. The Geomancer always has access to that terrain type when using Geotrance. Geotrance can now be used as a Standard action instead of a Slow action. in addition to whatever the current location provides. Self The Geomancer can allow the natural energies of a place flow into his weapon. For example. able to always succeed if he so chooses. and the character can hear its heartbeat no matter where in the world he travels. but a Geomancer with Primal Might may use whatever attributes they wish for these calculations. or Water. Furthermore. This manifests as +2 bonus to all skill checks in a specific skill for the Geomancer and his allies.Climbing Swamp – Stealth Snow – Awareness Water – Swimming Cosmic – All Lore skills Stoneskin – Passive The character has shrouded themselves in the protection offered by the elements. However. or ignore the harmful gases in a poisonous swamp. and give ample time to prepare. In game terms. More urban geomancers have been known to merge with stone walls underground or the brickwork of the city. For example. Special The Geomancer has the strength of the earth in her muscles. Town. Normally a Geomancer calculates their EVA score with their DEX rating. Snow. Primal Might – Passive. this means that the Geomancer is able to tell the precise location of every physical object within a Long Range. Underground. from the tiniest pebble to a rampaging monster. a Geomancer could infuse is weapon with Fire Strike when inside a burning building.ARM score. the Geomancer can take a standard action to add the same [Element] Strike property to his weapon. Lava. This drastically reduces the risk of a Preemptive attack at the GM’s Discretion. the gentlest touches of displaced air now warn the Geomancer when danger approaches. granting them a +6 bonus to Stealth skill checks and their EVA score. a Geomancer with 127 health would thus receive a bonus of 12 to their ARM or M. the Geomancer is capable of entering a trance-like state of transcendence.

Furthermore. A Monk who wears armor of any sort is unable to use these Innate abilities. which can be found on the following page. The Monk's hands and feet are as dangerous a weapon as any sword or spell. a monk’s hands and feet become almost a blur. and spiritual discipline to devastating effect. They are forged by years of hard exercise and rigorous training. Likewise. given enough time and practice. takes its toll on the young and impatient. with its emphasis on simple living and a regimen of demanding. the hermetic lifestyle. Each Monk possesses one types of fighting technique chosen at character creation. these talents require the tough. Other characters still are the result of happenstance of some supernatural entity looking out for their well-being. Reach Armor: None Skill Points: 14 ACC: 2 + STR or DEX rating EVA: 7 + DEX rating Epic Ability: Blitz – Instant. pummeling a single foe with a series of punishing blows. HP/level: +8 MP/level: N/A Weapons: Brawl. to the extent of making armor more of a hindrance than a benefit. repetitive toil. Innate Ability: Martial Arts – Passive Monks have mastered a variety of combat styles. A Monk is different. spectacular energy attacks. The majority of would-be Monks break off their education with only a handful of kata under their belts. Some Jobs. Anyone can swing a sword. However. It is a long and difficult path to be sure. Monks are the master of the world's unarmed combat styles. combining crippling bare-handed blows. Attacks made during Blitz can be critical hits but not limit breaks. Blitz can never exceed a total of eight attacks and is never less than two. through intensive physical training. and this ability may only be used against a single target. But to those who do not stray from the path. like Gamblers. culling the numbers of this Job more effectively than any foe could hope to. allowing them to strike more rapidly than warriors encumbered by equipment. academies with hundreds of students dedicated to learning the art of magic dot the landscape. And lastly (and perhaps most importantly). are simply born with their abilities and require no effort. An experienced Monk thus learns to rely on their own agility and fortitude more than any piece of protective gear. he instead makes a number of attacks equal to his DEX or SPR rating. On the Monk’s next normal attack action. whichever is higher.MONK モンク It takes something special to be a Monk. an unarmed Monk deals damage and possesses weapon properties as though he still had his standard weapon still equipped. A Monk who is wearing no armor is always treated as though he is dual wielding. 44 . Self By tapping into some immense reservoir of power. Their discipline and control over their minds and spirit is no less absolute than that over their bodies. Monks have mastered a unique combat styles that allows them to overcome their opponents. Furthermore. the rewards are great. pugnacious Monk to remain almost entirely unencumbered. allowing him to reroll one die during every attack roll.

Bodyguard: A vocation for the more modern monk. with no magic. Furthermore. The first time a Keeper of the Sacred Scrolls would be permanently killed. and can force his opponents to do the same. the following seven Martial Arts cover the most-common stances and styles. you may leap in front of an ally to protect them from physical harm at the cost of your own well-being.or afflicted with the negative status effects Berserk or Confusion their EVA score increases by +1. Once per combat. but the end result is always the same. or perhaps he has begun to formulate a style completely his own. the Monk gains a +2 bonus to all Healing skill checks. Unbreakable Form: The Monk has undergone extreme physical trials to hone and temper his body. and so quick that few opponents even see what struck them. all damage that would be taken by the ally is instead applied to you. the Monk may Cheat Death without spending Destiny. the Monk can strike his opponent so quickly that his attacks are impossible to predict. he never ages. a set of centuries-old scrolls that contain the secrets to the universe. A master of the Empty Fist style may automatically use the Disarm combat maneuver as an Instant action whenever he Counterattacks an opponent. Once per combat the Monk may choose to deal zero damage with an attack or Counterattack. The character could have studied under a sensei who trained him in an extremely obscure form. Keeper of the Sacred Scrolls: The character guards over a powerful artifact.Martial Arts The following list barely scratches the surface of possibilities. 45 . Student of Enlightenment: Some Monks seeks serenity and oneness with the cosmos instead of methods to inflict violence. Whether it be with misdirection. By using momentum and attacks that take their foes by surprise. For most Monks. All counterattacks performed by the character deal an additional 50% damage. Furthermore. the scrolls open and grant him a second chance. If you so choose. for one round per game session the Monk receives the effects of Auto-Haste and treats his attacks as though they possessed the Piercing weapon quality. when the character is actually drunk . and every level up thereafter – making his total HP/Level +14 instead of +8. The Keeper of the Sacred Scrolls is effectively immortal. and you can come to their aid at a moment’s notice. You do not receive the effects of ARM or Protect to reduce the damage taken when using Guardian. Drunken Master: This martial form consists of techniques and fighting philosophy that appear to imitate a drunkard's movements. their understanding of internal medicine allows them to overcome foes without fighting. The character must be within a Medium Range and dealt ARM damage – upon choosing to use the Bodyguard style. flowing garments or other props that conceal the wearer’s actions. and instead afflict his target with the negative status effect Sleep. allowing him to strike twice and ignore ARM. you have trained for years in the art of protecting those weaker than yourself. you may work with your GM to develop a specific style and the bonuses associated with it. Once ever. in an attempt to separate said opponent from their weapons. a Drunken Master can perform explosive counterattacks. The Monk gains an additional +6 Hit Points at first level. The Invisible Fist: The Invisible Fist style can be performed in a myriad of ways. His limbs and muscles are like solid darksteel. however. Empty Fist: The Monk battles almost exclusively unarmed.

usable once per session as normal.Job Abilities Shockwave – Standard. Haymaker – Slow. Regardless of how Shockwave is used. Furthermore. counterattacks now have a 50% chance of causing a Short Range knockback. Chakra – Slow. possess a sliver of understanding about the greater workings of the cosmos. The Monk makes a STR check opposed by the opponent’s STR or VIT. Upon taking this ability. brutalizing their foe’s spirit instead of their physical body. This often means that an enemy who attacks a Monk and is stopped by Hamedo loses his attack altogether. Hamedo – Passive The Monk has taken the ability to counterattack his foes to an entirely new level. slamming her fist into the ground and releases the accumulated energies in a wave of force. Aura Bolt – Slow. it deals 100% Earth ARM damage to each target in the blast. the Monk receives a permanent +1 bonus to both their ACC and EVA scores. Haymaker cannot be a critical hit. allies and objects (excluding himself) within Medium Range. erupting in a shower of rocks and debris. able to anticipate blows and respond with brutal retribution even before they land. Single After making a successful melee attack. the Monk may choose deal 0 damage and instead. This ability may only be used once per combat. Counter . the character may perform a Counterattack as soon as a foe makes an attack that beats their EVA score. This ability may be taken multiple times. the blow deals 200% damage and causes Stun and Seal for one round. In addition. cutting into the target at Medium range. Single The character puts their all into a single. Single The Monk fires a powerful beam of blue-white energy from their palms. choosing a different martial art each time. (See p. This ability may be used a number of times per session equal to the Monk's INT rating. The attack can either damage one target up to a Long range away. After obtaining Hamedo. 46 . based on the path the Shockwave traveled through.128 for more information on destroying objects) Martial Mastery – Special The Monk has studied under various teachers and thus possesses a vast array of techniques. Make a normal attack action which deals 200% Holy M. Shatter Armor – Standard. precise. incredibly powerful strike that can stagger even the most powerful of creatures . If it connects. This ability may be used once per combat. Focus – Passive. Make a normal attack with a -6 penalty to ACC. they are able to tap into their inner strength to cleanse their bodies of impurities and damage. and if the foe wins there is no effect. If the Monk wins the armor is destroyed. the Monk becomes faster. choose an additional type of martial art from the Monk’s Innate ability that the character possesses. This ability can be used a number of times per session equal to the Monk's INT rating.ARM damage and cannot be a critical hit. It still takes several days or more. or the Monk can use the ability as a Local attack to effect all enemies. the Monk is able to make a series of devastating counterattacks. and many targets without armor are exceptionally vulnerable. the Monk makes a normal attack roll – if successful. and more accurate. the Monk can use the ‘Counterattack’ weapon property on Brawl weapons 2 additional times per game session.Passive Moving with superior speed. All negative status effects are removed and the Monk regains 25% of their total HP. This ability may be taken multiple times. and prior to damage being determined. in their great age. Upon taking Martial Mastery. Self Using their Ki to supplement a repertoire of alreadyformidable martial arts. destroy the armor or shield the target currently has equipped. as he finds himself sent tumbling backwards from a surprise retaliation. Upon obtaining this ability. Special The Monk gathers their Ki. whichever is higher. the monk must also make a Strength check to determine the level of destruction caused to the surrounding area. Self One of the most renowned abilities of the Monk. Armor with the Indestructible property is immune to this attack. rather than counterattacking after damage is calculated. Broken equipment can usually be recreated for 25% of their normal price – half what it would cost to create armor from base materials. In addition. increasing the percentage of HP the Monk regains up to 100%. This extraordinarily powerful ability gives credence to such stories – it is said that some Monks can strike at their opponent’s Ki directly. any other weapon category the Monk wields gains the Counterattack property as well. This ability may be taken multiple times. The type of damage done must be declared prior to making an attack roll. Formless Strikes – Passive Legends speak of Monks who. A Monk may choose to have his attacks deal nonelemental magical damage instead of physical damage if he wishes at any time.

Furthermore.they are all dead. anything used in conjunction with Throw will be irretrievably lost and destroyed for good. Others claim that seeing double is some sort of poison-induced hallucination. Ninja are just as often serious individuals who work in broad daylight and pose as just another member of the crowd. which are still unavailable until after the battle is over. As always. Use the thrown weapon’s stats for calculating damage. Concealed. The mask is their final resort . For example. of course.they can always remove it and simply disappear. the art of killing from a distance as well as a hair's breadth away. The mystically-minded ninja splits his body into two identical versions. Medium Skill Points: 16 ACC: 1 + DEX or INT rating EVA: 9 + DEX or INT rating Epic Ability: One Man Army . in fact. Still. 47 . A Ninja may throw Improbable Weapons as well. that One Man Army rarely manifests the same way twice. and a Ninja can only Throw what he can conceivably lift. The only exception to this is items with the Indestructible property. spy and assassin in one finely-trained body. Single Whenever a fast and inconspicuous attack is needed. Brawl. The character may always take this Standard action each round.treat this as a normal Attack Action that receives a +6 bonus to ACC. the Ninja's natural affinity for throwing weapons comes to the fore. positioning themselves over the course of months and preparing for a single moment. They often wear masks that partially cover their faces in order to keep their true identity a secret. Ranged. Their cold-hearted attitude and apathetic disregard for life means a Ninja would happily commit deeds most other warriors would balk at. Forever. making them unpredictable allies at best. even if they are afflicted with a negative status effect that would prevent them from doing so. becoming an 'ordinary' person. simply a well-disguised decoy…as the REAL Ninja appears to help. HP/level: +4 MP/level: N/A Weapons: Blade. and that there must be some other explanation. The clan leader needs only make the slightest sign to call for backup. even from their closest friends. they are one and the same). Throw can damage opponents who are up to a Medium range away. Some parties have even been surprised to discover that the character they thought was their companion all along was. ruthlessly independent by nature and owing allegiance to no one. Deadly or Possibly Deadly. the Ninja combines the talents of infiltrator. with dozens of other. battling alongside a shadowy double. even in case of weapons whose damage normally defaults to STR or other. Some claim that One Man Army is neither of these things. the character may perform Teamwork Attacks without needing a partner by taking a -2 penalty to all their attack rolls. This technique does comes with a price.Instant. the ninja may perform actions in two entirely different places at once . Innate Ability: Throw – Standard. lesser ninja appearing in the rafters to join him. Whatever the method. Then again. which deals half damage and is incapable of limit breaks. dealing standard damage with them based on what ‘Tier’ they effectively act as – see p.such as engaging in an epic battle inside an imperial airship while also disarming a bomb in the city square miles below. the GM is well within his rights to rule that certain Improbable Weapons would have additional special effects. Throw allows the Ninja to launch a single weapon or object with devastating force and accuracy at an opponent . Ninja are schooled from early on in the virtues of silent action and caution. the skills of a shinobi can be summarized as one of two things. and the Ninja simply moves with such speed and soundlessness that it is believed that no single person could ever kill so many. Two Weapons Armor: Light. Damage is always calculated using the Ninja's DEX Attribute. One Man Army allows the Ninja to effectively function like two characters for the remainder of battle. The secret is. One Man Army ends at the end of combat or when the Ninja is reduced to 0 hit points. so quickly. not the weapon the ninja currently has equipped (unless. a ninja who throws a Tier 4 Blade at the foe would deal (DEX x 4) + 2d6 points. in fact. however. Self Those who have seen this technique cannot say for certain what it looks like . They gain an additional Standard action each round. at which point they can be retrieved normally. Because One Man Army allows the character to function like multiple individuals.NINJA トウ Underneath a cover of all-concealing blackness. 113 for more on this.

the effects of Image ends. Spells that fail in this way still cost MP and use the enemy's turn. Self The character moves with such speed that even the most accurate of spells have difficulty singing her skin or slowing her down. the Ninja may choose deal 0 damage and instead.Job Abilities Image – Slow. this ability ensures they stay precisely where the Ninja wants them – the character can stop his opponents by anchoring their shadows to the ground. The Ninja makes a STR check opposed by the opponent’s STR or DEX. After making a successful melee attack. Self While many warriors believe that battles need to be long. they must roll (2d6 + INT rating) and beat the Ninja's EVA score with the result in order for the spell to succeed. Single Ninjas are renowned for a variety of unique – and often dirty – tactics. After obtaining this maneuver. thus reducing the evasion bonus granted. Shadowbind – Passive Though many of a Ninja’s foes will contemplate fleeing. Self Utilizing secret ninja magic. whichever is higher. though it requires no MP to use. Furthermore. Evade Magic – Passive. The effects of Sunken State are lost as soon as the Ninja performs a combat-based action (such as using a different Job ability or attacking). Thus. Each time the Ninja is targeted by a magical or physical attack. As always. This ability is one of the most renowned in a ninja’s repertoire. shatter a weapon the target is currently holding. the Ninja can cast Twilight as an Instant action once per session with no MP cost. there is a 50% chance that the target will be inflicted automatically with the negative status effect Stop. and they don’t count toward the maximum number of items a character may have in his inventory. Upon taking this ability. the ninja can cast the Virus spell. weapons with the Indestructible property are immune to this attack. the EVA score of the ninja is increased by their (newly adjusted) Stealth skill. after the Ninja has been attacked twice. Broken weapons can usually be reforged for 25% of their normal price – half what it would cost to create a weapon from base materials. each of which grants a bonus of +2 EVA to the Ninja while they are active. Self After utilizing this ability. It still takes several days or more. softening them up for a later assassination or even allowing them to pin the blame of the death on natural illness. drawn-out affairs. Single With a simple two-fingered gesture. the effective Stealth of the Ninja is increased by +4. The Ninja is unable to evade Group-target spells. the Ninja can cast the Sickness spell once per session undetected.ending combat with one precise cut before their enemy can react or respond. The character treats all non-Improbable Weapons they wield as though they possessed the Spell Effect: Virus property. and can affect targets up to a Medium range away. This ability functions exactly like the Dispel magic. They move and act as the Ninja does. This ability can be used a number of times per session equal to the Ninja’s SPR rating. which negates all healing a foe could receive. and their attacks now leave wounds that even the most powerful magic cannot heal. and many targets without their weapons are helpless indeed. Self The Ninja has practiced with various poisons and deadly natural toxins. and if the foe wins there is no effect. allowing them to debilitate the health of their targets. Beso Toxico – Passive. or upon taking damage. This ability can be used a number of times per session equal to the Ninja’s INT rating. A Ninja with this ability specializes in the unique – and usually illegal – tools and methods passed down from clan to clan for generations. Finally. this means that as a standard action or on a critical hit. Ninjutsu Tool Mastery – Passive Sunken State – Slow. and lasts until broken. removing all positive status effects that currently affect the target. the character creates several shadowy simulacra to absorb enemy attacks. the Ninja strips his foe of any magical protections. Grim Reaper – Passive. All attacks made by the ninja in the first round of each combat result in a critical hit on an accuracy roll of 9-12 instead of the standard 12. In addition. Image creates two self-copies. Shatter Weapon – Standard. whenever any enemy attempts to cast a single-target spell on the Ninja. one of the copies vanishes. Smoke Bombs and all of the ‘Black Market Goods’ listed in the equipment chapter can be purchased for 50% of their normal price. Obviously. The ninja may carry any number of these items at a time. If the Ninja wins the weapon is destroyed. In addition. Unspell – Standard. making it nigh-impossible to tell which target is the correct one. whenever you successfully damage your foe with the Throw ability. most ninjas seek to perfect the art of the single strike . lasting until the beginning of your next turn. the Ninja deals an additional damage step with all black market goods and Improbable Weapons when he uses the Throw ability to hurl them at enemies. and knows where to obtain them through underworld contacts. This ability may be used a number of times per session equal to the Ninja’s INT rating. This ability may only be used once per combat. 48 . or +6 if under the cover of darkness and shadow.

This Epic Ability may be used at any time. HP/level: +7 MP/level: +3 Weapons: Arcane. 4. usually clad in shining heavy armor and carrying a great shield. Heavy. as the Paladin’s. truth guides your sword and chivalry your every action Paladins are symbols of honor and nobility and are welcomed wherever they go. Shields Skill Points: 14 ACC: 1 + STR or SPR rating EVA: 6 + DEX rating Spell Rank 1 2 3 4 5 Level 1. not the other way around. and flawless. Self Of all the powers in all the world. the powers of Holy . Although there are many who have one or several of the qualities that make a Paladin.and they are chosen by the light they follow. even when it isn’t the Paladin’s turn. 12 14. none is as simple. 26 28 Epic Ability: Invincible – Instant. They are capable of shielding another party member from danger and can channel the Holy energies of the light through their swords. Reach Armor: Light. only those who are truly the epitome of purity are so blessed to become one of these famed knights. Innate Ability: White Magic– Instant. 49 . 18 22. In addition.PALADIN おとこだて The Paladin is a sacred knight. and all-encompassing. 2. By spending 3 or more points of Destiny. You fight for higher causes and better days.ARM damage for the duration of Invincible is active. 10. a Paladin is capable of wielding a large amount of Holy energy. Medium. Self Though inferior to a true White Mage. 6 8. a Paladin may instantly negate all damage and effects that he would receive from all attacks. all damage dealt from the Paladin is treated as Holy M. Blade. All damage taken from effects such as Cover is also nullified while the Paladin is Invincible. following in the footsteps of the infinite mercy and justice of creation. making them awesome warriors indeed. channeled through their blades and bodies. The effects of this ability last for a number of rounds equal to the number of Destiny expended in its usage.

including Shields. causing foes to recoil and shield their eyes. All damage that would be taken by the ally is instead applied to the Paladin (using the original target’s ARM and M.ARM equal to the Paladin’s job level. making an immediate counterattack that deals 100% M. the Paladin gains the Indestructible property on any Armor he may be using. even if the target is normally Immune to Blind. astral luminosity. All enemies within a Short Range of the Paladin when Radiant Aura is used are afflicted with the negative status effect Blind until the ability ends Even better.ARM scores). Self When the Paladin is at 25% or fewer HP he receives 200% healing from all White Magic spells. nor can more than one ally have the benefits of this ability at any given time. This ability may be used a number of times per session equal to the Paladin’s SPR rating. even when it isn’t the Paladin’s turn. Shield of Light – Instant. If the Paladin takes damage before the start of their next turn. The character and all nearby allies receive an automatic bonus to M. The Paladin chooses an ally to be covered. Self The Paladin glows with a heavenly light and braces themselves. among others). Radiant Aura – Instant. Holy Circle – Standard. This ability may be used a number of times per session equal to the Paladin’s INT rating. If multiple sources of damage attempt to interrupt the cast. Astra can be used even when it is not the Paladin’s turn. it would now do (STR x 2) instead. Whenever a character with this ability would lose his Slow-casting spell due to a knockback. and so on. 50 . This ability may only be used once per session. However. Group The Paladin glows with a divine. Radiant Aura lasts for a number of rounds equal to the Paladin’s SPR rating. they will keep a watchful eye on this ally and guard them from injury. parting the clouds and encasing the party in a beam of divine light. This ability may be used once per session. and Charm when they are within a Medium Range of you. job abilities. Local You will combat evil even to the ends of the earth. she deals additional damage with all attacks. Undead Killer allows them to inflict 200% damage against Undead-type monsters with all attacks. Furthermore. If a weapon or spell was to do (STR x 1) points of damage. the Paladin may leap in front of that ally as an Instant action. Single The Paladin is capable of protecting an ally by focusing his will to create a magical shield. A Fighter with the Berserker ability may still use it to willingly afflict himself with the Berserk status. and are a symbol of hope for your comrades. then Sentinel must be used multiple times. When the Paladin is at 75% or more HP. Berserk. This ability may be taken multiple times. Last Stand – Passive. and former foes who have been Charmed to fight on your party’s side are also unaffected. The Paladin. a Paladin's training also takes into account the well-being of their allies. This ability may be used once per session and may be used at any time. Whenever the Covered target is struck by ARM Damage. Local Allies The Paladin raises his blade to the sky. Astra – Instant. Slow. The Paladin may only Cover one ally at any time. while Shield of Light lasts. The target ally negates all effects and damage from the next attack they receive.ARM Holy damage that ignores M. items and weapon properties. Cover can only be used if the Paladin is not afflicted with an effect or status that would prevent them from reaching their target or taking an immediate Instant action of their choice (such as Stop. Leadership – Passive. at which point the benefit of Astra is lost. all allies and friendly humanoids are Immune to Fear. This ability cannot be used on the Paladin. and the ally must be within a Medium Range and not obstructed by obstacles that would prevent the Paladin from reaching them (such as being in another room).ARM and Shell. Local The mere presence of the Paladin helps spur allies towards greatness and lessen the damage they take from magic-based assaults. etc. Sentinel – Special More than one Paladin has lamented the difficulty of channeling magic while dealing with monsters intent on using you as a toothpick. Avenger – Passive. and as such focus more on their skills with a blade than protecting their vulnerable allies. critical hit. a Paladin gains a powerful resistance to enfeebling magic.Passive With this ability. This ability may be taken multiple times. This ability grants the Paladin and his allies the Undead Killer ability on any weapon they wield for a number of round equal to the Paladin’s VIT rating. excluding Regen and its superior version. Saint’s Cross – Passive. increasing the damage step by 1 each time.Job Abilities Cover – Instant. Pure Soul . until the Paladin chooses a new target. he may choose to use Sentinel and continue casting. Radiant Aura inflicts Blind on Fiend or Undead enemies even if they are normally immune to the status. teaching them to sacrifice themselves if another's life is at stake. they retaliate. or Charm. The Paladin receives a +3 bonus to rolls to resist the effects of negative status effects. Aura. Special Though a powerful natural combatant. Self Some paladins have taken the stance that the best defense is a good offense.

the Ranger may choose to have the attack deal damage to another. Gunners or Fusiliers – and they specialize in fighting with ranged weapons. it’s almost like an invisible hand is guiding a Ranger’s attack. Reflexes therefore makes Rangers extremely adept at handling entire groups of enemies at once. even when it isn’t the Ranger’s turn. they are so adept at dodging attacks that foes are just as likely to hit other. and so on. Self In times of great need. and utilize other practical abilities that make them invaluable to any party. non-epic Job Abilities (such as Third Eye or Juggler) and may be used at any time. depending on if they utilize modern weaponry. HP/level: +6 MP/level: N/A Weapons: Concealed. the Sharpshot can strike a target at any distance. Innate Ability: Reflexes – Passive. Sharpshot cannot be negated by other. While being able to dodge a blow or dive out of the way of incoming fire is a handy trait for any character to have.RANGER かりうど Rangers are also known as Hunters or Snipers – or. these ever-vigilant adventurers can make accurate attacks that other Jobs can only dream of. Often protective of their homes. second enemy within Short Range instead. the Ranger is capable of making their next attack action Instant and causes the attack to be flawlessly accurate and unable to miss. but cannot be a critical hit or a limit break.Instant. cripple enemies by aiming for specific parts of their bodies. These patient and precise warriors hone their art through skill and a few subtle (and not-so-subtle) tricks. Relying on instinct and pure quickness. Whenever an adversary’s attack misses the Ranger due to evasion. anywhere. Rangers often prefer either the wilderness or a heavily urban setting. Rangers have taken this outlook to an extreme. nearby monsters as they are the Ranger. A Ranger on a mountain ten miles away from the nearest forest could pluck an apple from a tree with this attack. They could tie a message to the shaft of an arrow and have it imbed itself in the wall next to its intended recipient. Ranged Armor: Light. Special While normally most comfortable fighting at a distance. By expending three points of Destiny. 51 . a Ranger who is forced into melee with enemies is hardly defenseless. It also ignores the target’s ARM score. They use their environment to their advantage to overcome much more dangerous foes. As long as the character is not restricted by walls or other barricades. They could make a bullet follow the curvature of the entire planet in order to strike a nearby enemy in the back. With a ranged weapon in hand. Medium Skill Points: 16 ACC: 1 + DEX rating EVA: 8 + DEX or INT rating Epic Ability: Sharpshot . Sharpshot can be combined with the Ranger abilities Disabling Shot and Sidewinder. as they turn their foe’s own imprecise attacks back at each other. they can shoot anything. If the attack is a ranged attack. generally even if it is a beyond conceivable firing distance.

Standard. capable of making ranged attacks that initially seem impossible. This ability may be used in conjunction with any other Ranger ability except for Sharpshot. By declaring a Trick Shot. say. and ignores all associated penalties when doing so. and similar considerations into account. as chosen by the Ranger. a shield. As a Standard action. The Ranger is able to track his target perfectly. This ability may be used a number of times per session equal to the Ranger’s STR rating. a ranger would not be able to extinguish only one or two light sources on an almost-successful attempt. Lightning Strike. or other such feats. Make a normal attack action – on a successful hit. The Trick Shot is ineffectual if the attack roll misses – in the above example. after being affected by a knockback or while in midair (after leaping from a great height for example. After using Sidewinder. the target takes no damage but suffers penalties depending where the Ranger was aiming. and none of the attacks can be a critical hit. By quickly drawing different types of arrows from their quiver. Legs: The Target cannot Escape from combat with spells or abilities. Special The Ranger lets loose a barrage of extremely powerful missile attacks that send a foe hurtling backwards. This is a normal attack action which deals 50% more damage. Charge . The Ranger makes four normal attacks. a Ranger could shoot around a corner by banking a bullet off of a wall at a -1 penalty. Disabling Shot . one enemy loses access to the following special abilities.Slow. Aerial Maneuver – Passive Though showy and ostentatious. Camouflage – Passive The Ranger is at home in his environment.Slow. and can only be used in conjunction with Ranged attacks. Status Touch. The Ranger is treated as always having the Blind Touch property on any weapon he wields. This could by a weapon. A hasted Ranger can still choose to perform Charge as a Slow action if they so choose. hop in place to obtain this bonus). but several of them are more appealing targets than others. Trick Shot – Passive The Ranger is a master marksman. Self While not all Rangers use arrows or bullets. the Ranger’s next successful attack also causes a Medium Range knockback and causes Stop for one round.Job Abilities Ammunition – Standard. and usually acts as a Disarm. Single Another method used to increase the effectiveness of a Ranger’s assault is simply to wait for a perfect shot. Thus. attempting to pin them to a wall or the ground. (Ranger’s choice) until the end of combat. or fire a bullet that bounces off several walls and shatters every source of light in the room at a much higher penalty. Group The character takes a moment to locate an enemy’s weak point and announces it to his allies. Take Aim . nor can they attempt to Run Away. the character is able to constantly exploit the weaknesses of his enemies. the Ranger can unleash a rapid fire volley of attacks to his opponents. crippling shot intended to cripple the target’s fighting ability. Counterattack. Each attack does only half damage. Sidewinder – Instant. Single Take Aim uses training and patience to find the perfect moment to attack. the Ranger receives a +2 bonus to his Advice – Standard. Arms: The target drops any contents currently held in one hand. a Ranger with this ability is capable of making precise shots delivered while diving or free-falling. Furthermore. Earth Strike. X-Fight – Slow. The ranger cannot. the Ranger receives a +10 bonus to ACC on his next attack roll. You may add half of your Survival skill (rounded up) to your Stealth skill on all checks. a Ranger may choose to add any of the following Weapon Properties to their currently-equipped Ranged weapon. able to deliver precise shots without being detected. Water Strike. reloading a pistol with elementally-aligned shells. This ability may be used a number of times per session equal to the Ranger’s STR rating. and Regeneration. Magical Counterattack. Obviously. magically altering the properties of their floating surfboard or whatever. Single The Ranger fires a well-placed. or an item. Controlled Defense. Special Letting loose with everything he’s got. Blackout – Passive There are a myriad of targets on a foe’s body. firing up to four times. capable of landing shots even in situations where it would seem impossible. such as firing a grappling gun up a castle wall. Upon using Take Aim. Vitals: The enemy suffers a -2 penalty to their ACC or EVA score. Fire Strike. some creatures will be unaffected by this ability – take size. This ability may be used a number of times per session equal to the Ranger’s INT rating EVA score until the end of his next turn when he lands. This ability can also be used outside of combat for granting a +5 bonus to any skill involving precise and silent aimed shots. 52 . or Ice Strike. Until the end of the Ranger’s next turn. Wind Strike. targeted on either one or multiple enemies. those who do are always ready with ammo for any occasion. add -1 to the final result of the attack roll. the Ranger is capable of ‘banking’ a ranged attack off of surfaces before it reaches its target. lack of appendages. Unusual Defense. For each surface a Ranger wishes to bounce a shot from.

10. 24. Still.Instant. as most prefer to dedicate their lives to the constant pursuit of the unachievable – and doing so with style. these versatile spellcasters satisfy curiosity (and often. Upon using this ability. 1. Medium Skill Points: 16 ACC: 1 + DEX or SPR rating EVA: 6 + DEX rating Spell Rank 1 2 3 4 Level 1. sabers. preferring to fight with rapiers. there is no denying that their palette of abilities is a potent one.’ They're not even diametrically opposed. True mages know how to grab the reigns of both. Innate Ability: Red Magic – Standard. 12 14. using the romantic idealism of swashbucklers as a template. 28 Epic Ability: Doublecast . boredom) by dabbling in a little bit of everything. HP/level: +3 MP/level: +2 Weapons: Arcane. instead of being too afraid to combine the awesome offensive power of Black Magic with the healing and support of White Magic. Doublecast allows for exactly that – the rapid chain-casting of two powerful spells back to back in a single turn. but power is rarely the final goal of a Red Mage. and other weapons that allow them to take full advantage of the additional mobility afforded by their light armor. 8. they are the jack of all trades .but masters of none. often restrictive training of other Mage Jobs. they are particularly adept with bladed weapons. forever unable to take Rank 5 spells. usually followed up by a flourishing melee attack. 20 22. this lack of specialization creates a special limitation – Red Mages will never have access to the most powerful of magic. Their versatility comes at the cost of power. 4 6. the Red Mage may use any two spells he knows as Instant actions for no associated MP cost. Blade Armor: Light. The quintessential free spirits. Self One of the most famous abilities of the Red Mage. a profession whose versatility stands in stark contrast to the regimented. 18. rather than keeping their examinations confined to a single school of magic. Red Mages can choose spells from either the Black or White magic lists. Varies White and Black are not ‘destruction’ and ‘harmony. Red Mages tend to dress elegantly and flamboyantly.RED MAGE 赤魔道士 The Red Mage is the classic jack of all trades. However. as the manifesto goes. 16. 2. Indeed. This carries over into their choice of arms. 26. Though other spellcasters may find Red Mages a little too flighty for their liking. 53 .

This effect is broken if the Red Mage or any of his allies attack the creature in question. Summons spells are unaffected by Runic. Local. Red Mages exult in the sheer power of free flowing magical energies. The effects of Spellblade last until the end of combat and may be cast on multiple different allies simultaneously. This ability may be used a number of times per session equal to the Red Mage’s SPR rating. These bonuses last until the start of the Red Mage’s next turn. Self With little more than a tip of his hat and a charming smile.Job Abilities Charismagic . Runic – Standard. the Red Mage gains MP equal to the spell’s casting cost. The character chooses a single Humanoid-type foe of the opposite sex (or otherwise potentially interested). Whenever the Red Mage employs a skill that he has invested two or fewer points into. 54 . the Red Mage can declare he’s using Overwhelm whenever any spell is Reflected. The character may now substitute his SPR score for his INT score for the purposes of calculating MP per level as well as for all spells. Runic absorbs and negates the first spell cast in the Red Mage's presence. lasting until the start of the Red Mage’s next turn. Runic lasts until the Red Mage either successfully absorbs a spell or until the start of his next turn. If the Red Mage is successful the target is affected by the status effect Charm until the end of the current combat or until the Red Mage has departed. the spell will deal 200% of its original damage or healing. They wield raw power with only limited understanding but a great deal more practice than the Mages who garb themselves in robes of black or white. Magic Burst . Allure may be attempted only once per combat. The Red Mage uses their weapon as a sort of magical lightning rod. or as a standard action for no MP cost at a 25% chance of breaking the equipment. Crimson Seal – Instant.Special Most Red Mages scoff at the notion that magic takes years of diligent study to understand. designates it to be the target. he gains a +2 bonus to the roll.Red Mages have undergone a great deal of training to speed up their spellcasting to be superior to other mages. granting them the Spell Effect property for any single spell of Tier 4 or lower that the Red Mage is able to cast. the character may grant himself or one enemy the Auto-Reflect status. Spellblade – Slow. Even if it isn’t his turn. they don't activate until the start of the user's next turn . be it from friend or foe. sending even the most powerful of magicks boomeranging out of control across the battlefield. This ability may be used at any time. After doing so.Special The character is capable of redirecting spells mid-cast. Single The character can invest a portion of magical energy in his or his allies’ magical weapons. After a spell is absorbed by Runic. This ability may be used a number of times per combat equal to the Red Mage’s VIT rating. the Red Mage can use magic to cloak and distort his actions while he engages in melee combat. and has dabbled in even the most obscure magical arts. casting any non-summon spell now takes only a Standard action as opposed to a Slow Action. and direct powers beyond their understanding with a flair and flourish. even if they are not normally able to use magic. Sages have obtained the ability to learn Time Magic in addition to the standard Red and Black schools.Special Divert Spell . Once per combat. they receive a +2 bonus to their ACC and EVA score or increase their damage by one step – player’s choice.Passive. then makes an opposing SPR check. After activating Crimson Seal. and nothing is more ripe for harnessing than spells that ricochet wildly after bouncing off a Reflected target. the Red Mage can get precisely what he or she wants – even if it means turning a newly-enraptured foe against their former allies to save the mage’s skin. This ability may be used a number of times per session equal to the Red Mage’s INT rating.Special The Red Mage is experienced and worldly. Self While most spells are Slow actions . Overwhelm . The character using this weapon will be able to then cast the spell directly from the weapon upon landing a critical hit. and years more to learn. having dabbled in even the most obscure skills. Allure – Standard.that is. Sagacity. Self Following up a dazzling burst of magic with a physical strike is standard fare for these versatile casters. and it gives them a significant edge in combat. or just use some of the left-over energy to give his rapier strike an extra boost.Special The character is a Sage. This even applies to ‘nonexistent’ skills such as Lore (Tapestries) or Animal Husbandry. By using their natural hybridization to their advantage. focusing a spell's own magic power into their body. Natural Aptitude . Whenever the Red Mage makes an attack roll against a target that was affected by one of their spells in the same round.

each round of combat the Samurai has a passive 25% chance of being able to use a Limit Break that round as an Instant action for no Destiny cost. honor. 55 . the Samurai's code of martial conduct is one which stresses bravery. Samurai who distinguish themselves through their accomplishments in battle will eventually learn to expand this talent into harnessing the power of free-roaming Kami. The character makes a normal attack roll that deals 200% ARM damage of the same elemental type as the Kami within the Blade. A Samurai may choose to use a lower tier Draw Out than the level of his current weapon tier if he so chooses. as much as the Samurai value their katana. neither party may end the Duel prematurely or Escape from combat under any circumstances. They are often seen moving bare-footed over lakes on cushions of water spirits or travelling through the bitterest cold cloaked by fire Kami. a Samurai may choose a single foe and battle him without interruption. Heavy Skill Points: 14 ACC: 2 + STR or DEX rating EVA: 8 + DEX rating Epic Ability: Duel . no other individual may alter the course of the Duel by damaging or targeting the Samurai or his opponent with detrimental effects. Skilled swordsmen. Though many Samurai are also trained in the arts of mounted combat and archery. engaging them in honorable one-on-one combat. Duel lasts until either the Samurai or his chosen opponent is reduced to 0 hit points and lies at the feet of the other. It also causes additional effects based on the following list. Secondly. However. Special Draw-Out is a technique not to be taken lightly. Innate Ability: Draw Out – Standard. or ‘Kami’. able to engage their opponents up close as well as at a distance. the Kami trapped within is released. Ranged. Learning how to free these imprisoned spirits is an integral and long-winded part of the Samurai's training. or any similar attempt. While the Duel persists. Duel is subject to a few important restrictions. HP/level: +5 MP/level: N/A Weapons: Blade. These ethics places as much emphasis on nobility as it does on strength. circumstances may force them to sacrifice their weapon to unleash the full force of the blade's spirit. whether this be through group combat bonuses granted by Job Abilities. normal rules of reality reassert themselves. Reach Armor: Medium.SAMURAI 侍 Samurai are tradition-bound warriors with deep beliefs in what is known as Bushido. a Samurai is a versatile combatant not to be reckoned with. the metal of the katana entraps a nature spirit. First. the secret of the Samurai's success with their weapon of choice lies in its construction. Varies By expending Destiny. spells that strengthen or heal. Once the fight has ended. bound to the weapon during the forging process. Limit Breaks performed in this way are not subject to the rules that the character must be below 25% health to use the maneuver. By using their turn to shatter a Blade category weapon. items tossed into the fray. neither the Samurai nor his target can receive aid from their allies in any fashion. the Samurai is rarely at a large disadvantage even when fighting foes much more powerful than he. their weapon of choice is almost always a blade. Literally translating to 'the path of the brave warrior'. however. And finally. chivalry and selfdiscipline in as well as out of battle. They simply have no effect on the Samurai or his opponent.Standard.

56 . and does not naturally include Shadow or Holy elements. (see the following page) A Samurai cannot use Draw Out when he is Charmed or Confused. Most believe it allows the user to rewrite reality to their whims. “Banishing Blade” – Five glowing spheres of energy decimate the target. At times they can provide noncombat assistance to the wielder of their blade. and never mischievous or 2 Earth 3 Wind malicious. Draw Out cannot be a critical hit. even if the weapon is repaired. Draw Out may only be used once per weapon unless the character also has the ‘Iaido’ Job Ability. The Samurai receives the effects of Shell and Protect for one round.Weapon Tier 1 2 3 4 5 6 7 8 Effect “Dispatch” – An unseen specter-sword slashes at the target. Though powerful. and Undead foes take 400% damage instead of 200%. “Ultimate End” – As the Masamune has never been used for this technique. he may choose the 4 Water elemental type of Kami within his sword – otherwise the elemental type is chosen 5 Lightning randomly. “Bizen Boat” – Blue flame encircles the Samurai before engulfing one enemy. All enemies are affected by the damage dealt with this Draw-Out and are Knocked Back a medium range. No additional effect. in a lightningquick display of weapon mastery. “Tornado” – An enormous hurricane sweeps over the battlefield. “Purifying Blossom” – The party is basked in a brilliant white light. and when the Samurai uses Draw Out to intentionally destroy a weapon. “Climhazzard” – The Samurai strikes multiple times before the katana shatters. A Fire Kami could allow the Samurai to pull orphans 1 Fire out of a burning building unharmed. a Water Kami could allow the Samurai to breathe underwater or battle Roll Kami Element a foe on top of a lake's surface. 500% weapon damage is done instead of 200%. The Samurai may only use this ability when the Blade weapon is actually in their possession. Blades that have the Elemental Strike or Element Enhancer property use a Kami of 6 Ice the same type where applicable. and even Indestructible weapons can be destroyed with Draw-Out. Special: Unburdened Soul Within each katana lives a Kami sword spirit – an elemental manifestation of the Bushido. The foe receives the effects of all the Samurai Break abilities – all stats are reduced by 50% (rounded up) for several turns. the weapon’s elemental Kami is gone. nobody can say for certain what the results would be. the Kami are far from omnipotent. For example. The MP of the entire party is restored. When a Samurai synthesizes a Blade weapon. able to exercise slight control over their element. The Samurai receives the effects of Haste for several turns. “Shooting Star” – A beam of white light blasts into one foe. Thus. and all negative status effects (except Fear and Unconsciousness) are removed.

A single foe is afflicted with Armor Break. none is more dangerous in single. By learning this art of graceful strikes. searing flesh and bone. The foe’s ARM and MARM scores are reduced to zero for 4 rounds.if a character's attack was to do (STR x 1) points of damage. and some bosses may be immune to this ability. Ikishoten . whether through spells. Armor Break may only be active on one enemy at a time. 57 . are lessened by one step. Magic Break – Slow. ACC. This ability is only active if all of your allies are unconscious. which reduces his INT rating by 50%. the Samurai is treated as having an ARM and M.ARM score of equal to double his current level. Third Eye – Instant. Two-handed Grip . This ability can be taken multiple times. all damage and effects from a Singletargeted physical or magical attack will be negated. multi-hit abilities. Power Break may only be active on one enemy at a time. This ability can be taken multiple times. and then replacing the sword in the scabbard in a single motion. it would now do (STR x 2) instead. Single The world seems to darken as the Samurai propels a glowing silver sphere of energy at the target. striking an opponent. Single An unearthly whisper seems to flow from the Samurai’s blade which brings even the strongest foes down. the bonus granted from Flawless Form is triple the character’s level instead. When not wearing Armor of any type. even when it isn't the Samurai's turn. and some bosses may be immune to this ability. which reduces his SPR rating by 50%. and so on.Passive Iaido is the smooth. rounded up. All STR-based damage is halved for 4 rounds. When the character reaches level 20 or higher. a Samurai becomes more adept at calling forth a blade’s true power without damaging the sword. and some bosses may be immune to this ability. Speed Break may only be active on one enemy at a time. such as Absorbency or Immunity. Special The Samurai eschews the use of armor. increasing the damage by one additional step each time. Magic Break may only be active on one enemy at a time. This ability may be used at any time. Increase all damage by one step . rounded up. rounded up. Ineffective against limit breaks. For example. burning into his very soul. which reduces his STR rating by 50%. A level 25 Samurai would have 75 ARM and M. A single foe is afflicted with Magic Break.ARM. All INT-based damage and healing is halved for 4 rounds. which reduces his DEX rating by 50%. The target’s EVA. and they can use it to deadly effect. up to a maximum percentage of 50%. Single Intangible cherry-blossoms swirl around the target. or you battle a foe without their assistance. and may be used once per combat. garbing himself in humble. ripping into the Samurai’s foe. Power Break – Slow. a level 8 Samurai would have 16 ARM and M. Local Allies There is no greater blight on this earth than the Fiends. This ability grants the Samurai and his allies the Fiend Killer ability on any weapon they wield for a number of round equal to the Samurai’s VIT rating. and some bosses may be immune to this ability. Soul Break – Slow. A Samurai cannot be disarmed if he does not choose to be.ARM. limit break effects. In addition. Soul Break may only be active on one enemy at a time. Fiend Killer allows them to inflict 200% damage against Fiend-type monsters with all attacks. controlled art of drawing a blade from its sheath. an Immunity becomes a Resistance instead. Any magical resistances. all SPR-based damage is halved for 4 rounds. which reduces his VIT rating by 50%. Thus. creatures of supernatural descent serving the forces of evil.Passive Samurai have spent many years learning to fight with their single. rounded up. Whenever a Samurai uses Draw-Out. A single foe is afflicted with Soul Break. rounded up. The warriors of Bushido seek to rectify that. This ability may only be used once per session. and some Boss abilities. the weapon receives the Indestructible property. Single A conflagration of blue flames blazes the enemy. there is now a 25% chance that the katana will not be destroyed and that Draw-Out can be used again with the same weapon. Furthermore. Iaido . Armor Break – Slow. chosen weapon. A single foe is afflicted with Power Break. or combat maneuvers. Single An angry swarm of red and blue energy emerges from the katana. Self When used. one-on-one combat than a Samurai. and some bosses may be immune to this ability.Job Abilities Warding Circle – Standard. and all DEX-based damage is halved for 4 rounds. removing blood from the blade. simple garments that never hinder the character’s movements – they use superior swordsmanship to parry and deflect attacks. Flawless Form – Passive. Speed Break – Slow. A single foe is afflicted with Speed Break.Passive Of all the types of warriors that scatter the land.

Instant. stealing is the Thief’s forte. You may use the Thievery skill to pickpocket in combat. the target does not suffer any loss – but the Thief still gains 1 point of experience regardless. but creative Thieves will certainly find better uses for this ability than simply lining their pockets and Disarming enemies. and it is an art they have taken to a whole new level.THIEF シーフ The Thief is a master of taking what they like. for example). both in the heat of battle and out of it. and with a much wider variety of possibilities at the GM’s discretion. or affected by status conditions. there is literally no limit to what can be stolen with a Thievery skill check at appropriately high difficulties. the user may use their Innate Ability to Steal Exp or Steal HP from their target! Steal HP and Steal Exp may only be attempted one time each per usage of this Epic Ability. Medium Skill Points: 18 ACC: 1 + DEX rating EVA: 8 + DEX or SPR rating Epic Ability: Master Thief . Master Thief allows the user to expand the list of things he can steal from a hapless opponent even further – whilst this epic ability is active. The Bestiary lists the items that can be stolen from any given monster. Single The hallmark of the Thief is the ability to Steal from anyone. This Epic Ability may be used at any time. anywhere . sowing chaos while they pilfer the goods. Some employ misdirection and confusion. Self At the pinnacle of their livelihood. Steal Exp functions much the same way – the target loses 1 EXP and the Thief gains 1 permanently. but can still be automatically struck (by a critical hit or the Ranger’s Epic Ability. proving once and for all that the hand is indeed quicker than the eye. First. capable of evading all physical attacks. whichever is higher. Concealed. anytime. They are treated as having an impossibly high EVA score. the perks to becoming a Master Thief (even for a moment!) are threefold. muscling their way to wealth. and the effects of Master Thief last until the character takes damage. as outlined in the Innate Ability paragraph below) the target loses 50% of their remaining hit points. When you successfully Steal HP (with a standard Thievery roll opposed by STR or DEX. Others are little more than glorified thugs and back-alley ruffians. Some accomplish this with stealth. HP/level: +5 MP/level: N/A Weapons: Blade. If the target is a monster (who generally do not possess EXP) or the loss of an experience point would cause the target to lose their most-recently-gained level. even when it isn’t the Thief’s turn. which are added to the Thief’s total hp directly. Whatever the case. emerging from the shadows for split seconds before fading back into near-invisibility. an opposed check is required – the Thief rolls his Thievery skill versus the opponent’s STR or DEX rating. often everything from snatching your opponent's weapon to the clothes off his back. Outside of a combat situation. Ranged Armor: Light. In order to Steal in the midst of combat. assuming they call deal with the ‘Godlike’ and ‘Impossible’ difficulties the GM will surely declare such rolls to be – and rightly so! 58 . and characters are encouraged to be outrageous in the use of this ability. where a failure means that Steal has no effect. successful or not. damaged by magic. SOULS…these are all legitimate targets for the use of the Thievery skill for a thief. Brawl. Entire fleets of airships. Innate Ability: Steal . Secondly. Lastly. voices. Master Thief grants the character a +6 bonus to Steal skill checks while it remains active.including in the midst of battle.Standard. A success means that the Thief managed to nab his chosen prize. the activation of this ability turns the Thief into a blur of motion.

After obtaining this ability. This ability may be taken multiple times. Stun or Sleep. Bosses and End Bosses won’t fall for Master of Disguise. a character could spend 3 points of Destiny to increase his Steal check up to 5d6 plus his Thievery skill. Assassin's Kiss – Passive Treasure Hunter . Master of Disguise – Standard. In addition. capable of directing his target’s attention elsewhere whilst he rifles through their pockets. Single The Thief moves through his enemies ranks and vanishes into their midst.Passive The Thief has obtained a sixth-sense. A Thief still cannot Run Away unless his allies are successful on their Escape checks. however. Upon obtaining Flimflam. The Thief is capable of taking advantage of helpless foes. and able to perform vicious strikes. Feint – Standard. uniform. the Thief may make an immediate physical Counterattack whenever they take damage in the PreEmptive Round. making them the kings of battlefield mobility. increasing the damage by one additional step each time. the Thief has achieved the pinnacle of armed robbery. there is a 50% chance that the Thief will receive the bonus dice. Mug – Passive No longer content with simple larceny. That is. (Monsters aren’t too bright. After obtaining this ability. the Thief is able to steal even the very protective auras possessed by his foes. Furthermore. this effect is broken if the character attacks the creature. If the monster no longer has the item to Steal. opposed by an INT check made by each of his enemies separately.) Collateral damage (such as Group or randomly targeting attacks) can still happen. Sleight of Hand – Passive The Thief is a master of misdirection and deception. Furthermore. the Thief deals 0 damage but sends his opponent reeling. As always. or the like – of the GM’s choice is removed from the foe and added to the Thief instead. Thievery skill checks can no longer be opposed with an Awareness roll – proving that the hand is indeed quicker than the eye. the Thief gets a +1 bonus to his Thievery skill. the Thief rolls his Thievery skill versus the opponent’s STR or DEX rating. Haste. the Thief can now use his Steal ability to pilfer positive status effects. causing them to have an effective EVA of 0 until the end of the Thief’s next turn. Single A Thief is capable of performing a bluff attack to throw his opponent off-guard. a Thief may always act in Pre-emptive combat – although he won't always know what's going on. or otherwise denied their EVA score. making him easier for his allies to hit. Preemptive Footwork – Passive Using lightning-fast reflexes. This ability can be taken multiple times. NOTHING – catches a Thief. able to spot danger – and treasure! – before the rest of his party. without needing to make an opposed check. he retains all the Destiny he would have spent. the Thief can start moving before the rest of the party. The remaining duration of the status effect (if it has one) does not change. able to deliver punishing blows to his enemies even as he rifles through unprotected pockets. The character may now move a Medium Range instead of a Short Range as an Instant action on each of their turns. 59 . the Thief receives (100 x Enemy’s Level) gil instead. and use them as his own. The Thief gains a +2 bonus to this check if he had previously used Steal to grab a tuft of hair. Make a standard attack action – if successful. and so on. If the check is successful. the GM flips a coin or otherwise calculates the 50% chance – if the Thief is lucky. you may also Steal the item carried by the given monster as an Instant action. As mentioned. If he succeeds. Flimflam – Special In an unusual maneuver. When striking a target who is affected by the negative status effects Stop.Special Whenever the Thief spends Destiny to add an additional d6 to any roll. disguising himself as one of them. The Thief makes a Disguise skill check in combat. For example. but not actually lose any Destiny if the roll succeeds. Auto-Life. but otherwise lasts until combat ends. Whenever you roll a critical hit. Steal the Spotlight . Protect.Job Abilities Flee – Passive Nothing – no. Each enemy who fails the check to see through Master of Disguise will be convinced the ally is one of them until that foe takes damage from the character. Targets affected by a Thief’s Feint ability fall under this category as well. a weapon that would normally do (DEX x 1) points of damage would now do (DEX x 2). increasing the skill bonus by +1 each time. and it’s a really good disguise. or other item to make the impromptu costume more believable. a character with Flee never has to make Escape checks to Run Away in combat – it is assumed that they always automatically succeed if they choose to do so. one positive status effect – Shell. Notorious Monsters. This ability may be used a number of times per session equal to the Thief’s INT rating. but the monster will not attempt to exclusively target the Thief. You may choose to use your Thievery skill in place of your Awareness skill on all checks. your damage is increased by one step. whichever is higher.

Upon casting Cosmic Standstill. and this fact has served as the punchline for many a joke. In reshaping the elusive power of the cosmos. even actions that may not normally be performed while in combat. are treated as having 0 EVA and are Stunned until Cosmic Standstill ends. Due to their natural forgetfulness. Its practitioners harness the withering power of novas. a character cannot. All other characters. whether animate or inanimate. a Time Mage’s staff is something of an oddity. articles of clothing of their fallen comrades. many of the founding members of this magical school chose to attach items of sentimental value to their staves to remind them of the past. Many fledgling mages have chosen to follow this tradition out of respect to the originators of Time Magic. and tear through the fabric of reality outright.’ Time Mages tap on the forces of time and space. characters cannot cast the ‘Hyperdrive’ spell. they generally give no indication. with a minimum of 3. wedding rings. Time Magic actually uses cosmic fundamentals to produce a wide range of effects – the manipulation of gravity to attack. 12 14. and the ability to halt the flow of time. The entire universe comes to a quiet halt with the Time Mage at the center of everything. even if they are normally immune to the effects of Stun. In fact. And finally. 4. for example. 5 6. or banish someone into another reality entirely. actions or skill checks they like during this time. 8. 27 28. If the mages are offended by such humor. they can freeze an opponent in their tracks or rain flaming meteors down upon them. Any spells the Time Mage casts during this Epic Ability are treated as Standard Actions that all happen simultaneously. 16. force objects to age thousands of years in the blink of an eye. HP/level: +2 MP/level: +3 Weapons: Arcane Armor: Light Skill Points: 16 ACC: 0 + DEX or STR rating EVA: 8 + DEX or INT rating Spell Rank 1 2 3 4 5 Level 1. Innate Ability: Time Magic – Standard. all these and more can be found attached to a Time Mage’s staff.Instant. 10. both enemies and allies. 30 Epic Ability: Cosmic Standstill . Self The Time Mage’s total understanding over the primal forces that drive the universe itself allow him to do the unthinkable – stop time. the Time Mage immediately takes a number of additional rounds equal to the number of points of Destiny spent. The most powerful are capable of folding up history and travelling across the eons by sheer willpower alone – a fact that makes most other spellcasters glad of the Time Mages' relative scarcity. 60 . dispel a foe’s Reflect status and THEN begin to blast away with magic. Varies Despite the name. While other Jobs generally have a variety of weapons at their disposal. most Time Mages are seen bearing rather complicated staves. magnetic fields to protect. 3.TIME MAGE 時魔道士 Sometimes called ‘Dimension Mages. They may perform any abilities. giving the user of this galaxy-altering spell a few precious minutes outside the flow of reality. pocketwatches. 24. The Time Mage cannot change the location of anything. lengthen minutes into years. and Haste does not affect the number of rounds a Time Mage gets while Cosmic Standstill is active. 19 21. 1. Feathers. land critical hits or cause Limit Breaks to occur during the effects of Cosmic Standstill. use Cosmic Standstill.

This ability may be used once per session. the character’s MP becomes 0. items instantly appearing in the character’s hands out of thin air. opposed skill checks. Self Able to twist pure magical plasma into a type of defensive bubble. up to a maximum of the Time Mage’s level. A Time Mage with this ability is never caught unprepared. even when it isn’t the Time Mage’s turn. Self The Time Mage perpetually hovers several inches above the ground. By expending Destiny during the use of Rewind. Special The Time Mage bends and shifts the dimensions. moving or throwing objects. However. meaning they will arrive at the same physical location. where they remain safe and out-ofsight until they are needed. the MP recovered by items such as Ethers used by the Time Mage is doubled. Rewind may not be used in combat due to the absolute concentration required. Magic Shield – Special. The player may declare he is activating Magic Shield as a Standard action – it then persists until it is cancelled as an Instant action. This ability may be used at any time. Alternatively. While Magic Shield is active. due to the sudden movement disorientating his enemies. Etherite – Passive Practical and levelheaded. The Time Mage may substitute his INT score and rating for his STR attribute for just about everything. all enemies who attack the Time Mage are treated as if they had the MP Damage weapon property – 50% of the total damage they deal targets the Time Mage’s HP. the Time Mage has conducted extensive studies on items that restore the user’s magical potency. Be aware that the party only travels in time and not space. allowing them to interrupt an enemy’s round. the Time Mage may use this ability to send his possessions into some unknown dimension. determining maximum skill caps. Whenever the Time Mage inflicts the negative status effect Stun on an opponent. the duration of the status effect lasts for one additional round. The party can never encounter themselves nor cause a paradox.” With this awe-inspiring ability. breaking objects by overcoming their hardness. or when the character is knocked unconscious. A character who is reduced down to 0 in any attribute is instantly forever torn from reality and lost in time. merely earlier. Blink can be combined with Haste to allow the Time Mage to cast spells on enemy turns. and receives the effects of Auto-Float at all times. nor do they damage from falling. Telekinesis – Passive. the Time Mage can Instantly cast the spell Tractor for no MP a number of times per session equal to their STR rating. the Time Mage instantly ages. and he has access to his Inventory and equipment at all times no matter how far separated from his possessions he may be. All Improbable Weapons are now treated as Arcane instead of belonging to the Brawl category. the end of the game session. damage with STR-based weapons. Mind over Matter – Passive. Stasis Strike – Passive The Time Mage is exceptionally good at neutralizing and paralyzing his foes with magic. Upon activation. there is a very large downside to the usage of this ability. the Time Mage actually shifts himself and all nearby allies backwards in the time stream. 61 . and also for calculating the number of times per session they can use abilities tied to the STR rating. Such weapons still usually deal STR-based damage unless combined with the Mind over Matter job ability. determining accuracy. Phantom Weapon – Instant. the character receives a -2 permanent loss to any one attribute of the GM’s choice and appears to be roughly a decade older. the Time Mage can lessen the physical harm caused by enemy attacks.Special Being a true master of the time means never having to say “I wish I would have…. making the use of Rewind potentially a bizarre leap into the far past. Floating characters take no damage from Earthbased spells and abilities. Blink – Instant. in fact. This ensures that the character gets the most out of such concoctions. the character chooses a number of hours that the party will travel backwards in time. Levitate – Passive. Upon obtaining this ability. since they have actually rewound reality and started over. Special The character’s ability to control the flow of gravity and the dimensions often allows him to perform feats of strength with nothing but the power of his mind. This ability can be taken multiple times. the Time Mage gains a +4 bonus to EVA until the start of his next turn. Furthermore. can be hurled at Medium Range and usually also have additional effects as decided by the GM (such a gigantic boulder having Earth Strike. hurtling them towards foes with the power of his mind alone. and the other 50% targets their MP. the character can go back even further than a few hours – up to 10 years for every point of Destiny spent. Special The Time Mage is capable of using nearby objects as a weapon as skillfully as a monk or master of improbable weapons. Upon activating Rewind. Special By activating this ability. Furthermore. the Time Mage may automatically take an additional Standard action. the Gravity and Gravija spells.Job Abilities Rewind . or a storm of feathers Blinding the target).

Benediction may even be used when the White Mage is unconscious themselves. No matter the road that lies ahead of them. these dedicated healers have given their entire life to working with – not mastering – the powers of Holy. White Mages are taught to be peaceful. one might even be able to see a pair of semitranslucent wings spreading outward from the mage’s shoulders. 3. using their spellcraft to knit together wounded flesh or create glowing defensive charms around their allies. and kind. temperamental Black Mage. White Mages can cure almost any ill. Then there are those that have taken years to scratch the surface of the Esper world and have begun a Pilgrimage to seek the powers of the Espers themselves. these virtues are taught to be the most important things in the world. 30 Epic Ability: Benediction . Innate Ability: White Magic – Instant. tempered with a dash of offensive power for good measure. 62 . humble. Far more patient in demeanor than the headstrong. or even create barriers utterly impervious to physical damage. Given time and experience. Self White Magic encompasses a variety of useful and beneficial effects. This Epic Ability may be used at any time.Instant. otherworldly music resonates across the battlefield. 22. They are the defenders of life. A symphony of beautiful. 4. and the White Mage’s body glows with an astral blue-white light. 10. 18 20. Furthermore. 1. HP/level: +3 MP/level: +5 Weapons: Arcane. Unconscious characters are revived with 1 hp instead. Group Tapping into an immense reservoir of Holy energy. 16. Huge Armor: Light Skill Points: 14 ACC: 0 + DEX or SPR rating EVA: 7 + DEX rating Spell Rank 1 2 3 4 5 Level 1. 12 14. even when it isn’t the White Mage’s turn. and all negative status effects are removed. raise the fallen back to fighting strength.WHITE MAGE 白魔道士 From the moment their training begins. the White Mage becomes a living conduit for healing energy. For a moment. 8. 24 27. 5 6. The HP of every conscious party member is instantly returned to maximum.

the lifestream continues to flow into the character. At the end of each combat encounter the White Mage recovers 25% of their total maximum magic points back passively. she leaves a lasting impression and even begins to inspire her allies. Divine Seal – Instant. The Esper chosen by Grand Summoner may be a Party Esper or an Individual Esper – these choices are all up to the individual player. Blessed Existence cannot be used to negate automatic failures from such things as a Gambler’s Bad Luck. Peaceful Messenger – Passive The White Mage is welcomed with open arms wherever they may travel. if such spells were to do (INT x 1) points of damage. critical hit. To this end. All offensive Holy and Wind spells now do increased damage. you may activate this ability.that none can compare to the limitless potential of Summoning.the destructive power of Black. the character and all party members receive a permanent +1 bonus to any two different attributes of their choice. White Mages gain access to the Shield armor type. 63 . or teamwork attack. Body and Soul – Special The White Mage is capable of using and administering obscure salves and healing items in conjunction with their white magic. Whenever a spell would be interrupted due to a knockback. Special The White Mage is a master of smiting her foes. or the indispensable manipulation of Time. the White Mage gains access to one Summon of her choice. the peerless support of White. A White Mage who can cast only Tier 1 spells may only choose a Rank 1 Esper. they would now do (INT x 2) instead. and so on. or anything else the player can dream up! And if this wasn’t enough. Upon taking this ability. by remaining altruistic and calm throughout her adventures. they have learned methods to empower their magicks by putting more of themselves into their spells. You may add half of your Healing skill. or manifest due to being spiritually tied to an ages-old heirloom in the character’s possession. Upon gaining this job ability. This ability may be taken multiple times. rounded down. two and three spells may choose an Esper up to Rank 3. Reckoning – Passive. bringing even the strongest of evil creatures to their knees. Outside of combat. By paying the MP cost for the spell a second time. limit break. the unique intensities of Blue. Self Simply by keeping their mind and spirit pure. rejuvenating them with magical energies. and so on. the party begins to discover a strength they didn’t know they had. By spending 3 points of Destiny at any time. and this ability may be used a number of times per session equal to the White Mage’s SPR rating. able to tend to their comrades quickly once battle has ended. For some reason or another. all too many White Mages have watched their spells fizzle when their allies need it most. day-to-day activities with unsurprising alacrity. based on her level. all conscious allies including the White Mage recover 100% of their maximum HP. the White Mage also regains 100% of their MP instead of the normal value. It might have taken the party under its wing for reasons unknown. Upon taking a Fitful rest or partaking in Travel Rest. you may continue casting uninterrupted and the spell is not cancelled. and their pleas to be heard are enough to give pause to even the coldest hearts – even the most vile of individuals know that White Mages have the best interests of the masses at heart. and are often capable of summoning them with very little effort. Special Being a battlefield healer is no easy feat. Self By activating this ability. Clear Mind – Instant. Blessed Existence – Instant. increasing the damage step by one each time. Stronger Together – Special The White Mage knows that her patient understanding and selflessness isn’t for nothing. avoiding harm in mundane. If it was to heal a target for (INT x 1) hit points.Job Abilities Grand Summoner – Special Many mages argue over which school of magic is more useful . Self Some White Mages have been trained in the use of shields in addition to their basic magical education. The White Mage and each of their party members may reroll one skill check per session. whereas a White Mage who can cast Tier one. a White Mage is capable of imbuing her next healing spell with far more magical energy than normal. and so on. Shield Bearer – Passive. But all agree on one point . the White Mage can empower her allies. the character now needs to only two Destiny to summon an Individual Esper instead of the standard three points. Self The White Mage leads a charmed life. to your Inquiry and Negotiate skills on all checks. Thanks to the character’s guidance. This ability may be applied multiple times to the same spell. it would now heal the target for (INT x 2) instead. it has long been known that White Mages are the mortals most ‘in tune’ with the Espers. MP Stroll – Passive. This same quiet protection can also be extended to the White Mage’s allies to protect them from distressing failure.

pecking. Though this ability may be taken multiple times. if the character controlling the Animal Companion is reduced to 0 HP or otherwise incapacitated. Unique (1): The creature is one-of-a-kind. Mount (5): The Animal Companion can be ridden with a successful Riding skill check. Smart owners take the time to learn how to fight alongside their companion. and have an understanding that far exceeds intuition. We’ll start with Shared Abilities. Packrat (3): The Animal Companion can carry a few of the character's odds and ends. Animal Companion – Passive The character is accompanied in his journeys by a faithful animal.Terra Branford Although having a name and a Job is a great start for a character. this means that the Companion can carry up to 5 additional items for the character. using weak spells. Large (2): The Companion is larger than normal. effectively increasing their total inventory space up to 15. Though this has no readily-foreseeable game advantages. or something more exotic such as an elemental creation or robot. and can never be persuaded to act in any way contrary to the direct wishes of the PC. trampling. The companion receives one point to place anywhere in its Skills. or other such abilities. and follow all the usual rules. breathing small bouts of flame. a character can perform Teamwork Attacks without needing the assistance of another player character. this allows for animal companions to get information to and from NPCs when their owner isn’t around to help. adding 10 more points to an existing pet each time. giving it the ‘Flight’ ability. You receive a +1 bonus to Ride skill checks when your companion is acting as the mount.127 for more information on this) A normalsized Mount can carry up to two people. and acts as an emergency reserve. Flying (3): The Animal Companion has wings or the ability to soar under its own power.. Loyal (1): The Companion is fiercely loyal to its master. reducing travel times accordingly. for instance. This Ability may be taken multiple times. it’s the day-to-day struggles people go through that makes one’s life important. such as a trained dog or a mount. they are versatile and skilled. their animal companion is all the support they need. Talkative (2): The Animal Companion is intelligent enough to understand the same languages your character does. The Animal Companion is small or agile enough to avoid damage and status effects in combat. However. This can be taken multiple times. If used in conjunction with Mount. it will not act until its owner has been revived. 64 . no more than 4 points may ever be in the same skill. GMs are encouraged to take note of this fact. animal companions do not grant the +2 EVA bonus normally given by a teamwork attack when used in this way. Search (6): The Animal Companion is constantly sniffing around and digging in the search for usable items. or you as a player can choose to take control of your animal companion in non-combat situations. or body language. This does not reduce any other item rewards the character obtains. Often. up to four characters may ride it. By taking a -4 penalty to attack rolls instead of the standard -2.” . (see p. These are Abilities that every character has access to regardless of their chosen Job. this chapter will explore how you can further develop your hero’s uniqueness through skills and quirks – and get some great bonuses along the way. makes an ideal pick-pocketing accomplice with a budding Thief. with a Tier or usage value appropriate to the character's current Level. a character that has an Animal Companion with the Search talent gains one free Item of the GM’s choice. aiding one another to help defeat even the most dangerous of monsters. Skilled (1): The Animal Companion has a certain talent that comes in handy for its owner – a monkey trained in Stealth. Attacks from an Animal Companion cause damage which is insignificant enough that they do not bother participating in combat. Rather. Familiarity (2): Both you and your companion are of shared mind. In game terms. and can respond with sign language. able to follow simple instructions and relay information to their owner nonverbally. meaningful sounds.CHAPTER IV: DEFINING A HERO “It’s not the net result that matters. Teamwork (4): The companion is able to help its master in combat by spitting poison. Once per session. The exact powers of an Animal Companion are determined by selecting a combination of talents from the list below totaling 10.

anything that gets in his way..Passive A character with this ability has received the training to use multiple weapons. Lava. vertical cliffs and moving along rooftops without handholds as quickly as they can run. Thus. the damage is calculated using the lowest Tier of weapon he currently has equipped. ignoring gravity and physics for sheer mobility. Furthermore. Without this ability. If the spell ever increases in rank numerically (Cure. kid.Passive This multipurpose shared ability allows for almost complete freedom of movement. This grants the following benefits. Mountains.e. a player would be hard pressed to explain how their character can use a high Spirit score to Swim. Upon taking Favored Terrain. Normally. The character can sprint across the surface of water and balance on the blade of a sword. Favored Terrain – Passive. Forest.113) is improved by one step. Secondly.scaling sheer. The character may now use any attribute they like when determining the maximum number of skill points in that category they may have – regardless of the standard attribute it may be ‘tied’ to. Self A character with this ability has become extremely familiar with one spell. objects. he may choose to reroll one dice in hopes for a better result. similarly-named spells (i. gaining the weapon properties of both. Whenever a character using two weapons rolls a critical hit or uses a Limit Break. I grew up in slums just like this. the damage the character deals with all improbable weapons (see p. for example. Self The character is a force to be reckoned with whether he is wielding a blade of the finest craftsmanship…or a barstool. This ability can be taken multiple times. no matter the distance. They no longer takes damage from jumping or falling. whenever he makes a 2d6 attack roll.’) or some other reason entirely. Upon taking the Improved Arsenal shared ability. 65 . the character receives a +4 bonus to his roll. Town. However. Snow. Self Some individuals have honed their skills and combat capabilities in one particular environment. Destructive Strike – Passive A character with this ability is capable of taking out walls. In addition. a character must have 25% HP or less in order for a Limit Break to be used. dangerous attacks that he is more prone to using than other combatants. or Cosmic. falling from a Long Range causes the character to take 50% of their maximum HP in damage. the character may equip two unique weapons. or an intimidating sort might decide that he can ‘negotiate’ simply by cracking his knuckles. A character with this ability may use their limit breaks upon rolling a critical hit at 50% health or below. After taking the Knack ability. A character using two Blade weapons. First. Improved Arsenal – Passive. some GMs will require their players to explain a feasible way the attribute could apply to the skill – for example. Swamp. choose two skills. choose any spell you can currently cast – you may now use this spell as an Instant action instead of a Slow or Standard action once per game session. Desert. This ability cannot be taken multiple times. and they can use their Athletics skills to ascend almost anything . it is in a player’s best interest to keep both weapons equally well-maintained in order to maximize damage. Curaga) remain unchanged. Knack – Special A character with a knack has an aptitude for a few skills – he might be able to burst through ropes and manacles and Escape using raw physical strength.Defy Gravity . can use the Piercing Strike property twice per session instead of once. Cure II. Upon taking this ability. and so on. the character may make attack rolls to destroy large objects (at the GM's discretion) that would otherwise collide with him – such as falling rocks or hurled machinery – to prevent taking damage from getting crushed. Dual Wield . whether from simple familiarity (‘Stick with me. instead. a player might choose the Athletics skill. crossing out ‘DEX’ on their character sheet and making it a ‘STR’ based skill instead. When making a Strength check to destroy an object. etc) then Favored Spell applies to all of its versions. If one weapon granted +2 STR and the other granted the HP Drain property. Limit Breaker – Passive The character has a handful of powerful. the character still must have access to the Brawl weapon category to avoid the standard -4 penalty for using such makeshift equipment. and may cast it at a moment's notice.. They may now add Two Weapons to their list of Job weapon categories. The character receives a +2 to almost all rolls when in this environment – the Gambler’s Slots ability and Synthesis checks are unaffected by this bonus. choose one of the following eleven locales. Their horizontal and vertical jumping distance is multiplied roughly by a factor of ten. Cure III. Water.. Favored Spell – Passive. For example. Underground. alternate. Plains. the character would gain the benefits of both. however.

whether you're a state senator making a grand entrance. the vehicle never needs to land and/or refuel. and acts on the same turn as the Mediator. drilling machine.Mediator – Special A character with this incredible ability is capable of turning even the most bloodthirsty of foes into reluctant allies with the power of persuasion alone. the character may choose from the third Tier. Unique (1): The vehicle is one-of-a-kind.has resting quarters or a team of White Mages on standby to heal the party’s wounds. Upon taking this ability. The exact powers of a Special Vehicle are determined by selecting a combination of talents from the list below totaling 10. Movement (2): This ability may be taken multiple times. and provide a +1 bonus on Negotiation rolls in which the image would be an asset . it retains free will and there is no fixed duration. Though this has no readily-foreseeable game advantages. cybernetic armor system or the like. or raising the pirate flag high. increasing the bonus by +1 each time. Enemies can still target the pilot of the vehicle. a Dragoon. or even simply a natural flair for the physical. entirely self-sufficient. the character receives a Tier 1 Esper. the Summon urges the character to be of assistance with its own goals. The Mediator must be able to speak the creature’s language. that allows for greater speed and/or maneuverability. Whether this is a case of security precautions or simply "Nobody else can fly this baby but ME!" is entirely up to the player. watching over the PC with little to no interest in the rest of the party. However. Mediator may only be used once per session.and a Vehicles skill of 3. the creature is affected with something very much like the Charm status. able to call it forth into battle for three points of Destiny. Likewise.) 66 . with great proficiency in one or more fields of study. Upon taking this ability. Orim. Mediators may attempt to persuade defeated foes to join them for a time – or at least coerce general cooperation – with a successful Negotiation check of appropriate difficulty. the character gains access to one Summon of her choice. a Special Vehicle has the same ARM and MARM values as the character who took the ability. the character gains access to the second tier of Espers as well. and is willing to grant small sums of power to those with a similar mindset. but Movement speeds of 4. Special Vehicle – Passive The character is far more mobile than most. and is the key attribute for many vehicles. the character with the Mediator ability forfeits his share of the gil reward for overcoming the creature – but in return. (Animal Companions with the Large talent count as an individual passenger. and Bosses and End Bosses cannot be affected with this ability. possessing an airship. Upon persuading a monster to assist the party. GMs are encouraged to take note of this fact. and at level 24 or 28. At levels 16 or 20. or a Crystal core. synthesis. For example. If chosen at level 8 or 12. The imperial soldiers chasing him in their armored pods have a Vehicles skill of only 1. Iconic (1): The differences between Iconic and Unique are slight. the party may take a Full Rest at any time. Eidolon – Special The character has a supernatural pact with a Summoned creature. but at a -4 penalty to hit due to their added speed and likely protection granted by the vessel. or up to a few dozen as an air vehicle. Magic Touch (1): No other user than the initial owner is capable of utilizing the vehicle. A Vehicle's Movement is added to your ‘Vehicles’ skill checks as a positive modifier. the character receives an additional 5 skill points to distribute anywhere he sees fit. Iconic can be taken more than once. but steady . and 50% of that character’s maximum hit points. your vehicle helps achieve the desired effect. The Movement property may be added multiple times. Whether it be through hot air. The summon chosen by Eidolon is always an Individual Esper. Large (2): The Vehicle is larger than normal – it can carry two passengers as a land vehicle. Power Source (1): The vehicle is powered by a unique or renewable power source. solar power.slow. If forced into a combat situation. based on the level this ability is taken. While aboard the vehicle. but significant. Skill points do not have to be spent immediately. This represents your vehicle is associated with certain connotations. land vehicle. Skillful Hero – Special The character possesses a repertoire of useful abilities and talents. If chosen at level 1 or 4. Good Night’s Sleep (1): The Special Vehicle – usually an airship or sailing vessel . Neither side has a clear advantage here it's all up to the dice. the character gains access to the fourth tier of Espers. likely built from scratch by the owner . has an airship with a Movement of 2 . A Monster who fights for the character retains the same attacks and abilities listed in their Bestiary entry.or perhaps no similar models remain in existence.

Confusion. Sleep. Whether the resistance is from a supernatural boon. Stun or Zombie . caused by prolonged exposure. The passengers of the Special Vehicle may use their standard attacks (using their normal Tier weapons) at a Long Range. For example. soldiers. At the GM’s discretion.) Buoyant (2): The vehicle is a sailing vessel of some sort. Magic and heavy weaponry barely even scratch the paint. the vehicle receives double the standard ARM and MARM values. motorcycles have trouble running in waist-deep sands. a Multi-Pilot vessel is often an imperial dreadnaught airship or something as extravagant as a floating island. Anyone else taken aboard would push the vehicle past its maximum passenger capacity. Blind. This can refer to anything from a wooden canoe to an airship capable on traveling on water as easily it does in the air. This provides several bonuses. the special vehicle is also Large. (Unless. a fortified (5) thirty-man (2) airship (5) owned by a notorious gambler (1). self-taught vigilance or something else entirely varies. Weapon Systems (5): The vehicle is affixed with turrets. Choose a type of terrain other than water. Fear. Mini. The character can choose one additional Weapon or Armor type his Job would normally not have access to. and requires an entire crew to function properly.airships can't travel through gale-force hurricanes. and make for a very uncomfortable ride. Self The character has developed a natural immunity to a certain status effect. assuming the creator of the vehicle didn't put points in Unorthodox Travel. Unorthodox Travel (2): It's a fact of life . First. adding 10 more points to an existing vehicle each time. Weapon Training – Passive Training outside the norm.ARM scores must be overcome to get inside or simply destroy it. Poison. These Weapon Systems can never fire of their own accord – they must always be manned stations. or drill through the earth’s crust. Seal. Flying (5): The vehicle is capable of flight and can carry the members of the party in rather cramped quarters. or simply doesn't sink in water. Choose two of the following status effects . as it can now hold an unlimited number of passengers. or any atmospheric condition . operated ONLY by him (2) and decked out with powerful weapons (5) with a Movement of 4 (8) would require this Ability to be purchased three times in total. That is. Stop. of course. Indestructible(5): The vehicle is nigh-unbreakable. with the exception of Two Weapons and Shield. Status Resistant – Passive. 67 . Petrify. the character is capable of using a weapon that is unusual for his job. Curse. an airship could descend into an active volcano with no ill effects. This Ability may be taken multiple times.the character is permanently Immune to their effects.Multi-pilot (5): Generally reserved for NPC use. In combat. Slow.Berserk.the vehicle can travel just as well in these conditions as it does normally. taking a vehicle with Multi-Pilot often provides a loyal crew of buccaneers. cannons or the like. Charm. Secondly. reinforced with special materials and carefully protected from harm. For example. the ‘Large’ property doesn’t even begin to cover the size of the vessel. individuals outside the Special Vehicle can no longer target anyone inside – the vehicle’s ARM and M.

’ Determining Skill Maximums The number of ranks you possess in any given skill is limited to the rating you have in the corresponding attribute. Godlike: 20. Characters receive one skill point at each level up. Cook a meal for a royal family.Amarant Coral Skills are highly important – they allow a character to do everything from jumping from rooftop to rooftop.’ and informs the player. Pick an average lock. Swim up a waterfall. has a +4 attribute rating. Impressive: 13. there is no hard maximum to any skill . lie to a squad of soldiers. a character may wish to take levels in the Riding skill. get directions to the nearest town. having 12 DEX.Skills "You think your skills will save you against me? Allow me to shatter your illusions of grandeur. for example. Moderate: 9. Create a rudimentary shelter in the wild. could also have a Disguise skill of 15. Collapse a fifty-story building by ‘putting your back into it. Challenging: 11. if the result is equal to or higher than the task difficulty. see the Tonberry hidden in the shadows. At the start of the game. rolls 2d6 and adds their appropriate skill or rating. Impossible: 30. forge a powerful weapon. 68 . slip out of a pair of locked manacles. Elementary: 5. The attribute for this particular skill happens to be DEX. catch a bullet with your bare hands. now knowing his target number of the skill check. Heroic: 15. Drive a motorcycle across a collapsing bridge. run up a 10ft wall. Other than the attribute restriction. Spot a Galka in a crowd. your skills will be what make the difference between success and failure. Easy: 7. act innocent. plus one. Affecting other PCs Social skills such as Acting or Negotiation will never have a direct impact on player characters – a player’s control over his character’s beliefs and attitude is absolute. For example. The player. a newly-created character receives the number of skill points listed by their job. and the character. he may have up to a maximum of 5 skill ranks in Riding. Task Difficulty When a skill check is required. or pilot an airship. the player’s character succeeds. as well as an additional +1 for every point of INT they possesses. the GM assigns the task a difficulty from ‘Elementary’ to ‘Impossible. Whether you intend for your character to spend his time managing the finances of a troupe of Moogle Entertainers. Pilot an airship through a hurricane with both engines on fire.a character who has somehow achieved an attribute score of 42 INT. pocket an apple in a crowded marketplace." . disarm an ancient trap. or diving between pieces of falling rubble to escape an inferno. Therefore.

A character with this skill has refined their coordination. the GM might assign this a difficulty of Impossible (30). and finds himself sucked inside. Hyde is driving and rolls his Vehicles check to try and catch up. tumble. this creates a Complication. balance and flexibility to the point of being able to execute complex acrobatic maneuvers as if they were second nature. Complications are new. just go ahead and add it to your character sheet and decide on an attribute or two that it would make the most sense for it to be ‘tied to. Hyde is barely conscious from the crash.’ Without further ado…. . 69 . He’s so focused on his goal that he completely misses the car that comes up from behind and rams them. Rather. They might be secondary problems that must be resolved for the group to succeed…or completely change the focus of the skill check. and take falls. but a pair of 1s on his roll means the situation has just gotten more complicated. and the GM requests that Kellos use his Awareness skill to keep an eye on the car they’re chasing. They tell Jack it’s time for a shift change. The GM announces that their target takes a hard right and goes out of sight. Now a simple chase has become far more dangerous for the heroes. or sliding down a thin cable just in time to crash a wedding. balance.One-Eyed Jack has disguised himself as an imperial solider and is trying to pick the lock on a prison cell to get his friends free. Now the additional roll to get out of that mess will also be at difficulty 30 – hope the character’s Escape and Survival skills are up to snuff! Here’s some examples. and now Jack has to use Negotiate to convince them otherwise and get a few more minutes with the lock.made moreso by the fact that social skills aren’t his strong suit! . but gets a Complication. Types of Skills Don’t assume that the following list includes every possible skill out there. and pockets the picks just in time before a pair of soldiers show up. When a hero rolls his 2d6 for a skill check and gets a pair of 1s as his result. Hyde and Kellos are racing down a metropolis highway in hot pursuit of an armored car. sending their sports car smashing into the side of a building. but isn’t too dazed to notice the liquid pooling underneath the vehicle. Athletics . activates the lamp. Generally. If the player goes ahead and does his best on the roll anyway. Normally this would be no problem for the master thief.Complications No situation is ever so bad it can’t possibly get worse. but he gets a Complication too. unexpected problems that appear to change a situation completely. a Complication might mean the player blurts out some long-forgotten magical word accidently.DEX The ability to climb.. they have only seconds to Escape from the car before it goes up in flames. So if a player jokingly wants to make a Language roll to try and ‘communicate’ with a rusty old lamp to find out what its purpose is. jump. such as leaping through a two-foot-square window without hurting yourself. turning into oncoming traffic. Just like the previous check. This means Jack has to roll 11 or better on his Thievery skill. If you decide you want a skill that doesn’t appear on this list. this will be a Challenging task for Jack. Kellos does. this is just a sampling of standard adventuring aptitudes that have served many leading men and women well over the years.In a more modern Final Fantasy game. Complications retain the difficulty of the first check. and the GM rules that this is a Challenging task. The GM tells Jack that in the middle of his attempt he hears a set of footprints coming. On a successful skill check you can perform a difficult feat of agility. scaling a vertical surface.

or what have you. A character with this skill can worm his way out of rope. manacles. a Complication can just as easily result in injury. flowing language of the 70 .for this reason.INT With this skill.INT A character with this skill knows enough about the body and its workings to diagnose and treat most kinds of sickness and injury. as well as an approximate difficulty for the associated Language check. The flowery. or just the address of the nearest inn in town. sometimes known as Lufenian or Lefenish. or a dozen slavering beasts waiting in ambush around the corner. and it’s recommended that fledgling adventurers invest at least a few points into this skill. Failure in either could have drastic consequences for the patient. Language is rolled to determine which of the PCs – if any – are fluent in it! Following is a short list of languages that may appear in your world. A Disguise check can also be used to conceal small objects on the character’s person. Language . fake emotions and devise new personalities for himself. or simply enhance a disguise. Ancient (Difficulty 13) . a Complication may indicate the character has stumbled into serious trouble during the course of searching. particularly in their spoken forms. Awareness . Note that this only covers the physical appearance. (See p. lie. or grapples. these are usually the domain of scholars and adventurers canny enough to realize that sooner or later everything comes down to mysteriously-inscribed slabs and relics. the amount of time taken for the search can vary between half an hour and several days. It also doubles as a helpful tool in allowing an injured party to get a better night’s rest in adverse conditions. the character may attempt to use Acting to bluff. fluently enough to converse with others. the actions a character makes while disguised are covered by a separate skill check via Acting to maintain the illusion. improvise. ranging from a simple change of clothing to a full-blown transformation. Escape – DEX Everyone gets caught sometimes -. placing heavy emphasis on prefixes and context instead. or suspicious captors checking in to see what all the banging around is about… This skill also allows characters to flee from combat if faced with overwhelming odds. One skill check must be made for each piece of information the character wishes to locate. Ancient languages see very little usage in the world’s day-to-day affairs. an obscure local legend.The Mithran/Viera language is constructed around a relatively limited set of words.) Healing . keep one hell of a poker face. characters with the Inquiry skill are adept of digging up the information they need as quickly and painlessly as possible. smooth-talk. but whenever the PCs encounter a language they’ve never heard before. Disguise – SPR / INT The ability for a character to assume a new appearance. A failure simply means the character has not been able to locate the information.111 for more information about Running Away in combat.Acting . crawl from the wreckage of a crash landing. get out from the inside of a locked safe. depending on the breadth of resources available to the character.INT Characters with this skill possess a certain sixth sense when it comes to spotting potential dangers or noticing when something isn’t quite right – whether in the form of a con-man attempting to swindle the party with counterfeit Elixirs. the ability to slip out of a tight bind can prove to be a valuable asset.SPR A character with this skill has the ability to deceive. tangled bonds. Bhasa Mithra (Difficulty 11) . Inquiry – INT / SPR Whether it’s the location of an ancient tomb.The spoken or written tongues of the world’s precursor races. With a successful skill check. or popping joints back into place in the thick of battle. at higher levels with the proficiency of a skilled orator and writer. Failure simply means a character remains trapped. All characters can generally speak their own racial language as well as the common tongue spoken the world over. a character can understand and communicate in various languages – at lower levels.

personalities. 71 . major landmarks and guilds.' Learning that this particular species of Dragon is not dangerous to people with a failed Lore roll may be an awkward situation for your party to find itself in. Androids may have attempted to pass the language on to others. this language is typically non-verbal in nature. like all other aspects of Elvaan culture. A character with this skill can use their powers of persuasion to do anything from bartering for an item to convincing that troublesome Captain of the Guard that. and essential information relating to a subject the character has studied in at least some detail. but you cannot retake Lore checks. geography of a particular area. Lore (General): Detailed knowledge of the world the characters live in. This causes the dialect to be hard to learn and follow. Lajargon (Difficulty 7) .INT Skills which cover a character's understanding of a particular concept or area. those fluent in the language know it's all about slight variations. A GM might make Lore checks privately. but it ultimately remains nigh-impossible to follow in conversation to all but the most practiced listeners. there is considerable study involved in mastering it. at a difficulty determined by the GM on a case-by-case basis. Galkan (Difficulty 9) .Used to communicate with beasts and intelligent creatures that cannot utilize Common Tongue. Few non-Moogles are fluent in this speech. and a Complication represents the information you receive is incorrect as opposed to simply a 'I don't know. Monster Talk (Difficulty 11) . Also includes popular mythology. Mogri (Difficulty 13) . Elvaan (Difficulty 11) . not social saturation.Complex and florid. strengths. ranging from ancient sagas to contemporary 'urban legends' Lore (Monsters): What is a Malboro's preferred food source? Just how fast does a Cactuar actually run? A character with Monster Lore is a treasure trove of facts and trivia on the planet's inhuman inhabitants. histories. lingua franca on most continents. and other minutiae. though untrained listeners will only hear that one word. as it does not have roots in any other language. if not all. weaknesses and personalities of the Esper society. quantity.. Negotiation – SPR The fine art of getting your way. they really aren’t an Imperial sympathizer. Planar (Difficulty 15) .Few Galka are capable of speaking their blunt.The language used by the Moogle race. Galkan-built structures and on racial artifacts. unsentimental native language.This is used by the strange creatures that traverse the wholly-magical planes. and detail in terms of information granted. including dates. as well as routes and passages taken on the Summoner's pilgrimage and the like. Though scholars would balk at calling the resulting collection of grunts. Lore (Relics): This covers everything from long-forgotten family heirlooms to the potential magical properties of a jewel-encrusted sword. this language sees great use in the scholarly world due to the vast amounts of lost magical artifacts and rune-embedded treasure which is unearthed. abstract or not – facts. it is a source of racial pride and jealously guarded against dilution from outside sources. Lore . This skill covers everything from seduction to intimidation to begging for your life. let alone writing it. adventurers are most likely to encounter it in ancient.Binary is a language of zeros and ones.Used by the enigmatic Lalafell. How any mortal would know how to speak this remains a mystery. Lore (Esper): A primer on the habitats. current events and local customs. no. such as The Void or the dreams of the Gods themselves. figures. Lore (History): General knowledge of key events in history. but can be spoken with a crude vocal processor that emits boops and bleeps.. usually written. Common Tongue (Difficulty 5) . thank you all the same. Though most non-Moogles may wonder how much communication can be achieved solely using the word ‘Kupo’. Most. This Lore skill allows players to determine the exact magical properties of a given item. Better skill checks mean the GM can provide more quality. adventurers will be fluent in this language to one degree or another.Viera is learned by instinct. growls and posturing a ‘language’. Elvaan has its roots in antiquity. Mogri is surprisingly subtle..The standard Hume tongue. Binary (Difficulty 15) .

Through the use of landmarks. the most prominent of which are as follows.SPR A character with this skill can express himself in a multitude of ways – song. Such crafting is specific to a type of manufacture. dance.INT A character with this skill is able to locate drinking water. dancing and singing are a big part of their repertoire. preventing others from following.Perform . prohibited goods.DEX This Skill gives the character a basic understanding of subterfuge. Riding – DEX / SPR A character with this skill knows the basics of staying on and controlling a mount like a Chocobo or Dragon. competition. Machines covers 72 . to stay afloat in rough current or for long periods of time. a character is likely to be able to tell a waltz from a gavotte. forage food and avoid natural hazards that could easily take the life of a less-experienced traveler. a successful Perform check at a relatively high difficulty could even make the character and his allies Immune to the effects of Fear for one combat.127 for rules regarding holding one’s breath and drowning.) Synthesis . To interact with animals that you don’t necessarily intent to use as transportation. as well as for actions undertaken underwater. Synthesize (Cooking): Though some may question the value of haute cuisine in adventuring life. Generally. playing almost every instrument ever created. It also allows for sleight-of-hand tricks and the like. allowing enterprising individuals to actually make a living and a profit with their trade. a character with this skill can attempt to brew up (and blow up) a wide variety of useful mixtures and potions. as well as having a ready selection of songs at hand. this skill is utilized by Entertainers . this skill allows a craftsman to create. as well as repairing damaged equipment.INT A character with this skill can create items of varying size and complexity from scratch using a wide range of materials and methods. Synthesize (Machines): The least useful of the crafting types in day-to-day affairs.miming. and players should be aware that the prices fluctuate in some areas due to factors such as distrust of the character. (See p. Synthesize (Alchemical): Through their intimate knowledge of the reactions of compounds. reinforce. they can also travel from location to location without losing their way. and giving rousing speeches. At the GM’s discretion. Furthermore. and related information. Swimming – STR / DEX A character with this skill has the training to float. and other environmental features. the stars. swim and dive. Survival . One successful Survival skill check is required for a character for each day she attempts to sustain herself in the wilderness. A successful Synthesis check will reduce the creation cost of the item in question by 50%. This is subject to GM discretion. A character with this skill knows how to prepare and identify all types of dishes with a successful skill test. and repair most types of protection. allowing him to secrete himself in darkened corners to escape detection and sneak around without arousing too much suspicion. they're liable to change their tune when the only alternative is another week's worth of dried meat. Skill checks are required if a character is attempting to reach a particular location underwater. if the character is foraging for an entire group. For example. It also is used for checks regarding tuning and maintaining a particular instrument. and more. It may help the party navigate a confusing maze or simply remain undetected in the wilds. as well as hold their breath underwater for far longer than most people. This skill also allows players to mask their travels. the difficulty may be increased. Stealth . Synthesize (Armorsmithing): Handling both Medium and Heavy armor as well as Shields. and knows enough of the general etiquette and required steps to avoid stepping on people’s toes in the process. characters can sell newly-crafted stuff items for 100% of the normal price. most GMs will opt for a straight Spirit skill check instead. and may even be able to augment their comrades’ abilities in battle with appropriate foods.

. robots. for a Complication to destroy particularly complicated systems beyond the point of salvage. and these are the artisans who make it so. a character with Trade will have a good eye for details. It is possible. as well as several unique items. They can open locks on doors.DEX A character with this skill can open perform an entire repertoire of illegal activities with speed and style.huge. Special maneuvers naturally require an advanced level of ability to pull off without wrecking the vehicle in question in the process. A successful skill check can be used to either set up. It can also be utilized to repair damaged vehicles to which the Systems skill doesn’t apply. many-month projects such as airships. handle items that increase raw skills. the amount of time spent tracking the item down and the final price are placed at the GM's discretion. Systems . failure will damage the system but usually allows the character enough leeway to attempt to repair the problem. A successful skill check can be used to locate a particular piece of equipment. Synthesize (Tinkering): Tinkers create accessories and relics. constructs. interrupt. or tamper with a system. forge important documents. land vehicles. and finally. things might be a little bit more difficult. This skill governs everything from motorcycles to Magitek armor to Airships.DEX This Skill enables a character to helm most vehicles with a reasonable degree of reliability. Lore: Relics is needed instead. or to haggle a price with a reluctant dealer. In addition. They may rummage through pockets undetected and snatch small valuables. they also have a bizarre assortment of gadgets and inventions at their disposal. treasure chests and anything else others consider worth securing. and can easily appraise items of mundane value to determine their true worth and authenticity. both granting beneficial effects and preventing unwanted ones. and computers. Vehicles . Some famous Artisans have crafted weapons of truly epic proportions.. given a few simple tools. Synthesize (Weaponsmithing): Every adventurer needs one. A similar test can also be made to locate merchants or shops in a town or city.INT A multipurpose skill which allows a character to work with complex mechanisms. and other large technological leaps. Trade . a little elbow grease and a successful skill check. Trade does not allow characters to discover the properties of magical items. and disarm – or set – traps of varying complexity and lethality. produces items which deal in status conditions. 73 . cheat at dice games. however.SPR A character with this skill knows her way around the art of buying cheap and selling high. and possibly most importantly. though in adverse conditions. including electrical wiring. Thievery . Synthesize (Tailoring): Tailoring is the Synthesis skill that covers Light Armor of all sorts.

y’know. that sort of thing. discussed below. Spending Destiny Destiny has a whopping six primary uses. Using Limit Breaks (3): Upon reaching level 5. GMs are encouraged to talk with their players before the game begins to discuss their three short-term goals as well as their lifelong one. and three are awarded for seeing the end of a lifelong dream (such as building the world’s first airship. which is nearly unrivaled in its ability to turn a combat around in favor of the PCs. whether it is to resist a deadly status effect. A character who spends valuable Destiny in order to keep the plot moving is the best sort of player a GM can hope for. though some GMs may rule otherwise. and the player doesn’t have enough Destiny saved up to Cheat Fate as described below and save their 74 . Dramatic Heroism. Members of the ‘Fighter’ Job class always receive an additional point for this due to their innate ability. awards each member of the party one point of Destiny. although some. The heroes can earn Destiny by gaining the Esper’s approval. One point is awarded for a small. or taking the throne). such as the Time Mage’s ‘Cosmic Standstill’. Moment of Glory (5): The character has been reduced to 0 HP or even killed. becoming a Chocobo knight. can have their effectiveness improved the more Destiny the player chooses to spend. Enhancing a Roll (1): A single point of Destiny will further allow a character to add an additional d6 to any roll of his choice. these mighty attacks can only be accessed when the character is near death. Defeating a Boss or End Boss awards each member of the party one – or more! – points of Destiny. Espers. Destiny Points are earned through a completion of a character’s goals. All characters generally begin play without any Destiny. and characters created at levels higher than first often already have Destiny ready for use. and when the character performs a dramatic (though not necessarily life-threatening) action. The watch-word here is ‘dramatic’ – this means disarming a city-leveling bomb at the four second mark. and if they like. characters can create signature attacks that can eventually become as powerful as a job’s Epic ability. as well. the standard ways to receive Destiny are as follows.Destiny “Your actions have meaning only if they hold true to your ideals. or smooth-talk a longstanding archenemy. this option may not be used more than once per round. obtained naturally at first level. Make sure that their contribution is remembered. discussed more in the next section of the book. Completing Goals allows individual characters to recover Destiny.” . even add more d6s one at a time until they achieve their desired result. or death is imminent. finding true love. Using Epic Abilities (3): Each Job has an ability. as described above. Earning Destiny Though some GMs may choose to alter these methods slightly. Epic Abilities usually cost three points of Destiny to use. By expending 3 Destiny when their character is at 25% or fewer Hit Points (but conscious!). are powerful spirit-creatures that may have taken an interest in the party. supporting an entire two-story house with nothing but muscle power while its on fire AND a party members rushes inside to save the trapped occupants….Ramza Beoulve Destiny Points are a metagame representation of a Character’s potential impact on the world. a player may use any Limit Break they know as a standard action on their turn. short-term goal. Regardless of how many Destiny Points the character possesses. maximize their accuracy. leaping a fifty-foot drop to catch a rope dangling from the side of a getaway vehicle. They can choose to do this after seeing the result of the roll. Able to turn near losses into clear victories. Players may spend as many points of Destiny as they like on a single roll to add more and more dice.

particularly for the unfortunate player now left scrambling for a replacement. The party Engineer looks up. The character is gone. an entity with strength rivaling – and derived from . the death of a leading character in a storyline can have major repercussions on the story as a whole. the character.the entire group of heroes. he uses the Time Bomb to rip open a portal in the space-time fabric. never to be seen again. and all types of damage. these are the scenes that will make a game memorable long after the fact. if engaged in a battle. a player can restore their deceased character to life or escape a situation which would otherwise kill the character outright. Moment of Glory can be used for just about anything. But the payoff is extraordinary . How the character manages to escape the reaper is left to the player to explain. This ‘resurrection’ will never be an immediate one. up to and including preventing the death of another PC by sacrificing yourself instead. all the character’s Destiny is consumed when Cheat Death is used. support spells. but has forever altered the story. a character may go out in one final blaze of glory. GMs might find Moment of Glory to be a frustrating mechanic as they see their carefully-laid plot disrupted. However. no saga is truly complete without at least one tragic demise or inspiring sacrifice. But the sacrifice will not be in vain – by expending 5 points of Destiny at any time. If caught in a certain-death situation. Summoning an Esper (Varies): As the characters progress in their adventure they may obtain the assistance of an otherworldly being known as an Esper. their survival will not be apparent until some time has passed – and the rest of the party has already given them up for dead. For example. defeated by a general who now looms over them.character. telling the GM in private by slipping a note or the like is the best way – it makes for far more dramatic play when the character reappears. no matter how many points they had saved up. the character will not revive until after the battle is over and won. and reveals one last invention – a ‘Time Bomb’ as he calls it. Summoning and Espers are discussed more on the following pages. and even several of the enemy airship’s into the void. any last desire they might have that then becomes canon in the game world. However. With at least 7 points of Destiny. the party could be sailing through the skies on an imperial airship. so long as the majority of players agree with the decision. After all. but we encourage them not to stifle their players’ creativity. Players are encouraged never to announce that they are Cheating Death – rather. Cheating death (7): Death is a fact of life in the worlds of Final Fantasy – after all. status effects. sucking the general. 75 . This is no easy feat – Espers require enormous amounts of effort to remain in this world. sending them both tumbling over the side and out into the air. A player who has used Moment of Glory can make a declaration. There.healing. The player then declares the Engineer finds the strength to stand and charges the general. draining the entire party of Destiny. in magnitudes that eventually surpass even the most advanced spells of the standard schools of magic. winks to his comrades.

in some ways Espers are their own beings – in other ways. Guardian Forces. each with their own divine guardian Summon. it may act as the protector for either the entire group or the single character. and a variety of other names across the worlds . Some games will see the heroes searching out the powers of the Espers on a journey known as a ‘Pilgrimage.are powerful dimensional spirits and allies that the party can call upon in times of great need. each character receives one point of Destiny. goal.also known as Espers. they might get their STR score from the party Fighter. a single character could shoulder the entire cost. to acting selfishly and only doing good deeds for payment. the game won’t be any easier or harder for the PCs no matter if they start with a patron Esper at their side or never once befriend one. and costs two points of Destiny per character in the party.’ where their mettle will be tested in dangerous and sometimes even horrifying ways. This is a combined total that can be paid by anyone. goals. a cause. in that Summoning is often a group decision made by (and paid for by) the entire party. For example. or ideal that it hopes the characters will pursue. and so on. Summoning the Esper requires takes a full round by each and every member of the group. they are physical manifestations of the party’s outlook. This might be anything from protecting the places of the wild. Whenever the party as a whole acts in accordance with the Summon’s goals. Eidolons. Aeons. Party Esper Espers that have taken the entire party under their watchful eye are called Party Espers. Avatars. In fact. Thus. Groups who have goals that agree with an Esper’s Devotion will ultimately have a far better ‘working relationship’ with their celestial guardians. and strengths. Fayth. They function unlike every other ability in the game. but their INT score from the party Black Mage. The Summoned creature has attribute scores equal to the highest score in the party. This is a completely stand-alone system. Some games will see the characters as heirs of a great power in their own right. Once the party acquires the assistance of a Summon in whatever manner.Sazh Katzroy Summoned Beasts . Scions. A wellbalanced party will produce a well-balanced Esper. Their powers might unite a group of heroes – or divide it. Each Summon has a Devotion. a four character party would have to pay 8 Destiny to summon the Esper. The differences are outlined in more detail below. How Summons appear in each game is ultimately up to the GM.Summoning “Old man’s still got it!” . or each character could each ‘chip in’ a few points. 76 .

such as an attempt to intimidate or coerce. was summoned by a Blue Mage with only 100 maximum hp. The Esper can stay on the battlefield for up to three rounds before automatically being dismissed. 77 . When characters are temporarily removed from combat while an Esper joins the fray. and cannot receive the effects of Haste.When the Esper is summoned the party simply vanishes and is completely untargetable by everyone except the Esper. and have a hit point total equal to the highest Maximum HP character who helped summon them. The Esper uses only the single character’s attribute scores to calculate HP and damage. When the Esper is summoned to fight alongside the rest of the party. Individual Esper Some Espers ‘belong’ to only one character. One PC might have the Esper attack enemies with a series of quick sword cuts. each player takes turns controlling the Summon. Summoning the Esper is a Standard action that costs three points of Destiny. Summons all have the inherent ability Impervious. only the character who summoned it vanishes. and all status conditions inflicted continue to take effect. So if Yojimbo. and all of their spells are cast as Standard actions that do not cost MP. cannot have their equipment targeted or broken. As such. the party of four members grants it four actions each round. cannot be swayed or affected by skills of any sort. The Summon gets one action per round. picking one action for it to perform in any order they desire. there are some characteristics that never change. at which point they will resume taking effect. per party member. or if the characters choose to send it away. An Esper can be dismissed sooner than this if the battle ends. while another has the Esper cast Protect on his character. On the heroes’ turn. become active targets for damage and attacks. if it loses all of its HP. they alone receive one point of Destiny. Once an Esper is dismissed. their level is treated as being 30. such as an elemental weakness or an AutoStatus. They can be damaged and attacked like another other creature. An Esper may act immediately upon being Summoned. temporarily replaced by the being they have called into the world. Yojimbo would enter the battlefield with 300. do not take falling damage. multiplied by the Summon’s Rank. Their ARM and MARM scores are always 0. Thus. the summoners rejoin battle. making them immune to all negative status effects unless otherwise specified (Anima is always affected by Zombie. Players may not choose to use their own Job Abilities or spells while the Esper is active. however. a Rank 3 Esper. Whenever that individual acts according to the Summon’s Devotion. They also cannot be affected by Knockback or Disarm. any Status Conditions they may have had (such as Poison) will have their durations suspended until the summoning ends. Many Espers have inherent support abilities. for example). The summoner becomes completely untargetable by everyone except the Esper until the summoning ends. No matter whether the Summon associates itself with the entire group or a single character. any inherent effects the characters may have had on his or her equipment do not apply to the Esper.

charming her enemies and serenading her allies. Ifrit: A savage demonic warrior who brings with him the remorseless fires of hell. Phantom: A long-deceased paladin. Rank One Summons Bismarck: A noble white whale and protector of the deep. the Esper automatically uses one final. Pandemonium: The manifestation of the scorching wind that blows through hell itself. Rank Two Summons Catoblepas: A repugnant cycloptic beast that can turn enemies to stone with a glance. Odin: Destruction and nihilism incarnate. reunited for one final battle. manifesting as a familiar and comforting sight. able to rise from the ashes when killed.At the end of the third turn. Carbuncle: A bejeweled creature capable of reflecting magical attacks. Cerberus: The watchdog of the underworld. Chocobo: A spirit of travel and adventure. Leviathan: A massive sea serpent that effortlessly controls water and rules all who dwell in the oceans. Atomos: A mindless mile-high mouth containing a portal to another dimension. Diabolos: A dream-devil with powers over gravity and darkness. Sylph: Mischievous fae that favor those who protect the wild places of the world. Tritoch: Using three elemental types. Rank Five Summons Alexander: A living castle capable of lighting up the night sky with the power of Holy. who uses raw might to aid the party. Bahamut: The god of all dragons. Upon using the Astral Flow. Phoenix: A fiery bird whose tears are said to cure the wounded. Maduin: An authoritative humanoid Esper who wields enormously powerful black magic. Siren: A beautiful songstress and temptress. capable of altering entire landscapes with their destructive and restorative properties. now in convenient pocket-size. Seraph: An angel descended from the heavens to watch over the party. armed with a powerful obsidian blade. Rank Four Summons Anima: The chained aspect of death. huh? Fenrir: The father of all great beasts. These attacks are of immense power. triple-headed entity who has been known to favor enemies as often as the party. prepared to fight to the death alongside the party. Espers are fickle and unknowable entities. you can find the fully-detailed versions of each Summon in Chapter VIII. now a disembodied force of righteousness. who has taken on the world’s suffering and pain. Knights of the Round: Knights from legend. who grows in power with the phases of the moon. A brief description of each of the standard Espers follows. the rainbow dragon gains power by absorbing his own attacks. Titan: A ponderous guardian of earth. 78 . Doomtrain: A spectral train which carries the deceased to their final resting place. Valefor: A dignified avian that honors those who show courage. Salamander: The living embodiment of flame and destruction. There sure are a lot of three-headed Rank 3 summons. Though they aren't exactly magic. powerful ability known as an Astral Flow if it still has HP remaining. the Esper immediately departs and the summoning ends. self-sacrifice and perseverance. Ramuh: An ageless wizard who commands the storm and the skies with effortlessness. and Espers specifically granted by the GM (as opposed to the Grand Summoner or Eidolon job abilities) can choose to leave for good at any time. Rank Three Summons Asura: A fickle. Yojimbo: A samurai spirit that fights only to line his own pockets with gil. Shiva: A blue-skinned goddess of ice and snow.

In smaller towns. incorporating separate forges and workshops beneath the premises.CHAPTER V: EQUIPMENT "Hmph. A good portion of these stores manufacture their inventory inhouse.Balthier Mid Bunansa The 500 Gil characters receive during character generation are only the tip of the iceberg.in accordance to the demands of scarcity and prosperity.and beyond. it is not uncommon to find skilled metalworkers attached to the store's premises. a gil is a gil is a gil . Prices do. Sample types characters may run into over the course of their adventures include: Weapon Stores stock weapons of all types. however. specialized stores exist for nearly every form of merchandise imaginable . Where such changes take place. it had best have a change of wardrobe. while these may be known by particular names within that country. before long. Currency The Gil (G) is the standard currency of the Final Fantasy universe. mind you. Store Types No matter where you are in the world.indeed. replacing the scarcer material with more common metals such as bronze and silver. at the end of the day. small traders and traveling merchants will be more than happy to do business with anyone able to afford their goods. Barring inflation. As with Weapon Stores. Paper bills are also increasing in popularity as an easily-concealable alternative to the bulky. the name 'gil' itself plays on this tradition. Countries and nations tend to mint their own individual gil currency. imagine a single gil as a single real-world dollar – they amount to roughly the same. what IS the going rate for rescuing Princesses these days? Food would be a good start -the good stuff. from Light cloth robes to Heavy plate and shields." . traditionally.lightweight. I daresay I've soiled my cuffs. while 100. This chapter covers the most essential portions of an adventurer's gear.000 gil is the going rate for a well-appointed beachfront house. When in doubt. however. The latter is due to the gil's composition. easy to spend. Changing times and growing populations may force governments to 'water down' the currency. from the humblest longsword to the finest Genji Armor .and even from region to region . a General Store may also stock a limited selection of basic Weapons and Armor if no other stores in the area sell them. 79 . a single gil piece is pocket change. they usually do so on a worldwide scale. If a dungeon's waiting for us at the end of the night.even in the remotest regions. often inconvenient coins. and readily accepted the world over. producing goods for sale. selling recovery and support Items as well as miscellaneous equipment. ensuring a continued and universal acceptance for the currency. they'll have the money to set about seriously arming and armoring themselves against the dangers which await them in their travels. a gil piece is made of pure gold . General Stores service the population at large. 10 gil buys a meal for one or a ride on a Chocobo. fluctuate wildly from world to world . Incidentally. Armor Stores cover Armor of every type.

bazaar goods can save players some coin. Auction Houses are the preferred haunts of the noble and well-to-do. the very best items take a little more effort to obtain . assuming they're careful enough to avoid the scams – that 'bag of ten dusty bottles with illegible labels' retailing for 50gil could be a budgetpriced pack of potions. Rare gear is uncommon but not one-of a kind. Bazaars are stores with a twist – you never know quite what you're going to get. For example. Broken equipment cannot be sold. they will get a number of purchase options. provided it was still in good condition at the time. they may wish to sell their older gear to merchants. each given a description rather than a firm name. They allow selected members of the public to bid on a variety of rarities and antiquities. bazaars offer a wide range of strange and unusual goods.at the GM's discretion. or simple colored water.or any number of other factors . Generally only found in larger cities. make a successful Trade roll with the appropriate modifiers. ranging from genuine rarities and powerful artifacts to the buffed-up junk sold by unscrupulous con men looking to make a quick Gil. and enjoy near-mythical (or notorious) status. Rare and Legendary Equipment While most of a player's equipment will end up coming from over-the-counter sales.Relic Stores tend to be rarer fixtures in settlements. monster-haunted ruins. a dagger purchased for 3000g would only be worth a maximum of 1500g if sold. making it difficult for rough-and-tumble adventurers to get in without the right connections. A Tier 3 bow found in a town bazaar might be described as 'a well-polished ancient crossbow. Auction house items can easily be the start of a great adventure or change the course of the current one.' while a normal Arcane weapon may be called 'an iron-shod stick made of durable wood. rounding down.' There are generally only three ways to positively identify a good: buy it. including Accessories of all shapes and sizes. Because the GM decides what's on offer. 80 . and are obviously not easy to acquire. Such equipment is powerful enough to change the course of an entire campaign. Selling Equipment As characters upgrade to better equipment. Even then. ordinary equipment and items are unlikely to end up on the auction block – what's up for grabs tends to run the gamut from useless bric-abrac like model airships and collectible porcelain to dungeon keys and artifacts of mystic significance. it can be difficult to achieve the right balance between money-wasters and genuinely good buys – aim for unpredictability. players don't come to a bazaar with a shopping list – rather. Unlike normal shops. but they’re rarely found outside of major cities. most of their stock comes from items recovered by adventurers and explorers.. As the name implies. shining like the sun. Generally speaking. or find some way to get the truth out of the bazaar proprietor – assuming even he knows the item’s true worth. but there are certain items in the universe that are denoted as Legendary gear. So why bother with bazaars? Not only do they hide some amazing pieces of gear.the kind of effort that typically involves going toe-to-toe with demon lords or traversing ancient. but let the players score some bargains if they play their cards right. they deal in curios and unusual items. These will typically pay around 50% of the listed price for items. though this may be adjusted for wear and tear . turn the heroes into mortal gods.. access isn't a given – some houses may only cater to the upper classes.

but attacks dealt in this way only deal half damage. such as most mages. The most common Arcane weapon is a stave. Arcane weapons have been crafted for the magically-inclined in mind. Arcane – The first category of weapons is also the most diverse. all Arcane Weapons possess the special property ‘Imbued. any character may only carry a combined total of 10 items in their inventory. only one spell will be cast upon a critical hit. If the weapon also has the ‘Spell Effect’ weapon property. However. the character must drop or sell some of their equipment before they are able to take on more.’ allowing the user to treat the weapon as though it was a Piercing weapon on one attack per session. Armor. such items are said to be ‘equipped’. Right Hand. Piercing weapons completely ignore their foe’s ARM rating. Quite a few experienced heroes have even come to think of their blades as extensions of their own bodies. foot-long steel claws. but still holds some importance. Standard Brawl weapons possess the ‘Counterattack’ special property. anything that does not have a price tag as such. a lucky coin or talisman. Brawl . the keen edge and versatility of these weapons go a long way to accounting for their popularity. gauntlets. a necklace or locket given to them from a loved one. Regardless of a character’s strength. but rarely do any two look the same. Blade . known as ‘Improbable Weapons’ from here on out. a character cannot counterattack a counterattack. possess the ‘Fragile’ special property. whenever a character scores a critical hit when dealing damage with an Arcane weapon. Magitek cannons to magical paintbrushes. Brawl weapons run the gamut from improvised tools grabbed as a last resort to weapons designed for hand-to-hand combat. they may choose to strike back with a Counterattack at the enemy that struck the blow. for no MP cost. While Blades come in many shapes and sizes. but this category includes everything from musical instruments to oversized bells.a signet ring passed down from generation to generation.in the FFd6. a padded leather glove.Whether a simple unarmed strike. they may also cast any Tier 4 or lower spell they know. They possess the special property ‘Piercing Strike. from living dolls to floating energy crystals. and a counterattack cannot be a Limit Break.Carrying Equipment In order to simplify the process of carrying equipment. in short. or a heavy chair smashed over your opponent’s head. They are best used by characters who prefer brains over brawn. Instantly.The weapon of choice for adventurers everywhere. boots and other item. headgear. Beyond the equipment purchased during character creation. once the limit has been reached. they break after only one strike. and allow the character to benefit from any and all properties they offer. Regardless of how they look. from the humble longsword to the elegant rapier.’ A Character can substitute his INT or SPR score for his STR score when dealing damage with an Arcane Weapon. Arms and Armor The categories of weapons in the world are as follows. or an expertly-crafted katana to the wickedlooking scythe. Randomly-grabbed makeshift weapons. Such items do not occupy positions within a character’s limited inventory. is known as a character’s Inventory. pendants. These slots are: Left Hand. and Accessory. 81 . Once per session when the character is dealt damage by an opponent within Short Range. not multiple. bags and backpack. all characters have four basic Equipment 'slots' which can be filled by various items over the course of the game . Although redundant. Accessory is a catchall category for the enchanted rings. ancient tomes to tribal drums. a character may have a few items of purely sentimental or personal value -. a lightweight wood or metal pole that doubles as a walking stick. A character can equip only one Accessory at a time to receive the benefits of it. All other items which a character may have stocked in his or her pockets.

or a Blade and a Ranged weapon. A character who does not have access to the weapon category they are trying to use CAN still swing the weapon. If he wanted to dual-wield the polearm and his new dagger. critical hits and limit breaks while dual-wielding calculate their damage using the lowest Tier weapon currently equipped – thus.The basic principle behind the Reach weapon is to gain an advantage over one’s opponent by keeping distance between the two of you -. Their weight requires considerable effort on the wielder’s part. making them nearly impossible to spot when hidden even with very high levels of Awareness. Huge . They suffer a -4 penalty to accuracy when using a weapon category their job is untrained in. Although he can still equip the weapon. hefty engineering wrenches and more. For example. but the results can be devastating. Huge weapons are renowned for their ability to disrupt and annihilate pure spellcasters.Spears. two-handed axes. the constant money sink of dual-wielding is the primary trade-off for incredible accuracy and consistently more damage. Concealed. They require precision instead of raw power. thrown needles or a deck of sharp-edged playing cards. Finally. it is not a weapon category itself. and everything in between. They also possess the special property ‘Sneak Attack. provided a Shield is not equipped. and do not gain access to any of the special properties the weapons offer.The ultimate representation of the physically powerful warrior. and can attack foes at Long Range for a -4 penalty to attack rolls. Ranged. lances. sledges. the accuracy penalty might outweigh the bonuses. Ranged weapons include bows. A character playing as a Ninja could therefore equip two Blades. years of training are required to use Huge Weapons with any degree of finesse or elegance. Finally. Ranged weapons require their share of patience to master. she may use all of the magical properties of both of his weapons in a single attack roll. heavy chains and umbrellas are all prime examples of this type of weapon. the wielder of a Huge Weapon may choose deal half damage instead and perform a Short Range knockback on his target. Ranged weapons do not suffer any penalties for attacking flying targets. a Ninja has the following weapon skills. In practice. juggling balls and oversized shruiken. Two Weapons . In addition. Concealed weapons can be easily secreted up a sleeve or underneath a cloak to give the wielder an unexpected edge in combat. they have the aptly-named weapon property ‘Distance’ which allows the character to attack enemies up to a Medium Range without penalty. it represents the specialized training needed for a character to fight with more than one weapon at a time.This very rare weapon skill is unlike the others. Blade.’ able to send his foes flying.Concealed – Often represented by daggers. After making a successful attack. he would suffer a -8 penalty to attack rolls. pikes. Brawl. Concealed weapons calculate damage with the DEX attribute instead of the wielder’s STR. 82 . For example. Tumbleweed the Entertainer finds a powerful polearm. Whenever the character makes an attack action with two weapons equipped. but a good marksman’s ability to deal damage from a distance can prove invaluable in many situations.’ Reach weapons cause critical hits on attack rolls that result on a dice result of 11-12 instead of just the standard 12. and can be rerolled once if the attack is a miss. Rather. but isn’t proficient with Reach weapons. this means a character may equip a weapon in each hand. Huge weapons might include buster swords. guns. and thus use the user's DEX instead of STR to calculate damage. whips. and this includes Two Weapons. and Two Weapons. Thus. heavy bludgeoning mallets. and so forth and so on.’ the first attack each combat by a character wielding a Concealed Weapon does one additional damage step. They possess the special property ‘Heavy Swing. They possess a special property known as ‘Critical Attack. however. Reach . Ranged – Specializing in attacking enemies from a distance. Concealed weapons are generally rather small. the character may reroll one dice.

Almost all weapons – with the exceptions of Ranged and Concealed – use STR for their damage-modifying attribute. a character could not have Humanoid Killer multiple times to do enormous damage to humanoid enemies.thus. +2 DEX) Requires Tier 2 The item increases the indicated Attribute by +2 as long as it remains equipped . he may only cast one of the two spells on a critical hit. and be extremely rare in smaller towns. The following charts show what you can expect to pay for weapons of each tier. This ability can be added multiple times. Auto-Haste) Requires Tier 2/6 The item adds the indicated Status Condition to the character using it at all times. This ability can be added multiple times. The Difficulty (and Creation Type) listed is the difficulty of the Synthesis check required to make the item at 50% normal cost. Tier 1 2 3 4 5 6 7 8 Cost 100g 500g 1200g 3500g 7000g 15000g 30000g N/A Creation Type Weaponsmith Weaponsmith Weaponsmith Weaponsmith Weaponsmith Weaponsmith Weaponsmith N/A Difficulty 10 11 12 14 16 17 18 N/A Damage Dealt (Attribute x 1) + 2d6 (Attribute x 2) + 2d6 (Attribute x 3) + 2d6 (Attribute x 4) + 2d6 (Attribute x 5) + 2d6 (Attribute x 6) + 2d6 (Attribute x 7) + 2d6 (Attribute x 8) + 2d6 Additional Abilities Only standard weapon properties One additional equipment ability One additional equipment ability One additional equipment ability Two additional equipment abilities Two additional equipment abilities Three additional equipment abilities Eight additional equipment abilities Equipment Abilities The following list describes all Equipment Abilities that can be chosen for a weapon purchase (and can sometimes be found on Armor. Characters cannot have the effect of Auto-Curse on equipment. The exception to this is Auto-Life. Attribute/Skill Bonus (example. and a Tier 6 weapon is required for Positive status effects. A Tier 2 weapon is required for Negative status effects. 83 .) Note that weapon properties cannot ‘stack’ unless explicitly stated – for example. if a character is dual-wielding and each weapon has the Spell Effect property. as well as their damage and how many special abilities (which are listed further down the page) come with different Tiers of each weapon. which cancels as normal if used to resurrect the character and will not be re-added for the remainder of a battle. Auto-[Status] (example.Buying and Building Weapons Though the actual cost of swords and staves vary from place to place across the globe. Status Conditions added in this manner cannot be removed through the use of Spells or Abilities such as Dispel. with a different Auto-Status each time. most stores have a rough price standard to which they adhere. Likewise. Alchemy Requires Tier 2 A weapon with this effect causes healing items used by the wielder to have double normal effect. Alternatively. it can provide a +2 to any single skill roll. Obviously higher tiers of weapons will cost more. not MP or restore statuses. be harder to create with the Synthesis skill. This only increases the effectiveness of items that restore HP. a character with STR 14 using a +2 STR weapon would have an effective STR of 16.

Characters with access to multiple different Elemental Strikes – from job abilities. for example – choose one of the elements whenever they make an attack roll. or Holy. [Element] Enhancer (example. no spell or attack can break them. Wind. Follow-Through Requires Tier 4 On a successful Critical Hit. A Tier 2 or better weapon can be attuned to most of the elemental types. This ability can be added multiple times. Wind. Fire Ward) Requires Tier 2/4 Wearing this piece of equipment confers the character Resistance to the indicated Element.Break Damage Limit Requires Tier 8 This ability is only to be found on Artifact-level weapons. Earth and Water can be negated with Tier 4 or better gear. such items CAN be destroyed. or on a second target within Short Range of the first. whether the damage be magical or physical (or both!) in nature. Ice. Tier 7 equipment is required for Holy or Shadow Proof. in the case of Holy Enhancer. No forge can reshape them. Fire. but Holy or Shadow weapons require a Tier 5 or better piece of equipment. Earth. Follow Through will not activate again if this second attack is a Critical Hit. Characters cannot combine Element Enhancer and Element Strike for powerful basic attacks. and all damage dealt by the attack is of that elemental type. Thunder. In some rare cases. Shadow or Holy Enhancer-type weapons require the base equipment to be Tier 5. Water. Fire Strike) Requires Tier 2/5 The weapon has an affinity to one of the eight Elements: Fire. dramatically raising the power of all attacks associated with that element.ARM damage. Undead opponents reverse this ability. Note that all Legendary equipment must have this property. [Element] Strike (example. but the means to do so are usually campaign-based. this also allows recovery spells to restore an additional 50% HP instead. A Tier 4 weapon is required to obtain Resistance to Holy or Shadow. with a different elemental immunity each time. Lightning. Indestructible Requires Tier 3 Weapons and Armor with this ability cannot be destroyed with normal means. with a different Elemental resistance each time. It allows the wielder of such a weapon to do more than 999 damage in a single round. This ability can be added multiple times. Any Job Ability or Spell which deals elemental damage belonging to the type enhanced by the item inflicts an additional 50% damage. every successful Attack with this weapon restores the wielder's Hit Points by an amount equivalent to 50% of the damage inflicted by the Attack after modifying for Armor. Fire Enhancer) Requires Tier 3/5 The item is sympathetic to a particular kind of elemental energy. 84 . [Element] Ward (example. causing the character to suffer 50% of the damage dealt as M. Fire Proof) Requires Tier 4/7 Such equipment provides total Immunity to a single element. HP Drain Requires Tier 5 In addition to dealing damage. Limit Breaks do not activate Follow Through. Ice. the wielder may make another immediate attack action on the original target. not Tier 3. [Element] Proof (example. Shadow.

MP Drain Requires Tier 5 In addition to dealing damage. with a different SOSStatus each time. whether magical or physical in nature. as though they had the Limit Breaker job ability. Precision Requires Tier 7 The item is both supernaturally accurate and also grants its wielder a sixth sense when it comes to avoiding attacks. each successful Attack made with this weapon inflicts 50% damage to the target's HP and 50% to its MP. with a different Monster Killer each time. Overdrive Requires Tier 6 It is said that this weapon is tied to its wielder's spirit. SOS-[Status] (example. the wielder gains back an amount of HP and MP equal to the amount of damage done in the same round. Aerial Eater) Requires Tier 2 Whenever a character equipping a weapon with this ability slays a monster of the appropriate type. 85 . The target's ARM rating is ignored when calculating damage from a weapon with Piercing. every successful Attack with this weapon restores the wielder's Magic Points by an amount equivalent to 50% of the damage inflicted by the Attack. Undead Killer) Requires Tier 3 The weapon is designed to assist with not-so-natural selection.’ MP Damage Requires Tier 2 Rather than doing normal damage. When using this weapon. and a bonus to his EVA equal to half his INT or SPR rating. If the target does not have an MP score. All damage done to creatures of the appropriate type is increased to 200%. rounded up. This ability can be added multiple times. as normal. The wielder of such a weapon receives a bonus to ACC equal to half his DEX or SPR rating. also rounded up. and that the color and capabilities of the blade will shift to reflect the heart and mind of a strong-willed fighter. they will only be cancelled if the character's current Hit Points are raised beyond 25% of their maximum value or the battle ends. Piercing Requires Tier 4 This weapon is designed to pierce defenses both natural and man-made. Status Conditions added in this manner cannot be removed through the use of Spells or Abilities such as Dispel. [Monster] Killer (example. a character may utilize Limit Breaks at 50% or less health. and Tier 3 weapons are required for Positive status effects. which cancels as normal if used to resurrect the character and will not be re-added for the remainder of that battle. If the target has an MP score. This ability can be added multiple times. then this weapon property also reduces the foe’s MP by the same amount that was ‘drained. SOS-Reflect) Requires Tier 2/3 The item adds the indicated Status Condition to the character using it if they are reduced to 25% of their maximum Hit Points during the course of a battle. Tier 2 weapons are required for negative status effects. then this weapon property is ignored and all combat damage is dealt to HP. with a different Monster Eater each time. [Monster] Eater (example. This ability can be added multiple times. The exception to this is SOS-Auto-Life.

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

86

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Genji Blade
Tier 7 Blade, Special Ability

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

Years of gambling, shuffling cards and rolling dice have paid off, and the owner of a Blackjack finds himself able to better put his foes to the ground without ever once drawing his firearm. With the Blackjack equipped, a Gambler finds that lady luck seems to smile on his endeavors far more often. Once per session, a Gambler can use his Jinx ability as an Instant action, even if he has no Bad Luck and hasn’t rolled a Critical Hit. Valiant
Tier 5 Ranged, SOS-Protect, Special Ability

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

Ironside
Tier 3 Huge, Special Ability

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Soul Saber
Tier 4 Blade, Special Ability

Ancient Sword
Tier 6 Blade, Petrify Proof, Petrify Touch

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

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

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

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

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Shadow Enhancer. they often possess special abilities that put Tier 7 weapons to shame. Beast Killer. In the aftermath. Plant Killer. once per game session with no associated Destiny cost. rather. Upon their victory he crafted this weapon from one of the claws of the fallen devil. Special Property While the origins of many legendary weapons are shrouded in mystery. it acts as a Tier 1 weapon with only the ‘Indestructible’ property. In the hands of anyone other than the weapon’s true owner. the story of Apocalypse is surprisingly simplistic. Furthermore. once a weapon ‘finds’ an owner. Among its other properties. Shadow Strike. SOSBerserk. BABY!" . the wielder of the Deathbringer residence atop the throne of the demon the four heroes had battled against so bravely. The demons and monstrosities that did not bow to him were crushed mercilessly. It was designed as a weapon to be used in the war between Ancients and Espers. it cannot be wielded by anyone else unless the current user passes away. A partial list of Legendary weapons follows below. Deathbringer Tier 8 Huge Indestructible. Break Damage Limit. Immunity to Shadow. Break Damage Limit. spoken in hushed voices and whispered terrors. The wielder of this blade is immune to all damage from all eight elemental types. this cold steel bow was destroyed in combat and its pieces were recovered from the battlefield. As the dwarves had forged the weapon. Apocalypse Tier 8 Blade Indestructible. as though it possessed all eight [Element]-Proof properties. the Artemis Bow allows the user to use the Ranger’s epic ability. Artemis Bow Tier 8 Ranged Indestructible. The legends tell of one of the legendary Heroes in ages past that took up arms against a great demon. Spell Effect: Death Many legends surround this ominous scythe.Legendary Weapons "WHOO! HERE WE GO.Zell Dincht Legendary weapons are the pinnacle of power when it comes to heroic armaments. it was concluded that only they could repair it. Whether or not they succeeded is the stuff of legends. and told and retold by the Galkan Talekeepers. these weapons have stories and histories of their own. Apocalypse’s owner deals 200% damage to Espers and summoned creatures with all spells and attacks. +4 DEX. all Legendary Weapons have a few additional perks. Sharpshot. capable of defeating both sides should the need arise. the river of death itself. What Apocalypse lacks in sheer destructive power it more than makes up for with its unparalleled magical defenses. In addition to the listed properties. Special Ability Named after the goddess of the hunt. tempered in hellfire and cooled it in the waters of the Styx. and often serve as the focal point for high-level quests. and he ruled with fear. the character who owns the weapon can cause it to instantly appear in their hands as a Standard action. First. Players should never stumble across Legendary Weapons in dusty treasure chests or abandoned storerooms. later returned to the dwarven stronghold deep within the center of the earth. no matter the distance. or chooses to willingly give it to another owner. Break Damage Limit. When the war ended – presumably to the satisfaction of Apocalypse’s wielder – it was sealed away deep underground until such time as either side attempted to seize power once again. HP Drain. Spell Effect: Angel Snack. Furthermore. Some legends say that the Deathbringer brought the surrounding area into an unending darkness as it absorbed 91 .

citing its immense power and ability to bring much good into the world. Stun Touch. however. +4 DEX. innocent and unarmored and with eyes unprepared to see the world pass away. MP Drain. 92 . they grow silent. the damage is increased to 300% on Undead foes instead of the usual 200%. Earth Strike. Break Damage Limit.” Unlike all other weapons. the wielder of this living weapon was one of the few heroes left standing. Special Ability Many legendary weapons have been carried into battle in ages long past. In addition. one of the evil man’s former friends who came to find him. Secondly. the monks say.the very light from its surroundings. +4 STR. but the battle that rocked the demon’s citadel for two days and nights is spoken of often. Whatever they may have spoke of matters little and is known by none. First. and tendrils of black shadow began to encroach the nearby lands. if applicable). Holy Enhancer. barely alive and unarmed. Auto-Protect. Overdrive Monks of great age and wisdom speak freely about this weapon. stories say that it was first used by a dusty-haired youth. Folklore states that the Deathbringer and Excalibur lie together in the heart of the obsidian citadel. and the other. Auto-Protect. so the legends say. Spell Effect: Holy. Death Penalty Tier 8 Ranged Indestructible. Humanoid Killer Death Penalty has changed hands many times over the years. year after year. But these are. Auto-Haste. Genesis Tier 8 Arcane Indestructible. of course. Break Damage Limit. Excalibur Tier 8 Sword Indestructible. merely legends. and passed away in peace. The ending to this ill-omened tale has become little more than a children’s bedtime story. Follow Through. It resurfaces in history every few millennia to perform some great – or depraved – mission.when the dust settled. even in the arctic winds. How it came to be is unknown. whenever a Geomancer using this weapon uses a Maelstrom Geotrance ability. The Excalibur glows with divine radiance. Break Damage Limit. and then sinks back into folklore and obscurity. Finally. She was put to rest years later in an oasis of flowers nestled in the frozen peaks. insisting only that “there is much we do not know. when a Paladin uses the Holy Circle job ability. preventing them from taking damage from adverse terrain conditions and allowing them to increase their ACC and EVA dramatically. Triple Critical. and the wielder cannot be affected by Disarm or Knockback abilities. Final Heaven will find you – if you are truly worthy to bear its burden. the wielder of Genesis receives the effects of Auto-Regen and Auto-Protect whenever they are in direct sunlight. Triple Critical. Parents tell of the White Knight. Auto-Haste. they instantly regain 50% of their total HP (and MP. In the end. one emanating perpetual light. the blade of the gods themselves. Little is known about this weapon save for its reputation to live up to its namesake. forever devouring it. they automatically receive the effects of the Geomancer job ability Primal Might. Final Heaven Tier 8 Brawl Indestructible. This weapon has a number of special properties. Break Damage Limit. but none so hallowed or oftspoken of as the Excalibur. When questioned about prior owners. Special Ability Genesis was carried into battle by a geomancer in a war ages past . the white knight emerged. Most believe this weapon was buried with her…and that the flowers atop her grave continue to bloom. carrying only a sword forged from an unknown metal and pulsing with white-hot light.

It is possible for the Masamune to be destroyed in only one fashion – a truly legendary Samurai could. Spell Effect: Flare. who takes great enjoyment from devouring and slaughtering those that seek it out. Nirvana has the Special Ability ‘One MP Cost’. deep in the center of the earth. It currently sits in the Halls of Legend in the dwarven stronghold. Overdrive. It was last wielded by a man whose peaceful wishes often went against the sword’s corrupt nature. Finally. Dragon Eater. Nirvana Tier 8 Arcane Indestructible. Ragnarok Tier 8 Huge Indestructible. 93 . this sword is bloodthirsty to the point that once drawn. Special Ability Nirvana increases the damage dealt with every sort of magical spell and effect under the sun by 50%. reducing the MP cost of all Black. Most importantly. Piercing. Special Ability Another dwarf-forged weapon. HP Drain. the effects of Dragon Killer remain on the Dragoon until the end of combat. When a Dragoon wielding Gungnir uses Ancient Circle. Ragnarok forcefully betrayed it’s master. Break Damage Limit. Magic Enhancer. Special Ability The Masamune is currently in the treasure trove of the great Wyrm. Finally. in theory. including non-elemental effects such as most Time Magic or the Ultima spell. Whether it be a Thief using Master Thief or an enemy’s special maneuver. The sword’s bloodthirst sated for a time. Masamune Tier 8 Blade Indestructible. they have long hailed Gungnir as their finest work. Break Damage Limit. Triple Critical. and a Samurai who wields this blade can perform truly incredible feats.. Humanoid Eater. Rank 5 spells are unchanged. In addition. anyone wielding Gungnir is unaffected when foes utilize EVA-increasing abilities – the weapon has the uncanny ability to almost always strike its mark. Break Damage Limit. and many who study the magical arts philosophize that this could cause localized devastation – or beneficial forces – the like of which the world has never seen. causing the blade to shatter. Precision. the only one in existence. the maximum allowed. Overdrive. Triple Critical. Follow-Through According to legend. this can be combined with the Haste spell to allow a single character three standard actions every round. Break Damage Limit. Despite such claims. all friendly Summons Rank 3 or lower deal 200% damage at all times when a character has obtained the Nirvana. Shinryu. the Ragnarok is still one of the most-sought of all legendary weapons. you may always treat opponents as if their EVA stat did not increase from these effects. Anyone who uses the Masamune automatically receives one additional Standard action every round. Spell Effect: Barrier. Humanoid Killer. Piercing. Draw Out the Kami who lives within it.Gungnir Tier 8 Reach Indestructible. causing the man to draw his own blood and tumble into the sea. the raw energy unleashed from such an attack would have no equal. and all Espers – no matter their Rank . However. it sits deep in the bottom of the ocean and has not been seen since. it cannot be returned to its scabbard without having first drawn blood. The spirit within the Masamune is a Holy Kami.also gain the Break Damage Limit ability. although they fade from all affected party members after several rounds. as normal. White and Blue spells of Rank 4 and lower to merely one point of MP. It practically pulses with energy when held by any casting Job.

Ultima Weapon Tier 8 Blade ???????????? You will notice that this weapon’s abilities were intentionally left blank. Follow Through. It now sits on display at a coliseum and waits to be given to one who proves themselves as the grand master. be-all of any campaign. The ties this sword possesses with the monster of the same name should be determined as well by the GM. Auto-Life. Upon equipping this weapon. +4 DEX. In addition to its regular abilities. Perhaps it allows the wielder to reshape reality at a whim. Special Ability Only six inches in length. the user may utilize the Paladin's ability Cover at will. It was found by a wandering merchant and sold.Save The Queen Tier 8 Concealed Indestructible. smaller than most daggers. Break Damage Limit. Triple Critical. and its properties should be left decided by the GM. Break Damage Limit. Created entirely out of a single piece of Orichalum. or sever the very lifestream itself. Stop Proof. Wind Strike.’ this weapon has never been wielded. having exchanged hands many times since then. Save the Queen is by far one of the most delicate weapon to ever demonstrate usefulness in combat – as well as one of the most powerful. +4 DEX. 94 . Special Ability Sometimes referred to as ‘The Tempest. the current whereabouts and former owners of this weapon are completely unknown. This is because the Ultima Weapon is simply that. the end-all. Zanmato Tier 8 Concealed Indestructible. Precision. a character with the Ninja job ability ‘Shatter Weapon’ can now also use that ability as an Instant action. this weapon is intended to be used as a plot device – it would be unlikely that its abilities are chosen exclusively from the standard list. However.

rogues. However. store-bought armor. traitors. Armor can look like anything the character wishes regardless of the given name. as well as their estimated prices. barely covering a scantily-clad female villain. In the heat of battle. and just…well…. Simply swap out the listed effect for another Tierappropriate one if you’d like to customize/synthesize. and allows for rapid movement. even the most skilled fighters or demure mages will find themselves taking the odd hit. we’d give you a break and let you simply choose from a pre-made list. but provides only the scantest protection against physical attacks. LIGHT ARMOR Name Cotton Robe Silk Robe Snow Muffler Chameleon Cape Mage’s Robe Mirage Cloak Red Jacket Black Clothes White Cape Farplane Shroud Rainbow Robes Lumina Robe Protect Cape Robe of Lords Cost 100g 400g 600g 1000g 1500g 2000g 3000g 4000g 6000g 9000g 13500g 16000g 24000g N/A ARM 2 4 5 8 10 20 20 25 25 30 30 40 40 50 M. Light Armor is usable by all Jobs. Shields are one-handed bucklers. stealth. whether or not they survive the results is entirely down to their armor. and spellcasting without impeding the user. Creating Armor through Synthesis Though it might not look like it at first glance.Armor Angry monsters. the armor lists were created with the same basic rules as all the other equipment in the game.ARM values based on their Tier. following all the same rules as weapons. unscrupulous soldiers. and adding 50% of the equipment’s base cost allows it access to one standard Equipment Property.an adventurer can find themselves in any number of scrapes. overlapping plates of metal or another equally durable material for optimal protection against physical attacks. The following lists some examples of common.shields…that protect the user. Heavy Armor consists of solid. the resistance that Light Armor grants against magical damage is unparalleled. Note that all Legendary armor – like all legendary equipment – has the Indestructible property even though it isn’t listed.ARM 6 8 15 22 30 40 40 50 55 70 80 90 120 150 Effect Ice Ward +2 INT Fire Proof Holy Ward Overdrive Auto-Protect Seal Proof Tier 1 2 2 3 3 4 4 5 5 6 6 7 7 8 Type Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring N/A Difficulty 10 11 12 12 13 13 14 14 16 16 17 17 18 95 . or the occasional weekend brawl with the ultimate evil . ‘Rainbow Robes’ could be a snazzy business suit. bandits. we felt that after all the customization and number-crunching you’ve done so far. given enough time and surprisingly little effort. They’ve been assigned ARM and M. Medium Armor consists of heavier leathers and light metals. However. Full Plate might be spiked steel. Many adventurers prefer this type of garb because of its solid balance between physical and magical defenses. targes.

ARM 2 3 5 6 0 12 12 15 15 20 20 25 30 50 Effect Sleep Proof SOS-Regen Alchemy SOS-Shell +2 VIT HP Drain Auto-Shell Tier 1 2 2 3 3 4 4 5 5 6 6 7 7 8 Type Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing N/A Difficulty 10 11 12 12 13 13 14 14 16 16 17 17 18 96 .ARM 4 6 10 15 20 25 30 35 40 50 55 65 80 100 Effect Lightning Ward Earth Enhancer +2 STR Follow-Through Fear Proof Auto-Shell Precision Tier 1 2 2 3 3 4 4 5 5 6 6 7 7 8 Type Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing N/A Difficulty 10 11 12 12 13 13 14 14 16 16 17 17 18 HEAVY ARMOR Name Chain Vest Knight’s Armor Viking Mail Full Plate Regal Armor Adamantite Plate Dragon Mail Diamond Armor Kaiser Plate Crystal Armor Mirror Mail Grand Armor Edincoat Aegis Armor Cost 100g 400g 600g 1000g 1500g 2000g 3000g 4000g 6000g 9000g 13500g 16000g 24000g N/A ARM 6 8 15 22 30 35 40 50 55 70 80 90 120 150 M.ARM 2 4 5 8 10 15 20 25 25 30 30 40 40 50 Effect SOS-Berserk +2 Negotiate Fire Proof +2 VIT Auto-Reflect Auto-Protect Auto-Life Tier 1 2 2 3 3 4 4 5 5 6 6 7 7 8 Type Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing Armorsmithing N/A Difficulty 10 11 12 12 13 13 14 14 16 16 17 17 18 SHIELDS Name Buckler Heavy Shield Alert Targe Gold Buckler Hero’s Shield Mythril Shield Chemist’s Targe Diamond Shield Shell Shield Crystal Shield Venetian Shield Kaiser Wall Genji Shield Aegis Shield Cost 50g 250g 375g 600g 900g 1000g 1500g 3000g 4500g 6000g 9000g 10000g 15000g N/A ARM 2 3 5 6 8 12 12 15 15 20 20 25 30 50 M.MEDIUM ARMOR Name Leather Outfit Nomad’s Outfit Rubber Suit Aurora Clothes Gaia Gear Scorpion Harness Power Sash Windshear Vest Ninja Garb Reaper’s Garb Brave Vest Maximillian Force Suit Genji Gear Cost 100g 400g 600g 1000g 1500g 2000g 3000g 4000g 6000g 9000g 13500g 16000g 24000g N/A ARM 4 6 10 15 20 25 30 35 40 50 55 65 80 100 M.

blacksmith. enough for just one application. bare hands. Attempting a Synthesis check without appropriate tools will increase the difficulty by +2. harvested in the fields of Gysahl. However. sweaty-palmed adventurer who was killed as he clutched a Bomb Core just a little too tightly with his warm. this translucent crimson gem emanates a slight heat. and blowing it will often lure one out. Prayer Incense. it becomes a worthless shell with little-to-no value. or stumbled upon during. Gives Moogles great strength! Allows underwater breathing. The loud. (see p. A necessity for Synthesists. they grant the wearer Immunity to Blind until the ends of the session. and furthermore. Gysahl Greens: These leafy plants are a favorite of the Chocobo. Oftentimes. A Glowstone is small. the peculiar. Name Ahriman Tears Bomb Core Choco Whistle Craftsman’s Tools Glowstone Gysahl Greens Incense. the light often flickers and wanes. The listed prices only apply at character creation. provides dim light. Bomb Core: Quite literally the remnants of a Bomb monster. Rather. Choco Whistle: This ivory whistle is designed to mimic the call of a Chocobo. Repels Insects for one hour.104 for more information on this) Glowstone: When a Crystal is depleted of energy.ARM Fire damage to anyone and everything in a Medium Range. They 97 . The price listed is for only several drops. the Craftsman’s Tools include everything the character would need regardless of which skill is being used. Provides a +1 bonus to simple skill checks. but shows a rough idea of what sort of common adventuring gear may be purchased on or before. in areas with high magical influence. They are best known for their ability to restore vision. and radiates a dim light. cycloptic fiends known as Ahriman do not shed tears. It is to be handled carefully. Food for Chocobos! Repels lesser hostile monsters for one hour. high-pitched ‘kweh!’ sound produced can be heard clearly for a mile in each direction. or goes out altogether. the Crystal simply shatters. and react dangerously to even slight amounts of heat – stories abound of the unfortunate. Obviously these whistles do not work in all areas. or more – you can purchase a set of tools that have everything an artisan would need for even the most difficult of Synthesis attempts. Type N/A N/A Tinkering Tinkering N/A N/A Alchemy Alchemy N/A Tinkering Tinkering Difficulty N/A N/A 8 13 N/A N/A 16 8 N/A 14 10 Ahriman Tears: The name of this item is a misnomer. blue and translucent. what merchants will charge for these goods can vary wildly from place to place. Though normally reliable and permanent sources of illumination. these are juices extracted from the glands behind the creature’s single monstrous eye. as they are extremely delicate. and are used by alchemists in various crafts and studies. often take some time for a nearby Chocobo to arrive. but when they simply dim. Swamp Kupo Nut Oxygen Ball Tinker’s Tools Cost 10g 50g 100g 200g 10g 50g 500g 10g 50g 150g 100g Effect Temporary Immunity to Blind. it releases a grenade-like burst of flames. alchemist. Deals fire damage in an area. by using these ‘Tears’ as a coating over one’s eyes. different types of Synthesis skills (such as Blacksmithing and Alchemy). A depleted crystal. Craftsman’s Tools: No matter your profession – whether a professional cook. it is rare for one to investigate the sound and then flee upon discovering the trick – and is thus a handy method of procuring potential transportation. causing 40+2d6 points of automatic M. As Chocobos are curious and friendly in most regions of the world. Some objects can provide cover and shelter from the blast.Sample Adventuring Gear The following list is by no means complete. they can be ‘recharged’ slightly. If the character has multiple. When the delicate crystal is shattered. Calls Chocobos in the area. serving as little more than expensive light sources. and are the primary component used in Eye Drops. adventures in a Final Fantasy world. assuming they are available at all.

kept in the mouth. They begin to expel oxygen automatically when submerged – this means that characters cannot keep extra Oxygen Balls in their inventory in case of emergency. that assists with ascending and descending? Better Climbing. most people find the taste to be bitter and unpleasant. as long as the difficulty of said skill check is not 13 or greater. Each one provides a +1 bonus to any skill of your choice. All species can eat and enjoy Kupo Nuts. Oxygen Ball: An unusual sphere that steadily releases air and. Short metal blades that line the fingertips which assist in cutting purse strings and garments could provide an increased Thievery skill.provide a +1 to your Riding rolls when handling a Chocobo whom has just feasted on these small. reddish-brown nuts are in limited supply. but it does serve a special purpose. a Moogle who eats one of these receives a +6 bonus on their next Strength-based skill. Incense. Electronic Net? Survival. Much like their saintly candle cousins. A cleverly-designed ratchet which fits around a rope. but it’s a delicacy of Moogledom. using one acts as the white magic spell ‘Consecrate. Created in and shipped from the Holy City of Cornelia. It can last for up to six hours before becoming fully depleted of oxygen and needing to be replaced. Prayer: Often used in holy and religious ceremonies. but these are the rates for equipment created by Tinkers to make the common man’s life easier. Although edible by other races.’ preventing most hostile creatures from approaching as long as the candle burns. for example. an extending rod designed to slice through materials such as glass without sound could provide a +1 bonus to Stealth. and release a sweet scent. are unable to take root and grow. The strong odor acts as a repellant to most Insects. bushy clumps of green leaves. Incense. For example. and none will approach while the candles burn. Tinker’s Tools: The exact properties of each individual item vary greatly. An electronic compass? You get the idea. and the Kupo Nuts. In game terms. whilst delicious. Kupo Nut: These large. allows the user to breathe underwater. Moogles have been known to demonstrate kupo feats of strength after eating. a stick of Swamp Incense will only burn for a total of one hour. 98 . a kupolicious kupo nut. these multicolored candles burn over the course of an hour. Swamp: The scent released by these green incense candles can hardly be considered pleasant. The species of tree or plant they belong to is long extinct. or when tempted by.

Remove all negative status effects except Unconscious. Restores 25 MP to a single target. Remove the negative status effect Poison. Restores unconscious character to 1 HP.* Restores 100% of the party’s HP and MP. Additional Elixirs can be consumed. after which time the item is ‘used up’ and removed it from the character’s Inventory. Restores 50 HP to a single. all party members have the choice to instantly Escape from combat. the party may take a Full Rest. Name Potion Hi-Potion X-Potion Ether Hi-Ether Turbo Ether Eyedrop Soft Antidote Revivify Echo Screen Remedy Phoenix Down Phoenix Pinion Elixir Megalixir Tent Smoke Bomb Cost 50g 100g 500g 50g 150g 500g 10g 100g 25g 50g 100g 500g 400g 1000g 5000g N/A 500g 100g Effect Restores 25 HP to a single.* Type Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy Alchemy N/A Tailoring Alchemy Difficulty 8 10 12 8 10 12 10 10 10 10 10 12 12 14 16 N/A 12 10 Elixir: Due to the often detrimental side-effects of Elixir consumption. All the following items are a one-time use that takes a Standard action. but no HP or MP will be restored to the target. characters have access to a variety of defensive materials which can give a party a considerable edge in a fight. Restores 50 MP to a single target. Restores 250 HP to a single. conscious target. 99 . Smoke Bomb: These explosives release thick grey smog. players may not receive the effects of this item for than once per game session. Restores 100 MP to a single target.Support Items In addition to equipment. Remove the negative status effect Petrify. Remove the negative status effect Blind. conscious target. Restores unconscious character to 50% maximum HP. obscuring vision and allowing the user and his allies to physically escape confrontation as the smoke clears. as per the white magic spell. conscious target. When used in combat. allowing the party to flee. When used. Those who choose to exit combat in this way will not receive experience or gil from the encounter. Casts Escape. Remove the negative status effect Seal. Remove the negative status effect Zombie. Restores 100% of a character’s HP and MP.

applying the negative status effect Confusion to the target for up to several hours at a time. By themselves. employed mostly by thieves and kidnappers. Skeans deal (DEX x 2) + 2d6 damage and are purchased with an elemental affiliation of Earth. Fire. Wind. coma-like sleep. but also apply one of the following effects of the Ninja’s choice. which causes Confuse for 4 rounds upon damage. sell. Black Market Goods are illegal to manufacture. or Loco Weed. Malboro Poison. Ice or Lightning. If inhaled. and more than one adventurer has started finding stealthier solutions to his problems with illegal wares. Due to its overwhelming stench however. a Fire Skean would have Fire Strike. the target automatically receives the effects of the negative status effect Sleep for the standard four rounds (or until damaged). glassy yellow pollen is refined from Funguar. Water. which causes Poison for 4 rounds upon damage. If consumed. Status effects caused by Darts cannot be resisted and last four rounds. the status effect also automatically fails. Darts only deal (DEX x 1) + 2d6 damage with a Ninja’s Throw command. and elemental enchantments ensure optimal stopping power for minimal cost. uninhabitable desert plains. Loco Weed: Growing only in vast. or have in ones possession. Skean: Skeans are double-edged short daggers whose curved blades afford the thrower additional distance and accuracy. which are released through a hole in the tip upon contact with a target. Malboro Poison: Extracted from the tentacle-like roots of a vicious Malboro. If ingested. a trained hand can turn them into an accurate and deadly weapon. these barbed roots are deadly for lost heroes desperate for food.ARM score. Goods Dart Dream Dust Loco Weed Malboro Poison Shruiken Skean Cost 300g 500g 300g 200g 40g 200g Creation Type Tinkering Alchemy Alchemy Alchemy Alchemy Weaponsmithing Difficulty 10 8 12 8 8 10 Dart: A popular choice in conjunction with contact poisons. This has not stopped them from being commonplace. green toxin has great effect if ingested or penetrates the skin. buy. it causes madness and irrational behavior due. Dream Dust: This slick. it causes most humanoid races to instantly fall into a deep. dealing additional damage against targets who are weak or vulnerable to that element. sharp metal disc with multiple cutting edges that can be thrown at a target. 100 . the user is affected with a debilitating Poison that will leave them bed-ridden until cured. Dream Dust. this is a small. They have the [Element] Strike weapon property accordingly – for example. When used in combat. Shruiken: A classic Ninja weapon. however. Darts are hollow. this thick. which causes Sleep for 4 rounds upon damage.Black Market Goods Used almost exclusively by Ninjas and their Throw ability. While the (DEX x 2) + 2d6 damage they inflict is normally far from grievous. They calculate damage using the target’s M. it is nearly impossible for a victim to drink this poison unaware. If the Dart attack misses or would be negated due to effects such the Juggler job ability. and have the ability to be filled with various liquids or gaseous materials. This powder is highly illegal.

and are purchasable from Relic Shops and created by players almost exclusively. Curse. Sprint Shoes: These padded. Berserk.Accessories In addition to armor and equipment worn in the left and the right hands. Name N-Kai Armlet Yellow Scarf Tiger Mantle Magician Shoes Prism Cape Muscle Belt Hyper Wrist Germinas Boots Ruby Armlet Gale Hairpin Marvel Shoes Winged Boots Chocobo Outfit Sprint Shoes Goggles Peace Ring Rage Ring Reflect Ring Barrier Ring Protect Ring Echo Bangle Pod Bracelet Gigas Bangle Gold Hairpin Aegis Jewel Angel Ring Wonderwatch Slave Crown Tetra Elemental Atlas Armlet Gauntlets Cost 500g 500g 500g 500g 500g 2000g 2000g 2000g 2000g 2000g 6000g 3000g 20g 200g 500g 500g 100g 3000g 1500g 1500g 1000g 1000g 2000g 5000g 10000g 6000g 500g 1200g 5000g 7000g 4000g Effect +2 bonus to STR attribute +2 bonus to DEX attribute +2 bonus to VIT attribute +2 bonus to INT attribute +2 bonus to SPR attribute +4 bonus to STR attribute +4 bonus to DEX attribute +4 bonus to VIT attribute +4 bonus to INT attribute +4 bonus to SPR attribute +4 bonus to all attributes Adds the Auto-Float status Dress like a Chocobo!* +1 to Escape checks when fleeing* Immunity to Blind Immunity to Berserk Adds the Auto-Berserk status Adds the Auto-Reflect status Adds the SOS-Shell status Adds the SOS-Protect status Immunity to Seal Immunity to Poison and the Bio spell Immunity to Break abilities and effects Resistance to Fire.* Adds the Auto-Charm status. costs. Water. Charm and Sleep. When created. These items have vastly varying functions. Petrify. the user is immediately affected with the negative status effect Charm. they follow instructions without care for their personal safety. 101 . in fact. Wonderwatch: This unusual item reverses the combat order. Zombie. the Crown is usually designed so that only one individual can issue orders to the Charmed subject. the wearer of a Slave Crown cannot remove the item themselves. Earth and Air Immune to various status effects* User is capable of Flight Your party goes second in Initiative. Furthermore. (see p.* All equipment becomes Indestructible Immune to Knockback effects Immune to Disarm effects Type Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tailoring Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Tinkering Armorsmithing Difficulty 10 10 10 10 10 12 12 12 12 12 14 10 8 10 10 10 8 12 12 12 11 11 12 13 14 15 11 11 15 14 12 Aegis Jewel: Grants an immunity to Blind. comfortable shoes give the users an extra burst of speed when it counts.111 for more information on this) Chocobo Outfit: “Kweh!” Slave Crown: Upon donning the Slave Crown. remaining until the Crown is forcibly removed. all adversaries always and automatically strike first instead of the party. when battle begins. completely unaware of its existence. each character may utilize one Accessory. A character who has Sprint Shoes equipped receives a +1 bonus to their Escape checks for the purposes of Running Away from foes in combat. They can otherwise be found in dark dungeons or in Bazaars by merchants that may or may not know their precise worth. even if it is pointed out to them. Unlike normal victims of the Charm status effect. and creation types. and is.

The Entertainer may use the Moment of Glory destiny feature for the standard 5 destiny at any time. +4 DEX. -4 DEX. all ARM damage he takes from opponents with a STR rating of 4 or less is reduced to 0 as well. +6 DEX. Once per game session. +4 DEX. Sasuke: Ninja Only. if used in combat the geomancer’s foes are teleported as well and the battle continues normally. +4 INT. Undying Rage: Dark Knight Only. +4 VIT. and instead may use any Epic Ability belonging to any of the other jobs. This lasts until combat ends. +4 VIT. Rosetta Ring: Entertainer Only. Invincible lasts an additional number of rounds equal to the Paladin’s SPR rating. +6 STR. +4 DEX. +6 INT. +4 SPR. Rat Tail: Dragoon Only. he gains a +4 bonus to all skill checks and can activate his Limit Breaks for only 2 points of Destiny instead of the standard 3. as normal. +6 STR. the user may exchange one blue magic spell he knows for any other blue magic spell. Trump Card: Gambler Only. +6 STR. Knight’s Crest: Fighter Only. +4 STR. and can continue fighting normally when he is reduced to 0 HP. they gain a +5 bonus to their ACC. Blood Stone: Blue Mage Only. and all other Brawl-based attacks. Grants +6 INT. +6 INT. without needing to involve a messy character death. While it might look unassuming. A Fighter with the Knight’s Crest may – prior to any game session – rewrite or change his limit breaks. it is said. Solomon Ring: Paladin Only. +6 VIT. +6 SPR. however. When the Engineer has used Clockwork Tools. +4 INT. -4 STR. -4 VIT. rumors speak of strange artifacts that exist in hidden places across the globe. the Freelancer can no longer use his Job Change epic ability. Genji Gloves: Grants +6 DEX. Flower Crown: Geomancer Only. The Geomancer may cast the white magic spell Teleport as an Instant action for no MP once per round. The Dark Knight is Immune to the effects of Unconsciousness. With Sasuke equipped. the simple Onion is actually a symbol for Freelancers everywhere. Sniper Eye: Engineer Only. he receives 40 points to build his level 3 limit break instead of the standard 30. unarmed strikes. +4 INT. Magus Steeple: Black Mage Only. Black Belt: Monk Only. -4 INT. Once per round. All legendary accessories possess the Indestructible feature. Unlike the standard version of this spell. While this legendary accessory is equipped. and you gain access to the Dual Wield shared ability. Bosses can still kill characters equipped with the Undying Rage once they have been reduced to 0 HP. Here’s a few examples of what might be out there for intrepid heroes to discover. +4 DEX. +6 DEX. Furthermore. +4 SPR. in addition to additional damage and other effects. Further. would be less like a man and more like a god. the Ninja receives one additional Standard action per round. A Monk with the Black Belt equipped takes 0 damage from Improbable Weapons. +6 VIT. After the Dragoon has used his ‘Dragon’s Spirit’ epic ability. This cannot exceed the maximum limitations of 3 attacks per round. +4 VIT. +6 STR. 102 . -4 SPR. Any who would possess such a peerless artifact.Legendary Accessories In additional to a handful of powerful weapons. Onion: Freelancer Only. and reduces the MP cost of all spells by 50%. you may reroll any Slots abilities that result in a Bust effect.

Vehicles All of the vehicles listed below are created with the Synthesis: Machines skill. Thief Gloves: Thief Only. +6 STR. Flying. and only when the building is nearing completion should the character attempting the Synthesis make his skill roll. and whateverium armor types. Name Airship. +6 DEX. +4 SPR. +6 SPR. Soul Break. This additional damage is caused even if the target is immune to the effects of Break Arts. and they may now cast four spells instead of two as Instant actions when using their Epic Ability. Once per game session. Armor Break or Magic Break abilities on the target. Flying. +4 SPR. the Ranger may turn one of their attacks or abilities from a Single target to a Group target. 103 . such equipment is merely gilded or studded with silver/diamonds. +6 INT. The user of the Crimson Chapeau has their Epic Ability name changed from Doublecast to X-Magic. Speed Break. there is no limit to the number of times per session this ability can be used. Flying. simply called "gold" because of its color and some shrewd merchants realized they could bump up their prices by advertising the armor as something it wasn’t. Weapon Systems Movement 3 Power Source Type Machines Machines Machines Machines Machines Difficulty 12 14 20 12 12 Land Vehicle: Anything from a motorcycle to a crude 4-wheel vehicle with space for one rider. Gold Armor? That’s dumb. Basic Airship. Luxurious Airship. The wearer is Immune to all negative status effects except Unconsciousness. Minerva Bangle: White Mage Only. Samantha Soul: Samurai Only. Weeks or months of effort must be sunk into constructing any of the crafts listed below. Weapon Systems Multi-Pilot. Sky Fortress Land Vehicle M-Tek Mecha Hull Cost 10000g 16000g 40000g 5000g 8000g Effect Large. he may ignore the spell or attack and negate all damage and effects from it. +4 INT. Whenever a Samurai with the Samantha Soul equipped uses his Power Break. the foe also take 200% damage from all sources for the following 4 rounds. +6 DEX. As for silver. Movement 2 Large. If the Ranger also has the Artemis Bow equipped. +4 DEX. Indestructible. magic-fueled weapon – the above creation is little more than an M-Tek Grunt Class without offensive capability. Movement 3. Once per game session. Whenever the White Mage uses a recovery item or healing spell on an ally. +4 INT. Crimson Chapeau: Red Mage Only. when the user would take damage that would reduce him to 0 hit points or less. diamond. It’s a little-known fact that the "gold" used in weapons and armor is really a different magical metal. Ribbon: This modest-looking red ribbon appears completely unmagical at first glance. and is actually made out of the more practical metals. A failure means additional time and resources must be spent to locate the problem – usually adding 10% more gil to the total cost and a few more weeks of tinkering. despite the fact that gold is a notoriously soft. you know that steel and iron aren’t nearly as good as ‘gold’ equipment.Artemis Arrow: Ranger Only. If you’ve played Final Fantasy. the caster also gains the same amount of HP. heavy metal. and attacks made against them can exceed the normal limit of 999 damage. M-Tek Mecha Hull: Only Magitek Corp knows the exact final steps to turning an empty mechanical shell into a walking. affecting all enemies.

and up to weeks…or even YEARS… for extraordinarily powerful weapons and armor. Failing a Synthesis Check A failed roll indicates that the final result is unstable. fuming liquids or spare parts. several hours for foods and alchemical supplies. This allows characters with the time and desire to make a profit with their craft. but having the ability to whip up a skeleton key from scraps when locked within the castle dungeons. Rare Materials Creating a piece of equipment with unique properties can sometimes be a little more complex.Synthesis Having a crafter who can create almost any item in the game for 50% of the store price is unarguably one of any adventuring party’s biggest assets. Condition Inadequate tools Inadequate workspace Completely infeasible workspace Synth Difficulty Modifiers +2 +2 +4 Craftsmen’s Tools cost roughly 200g and are purchasable in almost any shop. whereas a weapon with nearlegendary status might require the horn of a behemoth. and lugging around an anvil all day is hardly wise. varies based on precisely how powerful the intended craft would be. listed below. give or take slightly due to market fluctuations. of course. Delicate vials and beakers used in alchemy may not survive intense combat. A character can only be working on one synthesis project at any given time. though this should be done rarely. days for low-tier equipment. It’s up to individual crafters to devise intelligent solutions to these seemingly complicated problems. or simply poor quality. A suit of mail with a few unique abilities might require ore from a nearby undead-filled mine. Players are discouraged to find ‘downtime’ with which to specifically use to make money. this means that although the character(s) spent 50% of the original item’s cost to attempt to create it. but crafting powerful items sometimes requires a special item to be consumed in the craft above…and beyond the normal prerequisites. of course. unworkable. The tricky part comes. The difficulty of obtaining this item. The item is no better than scrap metal. minutes for a set of makeshift lock picks. Plying your Trade A newly-crafted. and is ultimately left to GM discretion. and crafting is subject to some additional situational modifiers. they’re ultimately left with nothing – the money and item are both lost. In game terms. The exact time it takes to complete a Synth varies greatly. or repair the Fighter’s weapon after a brief dip in molten lava? Priceless. from bringing them with you. never-used item sells for 100% of the market price. 104 . The price is still 50% of the normal cost.

we leave the responsibility of deciding whether or not the item is feasible…. and remember that function is less important than interesting. think twice before restricting its usage or taking it away altogether. GM’s Tip: Why Materials? When a player approaches the GM with the intent on synthesizing something. unless you’re trying to run a money-based game. characters who prone to trying to make heaps of cash with their Synthesis skill checks should run into problems and need to go out adventuring to proceed with their plans. Indestructible weapon capable of casting Ultima is unrealistic. Accessories are more difficult. especially for family heirlooms. however. and no table to determining which weapon effects are more powerful than others – GMs are simply expected to work with their players to create potential synthesis equipment that fits the power level of the campaign. the GM can use Materials as a way to say yes to their players while making sure unrealistically powerful weapons aren’t in the hands of the PCs too early on. The player simply needs to understand that – while possible to create such a weapon – it would be a life-long goal that may only see fruition near the end of the campaign. 105 ." Essentially nothing more than a blatant plot hook.' you might say. we suggest the following: When creating an accessory or something more unique with special properties.and realistic…. The rules don’t specifically state how a character would go about crafting up magicallyimbued accessory. Likewise. and for good reason.if you could get your hands on some of that. you might have a chance at making such a weapon. Weapons that grow and evolve as their user gains in strength are a staple in the Final Fantasy universe. find a current item that’s ‘relatively close’ and use that as a template. but a first level character who wants to make a Tier 7 Sword on par with one of the Legendary weapons shouldn’t be dismissed outright.There is no restriction as to the attributes that may be added to a weapon. You've heard rumors about Adamantite in the nearby mines. 'Sure. if a player manages to obtain a high tier weapon at a far lower level than they should. But you're not sure you could craft something so powerful out of simple steel. keep the same prices and simply ‘swap out’ the single equipment property. Conversely.. and providing both short and long-term goals for characters. Under no circumstances should the ARM and MARM values be changed. Synthesizing Armor and Accessories Armor is relatively easy.in the hands of both you and your players. 'You can make that. and is an appropriate reward for the work the player must undergo to create such a weapon. For those GMs and players who are dissatisfied with that answer. Consult the list of equipment. A player who wishes to create a Tier 2.. The 'Materials' requirement merely allows you to preserve game balance without having to say No.

gingerbread Cactuar. Player’s Note: Such remarkable food cannot be purchased in a normal way. a meat tenderizer. this is even more pronounced.Cooking Most food items are fairly mundane -. Multiple. Banquets are the same as a Meal. a deep-fryer. a set of Craftsman’s Tools for aspiring chefs usually contains the following. Snacks may be used in or out of battle. There are several types of foods which may be prepared: Snacks. skillets. Meal or Banquet per game session unless ruled otherwise by the GM. except that it will feed the entire party. based on the desired status effects. but don’t exactly win battles on their own merits. different effects…. Meals last for an entire game session. it's done to be consistent with other healing items and in the interest of game balance. and table settings for up to a dozen individuals. you would multiply the base cost by x3. and cannot be stored for long periods of time. Cooking may be used to create items which grant certain positive effects. you cannot have Strength Up more than once on the same food item. cleavers. as normal. kebab skewers. and Status Guard provides a flat 25% chance for all negative status effects (except Unconsciousness) to fail. You can have multiple Effects on one type of food. The Stat Up effects increase the chosen attribute by +3. 106 . Pots. but a food item with the Healing effect can never be used in Combat. then modify the cost and creation difficulties accordingly. and last for one combat after eating. Meals.such as Strength Up and Status Guard simultaneously…. stirring and serving spoons.are fair game. For those who are wondering. While this may not make sense in every case. A character may only eat one Snack. four kitchen knives. a whisk. but never multiple Copies of the same Effect. turning an otherwise ordinary dish into a repast capable of spurring even jaded warriors on to greater achievements. truly skilled chefs can put a little something extra into their creations. glazed carrot cake and roasted chimera may fill the stomach. In game terms. for example. Food often spoils a day or two after its initial creation. Healing restores 50% or 100% of a character’s maximum HP and MP. an assortment of spices and herbs. meaning that if a character wanted Healing and Strength Up on the same item. Type of Meal Snack Meal Banquet Base Cost 100g 150g 300g Creation Difficulty 9 9 10 Creation Difficulty +0 +3 +1 +1 +1 +1 +0 +1 +2 +4 Type of Effect Healing (50%) Healing (100%) Strength Up Vitality Up Dexterity Up Intelligence Up Spirit Up Status Guard Auto-Regen Auto-Life Cost Modifier x2 x4 x1 x1 x1 x1 x1 x3 x3 x5 Banquets and Craftsman’s Tools Characters who attempt to perform Synthesis checks without a set of proper tools increase the difficulty of Synthesis checks by +2. Consult the charts below to determine what size of food you wish to create. but cannot be used mid-combat. In Cooking. Characters who lack a set of Craftsman’s Tools are unable to create Banquet-type meals under any conditions. All of these items still only take up one spot in a character’s Inventory. However. The ‘Cost Modifier’ is additive. and Banquets.

then the character may choose to deal zero damage and instead render the robotic appendage or graft inoperable. Synth-Flesh (1pt) Useful for covering burns as well as allowing Androids to appear more human in appearance. The same Graft can generally be taken multiple times. but all Synth-flesh can grow back in several days. heat detection devices will pick up the Android as human or makes regular characters in super-modern settings partially immune to lie detection devices. the Weapon Attachments are two point grafts – expect to pay 2000gil on the black market for such an item. For example. this is rarely the going rate. Amusingly. but there are rarely laws restricting their usage. Thus. Location: All grafts Effect: If a Graft suffers damage and becomes nonoperational. The listed point value is for starting Android characters who need to determine which combination of Grafts they wish to begin play with. it is often illegal to purchase or affix a Graft. Of course. Synth-flesh will expose the robotic frame underneath. pseudo-bio skin. If a character makes a successful attack against the possessor of a Graft. Location: Anywhere Effect: If used by an Android. Name: The name of the Graft goes here. Failing on such a skill check can sometimes have unfortunate results. they are also purchased by civilians who have suffered physical losses. and are thus very vulnerable. but retains any penalties the graft may cause. A graft damaged and rendered usable in this way provides no bonuses. Effect: The attribute/skill changes. Synth-flesh is a realistic. or the abilities gained after obtaining this Graft. appendage. for a difficulty between 9 and 13. since they may only choose up to 5 points worth. and knows the body part he is attempting to disable. Auto-Repair (1pt) Cherished by non-suicidal androids everywhere. this failsafe repair system is heavily advised upon. but bonuses from identical Grafts are never cumulative. Most often used by Androids. All grafts are assumed to have 1 hit point. It can even cloak the micro-fusion emissions and exude standard human body temperature. Most known Grafts are listed below in the following format. Location: Which body piece. plus an additional fee to have it attached.Grafts Grafts are biomechanical appendages and weaponry.’ 107 . or organ is replaced. but a character with the Synthesis (Tinkering) skill can use those estimations as guidelines for creating Grafts of their own. A successful Healing check at difficulty 8 + (Number of Graft points) is required to affix a Graft. upon becoming damaged. this built-in organic system will slowly allow them to resume normal functionality over the course of several hours without needing a skill check or additional funds to get ‘fixed. They can be created (or repaired!) by a Synthesis – Machines check at the same difficulty. The market price is roughly 1000 gil per ‘point’ of the Graft’s cost.

Cannot be covered with the Synth-Flesh graft. Still relatively human.Breathless (1pt) Whether it be underwater or simply in an area devoid of oxygen. Location: Replaces either the left or the right arm. Location: Internal Effect: The character does not take damage or penalties for functioning without oxygen. the character becomes able to stretch in ways that would otherwise be impossible. Location: Brain implant Effect: By taking a -2 penalty to his roll. placing far more emphasis on sheer power and less on the user's ability to blend in with normal society. piston-driven robotic arm which provides the user with a surprising amount of pure. Location: Internal Effect: The character never requires rest of any sort. with diodes going all the way down or across a character's chest. the Android is capable of communicating with nearby machinery. They do not need to make Swim checks to avoid drowning. They receive the effects of Auto-Sleep Proof while the graft is functional. Effect: This graft grants +4 STR and -4 DEX. and the like. Heavy Arm v2. even if it is not within direct line of sight. you simply Can function normally without needing to breathe. making it impossible to even coerce them magically into such a state. Double-Jointed (1pt) By replacing several major bodily joints with mechanical parts. attaches at the shoulder. There are no visual or auditory clues whatsoever that a character is utilizing this ability save perhaps for a rapid flickering of the eyelids as data pulses to and from his psyche.0 (5pts) A colossal version of Magitek's previous Heavy Arm design. Sleepless (2pt) Much like the Breathless Graft listed above. the user of this graft has been hardwired to never require sleep. mechanical strength. Symbiotic Interface (2pt) More machine than human. Location: Replaces either the left or the right arm. This graft provides no bonuses if it would cause the user to have 0 or less DEX. even without touching it. usually located in the chest or on an arm. and will never take penalties for functioning without it. with normal girth and dimensions. Effect: This graft grants +2 STR and -2 DEX. kneecaps. elbows. Data Link (1pt) The Data Link allows the user to 'plug in' to a computer network via an external port. a character is capable of making a Systems skill test on any machine within a Medium Range. Heavy Arm (2pts) An enormous. attaches at the shoulder. This graft provides no bonuses if it would cause the user to have 0 or less DEX. 108 . Location: Varies Effect: Adds an additional +1 bonus to all of the character's Systems skill rolls. such as in the shoulders. and can pass unnoticed if covered with Synth-Flesh. Location: Throughout the entire body Effect: Adds an additional +1 bonus to all of the character's Athletics skill rolls.

they cannot be used together. Location: Replaces an eyeball. even if they’re not in direct line of sight. This graft provides no bonuses if it would cause the user to have 0 or less VIT. This has several benefits .almost always an arm or hand. Effect: The character with this Graft is able to use and attach any weapon to the specified location. such as aimed shots from a Ranger. 109 . and is often used by quick draws. con men. and so on. Bionic Eye (1pts) Through the use of an optic implant. upgraded and broken like normal weapons. the Light Arm is thin and dexterous. Effect: This graft grants +2 DEX and -2 VIT. Its vastly different setup causes conflicts with the previous Heavy Arm line. the user has flawless and natural 20/20 vision. For example. as well as the ability to 'sense' living creatures nearby with your Awareness checks. the user is able to see basic heat signatures and the ultraviolet spectrum. Bionic Vision (2pts) Generally considered to be a vast upgrade over the previous model. the character cannot use the inherent properties of the weapon until it is repaired. Blades become bent and cannot ignore a foe’s ARM until the graft is repaired. If this Graft is damaged.Light Arm (2pts) In direct opposition to their previous line of limb replacement implants. the weapon can be repaired after being damaged or destroyed for no cost. a Concealed weapon cannot be drawn back into the body and used for surprise attacks. attaches at the shoulder. if combined with the Auto-Repair graft. Location: Replaces both eyeballs. A character who uses Two Weapon fighting only needs to take this Graft once. In addition to perfect vision. Weapon Attachment (3pts) Location: Varies . although easily damaged. It also makes the user immune to the Disarm ability and effects that would otherwise make the user drop the weapon. Effect: Adds an additional +2 bonus to all of the character's Awareness skill rolls. Cannot be taken in conjunction with either Heavy Arm graft. and use it as an extension of himself. Effect: Adds an additional +1 bonus to all of the character's Awareness skill rolls. and the like. Location: Replaces either the left or the right arm. and it applies to both weapons.first. They may be removed and repaired. and a Ranged weapon becomes jammed and cannot be used outside of a Short Range. and for this reason.

then such attacks would deal 14+2d6 damage. 110 . a character may perform as many Instant actions as they like. This section covers these encounters -. we’ll use a sword that deals (STR x 1) + 2d6 points of damage. Slow or Standard actions in combat. playing a Fighter. or moving a Medium Range. Gabe. is using a Tier 3 weapon. drinking potions or using a potion on a party member. but this is only once per round. He rolls his two six-sided dice and ends up with a result of 9. whereas to properly aid a fallen comrade with the Healing skill would likely be a Slow action. Instant Actions include speech (even long-winded monologues!).. He quickly mentally adds together the result of 9 with his Accuracy score of 5. If the character wielding this weapon had 7 STR. as well as how much additional damage the attack does if successful. When a character rolls his attack on his turn. as it detracts from the fast-paced action that makes for a gripping encounter. if uninterrupted. then the damage is deals would be read as 7+2d6 in total.and more importantly. They may move an additional range increment OR take a second standard action. His Tier 3 weapon does (STR x 3) + 2d6 points of damage and he has 10 strength. Slow Actions are longer effects that require concentration. switching between weapons. the spell would be cast. Skills may either be Instant. which takes their entire turn. and it goes like this.. and non-skill effects that have no major impact on combat. for a total of 14. how to emerge from them alive. Teamwork Attack or a knockback effect. or start a Slow action. allowing him to begin a second Fire spell in the same round. Riding might be an Instant action because it requires no concentration normally. attacking. or both. For example. time. They may also perform one Standard Action. If the same character switched to a (STR x 2) weapon. He knows that beats his target’s EVA score.CHAPTER VI: COMBAT "Why not? I don't have anything to lose but my life. Characters can also move up to a Short Range as an instant action. Most actions characters take will be Standard actions. slicing tendons for 39 damage as he leaps back to his feet and poses majestically. The FFd6 generally frowns upon this. This second cast would finish in the third round of combat. and so on. giving them time to think and plan or change the order in which attacks are made. a Black Mage could begin casting Fire on his first turn and on his second turn. so he is able to figure out that his total damage will be (30) + 9. limit break. Slow Actions then resolve on the following turn unless interrupted by critical hit. so he goes ahead and calculate damage with those same two dice. How much damage do I do? Weapon damage is mostly pre-calculated. Thus. he only rolls a total of 2d6 dice that are used for both determining if the attack hits. He grins at his fellow players and announces his character ducks and rolls forward under the demon’s arm. We casually call this the ‘roll and keep’ method. For example. Some systems offer characters the ability to ‘Delay’ their actions. What can I do in one round of combat? In a given round of combat. and I got that for free!" . certain abilities.Setzer Gabbiani Given the sheer number of fiendish monsters and evil Empires waiting to be vanquished in the name of justice. A character has to declare that they are initiating a slow action. OR they may allow a Slow action to begin and finish in one turn. Standard Actions include most job abilities. combat is an unavoidable part of day-to-day life in the worlds of Final Fantasy. and does not count towards any of the character’s actions on the second turn. A character under the influence of the Haste status essentially gets an extra half-turn. depending on the GM ruling.

Local means the characters. often pitting the heroes against near-impossible odds. for example) characters decide to Run Away. This type of maneuver can only be used on oneself. Such targets may be picked out of a larger formation. or the caster of the spell. or exist simply because the Party is fighting against only one powerful foe. The players will need to think quick and stay on their toes. and the players probably won’t encounter the same creatures a second time. If all players succeed at this roll. There are a myriad of ways for players to remove themselves from combat – a Smoke Bomb item. 111 . the white magic spell ‘Escape’.Target Types Four types of targets exist in combat: Self is the user of the ability. if the PCs should find themselves at the head of a 200-strong army. a 'Group' should be limited to a dozen or so at most for balance reasons. on their turn. and sometimes discretion really is the better part of valor. and an attack without an attempt at description will impose a -2 penalty on the roll. A player who. no gil or experience is awarded to the group. Sometimes. there’s something to be said for the dramatic effect of smiting tens of thousands of targets with world-shattering magic. simply says “I attack” and rolls the dice is a character without strategy. A character who spends a round climbing up the metal arrows imbedded in a massive dragon to reach a vital point (then attacking on the following round). though. This difficulty is increased by +2 if any party members are unconscious or incapable of running away on their own. Descriptive Attacks Combat in the FFd6 is fast-paced and furious. For magical effects and spells. But the players can always try to flee on foot if magic and misdirection fail. and others. and such actions are to be rewarded for their creativity and resourcefulness as opposed to reducing the overall effectiveness of the attack. Running Away! Not every challenge the PCs encounter will be winnable. When all conscious (above 0 HP) and capable (not Petrified or Stopped. and they manage to escape with all of their fallen comrades. A Group is the entire formation of monsters or the character and all his allies. the terrain in the area. and nothing happens other than the characters lost their turns for the current round. Conversely. then it’s assumed that the creature is still out there. might be allowed by the GM to treat the foe as having 0 EVA. Fleeing from a regular monster group effectively means the encounter was nullified. the last thing a GM needs to deal with is Curaga healing an entire battalion at once. whether friend or foe. If the players Run Away from a Notorious or Boss monster. lurking and waiting for them to return. A character who runs plunges their Indestructible blade into molten lava before striking should gain the Fire Strike weapon bonus. then the Run Away attempt fails. Finally. and so on. then combat ends. a player may wish to make highly cinematic attacks. the foes. Similarly inspired GMs should be able to come up with other appropriate rewards. everything within range is affected by this blanket spell. If any character does not manage to succeed at the Escape check. then they must each make an Escape skill check on their turn at difficulty 7 and take no other actions. A character cannot Run Away by himself – it must be a group decision. a Single target is – as the name implies – restricted to only one person.

It generally denotes that an enemy is easily within melee distance.What’s with these Range increments? Unlike many other tactical tabletop RPGs. they retain their EVA scores. The 50% reduction is applied after armor. Instead. However. but limited in situations with much more mobile combatants – for example. Almost all Ranged and thrown weapons possess a Medium Range – though there’s no reason a gun or Shruiken couldn’t be used to its fullest at point-blank. but still able to be seen. unless they character is riding a fairly swift mount. hitting Flying enemies with a Short Range weapon imposes a -4 penalty on the attack roll. able to dodge reflexively. and include everything from swords to unarmed brawling attacks. This could represent anything from a few city blocks to a few miles. Preemptive Round At the beginning of combat. (see Initiative Order below) 112 . only three types of distance exist. After the Pre-emptive round is completed. Short Range weapons are common. but does not ‘stack’ with the Protect or Shell status effects. or how far a gun or bow can be comfortably fired. the Final Fantasy game avoids forcing players to think in terms of ‘movement squares’ or exact numerical measurements to determine movement and range. Medium Range could be a city block or from one side of an Airship to the other. Short Range refers to anything conceivably the characters could reach or attack without much movement required beforehand. for example. depending on circumstance. Medium Range is a little harder to measure because its exact distance varies for dramatic purposes. and lasts until the start of the character’s next turn. It normally takes a character a Standard action to move a Medium Range. Characters may not use abilities or attacks when it is not their turn during the Pre-emptive round even if the ability says otherwise. Such weapons are versatile and plentiful. Medium Range is the distance a character can move in a single round at a hard run. all allies or enemies who have the element of surprise may act first. a character may choose to go into a defensive stance instead of taking any actions. Characters can move a Short Range as an Instant action once per round. the heroes always act first. Long Range denotes a distance greater than medium range. and characters can only use Ranged weapons at a Long Range – albeit with large penalties to attack rolls. This reduces all damage taken for by 50% as if the player had the effects of Protect and Shell. Characters cannot normally move a Long Range without beneficial magic or when aboard a vehicle or mount. Defending On their turn.

Monsters with the ‘Large’ property are immune to knockback effects. A hero who is disarmed or otherwise being forced to rely on his fists and crude. How long is a ‘Session?’ Many job abilities state that they are limited in use. steel girders. a sweet fedora. unarmed strikes deal damage as though they were Tier 1 weapons – thus. is being used – consult the chart below for more on that. for example – then you can settle who acts first by having the character with the highest DEX on each team make an opposed DEX roll. Final Fantasy heroes are well-known for their ability to fight flawlessly even in mid-air. the ‘heroes’ (generally the player characters) almost always go first. everything starts to look like a nail. an aquarium filled with angry lobsters A falling chandelier. If the medium for play is email. Knockbacks and Aerial Combat Quite a few weapons and abilities have the capability to cause a ‘knockback’ of various distances. remember that you suffer a -4 penalty for using Improbable Weapons! Not all Improbable Weapons calculate damage with STR – for example. If neither side is clearly the ‘good side’ – due to party infighting. a medium-sized landslide. both to the forced movement and the loss of their action.Initiative Order Many game systems determine in which order combatants act by rolling. Unless they have Abilities to help them out in such a situation. temporary weapons follows some special rules. a blacksmith’s anvil. an airship. the definition of a session might be one in-game day. almost appearing to hover as they clash with foes a few dozen feet above the ground. exactly. DEX or INT (to spot and aim towards a weak spot on the ship’s hull. it wouldn’t make much sense to factor a user’s strength into account if he’s using his airship to ram an enemy vessel.’ a live shark A towering statue/granite pillar. only able to be activated for a number of rounds or a number of times per session. The exact definition of a session will surely vary from group to group. a character wishing to slice through a tree and send it falling on enemies would have to roll his STR rating and hope for a result of 13 or better – not an easy task for someone of moderate strength. for example) might be a good substitution. a long table or heavy door A cannonball. because their damage Tier varies depending on what. After all the PCs have taken their turns the monsters attack. the moon You must make a skill or attribute check at the appropriate difficulty in order to use the desired Tier of Improbable Weapon. they have the weapon property ‘Fragile. A character who is affected by a Knockback does not land until the end of his next turn. 113 . Often. For example. which – in addition to making battle sequences much more dramatic – are incredibly useful to interrupt and cancel Slow actions. Improbable Weapons (such as chandeliers or. the moon) will be able to target more than one enemy. windmill ‘blades. Friends meeting up for their weekly game will probably define a session as the time the group gets together to the time the game ends for the night. a railroad car The side of a mountain or glacier. after which the next round begins. a motorcycle. but likely a worthwhile gamble if it pays off! And if your character doesn’t have the Brawl skill. Improbable Weapons are more complicated. Improbable Weapons and Unarmed Combat When all you have is a hammer. message boards or instant-messenger programs. This rarely has any real in-game effect other than for the sake of description. cutlery and tableware An unconscious party member. STR + 2d6 points of ARM damage – with no special properties. A large tree. Use whatever stat you can argue is remotely appropriate – in the previous example. you know. or until the party completes their current mission. This is not the case in the FFd6 – after the Pre-emptive round of combat. a small meteorite A fifty-story building.’ causing them to break after one rounds of normal use. Tier 1 2 3 4 5 6 7 8 Difficulty Elementary (5) Easy (7) Moderate (9) Challenging (11) Impressive (13) Heroic (15) Godlike (20) Impossible (30) Examples A pair of sunglasses. however. Regardless. Use your best judgment for determining the size and scale of such attacks.

such as Unusual Defense. players must simply declare and describe the teamwork attack. This might seem unrealistic. Final Attack. characters will gain large bonuses to their damage – a critical hit (200% damage) with a Fire-based against an enemy weak to fire (200% damage) for example. Attacking Multiple Foes Some Job abilities and special attacks affect more than one enemy. Under no conditions whatsoever can a character take more than three Standard Actions in the full course of a single round. You trust them to know the same about you. Perhaps a cluster of bomb cores sits in the middle of the room. all foes are affected. However. too. On their turn. See the Bestiary for more information on enemy techniques. and call for the player to make a ‘normal attack roll’ to see if the ability works. These bonuses are additive. Teamwork Attacks Think about your closest friends. 400% damage would be dealt. but important.Actions Per Round Limit While it might seem like an obscure rule. and Counterattack. Difficult Terrain In addition to the normal dangers in combat. how they tick. A successful Teamwork Attack will nullify most special techniques that monsters and bosses possess. damage dealt by Teamwork Attacks is reduced to half of the normal amount. Spellcasters may take part in Teamwork Attacks as well. but they must declare it when the spell is cast. this needed to be said somewhere. you also know their strengths and weaknesses. characters may be faced with other challenges. and suffer an additional 50% damage from all attacks made against them until the beginning of their next turn. All players involved take a -2 penalty to their ACC rolls and. And when it comes to combat. making firing a ranged weapon almost impossible. On a hit. Often. if a minimum of two attacks simultaneously strike the target. going back-to-back with a partner and fighting in tandem is often the key to victory. fleeing pedestrians. In addition. So in the above example involving a fire-based critical hit against a fire-weak enemy. no attack may ever gain a total combat multiplier of higher than 500% for any reason. attempting to ruin his concentration and leave him (or it) staggered from the flurry of attacks. attacks that deal ‘half’ damage always total up the multiplier before cutting the final score in half. none of the foes are affected. Combat Multipliers This rule is brief. capable of causing a massive explosion if accidently nicked with a Fire-based spell or attack. two or more players can coordinate their attacks against a single foe. It is assumed that all attacks in a round happen nearly simultaneously. the 400% damage would be reduced down to 200%. in this situation. In such situations. However. performing a Teamwork Attack grants both characters a +2 EVA bonus until the start of their next turn as they fight ‘back to back’. even the ones with much lower evasion scores. You know how they think. determine which foe is the most difficult to hit – usually due to a high EVA rating – and make the attack roll against that number. the Teamwork Attack was successful. Perhaps the area is crowded with screaming. If you know them well enough. On a miss. And finally. 114 . However. how they react. but it is distinctly in-flavor for the genre of the game.

the character is in serious trouble. or sometimes even all dice results. GMs should handle such situations on a case-by-case basis. grappling. a Black Mage will first be damaged by the opponent’s spell.One of the most common complications. For example. We know that such an Improbable Weapon deals damage like a Tier 7 weapon. Just as players will develop highly elaborate plans and methods for defeating your foes. possibly calling for opposed attribute checks or rolling against the standard set difficulties. Counterattacks are taken after the event that causes a counterattack – for example. rapidity and technique. This means that the individual may use an ability. Having +2 STR on each weapon for a total of +4 is fair game. the hit is assumed to automatically land and deal 200% damage. If the character is at 25% or less heath. Only one Counterattack may take place each turn and characters must still roll for attacks as normal. against the foe that caused a counterattack to occur. This could be anything from lava (causing damage to those who move through or into it) high winds. a character could not have HP Drain on both weapons to gain 100% of the damage inflicted back as health. 115 . they are encouraged to remember that in the Final Fantasy universe. and are instantly reduced to 0hp when they are critically hit no matter how much damage is dealt. Unusual Maneuvers Some tabletop systems have a myriad of other combat techniques that players may utilize to get the upper hand over foes. other foes – especially Humanoids . No rules are specified in the FFd6 for such maneuvers. Until they recover both weapons. (see p. and also making sure players don’t get into the habit of evading combat through such spectacular stunts. Disarmed effects cause the player to lose both weapons instead of just one. Critical Hits When a character rolls a critical success on his accuracy roll. bullrushes. if a player decides to crash an airship into a Behemoth. they may perform a Limit Break instead. increasing their accuracy and critical hit rate exponentially. spell or attack Instantly. Two Weapon Fighting Characters who use the Two Weapons skill gain some fantastic bonuses.123 for more information on Limit Breaks) Unimportant NPCs – such as nameless soldiers and city residents – do not have the ability to land critical hits. Such difficult terrain often causes negative modifiers (usually between -2 and -4) to specific checks or rolls. then may respond with one of their own. They also gain the magical enhancements on both weapons. characters can always attempt to separate their opponents from their weapons. Disarming The world of Final Fantasy is filled with enemies as diverse as they are dangerous. even heavily encumbered warriors are capable of incredible speed. able to often ignore such mundane combat techniques or situations like prone fighting. sand traps. trips. poisonous spines and magical blasts. and the like. though. but is that enough? It’s the GM’s responsibility to walk the fine line between making sure that this mechanical sacrifice isn’t worthless. Counterattacks Sometimes. however. However. weapon or abilities calls for a monster or creature to make a Counterattack. characters who fight with two weapons cannot ‘stack’ weapon properties to get double the effect. Nor could they gain quadruple healing instead of double healing when utilizing two weapons with Alchemy. A character cannot counterattack themselves or an ally under any circumstances. and so on. Whether this is a great tree torn out of the ground or a set of futuristic guns attached to a hulking mech.use tools as their primary means of attack. or the like. Secondly. While some battle with fists of iron. The following restrictions do apply. First. and on the opponent’s turn. so will the GM have to think fast in order to allow for spectacular results that don’t physically defeat foes without having to engage in standard combat. is Difficult Terrain. For example.

Using the above example. only to defeat a Boss and find themselves rolling in dough. (This is not to say that gil needs to be doled out in a steady stream of coins. the war machine has no way of even picking them back up. GM’s Note: ‘Stacking’ Abilities Most Jobs possess at least one ability that grants beneficial effects to the entire party. opponents who have been affected with. the player may state that they attempt to send their opponent’s sword hurtling. Thus. per session. the difficulty level of the game rises accordingly. Far more likely is a situation where characters receive almost nothing for a few sessions. A level two character should expect to make 200 gil per session. GM’s Note: Combat and Rewards! A party’s main source of Gil is from successfully defeating monsters. on the other hand. It may also come in the form of treasure obtained during the course of an adventure. the weapon is merely knocked aside. bear in mind that this means that characters will have access to better equipment and more healing.After making a successful attack action (no matter the Range). There are no rules set in stone for how long an opponent remains without his weapon after being Disarmed. and if the foe wins there is no effect. and GMs are encouraged to determine this on a case-by-case basis. there are situations where a GM will need to step in and declare that using multiple copies of the same ability on top of one another is harmful to gameplay and suggest alternatives to his players. shouldn’t require an opposed roll. For example. If the disarming character has a hand free and is within a Short Range of their target. if the character literally ‘disarmed’ an M-Tek Mecha of its double arm-cannons. Otherwise. The suggested XP awards given in this book are designed so that each character gains a Level after two or three encounters. In games where Gil is scarcer. a level two party with five members should receive roughly 1. Both parties make either a STR or DEX check. For example. it may even be destroyed. they can hang on to the item. 116 . dealing (STR x 11) damage each on the following round – at level one! This is one of those touchy situations that GMs will need to handle with understanding. retrieving it will prove more difficult. the death of money means the party will be less prepared to face battles. While there are enough Jobs that it should rarely become an issue. much less re-attaching its weaponry. As a result. imagine a party of 5 Fighters using Warcry. in such a situation the GM may rule that a STR check is required. or money given to the party by NPCs and other allies in exchange for services and other tasks. If the weapon is knocked off the side of a mountain or into lava. say. This is a good rate of growth for a typical campaign – assuming one game session a week. lodging it in a nearby tree. there is generally nothing stopping the disarmed opponent from moving to his lost weapon and retrieving it as a Standard action on the following turn. Use common sense and fairness when dictating the results of a Disarm – for example.) If more Gil are made available. However. and tact. the Sleep status.000 gil per session. knock an item or weapon from his foe's grip. delicacy. The income from these three combined should have the characters making around 100 x (Character Level) gil. apiece. of their choice – if the disarmer wins the weapon is knocked aside. the character may choose to deal 0 damage and instead. decreasing the challenge level of future encounters. the characters will go from Level 1 novices to Level 30 champions in about eight months. or about 80%-120% of a level per session.

Unconscious: When your HP reaches zero. when a spell attempts to cause a Status Effect. Curse: The character’s equipment acts as if it no longer had any special properties or powers whatsoever other than Indestructible. or he may allow the player to do so. but can still use skills and take other actions. Generally. Stun lasts for only one round. being made of stone does grant some protection. causing you to take random actions each round. This will not cause you to mistake friend for foe. You can still take actions. Confusion: You are confused and disoriented. thus only forcing the affected target to miss one turn. Magic that causes status effects usually includes a ‘Resistible’ descriptor and the target number to beat with a SPR check. instead of the standard 2d6+ACC. At the start of each of the Confused character’s turns. Standard actions become Slow Actions. Stun and Fear are special cases. for quick reference purposes. Your EVA score is effectively zero. Curative Potions and Healing spells will have no effect. and Slow actions resolve at the end of the player’s next turn instead of the beginning. Slow: Your actions take longer than normal. acting as if he was fighting on the enemy’s side. All negative status effects normally last for exactly 4 rounds. your EVA score is effectively zero. Your ARM and M. and potions are reversed. Stop: You cannot move. Fear: Exactly like the effects of Stun. You can take no action whatsoever. Your EVA score is effectively zero. The player retains control of the character. Zombie: Your body is infused with negative energy. and you are immune to all further negative status effects. partially transforming you into a creature of darkness. You can take no actions until revived by a Phoenix Down. the character attacks his allies or heals his enemies. The GM may determine the character’s random actions. you lose 10% of your max HP at the end of each of your turns. The difficulty of this check is (11 + Tier level of the spell used) for spells. but will battle against his former allies. and will rarely act foolishly or put themselves in harm’s way needlessly. Slow overwrites and cancels the Haste status. Taking damage has a 25% chance of removing the Charm status. Blind: You now use only roll 1d6+ACC for combat rolls. the effects of any Auto-Statuses stemming from gear are nullified. Taking damage has a 100% chance of removing the Sleep status. In addition. Seal: Your special abilities are sealed. and so on.’ Your next turn is skipped completely. Instant actions become Standard actions. Stun: Your turn is skipped completely. Berserk: You go berserk. You can take no action whatsoever. effects. essentially taking a full two rounds to use. On a result of 1 or 2. Unless stated otherwise. roll 1d6. Poison: When poisoned. you are completely incapacitated. All curative spells. Furthermore. the character may act normally. dealing damage instead of healing it. Negative Status Effects can do anything from inconvenience your character to completely crippling him. This can reduce your HP to zero. Mini: You are shrunk to a very small size. This is one of the nastier status effects. Charm: You fight on your enemy's side until the effect wears off. Phoenix Pinion. The list of negative status effects follow. You cannot use Abilities or Magic of any type. the character cannot use the special properties on weapons he wields.ARM scores are doubled. attribute bonuses are removed. but cannot cover any distance and are stuck in your current location unless moved by a third party. For example. However. and can do nothing on your turn but attack the nearest enemy. You are completely immobile and can take no action. Your EVA score is effectively zero. On a result of 5 or 6. On a result of 3 or 4. the character performs nonsensical actions such as trying to use Inquiry on a tree. Charmed characters still retain their understanding of the world and basic principles such as danger. but the GM may rule that they wear off prematurely for dramatic effect. all damage dealt to you is increased by 50% after ARM and MARM are calculated. Sleep: You are magically put to sleep. and can do nothing until the effect ends. the victim may make an immediate Spirit check to ‘shake it off. Cured by the ‘Soft’ item. Petrify: You are transformed into a stone statue. but it’s not easy.NEGATIVE STATUS EFFECTS There are many different things that can happen to a character besides taking damage. Fear only lasts for one round. or resurrection spell. Characters who use Two Weapons may still reroll this one dice and hope for the best. Taking damage has a 25% chance of removing the Confusion status. although only usable by Bosses and the Dark Knight ability ‘No Mercy. 117 . and as such it is quite uncommon – almost completely exclusive to Time Magic. All damage you deal with weapons is halved.

but the GM can rule it to be less for dramtic effect. Regen: The literal opposite of Poison. but move freely in any direction. Positive status effects.POSITIVE STATUS EFFECTS Luckily. 118 . It should be noted that even a character with Immunities to status effects can choose to be affected by them if he or she wishes. a character with a Ribbon equipped – and thus Immune to all statuses – could still operate under the effects of Protect and Haste if they liked. often granted by white magic. we mean ‘four. they can prevent themselves from receiving a positive status effect with the same sort of Spirit check listed above. but they don’t receive the same benefits to avoid Short Range attacks that true Flying characters have. Thus. you are immediately revived with 1 HP. This still causes Auto-Life and all other status effects to immediately fade. Protect: All physical damage dealt to you is halved for the duration of the effect. If your character is knocked unconscious. Reflect: Most magic that would otherwise affect the target is instead redirected towards a random target on the opposite side. Flight: As Float. They also take no damage from falling. The damage is halved after M. a character gains 10% of his max HP at the end of each of his turns.while they last. For example. If a character wishes. And again. situations where such normally beneficial spells are a hindrance DO pop up…such as a Zombied character trying not to receive the effects of Regen. While rare. Float: Floating characters take no damage from Earth-based spells and abilities. The damage is halved after ARM reduces the initial amount. any positive status effects disappear immediately. this means that casting Fire on a Reflected enemy will result in you or one of your allies being damaged instead. Shell: All magical damage dealt to you is halved for the duration of the effect. Haste: You have time for an additional Standard action in the same turn. not all status effects are bad. Slow actions begin and end on the same turn.ARM reduces the initial amount. can bestow great advantages on your character. Haste overwrites and cancels the Slow status. and hover several inches above the ground. or even allow themselves to be Charmed. While under the effects of Regen. Short Range attacks take a -4 penalty to hit you.’ Auto-Life: If your HP is reduced to 0 while under an Auto-Life spell. whenever we say a status or effect lasts for ‘several’ rounds.

as long as you make it out of a battle alive. 12. and every 3 levels thereafter (3. etc). Use the following chart as a reference tool. They then receive one additional skill point. and every 4 levels thereafter (8." . a character obtains a new Job Ability of her choice.or ever! – the character doesn’t receive the Limit Break until they have. Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Additional Benefits --+1 to different Attribute Job Ability Limit Break #1 +1 to different Attribute -Job Ability +1 to different Attribute -+1 to different Attribute. Experience is awarded as follows. If they don’t accomplish this goal until level 26+ . the character chooses one Attribute and raises it by one point. etc) they gain a bonus attribute point.Leveling Up "The way I see it. (Characters created above first level don’t receive these bonus attributes automatically – they have to be earned. 15. Characters can only gain their final Limit Break if they have accomplished their Life Goal. At levels 5.) At level 4. Job Ability --+1 to different Attribute. and 25. Job Ability Limit Break #3 -+1 to different Attribute Job Ability -+1 to different Attribute 5 points of EXP are required to level up. a character receives a new Limit Break. 16.Seifer Almasy Upon gaining a level. 119 . they recalculate HP and MP. you're one step closer to fulfilling your dream. 6. and instead serves to ‘round the character out’ and show that she is gaining more than just brute force or an outstanding intellect from her adventure. Limit Break #2 Job Ability -+1 to different Attribute -Job Ability +1 to different Attribute --+1 to different Attribute. This point cannot be spent in the character’s highest attribute however. At level 3. 9. and finally.

for the easiest point of EXP you'll ever earn.1 EXP To complete a story arc or a major quest will award 1 points of experience. players are encouraged to provide a backstory complete with goals and future ambitions.' merely temporarily overcome.Quote/Backstory . the party does still receive the normal 1 EXP for Combat. save-the-world level End Boss. these are fights where the foes are greatly below the party’s level or ability. or Charmed.1 or 2 EXP To defeat a long-running or major campaign villain in an epic struggle will award an additional point of experience. Sometimes sneaking past foes will not award this exp. this exp will not be received – however. Either one of these is worth 1 point of EXP right off the start.in a skirmish in which a Boss manages to flee. whether through direct combat. not fighting back. top it off by filling out a clever and concise character quote on your sheet. Skirmishes never award EXP. doing both of these might be worth 2 EXP before the first session even begins. or other means awards 1 EXP. Some battles are known as ‘Skirmishes’ – at the GM’s final discretion. at the GM's discretion. The foe must be defeated permanently for this exp to be retrieved . Bosses . Quest . 120 .1 EXP At the end of every single gaming session. as they were not 'Defeated.1 EXP To defeat your foes. Outsmarting your foes to overcome the challenge also generally counts as deserving of an EXP reward. a successful plan. Or.1 EXP Upon character creation. Session . At the GM’s discretion. or two if the villain was a truly titanic. all players who attended will be awarded 1 point of EXP. Combat .

The default space requirement for rest is an area where the party can stretch out without fear of being attacked by marauding monsters and the like. Special Vehicles with the ‘Good Night’s Sleep’ talent also allow the party to take a Full Rest. During rest periods. the more beneficial the rest will be. Time Taken: 7 to 8 hours Fitful Rest Fitful Rest can be defined as either sleeping fewer than the usual seven or eight hours or being interrupted in the night by a monster attack. increasing recovery gains in both the short and long term. all characters will be restored to maximum HP and MP. though prices can be a deterrent.it's difficult to really relax when there's a perpetual fear of monster ambush. a character cannot undertake any complex or physically exerting activities during that time period unless they are directly related to the recovery process. and as the battles start coming in thick and fast. the party's 121 . characters need just two things: time and space. resting. forging a sword or clearing boulders is not. This section looks at the aftermath: healing. Using a Tent always ensures the party gets a Full Rest.Balthier Mid Bunansa Even the most cautious heroes will take a few lumps on the road to glory. At the end of a Fitful Rest period.Recovery and Death "With each passing day. To rest. In other words. Resting The ability to recover lost Hit Points is crucial to a party’s long-term survival. Magic and items can patch up injuries on the go. the injury tally is likely to rise in turn. After staying at an Inn for a full night. taking the time to make splints and sewing wounds is fine. In order to benefit from a rest period. but can drain the party's resources if there's a lot of hurt to go around. Time Taken: 3 to 6 hours Healing Skill Characters with the Healing Skill can use their talents to assist the natural healing process. In practical terms. and are thus the highest form of luxury recovery available to a party. all party members regain 25% of their maximum HP and MP values. Space is a little trickier. as long as the party spends at least a few hours doing so. The alternative is to let injuries heal up the natural way – with rest. Time is self-explanatory – the longer the party has to kick back and relax. After Combat Ends… …all characters who had been knocked Unconscious get back to their feet and are treated as having one hit point. Assuming the party can rest for a full night without interruptions. characters may make a Skill Check at varying difficulties – usually 11 – to speed up the healing process. this means that long stretches of rest are impossible in the middle of a dungeon thick with enemies unless the party can find some way to keep itself completely protected during that time . the world finds new and exciting ways to kill a man. White Mages with the ‘Body and Soul’ job ability can even automatically bring the entire party back to 100% HP after combat ends – an remarkably useful ability for any adventuring troupe. and getting back to fighting fitness. most Inns have also taken to hiring a few White Mages to tend the many adventurers that pass through. Time Taken: 7 to 8 hours Travel Rest Travel Rest is typical of the kind of night's sleep a party will get on the road. they recover 50% of their maximum HP and MP. recuperating." . If the Check is successful. Full Rest (Inn or Special Vehicle) Well-furnished and comfortable.

unconscious. they'll get the benefits of Travel Rest. they are considered ‘defeated.recovery gains at the end of the rest period will be equal to the next-highest grade of rest. can all return a character from near-death to life. Incapacitation When a character is reduced to zero health. if they took Travel Rest. There are a variety of ways to resurrect a comrade fallen in this way. the Life spell. depending on how whether the food is standard fare or truly gourmet cuisine. Such dishes are able to heal 50% or 100% of a character’s or party’s HP. and more. foes are killed – but players shouldn’t feel this is morally wrong. All Bosses and End Bosses have this ability.’ What this MEANS. usually marked by unusual features or simply a noticeable aura of magic energy. Death There are two ways for death to occur in the Final Fantasy RPG. this doesn’t mean the end for the party. the PCs may discover small patches of consecrated ground in otherwise dangerous territory. making it possible to rest there for at least short periods of time. Things like broken arms. and the opponents use the No Mercy ability on him. Critical Injuries can bestow negative attributes as determined by the GM for as long a period as the injury remains. Phoenix Downs. Such areas naturally repel monsters and other hostile creatures. but a skilled chef can keep a party going strong for days or weeks on end with this method. they are incapacitated. It can usually be treated by a mid-level White Mage or High-level Paladin. resting in the middle of a dangerous dungeon is out of the question. exactly. no additional time or resources are consumed. and lesser injuries such as broken bones heal in weeks of game time. Most of the time. If the characters took a Fitful Rest. allowing them to use their culinary knowledge to create exotic dishes with restorative properties. 122 . This can quickly become expensive. but some injuries can’t just be shrugged off with a Potion and a good night’s sleep. A Complication means the character’s ministrations actually have the opposite effect. able to permanently end a character’s existence with a Slow Action. and unable to act in any way. The second method is if a single character falls. and defeated monstrosities are dissolved into the universal holy energy of the cosmos. (see p. they’ll wake up in a nearby safe location. they'll get the benefits of Full Rest. Cooking Some characters have taken the Cooking synthesis skill. characters with access to a certain White Magic spell have the ability to consecrate the earth. In addition. trauma and severed vocal cords are all examples of these kinds of Critical Injuries. is up to the player and the GM to come to a conclusion on together. There is absolutely no resurrection for Dead characters without spending Destiny. Against Bosses and End Bosses however. But in some cases.106 for more information on Cooking) Consecrated Areas Ordinarily. The Farplane assures that existence after death is peaceful and pleasing for all races. this does often mark the end of the campaign. losing all EXP and Destiny they had saved up. Critical Injuries All characters suffer a few scratches and scrapes during the course of their career. The only thing that changes in this case is the actual recovery benefit. meaning that no healing is received at all. The first is for the entire party to be knocked Unconscious. Deceased? Unconscious? Lacking any will to fight? Generally. rather. Enemies and Death When foes are brought to 0hp.

and may raise any statistic as high as he likes.Limit Breaks "You just don’t get it at all. A rank 2 (obtained at level 15) gives you 20. status effects. a character may only use one Limit Break per round. and a possible Limit Break. A Limit Break may have almost any effect. Characters with the Shared Ability ‘Limit Breaker’ or the ‘Overdrive’ equipment property may perform such techniques at 50% or less of their health instead. Limit Breaks used in this way require a standard action to perform and can only be used on the character’s turn.Cloud Strife Limit Breaks are special abilities. It may heal. A Rank 1 limit break (obtained at character level 5) gives you 10 points to work with. Some powerful foes may possess Limit Breaks.the character must be level 25 or higher . Secondly. It uses a point-buy method to determine the exact effects of a given Limit Break. Regardless of how the Limit Break is used. Point costs are listed in each section. To receive their third and final limit break. revive. but this is rare. the character may use a Limit Break of their choice instead of his regular attack. Characters retain older Limit Breaks when they gain a new one. a character can use a Limit Break by spending three points of Destiny. and vary from effect to effect. If the character has 25% of his maximum health remaining or less.the character must have accomplished his or her Life Goal When a character achieves his third Limit Break. A complete list follows over the following pages. 123 . the following criteria must be met: . Thus. The Limit Creation System is used to create the set Limit Breaks that your character will learn over the course of his career. they can be randomly accessed while making your attack's attack accuracy roll. this represents a Critical Hit. There are two ways to perform a Limit Break. cause physical damage. the same as it would cost to perform their Epic Ability. When a character rolls a pair of sixes. magical damage. THERE ISN’T A THING I DON’T CHERISH!!" . which require no MP to use and are only accessible after a character sustains a substantial amount of damage. First. or any number of other things. the character may choose to use any one of the Limit Breaks in his possession when they become accessible. he is no longer restricted by the maximum Attribute restrictions. and a rank 3 gives you 30.

disintegrate. freeze. This sort of Limit break always deals physical damage. Magical Resistances. the new weakness will replace the first. a Rank 1 limit break would alter this damage to be (STR x 3) + 2d6. roll again. no matter the weapon with which they are performed. and DEX-based damage. or otherwise destroy your foes in spectacular ways. Armor Break reduces a foe's VIT rating by 50% and the foe’s ARM and MARM scores are reduced to 0. All ratings reduced by 50% are rounded up. and is affected by M. Speed Break reduces a foe's DEX rating by 50% and halves the foe’s EVA. Power Break reduces a foe's STR rating by 50% and halves all STR-based damage. This primary effect functions almost exactly the same way as Attack (Physical) – however. If cast a second time. and also allows the user of 3 Water the limit break to choose Shadow or Holy as an elemental weakness. Also. Healing or Esuna. Taking 1 Fire this ability twice will allow for the user of the limit break to choose a 2 Ice weakness instead of rolling one randomly. if Cid was to wield a Sword that did (STR x 1) + 2d6 points of damage. rather than physical damage. a Backfire causes all allies to be affected. Consult the chart below. you use your INT or SPR instead of STR or DEX to determine the damage dealt. using your equipped weapon. This ability cannot be combined with the 5-point Refund version of Random Target. This is considered an instant Death effect. Roll 1d6 and consult the following table to determine which one. Soul Break reduces a foe's SPR rating by 50%. 5 points will allow any of the following. Break Arts damage an opponent's stats in battle. and may not be used in conjunction with Random Target. and uses your normal attack to determine how much damage is dealt – with some modifications. If the target already possesses a Weakness. Attack (Magic) (3 Points) Attack (Magic) is the magical version of Attack (Physical). ACC. Attack (Physical) (3 Points) The Limit is designed to inflict heavy damage on the target. there is a 25% chance that it backfires affecting the user instead of its intended target. Rather than elaborate blade dances or crushing axe blows. Limit breaks are considered to be Medium-range attacks. of your choice. Debilitate (2 Points) Debilitate infuses the enemy with a random elemental weakness. for every time the power is used. Backfire (3 Point Refund) The limit break is dangerous to its user as well as to his enemies.Area Effect (5 Points) The limit break affects either all enemies or all allies. Lasts until the battle ends or the weakness is overridden by a new attempt to Debilitate. you use the power of magic to burn. and a physical attack of this sort is still reduced by ARM. A Rank 3 limit would alter this damage to be (STR x 7) + 2d6. Damage dealt in this way is Non-elemental unless you also take the Elemental effect. 4 Lightning 5 Wind 6 Earth 124 . Break Arts (4 Points) Similar to Status Effects. If combined with Area Effect. Taking this ability twice reduces the opponent’s health to 0 instantly.ARM. May not be combined with beneficial Primary Effects such as Revive. Limit Break Rank 1 2 3 Damage Step Increase +2 +4 +6 Thus. Resistance. Absorbencies and Immunities are lessened (reduced by one step) and all SPR-based damage is halved Death Attack (10 Points) Attacks a single opponent with an attack that reduces the enemy's HP by 50% of its current value. no matter the weapon with which they are performed. Attack (Magic) always deals magical damage. Multiple Break Arts of the same type are not cumulative. Limit breaks are considered to be Medium-range attacks. Magic Break reduces a foe's INT rating by 50% and halves all INT-based damage and healing. Die Roll (d6) Inflicted Weakness Immunity or Absorbency to the resultant element.

ARM. To fully heal a target’s HP and MP would require this ability to be taken 4 times. the technique targets a random enemy (or ally. see below) The Limit Break now requires an attack roll. Elemental Mastery (2 or 5 Points) Grants one target Absorbency to one element for two rounds. For the 1 point refund. for 20 points. For 12 points. so forth and so on. Drain MP (3 Points) The limit break. Taking this ability twice will allow for both effects to occur once. Undead targets still only get an Immunity instead of an Absorbency. and reduces all Immunities and Absorbencies to Resistances. If the limit break is used with a weapon that has an elemental property. Movement (1. Random Target (1 or 3 Point Refund) The attack is chaotic in nature and cannot be completely controlled. but also to get allies out of harm’s way or perform attacks at extreme distances. normal damage is dealt instead. MP Drain may NOT be combined with Healing. or for the target to regain 100% of the chosen stat instead of 50%. For 5 points. For the 5-point refund the target is completely random. the character using the Limit Break now attacks twice. For 6 points. restoring his MP. treat the attack as whichever element would be most effective. chosen when this Effect is added to the limit break. the limit break targets a random Group. restoring HP instead of reducing it. returns 50% of the damage dealt back to the user as magical energy. the character attacks 3 times. Elemental (1 or 3 Points) The attack carries a certain element with it . 125 . which must deal damage of some type to the opponent. which must deal damage in some fashion. HP Drain may not be combined with Healing. including Movement. This can be used to knockback opponents. and must be combined with the Attack (Physical) or Attack (Magical) effect. Taking the Effect twice will allow the user to return 100% instead. potentially dealing its damage twice. Piercing (4 Points) The attack. is able to penetrate even the strongest of enemy defenses. Taking the Effect twice will allow the user to return 100% instead. Healing (5 Points) A target of your choice regains 50% of their HP or MP. Multi-Attack (6 Points. Allies do not have Slow actions interrupted when friendly characters perform beneficial Limit Breaks involving them. which must deal damage of some type to the opponent. or 5 Points) The Limit Break causes either the user or its target to move a distance based on the number of points spent – Short Range for one point. and does damage of that type. The element must be chosen when the ability is learned.Drain HP (3 Points) The limit break. If the target is immune or resistant to the Element of that type. the Absorbency lasts until the end of combat. then the cost of this effect is increased from 1 to 3. The Limit Break ignores ARM and M. with the exception of unconsciousness. etc. If your elemental choice is Holy. and Long Range for 5 points. For 18 points. if the limit break is beneficial). Ice. All damage dealt by that element is reversed. returns 50% of the damage dealt back to the user as health. the element of the limit overrides the element of the weapon. 4 times. Medium Range for 2 points. If combined with Area Effect. 2.Fire. restoring his HP. Esuna (5 Points) Esuna removes all negative status effects from the target. If multiple Elements are used in the Limit Break. and may be either an enemy or a friend. Neutralize (3 Points) Neutralize removes all Weaknesses and Resistances from the target until combat ends.

Short Range (1 Point Refund) Normally. Reflect Mini. making him stronger. Shell. Random Target. Aquan.e. the user determines the transformation type at the time the Limit Break is used. Negative status effects last for a total of 4 rounds. with this effect the attack or is restricted to melee range. Dragon. Stylish would need to be taken three times and cost 6 points in total. Poison. Seal. Aerial. Specialized Target cannot be taken more than once. 2 for the second. Abnormal. Multiple Stat Boosters of the same type are not cumulative. Sleep. Aquan. Curse. This lasts until combat ends. For example. works in such a way so that it can only affect its user. inflicting an enemy with Zombie. 3 for the third) Sinking 28 points into Stylish would grant a total bonus or penalty of 7 ACC and EVA. Revive (4 points) This effect revives a character whose Hit Points have been depleted. May not be used in conjunction with Area Effect. 1 for the first. Haste. Aerial. A limit break with this effect does ADDITIONAL damage equal to half the difference between your max HP and your current HPi.Revenge (4 points) A Revenge attack – which must deal some type of damage – has greater effect as your health declines. and may select multiple types. However. or raw power to awe allies and enemies alike. and so on. Protect. By adding multiple status effects the costs are cumulative for example. smarter. Status Effect (Varies. Alternatively. Positive status effects last until combat ends. (So to give all allies a +3 bonus. half the amount of damage you have taken so far. Beast. Arcana. Stat Booster (6 points) Stat Boosters are effects that augment the subject's normal abilities. Transformation (1 or 4 Points) The character or the limit break’s target adopts a completely different form when the Limit Break is used. it will now do STR x 2 instead. When taking this effect.no other ally may be targeted. The power of the limit break determines which positive or negative status effects are available. except for Stun which only lasts until the end of the monster or character’s next turn. Amorph. For each time Stylish is taken after the first. Charm. or Undead. Arcana. Confusion. Construct. Insect. if a weapon was to do STR x1 points of damage. Limit Break Rank 1 2 3 Status Effect Zombie. Petrify. For 1 point. and more powerful. Fiend. color. After the Limit Break is used. consult chart below) The limit break automatically bestows one or more positive or negative status effects on the target. For one point. Fear. and increase the damage dealt by all attacks of that type by one step. the category must be determined ahead of time. For 4 points. all enemies suffer a -1 penalty to ACC and EVA for the same duration. Beast. Self-Only (1 Point Refund) The effect. For a 5 point refund. Construct. choose an attribute such as DEX or STR or INT. Plant. 126 . Slow. choose one type of creature from the following list that is Immune to the Limit Break. Insect. Float.. Specialized Target (1 or 5 Point Refund) One or more types of monster is unaffected by attack. Amorph. the cost increases by 1. Plant. Poison and Sleep would cost a total of 9 points. which must be beneficial in nature. or Specialized Target (Humanoid only). Fiend. meaning they can target flying creatures or without penalty. Flight Stun. returning him to consciousness and restoring 1 HP. all Limit Breaks are considered Medium Ranged. Dragon. all allies receive a +1 bonus to ACC and EVA until the beginning of your next turn. Auto-Life Point Cost 3 6 8 Stylish (1 Point) The Limit Break is combined with a dazzling display of light. ALL types of monsters are Immune to the attack except for one chosen category. Stop. faster. This effect remains until the end of combat and may not be combined with Backfire. or Undead. changing its type from the standard ‘Humanoid’ to any of the following categories. Abnormal. Must be combined with an offensive ability and cannot be combined with Self-Only.

This section discusses Traps. after which time they are rendered Unconscious. Social challenges. no amount of smooth talking on the player's part can compensate for a Complication on that Negotiation roll. Negotiation Difficulty Elementary (5) Easy (7) Moderate (9) Challenging (11) Impressive (13) Heroic (15) Godlike (20) Impossible (30) Situation Convince an admiring fan that you really are just that amazing. objects cannot slowly weaken under a continued assault of attacks. Unlike physical challenges. A character can only be killed by prolonged submersion and suffocation under extreme conditions. sound alarms that summon or release monsters for the PCs to fight. Haggle a deal with a shopkeeper in a backwater village. They can deal damage directly. Traps Traps can give a party plenty of headaches without ever straining their sword arms. Unfortunately. A common trap is a ‘Monster-In-A-Box’. and role-playing skills to the limit.Non-Combat Challenges Not every difficulty the PCs will face can be as easily defined as a horde of evil foes brandishing weapons. and can vary depending on a number of factors – reliability of transportation. a creature of almost any type that lives within the dark confines of a treasure chest. Travel Note that these are only rough estimates. assuming this is in character. and prowling monsters will test the characters’ bartering. Although characters with the Destructive Strike ability are better suited to rip a path through their surroundings. pouring rain could easily halve the amount of ground the party normally covers in a day's time. enemy spies. the player must act out the attempt as well as simply rolling for it. Insult an imperial soldier until he opens the prison door to come strike you. For instance. inflict statuses. and more. 127 . Good performances might net the player a bonus or waive the roll entirely. seduce a Gambler. If overcome. terrain. A simple (if rather difficult to believe) rule covers such situations – a character can hold their breath for a total number of rounds equal to (1 + their Swimming Skill + their VIT rating). anyone may destroy an object or structure if they succeed at a Strength skill test. Objects and Hardness Whether it be as complex as a suit of M-Tek Armor or as simple as a steel jail cell wall. Social Challenges A smart group of adventurers doesn't get in a fight with every living thing they meet. and more. problems encountered on the road. Rally an army for your cause. or battle foes beneath the waves. If a PC attempts to use a persuasive skill like Negotiation. players and characters alike will always find reasons to destroy inanimate objects. Lie to an Esper or a mind-reader and get away with it. sneaking. Here’s some examples of how difficult Negotiation checks might be. it’s all or nothing. Leave a monster trembling in fear from your intimidating stare. bursting out to attack unsuspecting adventurers. Travel Type Walking (Normal) Walking (Hard March) Chocobo (Normal) Chocobo (Racing/War) Wheeled Vehicle (Primitive) Wheeled Vehicle (Modern) Ship (Sail) Ship (Steam) Airship (Primitive) Airship (Modern) Speed 25km /day 50km /day 280km /day 400km /day 300km /day 700km /day 170km /day 960km /day 1200km /day 9000km /day Submersion and Drowning At times Final Fantasy heroes will find it necessary to travel underwater to arrive at their destination. Thus. traps and hazards reward the party with Experience Points. weather. Befriend a Tonberry. recalcitrant informants. Impress a diplomat or noble with your well-reasoned arguments. such as an hour or more. lie to a Judge and get away with it. there are times when others block the way forward – uncooperative guards. social challenges hinge on what a character says as much as how they roll.

The exact results of such actions depend on the device in question. Alternative uses for Magic Aside from causing direct damage. are far less durable. like snow and fog. combatants. etc – cannot be broken or damaged with a simple STR check. Fire: Setting things on fire is the easiest way to make a battle a little more interesting. characters battling in the freezing tundra might discover their Ice elemental spells or Ice-Strike weapons deal additional damage. But such conditions mean more than just running the risk of developing a case of heatstroke or the sniffles. Equippable items – armor. 128 . however. Other chapters mention Difficult Terrain. Structures and vegetation burn up slowly enough that they’ll most probably be ablaze for the rest of the battle. For example. Object Glass Wood Crystal Flimsy Metal Stone Reinforced Metal / Steel Adamantite / Orichalum A fifty-story building Difficulty to Break Elementary (5) Easy (7) Moderate (9) Challenging (11) Impressive (13) Heroic (15) Godlike (20) Impossible (30) Elemental Field From howling snowstorms to blistering heat. turning previously traversable areas into Difficult Terrain. Lightning: Capable of powering – or overloading – heavy machinery and electronic devices.The difficulty of breaking an object is the same as any other check – the character must make a STR check equal to or greater than this value to destroy it. Wind: Knock things over or blow smaller objects away – a good way for retrieving things that would normally be beyond the party's reach. But particularly strong weather or terrain conditions – like the inside of a volcano or in the middle of a hurricane – can warp and accumulate large concentrations of Elemental energy. turning it into muddy and Difficult Terrain. but could easily range from destroying a shield generator protecting a major villain to activating an elevator to high ground. shields. Ice: Ice Elemental attacks have the ability to freeze bodies of water or ice over soggy ground. It may also disperse other atmospheric conditions. and the suggested ruling of -2 to -4 to a particular skill check. Possible effects include: Earth: Can cause tremors that can quickly damage and destroy smaller environmental features. Water: Can sweep smaller environmental features out of the way and soak into solid ground. or even all skill and accuracy rolls the character makes. inflicting status effects and healing allies. characters may also use the power of the elements to manipulate the environment. Magical attacks made in an Elemental Field have their damage increased by 50% if they share the same element. Fire is capable of melting through most ice formations. weapons. opening up previously inaccessible sections. the environments that players will find themselves fighting in is nearly endless. Consult the chart below for information on typical – and not-so-typical – materials and objects. accessories. Environmental features set on fire and then rigged to fall on opponents do Fire Elemental rather than Physical damage. Anyone caught in the middle of a fire will suffer Fire Elemental damage equal to 10% of their maximum Hit Points for each Round spent in the fire.

all players start with 3 points of Destiny instead of the standard 1. we’ll discuss each of the Final Fantasy game settings as briefly as possible. comic-bookish game that nobody takes too seriously…. wins. and a great deal more hilarious as players attempt to constantly one-up each other in hopes of obtaining more Destiny to further advance their careers. This is a risky variant because several abilities in the core game become inferior or obsolete. Heroes who begin and end their careers in the span of six months of regular play might be undesirable to groups who prefer their epic tales to be equally epic in length. The trade-off is that the game will become strategic.whomever is the most awesome. (We also don’t want to see this already long book even longer.Balthier Mid Bunansa One of the largest problems with the Final Fantasy series – at least where tabletop gaming is concerned – is the lack of a recurring setting. What you won’t find. and can spend 5 points of Destiny to automatically Level-Up. More than one Final Fantasy game has seen the cast board a shuttle to the moon or descend deep into the dwarven caves beneath the earth – however. even more high-powered. Changing it to 10. and magical crystals tied to a heroic prophecy. are plot synopsizes or descriptions of places in the games. or be able to resurrect deal characters. and instead feel the best solution would be to increase the amount of experience needed per level from 5. however.CHAPTER VII: THE WORLD “No matter how dark the night." . The benefit to this is that everyone levels-up together at the end of a session. depending on how combat-intensive your games might be. the Entertainer’s Victory March Art. the morning always comes. the entire Freelancer job…the list goes on. such as Chocobos. And speaking of optional rules… Optional Rule: Alternate EXP Variants For many players – especially those who are new to the system – the rapid level gain presented in the core book is too quick. this variant should be considered only when players are looking for a competitive. Boss or End Boss. reducing downtime during games and making sure nobody feels ‘left behind’ for missing a few sessions. So in this chapter. If the presented suggestion for the rate of EXP accumulation doesn’t work for you. And our journey begins anew. Moogles. consider one of the following fixes. the Master Thief epic ability. No matter how detailed a world’s description might be. some GMs specifically wish to set their games into one of the canon worlds. for example.) Consider this chapter more a repository of additional/optional rules than any attempt at helping the GM build a campaign world. There are repeated fundamentals that appear in most games in the series. Thus. 129 . ‘Purchased’ Levels. gain 3 additional points of Destiny whenever they defeat a Notorious Monster. You can base the game in any location or world you wish. This is almost an easy fix as the above suggestion. Characters do not gain experience points in the normal fashion – they do. With this variant. With this method. and give suggestions on how to modify the standard rules to replicate the setting. Furthermore. Change the amount of EXP needed to gain a Level. suggest several adventures that could take place in the world. such as the Blue Mage’s ‘Absolute Power’ ability. players don’t worry about experience points at all and instead gain a level whenever the GM deems it to be appropriate. effectively assumes characters will still gain a level every three to four game sessions. but even these common elements are absent in a handful of games. Fighters and Summons become exceptionally more powerful and players will rarely (if ever) use Destiny to increase dice rolls. we believe that distilling all the energy and fire that made a game interesting down to dry facts and descriptions is a terrible thing. Destiny and EXP have been combined. Conversely. Leveling-Up takes place during story events. Some players don’t want to stop tracking EXP completely. It also allows you to pace the game to be as slow or as fast as you and your group like. however.

countless numbers of power-hungry mages have sought to control it and wield the dimension as a cosmic weapon – and at times. The rampant nihilistic attitude of those seeking to make use of its power is well-recorded. Espers. Entrance to the Void is as simple as stepping through a Dimensional Gate created with the Time Magic spell of the same name. The Farplane can be visited by the living. The rules of space and time do not necessarily seem to apply the same way as they do in the normal world. isolated dimensions and secluded realities give birth to powerful monsters and are home to cosmic wanderers. they have come close to succeeding. leaving has always been much more difficult. Due to this fascinating feature about the Void. Some beings – such as Ultima Weapon and Gilgamesh – reside within the Void and use the powers of the dimension to hop between worlds. Some scholars speculate that this is because The Void is an intelligent. The Farplane The Farplane is where the souls of the deceased reside. interconnected through a series of passages that often seem to contradict logic. However. and time does not seem to flow at all for any inhabitants of this place. forests. caverns and so forth have been birthed within the Void. fortresses. consuming it utterly. Only souls that are at rest travel here – the dead who still harbor resentment or have yet to accept their fate still wander the world. Entire deserts. The Void is known to be a connective dimension. this starts out as a simple desire for incredible power but inevitably leads to an intense desire to reduce all of everything to a state of non-existence. The Void seems to possess the power to distort or destroy matter. and even the souls of the dead.Distant Places Outside of the familiar world our heroes likely inhabit. and often images of the deceased – little more than figments – can appear to those who seek them. the Void is a dimension of infinite nothingness. a peaceful afterlife that remains a mystery to all those but its permanent inhabitants. Below is a sample of two possible alternate dimensions that may appear in your Final Fantasy games. In its unchanged state. sentient being instead of this merely being the result of gaining use of such destructive power. they speculate that the Void controls its users just as much as they influence control over it. The Void The Void refers to as an actual. Often times. ultimately becoming Fiends suffused with the powers of hatred. physical dimension that can often take a form familiar to those who traverse it. or can be reshaped at will by the current denizens thereof. which makes the Void a suitable prison…frozen in time…for the most fearsome beasts in existence. through which other realities and worlds can be reached. 130 .

In desperation and fear. final act of heroism. Thousands of years ago. and restored the four orbs. At the end of the story they discovered that a long-forgotten foe. fire.FINAL FANTASY I "WARRIORS! Revive the power of the ORBS!" The first of the game series takes place in a world where the elemental forces of earth. By focusing their energies on a single focal point. He wandered the Interdimensional Rift for years and his mind became twisted with bitterness. retrieved a stolen crystal eye for a blind witch. the sage Lukahn speaks of a prophecy that four Light Warriors will come to save the world in this. This would not last. his hatred merges with the power of the four crystals as well as Shinryu’s 131 . however – his mind had been twisted from the infusions and years of drifting in the Void. Events are set into motion with the appearance of the four Light Warriors. an empire waged war on the scientific utopia of Lufenia. Cornelia. Garland was ejected from the Interdimensional Rift and found himself in a city known as Cornelia. and did indeed end the war with barely-understood powers of discord. Garland was betrayed by the civilization he had been birthed to protect. to the ruined Temple of Fiends and beyond. proved their courage to the Dragon King. turning the world into a nightmarish place where nothing can grow. In the original game. wildfires tear across the land. the knight Garland. Without knowing what else to do. the heroes travel two thousand years into the past to end the paradox. This is where the paradox begins. unconsciously created a rift in the fabric of the universe which pulled him through. madness and hate. and he kidnapped the princess and fled to the ruined castle north of the city – the Temple of Chaos. water and wind are governed by four magical orbs. their journeys took them from the Kingdom of Dreams. raised an airship from its resting place deep beneath the desert. However. the wind is still. has ascended to a state of godhood via the use of a time paradox. they used the powers of The Void and the Four Crystals to create a child to be their ultimate weapon. They battled pirates. In desperation. As Garland is pulled backwards in time. In a last. The child was named Garland. becoming the entity known as Chaos. Garland agreed and inadvertently begun the cycle of evil that would leave the world in ruin. but the Four Fiends intercede on his behalf. its time of darkness. and in his anguish and rage. Over the past four hundred years they have grown dark. who took interest in the hapless supersoldier and offered him power and escape from the void. they manage to create a hole in time and pull Garland back in time by two thousand years. Just when the people have lost all hope. Garland is stopped and nearly killed in the Temple of Chaos. What is Chaos? Most everything that takes place in this original Final Fantasy is the direct result of the entity known as Chaos. sailed the Aldean Sea. creating a future where their heroism is unneeded and unknown. he began serving as a knight within the royal army. It is said that he met the archdragon Shinryu in his wanderings. who each carry one of the darkened Orbs. and its creation of a time paradox to ensure that it could never be permanently defeated.

would they? The dwarves have been hard at work expanding their tunnels after finding a rare adamantite vein. Jobs In the original game. sends his newly-created elemental minions into the future. Now that the enchantment is wearing off. Black Mage. White Mage. but being reborn in the past. purifying the water. Note to GMs! In the Bestiary at the end of this book are stats for both Garland and Chaos – for the purposes of setting a game in the FF1 world. and robots. But the enchantment going haywire has isn’t something to be ignored. Thief. an ancient structure that lies hidden somewhere in the great desert. Garland realizes that his life could not be saved by the Fiends unless he himself commanded them to do so. Adventure Ideas A piece of ancient Lefenish technology is discovered – a working robot. This breaks the time loop. always use Garland’s stat block for the final encounter. dwarves. Though humans populate most of the world. in turn. as he is presented there. Garland can't be sent back to the past. Defeating Chaos in the past prevents him from sending the Fiends to the future. They. and creates four servants to do his bidding . Chaos.Chaos. indistinct look. How long before the entire world is lost in the mirage? 132 . unable to sustain itself. but at least a handful of dwarves believe that they’ll be digging directly into the old Cave of Earth under the ‘devil’s tail. is far beyond the capabilities of most parties.the Four Fiends.’ Can the heroes stop the expedition before the dwarves dig too deeply and wake up monsters best left alone? The Mirage Tower. reverts time back to its original state. Without the fiends in the future. dragons. He himself is transformed into a new entity altogether. It immediately begins tilling the soil. each of the other races has their own town or city where they live peacefully. Players who wish to stay ‘true’ to the original could consider choosing from only this restrictive list. the tower has a distorted. mermaids. and to this end. was made magically invisible thousands of years ago.malicious energies. funnel elemental forces to him and allow him to transmute into something far more powerful . and the paradox. including humans. a nearby town is slowly being turned invisible. Races Numerous different races appear in the first game. and cleaning the planet. only six of the nineteen standard jobs made an appearance. repeating over and over and over again. capable of growing back into the whole if the need should arise. elves. The citizens of all the nearby towns are ecstatic…so why do the heroes have such a bad feeling about this seemingly-innocent device? A young boy from the port town of Onrac has gone missing. and Red Mage. the loop effectively sustains itself with Garland dying in the present. Thus. He is a splinter of Chaos. and a witness says he was pulled underwater by mermaids. Fighter. The playful denizens of the underwater shrine nearby would never willingly kidnap someone. Monk. and unseen monsters stalk to desert and surrounding plains.

Upon his inevitable death. Emperor Mateus went too far – his soul was sold to a being of hell or simply torn asunder – nobody knows. has established a rebel and formed a resistance movement. A world where we can overcome what we have lost. He declared war on the world. In the original games. The Emperor was furious and embarrassed by this and in a fit of rage. The princess of the Fynn nation. unassailable citadel from the depths of Hell. FFII is predominantly a human population with little to no mention of other species.. the heroes found themselves taking out the imperial airship known as the Dreadnought by hurling a legendary flame into its engine. he will assume the mantle of Emperor of Hell and will return more powerful than before. beginning his mad and arrogant conquest of mankind. Races Unlike the first game. where even the rain and the wind can provide us with strength. which is said to house a fragment of his soul. At the climax of the game The Emperor creates a powerful Cyclone that destroys a handful of cities and threatens to tear the world asunder before raising his new. Most noticeably of these is the Orb of Minwu.FINAL FANTASY II “When the battle is over. Hilda. Spearheading the war is The Emperor. but as the years passed the experiments and rituals became more and more dangerous. a ruthless and charismatic leader with superior technology and magic at his disposal. and unlocking the powerful Ultima spells. Castle Pandaemonium. He became reclusive and dangerous.” . Players battling the empire of Palamecia should be able to choose any job they like. At some point. befriending kings and armies of Dragoons. promising his beautiful daughter’s hand in marriage to any man who could retrieve her from the top floor of his castle. At first the Emperor’s mages believed Mateus only wanted to save the soul of his daughter. Who is ‘The Emperor?’ Emperor Maetus is a rather enigmatic figure. undertaking a variety of missions against Palamecia to defeat the Emperor. a powerful and courageous white wizard. The heroes will likely be members of the resistance.. spending his days studying how to summon the dead and retrieve a soul from the bowels of Hell with magic. So the legend goes. what will become of this artifact? 133 . With the world distrustful of such magic due to The Emperor. and characters who perish go to a realm very much like The Farplane of The Void where they can continue on. I want to fill the world with wild roses. until one man used a hot air balloon to overcome the challenge. instead allowing the characters to develop however they liked based on the weapons they had equipped. Many attempted but fell to the beasts that Mateus had added as obstacles. the once-charming Emperor of Palamecia challenged the world. Jobs Final Fantasy II didn’t use a Job system.Firion The second story in the series revolves around the evil empire of Palamecia and its slow takeover of the known world. battling behemoths in a coliseum. The concept of both the afterlife as well as Hell are both very real places in this universe. has created more than a handful of powerful items. not to mention an army of monsters that he has summoned forth from Gell to aid him. killed them both. Adventure Ideas Minwu.

they failed to control these four fundamental sources of worldly energy and the power of Light would have consumed the world had the crystals not been opposed by their natural counterparts: the four dark elemental crystals. and restored harmony to the world. Their once-proud culture was reduced to ruin. on the Floating Continent hovering high above the surface of an unnamed planet. The story of Final Fantasy II opens with an earthquake near the village of Ur on the floating continent. the crystals of the light would call forth their own champions to restore balance to the world. The rumbling opens a hidden cave wherein the first crystal of light resides. restore the other crystals and bring equilibrium back to the world. And when that occurred. and is the force attempting to drain the crystals of power for his own uses. the technologically advanced civilization of the Lufenians once again sought to harness the power of the four elemental crystals of light. Disturbed by the sudden interruption of the careful balance of the elements. Just as the power of light can be abused. restore the Elder Tree from the Living Woods. but nonetheless recognizing the importance of its words. deal with grumpy moogle bodyguards and a mad king.FINAL FANTASY III “You’re going off to save the world? What. These so-called Dark Warriors succeeded in their quest. a reminder of what had come before. Over the course of the game the heroes assist a clan of nomadic vikings with their angry water deity. He has set up his operations in the Crystal Tower. which has been ravaged by the elemental forces of the Dark Crystals. did you get hit on the head or something?” Many years ago. Not knowing what to make of the crystal's pronouncements. who has the rather lofty goal of stopping time to escape his own mortality. drink with dwarves. Time Mages and Geomancers especially will find themselves right at home in this campaign world. However. and leave the floating continent to explore the world below – discovering their tiny home pales in comparison to the size of the rest of the planet. as well as features that would later become a staple of the games such as summoned creatures and special abilities for each Job. so too can the power of darkness. And on that very continent. predicted that eventually things would come full circle. go forth. When the heroes discover this strange crystal. four warriors were granted the power of the dark crystals in order to recontain the power of the light crystals. The primary antagonist of the game is the misguided wizard Xande. they receive a portion of its power and very specific instructions from a disembodied voice. the four heroes tentatively set out. But their victory came too late to save the doomed civilization that had foolishly tried to harness the power of the crystals to begin with. the circle of Gulgans. though their floating continent remained. a race of blind soothsayers and fortune-tellers. 134 . though it is later revealed that he was inspired and guided by an even more malicious entity from beyond The Void… Jobs Final Fantasy III was the first in the series to feature the full scope of the Job system.

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

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

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

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

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

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

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

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

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

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but we also see a community of Moogles. dozens of talkative ghosts and one very disgruntled Yeti. and players shouldn’t feel restricted. From flamboyant. Magicite is an Esper’s soul. the group needs to find a way to steal it back or raise a few million gil in a hurry. kingly engineers who build submerging castles to bestial ‘wild child’ Blue Mages.Races Humans populate most of the world of Final Fantasy VI. without a body or form. halfwolf pickpockets. the spirits of the dead begin to walk the world once more. Final Fantasy VI is great pace for that character concept you’ve always wanted to try to make an appearance. Can the PCs find a way to undo the damage they’ve caused? 140 . But when a well-intentioned ‘rescue’ mission ends up damaging the Train. Raw energy that can fuse with a human spirit or fuel a machine. Jobs Most of the standard Jobs make an appearance in this setting. But is it possible to create a new body for an Esper to inhabit.An Esper. or perhaps simply a spectral manifestation that carries the souls of the deceased to their final resting place. reforming a deceased Esper from that spark of life? When someone close to the party perishes at the hands of evil. Adventure Ideas When the party’s lost airship gets hijacked by an affluent swindler in Jidoor and put up for sale in the auction house. they hear about the legend of the Doom Train .

These sections are Multiple Parts of the same foe. non-ranged weapons will generally take a -4 penalty to hit the poor bastard. An M-Tek Mecha with destroyed Legs is obviously unable to pursue foes. which evolved into the less-morally-acceptable Grafts. When all sections of the mecha are trashed. for those looking to get through M-Teks as fast as possible. and while deadly to the normal person. it’s probably only good for spare parts.Magitek Magitek. then that part is destroyed beyond repair and will need to be replaced.known as the Communications Array . or any other M-Tek item as the GM sees fit. During the Second War. The pilot counts as being a Ranged target for the purposes of calculating accuracy – thus. This also results in taking out the M-Tek without harming the machine itself. This charge can then be used to power its M-Tek Cannon. many of which are shrouded in mystery. M-Tek Mecha The most well known use for M-Tek power is that of the large robotic war machines. there is a small cover on the left side of its torso that conceals a palm indentation. Magitek originally worked in medical research before expanding into prosthetics. Resourceful M-Tek pilots often try to block such attacks with one of the Mecha's arms. Magitek is perhaps best known for their line of war machines powered by an ingenious invention known simply as the M-Tek engine. the global energy of Creation in converted into a pure energy that is nearly as potent as nuclear power. They now dabble in a wide variety of projects. Also. and the Destructive Strike ability thus provides a huge onus when battling these clockwork creations. All the user has to do is put their hand on it and concentrate. 141 . Accuracy for all of an M-Tek Mecha’s non-magical attacks use the driver’s Weapon Systems skill. All M-Teks save for the scout have possibly one true weakness.that allows the pilots to communicate with each other and their squadron leader. Legs and Body. To charge up the M-Tek Mecha. The tallest of the 5 used here is 15' tall. In system terms. Each Mecha is divided into several individual pieces – usually Arms. The strength and defensive capabilities of a Magitek Mecha varies depending on the model. or opposed rolls when the user of such a vehicle is in combat) uses the driver's statistics instead. All M-Tek Mecha come equipped with a basic radio receiver. If it loses all the hit points in a certain area. they can be destroyed by mundane means. while any rolls calling for other stats (such as Intelligence for the cannon attacks. Magitek was the manufacturer of the Androids. and is afflicted with the negative status effect ‘Stop.the pilot's head and upper body is uncovered. commonly abbreviated M-Tek. a mage can expend MP (the exact amount varies from item to item) to generate a charge. is a global and controversial company that deals primarily with the fusion of magic and machinery. Within an M-Tek engine.’ Each M-Tek Mecha part can be destroyed with a sufficiently high STR check like most inanimate objects.

90+2d6 damage (Arms) Magic: Wave Cannon. Local or Group target (Body) Claws. Vulnerability to Lightning Evasion: 8 ARM: 0. 80+2d6 Fire damage. rapid unit. (Legs) Magic: M-Tek Cannon. +30 to Rider MARM: 0. 30+2d6 Group damage (Body) Magic: None Special: Multiple Parts. but it can pack a mean wallop with its fists. Status Touch: Stun. Local or Group target (Legs) Steel Crush. which are fitted with enormous claws that drag along the ground as it moves. but is generally loaded with Fog Bombs and Chaos Gas to sow discord during serious skirmishes. standing 15' tall and 3 tons in weight.5ft MP Cost to Activate: 20 HP: 150 (Main Body). 150 (Arms). 36+2d6 damage. costs 60 MP Special: Multiple Parts. Counterattack. Nonetheless. costs 40 MP Special: Multiple Parts. +50 to Rider MARM: 0. +20 to Rider MARM: 0. and this M-Tek grants the rider an additional 30 ARM and MARM. +30 to Rider The Goliath-class M-Tek Armor The Goliath is the heaviest M-Tek ever created. Vulnerability to Lightning. 80 (Legs) STR: 18 (+6) DEX: 7 (+2) Attacks: ‘Light’ M-Tek Missiles. Reduced HP. It's bigger and more sluggish than the original. the Grunt is fast and agile for its appearance. The Scouts grants no additional ARM to the rider. Local or Group target (Body) Punch. The torso is oversized compared to its stubby legs and arms that usually scrape the ground. Category: Construct Size: 12ft MP Cost to Activate: 40 HP: 350 (Main Body). target must succeed at an opposed STR check to prevent a Medium Range Knockback. (Arms) Magic: M-Tek Pulse Cannon. the cockpit of the Scout-class Armor is fully visible. 48+2d6 damage. 100 (Arms).The Grunt-class M-Tek Armor The Grunt is a large semi-humanoid war machine that resembles some 9' headless squat being. +20 to Rider The Gladiator-class M-Tek Armor The Gladiator is a heavier armored variant of the Grunt. equipped only with a small gun and no M-Tek cannon. as its name suggests. +50 to Rider The Scout-class M-Tek Armor A small. 80 (Arms). 100 (Legs) STR: 24 (+8) DEX: 4 (+1) Attacks: ‘Medium’ M-Tek Missiles. Category: Construct Size: 7. Vulnerability to Lightning Evasion: 7 ARM: 0. However. Category: Construct Size: 9ft MP Cost to Activate: 30 HP: 250 (Main Body). The M-force cannon is located within the gut of the machine. target must succeed at an opposed STR check to prevent a Medium Range Knockback. The Grunt grants the rider an additional 20 ARM and MARM. They can easily crush humanoid races in their opposable hands. Evasion: 7 ARM: 0 MARM: 0 142 . Counterattack. It is used. Magical Counterattack. Counterattack. 36+2d6 damage (Arms) Metal Kick. costs 20 MP Special: Multiple Parts. The missile pods are located in the Gladiator’s legs. for scouting and reconnaissance and comes equipped with a state-of-the-art cloaking device. 100 (Legs) STR: 10 (+3) DEX: 17 (+5) Attacks: Submachine Gun. 20+2d6 Fire damage. The Goliath grants the rider an additional 50 ARM and MARM. deals (INT x 7) + 2d6 damage. making driving it a risk. 40+2d6 Fire damage. deals (INT x 3) + 2d6 damage. Vulnerability to Lightning Evasion: 9 ARM: 0. 250 (Legs) STR: 30 (+10) DEX: 2 (+0) Attacks: ‘Heavy’ M-Tek Missiles. Category: Construct Size: 15ft MP Cost to Activate: 80 HP: 500 (Main Body). which are often reinforced with heavy Adamantite. Sunken State job ability. deals (INT x 5) + 2d6 damage.

Magitek Equipment Although M-Tek Mecha provides a superior defense to most conventional armor. As a vehicle-mounted weapon. Chaos Gas: A favorite of particularly cruel commanders and generals in the Great War. They generally have a diameter of 4’ and can fire a Medium Range with perfect accuracy. completely removing visibility. Their main drawback is the fairly limited usage available . 143 .a pod loaded with small rockets only has a payload of 8 missiles. Fog Bomb: The missile creates a large cloud of thick incendiary smoke when it detonates. Type Light Medium Heavy Bio-Bomb Fog Bomb Chaos Gas Damage 30+2d6 50+2d6 125+2d6 40+2d6 ----Capacity 8 5 1 4 4 4 Bio-Bomb: A poison attack with a 50% chance to inflict the Poison status condition. capable of destroying everything in a large radius. A pod cannot mix-and-match. The Poison caused by a Bio-Bomb wears off in several rounds after the afflicted have left the area. and all listed missiles can be fired from Medium Range. with no maximum duration for as long as they remain in the affected area. with no maximum duration for as long as they remain in the affected area. The Capacity refers to the maximum number that can be ‘held’ in a missile pod at any given type. all Magitek Mecha come equipped with a Magitek Cannon. Magitek cannons These awesome weapons create beams of pure magical energy. it also qualifies as a mobile weapon platform capable of doing incredible damage to everything in its way. Some special models are equipped with support weapons such as Magitek laser cannons and Missile pods. With very few exceptions. All combatants inside the cloud other than the pilots of M-Tek Mecha are afflicted with the negative status effect Blind. the Weapon Systems skill is required to use M-Tek missiles as well. As long as the targets remain within the sickly green cloud caused by this attack. the status has no maximum duration. this gas bomb has a 50% chance to inflict the Confusion status condition on all targets in its Medium Range radius. Consult the following chart for more details on each potential type of missile. M-Tek Missiles The nastiest M-Tek weapons are arguably the missiles.

. But you gotta understand that there ain't no gettin' offa this train we're on.out of the Planet and convert it into a simple fossil fuel. 144 . Although most civilians are unaware of this fact. firearms. Mako energy is drawn from the Lifestream. militarily. Shinra's management is concerned with the limited repositories of Mako energy available for harvesting. and it is economically.Barret Wallace The world of Final Fantasy VII is a truly modern setting. In short. are. till we get to the end of the line. an alien creature called Jenova.. a flow of life-force from which originates all living things. able to find it. hell. television. and politically dominated by a powerful conglomerate called the Shinra Electric Power Company. a place where the land is fertile and where Mako flows abundantly.FINAL FANTASY VII "I know you got problems. barren places. Shinra Corp functions without remorse. President Rufus Shinra leads his eponymous organization and is thus the world's de facto ‘ruler’. and fascinated with the legend of the Promised Land. but the real battle will ultimately not be with a corporation. The process of extracting Mako energy literally drains the life of the Planet in order to generate electricity – areas where multiple reactors exist are perpetually dark.called "Mako" . Small rebels groups try to quell the various dangers toward the innocent. However. Though aware of the harmful effects. according to legend. or the Ancients. Only a race called the Cetra. the Cetra were all but driven to extinction by the "Calamity From the Skies". even branching into genetic experiments that have created many of the monsters that roam Gaia’s surface. the Lifestream is the sum of all the life that has ever and will ever walk upon the planet. cellphones and space travel are commonplace." . cars. we all do. The planet is named ‘Gaia’.. The reactors siphon life-energy . which profits from the use of machines known as Mako Reactors.

At the GM’s discretion. When the classily-dressed Turks show up and start attempting to forcefully ‘recruit’ the PCs into their line of work. One must understand the phenomenon known as "Spirit Energy". No matter which Black. 145 . White. the 8-th level party finds a small ruby which the GM reveals to them is the ‘Flare Magicite. its spirit returns to the planet giving it the power to live and breed new life. assassinations. Blue.. or worse. Quite a few SOLDIERs aren’t too keen on the idea of losing their Mako-enhanced talents. More often.. Not to mention the rumors about what really happens in the Mako Severing chambers. Races The world of Gaia is dominated almost exclusively by humans. A small community has passed a law stating that all persons infused with Mako by Shinra are to be immediately taken in to one of their facilities designed to purge the Mako ‘impurity’ from them. the heroes will have their hands full with these dangerous professionals who don’t take no for an answer. In this system. but gains access to the Flare spell even if he doesn’t meet the other prerequisites. since Flare requires 140mp to cast. spirit energy is naturally strong and Materia can be found in its natural form. In some places. They receive (Level x 10) points of MP from which to cast the spell (or spells) contained in the item. When any living thing dies.’ The Black Mage equips the accessory and does not gain any additional MP. For example. Materia is created is through the use of Mako Reactors. When the party Fighter equips the item. Several of the Final Fantasy games included accessories or materials that granted non-magical characters access to specific spells. Adventure Ideas ‘The Turks’ is the unofficial nickname for the ‘Investigation Sector’ of the Shinra Company. This is easy enough to replicate and requires surprisingly little work on your part. however. having a Materia accessory equipped for four solid levels can permanently grant the character access to the spell contained with it. he gains an 80 point MP pool. They act as the company’s muscle and aren’t afraid to get their hands dirty with kidnappings. the Fighter won’t be able to rain fiery death on his enemies until level 14 at the earliest. and Materia in FFVII is no exception. Other than several nearly-extinct species. or Time spell that it contains. simply equipping any accessory of this nature instantly grants a character without access to magic an MP Pool. and don’t forget to flavor appropriately.Optional Rule: Materia In order to understand what Materia is and how it is created. Jobs Play what you like. Humes are the only race worth noting in Final Fantasy VII. such magic-granting substances are always accessories. Unfortunately.

locations where the best and brightest are trained to become elite mercenary units. the serenity that blankets the world is merely a curtain over the turmoil that threatens to surface at any moment.blade-type weapons with a barrel running inside the length of the sword – prove that you can bring a knife to a gunfight.. attacks with Gunblades cause critical hits on attack rolls that result on a dice result of 11-12 instead of just the standard 12. and a character with a comparable 146 . The Garden benefited from the enormous funds flowing in. Each of these go hand in hand. And when Galbadia's irrational hostility is rumored to be linked to a woman capable of casting magic without the aid of the ‘Guardian Forces’ – Summoned creatures – a dangerous cold war becomes the starting point for a supernatural struggle that will transcend time itself. an individual named Cid Kramer attempted to transform a building belonging to an ancient people – the ‘Centra’ into a glorified orphanage. How 'bout it? Are you still up for it?" . and a declaration of war against the world plunges a previously peaceful existence into bitterness and chaos. What is a SeeD? In ages past. An unprovoked attack against a neighboring country.Headmaster Cid Kramer While calm in appearance. When a Garden military cadet turn 15. Thus. There's only one way or the other. Some Gunblades are even capable of firing rockets or bullets. Students have until the age of twenty to pass the SeeD exam before they are required to leave.. honor and disgrace. As a lastditch effort. but rather refer to the analogy of seeds in a garden.FINAL FANTASY VIII "Life and death. Thrust into the ensuing madness are the military academies. The neighboring countries of Galbadia and Dollet grow more hostile with each passing day. Used primarily for slicing through enemies like a normal sword. victory and defeat. New Shared Ability: Gunblade Specialization Gunblades . and in time it became a training facility. All Blade-type weapon the character wields are treated as having the ‘Critical Attack’ property just like a Reach weapon. but the project was doomed to failure since it lacked financial support. ‘SeeD’ is not an abbreviation of any four words. an assault by a strike team deep into enemy territory. Years later. Summons are mighty autonomous energy bodies which can reside within objects and living organisms. hitting the sword’s ‘trigger’ fires a round which sends a shockwave through the blade and into the target. they became accustomed to working hard and took on jobs on par with adventuring work. they may attempt to become a ‘SeeD’ at an exam given every spring. He dubbed it a Garden in honor of his wife’s favorite pastime. the Gardens tutor specialized military forces with classes in both general education as well as combat. The capitalization of the last D has no specific or significant meaning. Cid requested several of the orphans take on part-time jobs – as the children grew up. They are known as Guardian Forces. Contrary to popular belief. Guardian Forces In Final Fantasy VIII.

It is known that greedy or cowardly Shumi can de-evolve into hideous rotund monstrosities.other by their role in a community instead of by a given name. Exactly how many forms a Shumi can evolve into or whether there is an actual limit to their options of physical form is also unknown. the Shumi are. unlike in other settings. 147 . hinting that the species are constantly reincarnating and evolving. a product of gravity. on average. This fact greatly affects their cultural attitude towards themselves and other beings. Jobs Most of the traditional non-mage Jobs make an appearance in some form or another. tolerant and humble pacifists of good nature. It has begun to broadcast a strange frequency into the oceans. and are also known to appoint "Honorary Shumi". When a Shumi is killed. when the moon’s surface reaches saturation point with monsters. Players will have to have a good reason to play a caster in this low-magic setting. This memory loss is stated to be the reason the use of Guardian Forces is widely criticized. a mechanized top-security prison that buries deep beneath the earth’s crust. with oversized hands used for digging and craftsmanship.consciousness is capable of allowing the creature to manifest for a limit period of time as normal. and it is believed that becoming a Human is not impossible. How can the PCs possibly hope to deal with a disaster of this magnitude…and indescribable oddity? SeeDs are called to Fisherman’s Horizon (a pacifist town built around a defunct train station) when a long-forgotten Marine Expedition Facility starts working again. the phenomenon is similar to the pull on the tides. How can the heroes stage a jailbreak when the jail is thousands of tonnes of rock? The ‘Lunar Cry’ refers to an absolutely bizarre phenomenon where creatures of the Moon . Races The setting is another one populated predominantly by humans – however. As their evolution depends greatly on their inherent attitude. They refer to individuals – both Shumi and human . They are generally pale or white-skinned and lacking any body hair. seemingly of its own accord. the Shumis' appearance depends on their inner nature. even outside of their own tribe. The cycle began tens of thousands of years ago. When researchers discover an upcoming Lunar Cry the world begins to panic. one other race does deserve special mention. it spills and falls to the planet. and Balamb Garden is the only academy where their use has been approved.monsters – literally fall to the earth’s surface at regular intervals. a Shumi will evolve into a form most reflecting their personality. However. and at an undisclosed period in their lives. The damage caused would be sufficient to destroy entire nations. and long-term alliances with Espers can have far more permanent effects. The Shumi are a strange genderless people of humanoid proportions. Minimal usage can cause temporary memory loss. the Summons draw power from the same section of the mind that stores memories. Adventure Ideas An important individual is falsely accused of a crime and imprisoned in the D-District prison. it rapidly forms its body into an egg-like cocoon that will hatch at some point in the distance future. However.

manipulating events as a harbinger of Gaia's destruction. and the cycle will slow to a halt. The heroes could have no way of knowing that the advisor himself is part of a far greater plan. Mist A strange magic phenomena found primarily on the Mist Continent." . to mole people. They have developed a unique style of Blue Magic revolving around eating their enemies 148 . using the devastating power of the Summons to crush any nation that would oppose her invasion plans. the crystal will grow dim and will be unable to create new souls. have developed mist-powered engines which are primarily used to power airships. the cable cars within the Aerbs Mountains are also mist-powered. from half-hippos. Queen Brahne of the kingdom of Alexandria lusts for power. The planet will become barren and die and the crystal will ‘move on’ to a new planet. and quite a few of these are appropriate for adventuring heroes.Amarant Coral In the world known as Gaia. upon a planet's death. Mist is a low-hanging greenish cloud that has caused many of the kingdoms to retreat to higher elevations. its ‘soul’ returns to the cosmos. relatively harmless species of rotund gourmands. and in particular the city of Lindblum. However. Eventually. bringing with it the accumulated memories of the planet and allowing the universe to grow. and is trying to increase her domain by conquering the surrounding lands. So it is said. The people of the Mist Continent. The Crystal Core The lifestream remains a driving force behind creation in Final Fantasy IX. deep within the core of each planet lies a single luminescent crystal which is the source of all life. meaning they can't fly outside of Mist Continent. to man-sized magician dolls mass-produced as weapons of war.FINAL FANTASY IX "The only dependable thing about the future is uncertainty. The genderless Qu are an even-tempered. New Races Final Fantasy IX is home to a swell of new species. and Gaia's crystal glows in brilliant blue. Every planet's crystal has a unique glow. It has been known to negatively affect the mind. causing an increase in violent tendencies. it’s soul and memories return to the crystal. this means airships will only function where there is mist. When a living thing dies. These memories accumulate inside the planet's crystal and allow it to create ever more complex beings. Thus. Additionally. The brewing war escalates when Brahne takes the advice of a dangerous advisor named Kuja. and also to distort a character’s magical energies.

not until the scholar barely escapes an assassination attempt. Choose one of the following from the list that the monster also possessed. and the character permanently receives a +1 bonus to their lowest Attribute. Counterattack. The monster was a true delicacy. The Nezumi often simply refer to themselves as Burmecians (after their city. Flight. The PCs can’t possibly take him seriously at first. the character becomes a gourmet of the most unusual of cuisines – defeated foes. The character’s breath becomes repugnant. Finally. Roll 2 3 4 Result GM’s choice. at least. The results of this vary – some enemies are surprisingly delicious. Controlled Defense. Poisoning the character for four rounds / 40% of the character’s HP. they think nothing of it. in addition to (or instead of!) the normal methods. causing the character to suffer delirious hallucinations of a psychedelic nature. But when a five-hundred year-old manuscript penned by Lord Avon is discovered and reveals him to have been a Summoner of Madain Sari. The monster was toxic. seasoned oglop is considered a delicacy. The character takes on some properties of the monster it just ate. as well. and "Wishing Upon A Star" and other unnamed works. 149 . The monster acts as a ‘Status Guard’ meal. Weakness. for example) and last until the end of the game session. Devour – Standard By taking a standard action. Status Touch. treating visitors like royalty and speaking with exaggerated Scottish accents. Resistance. giving all negative statuses a 25% chance of failure for the remainder of the game session. roll 2d6 and consulting the following chart to see what transpires. The monster was filled with strange chemicals. and are anthropomorphic rat-people who stand on two legs and are proud warriors. the perpetually-jolly Dwarves live in the shadow of an ancient tree. How could they know that once a year during mating season. no more than normal. No effect. the character may attempt to completely eat any enemy that has been brought to 0 HP or below.called themselves…brace yourself…Gastromancy. The effects are the same as the monsters wherever possible (a critter with Immunity to Fire would grant the character the same immunity. a lone scholar (who also happens to be a big fan) begin scouring his plays for veiled messages and clues to the past. causing a -2 penalty to all social rolls until the end of the game session. Unusual Defense. The character is afflicted by the negative status effect Stun for a whopping four rounds. restoring 50% of the character’s maximum HP. The monster acts as a ‘Healing’ snack. The character turns pale and gets covered with sickly-looking spots. A character with the Devour ability cannot chew through steel bars or a wooden wall. When a character Devours an enemy. Immunity. Magical Counterattack. The player may ask the GM a single question. the oily Oglops swarm in groups of tens of thousands…. which the GM must answer as honestly as possible using only ‘yes’ or ‘no’ as the response. Undead. Can there actually be secrets hidden in a theater play? Oglops – creepy ladybug-like insects – produce an oil that remains one of the most popular medicines on the market…and in Conde Petie. 5 6 7 8 9 10 11 12 Adventure Ideas Lord Avon is a genius playwright known for his famous works such as "I Want to be Your Canary". despite the fact that they may have just swallowed whole an Iron Giant earlier. Moogles and Androids are incredibly common in this setting. causing a -2 penalty to all Stealth checks until the end of the game session. New Shared Ability: Devour With this ability. The character suffers from indigestion. So when the heroes are approached by a merchant asking to capture him a few. This ability cannot be used to munch on matter that is not monstrous in nature – at least. You never know until you try! A Blue Mage with the Devour ability may also learn their spells from devouring he remains of fallen foes. The noises caused by their displeased stomach alerts enemies to the character’s presence. where others are unfit for consumption to say the least. Burmecia) instead of by their racial name.

However.the monster. bringing the first news of the great monster. Heroes are commonplace – adventurers. In order to protect himself and maintain the ritual forever. Can anyone truly say a cycle of death brings hope for the future? Sin One thousand years ago. Sin was left solely with instinct and the instructions given to it upon creation. And it would doubtless be a paradise were it not for Sin – the ancient beast which threatens the whole world. Though the mages of Zanarkand were no match for the machines of their oppressor. so let's start out today. and in a powerful ritual he transformed the city and all its inhabitants into a Summon. the sport which survived Sin's coming and going year after year. and they have been permanently despised and outcast for this simple view.. Chocobo knights and warriors are welcomed with open arms wherever they travel.a world where only a few million people live and virtually any kind of technological and social progress has been asleep for 1000 years. an act which requires great sacrifice. Sin. The people and the friends that we have lost. For one thousand years Sin has roamed Spira with seemingly no purpose other than to bring destruction. But only a few brief years of reprieve are granted from Sin’s constant threat. we have lots of time. a single man was unwilling to let his nation end in defeat. The sport of Blitzball unites the whole world around a common passion. once abundant. lush woodlands to tropical paradises. the world of Spira is a place of duality. benevolence in a much diminished world . Only the Al Bhed try to regain some of the lost knowledge. he forged a living armor made from the souls of the dead . Yu Yevon had informed his wife of this mad plan and taught her a means of calming the creature." . Machines.Yuna Greatly resembling a single large island. But beneath the surface unity of Spiran mainland.FINAL FANTASY X "Although I know the journey will be hard. mages. Soon. The religious teachings of an ancient scholar named Yu Yevon preach of peace and harmony. even for Yu Yevon’s considerable abilities. or the dreams that have faded. distrust and old anger still boils deep: without Sin's dreadfully pacifying presence war would certainly erupt. Sin's first act as such was to destroy the real Zanarkand. From verdant. His name was Yu Yevon. and retaliate to all hostility with extreme prejudice. The Summoners and their Guardians are tasked with defeating Sin on a journey known as a ‘pilgrimage’. Zanarkand. are shunned by the religious order. at first glance.. She passed this knowledge on to the 150 . the strain on summoning both Sin and maintaining his beloved Dream Zanarkand proved too much. The road is ahead of us. the City That Never Sleeps. Never forget them. Spira seems to be a place of life. Yu Yevon gave this creature a set of very simple instructions: destroy any machina or settlement which grew larger than a small village in order to bring technical evolution to a halt. a nation of technological might – Bevelle – declared war on a city of mystics – Zanarkand. they preach that Sin is mankind’s punishment for growing too prideful and reliant on technology. The armies of Bevelle saw this destruction and retreated.

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

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

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

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

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

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

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

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

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

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FINAL FANTASY XII "We are the arbiters of our destiny. The quality of magicite depends on the quantity of Mist and not on the size or shape of the stone. led to it replacing electricity and its various sources as the dominant usable energy in Ivalice. Mist Mist is responsible for the existence of 'Magicite'." . Over time. Will this war ever see an end? And what terrible conspiracies lie behind the might of the Empire? Clans and Hunts The Archadian soldiers have their hands full as it is dealing with political uprisings and the criminal underworld. A neutral party in the past wars between the neighboring Empires of Archadia and Rozarria. areas in which Mist-laden winds and magicite-rich soil interfere with airship mechanisms. and every so often a dangerous monster roams free for days or even weeks at a time until troops can be sent out to deal with the threat. a small city-state in the world of Ivalice. Magicite is divided into three types. skystones that are installed into mechanical components that give flight to vehicles. as well as its cost-efficiency. since both groups were ultimately working toward the same goal. traveler. willing to pay out-of-pocket for peace of mind. The ubiquitousness of magic and magicite. when its King agreed to Imperial rule. Many folk began turning to independent bounty hunters and mercenaries to defeat these monsters. and memstones that function much like recording devices. uncontrolled by any nation. stones that contain magical powers due to the presence of Mist in their crystalline structure. spellstones that are used in the use of magic. lawless frontiers. when pursuing a mark. from Viera to Gria to the pot-bellied Seeq. Due to the influence of Mist. The empire was quick to show their approval and sanction the work of the clans. several areas of Ivalice are 'jagd'. On the following pages we present the Nu Mou and the Bangaa in an attempt to breathe some life into these commonplace denizens. registered Clan members have a great deal of legal leeway and can generally go where they please. groups of hunters began to organize themselves as Clans. As such. Dalmasca was ultimately conquered by Archadia and reduced to the status of an occupied state under Archadian rule. whether small-sized bikes or large airships. jagds tend to be harsh. 156 . Final Fantasy XII takes place in the Kingdom of Dalmasca.Basch fon Ronsenburg Svagatam. This means that. New Races Quite a few new races populate the world of Ivalice.

The party or parties responsible have yet to be apprehended. 157 . Dangerous entities indeed. This is always a deadly one-waytrip for the host body. An Occuria's physical manifestation exudes a great deal of Mist. as "The Undying. Their natural form is a floating specter with an ornate. feminine voice that sent chills down his spine. The Occuria The Occuria are the most powerful beings in the world of Ivalice. But it is said the Garif still know the location of one such Nethicite shards… The sky city of Bhujerba is an island of peace in the raging storm that is Ivalice. the people of the city are protected from the empire’s strong arm save for a few soldiers keeping a watchful eye on the city. However. A young. god-made or man-made). several pieces were presented as a gift to the Dynast-King instead. They are referred to. and bouquets of freshlypicked wildflowers for only a few gil more. But when imperial troops start vanishing in the Lhusu Mines . One of the PCs receives one such message. poetic form of the common tongue. the Occuria. thus nullifying the effects of magic and storing vast amounts of power. granted the peaceful people of the Jahara plains some Nethicite. only glowing yellow eyes floating in an empty black void. He peddles small confectionaries wrapped lovingly in wax paper for only a single gil. which allows them to possess other beings and merge with them to drastically increase their strength and power. they are apparently willing to do whatever it takes to lead the world of Ivalice into matching 'their vision." though their existence is unknown to Ivalice at large. and the befuddled Seeq must apologetically explain he never saw who wrote the note or knows what it said – he only remembers a wispy. Nethicite can be described as either deifacted or manufacted (literally. What most people don’t know is that this Seeq’s main source of income doesn’t come from the candies or posies. and. but rather for the discreet messages he passes using the parchment wrapped around his flowers.Nethicite. Deifacted Nethicite contains a large amount of magic. knowing the Garif knew much about magicite and the ways of the world. theoretically making it powerful enough to help reshape the world if used correctly…or incorrectly. works by absorbing Mist. though they possess feminine voices and masculine titles. by themselves and others. including using phantom images of loved ones to manipulate people and sealing away insubordinate races who refused to accept the Occurian weave of fate.' whatever that may be. Adventure Ideas Seven centuries ago. blind Seeq has been well-known to the people of Dalmasca for many years. The Occuria are apparently genderless. They have the ability to create and appear as ghosts and images. and their speech resembles an archaic. Thanks to the Marquis’ diplomacy and tact. armor-like appearance. another type of magicite.wellexcavated tunnels beneath the city where dozens of workers spend each day unearthing precious Magicite – will the PCs choose to turn a blind eye? Has the empire found something of interest down in those dark tunnels…or has it found the empire? Airship malfunctions due to intentional mechanical sabotage have completely put a halt to travel and trade between the major cities. even the wisest Garif knew not how to use the stones. The Occuria have no visible faces. as such.

and tend to have a slightly harsh sound to them. Roleplaying Bangaa tend to be arrogant and boastful creatures. Average is 21 . favoring smell and hearing over sight. white Eye Colors Black. Batahn. brown. acting as if in the throes of a permanent ill temper. Old is 71 – 80+ years old. Due to their vocal structure. Sample monikers include Rinok. hard scales cover their bodies. Though sometimes characterized as slow-witted or primitive. and Burrogh. Other have discovered that they have more in common with fearsome dragons of yore than just a scaly hide. The letter 's' is almost never used in Bangaa naming. their intelligence is on par with that of humans. the tips are often pierced or encased in metal. Once born into a profession or role in Bangaa society. blue.9m Skin Colors Black. Bangaa are burly.70 years old. 158 . ochre. with a pious edge that may surprise those who think of them as barelyrestrained berserkers. females have a prominent ruff of downy fur that covers their chests. resulting in body language that occasionally borders on the comical. Jobs Most Bangaa find their way as Fighters. introversive side. loose-hanging ears are split in two. but eyes aren’t really that essential anyway. Bangaa are excellent scouts and trackers.' though only the fiercest of men could match the violence of a Bangaa's reaction in this regard. examples of this include Ba'Gamnan and Va'Kansa. Bangaa have used a rigid caste system. Bangaa tend to grow 'whiskers' or facial hair as they age. green. The ‘No Mercy’ job ability. Language Bangaa in human societies quickly pick up their hosts' mannerisms and gestures. Bangaa names are always composed of two syllables. Furthermore. muscular creatures caught in a permanent stoop.BANGAA A gruff. Still others have brought a form of their tribal shamanism to an adventuring party. Bangaa choosing to live in human circles can easily find employment as soldiers. a rare difference between the two genders. ‘lizard’ is the most insulting thing one could call a Bangaa – on par with calling a human 'monkey. Facial and body tattoos are another common decorative device. which is what Bosses use to permanently kill characters. Society Since ancient times. Blue. Their long. gladiators. they can be extremely spiritual creatures. guards. it is nearly impossible to change one’s lot in life. Bangaa tend to speak Common Tongue in a slurring or guttural fashion. while their snouts are jammed with razor-sharp teeth capable of rending and tearing with terrible ease. both species share a fondness for confrontation as well as a more contemplative. Eleono. and – in the case of the more dim-witted specimens – brute physical labor. only has a 25% chance of actually working on a Bangaa. Typical Height 1. athletic lizardfolk renowned for its temperament. They might lose a body part or two. putting their natural skill in battle to good use. As a result. Thanks to their strength and tough-as-leather constitution. Despite their reptilian ancestry. a two-letter honorific may be added before the name. calling themselves ‘bishops’ and using White or Red magic. giving them superior directional hearing. separated by an apostrophe. Red Typical Weight 90 – 120kg Lifespan Young is 10 -20 years old. their tails grow back.6 – 1. it is not uncommon to see Bangaa wearing blindfolds as a fashion statement. particularly among younger Bangaa. In recent years the younger members of this race have begun to shun this traditional hierarchy. In some cases. choosing to instead become mercenaries and warriors who fight fiercely to make their own way. Unsurprisingly. Bonuses Bangaa don’t go down easily. and Bangaa chicks dig scars. Mouni. Bangaa Dragoons are thus far from uncommon. they often denote rank or accomplishment.

the appraising of ancient relics. elephant-like hides and sunken nostrils on either side of the face. a roaming Nu Mou rarely has to worry about well-meaning apprentices begging to learn the ins and outs of sagehood.NU MOU Bound by physical limitations. and have the unique ability to clearly see the flowing streams of elemental energy fundamental to all spellcasting. with long. The relationship between instructor and pupil is expected to be a familial one – the student is given a new name and cared for as kin. Average is 36 . particularly through intellectual bribery. For this reason. almost any being of exceptional wisdom and learning can step into this role. Society Nu Mou civilization is based upon the foundations of education. Some choose the nomadic lifestyle for other reasons . and Time magic however.150 years old. the Nu Mou are composed of two entirely separate species. The most commonly-encountered Nu Mou are gray-or brown-skinned. ears like a beagle's. Black. Others are smaller and lighter-skinned. establish a great nation or bring ruin to an entire peoples. almost dispassionate creatures. Not every Nu Mou is sedentary. Language Nu Mou bear no language of their own. observing obscure rituals. Typical Height 0. their actions and motives often seem inscrutable to other races who lack the Nu Mous' long-term vision.1m Hair Colors White. These mentors do not necessarily have to be Nu Mou themselves.8 – 1. Furthermore. Because of this. Bonuses Nu Mou benefit from strongly developed magical senses. Others may become magical mercenaries. instead having a natural fluency for linguistics that allows them to quickly pick up the accents and dialects of the world. Jobs Unsurprisingly. 159 . However. button-like noses. Their enormous wealth of knowledge gives them significant leverage with other races. they gain a +1 bonus to any Lore skill check due to their studious natures. while the teacher is accorded the respect and obedience due to any parent. more experienced mentor. or crafting enchanted items. and prominent facial hair.just as a rolling stone gathers no moss. and they do not shy away from using it if the need arises. and intervening – albeit discreetly – in the natural flow of events to ensure that dark powers are not allowed to gain sway. Young members of the race leave their families at an early age and find an older. Like the Viera. provided they are willing to adopt the student as one of their own. with brown. most members of this obscure race find Blue Magic to be an utter abomination. they prefer magic or diplomacy. All Nu Mou can cast the Analyze spell without an MP cost whenever they choose. Despite their natural penchant for White. blonde Eye Colors Brown Typical Weight 80 – 100kg Lifespan Young is 8 -35 years old. with Time Mage being the most prominent. Old is 151 – 400+ years old. As they grow older. the elusive Nu Mou are a society of first-rate sages and intellectuals. many adults embarking on grand odysseys across the world in search of knowledge and guidance. safeguarding ancient artifacts. Nu Mou are likely to become more concerned with the 'big picture. training under his tutelage until they are themselves capable of educating others.' Their longevity allows them to bear first-hand witness to how one seemingly innocuous event can affect the course of history. If pressed to defend themselves. the Nu Mou are careful to keep this kind of freelancing within ethical boundaries – profit is ultimately a secondary consideration. they may take on the mantle of history's shepherds. hiring their services out to adventurers eager for added sorcerous punch on their expeditions. It is not uncommon for older Nu Mou to practice a craft or trade alongside their intellectual pursuits. channeling the energy other races put into honing their bodies into sharpening their minds. floppy ears. Roleplaying The Nu Mou are gentle. Nu Mou find themselves as spellcasting jobs almost exclusively. making a living with alchemy.

Mired in eternal sorrow and regret. Cocoon is a sacrificial vessel of millions of innocent human lives.Snow Villiers The world of Final Fantasy XIII is a story around two worlds. a world of natural evolution. exiles. however. but also bear the burden of completing a task known as a Focus . the humans who once lived on Gran Pulse are all but perished. In reality. and robbed of all free will. the Sanctum. until their corrupted and decomposing flesh at last can move no more. When the eye of the brand opens fully. for the l'Cie will be granted eternal youth and turned into a crystal. the fal'Cie will not explicitly tell the l'Cie what their Focus is. the fal'Cie themselves are unable to destroy Cocoon to their core programming and purpose. and the world below . It remains entirely plausible that some races still remain. For Cie'th. are hailed as heroes and often are recruited directly into the military. 160 . the l'Cie's time to complete their Focus has run out. The l'Cie is branded with a tattoo-like symbol visible somewhere on their person's body. the arrows multiply and a closed eye is revealed. and the people are kept in constant fear of a possible invasion. living their days in the shadows of the fal’Cie and under the iron thumb of the central government. that l'Cie becomes what is known as a Cie'th – the soulless. there is no salvation. which usually appears as an overlapping sequence of black arrows. They gain the gift of magic. or kill anyone from Cocoon who it believes has been influenced by the outside world. The people of Cocoon are made to believe that Pulse is a hellish place. they will sacrificing Cocoon and all its inhabitants in order to try and summon forth their ‘Maker’ from the lifestream. However. to sleep peacefully until the next time the l’Cie has need of them.the world below is now populated entirely by monsters. when the time is right. and in exchange. to keeping the world of Cocoon floating within Gran Pulse's atmosphere. In reality. with lingering architecture being their only living testament . Over time. Cie'th are damned to wander the world unliving and undying. spherical machine city of Cocoon. If the Sanctum was ever to discover a l'Cie serving an Esper from Pulse. they must figure it out for themselves with the aid of various ambiguous visions. It is for this reason that many think the fate of a l'Cie is worse than death itself. However. Races Final Fantasy XIII is canonically another all-human game. Over eight millions individuals populate the planetoid. Instead. Cocoon is an artificial world powered by entities known as fal'Cie. but then again.FINAL FANTASY XIII "Since when have heroes ever needed plans?" . they would surely be hunted relentlessly as a dangerous enemy of Cocoon’s society. The Sanctum uses military force to quarantines. malevolent Espers responsible for running everything from the artificial sun to cultivating the land and providing water. The l'Cie of Cocoon. we have no idea what sort of species lived on the surface of Pulse in ages past. The fal'Cie provide the humans a "paradise". The floating. However. so they need the help of Pulse l'Cie.for their fal'Cie master. l’Cie The l'Cie (pronounced "luh-see") are people branded and forced into servitude by the god-machine Espers known as fal’Cie.Gran Pulse. Should the l’Cie fail to fulfill this Focus before his or her brand advances to its final stage. the "reward" for completing a Focus is not much better..

they can also manifest directly as powerful summoned creatures. Gestalt attack deals (Character’s Highest Attribute x Vehicles Skill) + 2d6 points of nonelemental M. instead of dealing 200% damage as normal. Whenever a character rolls a critical hit. For example. ranging from motorbikes to moving fortresses to lumbering mechanical war machines. he may declare he is instead choosing to stagger the targeted enemy. While they grant the powers of magic to their hosts. automated beasts. a character who chooses Carbuncle to be their Eidolon will gain access to the summon at very early levels. An eidolon who is defeated in battle like this serves their host unwaveringly from then on. When you design your Eidolon. 161 . or face death. When deciding which summon your newly-created character will take as their Eidolon. add the Construct type and change their visual descriptions to suit your needs. and thus do not grant Destiny to the character. If you do. at which point the eidolon reveals themselves for the first time – generally to confront their failing l’Cie in combat. In addition to their combat prowess.ARM damage of that type instead of nonelemental. granting the character temporary control over its vast array of powers. It’s easy enough to reflect this. simply note that the being’s Gestalt Attack deals M. summons in the world of Final Fantasy XIII possess the unique ability to Gestalt – to transform . This allows them to construct Special Vehicles that are also Eidolons! All Special Vehicle Eidolons should have the Magic Touch talent. Monsters Many of the creatures that inhabit Cocoon and the ‘wasteland’ portions of Gran Pulse are mechanical. They often lie dormant until the l’Cie shows signs of weakness or despair. The character must overcome their emotional uncertainties and win the Eidolon's allegiance. Eidolons in Final Fantasy XIII do not possess Devotions.ARM damage to all enemies. but the difference is minimal at best. simply use the normal stats for monsters as found in the bestiary. whereas a character who settles on Bahamut won’t see much use of the Eidolon until much. you may also choose to grant it an elemental type if you so choose. Upon obtaining the powers of an eidolon – an event which happens generally at the GM’s discretion – the character also automatically gains the Special Vehicle shared ability. and staggered enemies are treated as being afflicted with Armor Break for 4 rounds – they are treated as having an ARM and MARM score of 0.into vessels and vehicles. Bombs may be polyhedral shapes and Dingoes may be motorized bionic predators called Pantherons. and cannot take Good Night’s Sleep. much later in the game. the character having proved their worth. Enemies do not get a roll to resist this. you still remain restricted by the standard levels.New Rule: Staggering Opponents A new combat tactic emerges in Final Fantasy XIII which allows heroes to ‘stagger’ their enemies by hitting them hard and fast enough to reduce their armor values to zero. Eidolons Within the soul of each l’Cie lies a powerful spirit known as an Eidolon – a Summon. They also gain the additional ability: Gestalt Attack: The Eidolon shifts down into a vehicular form.

Lords. a medical center. part hall of fame. and part shrine to the departed. organizations of like-minded warriors and hunters dedicated to assisting the paying customer. part museum. Many of these legends have been preserved in powerful tomes. which deals with twelve knights who used the power of Zodiac Stones—magicite shards engraved with symbols of the twelve Zodiac constellations—to fight against a demon summoned by an ambitious king to control Ivalice. Clans allows enterprising individuals to 'lease' their employees for various uses. A well-to-do Clan hall might boast dormitories.. The system revolves around a combat ‘grid’. sending any who may be reading of Ivalician legends back through time to live the stories described within. Come hell or high water.. Each square can only ever be occupied by one character at a time. Though. Only one rule is constantly enforced and abided with absolute dedication: Your fellow clan members are your family. Clans have a plethora of rules and regulations. a new Clan might have all of their meetings out of the local pub. living true to your heart is the warrior's way.FINAL FANTASY TACTICS "Never shame your name. a training hall. a library.Balbanes Beoulve Ivalice is a kingdom divided by war and class segregation. if the customer decides to backstab the Clan. On the other hand. where vast fields and cramped dungeons are represented by one-inch squares. though 99% of them are summarily ignored by everyone. never tolerate injustice. they’ll need a few more supplies than a few six-sided dice. no matter what. nobles and aristocrats wield much of the real power of the country. the clan also has no use for members who accept payment for an incomplete job. using small miniature figures or tokens to represent themselves and their enemies. 162 . To turn your back on a member in need is to find yourself out on your ass. and a hero’s hall. They are subject to an ever-changing membership as new members are hired and discarded daily. In addition to the above. Players will need to use a grid map simply to visualize the complexities of battle. What the customer pays for. living luxuriously while plotting against one another. Many legends revolve around the Zodiac Brave Story. Clans The major driving force in the world of Ivalice is the Clans. the members are free to return the favor.. Grid-Based Combat For GMs looking to replicate the combat found in the Final Fantasy Tactics series of games. It has been said that some of these books are so powerful they are capable of opening rifts in the dimensions. and in return.” . provide their members with a handful of benefits such as guaranteed allies and a steady flow of gil. the customer gets. Officially. where heroes must rise to rise among the masses.. paper and pencils.

and instead affect a number of individual ‘combat squares’ based on the normal size of the spell. Theoretically. to put it another way. the end. Spells no longer differentiate between enemy or ally. A Long Range refers to any target on the grid. This is most often used for Abilities and Ranged weapons such as guns or bows. Adventures Though it isn’t always the norm. ‘Self’ targeting spells now affect the caster. Characters cannot move diagonally. In the original. A Medium Range refers to five squares away from the character. ‘Group’ target spells no longer affect all allies or enemies within a certain distance. A Short Range refers to one square in any non-diagonal direction away from the character. Thus. as well as anyone –friend or foe – who might be in an adjacent square. everything from using Bug-BGone to defeat insects preying on Gysahl green crops. This movement may be taken at the start of his turn. or anywhere in-between. Range Now that the Final Fantasy d6 has shifted towards a more specific set of range increments than vague measurements.Movement Instead of being able to automatically move a Short Range each round. Once each turn. 163 . a character may move a number of squares equal to his DEX rating + 2 as an Instant action. immediately adjacent. for example. they. encompassing 13 squares as shown to the right instead of the standard 5. They are slightly larger than Self and Single spells. or a Medium Range as a standard action. missions still retained a tongue-in-cheek attitude despite the deadly serious political plot that occupied the main story. but the center square can reach and target up to a Medium range away from the caster – 5 squares. such spells could therefore affect up to five targets. This value is based strictly on the character’s dexterity attribute. too. Or. Magic and Range Magic receives a fairly significant overhaul when playing in a Final Fantasy Tactics game. you’ll need to know how to read spells and abilities so they make sense on a grid. are targeted spells. adventures in the recent Final Fantasy Tactics Games have been far more lighthearted romps. to a Moogle’s ‘adorable’ pet Adamantoise or Malboro getting loose and wrecking havoc. Instead. Characters cannot target spaces of figures they do not have a direct line of sight to – ducking behind a tree is a good way to avoid enemy fire for a round. characters are now restricted to a set number of squares they can move each turn. characters cannot make Short Range melee attacks unless they are directly next to their target. ‘Single’ target spells have the same range.

Almost all judges have the supernatural ability to instantly determine the truthfulness of any statement. A sample Judge is presented below. all Local targets are affected by the Seal status. Tractor. quasi-magical enforcers of the law known as Judges are a special order of knights under Imperial control. A corrupt Judge is almost always sentenced to immediate execution. Advanced Law (20mp.Judges and the Law The heavily-armored. a rise in crime and regional conflicts quickly began throwing smaller communities into chaos. taking any Imprisoned targets with them). Judge Level: 14 Category: Humanoid Location: Anywhere Size: 2ft Reaction: Neutral HP: 450 MP: 136 STR: 13 (+4) VIT: 9 (+3) DEX: 8 (+2) INT: 8 (+2) SPR: 6 (+2) Attacks: Arbiter’s Blade. 8 ACC.the Order of Judges. They are limited to mundane methods of pursuing the guilty. given the same treatment as any common lawbreaker. 164 . corrupted Judges do exist. Despite their array of powers. a military court was established . 65+2d6 damage (Disarmable) Imprison. They are the supreme enforcers of law in the world of Ivalice. Judges are in no way omnipotent. To reduce the amount of time required by judicial process. target is inflicted with the Lock spell and reduced to 0 HP. Corrupt judges are tried. wielding extraordinary power in their own right over lower-ranked citizens. They do not possess any sort of precognition. Seal Proof Evasion: 10 ARM: 30 (0 without Armor) MARM: 15 Rewards: None. As independent nations and territories flourished over Ivalice. making them nearly impossible to lie to. 6 ACC. Magic: Escape. and tried by a jury of their peers. allowing their unconditional and nearly omnipotent form of impartial justice to be swayed by money and power.) Special: Final Attack: Escape (A Judge can teleport safely out of combat instantly when defeated. The higher ranking Judge Magisters function as chief arbiters and enforcers of Ivalician law. and they lack the capacity to magically sniff out and track down lawbreakers. aided with a vast network of tentative allies. Imprison can only be used against targets that have knowingly broken Ivalician Law. While a disturbing concept.

a true Mage's talent lies in their ability to actively twist and focus raw flows of magic into physical. visible forms. More powerful arms and armor may be made of pure crystal capable of absorbing and channel significant amounts of magical power. from powering machinery to providing the raw ingredients for a wide range of Recovery Items. connected to a world by only the most tenuous of links. Such people are rarely aware of their own talents. from making the garden grow just a little larger. whose powerful magical reservoirs can raise and destroy nations with equal ease. especially those of arcane origin. as a whole. only so long as the power of the elements is unchecked can the wind continue to blow. howling storms and scorching waves of fire. freezing gales. to knowing when to fold in a game of cards. FFVII Magic is a fundamental and natural part of the world. For those who rely on the might of the elements. concentrated masses of elemental energy coming together in one location. magic in turn creates its own ecology. too. The environment. The heat of a volcano. Crystalline items and formations have been found to be curiously sympathetic to the flow of magic. with training. most merely a conduit of the natural magic that flows through the planet. With sufficient training or natural talent. Such ‘frozen’ magic is the reason behind items spontaneously being ‘created’ upon a monster’s death. such creatures were birthed on a plane of pure power. ranging in scale from the animal-like Kami spirits – who travel the streams of magic like so many schools of fish – to the primitive elementals. a lightningstrike during a ferocious thunderstorm attracts Lightning Elemental energy. and far more impressive feats. resonating where the elements are most sympathetic. are in steady supply. for instance. The most renowned of these are the Elemental Crystals.You can DO that?” -Tseng. creating a reservoir of power favorable to arcane creatures and spellcasters alike. Most magically-empowered equipment is constructed by binding the rush of energy freed by the destruction of such objects into the item during the creation process.. often upon the death of a creature. many people can channel elemental flows into their lives in tiny ways. careful consideration of one’ surroundings is an important factor in effectively shaping these energies. Top of the proverbial totem pole are the Espers. known by a million and one names throughout the universe. whether conscious of it or not. Even as it sustains life. These ‘Elemental Fields’ have been the deciding factor in more than one battle. 165 . Similarly. such as Bombs. able to focus. more devastating than all the world’s technologies. have some small part of this force inside them. All of the world's inhabitants. dark mists. a creature 'birthed' by large. However. Such items can be used for any number of purposes. Active wielders of magical power vary wildly in shape and scope. interacts with raw flows of magic. The flow of magical energies is.CHAPTER VIII: MAGIC “……. a torrential rainfall leads to the accumulation of Water Elemental power. Lesser crystals. the earth continue to be fertile. it can be turned into a weapon more powerful than mere blade or brawn. drawn into material existence by the persuasive talents of summoners or their own wanderlust. store and even amplify natural elemental forces. essential to the planet’s well-being. can tie together many streams of Fire Elemental energy. manifesting in all things animate and inanimate. the cycle of life and death remain unhindered. virtually any fragment of their bodies can be used to unleash a small spark of offensive fire spellcasting. Raw magic can also temporarily be captured.

but the total sum of their parts forms of the base of all practical magic. the finer details of magical taxonomy can be fuel for considerable debate.Holy and Shadow. and often have a weakness to an opposing element. Angels and other strongly good creatures are typically weak against Shadow. . the MP is only used when the spell is successfully cast. All magic has a Medium Range unless noted differently. they contain a reservoir of spiritually-aligned magic within. When you cast a spell. Flying creatures are typically weak against Air. Cosmic and Life.Air is the essence of the sky and movement. air. Among them is the fact that Energy is the basic building-block of magic.Earth is the essence of the planet itself. If the spell is interrupted by a critical hit. and Ice – is generally known as the Combat Elements. Completing this pantheon is Life Magic . . the Seal condition. is Holy magic which has become tainted or corrupted through various means.Water is the essence of the ocean and of healing. spells focusing their power are intended for harm and destruction more often than not.Lightning is the essence of electricity and energy. Rules for easy reference. and is often treated with an intrinsic level of respect.Shadow is the essence of darkness and evil. all magic can be broadly broken up into three major forces – Elemental. No attack roll is needed unless specified otherwise. are considered to be universally agreed on. Wind and Water – which in turn combine to form the distinctive ‘Para-elements’ of Lightning and Ice. visually seen as a bright flash of white light. The collective grouping of these six – Earth. Holy magic is incredibly rarer than the other venues of magical means. Metallic and water-dwelling creatures are typically weak against Lightning. and the like. Without any doubt. The Elements of Magic The compartmentalization and classification of magic in its many and diverse forms has occupied scholars for centuries.Paladins and Dark Knights are unique casters – instead of channeling the elemental energies from the world around them. The Elemental forces are sometimes also called ‘natural forces’.Holy. In some quarters they are not considered elements at all. Electricity-using monsters are typically weak against Earth. on the other hand. Each stands in opposition to its siblings. The most common of these involve the four basic elements – Earth. no MP is spent – although Job abilities may have been wasted. This means that they draw strength from that element. Shadow. however. . and in experimental conditions. Lightning. Flame-using creatures are typically weak against Water. Plants. Reptiles and flame-using monsters are typically weak against Ice. and simply excised from the reckoning. raw Energy itself can be used to drive a wide variety of helpful and harmful effects. . a limit break or a Knockback.Ice is the essence of cold and frost. undead. and magic can never critically hit. advanced practitioners of the Arcane have come to the conclusion that the name itself is actually a bit of a misnomer . Fire. earth. and cold-using monsters are typically weak against Fire. though further diversified and refined. untainted by the color spectrum of fire. sheer potential. The inclusion of these is a bone of contention for those who see them as supernatural rather than mundane forces. There are eight different elemental types. Holy is the dominating force in the magical world. deriving that designation from the fact that they are inextricably tied to natural phenomena. and never misses even the most Evasive of foes. and relics have an affinity to a particular element. Certain aspects. . weapons. insects. 166 . is actually pure and undiluted magical energy from the core of Creation itself.Fire is the essence of heat and flame. even to this day. . Wind. Fire. Water. From here. they are: . Elemental Affinities Many creatures.

or a Dark Knight could corrupt the same river. . Undead. Effect. Recovery Reflectable. The latter can vary from character to character. Non-elemental. Elsewhere. a Paladin spends many weeks cleansing an evil artifact. 167 . and instead regains an amount of HP equal to half the damage rolled. his crimson hat rippling in the wind as the sky overhead slowly clouds over. such a monster is often at the mercy of the opposing element. or even grows stronger from exposure to it. Sometimes. making it poisonous to drink. There are five levels of elemental affinities: . Local. a Blue Mage pores tirelessly over volume after volume of forgotten lore. infusing it with the powers of Holy. Resistible 11 Description The target should be self-explanatory. The description of the spell contains its damage and a rough idea of how the spell looks when cast. Status. a monster is so strongly aligned with a particular element that it is impervious to harm from that element. the force of her magic gently turning pages that would crumble to dust under the pressure of her fingers. . . magic used outside of combat to perform mundane (and not-so-mundane) tasks. never needing to rest or sleep. The usefulness of Intuitive Magic is limited by the creativity of the player and the allowances by the GM. Self. Below. Summoning magic and the Entertainer’s Arts are laid out slightly differently. starting the party campfire with a word and the slightest effort of will. A White Mage could dam a river with a magical wall.Resistance means the target takes only half damage from attacks of that element. If a spell includes the phrase ‘Reflectable’ this denotes that the spell can be bounced around by the status effect Reflect.Weakness means the target takes 200% damage from attacks of that element. Intuitive magic performed by extremely high-level characters should be likewise powerful. Skill. as some mages have made stylistic choices about how their spells appear. the village watches the skies with awe as the season's drought draws to a dramatic conclusion. but the same basic rules still apply. in the depths of a sunken library long lost to mortal man.Absorb means the target takes no damage from attacks of that element. Intuitive Magic is exactly that. Intuitive Magic A Red Mage stands on the crown of a hill.Holy is the undiluted. Global Type: Elemental. Many miles away.. and strongly evil creatures are typically weak against Holy. Meanwhile. Group.MP) Target: Single. . which can be nullified if the target of the spell succeeds at a SPR check at the listed difficulty.Immunity means the target takes no damage or effects from attacks of that element. where the Type has no in-game impact – it merely allows players to read the entries better at a glance. Certain Relics can also grant elemental affinities to player characters.Vulnerable means the target takes an additional 50% damage from attacks of that element. How to read the spell lists Black and White magic are laid out in the following format: Spell Name (. ‘Resistible’ denotes that the spell contains a status effect. untampered light of Creation itself. demons. On the other hand. a Black Mage bends over the pile of twigs and kindling.

Thunder (6 MP) Target: Single Type: Elemental (Lightning) Reflectable A brilliant bolt tears down from the sky. 168 . Bright. The target is inflicted with Blind. Water inflicts (INT x 3) + 2d6 points of Water damage to the target. or a target already suffering a serious illness to suddenly worsen or even die. Stone inflicts (INT x 3) + 2d6 points of Earth damage to the target. direct sunlight becomes shadowy and causes a -2 penalty to attack rolls for both enemies and allies alike. Fire inflicts (INT x 3) + 2d6 points of Fire damage to the target. Resist 12 Clouds of light mist play around the target as the apparition of a moon appears overhead to shower soft starlight upon it. It can cause a healthy individual to become bed-ridden with a hacking cough. inflicting (INT x 3) + 2d6 points of Ice damage. reducing the illumination in the area and turning the battlefield into Difficult Terrain. and a strange darkness creeps outwards. then hurl themselves at a nearby foe with surprising force. Normally this spell targets only a single character. robbing it of all senses. Elemental Spikes last until the end of combat. Poison (6 MP) Target: Single Type: Status Reflectable. Blind (10 MP) Target: Single Type: Status Reflectable. Resist 12 A blinding cloud of thick black fog surrounds the target.Black Magic Rank 1 Blizzard (6 MP) Target: Single Type: Elemental (Ice) Reflectable A flurry of high-speed ice particles are launched at the target. Water (6 MP) Target: Single Type: Elemental (Water) Reflectable Water begins to filter out of the air. Declare which of three elements the Spikes will be tied to – Fire. forming a solid ball around the target that lifts it off the ground before bursting in a shower of liquid. Sickness can only be removed with a Healing check at difficulty 12. If the spell is cast in an environment that is already dark. Sickness (3 MP) Target: Special Type: Elemental (Shadow) Resist 12 By casting this loathsome spell the mage can induce natural illness or weakness. In combat. which cannot be removed by other spells or items. Thunder inflicts (INT x 3) + 2d6 points of Lightning damage to the target. Ice or Lightning – when casting this Spell. Elemental Spikes (8 MP) Target: Single Type: Elemental (Varies) The character is surrounded by globes of elemental energy. Stone (6 MP) Target: Single Type: Elemental (Earth) Reflectable Several large chunks of earth rise from the ground at the caster’s feet. The effects of the Twilight spell last for several turns. but by casting it on a city’s food or water supply it can affect multiple targets. Anyone striking someone protected by Elemental Spikes will take elemental M. the area becomes pitch black and all combatants are affected by the negative status effect Blind. Lock (4 MP) Target: Single Type: Status Reflectable A set of ghostly chains or similar shackles wrap around the target. Twilight (2 MP) Target: Local Type: Effect Torches and lanterns wink out. Spells or abilities that increase the damage steps of elemental spells have no effect here. striking its mark with barely-contained energy. Fire (6 MP) Target: Single Type: Elemental (Fire) Reflectable A burning sphere of fire rushes towards a chosen point. a Humanoid who fights with Sickness suffers a -2 penalty to their ACC and EVA scores. causing the negative status Stop. inflicting them with Poison. A Difficulty 12 Escape or Strength check as a Standard action can end the effects of Lock. exploding on impact. Sleep (5 MP) Target: Single Type: Status Reflectable. Resist 12 A frothing cloud of sickly violet bubbles pour over the target with suffocating force. One foe is affected with Sleep.ARM damage equal to the target’s SPR score.

Large monsters or extremely heavy objects will be unaffected by this spell. or until the item is dropped. Watera inflicts (INT x 5) + 2d6 points of Water damage to the target. quickly overwhelming the area with a deadly puddle of toxins. Bio (35 MP) Target: Single Type: Status Reflectable. the orbs return to the caster. and is therefore incredibly useful to neutralize foes with high physical defenses. Tractor (10 MP) Target: Single Type: Effect Resist 13 Gravitational force pulls strongly on the target character or item. Stona inflicts (INT x 5) + 2d6 points of Earth damage to the target. snatching shut around the target in a shower of flying stones and dirt before shattering. Drain (25 MP) Target: Single Type: Elemental (Shadow) Blood-red orbs circle the target. Drain inflicts (INT x 3) + 2d6 points of Shadow damage to the target. the target’s ARM score is reduced to 0 as fabrics ignite and metal becomes fragile. growing larger and more luminous as they draw magical energies from the target. once full. Fira inflicts (INT x 5) + 2d6 points of Fire damage to the target.Rank 2 Blizzara (30 MP) Target: Single Type: Elemental (Ice) Reflectable The air around the target condenses to freezing point in an instant. Blizzara inflicts (INT x 5) + 2d6 points of Ice damage to the target. and moves mundane objects. dragging it through the air towards the caster. Thundara (30 MP) Target: Single Type: Elemental (Lightning) Reflectable An electric-blue thunderbolt crashes into the ground. and inflicts the negative status effect Poison. Stona (30 MP) Target: Single Type: Elemental (Earth) Reflectable Fingers of stone burst forth from the ground. violently immersing an enemy before dispersing again. Bio inflicts (INT x 3) + 2d6 points of damage to the target. 169 . Unlike normal Poison. creating a deadly array of ball lightning to encircle the target. If cast on armor. Fira (30 MP) Target: Single Type: Elemental (Fire) Reflectable A furious explosion tears through the air as a column of incandescent fire erupts under the target. The negative status effect Zombie is applied to the target. Melt lasts for a total of three rounds. Resist 13 The target disappears. growing larger and more livid as they draw out the very essence of the target's life. once full. Melt cannot be re-cast on the same target until the effects have worn off. Melt deals (INT x 2) + 2d6 points of Fire damage to the item’s holder every round until the spell ends. encasing it in a towering spire of ice. Tractor cancels out both natural and magical Float and Flight effects for two rounds. this does not wear off after several rounds and must be cured with a spell or item. Melt (10 MP) Target: Single Type: Effect Reflectable This powerful and unique spell allows the caster to channel white-hot heat into an inanimate object – usually armor – and render it twisted and worthless until the magick ends. Watera (30 MP) Target: Single Type: Elemental (Water) Reflectable The ground buckles and cracks as a column of water erupts. swallowed by a wave of miasmic green smoke seeking to steal away its life force. Aspir destroys (INT x 1) + 2d6 points of the target’s MP. in addition to the damage taken each round. Resist 13 Prerequisite: Poison Virulent green orbs begin to bubble out of the ground. transferring the stolen energy upon contact. Aspir (1 MP) Target: Single Type: Elemental (Shadow) Orbs of blinding pink energy form around the target. Thundara inflicts (INT x 5) + 2d6 points of Lightning damage to the target. the orbs return to the caster. Zombie (30 MP) Target: Single Type: Status Reflectable. If cast on a weapon or other held object. releasing their payload of stolen vitality on contact. and the caster regains a number of Magic Points equal to the amount lost by the target. and the caster regains a number of Hit Points equal to the amount lost by the target. characters or monsters up to a Medium Range toward the Caster. Regardless if the spell is effective – or even if it is reflected or otherwise negated – the caster of Melt deals themselves (INT x 2) + 2d6 points of Fire damage due to the incredible heat channeled by this spell.

The target is affected by the negative status effect Berserk. Wateraga (50 MP) Target: Group Type: Elemental (Water) Reflectable Winding streams of airborne water race towards all targets. attempting to release the beast within. sparking a furious explosion that engulfs it in a cloud of ash and cinders. Arise (40 MP) Target: Single Type: Effect This spell is shunned by white mages and many other individuals as one of the darker Black Magicks. the target instead suffers (INT x 7) + 2d6 points of Shadow damage. and targets of level 20 or higher use the Varuna monster stats instead. Wateraga inflicts (INT x 6) + 2d6 points of Water damage to all enemies. Resist 14 A decaying. Resist 14 Waves of energy wrap around the foe in order to constrict movement and prevent the target from participating in combat for one round. Firaga inflicts (INT x 6) + 2d6 points of Fire damage to all enemies. Regardless of their new attributes. translucent spheres of violet energy spiral in towards the target. the size and shape of the creature remains what it was in life. raising a massive scythe to cleave the target’s life force in twain before fading away with a blood-curdling laugh. abilities or the like except for the Large monster property. flans. Creatures without bones (such as Cactuar. Stonaga (50 MP) Target: Group Type: Elemental (Earth) Reflectable An enormous stalagmite rips through the ground beneath the feet of the foes. and beings composed entirely of magic) cannot be raised with this ability. rapidly sealing it in layer after layer of solid ice before the entire edifice shatters. trapping all targets in a sizzling sphere of electrical energy before dissipating again. which serves the caster loyally. Resist 14 The caster fills their target’s mind with thoughts of hatred and fury. and rest a moment…. Resist 14 The air is suddenly filled with a strange fragrance. Sleepaga (30 MP) Target: Group Type: Status Reflectable. quickly enclosing them in an immense liquid dome before dissolving into a foaming tidal wave. 170 . If the spell is resisted or otherwise has no effect. The target’s MP is reduced by the same amount used to cast the spell. Rasp (Special) Target: Single Type: Elemental (Shadow) Inexorably drawn by the lure of magical power. hooded figure emerges from the ground in a cloud of dark smoke. Thundaga (50 MP) Target: Group Type: Elemental (Lightning) Reflectable A deafening peal of thunder rolls across the battlefield as lightning bolt after lightning bolt crashes to earth. The target is affected by the negative status effect Stun. skill. All targets in the enemy Group are affected by the negative status effect Sleep. Thundaga inflicts (INT x 6) + 2d6 points of Lightning damage to all enemies. Stonaga inflicts (INT x 6) + 2d6 points of Earth damage to all enemies. The creature does not retain any of their old attributes. The caster is capable of raising a recently-deceased creature of any size or race as a Skeleton. This spell does not work on bosses. Berserk (60 MP) Target: Single Type: Status Reflectable. Level 1 to 19 targets use the low-level Skeleton monster stats. Death (140 MP) Target: Single Type: Status Reflectable. Firaga (50 MP) Target: Group Type: Elemental (Fire) Reflectable A colossal sphere of white-hot fire crashes onto the target. if they had it. Paralyze (80 MP) Target: Single Type: Status Reflectable. sapping the target’s energies before rushing away. impaling them on razor-sharp blades of rock.Rank 3 Blizzaga (50 MP) Target: Group Type: Elemental (Ice) Reflectable Particles of frost and snow accelerate towards the target. Blizzaga inflicts (INT x 6) + 2d6 points of Ice damage to all enemies. The target’s HP is reduced to zero. compelling entire groups of otherwise vicious foes to let their guard down. They lack free will or any memories of their old life.

Resist 15 A sinister black circle materializes under the target. darkening the area as wicked spikes of unholy energy burst through to skewer all targets. Flare (150 MP) Target: Single Type: Non-elemental Reflectable Globes of pure magical energy blast into the target in a relentless stream. though Floating and Flying targets are immune to its effects. Upon successfully casting X-Zone. Doomsday (250 MP) Target: Group Type: Status Resist 15 Prerequisite: Death The sky darkens and black clouds roil above. spells or items. filling the enemy’s bloodstream with a living. whether from limit breaks. Quake inflicts (INT x 8) + 2d6 points of Earth damage to all enemies and allies. Virus (150 MP) Target: Single Type: Status Resist 15 The caster infects his target with a sinister disease. Nuke inflicts (INT x 10) + 2d6 points of Fire damage to a single enemy. The negative status effect Curse is applied to the target. Enemies afflicted with this plague are unable to recover their HP or MP scores or receive healing of any kind. deadly bacteria.Rank 4 X-Zone (60 MP) Target: Single. or summoned again in the same game session. in three rounds the targets instead suffer (INT x 8) + 2d6 points of Shadow damage. or M. and the caster regains a number of Magic Points equal to the amount lost by the target. Flare inflicts (INT x 12) + 2d6 points of Non-Elemental damage to a single enemy. instantly reduced to 0 hit points and removed from the current combat. Curse (110 MP) Target: Single Type: Status Reflectable. and silently-screaming faces protrude from the sky like boils on creation. Quake (80 MP) Target: Local Type: Elemental (Earth) Prerequisite: Stonaga A violent tremor tears through the length of the battlefield.ARM. glacial prison to imprison it entirely. forming a jagged. ARM. X-Zone can be cast at a Long Range. Nuke can be cast at a Long Range. in three rounds. the HP of all affected enemies is reduced to zero. Osmose (1 MP) Target: Single Type: Elemental (Shadow) Prerequisite: Aspir Spheres of white light erupt from the target as their magical reserves are stolen. At least one mage’s intense dislike for the powerful beings known as Espers was enough that a spell was crafted with no purpose other than to banish the ‘abominations’ of summoned creatures back to their home plane. Virus wears off in four rounds as normal. Freeze (80 MP) Target: Single Type: Elemental (Ice) Reflectable Prerequisite: Blizzaga or Wateraga Chilly vapors float over the battlefield as fragments of blue ice cascade down on the target. regardless of current Hit Points. Black Mages angrily confront the very notion. Special Type: Status Even as Summoners seek to unite the lifestream and overlap the magical realms with our own. If the spell is resisted or otherwise has no effect. abilities. Freeze inflicts (INT x 10) + 2d6 points of Ice damage to a single enemy. Scourge inflicts (INT x 8) + 2d6 points of Shadow damage to all enemies. Flare can be cast at a Long Range. Nuke (80 MP) Target: Single Type: Elemental (Fire) Reflectable Prerequisite: Thundaga or Firaga Spheres of orange flame rush towards the target. setting off one chaotic explosion after another before rushing out again. but is not a true status effect and thus cannot be removed with Esuna or other normal means. There is no initial effect – however. 171 . engulfing it in an ever-growing explosion with the heat and fury of a newborn star. breaking up the ground into shuddering. Scourge (100 MP) Target: Group Type: Elemental (Shadow) Prerequisite: Twilight A long shadow creeps over the ground. Osmose destroys (INT x 5) + 2d6 points of the target’s MP. crumbling fragments and yawning crevasses. streaming multi-colored lights and gasses before winking shut. attacks. a dimensional hole is ripped open and the Esper is hurled through it. Effects that the Esper may possess – such as Auto-Life or Indestructible – will not allow the Esper to remain in combat after X-Zone is used.

if the spell was not resisted. and thus deal damage not only to the enemy group. 172 . Only one sound breaks the silence. the negative status effect Petrify is applied to the target – and finally.Every molecule. all allies. soil and rocky spires. and living creatures in a 500-mile radius. It is not to be used lightly. immersing it in furious. growing outwards in an unstoppable. gaining in pitch as a dome of purest blue energy forms in the sky above the caster. The devastation caused by an uncontrolled Ultima is unrivaled and globally feared. If used as a Local spell. shading the combatants in blue and black. if not centuries. Resist 16 The ground beneath the target explodes in a seismic nightmare of dust. This is a spell spoken of in hushed whispers. before Ultima finally flickers out of existence and leaves the shattered landscape still once more. It also requests the expenditure of 3 additional points of Destiny – though this is not strictly REQUIRED. The casting of Ultima requires the Black Mage to have maximum MP. Scathe (230 MP) Target: Group Type: Elemental (Shadow) Prerequisite: Scourge An agglomeration of shadowy energy flashes into existence above the battlefield. Scathe inflicts (INT x 16) + 2d6 points of Shadow damage to all enemies. a single note. reducing the target to 0 HP instantly if they are not Immune to Petrify. and every creature and structure for hundreds of miles. there’s a 50% chance that the violent shaking will have shattered the now-stone combatant. gathering before beginning its descent to earth. choosing not to pay the 3 Destiny for this spell will cause it to become a Local instead of Group spell. The Black Mage becomes a conduit for the power of Ultima. This is damage enough to destroy entire cities. the damage is dealt to all structures. The sound reaches ear-splitting frequencies. bone-searing temperatures. and leave the ground barren and lifeless for decades. but also to the caster. Heat beyond description rips through living entities. The target takes (INT x 12) + 2d6 points of Earth damage. An eerie calm falls over the battlefield as the sky grows dark.ARM and Shell. the catastrophic spell radiating outwards from him. Ultima deals (INT x 50) + 2d6 points of nonelemental damage to all foes. of shattering stars. Death caused in this way is painless and instantaneous. all of which is spent upon casting this spell. destructive rush that engulfs the area whole. crackling with malevolent energy as it crashes down. to follow. Then. disintegrating flesh and bone instantly. and all of existence within the sphere begins to implode on itself . It is a power capable of destroying continents. terrain.Rank 5 Meltdown (250 MP) Target: Single Type: Elemental (Fire) Reflectable Prerequisite: Flare A high-speed stream of heat and energy assails the target. Ultima (Special rules) Target: Group Type: Non-elemental Prerequisite: Any Rank 5 spell. and is unaffected by M. every atom within the reach of Ultima detonates at the speed of light. Meltdown inflicts (INT x 16) + 2d6 points of Fire or non-elemental damage to a single enemy (whichever is more effective). Break (200 MP) Target: Single Type: Elemental (Earth) Reflectable.

filling their lungs and bathing their wounds in white. the paralyzing effects of this spell are completely painless and cause no lasting damage. all willing party members and allies other than the caster are instantly removed from combat and returned to the nearest safe location. Foes who have taken damage from the Dia spell cannot successfully make Stealth rolls until the end of combat. protecting allies from harmful falls and allowing them to hover a few inches above the ground. The target of this spell receives the positive status effect Float for several rounds. the caster is able to neutralize the poisons and venoms within the body. and their EVA score does not increase from the Invisible or Vanish spells or the Sunken State or Elemental Body job abilities. Cure I restores (INT x 2) + 2d6 points of HP to any conscious target. Banish inflicts (INT x 3) + 2d6 points of Holy damage to an undead target – all other foes are unaffected. If the caster of Chivalry defeats the remaining opponents. holding even the most vicious and vile foes at bay while her comrades escape. basking the area in a flickering white light. Holy Beams of white light radiate from the caster’s outstretched hands. the caster is able to alter the air currents slightly.White Magic Rank 1 Banish (4 MP) Target: Single Type: Elemental. In addition. Float (10 MP) Target: Single Type: Recovery Resist 12 Though not a true spell of flight. glittering particles of light twinkle down upon the target. They may not re-engage in the same encounter. Aero inflicts (INT x 3) + 2d6 points of Wind damage to the target. the caster’s unwavering belief in her comrades allows them to instill one friend with selfconfidence and conviction. It nullifies damage caused by Earth-based spells and abilities. opposed roll. Dia (5 MP) Target: Single Type: Elemental. Vox (5 MP) Target: Single Type: Recovery Reflectable There are few things more vulnerable than a mage unable to cast – this simple (if oddly-named) spell prevents that. items and gil as normal. Resist 12 The joints of the target bend and lock suddenly. as if they performed an Escape action successfully. It’s also great for getting rid of hangovers. The target of Faith receives an automatic +2 bonus to his next skill check. Aero (9 MP) Target: Single Type: Elemental (Wind) Reflectable Gale-force winds slam into the target. this spell can be used to destroy the remains of fallen undead foes utterly – remnants crumble to dust. Although some truly potent poisons are unaffected by this spell. leaving the target unable to move. the first of a very unique set of offensive White Magic spells. blasting away with tiny beams of light for a moment before dissipating. and thus preventing any Undead from self-resurrecting as normal. Dia inflicts (INT x 2) + 2d6 points of Holy damage. Faith (3 MP) Target: Single Type: Effect Proving once and for all that faith in one’s own abilities is the key to success. or attack. While definitely uncomfortable. The target is no longer affected by the negative status effect Poison. Holy Reflectable Pinpricks of white light circle the target rapidly. all party members – even those who did not participate in the encounter – gain experience points. Poisona (5 MP) Target: Single Type: Recovery By concentrating for a moment. Chivalry (0 MP) Target: Party Type: Effect The caster of Chivalry is the last line of defense for her allies. as it is now dimly outlined with a white glow. 173 . as well as damage caused by falling. The target is affected by the negative status effect Stop. Stop (10 MP) Target: Single Type: Status Reflectable. and removes magically-granted Invisibility and natural Stealth from the enemy. Upon casting Chivalry. Cure I (8 MP) Target: Single Type: Recovery Reflectable Small. it remains a tried-and-true favorite amongst adventurers everywhere. The target is no longer affected by the negative status effect Seal and is immune to its effects for the remainder of combat.

Temper (30 MP) Target: Self Type: Status Used almost exclusively by Red Mages and Paladins. making it impossible to use abilities or spells. and dull metal and wood equipment begins to shimmer with a celestial light. Protect (40 MP) Target: Single Type: Status Reflectable.ARM is calculated) is halved. Shell bestows the effects of the positive status Shell on one target. Though some foes are unaffected by Consecrate. Protect bestows the effects of the positive status Protect on one target. buffeting their body with nonlethal force. lesser enemies will find it difficult to pass onto the sacred ground. blessed with holy energy. Cure II restores (INT x 4) + 2d6 points of HP to any conscious target. and it will become possible for a party to rest there undisturbed until the spell ceases with little fear of random monster attacks in the night. Consecrate (10 MP) Target: Local Type: Effect Consecrated ground. mending injuries and closing wounds instantly. Seal (20 MP) Target: Single Type: Status Reflectable. 174 . Short Range attacks are unaffected. This magick also doubles as a way to safely flee dangerous combat. Aerora (30 MP) Target: Single Type: Elemental (Wind) Reflectable A tempest storm throws a single foe into the air. as casting will instantly end combat and return the likely-wounded characters to the nearest safe resting location. The effects of Temper last a number of rounds equal to the caster’s SPR rating. All attacks made against the target of a Wall spell from a Medium Range or Long Range away are negated. This spell is not a status effect and cannot be removed with Dispel or similar methods. and do not repel extremely powerful creatures or ones with a Resistance to Holy. This spell may only be cast on allies with 0 HP or less.Rank 2 Escape (10 MP) Target: Party Type: Effect Acting as a short-range teleport. Resist 13 A barricade of blue light explodes into existence in front of an ally. multifaceted sphere of pale light encases an ally. All magical damage they take (after M. The caster of this spell deals an additional two damage step with all physical attacks while the spell remains active. Aerora inflicts (INT x 5) + 2d6 points of Wind damage to the target. naturally repels monsters and other hostile individuals for short periods of time. protecting them from the brunt of hostile magical attacks. gleaming brightly. Runes appear down the length of their weapon. Resist 13 A semi-translucent. Shell (40 MP) Target: Single Type: Status Reflectable. and the spell ends if the Walled character is ever the target of a Critical Hit or Limit Break. This effect lasts until combat ends. strong enough to deflect and absorb most projectile attacks. Resist 13 Near-invisible bands of force clasp around the target’s limbs and mouth. Cure II (25 MP) Target: Single Type: Recovery Reflectable Droplets of astral light seem to fall from the skies. this spell allows the party to exit dungeons with convenient swiftness. and returns them to 1 HP. The effects of this spell last until the caster leaves the consecrated ground. regardless of distance. Life (40 MP) Target: Single Type: Recovery A smiling cherubim descends from the heavens and basks an unconscious ally in a golden glow – no matter how close to their demise the target may have been. Wall (50 MP) Target: Single Type: Effect The user of this spell is capable of forming a shimmering barrier of magical force. The spell returns all party members to the last safe location on or near the surface. The target is affected with the negative status effect Seal. All physical damage they take (after ARM is calculated) is halved. they find themselves whisked safely from the brink of death. This effect lasts until combat ends. Temper empowers the user’s attacks with barelycontained magic.

even the most colossal of creatures can be shrunk down to the size (and sometimes appearance) of a small woodland critter. Teleport can only transport the party to geographical locations. Addle affects both the body and mind of an enemy in order to cause them to react slower to attacks. one target’s EVA score is reduced by a number of points equal to the caster’s INT rating. recovering 10% of their max hit points every round. Aeroga inflicts (INT x 6) + 2d6 points of Wind damage to all enemies. A foe’s Evasion score can never drop to less than 0. This is subject to a few important restrictions. Life II (50 MP) Target: Single Type: Recovery A pillar of faint holy energy illuminates the ground around the fallen target. Finally. Upon casting Addle. The target receives the positive status effect Regen. The target is no longer affected by the negative status effect Petrify. A single target is afflicted with the Mini status. Confuse (60 MP) Target: Single Type: Status Reflectable. and this spell may only be cast on allies with 0 HP or less. 175 . and bones re-set extremely rapidly with this powerful spell. First. Aeroga (50 MP) Target: Group Type: Elemental (Wind) Reflectable A hurricane-like blast of air is launched from the outstretched hands of the caster. restoring (INT x 5) + 2d6 points of HP to all conscious members of the party.Rank 3 Cure III (40 MP) Target: Single Type: Recovery Reflectable Green baubles of water and light shimmer around the target. Inanimate objects cannot be affected by this spell. such as submerged under lava or overrun by monsters. never to an object or person. Resist 14 With this unusual magick. Teleport (100 MP) Target: Party Type: Effect Prerequisite: Escape Much like Escape. the spell will fail if the location is extremely dangerous. Stona (30 MP) Target: Single Type: Recovery Often referred to as simply ‘Soft’. Brave (100 MP) Target: Party Type: Status The caster fills his allies’ hearts with hope. Mini (40 MP) Target: Single Type: Status Reflectable. the party cannot be in combat when this spell is cast. Regen (50 MP) Target: Single Type: Recovery Reflectable. which causes them to deal only half damage with physical attacks. If a target is reduced to 0 EVA by this spell. Third. quickly turning into a cyclone that sweeps through the area. Second. Resist 14 Another attempt by White Mages at combat aggressiveness. Addle (80 MP) Target: Single Type: Status Reflectable. rendering them Immune to the negative status effect Fear until combat ends. Teleport can take the entire party great distances in the blink of an eye. Resist 14 This spell allows the caster to blur the mental line between friend and foe – a single target is afflicted with the Confuse status. and the effects of Addle last until the end of combat. injuries knit. and take an additional 50% damage for the duration. helping them to return to their feet as if carried aloft by invisible hands. the location can be anywhere in the world. The target recovers (INT x 4) + 2d6 points of HP. using it to turn their foes into frogs or pigs for the duration. they also take (INT x 8) + 2d6 points of nonelemental damage as their joints stiffen and muscles seize up. Quite a few mages give this spell a little additional flair. Resist 14 Wounds mend. An unconscious or dying target is returned to a semblance of fighting form. restoring (INT x 6) + 2d6 points of HP to any conscious target. This spell has no effect on Unconscious targets. Addle cannot be used in conjunction with the ‘Bladefoe Minuet’ Entertainer Art. so long as the caster has been there within the last several months and is familiar with the location. Curaga (90 MP) Target: Party Type: Recovery Reflectable Rings of dancing green lights surround the caster and all his allies. this spell is able to restore someone who has been turned to stone.

and receives the effects of Haste until combat ends. A Critical Hit or Limit Break will end a Barrier spell before damage is calculated. At the GM’s discretion. 176 . This powerful spell creates an anti-magic barrier around a target and grants them the effects of Reflect until combat ends. filling them with strength and the ability to stand against even the most powerful of fiends. Resist 15 Spheres of white light surround and imbue the target. Reflect. Particularly powerful magical effects. The target moves faster than he ever has before thanks to this spell. invoking this magic surrounds one ally with globes of sapphire iridescence that mend even the most grievous of wounds. Reflect (40 MP) Target: Single Type: Status Reflectable. shattering in a brilliant confusion of mirror images. Esuna fully cleanses the target of all negative status effects. Dispel removes all the following effects from a single target. Shell. Aura overwrites the prior recovery rate and causes the target to gain 25% HP per round instead. While some magic is notable for collateral damage. Esuna may also remove the ongoing effects of other unhelpful spells. Tornado inflicts (INT x 8) + 2d6 points of Wind damage to all foes. such as eons-long Petrification. Esuna (60 MP) Target: Single Type: Recovery Reflectable A standard spell in almost every healer’s repertoire. Auto-Life. Cure IV restores (INT x 10) + 2d6 points of HP to any conscious target. If Auto-Life is cast on an Undead or Zombied foe. Dispel (90 MP) Target: Single Type: Status Reflectable A shimmering blue mist engulfs the target. Barrier (100 MP) Target: Group Type: Effect A stronger version of the Wall spell. Protect. Regen. The target receives the positive status effect Regen. Resist 15 A six-faceted crystal of pure energy appears around the target. such as Melt. returning them to 1 HP Instantly as soon as a spell or effect would reduce them to 0 or less. and Float. restoring (INT x 8) + 2d6 points of HP to the caster and all nearby conscious allies. or bloodline curses is outside the powers of this spell. convalescing into a vortex of localized destruction. Tornado is surprising and unique in this fashion. Haste.? Doom’ spells. Barrier negates all damage and effects from all Medium Range and Long Range attacks against the party. Resist 15 A shower of green light splashes over the target. they are immediately reduced to 0 HP instead of the usual effect. Aura (150 MP) Target: Single Type: Recovery Reflectable. the windstorm doesn’t even uproot a single blade of grass or concern a single creature other than its intended targets. Despite the massive injuries it can cause to foes. but they recover 25% of their max hit points every round instead of the normal 10%. Addle or Gravity. its power tearing away beneficial enchantments in an instant. evoking the magic of Barrier creates an impenetrable shield of light around the user and all allies. The target receives the positive status effect Auto-Life. Curaga II (250 MP) Target: Party Type: Recovery Reflectable Twelve pearls of softly-glowing light enclose all allies in twinned hexagons. but the spell is not a status effect and cannot be Dispelled or removed with similar methods. If the target is already under the effects of Regen. but to begin the healing process even before the injuries are inflicted. This spell has no effect on Unconscious targets. Auto-Life (130 MP) Target: Single Type: Recovery Reflectable Prerequisite: Life II White magic teaches not only to mend wounds. with the exception of Unconsciousness and the countdown caused by the ‘Doomsday’ and ‘Lv. Haste (120 MP) Target: Single Type: Status Reflectable. solidifying into layer after layer of shimmering magical protection. Tornado (100 MP) Target: Group Type: Elemental (Wind) Reflectable Prerequisite: Aeroga A maelstrom of hurricane-force winds touch down.Rank 4 Cure IV (150 MP) Target: Single Type: Recovery Reflectable The most powerful of the standard Cure spells.

Though Full-Life does not remove detrimental status effects. These statuses last until the end of combat. 177 . and a brilliant blast of energy sears into them. Holy (300 MP) Target: Single Type: Elemental (Holy) Reflectable Spheres of white energy descend from the heavens. Holy Shield (200 MP) Target: Group Type: Status Reflectable. granting all allies the positive status effects Protect and Shell.are returned to maximum health upon the casting of this spell. Resist 16 Holy Shield combines two of the most powerful White Magic spells. Holy deals (SPR x 20) + 2d6 points of Holy damage to a single foe. humming slowly and musically. These pearls of light encapsulate the target in silver glow.Rank 5 Full-Life (350 MP) Target: Party Type: Recovery All living allies – even characters with 0 or less HP . it is nonetheless one of the most powerful spells in any healer’s arsenal. spinning around the foe quickly. burning his retinas with pure Holy energy and evaporating sinful flesh and bone. Then the heavens part.

translucent material wrap themselves around the caster's arms and legs. Laser Eyes (20 MP) Learned From: Anacondaur Target: Single Type: Non-elemental Reflectable Brilliant beams of energy pulse from the caster's eyes. Blank Gaze (10 MP) Learned From: Ahriman Target: Single Type: Status The target stares into his target’s soul. Homing Laser (10 MP) Learned From: Achelous Target: Single Type: Non-elemental Reflectable A salvo of searing laser beams arcs out of the caster’s body and blasts the target in a spectacular series of explosions. If the Stop status effect is removed or the target is Immune to Stop. Goblin Punch deals (STR x 2) +2d6 points of damage unless the target is of a lower level than the caster. growing in size until it is launched at the target. inflicting (SPR x 3) + 2d6 damage and automatically inflicting the target with the negative status effect Blind. Poison Breath (6 MP) Learned From: Hydra Target: Single Type: Status Resist 12 A morass of multicolored toxins is exhaled in a sickly plume. which is inhaled to leave the target slightly refreshed. a song with its roots in the oldest of curses. This is not reduced by M. 178 . Self-Destruct (5 MP) Learned From: Bomb Target: Single Type: Non-elemental The caster instantly converts their life force into explosive energy. the attack inflicts (STR x 6) +2d6 damage instead. The target is affected by Poison. the Protect also fades. In such a situation. Flash cannot be resisted. Status The caster directs a searing pulse of phosphorescent light at their opponents. Pollen restores (SPR x 2) + 2d6 HP and MP to one target. After damage has been resolved. Choco Ball (8 MP) Learned From: Chocobo Target: Single Type: Non-elemental Reflectable A crackling sphere of yellow energy forms around the caster. creating a cataclysmic blast that rips through the enemy for a number of points of M. Blank Gaze removes one beneficial magic effect from a random enemy. transforming them into a harmless green frog no more than a few inches tall. Flash (35 MP) Learned From: Ochu Target: Single Type: Non-elemental. pummeling the target.ARM score is reduced by 50% until the end of the caster’s turn. and their M. Web Armor (5 MP) Learned From: Spider Target: Self Type: Non-elemental Strands of thin. Frog Song afflicts a Humanoid or Beast listener with the negative status effects Mini and Seal. (Where the seed comes from is up for dispute by sages everywhere. and has a 25% chance to cause Confusion. slashing into the target for (INT x 4) + 2d6 points of nonelemental damage. For every 2 points of HP the Blue Mage is missing from his maximum health. Aerialtype monsters take 200% damage from Choco Ball. inflicting (SPR x 3) + 2d6 nonelemental damage. Revenge (20 MP) Learned From: Bunyip Target: Single Type: Non-elemental A wave of invisible force crashes into the target.Blue Magic Rank 1 Goblin Punch (5 MP) Learned From: Goblin Target: Single Type: Non-elemental The caster launches themselves at an opponent with unusual speed. Frog Song (13 MP) Learned From: Giant Frog Target: Single Type: Status Resist 12 The Blue Mage hums. but cannot be used on the caster. the target takes 1 point of damage. the Caster is automatically reduced to 0 HP and cannot be revived until combat ends. sings or ribbits a haunting melody. giving the caster Protect and Stop for as many rounds as the Blue Mage chooses to keep the spell active. eliminating magical protection with the power of the Evil Eye. This damage is not affected by monsters that have the Unusual Defense ability.) Seed Cannon inflicts (VIT x 4) + 2d6 points of Earth damage. Pollen (10 MP) Learned From: Killer Bee Target: Single Type: Non-elemental A light dust drifts around the group.ARM Fire damage equal to the caster’s maximum Hit Points.ARM or Shell. Homing Laser deals (INT x 3) + 2d6 nonelemental damage. Seed Cannon (10 MP) Learned From: Funguar Target: Single Type: Elemental (Earth) The caster tenses up before firing a heavy seed pod.

beneficial or otherwise. Condemned (40 MP) Learned From: Tonberry Target: Single Type: Non-elemental Reflectable A cackling red skull appears over the target before slowly fading away. Thrust Kick deals (STR x 5) + 2d6 points of nonelemental damage and the target has a 50% chance of being knocked back a Long Range – directly upwards. for example) lose 50% of their maximum HP upon colliding with the ground again on the following turn. This spell cannot be resisted. ARM. 1000 Needles inflicts 100 nonelemental points of damage to the target. Make a standard Attack action that deals 100% damage. Each round for a number of rounds equal to the Blue Mage’s DEX rating. Degenerator (100 MP) Learned From: Lost Soul Target: Single Type: Effect Reflectable Resist 13 The caster emits a single burst of black energy that all but rips the life energy of out its target. If the target is immune to instant death. Confusion. Flamethrower (20 MP) Learned From: Chimera Target: Single Type: Elemental (Fire) Reflectable The caster releases a blistering stream of fire from their mouth or fingers.? Doom (80 MP) Learned From: Deathgaze Target: Single Type: Status Reflectable Ghostly. and any other statuses that would reduce the physical damage dealt. scorching their intended target for (INT x 6) + 2d6 Fire damage. Angel Snack (40 MP) Learned From: Evrae Target: Local Type: Non-elemental A cascade of sparkling blue stars showers down on everyone in the area – both allies and enemies negating all magic in the area. damaging one enemy for (INT x 4) + 2d6 Water damage and (INT x 4) + 2d6 Wind damage. and M. Furthermore. Shell. Angel’s Snack dispels all Status Conditions. any targets caught in the blast are struck for (INT x 4) + 2d6 Lightning damage. This spell cannot reduce a target lower than 1 HP. regardless of current Hit Points. 179 . surrounded by a faint nimbus of energy as they slam into their target with a sound barrier-breaking crash. Thrust Kick (80 MP) Learned From: Iron Giant Target: Single Type: Non-elemental The caster launches into an athletic flying kick.Rank 2 Ultrawaves (30 MP) Learned From: Couerl Target: Single Type: Non-elemental. fog-colored skulls materialize above the enemy. Unusual Defense. The target cannot participate in Teamwork Attacks or spend Destiny until combat ends. ARM and ARM have no effect on this damage.Lv. The foe receives the effects of the negative status effect Curse. in 3 rounds. Antlion Target: Single Type: Non-elemental The caster jabs at the target. 1000 Needles (100 MP) Learned From: Cactuar Target: Single Type: Non-elemental One thousand stinging cactus thorns are shot from the caster’s body at the target in rapid succession. creating a stream of multicolored spheres that rush out towards it and explode on impact. A successful standard attack roll is required. If successful. Electrocute (30 MP) Learned From: Chimera Target: Single Type: Elemental (Lightning) Reflectable The caster hovers in mid-air. Drill Shot (20 MP) Learned From: Chocobo Eater. the HP of a target affected by Lv. If the attack roll results in a roll of 12 (a critical hit). conducting sparks of energy as green bolts of electrical energy blast through the air at random intervals to devastating effect. each time they cast a spell they lose 20% of their maximum MP. Angel Snack has no effect on unconscious foes or allies. roll 1d6 . When you cast this spell. In addition. Further. Lv.? Doom is reduced to zero.? Doom only affects targets whose Level is a multiple of the number you rolled.ARM. Protect. Status Purple waves of ultrasonic energy ripple from the caster’s body. 1000 damage is inflicted instead of the normal 100. There is no initial effect – however. or M. The effects of this dreadful spell last until the end of combat. in 3 rounds they suffer (INT x 8) + 2d6 points of Shadow damage instead. In addition to effectively removing the target from combat for one round as if the target was afflicted by Stun. ignoring ARM. both the caster and affected monsters are affected by the negative status effect. inflicting (DEX x 8) + 2d6 damage. Aqua Rake (50 MP) Learned From: Chimera Target: Single Type: Elemental (Water) Reflectable The Blue Mage releases a blast of hurricane force wind that engulfs their a foe as it carries with it a barrage of water bubbles that explode upon touching anything. characters who are not immune to falling damage (from the Defy Gravity ability or a Float spell. each target takes (INT x 4) + 2d6 points of nonelemental damage for every status effect removed in this fashion. letting out a haunting laugh before fading out. Rolling a 1 means that all targets are affected. and each time they attack they lose 20% of their maximum HP.

a second later. Zombie Confusion. Blind. Roulette (150 MP) Learned From: Shinryu Target: Single Type: Status Resist 14 The mage exhales a stream of dark. or 3 Water until the target is 4 Wind unconscious. Dragons Target: Single Type: Elemental (Holy) A dazzling constellation of pearls hovers around the caster. Roll again every round. Seal. Bad Breath inflicts multiple Status Conditions on the target. Stone Breath deals (VIT x 12) + 2d6 points of Earth damage. Poison.Rank 3 Wall Change (50 MP) Learned From: Gigas Stone Breath (120 MP) Learned From: Adamantoise Target: Single Type: Non-elemental A shimmering globe of energy encloses the target. Seal. regardless of their current HP score. the billowing fume causing varying degrees of sickness almost instantly. Mighty Guard (100 MP) Learned From: Ultima Weapon Target: Single Type: Status Resist 14 Brilliant green globes of energy form around the caster and their allies. 180 . Supernova (150 MP) Learned From: Atma Weapon Target: Single Type: Non-elemental The caster is enveloped by a prismatic glow. The combatant is Weak to Roll Immunity the chosen element. Poison. roll 1d6 and consult the table below to determine which one. Float. Poison. Blind. Bad Breath (75 MP) Learned From: Great Malboro Target: Single Type: Non-elemental Reflectable Pure white light floods the area. Curse Target: Local Type: Non-elemental All natural light suddenly ceases as a single spotlight begins to spin across the battlefield. all active combatants should make a 2d6 roll once Roulette is cast. If the target fails their resistance roll they also suffer the negative status effect Petrify. defeating it instantly. Poison Berserk. 5 Ice 6 Lightning Force Field (50 MP) Learned From: Behemoth Target: Single Type: Elemental (Earth) Resist 14 The caster exhales a cloud of creeping gray vapors that slowly drift to settle over the target. Seal. a swarm of dark particles homes in on the spell’s target. Stop. and Shell to one target. fading into thin air a second later. The lowest rolling combatant is immediately reduced to 0 HP. This ability works on all Notorious Monsters and Bosses. Armor or M. even if they are normally immune to instant death-inducing attacks. This 5 Holy spell lasts until the end of 6 Target’s Choice combat and may be cast multiple times on the same target(s). Stop. 1 Earth This effect lasts until the end 2 Fire of the current combat. creating a rapidly expanding field which summons a flash of white light to engulf them. Armor rating. Force Field 3 Ice and Lightning bestows an Immunity to 4 Shadow random elements. Blind. Roll Immunity gradually spreading out to 1 Earth and Fire cover their allies before 2 Water and Wind fading. Wall Change makes the target Resistant to all elements with the exception of one. Mighty Guard adds the Status Conditions Haste. Blind Berserk. Roll a 1d6 and consult the table below to determine which Conditions are added to the target. radiating waves of bright light to restore (Caster’s Current HP) HP to one ally of his choice. turning all combatants into stark black shadows. If combined with the Blue Mage ability ‘Aura Magic’. cycling through a series of colors and hues before vanishing. Blind. Seal Confusion. billowing toxic smoke. Stop Confusion. Zombie. Roll 1 2 3 4 5 6 Status Effects Berserk. In order to determine the 'lucky winner' of this grisly fate. Poison. the 25% HP is subtracted before the caster and all allies recover health. blasting them for (INT x 25) + 2d6 or (SPR x 25) + 2d6 points of non-elemental damage – caster’s choice. White Wind (100 MP) Learned From: Wyvern. Blind. End Bosses remain unaffected. drawing in tighter and tighter circles around the combatants until it stops on a single target. Protect. Supernova can be cast at a Long Range.

Illusion (6 MP) Target: Local Type: Effect The character can create a realistic. The target of this spell receives the positive status effect Float until combat ends. Steel. The target's movement speed is doubled for several minutes – they can now travel a Medium range distance instead of a Short range each round. Some materials disintegrate in seconds. 181 . They can move and make noises as long as the caster is within a Short Range of his illusion. the caster is able to restrict the movement of anyone relying on burdensome metal armor or protection. no more than usual. but not Orichalum or adamantite) are inflicted with the negative status effect Stop for the standard 4 rounds. Flight. Legendary equipment cannot be ‘read’ with this spell. protecting them from harmful falls and allowing them to hover a few inches above the ground. Illusion cannot be used to change someone’s appearance flawlessly. Eject (15 MP) Target: Single Type: Effect Reflectable With little more than a word and a gesture. and certain other metals can rust or become brittle due to ‘prolonged’ exposure to the humid air. anyway. It nullifies damage caused by Earth-based spells and abilities. causing it to age thousands of years in an instant. The target must make a difficulty 12 DEX check or be caught in the negative gravity zone and thrown a Medium Range into the air – and then smashed back into the ground when the caster reverses the spell as an Instant action. if successful. Thus. Meteorite (10 MP) Target: Single Type: Nonelemental The caster tears a small meteorite free from its path across the cosmos. Targets do not receive a SPR check to avoid the effects of Magnetite Cloud. Viewers can make an challenging Awareness check (difficulty 11) to see through the effects of Illusion.Time Magic Rank 1 Burn Ray (5 MP) Target: Single Type: Nonelemental Reflectable The air around all one enemy condenses. moving visual image that others can see. iron. and even the most resilient of materials have their Toughness to destroy reduced by 4. Burn Ray inflicts (INT x 4) + 2d6 points of nonelemental damage to one enemy. the caster buoys a target into the air with anti-gravitational energy. Sprint (5 MP) Target: Single Type: Status A series of red rings materialize around the target’s legs or equivalent anatomy. glowing with suffused power before fading away again. and that the mundane goods they’re trying to peddle truly are lost. All enemies and allies who are using Heavy Armor or armor composed of magnetic metals (such as iron and steel. solid objects. Analyze (10 MP) Target: Single Type: Effect The user is capable of determining the exact properties and Tier (if applicable) of any magical item. as well as damage caused by falling. even things like magical paintings and nondescript crystal fragments. This ranges from weapons and armor to accessories and unmarked potions. instead conjuring only magical figments and trickeries. and viewers are under no compulsion to believe the authenticity of what they see. If used on a Construct enemy. Illusion cannot create false textures or temperatures. powerful artifacts. compressing into a tight ball until it explodes. and what materials and opponents are magnetic is ultimately up to the GM. Enervate deals (INT x 6) +2d6 points of nonelemental damage. Magnetite Cloud (12 MP) Target: Local Type: Status By forming a magnetic photon field. Float (5 MP) Target: Single Type: Status Resist 12 Though not a true spell of flight. or Defy Gravity) to lose 50% of their maximum HP upon collision with the ground. pulling it down to earth where it crashes into all enemies. Large creatures are immune to the Eject spell. Enervate (5 MP) Target: Single Type: Effect The Time Mage creates a localized pocket of accelerated time around a small nonorganic object. many shifty bazaar owners loudly declare that this spell’s authenticity is suspect. Meteorite inflicts (INT x 3) + 2d6 points of nonelemental damage to all enemies. and they vanish utterly if he ever goes more than a Medium Range away. the character reverses gravity around one enemy and sends him hurtling skyward. and extremely evil items can cause a magical backlash and cause the caster of Analyze physical harm. For this reason. The spell does not make real. Magnetite Cloud cannot cause metalwielding foes to be Disarmed. Eject can cause any targets vulnerable to falling damage (creatures without Float. nor can the spell’s effects occupy more than several meters of space.

causing the effectiveness of all INT-based spells. captured moments continually flicker and replay across the rippling surface of the gate. hands shuddering as they begin to slow. 182 . They are Immune to knockback effects and non-Large enemies can never physically move themselves more than a Short Range in a single round (though things like Teleport and Escape spells can bypass this). Young: The target is affected with Magic Break. These actions are presumed to happen simultaneously. and it closes a number of hours equal to the caster’s SPR rating after being cast – trapping anyone who has not yet returned on the other side. wholly enclosing the target before subjecting it to crushing gravitational force for a significant period of time. Time Slip lasts for a number of rounds equal to the caster’s SPR rating. Dimensional Gate (50 MP) Target: Local Type: Effect The fabric of reality ripples and twists. the target’s age will change rapidly. but inexperienced. Quarter (30 MP) Target: Single Type: Status Reflectable. Quick grants the positive status effect Haste to the caster. The spell returns all party members to the last safe location on or near the surface. Old: The target is affected with Power Break and Speed Break. joining together into a single searing burst of destruction. while Gravity lasts the target finds it difficult to move or be moved.Gravity cannot be re-cast on the same target until the effects have worn off.) This spell cannot be cast in combat. this spell allows the party to exit dungeons with convenient swiftness. crackling with audible force as the gravity inside the bubbles increases a hundredfold. Gravity deals (INT x 3) + 2d6 points of nonelemental damage to the target at the start of each of their rounds. This magick also doubles as a way to safely flee dangerous combat. all physical attacks deal an additional 50% damage for the duration. Hyperdrive (60 MP) Target: Local Type: Effect A hazy clock face shimmers into existence across the battlefield. as casting will instantly end combat and return the likely-wounded characters to the nearest safe resting location. However. Resist 13 Spheres of black and violet surge out to enclose one opponent. Ray Bomb (25 MP) Target: Single Type: Nonelemental Reflectable Brilliant spheres of energy appear before the caster. attacks and healing to be halved. almost seeming to move backwards before the clock explodes in a shower of fragments. whether the character will grow Old or Young is determined randomly.Rank 2 Quick (40 MP) Target: Self Type: Status Resist 13 A translucent clock encases the caster. Escape (10 MP) Target: Party Type: Effect Acting as a short-range teleport. Upon casting Time Slip. for more information on these locations. The target’s EVA score and Stealth score increase by 4 for several rounds. the second hand wavers. Quarter reduces a target's HP by 25% of its maximum. for a number of rounds equal to the caster’s STR rating. For a moment. causing them to deal half damage with all STR and DEX based physical attacks. All enemies and allies other than the caster may immediately take a standard action. all offensive and healing spells have a 50% increased effect for the duration. eventually stopping dead. Furthermore. creating a pocket of localized time. However. stirring up dust and decay as it pushes the unfortunate forward into old age and disability – or renders them youthful and strong. Gravity (40 MP) Target: Single Type: Nonelemental Reflectable The caster launches a dark bubble of energy. depending on the caster’s wishes. If stepped through. perhaps permanently. nearly impossible to target with melee attacks. Invisible (30 MP) Target: Single Type: Status Reflectable Invisible makes an ally translucent. finally creating a tear in time and space itself Appearing as a black portal through which an infinite expanse of stars can be seen. (See p142. Time Slip (25 MP) Target: Single Type: Status Reflectable A current of time swirls around the target. Ray Bomb inflicts (INT x 6) + 2d6 points of nonelemental damage. the Dimensional Gate can lead the party to either the Void or the Farplane.

Viewers can make a Notice check (difficulty 13) to realize that the image is abnormal. Third. seconds later. First. freezing time and preventing the target from participating in combat for one round. releasing the target only once the sphere has shrunk to a speck of its former self. the illusion it is completely lifelike in every way. Brainstorm (80 MP) Target: Single Type: Status Reflectable. Haste (90 MP) Target: Single Type: Status Reflectable. and the spell now also includes thermal. never to an object or person. This is subject to a few important restrictions. Shockwave Pulsar inflicts (INT x 8) + 2d6 damage to one enemy. Disable (80 MP) Target: Single Type: Status Reflectable. First. Advanced Illusion (30 MP) Target: Local Type: Effect Prerequisite: Illusion This spell is similar to the Illusion magick. Shockwave Pulsar (60 MP) Target: Single Type: Nonelemental Reflectable Gravity suddenly ceases to function as glowing sphere of stellar energy and gases materializes above the battlefield. Demi still cannot exceed the normal damage limitation of 999. One enemy target is afflicted with the Confuse status. so long as the caster has been there within the last several months and is familiar with the location. Stun. circling in a slow pattern before speeding up and shattering. pulling a comet out of time to crash down in a shower of fire and molten rock. The enemy does not get a SPR roll to resist the effects of Brainstorm if they are already afflicted with Stop. Resist 14 The Time Mage slows the entire world with the exception of one target – thus making it seem as though they possess incredible speed. the location can be anywhere in the world. Teleport can only transport the party to geographical locations. the caster needs not be anywhere near the spell for it to function. Finally. and olfactory trickeries as well – other than being nonsolid and incapable of causing damage. Gravity reduces a target's HP by 50%.Rank 3 Comet (60 MP) Target: Group Type: Nonelemental The caster reaches towards the heavens. Stun. The target receives the effects of Haste until combat ends. The target is afflicted with the negative status effect Slow. such as submerged under lava or overrun by monsters. drawing the lines of an ethereal clock face before winking out of existence. Teleport (100 MP) Target: Party Type: Effect Prerequisite: Escape Much like Escape. not modified for ARM or M. Slow. crushing gravitational forces compress. and Haste. the spell will fail if the location is extremely dangerous. Slow. Teleport can take the entire party great distances in the blink of an eye. but with the following changes. and no enemy or ally may receive any of those status effects for the remainder of combat. The target is affected by the negative status effect Stun.ARM. Resist 14 An opaque gray sphere encloses the target. Temporal Shift (70 MP) Target: Local Type: Status In an instant. each strike inflicts (INT x 7) + 2d6 nonelemental damage to all enemies. Second. Demi (100 MP) Target: Single Type: Status Prerequisite: Quarter Reflectable. The glittering debris hovers in mid-air for a moment. unless the Advanced Illusion has been cast around an individual to change his appearance – there is no way to detect the spell if it has been cast in this way. 183 . or Haste. Slow (100 MP) Target: Single Type: Status Reflectable. Resist 14 With target is pushed outside of the normal flow of time. their movements becoming predictable and sluggish. robbing the target of wits and reasoning. body suddenly out of sync with time around it – then the caster assaults the foe’s mind with waves of energy. Temporal Shift negates the status effects Stop. Resist 14 (Special) Hazy lights encircle the target as it wavers and fades. drawing an adversary into its embrace before exploding in a violent burst of light and heat. Resist 14 The target is encased in a bubble of turquoise light. Comet causes 1d6 meteors to damage foes. the party cannot be in combat when this spell is cast. the caster is surrounded by ring after ring of translucent clocks.

They are Immune to knockback effects and non-Large creatures can never physically move themselves more than a Short Range in a single round (though things like Teleport and Escape spells can bypass this). Black Hole cannot exceed 999 damage. for a number of rounds equal to the caster’s STR rating. such as the Invisible spell or a Geomancer’s Elemental Body job ability. X-Zone can be cast at a Long Range. X-Zone only works on Espers – target is instantly reduced to 0 hit points and removed from the current combat. allowing them to move without detection and become nearly impossible to strike in combat. causing thousands of tones of force to press upon and pulverize his enemies. X-Zone (60 MP) Target: Single. then the spell ends – casting the Reset spell a second time while the first is still active has no additional effect. Earth damage. bestowing the Status Condition Haste on all allies until the end of combat. Special Type: Status The fabric of reality splits open in a flash of white light. Otherworldly creatures such as Espers are forced back to their own reality by the casting of this spell. Vanish (100 MP) Target: Group Type: Status Prerequisite: Invisible Vanish turns the entire party completely translucent. The target receives the ability to fly until combat ends. and short-ranged weapons suffer a -4 penalty to hit them (in addition to the obvious movement bonuses a flying character would obtain). the Time Mage can declare any enemy or ally must re-roll any one attack or check – the hourglass shatters on command. Gravija cannot be re-cast until the effects have worn off on all targets. Time Stop causes the negative status effects Stun and Stop to one target. Reset (80 MP) Target: Local Type: Status A glittering hourglass appears hovering beside the caster. hands spinning at normal speed but increasing by the second before it fades in a flash. Time Stop (130 MP) Target: Special Type: Status (Time) Resist 15 The Time Mage creates a localized pocket of space around one target. Reset lasts until a reroll is caused in this method. Gravija (100 MP) Target: Group Type: Nonelemental Reflectable Prerequisite: Gravity The caster releases a black sphere of pure gravitational energy. crackling as it begins to direct crushing pressure on all enemies. Targets with Flight are immune to falling damage. 184 .Rank 4 Flight (60 MP) Target: Single Type: Status Prerequisite: Float Resist 15 A shower of amber lights sparkles around the target. Resist 15 Prerequisite: Haste A glowing red clock materializes below the caster’s allies.ARM. Effects that the Esper may possess – such as Auto-Life or Indestructible – will not allow the Esper to remain in combat after X-Zone is used. even when it isn’t his turn. freezing it and everything nearby in time for a moment. The bonuses granted by Vanish do not stack with other such effects. After Reset is cast. All party members gain a +6 bonus to their EVA score and Stealth skill checks for several rounds. After the Reset spell is cast. Gravija deals (INT x 5) + 2d6 points of nonelemental damage to each enemy target at the start of each of their rounds. or summoned again in the same game session. Quasar inflicts (INT x 10) + 2d6 points of nonelemental damage to all enemies. drawing down a searing shower of celestial debris and radiation to bombard the battlefield. Black Hole (200 MP) Target: Group Type: Status Resist 15 Prerequisite: Demi A spinning vortex of gravitational energy forms above the battlefield. while Gravija lasts enemies find it difficult to move or be moved. not modified for ARM or M. Furthermore. Hastaga (150 MP) Target: Party Type: Status Reflectable. revealing the alien stars beyond for brief instant. sending everyone back a few precious seconds in the time stream. filled with the sands of barely-suppressed temporal energy. If unresisted. Quasar (120 MP) Target: Group Type: Nonelemental The skies part. Black Hole reduces all foes to 25% of their maximum HP. revealing the faint outline of an angelic pair of wings before disappearing again. as well as all other enemies and allies within a Short Range of that target. the Time Mage can force this reroll at any time until combat ends.

Meteo (200 MP) Target: Group Type: Nonelemental With a single motion. Meteo deals (INT x 25) + 2d6 points of nonelemental damage to all enemies. Flare Star deals (INT x 10) + 2d6 points of Fire damage. Slowaga (200 MP) Target: Group Type: Status Prerequisite: Slow Reflectable. Flare Star (250 MP) Target: Single Type: Elemental Reflectable Drawing on the forces of the cosmos. spinning lazily as it slows down by the second. He does not evade the attack. (INT x 10) + 2d6 points of Shadow damage. searing a single foe with pure stellar energy. Resist 16 A giant. He is little more than a blur on the battlefield. hazy silver clock appears over the battlefield. phasing in and out of reality as he wills it. the character may opt to expend 20% of his maximum MP to negate any damage or effects he would take from the assault. After casting this spell. the caster bathes the battlefield in the light of a dying star. or the end of combat. and can now choose to exist apart from time as we perceive it.Rank 5 Warp (250 MP) Target: Self Type: Status The Time Mage has attained the pinnacle of his craft. Slowaga afflicts all foes with the negative status effect Slow. crashing down in a shower of rock and flame. The effects of Warp end when the Time Mage is reduced to 0 MP or HP. and (INT x 10) + 2d6 points of Holy damage to one enemy. whenever the Time Mage is targeted by an attack but before accuracy/damage is rolled. nor does this prevent Group magic from harming his allies – the Time Mage is simply not there. 185 . 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.

Mechanically. Whether held or unattended. they can be used with the Spell Effect weapon property. Reversed: The target receives a penalty to their INT score equal to the caster’s Perform skill. armor. or a portrait that captures the essence of life itself. and a character chooses with function of the Art – Normal or Reversed – they’d like to use upon casting it. several of them cost MP. 186 . Reversed: The target receives a penalty to their STR score equal to the caster’s Perform skill. Valor Minuet may be used to increase only one ally’s ACC score by a value equal to the Entertainer’s Perform skill. All foes receive a -2 to their ACC rolls. or automatically destroys a Tier 1 weapon. The value may not be reduced below 1. Unlike other spells. Healing Etude (0 MP) Normal: The Entertainer and one other target regain 10% of their maximum Hit Points each round. Swift Etude (0 MP) Normal: The Entertainer and one other target receive a bonus to their DEX score equal to the caster’s Perform skill. Paeon (0 MP) Normal: The party has an additional +3 to rolls to resist status effects. each Art is essentially two different functions wrapped into one. All nearby allies receive a +2 to their ACC rolls. The value may not be reduced below 1. The value may not be reduced below 1. they function like other spells. Equipment repaired in this way does not require any additional gil expenditure to fix. Reversed: The target receives a penalty to their DEX score equal to the caster’s Perform skill. Logical Etude (0 MP) Normal: The Entertainer and one other target receive a bonus to their INT score equal to the caster’s Perform skill. instantly reducing 50% of their maximum HP unless they succeed on a difficulty 14 resist roll. Arts cannot be Reflected. Alternatively. Reversed: Reduces the offensive capabilities of all enemies. The value may not be reduced below 1. Valor Minuet (0 MP) Normal: Increases the offensive capabilities of the party. Reversed: The resistance to negative status effects of all foes are sharply reduced. Bladefoe Minuet may be used to increase only one ally’s EVA score by a value equal to the Entertainer’s Perform skill. a songstress’ soothing melody or a heavy metal power ballad. Reversed: Reduces the defensive capabilities of all enemies.Arts Arts are complicated spells that may manifest in a variety of ways. Reversed: The Entertainer uses the Demi spell on one target. Alternatively. Alternatively. Reversed: The Art repairs objects or broken equipment over a period of several rounds. All enemies have a -3 to rolls to resist status effects. Soulful Etude (0 MP) Normal: The Entertainer and one other target receive a bonus to their SPR score equal to the caster’s Perform skill. Enemies can never have an ACC score lower than +0 with the use of this Art. or shield. and a Sealed character loses the benefits of their Arts. rendering it utterly unusable. All foes receive a -2 to their EVA. Explosive Performance (0 MP) Normal: The character makes a Perform check to destroy an object with a +4 bonus to the roll. They might be a dance. Alternatively. Bladefoe Minuet cannot be used in conjunction with the Addle spell. a juggling routine. All nearby allies receive a +2 to their EVA. as long as all the individual parts of the broken item are nearby. the equipment instantly splinters and snaps. Valor Minuet may be used to decrease only one enemy’s ACC score by a value equal to the Entertainer’s Perform skill. Bladefoe Minuet (0 MP) Normal: Increases the defensive capabilities of the party. Reversed: The target receives a penalty to their SPR score equal to the caster’s Perform skill. Herculean Etude (0 MP) Normal: The Entertainer and one other target receive a bonus to their STR score equal to the caster’s Perform skill. Bladefoe Minuet may be used to decrease only one enemy’s EVA score by a value equal to the Entertainer’s Perform skill.

Reversed: With a Reversal of this Art.Performance of Wind (0 MP) Normal: The Entertainer is capable of exhibiting some minor control over the element of Wind. All Waterbased spells and attacks in the area – whether wielded by friend or foe – do an additional 50% damage. turning blistering cold into a bearable chill. Performance of Fire (0 MP) Normal: The Entertainer is capable of exhibiting some minor control over the element of Fire. Performance of Shadow (0 MP) Normal: The Entertainer is capable of exhibiting some minor control over the element of Shadow. the objects instantly return to their former lifeless state. All Fire-based spells and attacks in the area – whether wielded by friend or foe – do an additional 50% damage. All Lightning-based spells and attacks in the area – whether wielded by friend or foe – do an additional 50% damage. Reversed: A Reversal of this Art negates the effects of Wind Elemental Field. All Shadow-based spells and attacks in the area – whether wielded by friend or foe – do an additional 50% damage. As soon as the Wake to Life Art ends. Performance of Water (0 MP) Normal: The Entertainer is capable of exhibiting some minor control over the element of Water. Victory March (150 MP) Special: The ultimate Art. Ghostly animals may approach curiously. The Entertainer and one other ally of his choice gain the MP Drain property on any weapon they wield. the Entertainer can cause even the most turbulent waters to become calm and utterly still. The Elemental Field of the current combat becomes Fire. The Elemental Field of the current combat becomes Wind. Reversed: A reversal of this Art will cause the ground to become calm and still. The Elemental Field of the current combat becomes Earth. In addition. Reversed: With a reversal of this Art. Reversed: A reversal of the Performance of Shadow negates the effects of Shadow Elemental Fields. casting using this Art slowly closes the gap between the realms of the living and the dead. Reversed: A reversal of this Art allows the entertainer to quench non-magical fires of a reasonable size. The fire simply acts as though there was no flammable matter left to consume. The Elemental Field of the current combat becomes Lightning. Wake to Life (0 MP) Normal: The Entertainer can imbue mundane. The Elemental Field of the current combat becomes Shadow. nonmagical objects with sentience. capable of understanding simple orders and carrying out basic tasks. are generally loyal to the Entertainer that created them. Advanced Illusions. Boss. This negates any penalties to Swim checks the water may have caused. 187 . the Entertainer can dispel Illusions. The Elemental Field of the current combat becomes Ice. All Earthbased spells and attacks in the area – whether wielded by friend or foe – do an additional 50% damage. Clever entertainers have used Wake to Life to convince shackle locks to spring open of their own accord. and are as resilient than the material they are made out of. It also negates the effects of Fire Elemental Fields. The Elemental Field of the current combat becomes Water. the entertainer may drain the magical energy from foes. Reversed: The temperature in frigid areas seems to warm slightly with the reversal of the Ice Threnody. and confuse their opponents with surprised. Performance of Ice (0 MP) Normal: The Entertainer is capable of exhibiting some minor control over the element of Ice. They become flexible and mobile. Of course. and negates the effects of Water Elemental Fields. All Windbased spells and attacks in the area – whether wielded by friend or foe – do an additional 50% damage. struggling suits of armor. Reversed: By reversing the Art of Lightning. it may just as easily be dangerous – many dwellers of the Farplane are unsatisfied. or the whispers of the newly-deceased may be able to impart knowledge to the party. It also negates the effects of Lightning Elemental Fields. create marionettes that would amuse the king himself. It negates the effects of Ice Elemental Fields. All Ice-based spells and attacks in the area – whether wielded by friend or foe – do an additional 50% damage. magical trickeries and figments. If combined with the Entertainer’s Fantasia ability. showing glimpses of the Farplane. even angry. and getting too close can often prove disadvantageous. Performance of Lightning (0 MP) Normal: The Entertainer is capable of exhibiting some minor control over the element of Lightning. this spell can only be used once per game session – either its normal function or the reversed version. negating the effects of Earth Elemental Fields. and see the true form of monsters who have taken humanoid shape. dwindling in size and finally vanishing after several rounds. this allows ALL non-Entertainer allies to receive the same number of Destiny that the character gave up. Normal: Victory March grants the entertainer and all allies 1 additional point of EXP or Destiny (individual player’s choice) upon defeating a Notorious Monster. Objects awakened in this way cannot participate in combat. or End Boss. Performance of Earth (0 MP) Normal: The Entertainer is capable of exhibiting some minor control over the element of Earth. Reverse: A reversal of Victory March allows the Entertainer to transfer one or more points of his Destiny to another character.

The target gains the positive status effect Reflect for several rounds. As always. Astral Flow. with his blowhole situated beneath the target's feet. spending Destiny can cause a group’s Summon ally to manifest. Carbuncle cannot grant Destiny. it seems to pause. AutoRegen. Astral Flow. coating each in a divine light and granting each party member with Reflect and Shell for several rounds. glad to be of service. Meteorite. Following is a complete list of Summons. as though the light is protecting him. Summons are powerful entities that watch over the party or individual characters. turquoise animal. Auto-Reflect Devotion The esper of glee has no driving goals. Special Immunity to Water. and restoring (INT x 3) MP to all party members. As the light dies. As the sun catches the ruby. Faith Abilities Searing Light: The tiny gem within Carbuncle’s forehead sears a foe with ruby energy. floating in midair as it collects the solar rays. Once submerged. The reflected light seems to coat one of the Summoner's party members. gathering water into his great mouth. content to watch the party/character do what they like so long as it does not interrupt Carbuncle’s naptime. it releases its accumulated light over the Summoner's party. Bismarck fires a stream of water up at the foe. With a mighty blow. Spells Water. Azure Crash: Bismarck’s whale song fills the area as the entire battlefield is flooded with water. causing the light of the sun to reflect off of its ruby brightly. Suddenly. The ground beneath the target ripples as the whale surfaces underneath it. Shielding Light: Carbuncle rears up onto its hind legs. a brilliant flash of light occurs. swims through the air and dives into a pool of water that appears on the battlefield. Bismarck (Rank 1) Carbuncle (Rank 1) The haunting melody of a whale song fills the area as Bismarck. Regen. it launches itself into the air. spinning around quickly. he swims rapidly through the field. Vox Abilities Slam: The Great Whale slams his enormous bulk into one foe. Special Unusual Defense: Physical (Takes 200% damage from all physical sources and half from all magical). Without warning. Once it is several feet off the ground. the great white humpback whale. he surfaces and sprays a mist from his blowhole. Carbuncle does a little somersault in the air. the ruby is clearly lodged in the forehead of a small. When the light clears. the affected party member feels lighter in spirit. 188 . pulling a current of water with him and doing (VIT x 6) + 2d6 Water elemental damage to all enemies. their combat capabilities and their driving goals. Geyser: Bismarck dives beneath the surface. The summoner takes a small ruby out of her pocket and tosses it almost casually into the air. Ruby Light: Carbuncle raises its head. Resistance to Fire Devotion The party/character receives Destiny whenever they put themselves in danger to prevent the oceans or its defenseless inhabitants from coming to harm. Wall. Though they normally exist outside of reality as we can perceive it.Summoning As discussed previously. sending it flying into the air with a Medium-Range knockback. doing (SPR x 3) or (INT x 3) + 2d6 points of non-elemental magical damage that ignores MARM and Shell. staring at the sun. targets without Flight or an immunity to falling damage lose 50% of their maximum HP when they re-collide with the ground. Finally. doing (STR x 3) or (VIT x 4) + 2d6 points of physical damage. Spells Dia. Vulnerable to Lightning.

Devotion Chocobo is the spirit of adventure and travel. Special Absorbs Fire. Unfortunately. as Salamander draws closer to being banished. Unfortunately. Choco Barrier: A golden barrier forms in midair. smothering all enemies in a sea of burning agony . bathing in it in a stream of pure elemental Fire and dealing (INT x 5) + 2d6 points of Fire damage. Astral Flow. dealing (VIT x 2) + 2d6 points of Fire damage to one target and removing any Resistances to Fire the target may have possessed. Chocobo Rush: The Chocobo lets out a loud ‘K-KWEHHH!’ and charges forward. Crimson Roar inflicts full damage if Salamander has between 100-51% of his total HP remaining. Out of this flower crawls a small scarlet lizard with brilliant beads of crimson fire for eyes. which she lays on the ground. Choco Esuna: The Esper is able to heal abnormal statuses merely by flapping its purifying wings. and all sorts of other natural critters. Fire Breath: Salamander opens its mouth and hisses at one poor hapless foe. Astral Flow. granting the effects of Protect and Shell to one character.dealing (INT x 8) + 2d6 points of Fire damage. it leaves tiny lizard-prints melted into every surface it touches. and literally dozens of other creatures follow suit. and encourages any individuals that it has taken under its wing to go out and explore. Cure I. Crawling along the ground in front of the Summoner. cactuars. Fire Breath inflicts full damage if Salamander has between 100-51% of his total HP remaining. and only 25% when at or below 25% of maximum HP. as Salamander draws closer to being banished. this tiny lizard possesses unimaginable power. less and less flame is produced. it is the living manifestation of fire. 50% damage if between 5026%. Spells Choco Ball. Meteorite. Chocobo rushes into the fray at top speed. less and less flame is produced. Chocobos of all colors suddenly appear. Elemental Spikes (Fire) Abilities Cough Drop: The tiny lizard belches forth a sphere of flame. and a mere 25% when at or below 25% of maximum HP. 50% damage if between 5026%. and also grants the target an Immunity to all negative status effects until they take damage. This impromptu stampede deals (STR x 5) or (DEX x 5) + 2d6 points of damage to all enemies. The summoner opens her palm to reveal a beautiful flower made of brilliant flame. Crimson Roar: Salamander unleashes a massive torrent of pure flame.Chocobo (Rank 1) Salamander (Rank 1) A loud and familiar ‘Kweh!’ alerts your attention to the horizon. Chocobo can inflict (STR x 2) or (DEX x 5) + 2d6 points of physical damage. 189 . along with leafers. fiery destruction – while still remaining paragons of heroism. Choco Esuna removes all negative status effects from one character. Faith Abilities Chocobop: By battering an enemy with an irritated combination of pecks and kicks. Spells Fire. Though less than a foot long. where a cloud of dust announces the arrival of your Summon. Fire. or travel to a distant land without using the aid of machines. The party/character receives Destiny whenever they discover a secret alcove of the world. Weakness to Water Devotion The party/character receives Destiny whenever they solve a problem with a public display of spectacular. wings outstretched and feathers blowing in the breeze. It is Salamander.

Counterattack (50%). Illusion Abilities Sylvan Touch: A single Sylph separates from the group. The entire enemy group takes (SPR x 5) + 2d6 damage. Lock. Sylvan Touch drains both (DEX x 3) or (SPR x 2) + 2d6 points of HP and MP from the target. distributing the stolen energy in a shower of sparkling pink motes. or honeyed words. dancing wildly around each of the enemies. Spells Water. After their twirl with the targets. her eyes locking on a single target. Although the harp is a peaceful instrument. 190 . Spells Dia. A light breeze gusts through the battlefield. Wings fluttering. The party/character receives Destiny whenever they protect a woodland from its enemies without upsetting the delicate balance of nature in the process. something about Siren's face seems wild and untamed. then grants herself and all party members the same amount of HP and MP drained. Vox Abilities Lunatic Voice: Siren plays her harp and sings a wordless song. Sleep. she taps it lightly on the nose. flitting about in front of the Summoner and leaving showers of pink pixie dust in their wake. Siren Song: With a coy smile. wearing little more than a few strips of fabric and short boots. Special Resistance to Wind. then grants all party members the same amount of HP and MP drained. Magical Counterattack (50%) Devotion Siren coaxes her protégés to manipulate their foes instead of fighting them. catching the attention of all present. Kiss: Siren brings her hand to her lips and plants a kiss there. as the Sylphs dart to and fro in a mindless dance around their summoner. flying toward an enemy. The target has a 50% chance of becoming Charmed for one round. Astral Flow. wafting in even the slightest breeze. she flies back to the party and swoops around them. Vulnerable to Shadow Devotion The Sylphs might be mischievous tricksters. the entire cloud of Sylphs swarms the battlefield. flirtation. then extends her palm outward and blows softly toward one enemy. Sylvan Dance: Instead of a single sprite flying out. drawing forth both health and magic. Waves lap against the ground as a woman of unimaginable beauty strides out from the foam. It's never easy to discern just how many are there. Astral Flow. Siren coos a strange song. A small group of mischievous sprites appears. but they are supernaturally bound to the planet’s forests . and each has 50% chance to be instantly smitten with love and become Confused as they fight friend and foe alike for the rights to Siren's attention. growing angry at the prospect of not possessing her for his own.Siren (Rank 1) Sylph (Rank 1) Soft harp music permeates the area. Special Resistance to Water. The party/character receives Destiny whenever they turn an enemy into an ally with deception. Sylvan Dance drains both (DEX x 5) + 2d6 points of HP and MP from all targets. The target takes (SPR x 4) or (INT x 3) + 2d6 points of damage and has a 50% chance to become Berserk. backed up by her harp. carrying sounds of young girls giggling. distributing the health and magic that their first dance had drained. Auto-Float. With a mischievous giggle. the Sylphs return to the party and dance around them as well. Her golden hair flows freely.

Gusts of wind caused by this movement blow towards the target. Astral Flow. but do not receive the usual ‘double ARM and M. The party/character receives Destiny whenever perform an act of extreme altruism. Water Abilities Vertical Dive: Valefor swoops in. Astral Flow. As she hovers and awaits commands.Valefor (Rank 1) Catoblepas (Rank 2) Descending from the sky on leathery wings. Beast Killer Devotion This Esper is a slothful being that knows the value in waiting for the right time to strike. with a plumage of red and purple downy feathers. steel-like beak. though he seems much less impressive and much more intimidating up close. and the effect is cumulative. Thunder. his single eye glowing a bright red. Special Flight Devotion Valefor honors those who demonstrate bravery in the face of danger. He snorts. felling its opponents with a single glance. When he finally closes his eye. Catoblepas charges onto the battlefield from afar. Aero.. then the beast blinks and lifts his head away from the ground. Valefor drifts slowly downwards and hovers in front of the Summoner. Sonic Wings: Valefor's wings beat slower and slower. all enemies damaged in this way have a 50% chance to be affected by Armor Break. Melt Abilities Cycloptic Tackle: The Esper overruns a single target. A thundering of hooves announces the arrival of the Great Boar. Special Resistance to Earth. 191 . attempting to trample them with his many hooves.ARM’ bonus that being petrified normally grants. With a burst of intense light the energy is released amidst the enemy group. legs flailing as he runs and casting great clouds of earth up in his wake. scorching them for (STR x 6) + 2d6 points of non-elemental damage. Spells Chivalry. The attack deals (STR x 5) or (VIT x 4) + 2d6 points of damage Medusa's Eye: Catoblepas lowers his head to the ground and stares intently at the target. the look having shocked the system of the target to inflict (VIT x 6) + 2d6 points of damage and having a 25% chance to Petrify the target for several rounds. blasting them with (STR x 5) + 2d6 points of Wind damage and hindering their attacks.. his head very pig-like save for the mane and the single glowing eye. Valefor is a large avian creature that vaguely resembles a humanoid bird. The large green-furred beast skids to a halt in front of the summoner. seeming to slow time down for a moment. Energy Blast: Soaring high above the battlefield. she emits soft comforting cries from her silvery. slashing at the target with hooked claws and her hard-as-steel beak. protecting them from those who wish to do her master harm. all enemies are afflicted with the negative status effect Petrify for two rounds. The attack deals (STR x 4) or (SPR x 3) + 2d6 points of damage. Until combat ends. stripping away their magical fortifications. There is a 25% chance the target will be affected by the negative status effect Stun until the start of Valefor’s next turn. Spells Ray Bomb. Blizzard. Furthermore. and all the targets attempt to break away from the beast's intent stare. The target's eyes are drawn to the gaze and fixed with terror. Fire. Devil's Eye: Catoblepas lowers his head and stares across the battlefield. The party/character receives Destiny whenever they duplicate this method and defeat all of their foes in the Pre-Emptive round of combat. his eye glowing a dull orange. Unblinking Stare: Catoblepas affixes his gaze to a single target. Valefor collects energy in her beak. that foe suffers a -1 penalty to resist negative status effects. great head hanging low to the ground despite a very long neck. Visions of lifeless stones and statues float around his head. or are willing to sacrifice their own goals for the greater good .

Leviathan can make a STR check (using the character’s attributes. Resistant to Fire. Fira. Special Absorbs Fire. lesser mortals. washing over them to inflict (DEX x 8) + 2d6 Water damage to all foes. With a powerful roar and a final burst of flames. The wave quickly reaches the monsters. Treating those in positions of power with disrespect is inexcusable. Spells Fire. lord of the depths. using brute force to splinter and destroy ships and other large objects. Weakness to Ice. With a thunderous crash. Leviathan keens. Tidal Wave: Again. his massive horns reflecting the ambient light. Hellfire: Ifrit grabs his victim and hurls it into the sky. Vulnerability to Water Devotion Ifrit grants his boon to heroes who can demonstrate their dominance over other. perhaps surprisingly. Tidal Wave deals (DEX x 10) + 2d6 points in all and even affects enemies who are Large or otherwise Immune to knockback. All monsters on the battlefield take grievous amounts of Water damage and are knocked back a Short Range. The party/character receives Destiny whenever they accomplish their goals with raw force. Flame erupts from his canine maw as he throws back his head and bellows.Ifrit (Rank 2) Leviathan (Rank 2) The ground rumbles and shakes as a fountain of magma erupts from the earth. tearing into them with wickedly-curved claws. as always) to destroy an object with a +6 bonus to the roll. Resistant to Ice Devotion The lord of the oceans is a noble and regal Esper who. The party/character receives Destiny whenever they carry out a task for a politically powerful individual – such as a noble or the king himself with efficiency and humility. The attack deals (STR x 5) or (SPR x 4) + 2d6 points of damage Meteor Drive: Ifrit lets out a roar as his claws are engulfed in flames. Spells Water. The rock is engulfed in fire and melts from the incredible heat. Special Immunity to Water. carrying a giant muscular beast. water is suddenly visible on all sides of the monsters. the pool of water is disturbed as the sinuous form of Leviathan. Watera Abilities Azure Crash: Leviathan collides with a target. breaches the surface and rises into the air. Ifrit launches the ball of molten rock at the target to inflict a tremendous amount of Fire damage and a short-range knockback. The magma cools and hardens as Ifrit lands with a loud thud. the oceans of the world slam into the monsters. then leaps toward his victim with insane speed and pounds upon it with his burning fists. values law and political hierarchy above all else. Jet: Leviathan unleashes a powerful keen as a wave becomes visible surging towards the enemies. Suddenly. moving with superior agility to inflict as much damage as possible with its sinuous body. Temper Abilities Strike: Ifrit leaps towards one target. A briny smell is in the air as the ground before the summoner turns to water. then claws out a huge rock from the ground. The attack deals (DEX x 5) or (STR x 4) + 2d6 points of damage. Astral Flow. Hellfire deals (STR x 10) + 2d6 points of ARM damage to a single target. 192 . Crushing Coils: Leviathan wraps himself around an inanimate object and squeezes. Weakness to Lightning. This barrage deals (STR x 8) + 2d6 points of ARM Fire damage Astral Flow. and manage to simply take what they want without repercussion. simultaneously drowning and crushing them. but this time.

purple skin dappled and mottled with splashes of pink and white. Elemental Spikes (Lightning). Wind Blade: The 'mouths' of Pandemonium's air-tubes flare wide. (INT x 9) + 2d6 points total. the Master of Creation. having been blown away in the storm. sizing the field up with an eyeless gaze. The attack deals (DEX x 5) or (INT x 4) + 2d6 points of damage to one enemy. the Summoner is accompanied by a wizened man with a long grey beard. allowing it to be struck by an errant bolt of lightning from the clouds. Thundara. swelling until it is almost spherical and creaking with tension. He has been the Justicar. Astral Flow. what at first appeared to be a tail begins to grow in size. The party/character receives Destiny whenever a Complication – a natural roll of 2 on a skill check – turns a simple. Spells Thunder. unleashing three screaming torrents of wind that twist and intertwine as they surge towards the enemy.Pandemonium (Rank 2) Ramuh (Rank 2) Winds begin to whip up the battlefield. Aerial Blast inflicts (DEX x 8) + 2d6 points of Wind Elemental damage. some unusual. Judgment Bolt removes all positive status effects from the target. The damage from this attack cannot be reduced with M. Auto-Float. Despite his age. In addition. he points it at the target and the electrical charge leaps towards it. Special Immune to Lightning. and all targets (enemies and allies both) are affected by Seal. Mini. Aerial Killer Devotion Pandemonium is as chaotic the wind itself. any foe defeated with Wind Blade does not drop money or items. easy situation into something far more complex and dangerous. He has watched religions form in worship of him. Spells Aero. some logical. However. The clouds swirl and twist above the targets. and bolts of lightning burst from the clouds and strike the ground in front of the Summoner. 193 . Aerora Abilities Cyclonic: The Esper swirls through the battlefield. However.ARM or Shell. The party/character receives Destiny whenever they change the world by outsmarting a problem. Silencing Rain creates the effects of Difficult Terrain in the current location. having been blown away in the storm. and he has watched centuries come as little more than an old man smoking a pipe. Seal. and the sky grows dark from gathering clouds. Osmose. Auto-float Devotion Ramuh has been known by many names over his ageless existence. the winds howling and the sound of thunder growing louder with each second. Astral Flow. When the flash of light and peal of thunder have faded. Silencing Rain: By parting the heavens with a sudden downpour. Pandemonium. Suddenly a volley of lightning crashes into the ground amidst the targets. Storm clouds gather overhead and the rumble of thunder can be heard in the distance. Judgment Bolt: Ramuh chants in an arcane language. eyes shining with a terrible majesty. electricity arcing between their bodies and jolting them all with Lightning damage. Dimensional Gate. shocking it with (INT x 5) + 2d6 points of Lightning damage and carrying 50% chance to dispel all positive status effects currently bestowed upon the target. any foe defeated with Aerial Blast does not drop money or items. Aerial Blast: Pandemonium releases the accumulated contents of his wind-bag in a single violent torrent that all but blasts the target out of the battle. quickly condensing into a howling tornado. leaving destruction in its wake. Weakness to Water. the Wind Devil. his expression is hard. As three long tubes slung over one shoulder start drawing in the surrounding air.ARM or Shell. Vox Abilities Shock Strike: Ramuh lifts his staff high. What looms over the enemy when all has dispersed looks like something out of a fever dream: a faceless giant. and finds great amusement in situations where everything seems to go wrong. Special Absorbs Wind. Wall. dressed in loose green robes and carrying a gnarled old staff. Ramuh can muffle the sounds needed for spellcasting and make warriors struggle to battle. Ramuh is pleased when he sees legacies based on good. The damage from this attack cannot be reduced with M. not a flicker of weakness or infirmity passes over Ramuh's face. the Archon of Storms. common sense. is ready to strike. Wind Blade inflicts (DEX x 10) + 2d6 points of Wind Elemental damage to all eligible combatants in the targeted Group and causes a Long Range knockback. Whirling the rod once over his head. Flash. or affected by Reflect.

creating a jagged tower of polished. Creatures with a Resistance or better to Ice magic are unaffected. all enemies damaged by this attack also receive a Weakness to Ice for the remainder of combat. stands ready for battle. Then her eyes snap open. Glacial Shards: The ice goddess calls forth frozen winds to sweep the battlefield. illuminating the gentle fall of snowflakes as a lithe female figure descends from above. Astral Flow. Furthermore. delivering a crushing blow that inflicts (SPR x 8) + 2d6 Ice damage. 194 . (SPR x 9) + 2d6 points in all. she waves her hand and freezes the air above the target into an enormous block of ice. they are also automatically affected by the Slow status for their next turn. Special Absorbs Ice. a soft shaft of light falls down upon it. Elemental Spikes (Ice). shattering the frozen carapace. a child. queen of ice. disdainful gaze. Cold is this Esper’s anger and swift her vengeance to those who would lay a hand on someone incapable of defending themselves. landing in the midst of the ice. The attack deals (SPR x 5) or (DEX x 4) + 2d6 points of damage to one enemy. For a moment. Shiva gathers moisture from the air and concentrates it into a dense ball of ice. Diamond Dust: Shifting her stance for stability. With the snap of her fingers the ice prison shatters.Shiva (Rank 2) As the Summoner completes the final motions of the summoning ritual. Wall Abilities Slap: The Esper sashays forward before striking one foe surprisingly hard with an ice-cold palm. Weakness to Fire Devotion The Ice Queen who holds a deep respect for those who value family and friendship. inhuman markings. glistening cold. man-sized fragments of ice come crashing down on the battlefield. Spells Blizzard. When the ball bursts it unleashes a blast of pure frigid might. creating Difficult Terrain. only her reflection is visible: the delicate blue skin covered in strange. Blizzara. Shiva. Yet this spectacular structure is only the beginning. the scant scraps of clothing protecting only her modesty from the elements. Heavenly Strike: Shiva regards her target with a cool. Whenever a target takes Ice-based damage. leaving the enemies of Shiva shivering on the ground and suffering from a great deal of Ice damage. Judging the foe unworthy of effort. multiplied into infinity by countless facets of ice. The block immediately drops. encasing her enemies in a tomb of frozen walls. instantly. The party/character receives Destiny whenever they protect an innocent. or someone close to them from the cruelties of the world.

Resistant to Wind. Wall. Spells Aspir. the ponderous Titan is the guardian of the earth and is single-minded in his ceaseless goal of protecting the world. Face of Asura: Asura spins. threateningly brandishing a sword. Titan cannot stop protecting the target once Guardian Golem has been activated. An immense muscular humanoid bursts out. bringing with her a sense of peace and balance. Spells Chivalry. The party/character receives Destiny whenever they avert a natural disaster. and the blue-skinned woman with the vacant smile faces the party. Float. All enemies and allies make a STR check. with a deep snarling grunt. The first body is that of a lovely blonde woman. and the blonde woman looks gracefully upon the party. If the same character rolled higher than all other participants on two or more checks. and the red-skinned woman scowls at the party. The final body is a woman with blue skin and light yellow hair. Special Immune to Earth. Stone. covered with primitive tattoos and clad only with a loincloth. Seal. A roll of 5-6 causes the Face of Asura effect. Regen. all physical damage that would be taken by the ally is instead applied to Titan . they recover 100% of their HP and MP instantly. In time. Debris Shower deals (VIT x 9) + 2d6 points of ARM damage to any enemy with Float or Flight. granting the Protect status to them until Asura uses her Blessing or Blessings of the Deity ability. rips loose a large slab of rock. A beautiful woman floats down serenely from the heavens. all sitting in the lotus position back to back. and must continue to use Guardian Golem on each subsequent round until Dismissed. 195 . With a vague nod of her head. causing the earth itself to explode upward in a pillar of boulders and stone. Earthen Fury: Titan plunges his powerful fists deep into the surface and. Special Weakness to Holy. A roll of 1-2 causes the Face of Yang effect. Face of Yang: Asura spins. ready to protect them from harm. she spins slowly in front of the party. A warrior by nature. Invisible. Magnetite Cloud Abilities Juggernaut: The Esper marches across the battlefield before slamming it’s boulder-sized fists into a foe. granting a feeling of peace and happiness. Confuse. each face bestowing a different gift. an Immunity to Critical Hits and an Immunity to all status effects for several rounds. urging them to defeat their enemies. Controlled Defense Devotion The Esper Asura is the gatekeeper and queen of their land. Asura casts Life upon all Unconscious allies – and has a 50% chance to cast Life on all defeated foes. fallen comrades find new hope. Face of Yin: Asura spins. Cover. Another is a woman with red skin and hair and a dark scowl on her face. a vacant smile on her face as she playfully tosses a dagger from one hand to the other. she points her sword at them. inflicting tremendous Earth damage to all the Summoner's foes. Growling and bellowing to express his rage.ARM as normal. The attack deals (VIT x 5) or (STR x 4) + 2d6 points of damage. Debris Shower: Titan raises both arms. It becomes apparent that Asura is actually three bodies and three faces sharing a single head. as well. Vulnerable to Water. wisest and most beautiful combatant on the field. Guardian Golem: The Esper stabilizes its massive bulk and steps in front of one of the Summoner’s allies. Addle. Earthen Fury also causes a short-range knockback. Stop. When Asura acts. She gestures toward them with her dagger. Resistant to Lightning. Vox. As dust and grit cascade off his body. (VIT x 10) + 2d6 points worth.without modifying for ARM and M. The magic from this blessing surrounds the party. Astral Flow. A roll of 3-4 causes the Face of Yin effect. Titan slams the slab upon the targets. Stona. Regeneration 20 Devotion As one might expect.Titan (Rank 2) Asura (Rank 3) A deep rumbling is felt in the earth and the battleground is covered with a web of cracks and fissures. Weakness to Shadow. This ability functions almost exactly like the Paladin ability. challenging all who would seek the aid of the Summons. gain Auto-Haste. an INT check and a SPR check. Titan bellows with rage and glowers at those who would dare befoul the sanctity of the land. Along with the serenity comes (SPR x 8) + 2d6 healing to all party members. all three faces aligning in perfect harmony for only a moment . she has learned to grow fond of those heroes with enough wit to overcome her in battle. Time Slip Abilities Blessing: Roll a 1d6. hands folded in her lap. Blessings of the Deity: The goddess of both peace and war offers her aid to the strongest. The party/character receives Destiny whenever they use an long-standing foe’s own strengths against him. Sleep. For as long as Titan remains on the field. Astral Flow.

Astral Flow. violet fur broken up by whorled tufts of white and gold that almost look like wings by what little light remains. In addition. deals half damage with all attacks. his three sets of fangs bared in a snarl. Astral Flow. Until combat ends. the summoner(s) gains the effects of Haste for several rounds. father of all beasts. Dark clouds gather over the battlefield. suffers a -4 penalty to resist negative status effects. creating a vortex to engulf the enemy. the target is treated as being level 1. Eclipse: With a fierce howl. Millennial Decay: One target suddenly finds their memories and abilities siphoning away. he takes a penalty of -2 to his ACC and EVA scores. they get a weakness to Holy instead and a Resistance to Shadow instead. Howling Moon deals (VIT x 12) + 2d6 points of damage to any foe who is afflicted by the negative status effect Sleep. turning to a single Beast-type enemy into a mewling coward with his rebuke. Suddenly. He grudgingly respects those with a similar territorial mindset. Magical Counterattack (50%) Devotion Cerberus is the watchdog of the underworld. causing chaos in the enemy ranks.the sound is so horrendous that the monster suffers from a sudden case of shaky knees and receives the effects of the negative status effect Stop until Cerberus is dismissed. A hideous barking emerges from all three throats . The foe loses access to one spell or attack of the character’s choice for one round. each character may make one (possibly additional) Counterattack as though they were using a Brawl type weapon. No damage is dealt otherwise. a howl rings out from on high. Demi Abilities Attack: Cerberus tears into a foe with sharp teeth. Howling Moon: The dark clouds part. and the target receives a Weakness to Shadow and a Resistance to Holy until combat ends. Eclipse inflicts (VIT x 12) or (DEX x 12) + 2d6 points of damage on all eligible combatants in the targeted group. Beast Killer Devotion The powerfully-built Fenrir. This attack can only be used if at least two enemies exist on the field – the first target takes (DEX x 9) + 2d6 points of damage and is knocked back a Short Range. Seconds before striking. Special Arcana Killer. once Fenrir is dismissed after using this ability. A gaping fissure opens in the ground. allowing a pale moon to shimmer into existence over the battlefield. Sleep. Sonic Drive: All three of Cerberus' heads look towards the same foe. Until combat ends. from which a tremendous three-headed dog leaps with a hideous snarl. Rearing his head back. dealing (VIT x 7) + 2d6 points of damage. Spells Slow. the wolf's body separates into five ghostly images that whirl around the battlefield. Fenrir gives another howl and prepares to enter the fray. Special Resistant to Lightning. There atop the great rock face stands a majestic horned wolf. Eclipse Bite: Eclipse Bite deals (STR x 7) + 2d6 points of damage Damage. is willing to cooperate with those who have proven themselves to be the Alphas in their respective societies. Sprint. Spells Magnetite Field. The party/character receives Destiny whenever they fight for and obtain a position of power in society. Furthermore. Counter Rockets: Cerberus grants all party members one final boon – the ability to ‘bite back’ as he does. Censure: Fenrir roars with an utter authority. rocketing towards the Summoner's foes at such speeds that his very form begins to blur into a comet of green energy. and cannot roll critical hits or perform limit breaks. turning day to night as a towering column of rock bursts forth from the ground. Cerberus lands in front of the party. such as becoming the leader of a clan or taking the throne. If the target already has a Weakness to Shadow. The second target takes (DEX x 8) + 2d6 points of damage and receives the negative status effect Stop for one round. dealing (DEX x 7) or (STR x 6) + 2d6 points of damage. 196 . Ragdoll: Cerberus grabs one foe and hurls him into another as he rushes through combat.Cerberus (Rank 3) Fenrir (Rank 3) A terrific howling is heard from the core of the earth. fiercely guarding the gates to the land of the dead without pause in this ceaseless duty. The party/character receives Destiny whenever they protect a person or place they have sworn to guard. Fenrir leaps from his perch. Beams of light begin pouring down and envelope a single foe in their glow. Counterattack (100%). having sudden difficulty remembering their strongest maneuevers. Disable Abilities Crescent Fang: Fenrir charges down a foe.

Auto-Float. a figure engulfed in dark mist appears and then disappears. receive the effects of Regen for several round. Invisible. The target gains a Resistance to Holy and AutoFloat until they suffer a critical hit. Faith. The summoner bows her head and closes her eyes. Life II. granting all allies Float until the end of combat. granting them the same ghostly essence that it enjoys. As her wings flap. Seemingly from nothing. Whomever Phantom stares at with this pure light suffers (INT x 6) or (SPR x 8) + 2d6 points of non-elemental damage. Spells Regen. Until combat ends. Phantom has no fear of Holy energies however. Undead destroyed in this method cannot resurrect as normal. Escape. Light shines from the heavens and bathes a single party member in warmth. all allies receive a +6 bonus to their EVA score and Stealth skill. Final Attack: Pearl Light Devotion The hallowed spirit holds no love for other undead. Special Resistant to Holy. so long as it is does not involve destruction or bring harm to other people. Angelic Anthem: Seraph spreads her wings and flies high into the air as an angelic chorus is heard from above. and also gain access to the fighter job ability ‘Skin of Iron’. The party/character receives two points of Destiny instead of one whenever they accomplish one of their goals. Dia. all Fiend and Undead-type creatures lose 20% of their maximum HP at the start of each of their turns. The target ally recovers (INT x 6) + 2d6 points of HP. Astral Flow. being the long-dead spirit of a great force of good. 197 . providing healing for the entire group. Flight. Float. Angel Feathers: The Seraph floats over to one character. All members regain (INT x 10) + 2d6 points of HP. Silver Mist: Phantom creates a shining silver fog throughout the battlefield. and a winged woman wearing a rainbow-colored robe descends from the sky to gently touch down before the summoner. Paralyze. Phantom's essence invigorates the party like a chill breeze.’ Special Immune to Holy. Banish. As she does so. Furthermore. Brave Abilities Healing Rain: Seraph gazes hopefully upwards and sings a single note. The party/character receives Destiny whenever they permanently defeat a powerful Undead-type enemy of Notorious Monster. Astral Flow. and also receives the effects of Regen for several rounds. the effects of which deal constant damage to unholy enemies. Regeneration 40 Devotion Seraph is a simple entity. Resistant to Shadow. whispering words of power and stroking their hair. imparting a prayer for assistance to the fates. Teleport. Spells Seal. a golden beam of light shines down from above. a translucent cloak covers its entire body. Boss or End Boss status.Phantom (Rank 3) Seraph (Rank 3) An eerie stillness fills the air. feathers begin to slowly fall. Weakness to Shadow. When Phantom can be seen. save for two glowing eyes. Barrier. reducing the chance for them to be critically hit by 50%. Dia. Undead Killer. healing them of wounds. Eternal Shroud: Phantom's cloak spreads out to cover the entire party. and are simultaneously cleansed of negative status effects as per the spell ‘Esuna. fading in and out of existence. showering the party. and urges his summoners to seek out and destroy such abominations wherever they may dwell. The feathers disappear as soon as they touch each party member. urging her altruistic summoners to find happiness in whatever way they like. as if they were under the effects of the Vanish spell. Life Abilities Pearl Light: Phantom's cloak pulls back slightly from its face and a brilliant white light shines from its eyes.

Special Auto-Life. He takes a moment to survey the battlefield and assess his enemies. Tritoch may use this ability on himself. Sanctuary of Thunder: Tritoch bestows his elemental gift on all members of the party. Fiend Killer Devotion Yojimbo is a hardened mercenary. release captives.Yojimbo is pleased by the payment and slashes at the targets. there is a price for such a powerful attack. This bonus is cumulative – thus. Kozuka (2. a deep. all damage dealt by Tritoch is increased by one step until he is dismissed. All normal foes and Bosses. Tritoch lifts his wings and lets out a roar. Tritoch will deal an additional (STR x 10) damage Antipode: Rearing back his head. engulfing the enemies first in searing flames. Firaga. AutoProtect. Behind the dog.000 gil). The particles converge. Astral Flow. Yojimbo will not perform Zanmato and will instead revert to Wakizashi. after the fifth spell absorbed in this way. especially if the heroes’ fee would leave the individual impoverished afterwards. Showers of energy rain from him onto the battlefield. He will not. Yojimbo draws his katana and slashes at his targets. however. depending on whichever element the target is most vulnerable to. 198 . filling them with a strong electrical current and granting them all an Absorbency to Lightning until combat ends. Lightning. taking a position in front of the summoner.Yojimbo is satisfied with the payment and reveals a set of well-made knives that he deftly throws to inflict (DEX x 12) + 2d6 points of damage to one enemy. or Lightning-based spell or effect. However. or otherwise grant freedom to those denied it. Blue and red particles flow from his mouth. The enemies are motionless for a moment. Final Bosses remain unaffected.000 gil). eschewing morals or other values for the sake of wealth.Yojimbo is unimpressed by the sum offered and sends his dog to do the job. waiting for payment and another opportunity to display his mastery of the blade.000 gil or more from the heroes. depending on whichever element the target is most vulnerable to. Antipode deals either Fire or Ice damage. Tri-Nova deals either Fire. then freezing them in ice and finally unleashing a blast of thunder to shock the targets. Brave Abilities Elemental Infusion (Special): Whenever Tritoch absorbs a Fire. The ghostly hound Daigoro randomly attacks one enemy or ally for (DEX x 7) + 2d6 points of damage. Wakizashi (5. Absorbs Ice. Spells None Abilities Tribute: Yojimbo requires payment to use any ability. the Esper is silently elated with the sum offered and decides to perform his most impressive technique. or Ice damage. Tri-Nova: Taking to the air once more. Spells Blizzaga. at the time of Yojimbo’s departure. Daigoro (500 gil) .Tritoch (Rank 3) Yojimbo (Rank 3) With the beating of feathery wings. having one been imprisoned inside a great block of ice for centuries. Special Absorbs Fire. If used on a Final Boss. Absorbs Lightning. Out of nowhere. followed moments later by their twitching corpses. Yojimbo extends one hand towards his summoner. he has received 10. return the extra Gil required to contract his deadliest skill. Flight Devotion Tritoch. A tuft of iridescent fur tips the end of his twitching serpentine tail. and then one by one their heads roll off their shoulders and land at their feet with dull thuds. With a sudden movement quicker than the eye can perceive. The party/character receives Destiny whenever they orchestrate a jailbreak. then returns the blade to its sheath. taking your breath away. causing a massive explosion as raging heat meets freezing cold. all the while subtly shifting his stance. encircling the target in a whirlwind of fire and ice. Antipode deals (STR x 7) + 2d6 points of damage that ignores MARM. guttural bark issues from the distance as a giant dog comes bounding in front of the summoner. while the monsters are left to bleed out the inflicted (DEX x 15) + 2d6 points of damage. are instantly killed by this attack. is grateful to his summoners when they prevent the same fate from befalling others. Tri-Nova deals (STR x 10) + 2d6 points of damage to a target enemy. even if the target is normally immune to instant-death attacks. gold and green in the light as he gently sets down on four short legs. blue. as well as an equal amount to the summoner(s). Ice. Zanmato (Special) – If. He pauses for a moment to wipe the blood from his blade before sheathing it and awaiting his next command. a giant swordsman wearing a wide-brimmed hat and ornate clothing strides slowly forward. A cloud of cherry blossoms fall from the sky as the heavens turn to night and a full moon appears overhead. the rainbow dragon Tritoch swoops down from the skies. Tritoch spreads wide his wings and whips his tail downward. Thundaga. a long tongue flicks from a beak-like mouth and battle-hardened eyes peer from beneath an ancient bronze helmet. The party/character receives Destiny whenever they carry out a task for another individual purely for the sake of material gain. Feathers and scales shimmer red.

Death. pulling themselves taught around the emerging figure. Special Indestructible (Takes zero damage from all sources). being pulled through the black hole has the same effect as being forced into a Dimensional Gate spell. Atomos jets forth a series of arcing lasers. A powerful vacuum forms as its singularity pulls at the target. a thunderstorm of unreal proportions crackling across the sky behind it. seemingly drawing in the surrounding light and causing the encroaching shadows. slowly at first before picking up speed. the only way to relieve someone of their suffering is through a permanent release. Spells Zombie. Weakness to Holy. Gravija Abilities Devastation: Atomos’ massive form encompasses almost the entire sky. and Anima's other half is freed. and they are affected with the Confuse status instead. A singular light glows deep in the void of its gaping maw. This is the dark spirit Anima. as if forced through a Dimensional Gate spell. and whenever an enemy or ally would normally roll a critical hit. Devastation deals (INT x 4) + 2d6 damage to every person and object in a several mile radius. its body barely more than a giant mouth hovering in the sky. striking the ground without aim or concern. the pure rage of Anima attacks their very spirit. As the combatants sink deeper into the darkness. Astral Flow. Astral Flow. Spells Demi. a strangely fish-like creature who roars in impotent fury as she weeps boiling blood. Special Resistant to Shadow. causing an immense pull on all the Summoner's foes. The chain retracts as it slowly pulls something out of the shadowed depths of the earth. Anima Sola seeks to take on the pains and the burdens of the world. the bindings snap. causing all who hear it to fall to their knees in agony. Demi. allowing them to meet Anima's other face. Boss or End Boss status. The attack deals (SPR x 14) + 2d6 Shadow Elemental damage to enemies and allies alike. The intense vacuum effect deals (INT x 14) + 2d6 points of nonelemental damage to all enemies and has a 50% draw them all into the deadly phenomenon. Devotion Atomos is all but mindless. including the summoner’s allies but excluding Atomos himself. Engulf is considered a Death effect and some bosses may be immune to this ability. removing them from the current encounter. Splintered Soul: Anima’s lower head lets out a scream of anguish. 199 . Pain has a 25% chance to kill the victim instantly. Auto-Float. All bonuses granted to EVA and ACC by abilities and spells are treated as negatives instead. G-Force Infinity: The singularity inside Atomos is fully revealed as the center of a black hole. Though the target is not truly killed. Wormhole: Atomos sucks so hard at the edges of reality that he begins to ‘peel back’ the world and exposes something else underneath. Degenerator Abilities Pain: Anima cries out to the battlefield as a drop of molten blood is flung from her eye upon the target. Often. Some bosses may be immune to this ability. Its dark eyes flare open to survey those who the Summoner needs eliminated from existence. Catastrophe: The chain binding Anima to the surface snaps free. their turn instantly ends. In addition to causing (SPR x 6) + 2d6 Shadow Elemental damage. More chains spring out of the earth. With two gaunt arms she begins to vent all the pain and suffering of her existence into a single foe. doing (SPR x 16) + 2d6 Shadow Elemental damage to one enemy. Auto-Stop. As the dark essence sears away at the target. The chains themselves drag the enemy party down with her. and he is capable of reigning destruction down upon all he sees. A dark shadow envelops the battlefield as demon machine Atomos appears. whose chains are near breaking point. The party/character receives Destiny whenever they permanently defeat a Fiend-type enemy or an individual who has become physically corrupted from power of Notorious Monster. even if they are normally immune to Confuse. slowly sucking it inside. Scourge. This secondary effect is considered a Death effect and may not work on bosses. Construct-Killer. and grants no Destiny to his summoners. The current battlefield is now treated as very unusual Difficult Terrain. sending Anima plunging back into the earth. Auto-Zombie. a monstrous crowned skeleton. plunging into the ground with a thundering jolt.Anima (Rank 4) Atomos (Rank 4) A blackened metal chain plummets out of the sky. Auto-Poison Devotion Despite her tortured appearance. Critical Hits and Limit Breaks now occur on rolls naturally resulting in a pair of 1s. Like Engulf. Engulf: Atomos' hideous body turns to face one target. The target must brace itself quickly to defend against the 25% chance to be sucked into the dark void of Atomos' stomach and removed from the encounter.

Souls of Darkness: The globe of blackness that acts as Diablos' portal to this realm implodes back into a swarm of ethereal bats which gracefully pivot and fly through his enemies. at last. thanks to the Doomtrain…often brings comfort to even the most jaded hearts. Camisado deals damage equal to (1d6 x 10) percent of the foe’s maximum health. Astral Flow. Bio. As Doomtrain carries the departed to…the other side…it has been signaled to stop for a moment to pick up a few more…. Last Call: Doomtrain’s mere presence begins to close the rift between life and death. The ringing of haunting bells suddenly sounds. The party/character receives Destiny whenever they defeat a Boss or End Boss without ever gaining an immunity to Fear during the course of the fight. Drain. Whenever the summoner or a longstanding party member permanently dies (Cheating Death doesn’t count. including the natural human response of fear. Vulnerable to Holy. and rakes his talons through his chosen victim. Spells None Abilities The Other Side (Special): Any target brought to 0 hp from Doomtrain is killed instantly. The enemy can never be reduced to 0 HP from this attack and will always be left with at least 1 HP. Souls of Darkness is considered a ‘Death’ status effect. Shockwave Pulsar. but the victim can feel his very soul being shredded away by the attack. even if 100% or more HP loss is rolled. If the enemy is at 50% or less health.Diabolos (Rank 4) Doomtrain (Rank 4) With a dry. all other PCs gain one point of Destiny. the status effects Seal and Stun are also inflicted and all positive status effects are removed. Auto-Float Devotion Diabolos urges his summoners to embrace their emotions. knowing the heroes’ departed allies will be able to rest. dusty fluttering. signaling the approach of the runaway Doomtrain. Astral Flow. Blind. Spells Poison. it’s many undead passengers engaged in deep conversation. Curse. Grand Train: The train tracks lead Doomtrain onto a collision course with a targeted enemy. Controlled Defense Devotion Doomtrain has no goals of its own. and all are his prey. the demonic Diablos descends from this globe and flares his wings as he scans the battlefield. Special Resistant to Shadow. He hungers. causing no physical wounds but hammering away at their very essence before fading away and taking Diablos with them. Vulnerable to Holy. The enemy can never be reduced to 0 HP from this attack and will always be left with 1 HP. A series of pale white train tracks crisscross the battlefield as the ghostly train chugs into view. No wounds are caused. never to be seen again. merely content with its function and nothing more. Souls of Darkness deals damage equal to (2d6 x 10) percent of the foe’s maximum health. bringing the living one step closer to joining him. Virus. However. and Berserk on the targeted enemy. Gravija Abilities Camisado: Diablos lunges forward. nor do deaths caused by other allies). and ghostly hands reach out from the windows to grab at the foe and pull him inside the confines of the train. Aspir. 200 . and inflicts the negative status effects Blind. a swarm of ethereal bats surround the summoner and fly up to form an immense globe of pure darkness. Silently. Dispel. friend or foe alike. This attack deals (DEX x 14) + 2d6 points of Shadow damage. Osmose. Poison. Special Resistant to Shadow. The phantom train picks up speed before the collision. Their spirit boards the ghostly train wordlessly. Camisado is considered a ‘Death’ status effect. The haunting call of Doomtrain’s whistle deals (DEX x 10) + 2d6 points of Shadow damage to all characters at 50% health or less. his clawed hands burning with sickly purple flame. Twilight.

Barrier. and can never be used on Maduin himself. Esuna. or rally an army to wage war. Maduin rides into battle on a wave of brilliant light. Until Maduin is dismissed. Special Auto-Shell. Astral Flow. his well-muscled features and clawed appendages reminiscent of Ifrit. Temper. and all enemies are struck for (VIT x 9) + 2d6 points of damage. The Esper absorbs a copious amount of MP. Spells Consecrate. acts as though they possess the Break Damage Limit weapon property. a white dragon’s head printed upon the flowing crimson of his cape. but you get the impression that they’re smiling jovially. one hero gains the ability to automatically cause an Armor Break. the three wade through the enemies’ ranks and strike with such force that the targets may as well not have any protection. Cure IV. ignoring M. One stands larger than the other two. Ultimate End (90mp): Even legendary warriors can sometimes outdo themselves. When Chaos Wing ends. Flare. axes swing. The party/character receives Destiny whenever they unite a nation or people against a common cause. The party/character receives one point of Destiny whenever they succeed at an ‘Impossible’ skill check. Proud and strong. However. Force Field. 201 . channeling it directly into a single party member. burning the ground around him and all foes within Short Range for (STR x 14) + 2d6 point of damage. Brave Abilities Hero’s Resolve: The knights take the battle seriously. In addition. Addle. Chaos Wing: Maduin rises in the air and begins to glow with a lavender light. three warriors enter the field. Eschaton: The call to charge is given and the three warriors advance. any weapons or armor the targets may be wearing are destroyed. and carrying a fierce variety of weaponry. dealing (STR x 8) + 2d6 points of non-elemental damage and having a 25% chance to cause the Confusion status. adopting an oddly martial stance as he awaits for a command… Spells Haste. displaying a confidence and camaraderie that inspires all who witness it. All three hides their faces with thick visors. Shell. One at a time. striking out with their weapons. Trance can only be applied to one Ally at a time. Maduin dissipates into a fine purple mist. that ally deals 200% damage with all attacks and spells. Reflect. Power Break.ARM and Shell. drawing forth a thin sword with lightning-fast quickness. Astral Flow. spears twirl. but not so much that they can’t give their summoners combat pointers as they engage the foe. Thanks to the Knights of the Round’s training. Life. and proudly serve alongside those heroes who follow their lead. standing firm before the summoner. no longer able to contain the power that exists within him. The Knights of the round and all allies have their damage step increased by one step until the summon is dismissed.Knights of the Round (Rank 4) Maduin (Rank 4) Impressive in their armor. Controlled Defense Devotion The Knights of the Round embody the concept of strength in numbers. Swords flash. The humanoid Esper glows with a pale lavender light. Protect. Soul Break or Speed Break for 4 rounds whenever they cause a critical hit. He darts forward and slashes one foe. Trance: Maduin’s strongest ability is the power to unlock a human’s innermost potential. Champion’s Call: The Knights raise their respective weapons high. Seal. and gains the Flight status. Special Auto-Protect. Temporal Shift Abilities Riot Blade: Maduin’s hand snaps to his waist. Auto-Reflect Devotion Maduin has no fear and confidently believes himself – and his summoner companions – capable of doing things that have never before been accomplished. There are no boundaries for he and his allies. this unearthly warrior is peaceful and logical. Streaks of energy jet from his skin. Eschaton deals (VIT x 14) + 2d6 damage to all enemies.

wreathing its entire body in flame. Astral Flow. It turns one sad eye towards the party before giving forth a beautiful song. Firaga. The arms are massive pillars. spiraling around the battlefield until. To the party. ugly bird lands slowly on the ground before the summoner. As the glyph has been etched onto the ground. Special Auto-Life Devotion Phoenix grants his boon to those who can survive the impossible. casting Full Life on all party members. Perfect Soul: Alexander grants a fragment of his nature to one character. which is answered as a massive mechanical creature rises up behind her. the beam expands to fill the glyph. The summoner closes her eyes and gives a small prayer. The character becomes ‘Impervious’ to all status effects other than Unconsciousness for 4 rounds. casting Life on all party members. The energy explodes within the targets. however. then dives forward. shattering metal and stone. Suddenly. the holy guardian. though no hands are visible. The party/character receives one point of Destiny whenever an ally Cheats Death. Alexander. Spells Holy. doing (SPR x 12) + 2d6 Fire elemental damage to all enemies. Perhaps the strangest thing about Alexander is what appears to be a palace on its wide shoulders. Suddenly the wings stop. the flame does not burn. and the ball splits into thousands of thin streams of energy. rising from the ashes as it does. Aura. It spreads its wings in front of the summoner. Undead Killer. Holy Shield Abilities Ray of Light: A thin beam of light shines from Alexander's visor onto a target. Boss or an End Boss using a Teamwork Attack. leaning against the ground. it feels as though the sun has descended to incinerate them for (SPR x 14) + 2d6 Fire elemental damage. Spells Fira. but it seems more likely to function for those individuals who help and rely on their allies for aid. Flight. Cure IV. Dispel. Out of the conflagration. searing them all for extreme Holy elemental damage. Holy Judgment: Alexander shudders and clanks as a pair of immense feathered wings emerge from its back. To the opponents. Phoenix is once again reborn. Fiend Killer. The enemy. a giant bird covered in gloriously vibrant plumage soars suddenly into the sky. Brave. but nothing below the waist can be seen above the ground. burning the target for (VIT x 20) + 2d6 Holy Elemental damage. one by one. singing its powerful song. Auto-Life Abilities Blaze of Life: Phoenix begins circling above the battlefield. The wings beat slowly in the air as a ball of Holy energy is formed in front of Alexander's body. it soothes the mind and calls unconscious comrades back to action. Special Indestructible (Takes zero damage from all sources). instead. the avian bursts into flames. 202 . Esuna. resplendent in brightly-ornamented silver armor. is scorched by the flame as it burns away their impurities. weaving ever faster. (VIT x 35) + 2d6. each plunges into a different enemy. it dives again. To the party. with towers sprouting high up over its head.Phoenix (Rank 4) Alexander (Rank 5) An ancient. Break Damage Limit Devotion Alexander’s mind is alien and incomprehensible. Astral Flow. Rebirth: Phoenix circles above the battlefield again. The beam pulses with red energy as it begins to trace a glyph around the target. Finally. the flame feels glorious as it awakens their fallen comrades. Esuna. The party/character receives Destiny whenever they defeat a Nororious Monster. It may be humanoid. covering the entire area in a flame which spreads out from its wings. towers over the battlefield. still singing. and a beautiful circular rainbow appears briefly.

The form is slowly revealed to be a muscular. The magnitude of the NonElemental damage inflicted is enough to fell even the strongest foes. Brave. Spells None Abilities Patience (Special): Unlike other Espers. reducing its HP to 0 regardless of current HP. Odin draws his sword. In the end. Suddenly. there will be nothing. The sky above the Summoner and her allies darkens as the sound of a horse's gallop is heard. and even the strongest of heroes should fall to his knees in awe of such power. doing (STR x 40) + 2d6 damage in total. If it survives. The King of Summoned Monsters has come. The party/character receives three additional points of Destiny whenever they defeat an End Boss. Odin can utilize Flight at will and can move up to a Long Range every round while still remaining able to attack. studying his strengths and weaknesses. crushing it for (STR x 20) + 2d6 points of non-elemental damage. there is a 25% chance for the target to be sliced in half. he begins galloping forward. Odin’s obsidian blade seeks only destruction to his enemies and send their souls to Valhalla. using his momentum to deliver a mighty slash to all foes. Spells Tornado.Bahamut (Rank 5) Odin (Rank 5) The beating of massive wings can be heard as Bahamut swoops onto the battlefield and settles in front of the summoner. This ability works on all creatures. regardless of current HP (roll separately for each target). Releasing a mighty roar. Odin’s immortal mount. Devotion Nihilistic and remorseless. slicing into the foe with a force strong enough to cleave a weak monster in two instantly. including Notorious Monsters. and is quick to spurn the commands of any mortal he finds unworthy. In a flash. Using the force of a deafening roar. Quake. Astral Flow. Odin only recieves one action per round no matter how many characters may have been involved in his summoning. Special Atop a Pale Horse: Due to Sleipnir. Resistance to all Elements except Holy. unleashing a roar loud enough to break the heavens. When struck. No hope. Humanoid Killer. No aspirations. There is a 50% chance for every target's HP to be reduced to 0. Astral Flow. In a flash. The party/character receives three points of Destiny by choosing to abandon their Life Goal. Break Damage Limit Devotion Bahamut only obeys the strong. he unleashes his full strength in a blast of raw magical power that engulfs the enemies in a catastrophic vortex of energy. no future. This is as much a mental decision as much as it is a supernatural pact. Any who are lucky enough to survive still receive (DEX x 35) + 2d6 points of damage. no matter if they later regret their decision and attempt to do so. the force of the blow still does (DEX x 20) + 2d6 damage. Atom Edge: Odin sizes up one opponent. both of them burning and rippling with surging power. he slams his hands together and directs the unleashed explosive energy over one enemy. the character will never be able to accomplish this former Life Goal. horned man atop an eight-legged horse. Bosses and even End Bosses. Special Flight. Zantetsuken. he urges his horse Sleipnir into a gallop. Mega Flare: The King of Summoned Monsters opens his jaws and gathers energy into a ball. ready to cleave his master's enemies in two. Zantetsuken: The sky above the summoner becomes darker as Odin draws his sword and readies himself. a giant form is seen leaping over the party. 203 . Flare Abilities Impulse: Bahamut raises his scaled hands. inflicting dire damage and possibly slicing his foes in two.

such as inflated bladders.Monsters with the power to defy gravity. Level As with PCs.CHAPTER IX: BESTIARY "Hmph. as well as rules for constructing your own. usually through wings. In some cases. Elemental Resistance (Water) Beast . Aquan . gas sacs. 204 . Abnormal . where the road to one’s destiny is paved with the bones of evil. or magic. will generally be best off facing monsters ranging from Level 4 to Level 6. Categories are not mutually exclusive. Monster Category Begin by selecting one or more of the fourteen Monster Categories outlined below. and outright bizarre foes. reflecting their overall experience and toughness. Includes monstrous animals and other fauna twisted by magic. in which event this step can be postponed until the monster’s other characteristics have been determined. however. in design terms. Some Amorphs may be capable of shifting from one form to another. ravening. for instance. but occasionally through more exotic means. including unique or one-of-a-kind creatures. monsters have a Level from 1 to 30+.‘Generic’ monsters which fit in no other category. all but impervious against conventional weapons. the Category might not be immediately obvious. Recommended Abilities: Elemental Weakness (Wind). This section contains a sample of sample monsters and villains.Gilgamesh The old adage maintains that good cannot exist without evil. Flight Amorph . Recommended Abilities: Unusual Defense Arcana .The ‘natural’ inhabitants of the world. Nowhere is this more true than in the worlds of Final Fantasy. I’ve fought worse. Recommended Abilities: Elemental Weakness (Lightning).Water-dwelling monsters.Monsters created of raw magic. a Level 5 Party.Shapeless monsters with no discernible anatomy. the monster’s Level will be equal to the average Level of the Party it is intended for. each offers a broad template from which the finer details of the monster can be worked out. Generally. dual-category monsters such as Dragon/Undead are perfectly plausible. they may occasionally venture onto dry land to terrorize its denizens. Aerial ." . Though usually only encountered in their native element.

Sometimes includes jungles.Artificial creations. and any other areas characterized by persistent lack of sunlight and cool.Creatures of humanoid proportions and modest intelligence. Includes such series stalwarts as golems and robots. ranging anywhere from several minutes to several years – although most undead can reanimate merely hours after their defeat. from tiny hamlets to large cities. tunnels. After an Undead creature is defeated. Recommended Abilities: Elemental Weakness (Fire) Undead . Recommended Abilities: Undead. periodic snowfall and extreme temperatures. damp environs.Monstrous reptiles with a serpentine bent. this category applies to settlements of any size. Snow . rivers and lakes. sandy regions.Supernatural opponents serving the cause of evil. natural bodies of flowing or standing freshwater located inland. Recommended Abilities: Elemental Weakness (Lightning).Insects of every shape and size. Fetid wetlands notorious for their muddy. Forests . Swamp .Areas of civilization. Elemental Resistance (Shadow) Humanoid . Cosmic – Outside the normal boundaries for reality. they return to 100% HP and MP after a varied period of time. if not more so.Animated and mutated plant matter as well as natural hazards such as carnivorous plants. More of a cosmetic consideration than a practical one. Status Immunities Location Where the monster is most likely to be encountered.Large.Also called steppe or veldt. usually its preferred habitat. mines. 205 . unstable ground. small monsters are just as capable of dealing out grievous damage as large ones. unbroken stretches of rolling grassland. Cosmic locations are often interdimensional sites for epic boss confrontations. Towns .Dense temperate forests and woodlands made up of timber trees. such as the inside of a volcano or near the earth’s core. tougher vegetation and colder temperatures. where Plants are more at home in places like Swamps and Forests.Construct . Recommended Abilities: Elemental Weakness (Ice) Plant . chitinous shells. Certain white magic spells can prevent this.' tundra marked by sparse vegetation. Covers the classic winged dragons as well as their ground-bound relatives. however. whilst size does give some indication as to the monster’s overall resilience and power. generally highly adept with the use of magic. Status Immunities Dragon . Plains . The environment a monster lives in also provides a starting point for assigning things like Elemental Resistances and Immunities later on – obviously. The eleven types of Locations are: Desert .Caves. Size The monster’s overall size measured in meters.‘Cold deserts. Elemental Weakness (Fire). Though the term ‘town’ is used.Alternately known as marshes. animated by technology or magic. Water . typically protected by tough. or range of habitats. with heavy rainfall and even heavier vegetation.Hot. Insect .Rocky highlands characterized by sparser. Typically large. Mountains . such as Banish. hot and humid areas of tropical rain forest. Drain Proof. Basic concept and Category will take most of the guesswork out of this – Aquan monsters will be found in Water locations. It also refers to ancient ruins and dungeon-like civilizations. Recommended Abilities: Elemental Weakness (Holy). arid. caverns. Fiend . Spells that instantly reduce a foe to 0 HP have no effect on Undead – Undead may still choose to use attacks and abilities that cause themselves to be KO’d. Lava – Places of extreme heat. Underground .The living dead are creatures reanimated by foul sorcery or supernatural circumstance. a glacier-dwelling monster is more likely to be able to brave Blizzard Spells than one inhabiting a volcano.

Notorious monsters and their superiors can have quite developed personalities. Intelligence and Spirit. Notorious monsters are a step up. directions. or healing. If they feel threatened by the Party. Normal monsters are cannon fodder. Bosses usually appear during an adventure's climax. A Humanoid-type monster. and will retaliate only if threatened themselves. the average adventure will usually have several of these to give the players grief. for instance. End Bosses are the players’ most powerful archenemies. Some may expect compensation for their troubles. they may be willing to barter or offer their assistance in exchange for payment or some other small favor. they won’t attempt to hinder them either. These are typically only encountered after a series of adventures. Wary monsters won’t pounce on the players outright. monsters have five Attributes: Strength. Notorious monsters are usually encountered at the end of every other session. and should make for a memorable encounter if handled correctly. they will almost certainly be the first to attack. decide if the monster Normal. Building a Beast Step One: Concept As with creating a character. Vitality. might have a sword or spear. or a Boss.Attributes Like characters. and one-of-a-kind creatures. This may be for a wide variety of reasons. depending on the circumstances. regardless of the circumstances and odds. Attacks are the first and simplest of these. damage-dealing maneuvers carried out as Attack Actions in combat. If not attacked or otherwise intimidated and intelligent enough. Hostile monsters will attack PCs on sight. favored minions. but it won’t take much to provoke their ill-will. claw or horn. while others help the party for free. representing grizzled veterans. and should be constructed as a typically epic showdown requiring a good deal of the Party’s resources and wit to overcome. The exact form of the attack is largely dependent on the monster’s type. if not the end of a full-fledged campaign. every monster will have at least one or two 'natural' melee attacks to fall back on. Is it a small. quick fairy with magical attacks? Or is it a hulking Behemoth with incredible strength and power? First. While they won’t go out of their way to help the players. and tend to be an integral part of the game’s ongoing storyline. Dexterity. Neutral monsters are passive. and are not affected by the Seal status effect. it’s time to move onto its offensive capabilities. punch. offensive. and offers a useful yardstick for how the encounter develops from there. Pick one of the four categories below: Friendly monsters offer advice. Unlike normal monsters. items. ranging from territorial considerations to simple hunger. the first step in building a monster is to decide what it is. whilst a Plant-type monster could attack with thorns or vines. Regardless of its range of abilities. and should make up around 75% of the opponents the Party runs into during the course of their adventures. 206 . this does necessarily not mean that the players will have an easy time with them. Attacks With the basic properties of the monster settled. typically in the form of a bite. Notorious. However. Reaction The monster’s Reaction gauges how the monster will react to the players when the inevitable encounter takes place.

Status Touch: The monster can cause a negative status condition with its normal attacks – generally a 25% . Multiple Parts: The monster is made up of several separate parts. plus their DEX rating. but the monster may shift forms at will as an Instant action. Resistance: The monster has a Resistance to one element. ACC of 2. Item Use: The monster possesses one healing item it may use during combat – specify the exact item. plus their STR rating. ACC of 0. The monster dies if the main body is destroyed. the monster will automatically reverse its defenses every 1d6 turns . Bosses and End Bosses receive an additional +1 bonus to their ACC and EVA scores. then calculate the creature’s EVA and ACC scores accordingly. For normal monsters. Notorious Monsters get a total of 30 + (Level * 2) points to allocate between the five stats. it’s 1. Step Five: Abilities Monsters. Final Attack: When killed. X is a variable number. they may all combine their actions for the round into one powerful attack that deals more damage than normal. the monster may revive it as a standard action after at least 1d6 rounds have passed. but the additional parts can often make this difficult. but deal 300% damage. who arrives at the end of the round to join the battle. putting it out of reach of most weapons. Smart Monsters: EVA of 6. Immunity: The monster has an Immunity to the listed element.the main body. As an alternate form of this power. Flight: The monster is capable of flight. Combination Attack: May only be used by a monster with Multiple Parts. If ALL parts are intact. Regeneration: The monster has a form of Regen. Unusual Defense: Due to some racial characteristic. For End Bosses. plus their STR rating. or vice versa. and more powerful monsters have stronger. Decide which type of monster you’re building. triple the creature’s HP. plus their DEX or SPR. Call for Help: The monster calls for another monster of the same type. ACC of 3. all of its enemies have a 50% chance to be affected by the Fear status for one turn. Hit Points are equal to 10 + (VIT * level) + (Level * X). the monster unleashes a powerful final attack. have special and unique powers. Short-range weapons suffer a -4 penalty to hit flying creatures. more powerful abilities. it’s 2. Then. Strong Monsters: EVA of 6. Fast. 207 . to being strong against Physical and weak against Magical. Notorious Monsters. For Notorious. Weakness: The monster has a Weakness to one or more elements. and Smart. The total HP of the extra parts adds up to half the HP of the main body. the monster takes either half damage from Physical attacks and 200% damage from Magical attacks. Fear: The monster is so powerful that at the beginning of each round. For Bosses. Controlled Defense: As Unusual Defense. Each additional part has access to one attack and/or spell.50% chance to become affected with the negative status effect listed. Fast Monsters: EVA of 8. Bosses get a total of 30 + (Level * 3) points to allocate between the five stats. plus their INT rating. Because the monster must be the same type as the one that calls for help. Step Four: Monster Types. If one part is destroyed. Evasion and Accuracy Monsters are divided into three further basic types – Strong. takes no MP.Step Two: Base Stats Normal Monsters get a total of 30 + (Level * 1) points to allocate between the five stats. it’s 4. Step Three: Derived Stats In these equations.it shifts from being weak against Physical and strong against Magical. End Bosses may use as many points as the GM sees fit. which has normal HP. plus their DEX or VIT rating. 8. and up to three other parts. The attack can only be used when the monster dies. regaining the listed number of HP per round. Note that the characters will not necessarily find this item if the monster dies without using it. Combination Attacks use one of the creature’s standard attacks. like characters. and is an Instant action. boss monsters cannot choose this power. This can only be used by Bosses. Magic Points are equal to 10 + (INT * level) + (Level * X).

Call Minions: The monster can take an Instant action once per combat to call for its minions. which allows them to permanently kill a player who has fallen to 0 hit points as a Slow action. an enemy that has been Disarmed or has his weapon broken does not have access to these attacks or properties. Undead creatures gain an Absorbency to Shadow damage and a Weakness to Holy damage. Killing Heroes 101 All Notorious Monsters. Stun and Fear. A ‘Refined’ item can be obtained only with the Engineer’s Innate ability. this represents how many appear when the Call Minion ability is used. meaning the user loses HP or MP and the monster gains it. Magical Counterattack: The monster has a percentile chance to counterattack any magical attack against it with an Instantly-casted spell. Step Six: Weapons Some monsters have adopted crude tools or use powerful weapons to grant them additional combat bonuses. or regular racial representatives such as bandits. Impervious grants an Immunity to every negative status effect EXCEPT what those that have been specifically listed. For example. Counterattack: The monster has a percentile chance to counterattack any physical attack against it with a normal attack. It’s the GM’s job to play fair. harmless world critters. Impervious: An ability generally only possessed by bosses.Undead: The monster is undead. and it might be tempting to create monsters that could decimate your players in a single round of combat. There is generally a numerical listing beside the name of the minion. Finally. Unlike the standard version of the ability. Like players who dual-wield. Cure spells and healing limit breaks or abilities deal damage instead of restoring HP. Avoid this at all costs. Notorious Monsters. and keep the best two. All Undead are Immune to Poison. even for bosses! As the GM. This is one of the few ways a Final Fantasy character can truly die. or be Immune to everything they could throw at it. and End Bosses. 208 . the monster has a variety of weapons at its disposal and can strike simultaneously with them. Charm. there is no limit to the number of times per session that enemies may use No Mercy. This will be ineffective on Notorious Monsters. Bosses. and they always possess the ‘Break Damage Limit’ ability. This reflects pack monsters. If a monster has a Drop Item. you’ll know that it is tied to the creature’s weapon. it has a 50% chance to give up the item when defeated. for whatever reason. who arrives at the end of the round to join the battle. or have items that may be stolen. making its attacks harder to dodge. making it Immune to Knockback and the action-interruption that knockbacks normally cause. destroying them instantly. Bosses and End Bosses are Immune to Mini. and either has x1 or x2 instead. Items and spells that raise comrades at 0 hp or less – such as Life and Phoenix Downs – have an opposite effect on the Undead. Usually. Whenever you see an attack or special property marked with an asterix (*). Undead monsters also receive the Auto-Zombie status. Steal Items can only be found by using the Thief’s Steal ability. monsters with Two Weapons roll 3d6 for accuracy. The minions that are called must be at least 2 levels lower than the caller. Thus. the item is related to the monster or its abilities. Both Bosses and End Bosses are usually immune – or at least very resistant – to instant-death inducing attacks. All drain-type attacks against an Undead target are reversed. Reduced HP: The monster does not follow the ‘triple health’ rule of regular monsters. a giant bird most likely will not. allowing them to do more than 999 damage in a single round. while a goblin may drop a short sword when defeated. They also add the entire 3d6 when calculating damage instead of the standard 2d6. Step Seven: Rewards Many monsters leave behind items or gil when they are defeated. you’re the final arbiter of the level of challenge present in the game for your players. Bosses and End Bosses all possess the Dark Knight’s ‘No Mercy’ ability. Step Eight: Review Double-check your monster to make sure everything is in order. Two Weapons: Without needing to have Multiple Parts. Large: The monster is huge.

They're an unusual species in that they dislike foraging for food .5ft including wings) Reaction: Hostile HP: 42 MP: 15 STR: 5 (+1) VIT: 3 (+1) DEX: 16 (+5) INT: 4 (+1) SPR: 3 (+1) Attacks: Flyby.instead. Category: Aerial. They have a mean streak a mile wide. It wiggles its nose at you in annoyance as you approach. This acts as both a makeshift bed and ready protection from predators. Category: Beast Location: Forests. Weakness to Wind. 4 ACC. Most importantly. Auto-Float Evasion: 11 ARM: 3 MARM: 3 Rewards: Steal: Antidote. its giant poisoned stinger poised to strike. much like their name would suggest. and a hive of them the size of a large tree is an intimidating sight indeed. leafy bush. Plains. Refine: Cherub Down The curious albino rabbit looks up at you. Then the striped. 0 ACC. are vicious members of a species otherwise normally content with gathering pollen and making honey. baritone hum fills the air even before you see what’s causing it. 8+2d6 damage. Leafers are one of the world's most common creatures. user takes 32+2d6 damage Magic: Pollen Special: Weakness to Ice. A leafer’s preferred source of bedding is Gysahl Greens. Reduced HP. Some children keep Leafers as pets. Towns Size: 9 inches Reaction: Friendly HP: 20 MP: 0 STR: 2 (+0) VIT: 4 (+1) DEX: 12 (+4) INT: 2 (+0) SPR: 9 (+3) Attacks: Incisor.Leafer Level: 1 Killer Bee Level: 1 The low. 5+2d6 damage *Stinger. and can use their stinger to poison targets as a last-ditch. Beast. Insect Location: Desert. Killer Bees. Call for Help Evasion: 12 ARM: 0 MARM: 5 Rewards: Steal: Gysahl Greens. Forest. with hindquarters seemingly lodged in a small. 2 ACC. suicidal attempt to overcome larger foes. insectoid predator hovers into sight. and the creatures seem to put up with that with only minor reluctance. Vulnerable to Fire. 2+2d6 damage Magic: None Special: Weakness to Fire. Killer Bees rarely travel alone. They're herbivores and almost entirely harmless. Refine: Echo Grass 209 . as well as always ensuring nourishment is close at hand. Town. preferring to spend their days munching greenery to assaulting travelers. Call for Help. Swamps Size: 1ft (1. they use their hind feet to carry sources of nourishment around with them. Inflicts poison.

Pursuit. Refine: Arctic Wind 210 . but it also means that a wounded Dingo who flees can return with friends only a few minutes later. 2 ACC. 9+2d6 damage. Though it’s carnivorous diet consists exclusively of meat and even carrion. a Dingo has the unusual ability to regenerate damage very rapidly. Though their tactics in combat aren’t subtle. Plains Size: 1. presumably used for spearing water-dwelling fish. Category: Beast Location: Mountains. Typically these wild tundra predators are golden-orange in color. 5 ACC.2m Reaction: Neutral HP: 48 MP: 0 STR: 8 (+2) VIT: 5 (+1) DEX: 10 (+3) INT: 3 (+1) SPR: 5 (+1) Attacks: Dive-bomb. Steal job ability (+2). and hunt small game such as rabbits. Flight. rodents or lizards. as if waiting – and hoping – for you to run. the Axebeak has never been known to feast on any of the major races. Flight. Pursuit is only usable on a target who failed an Escape check on their last turn. character takes 0 damage but loses 10+2d6 gil. Mountains. A Dingo is characterized by their increasingly-skeletal appearance and vile smell as they age. Magic: None Special: Vulnerable to Lightning. It seems unconcerned by your presence and barely glances up as you approach. Refine: Shear Feather The brown. and also has an eye for shiny trinkets and baubles. 8+2d6 damage Shred Pockets.7m Reaction: Hostile HP: 45 MP: 0 STR: 9 (+3) VIT: 4 (+1) DEX: 8 (+2) INT: 5 (+1) SPR: 5 (+1) Attacks: Vicious Bite.Axebeak Level: 1 Dingo Level: 1 The long beak of the avian has a peculiar shape from which its name is derived. Not only does this advantage help them overcome stronger foes. Aerial Killer Evasion: 8 ARM: 1 MARM: 5 Rewards: Steal: Potion. Weakness to Wind. 18+2d6 damage. completely healed. but instead live in smaller family groups. However. mottled skin of the beast does little to conceal the taut muscles and thick veins just beneath the skin’s surface. Beast Location: Desert. 2 ACC. Category: Aerial. to the point that they can be mistakenly be thought to be undead at first glance. Snow. Magic: None Special: Regeneration 5. Immunity to Ice. Dingoes do not generally form large packs. Plains Size: 1. never miss. The Axebeak is almost never dangerous. it will defend itself if provoked. A pair of gleaming yellow eyes peer at you. Aquan Killer. Unlike many other canine predators. Evasion: 11 ARM: 3 MARM: 3 Rewards: Steal: Potion.

11+2d6 damage Magic: Sleep Special: Undead Evasion: 9 ARM: 7 (0 without armor) MARM: 2 (0 without armor) Rewards: Steal: Buckler. You can never tell if the goblin you meet in the damp corners of an unexplored dungeon will be sticking his sword into your leg. Because of the vast differences in the species’ goals. Underground Size: Usually 1. Refine: Smoke Bomb The creature appears to be a set of Hume bones. floppy ears and stout. pupil-less eyes gleam as it looks you up and down. Category: Humanoid Location: Desert. Underground Size: 0. or trying to haggle a fair price to sell it to you. Possessing no real intelligence. Plains .Skeleton Level: 2 Goblin Level: 2 The meter-tall creature before you is dressed like a man. Blind Special: Item Use: Potion. Snow. 11+2d6 damage Throw Bone. Resistance to Ice Evasion: 10 ARM: 6 (2 without armor) MARM: 3 (0 without armor) Rewards: Drop: Potion. the race is. as a whole. they are left without orders. They viciously attack any living thing that stumbles upon them. but can vary by creature’s original size Reaction: Hostile HP: 96 MP: 14 STR: 11 (+3) VIT: 10 (+3) DEX: 6 (+2) INT: 1 (+0) SPR: 5 (+1) Attacks: *Slash. 4 ACC. or a genuine contempt and envy for the living is unknown. these unholy grunts tend to find safety in areas where most races don't tread. Refine: Zombie Dust 211 . and Devils. Lava. 7+2d6 damage Unarmed Flail. Baknamies. humpbacked posture make it unmistakable as anything but a Goblin. 7+2d6 damage Magic: Goblin Punch. Goblins are a humanoid race in their own right – it’s only the violent tendencies of several tribes and subspecies such as the Black Goblins that prevent them from being recognized as such.7m. -1 ACC. Moblins. and two dim yellow lights flicker in its eye sockets maliciously as it moves towards you. -1 ACC. but the large. Town.9m Reaction: Wary HP: 108 MP: 20 STR: 7 (+2) VIT: 12 (+4) DEX: 6 (+2) INT: 4 (+1) SPR: 3 (+1) Attacks: *Shortsword. It carries both sword and shield. Forest. bleached white and moving of their own accord. Swamp. such as wide deserts or abandoned ruins. It carries a wicked looking blade and it’s black. Gobbledyguks. unpredictable. and shamble off into the world for reasons unknown. Mountains. They are nomadic creatures with different names across the globe – sometimes referred to as Imps. Skeletons are the animated remains of the dead by high-level Black Mages. and when their master dies or dismisses them. Call for Help. 5 ACC. Towns. Category: Undead Location: Desert. oblivious to the risks whether this is out of a dim memory of their former master's orders. Steal: Tier 1 Weapon.

Vulnerable to Thunder. the Giant Frog tilts its blubbery head to one side and regards you with a slight fascination. Final Attack: Frog Song. 12+2d6 damage Sticky Tongue. orcish raiders. Refine: Fish Scale Thugs encompass a wide catgory. more than a few deadly fights have broken out involving a comfortable-looking giant lilypad in an underground pond. Magical Counterattack (50%) Evasion: 9 ARM: 4 MARM: 4 Rewards: Steal: Glowstone. Ambush job ability. 12+2d6 damage Dump-Tackle . Swamp. They might include beastmen or simple pickpockets trying to make a living. Then…with hunger. Counterattack (25%) Evasion: 7 ARM: 10 (0 without armor) MARM: 10 (0 without armor) Rewards: Drop: Potion. Forest Size: 1. damp places of the world. 5+2d6 damage and causes a short-range knockback Disgusting Mucus. Steal: 200 gil. Insect Killer. Giant Frogs are forced to constantly hunt out new feeding grounds. 3 ACC. Call for Help. 12+2d6 damage and has a 50% chance to cause Blind. Category: Beast Location: Underground. Refine: War Gong 212 . -1 ACC. 6 ACC. Item Use: Potion. Whether backalley brawlers. However. being territorial creatures.Giant Frog Level: 3 Thug Level: 3 Settled comfortably on his purple hindquarters. Reduced HP. Category: Humanoid Location: Varies Size: Varies by race Reaction: Always Wary or Hostile HP: 56 MP: 0 STR: 4 (+1) VIT: 5 (+1) DEX: 4 (+1) INT: 2 (+1) SPR: 2 (+1) Attacks: *Crushing Blade. They make the most out of surprise attacks. 0 ACC. Magic: Frog Song Special: Resistance to Water. 3 ACC. An enormous amphibian that occupies the dark. Thugs are tough combatants that usually fight in waves. Due to its insatiable appetite. using their Ambush job ability to deal 200% damage in the pre-emptive combat round.6m Reaction: Varies depending on species. or yakuza hired muscle. usually Neutral or Wary HP: 138 MP: 19 STR: 12 (+4) VIT: 11 (+3) DEX: 5 (+1) INT: 2 (+0) SPR: 2 (+0) Attacks: Crushing Hop. 24+2d6 damage Magic: None Special: Reduced Attributes. Insect Eater.

Larvae Level: 3 Funguar Level: 3 Intense. Underground. Magical Counterattack (25%). carnivorous teeth. Snow. furious bursts of light and energy surround around what appears to be an oozing cocoon. 7 ACC. Auto-Float. Refine: Electro Marble A thick stalk supports four large. each bearing a mouth lined with sharp. Based on these extraordinary powers of reproduction. Rasp. blood-red leaves. Immune to Charm. leaving a few drops of still-sizzling multicolored ooze on the ground below it. Thunder. Fiend Location: Desert.5ft Reaction: Hostile HP: 111 MP: 55 STR: 2 (+0) VIT: 8 (+2) DEX: 3 (+1) INT: 14 (+4) SPR: 6 (+2) Attacks: Mana Sparks. 0 ACC. Due to their hostile behavior. Those who study the Lore of such creatures have reached a concerning conclusion – Funguar reproduce through pollination and can reach adulthood in less than two weeks. Flight. Category: Amorph. Refine: Echo Grass 213 . 6 ACC. Mountains. Immune to Blind. it apparently lacks any goals other than its own survival. Some legends even say that Deathgaze was once a Larvae. but all but the most lethal of mixtures fail to actually kill them. Cosmic Size: 2. Aspir Special: Resistance to Lightning. The roots could almost be confused with clawed feet and hands at first glance. Magic: Elemental Spikes (Lightning). Towns.1m Reaction: Hostile HP: 111 MP: 43 STR: 5 (+1) VIT: 8 (+2) DEX: 7 (+2) INT: 10 (+3) SPR: 2 (+0) Attacks: Bite. Swamp. Towns Underground Size: 1. 10+2d6 damage and inflicts Stun for one round Magic: Seed Cannon. Violent and prone to magical outbursts. deals 12+2d6 damage to both the target’s HP and MP. Vulnerable to Holy Evasion: 8 ARM: 4 MARM: 8 Rewards: Steal: Ether. Vulnerable to Ice. Call for Help Evasion: 8 ARM: 8 MARM: 4 Rewards: Drop: Dream Dust. Category: Arcana. Sleep Special: Weakness to Fire. then suddenly re-emerge as a wholly unique fiend. The Funguar is a deadly vegetative creature that grows in water of high salinity. Fire. many chemists have pressed for an increase in the use of such chemicals. 5+2d6 damage Spore Rain. chemicals are often produced to prevent these creatures' growth. Swamp. Plant Location: Desert. Plains. to be sure. Plains . Water. The fiend remains in this larval stage for several decades – after which time it can become dormant for years. The being hovers several feet in the air. and the whole creature moves back and forth with an unnatural sway. Lava. The Larvae is an unusual creature. Forests. Group. Steal: Antidote.

Bombs – also known as Balloons.8m Reaction: Wary HP: 111 MP: 19 STR: 10 (+3) VIT: 8 (+2) DEX: 11 (+3) INT: 2 (+0) SPR: 2 (+0) Attacks: Bite. They often wait in ambush. similar to the sound of many blades tapping against stone rhythmically. Two small fingerless appendages – presumably arms – appear to keep it balanced. 20+2d6 damage Magic: Self-Destruct. Swamp. filled with what appear to be red-hot teeth. The Bomb’s mouth is wide and grinning. Auto-Float. Refine: Bomb Fragment Category: Beast.including the original . Forests. Towns Size: 2. The floating sphere seems to be made of living flame. 20+3d6 damage Spider Wrap. 10+2d6 damage and Stop Magic: Web Armor.Spider Level: 3 Bomb Level: 4 Your first warning is almost too faint to be recognized – a quiet chittering. Vulnerable to Water.) Evasion: 11 ARM: 10 MARM: 3 Rewards: Drop: Bomb Core. which retains the explosive and flammable properties that the Bomb did in life. Underground Size: 9. Grenades. Two Weapons Evasion: 9 ARM: 7 MARM: 5 Rewards: Steal: Potion. 2 ACC. bobbing unsteadily as the nearby air is superheated. and therefore hunt larger prey when capable. Lava. Snow. willing to even detonate themselves in a spectacular explosion to finish off their enemies. Purobolos. Mines. Insect Location: Desert. intensity…and maliciousness. Plains.only deals 50% damage. and costs no MP. half-deflated and featureless balloon. Refine: Sticky Web 214 . hiding in dark crevices and deep swamps. 5 ACC. Melt Special: Weakness to Ice. These colossal predatorial arthropods are almost perfectly silent. and the pupil-less orange eyes stare at you with amusement. Chain Reaction (Can cause other allied Bombs to Self-Destruct at the same time it does. They are often astonishingly aggressive. 1 ACC. Poison Special: Weakness to Fire. once per round). Mountains. Mountains. Arcana Location: Desert. Because of their size – and often broods of thousands upon thousands of eggs – they require much more meat than most carnivores. Category: Aerial. Absorbs Fire. but each Self-Destruct . depending on species subtype HP: 138 MP: 42 STR: 5 (+1) VIT: 8 (+2) DEX: 11 (+3) INT: 7 (+2) SPR: 4 (+1) Attacks: Bodyslam. The remnants of a defeated bomb looks like an orange.5ft Reaction: Wary or Hostile. Steal: Potion. Fire. Flawless Spell (Self-Destruct can be cast Instantly. and Pineapples – are a common magical creature that thrives in most areas of the world. Plains .

1-4m Reaction: Hostile HP: 195 MP: 0 STR: 14 (+4) VIT: 10 (+3) DEX: 5 (+1) INT: 1 (+0) SPR: 4 (+1) Attacks: Chain Flail. Group. 36+2d6 damage Bomb Core. though their training is minimal and they are best known for their terrible aim. 30+2d6 Fire M. Short Range Knockback and has a 25% chance to Shatter Armor Ogre Pummel. Category: Humanoid Location: Size: 3. -5 ACC.ARM Fisticuffs. and it draws a weapon twice as large as you…. 2 ACC. Counterattack (25%). and wear helmeted uniforms of matching colors. 6 ACC. Their loyalty is absolute. Ogres are physically imposing enemies found the world over. The sound of metal grinding on metal accompanies each footstep thanks to the thing’s patchwork armor. 3 ACC. Imperial Soldiers can be either male or female. They are often cleared for use of heavier weaponry should the need arise. 28+2d6 damage (Disarmable) Crushing Finish. 42+2d6. Call for Help. 0 ACC. there will always be those who seek to usurp power – these shock troops serve such aspiring dictators unwaveringly. 14+2d6 damage Magic: None Special: Resistance to Fire. his rancid breath visible in the cool air. they arm themselves with weapons from steel mauls and flails. 0 ACC. Resistance to Ice. Item Use: Potion Evasion: 7 ARM: 20 (0 without armor) MARM: 10 (0 without armor) Rewards: Drop: Bomb Core. Refine: Bracchus Wine The earth rumbles as the green-skinned colossus approaches. Blessed with only rudimentary intelligence. Counterattack (25%). 3+2d6 damage Magic: None Special: Reduced Attributes. or simply use trees ripped out of the ground as makeshift clubs. rebel scum!” Wherever civilization flourishes. 0 ACC. 15+2d6 damage *Wave Cannon. Final Attack: Crushing Finish Evasion: 9 ARM: 13 (3 without armor) MARM: 7 Rewards: Steal: Random Tier 2 weapon. Regeneration 15. Reduced HP.Imperial Soldier Level: 4 Ogre Level: 5 “That’s far enough! Drop your weapons and put your hands in the air. Steal: Potion. Category: Humanoid Location: Varies Size: Varies by race Reaction: Usually wary HP: 26 MP: 0 STR: 3 (+1) VIT: 3 (+1) DEX: 3 (+1) INT: 3 (+1) SPR: 3 (+1) Attacks: *Bullet. Refine: Earth Drum 215 . generally use low-technology guns as weapons. Even a few Ogres can pose problems for an entire band of adventurers due to their extremely fast regenerative abilities.

Achelous
Level: 5

Flan
Level: 5

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

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

216

Chocobo
Level: 5

Hydra
Level: 6 (Notorious Monster)

“Kweh!” The lovable, large, and common avian creatures known as Chocobo have come in many different colors; some yellow, some blue, black, green, red, white and gold. They are used as transportation between many major cities, and Chocobo breeding, racing, digging, and taming has been around for hundreds of years. It’s only in the last few decades that airships have begun to replace these creatures as a primary method of travel. They possess remarkable senses, capable of hearing other Chocobos from miles away, and smelling buried objects deep underground. Though Chocobos are usually extremely friendly, some subspecies which have remained in the hostile wild for many years have developed aggressive, survivalist personalities. Category: Beast Location: Desert, Forests, Mountains, Plains , Towns, Snow Size: 1.3m Reaction: Almost always Friendly HP: 30 MP: 45 STR: 3 (+1) VIT: 3 (+1) DEX: 11 (+3) INT: 6 (+2) SPR: 13 (+4) Attacks: Peck, 1 ACC, 6+2d6 damage Choco Guard, grants the user Protect and Shell Magic: Choco Ball Special: Reduced HP x1, Vulnerable to Ice, Vulnerable to Shadow Evasion: 12 ARM: 6 MARM: 0 Rewards: Steal: Hi-Potion, Refine: Chocofeather A long serpentine head begins to pull itself out of the swamp, the bog water running in long, drool-like rivulets from the beast’s gaping mouth. Then a second head rises, and then a third and a fourth…. These terrifying multi-headed beasts lurk underwater, waiting for prey of any sort to draw near. They are fearsome combatants with an independently-thinking mind located in each of its many heads. A Hydra hide can fetch a high price, as the thick skin is waterproof, doesn’t conduct electricity, and nearly impossible to damage with fire – however, more than one overconfident adventuring troupe have met their end to these dangerous beings. Category: Aquan, Fiend Location: Swamps, Underground Size: 6-7m Reaction: Hostile HP: 282 (Body), 47 (Head) MP: 0 (Body), 64 (Head) STR: 9 (+3) VIT: 12 (+4) DEX: 10 (+3) INT: 7 (+2) SPR: 4 (+1) Attacks: Bite, 6 ACC, 27+2d6 damage (Head Only) Sulfurous Breath, 6 ACC, 21+2d6 Fire damage, has a 50% chance to inflict Blind (Head Only) Magic: Poison Breath Special: Resistant to Water, Large, Resistant to Lightning, Resistant to Fire, Resistant to Shadow, Multiple Parts, Combination Attack (Triple Threat, deals 300% damage) Evasion: 10 ARM: 10 MARM: 15 Rewards: Drop: Blood Sword, Steal: Revivify, Refine: Dragon Scale

217

Ahriman
Level: 6

Bunyip
Level: 6

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

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

218

Zu
Level: 7

Couerl
Level: 8

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

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

219

Mandragora
Level: 8

Lost Soul
Level: 9

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

The ghost appears both solid and semi-translucent, it’s body a dull brown. It possesses two large eyes which it does not seem to open, but no other facial features. Then the warmth begins to drain from the air, and the ghost drifts forward… Lost Souls haunt forlorn and forgotten places, bound to this fate until finally put to rest. They are purposeless, restless spirits with no continued reason for existence. Lost Souls often recall part of their former life, but it’s personality is fragmented by death and then manifestation as an undead spirit. Most Lost Souls have grown angry in the centuries that they have remained on the mortal plane, and attack any living being that stumbles upon them. Their Degenerator spell is incredibly powerful, quickly causing even the strongest of heroes to feel distinctly mortal. Category: Undead Location: Desert, Dungeons, Forests, Swamps, Mountains, Plains, Towns, Snow, Underground Size: Varies Reaction: Varies. Almost always Hostile. HP: 246 MP: 154 STR: 2 (+0) VIT: 7 (+2) DEX: 5 (+1) INT: 15 (+5) SPR: 10 (+3) Attacks: Farplane’s Grasp, 0 ACC, 30+2d6 Shadow damage and inflicts Fear for one round Magic: Blind, Poison, Twilight, Sickness, Blizzara, Rasp, Bio, Zombie, Fira, Death, Degenerator Special: Undead, Magical Counterattack (50%), Immune to Blind, Auto-Float, Auto-Protect Evasion: 9 ARM: 10 MARM: 25 Rewards: Steal: Revivify, Refine: Curse Spike

Category: Plant Location: Desert, Forests, Swamps, Towns Size: 0.8ft Reaction: Neutral HP: 46 MP: 82 STR: 2 (+0) VIT: 4 (+1) DEX: 10 (+3) INT: 8 (+2) SPR: 14 (+4) Attacks: Headbutt, 5 ACC, 30+2d6 damage Ripe Rampage, 2 ACC, 55+2d6 damage and the Mandragora is reduced to 0 HP Scamper, a target Mandragora ally gains a +2 bonus to EVA and ACC until combat ends. Magic: None Special: Weakness to Ice, Vulnerable to fire, Reduced HP x1, Call for Help, Job ability Preemptive Footwork. High-ranking representatives of the species may not have Reduced HP Evasion: 9 ARM: 0 MARM: 0 Rewards: Steal: Loco Weed, Refine: Mute Mask

220

and even utilize a form of unique magic that allows them to strike enemies from afar. Sleepaga Special: Status Touch: Poison (50%) *. The Anacondaur.Ochu Level: 9 Anacondaur Level: 10 The obviously planetoid creature brandishes four thorny tendrils at you.7m tall. and it lets out a shockingly humansounding scream as it approaches Ochu are massive. unable to rip your gaze away from its hypnotic red eyes. Lacking a sense of self. is actually a lizard and not a snake. Underground Size: 1. Flawless Spell (Flash can be cast Instantly. Water. despite its appearance. 3 ACC. and costs no MP. each tipped with a pair of hooked fingerlike vines.5m Reaction: Hostile HP: 300 MP: 30 STR: 13 (+4) VIT: 9 (+3) DEX: 5 (+1) INT: 2 (+0) SPR: 10 (+3) Attacks: Earthquake. not capable of understanding such a gesture. crush them in a strangling embrace. Steal: Ether. Group. 18+2d6 damage and inflicts Poison until combat ends Magic: Laser Eyes Special: Status Touch: Petrify (25%). tentacles add an additional 1. once per round). You feel yourself compelled to make eye contact. Category: Fiend.’ Mandragora will sometimes even leave out thoughtful makeshift gifts. The creature’s gaping maw oozes a viscous. Small tribes of Mandragora sometimes revere the Ochu. The Ochu. Category: Fiend. 6m fully elongated Reaction: Hostile HP: 300 MP: 76 STR: 10 (+3) VIT: 8 (+2) DEX: 12 (+4) INT: 6 (+2) SPR: 4 (+1) Attacks: Slithering Strike. 3 ACC. referring to them as the ‘Lords of the Wood. Flawless Spell (Laser Eyes can be cast Instantly. able to turn their foes to stone with a look. They utilize a variety of attacks in combat. 6 ACC. Two Weapons * Evasion: 9 ARM: 15 MARM: 15 Rewards: Drop: Hi-Potion. in hopes this tribute will be perceived as an act of peace. 36+2d6 damage Poison Spit. just eat them anyway. Vulnerable to Holy. Vulnerable to Fire. Refine: Mystery Fluid 221 . Mountains. Group. Beast Location: Desert. they only seek to feed and destroy. spit a corrosive liquid. man-eating plantlike Fiends that seem to possess no real intellect. drooling sap. Plains Size: 2. 39+3d6 Earth damage *Drain Vine. Plains. slithering forward and leaving long trails of slime in its wake. closely related to the Basilisk family. 3 ACC. Weakness to Ice.5m tall. 39+3d6 damage and drains 39+2d6 MP Magic: Flash. Plant Location: Forests. and costs no MP. once per round) Evasion: 12 ARM: 20 MARM: 10 Rewards: Steal: Antidote. Refine: Tribal Drum The black-skinned creature hisses.

and costs no MP. 4 ACC. Chocobos HP: 564 MP: 100 STR: 17 (+5) VIT: 14 (+4) DEX: 3 (+1) INT: 7 (+2) SPR: 9 (+3) Attacks: Uppercut. because the Cactuar is the fastest species in all of Ivalice. Refine: Cactus Thorn The creature before you is unlike anything you’ve ever seen. 4m arms Reaction: Wary. unfounded. It is said to possess a curly moustache and a serious demeanor. It often uses Cleave to damage multiple foes at once. Forests. easily towering above most buildings. Eject Special: Counterattack. Mountains. Plains Size: 2. or it must fight for a meal. The Chocobo Eater’s most deadly attack is its Drill Shot maneuver. as of yet. Stop and Slow. Plains Size: 4 inches Reaction: Usually Neutral HP: 46 MP: 110 STR: 3 (+1) VIT: 3 (+1) DEX: 27 (+9) INT: 7 (+2) SPR: 3 (+1) Attacks: Cactuar Tackle. once per round). it will often follow up the following turn by Escaping. Petrify. with cavity-filled molars jutting out in odd directions. and it’s two colossal arms drag along the ground beside it. 68+2d6 damage. Category: Abnormal. though these claims are. Sleep. Never miss.5m tall. Hostile vs. which allows the hulking creature to inflict normal damage despite any protection the target may have. Reduced HP x1. Refine: Dynamo Stone 222 . and the Ninja job ability ‘Evade Magic’ Evasion: 17 ARM: 0 MARM: 0 Rewards: Steal: Sprint Shoes. it’s jointless arms and legs continually moving in a mockery of a run. but their high evasion and tendency to flee make them difficult prey. this one-of-a-kind lizard has a very unusual diet.Chocobo Eater Level: 10 (Notorious Monster) Cactuar Level: 11 The Cactuar gazes at you with caution. The stench of something rotten is on its breath. More than one Chocobo breeder has put out a reward for the destruction of this beast. Category: Abnormal Location: Desert. easily twice as long as the beast is tall As the name suggests. subsisting entirely off of Chocobo meat. The Cactuar are a race of intelligent creatures that physically resemble cacti. 8 ACC. Plant Location: Desert. Flawless Spell (Escape can be cast Instantly. The face is lizardlike. It avoids attacking people unless cornered. 12+2d6 damage that ignores ARM Magic: 1000 Needles. The Cactuar is known for its characteristic attacks. 85+2d6 damage Shakedown. Special: Counterattack. Rumors speak of a Cactuar that has grown larger than all the rest. If a Cactuar takes damage but remains standing. and are stuck in a stiff pose that resembles a runner’s movement – astute. Call for Help. Weakness to Fire. causes a Medium Range knockback and Disarms the target Magic: Drill Shot. Evasion: 11 ARM: 25 MARM: 10 Rewards: Steal: Hyper Wrist. although as of yet. it continues its harvest uninterrupted. Immune to Berserk. Cleave job ability.

It is said that Magic Urns were once demons of legendary might. Thundaga.6m Reaction: Friendly HP: 102 MP: 190 STR: 2 (+0) VIT: 2 (+0) DEX: 12 (+4) INT: 15 (+5) SPR: 10 (+3) Attacks: Toss Stone. As you approach. 6 ACC. mute being by offering it an Elixir. Rending flesh from their prey with large. they still possess terrible magical powers. Confuse. Protect. Drain. Mini. Group. Blizzaga. Magical Counterattack. foes unto the gods themselves. They are not fussy eaters and are known to be able to make a single meal last for weeks. Resistant to Earth. It is further said that though their strength be stolen and their temperament cooled by transformation. Antlions often possess Geomancer abilities Category: Insect Location: Underground Size: 15-16m long Reaction: Hostile HP: 498 MP: 0 STR: 13 (+4) VIT: 12 (+4) DEX: 10 (+3) INT: 2 (+0) SPR: 5 (+1) Attacks: Spit Venom. inflicts Poison Sandstorm. Shell. Never miss.Magic Urn Level: 11 Antlion Level: 12 The ceramic pot is not itself unusual. Whether true or not. 36+2d6 damage Magic: Tractor. Melt Special: Controlled Defense. a small purple head pops out from the jar and stares at you with large yellow eyes. Curaga. Antlions reside deep underground.) Evasion: 9 ARM: 0 MARM: 0 Rewards: Refine: Flashbang Waves of sand burst skyward all around you. and so changed their form to that of a harmless pot. Category: Abnormal Location: Varies Size: 0. 4 ACC. and seeks to make you his next meal! Extremely aggressive carnivorous insects also sometimes known as Deathclaws. Reward (If the party gives a Magic Urn an Elixir. Antlions are by far the most common nonmagical type of monster. Aspir. Addle. but an odd. Weakness to Ice. Rasp. and you only have a splitsecond to dive and roll away from the massive orange-brown jaws that snap at the air. The gods feared them and their power. Sleepaga. erratically-blinking light emanates from it. Seal. Escape. Large Evasion: 10 ARM: 15 MARM: 15 Rewards: Steal: Hi-Potion. 72+2d6 Earth damage Antlion Bite. chittering angrily in some unknown monstrous language. Firaga. as if waiting expectantly for something. they soar skyward as if propelled by an engine. more than one adventurer has made a friend from these otherwise cautious. When a Magic Urn uses the Escape spell in combat to flee. envenomed jaws. they receive 1 additional point of EXP and all other rewards as if combat resolved normally. An Antlion has discovered you. The rest of the creature emerges from the sand pit only moments later. 52+2d6 damage Magic: Drill Shot Special: Weakness to Water. 36+2d6 damage. Refine: Deadly Waste 223 . Status Touch (Poison) (25%). 2 ACC.

Resistance to Lightning. and later became known as The Immortal. especially those that utilize Blue Magic. Flamethrower. Steal: Rage Ring. Evasion: 10 ARM: 15 MARM: 25 Rewards: Steal: Tier 3 armor. 8 ACC. Call Minions (10 Larvae).lion. In combat. Mountains. Forests. Group. The motives of the colossal winged undead known only as Deathgaze are a mystery. Deathgaze is reported to use his massive wings to knock foes up to miles away. Magic: Electrocute.7 miles Reaction: Friendly. Refine: Curse Spike 224 . Undead. Every several hundred years it resurfaces to feed.? Doom. A sense of imminent dread settles deep into your soul at the very sight. Quick. Blizzaga.’ ‘Threaten’ and similar effects. Random Target and Debilitate (2) against Shadow. and will ignore all other threats to target mages. Hostile HP: 849 MP: 257 STR: 17 (+5) VIT: 17 (+5) DEX: 9 (+3) INT: 15 (+5) SPR: 11 (+3) Attacks: Crush. can ignore ‘Provoke. Thundaga. 40+2d6 Shadow damage and causes a Long Range knockback.ARM damage. Snow Size: 2. Large. Category: Aerial. Category: Abnormal Location: Desert. Group. Wary.3m Reaction: Hostile HP: 354 MP: 166 STR: 10 (+3) VIT: 8 (+2) DEX: 5 (+1) INT: 12 (+4) SPR: 7 (+2) Attacks: Claw. Skin of Iron ability Limit Break: Nihilium. and dragon. it’s well-known that Chimeras do possess a special hatred for mages. rooster. The legends say that Chimeras were once mages. Evasion: 12 ARM: 25 MARM: 25 Rewards: Drop: Ironside. 4 ACC. Flight. Its motives are as inscrutable as the appearance of the monster itself. Destructive Strike ability. Resistance to Water. Aqua Rake. 40+3d6 damage Cockatrice’s Gaze. rooster. Chimera almost always travel in packs. and it’s glowing yellow eyes are larger than buildings. Neutral. Resistance to Ice. Plains. Swamps. Refine: Antarctic Wind The sheer size of the creature takes your breath away. drains 51+2d6 mp and deals no damage. Magic: Lv. Seal. Magical Counterattack (50%). 85+2d6 M. Two Weapons. Tractor. Illusion Special: Auto-Haste. Each head has access to a different element of spell. Whether there is any truth to this rumor or not. Never misses. 3 ACC.look at you simultaneously and let out a low warning growl. The Chimera is a monstrous beast with the head of a lion. twisted into fell beings by the experiments of a man who was once called The Alchemist. Resistance to Fire. 68+2d6 damage Abyssal Scream.Chimera Level: 12 Deathgaze Level: 13 (Boss) The abomination’s three heads. Flight. flying from town to town to slaughter people by the thousands. X-Zone Special: Fear. then drawing targets back to him using Tractor to fight potential threats individually. Blizzara. Two vast wings disappear into the clouds above. Immune to Petrify. Undead Location: Cosmic Size: 0. the first of the Blue Mages. Resistance to Wind. Melt. and dragon .

1m tall. Then the Wyvern takes flight. 60+2d6 Fire Damage. born inferior to others of their ilk. 2 ACC. Malboros seem to rapidly petrify as they age. all players take a -2 penalty to their EVA and ACC scores. 2 ACC.8m tentacles. never miss.) Evasion: 11 ARM: 20 MARM: 10 Rewards: Drop: Malboro Poison. Steal: Remedy. whom they never attack without provocation. Reaction: Hostile HP: 732 MP: 75 STR: 10 (+3) VIT: 17 (+5) DEX: 6 (+2) INT: 4 (+1) SPR: 6 (+2) Attacks: Drain Tentacle. Forests. Oddly. Swamps. Aeroga. inspiring soldiers on the field to acts of foolhardy courage and bravery. 5 ACC. Regen. ranging from a dull mottled brown or black to a brilliant turquoise-blue that the Dragoons have emulated out of reverence. Flight Evasion: 12 ARM: 20 MARM: 30 Rewards: Steal: Dragon Mail. and breathing the miasma that is its foul breath causes your head to pound and vision to swim. 20+2d6 damage and inflicts Seal and Slow Magic: Bad Breath Special: Impervious. it’s sharpened talons digging into the rocky earth. The Malboro – often known as a Morbol or Oscar . Invisible. can only be used once per combat Magic: White Wind. are nevertheless a fearsome foe. capable of obliterating an entire party in a matter of a few turns. These lesser dragons. Advanced Illusion Special: Resistant to Wind. You feel your legs getting weaker for every second you spend near this accursed being.5m Reaction: Varies. giving up 183 HP in order to make Bad Breath a Group-targeting attack. 48+2d6 damage Inhale. Cloying Breath. Aura Magic. It’s tooth-filled maw is filled with powerfully acidic saliva. group. 40+2d6 damage and the Malboro has a 25% chance to recover 75 MP. darkening and hardening their rubbery skin. In combat. These species come in many colors. 1. The Malboro is a fearsome foe most despised due to its horrible "Bad Breath" attack which inflicts a vast amount of status effects. 40+2d6 MP is drained Megiddo Flame. HP: 408 MP: 164 STR: 6 (+2) VIT: 8 (+2) DEX: 12 (+4) INT: 10 (+3) SPR: 8 (+2) Attacks: Bite. Growing Threat (At the start of each combat round. Category: Plant Location: Desert. Thundaga.Malboro Level: 13 Wyvern Level: 14 The hideous plant possesses brownish-green mottled skin and writhing tentacles. and seem to command obedience from the younger examples of the race. Wyverns seem to be able to communicate telepathically with Dragoons. Disable. Dragon Location: Mountains Size: 6. This penalty accumulates each successive round.is a mutanous form of plantlife that lacks the ability of photosynthesis and must feed on other creatures to survive. having been traded for forelimbs at some point in the creature's eons-long development. Refine: Air Gem 225 . In ages past they were believed to be emissaries of some sort of War God. Seal. It’s arms are feeble. Usually wary or Hostile. Firaga. Plains Size: 2. Category: Aerial. a Malboro can use the Blue Mage ability ‘Aura Magic’. These elder Malboros are more intelligent than the rest. Refine: Deadly Waste The dragon’s hot breath heats the air. a blur of motion as it wheels gracefully through the sky.

Stonaga. Evasion: 8 ARM: 20 (0 without armor) MARM: 20 (5 without armor) Rewards: Steal: Safety Bit. Some truly ancient Demonoliths are more bone than construct. It's wearing a hooded cloak. dull brown.ARM damage for every Tonberry each target has slain. 5 ACC. Magic: Condemned Special: Impervious. It has green skin and a round head. As you move in to inspect the epitaph further. It is this lust for faceless revenge that drives Tonberries. Slow moving – can only move a Short distance instead of a Medium distance each round. 156+2d6 damage (Disarmable) Everyone’s Grudge. have neither the strength nor size to escape their stony prison. the creature holds a long. no effect. Town. Swamps. Several humanshaped bones appear to have been inserted into the grave during its construction. it waits many years for the flesh to fall from the bones before assimilating the victim’s remnants into itself. Tonberry cannot use other attacks until it has used Approach twice. Melt Special: Status Touch: Curse (50%). slashing at the air where you stood only a moment ago… Demonoliths were created by some twisted. Category: Construct. and are capable of movement – most. If Tonberry is affected by a Knockback. and swings mournfully in time with its silent footsteps.Tonberry Level: 14 Demonolith Level: 15 The creature is quite small. when a Demonolith slays a trespasser. slow action. also localized as Dingleberry or Pug. Refine: Zombie Dust 226 . Tonberries possess the Killing Machine and No Mercy job abilities. Immune to Curse. and seek vengeance for the many monsters slain by the humanoid races. to some small degree. it must start over. a bipedal lizard.2m tall Reaction: Hostile HP: 480 MP: 220 STR: 11 (+3) VIT: 9 (+3) DEX: 1 (+0) INT: 13 (+4) SPR: 11 (+3) Attacks: Raking Claw. These constructs are fueled with necromantic energy of the most horrific kind. Immune to Mini. though they speak the Common Tongue. Undead. Chef’s Knife. Group. is quite small. usually no larger than two or three feet (sixty to ninety centimeters) tall. with a small snout and round yellow eyes. Never miss. Refine: Chef’s Knife The monolithic gravestone before you appears to bear words of sympathy for the fallen. Underground Size: 2. listing many names. and. the bones suddenly begin to stir and knit together of their own accord. In the other. A Tonberry. Never Miss. Undead Location: Towns. and it has a dolphin-like tail peeking out from beneath the hem. deals 26+2d6 Shadow damage that ignores ARM and inflicts Petrify Magic: Stona. sharp chef's knife. They are truly vicious predators of the highest degree. Karma. Medium Range. very few have words to share. and stands upright. Auto-Stop. long-forgotten wizard to protect his valuables. it carries a large lantern that illuminates the ground at its feet. poking out at unusual angles. 5 ACC. It resembles. In its left hand. Category: Abnormal Location: Forest. Tractor. Deals 150 M. Lock. two to three feet tall. This is considered a ‘Death’ status effect. which gleams with the hatred of the living. 7 ACC. Underground Size: 2ft Reaction: Hostile HP: 450 MP: 136 STR: 13 (+4) VIT: 9 (+3) DEX: 8 (+2) INT: 8 (+2) SPR: 6 (+2) Attacks: Approach. Immune to Charm Evasion: 0 ARM: 30 MARM: 20 Rewards: Drop: Revivify. Instantly reduces a mediumrange target to 0 hp. 55+2d6 damage Pharaoh’s Curse. however. believing it is their duty in life to make wandering adventurer's pay for their sins.

making any Imperial Soldiers even more dangerous. and costs no MP. Category: Humanoid Location: Varies Size: Varies by race Reaction: Varies. Vulnerable to Water. They possess the Warcry. inflicts Seal Right Hook. 6+2d6 damage Magic: Wall. Call for Help. Land Worms are very vulnerable to status attacks. 8 ACC. They have undergone rigorous selection procedures to become the pride of the Imperial Army. Reaction: Hostile HP: 930 MP: 0 STR: 18 (+6) VIT: 19 (+6) DEX: 4 (+1) INT: 2 (+0) SPR: 2 (+0) Attacks: Swallow. Flawless Spell (Quake can be cast Instantly. Reduced HP. *Status Touch:Seal (25%). Imperial Captains are often quite powerful and are not to be underestimated. *Warcry. once per round) Evasion: 12 ARM: 10 MARM: 10 Rewards: Steal: Sage’s Staff (Quake). Magic: Quake Special: Immune to Blind. 54+2d6 Shadow damage Sneeze. Immune to Earth. Some possess Android grafts. 2 ACC. and Leadership job abilities Evasion: 8 ARM: 50 (0 without armor) MARM: 40 (0 without armor) Rewards: Steal: Tier 4 Heavy Armor. often more advanced weaponry possessed by the rest of their team.Land Worm Level: 15 Imperial Captain Level: 16 “Open fire! Leave no survivors!” Imperial Commanders. Large. 4 ACC. Call Minions (4 Imperial Soldiers). First Strike and Leadership job abilities. inflicts Stun for several rounds. and any target Stunned in this way takes 90+2d6 Earth damage at the start of each of their turns. 4 ACC. Desert Size: Unknown. 78+2d6 damage *Superior Firepower. Blizzaga Special: Reduced Attributes. 0 ACC. Category: Beast Location: Underground. A Land Worm can only have one target Swallowed at a time. Black Drool. 36+2d6 damage and causes a Long Range knockback. In stark contrast to their great strength and resilience. Refine: Molotov The sand all around you ripples like the waves of the ocean before something that defies description bursts upward through the sand. 66+2d6 damage. Immune to Mini. allowing them to see even in pitch blackness or communicate with other Systems across a distance. *First Strike. *Construct Killer. often Wary HP: 200 MP: 55 STR: 6 (+2) VIT: 5 (+1) DEX: 7 (+2) INT: 4 (+1) SPR: 3 (+1) Attacks: *Gatling Sword. Captains and Generals are squad leaders for a handful of Imperial Soldiers – they use large serrated swords in combat as well as guns. Refine: Earth Gem 227 . 4 ACC. The creature is enormous – at least fifteen meters high – and you wonder how many more are on the way.

It brandishes a scimitar and approaches you with loathing – and pity – in its milky. 7 ACC. resembling those employed in ancient warfare. 75+2d6 damage Magic: Zombie. Protect. Short Range knockback *Fanatic’s Fervor. Dispel Special: Controlled Defense. two-headed leader that rules with an oppressive iron fist. grants the user Haste Magic: Zombie. Arise. the Mamool Ja are philosophers. cutting through the murky water like a blade. Haste Special: Magical Counterattack: Seal (25%).7-2. protecting his twisted offspring with a cold. calculating human mind. Confuse. Immune to Seal. Aerora.) Evasion: 12 ARM: 30 MARM: 40 Rewards: Drop: Defender.' They are lead by an Autarch. Stop. three-toed feet is a lizardlike creature clad in well-made warrior’s garb. 7 ACC. It was long thought that the Geosgaeno was merely a myth. until one brave adventurer ventured to find proof – though the man’s life was lost in the attempt. Death. The target will slowly metamorph into a new – if smaller Geosgaeno over the course of two weeks unless healed. unable to exist on land. Life. which contain Geosgaeno’s fiendish DNA. Confuse. It prefers to remain in the deepest parts of the ocean. Swords and arrows can be seen lodged in this creature’s rocky skin. slanted eyes.1m Reaction: Hostile. Osmose. usually Forest or Swamp Size: 1. Final Attack: Injection (launches poisoned spines into one foe. 6 ACC.1m Reaction: Hostile HP: 702 MP: 234 STR: 12 (+4) VIT: 12 (+4) DEX: 16 (+5) INT: 12 (+4) SPR: 10 (+3) Attacks: Furious Charge. Refine: Earth Gem An unearthly roar fills the cavern. A militaristic tribe of demihumans. Rasp. Refine: Water Gem 228 . You can only assume how long this dangerous creature has lived… The Geosgaeno is said to be the father of all Fiends. Cura. Moments later. any Tier 2 weapon. Regeneration 40. the existence of this centuries-old threat was confirmed at last. 45+3d6 damage Somersault Kick. 36+2d6 damage. Bio. Addle. Fiend Location: Underground Size: 16. Vox. Humanoid Killer. In their own tongue. a massive fish-like Fiend bursts forth from the depths. becoming harder than stone. Scourge. warriors and religious fanatics that seek nothing less than total domination over all other races. Steal: Elixir. Two Weapons. Shell. Aeroga. Seal. Category: Aquan. poets. two curved claws snapping out at you.Mamool Ja Level: 16 Geosgaeno Level: 16 (Notorious Monster) The beast before you is an unusual one – balancing on taloned. Haste. Mamool Ja means 'brethren of the shining scale. Drain. Immune to Float. a totalitarian. Brave. Category: Humanoid Location: Varies. becoming a Fiend. Item Use: Dream Dust Evasion: 8 ARM: 24 (10 without armor) MARM: 10 Rewards: Steal: Dream Dust. Portions of the Geosgaeno’s body has petrified. some rules can be Neutral HP: 498 MP: 214 STR: 9 (+3) VIT: 9 (+3) DEX: 8 (+2) INT: 12 (+4) SPR: 8 (+2) Attacks: *Vorpal Blade.

Immune to Reflect. Category: Fiend. Death. Degenerator Special: Large. 7 ACC. 51+2d6 damage. Immune to Seal. more than one aspiring Tinker has agreed that the craftsmanship involved in these hostile entities far surpasses anything that has been created in recent centuries. Crush (The Evil Wall moves a Short Range forward each round – after 10 combat rounds. This generally means death for the heroes. Underground Size: 2. never miss. complete with a challenging stone stare for who would seek to defile its master's resting place. They were later sealed away in a holy shrine at the cost of many lives. 102+2d6 damage Grab and Toss. the wall begins to shudder and move slowly towards you.) Evasion: 10 ARM: 20 MARM: 20 Rewards: Steal: Blood Sword. Melt. 50+2d6 damage Magic: Scourge. Refine: War Gong The Demon Wall is usually depicted as a large. Berserk. Long Range Knockback and causes the target to be Disarmed. They can randomly alter their one elemental weakness at will. Melt. Despite it’s apparent minimal intelligence. Mostly set as traps in tombs and temples. the Evil Wall generally forces the party off the side of a crevice or crushes them against another wall. and costs no MP. the demonic visage animating! You better act fast lest this be the last thing you see before the Evil Wall bears down upon you and crushes your bones to dust! The humanoid construct has been forged from Darksteel.7m Reaction: Hostile HP: 897 MP: 0 STR: 17 (+5) VIT: 16 (+5) DEX: 6 (+2) INT: 4 (+1) SPR: 4 (+1) Attacks: Crush Punch. once per round). Immune to Haste. Demon Walls fight by sliding slowly toward the heroes with the intent of crushing them into the wall parallel to it. Evasion: 11 ARM: 20 MARM: 40 (0 without armor) Rewards: Steal: Muscle Belt. Curse Touch (100%). Stonaga. According to legend. stone monster encased in or carved upon a giant slab of stone. the Fighter job ability ‘Skin of Iron’ (50%) and the Ninja ‘Shatter Weapon’ ability. Curse. Magic: Wall Change Special: Counterattack. developed for no function other than the eradication of life. Flawless Spell (Wall Change can be cast Instantly. Regen 20. Illusion. Suddenly. and attempt to neutralize more threatening foes by shattering weapons and hurling them aside. Arise. Category: Construct Location: Snow. Construct Location: Underground Size: Varies Reaction: Hostile HP: 798 MP: 346 STR: 10 (+3) VIT: 14 (+4) DEX: 5 (+1) INT: 19 (+6) SPR: 14 (+4) Attacks: Accursed Claws.Evil Wall Level: 16 Gigas Level: 17 On the wall a Demonic relief has been carved. Refine: Farplane Shadow 229 . Drain. the Gigases were weapons built by the Ancients. horned war machine shakes the ground as it approaches. 5 ACC. Immune to Petrify. Though the truth of such legends cannot be ascertained. X-Zone. Osmose. making the fight a race against time. this great. with gaping holes in the side of its body where whirring gears and strange devices can be clearly seen.

Varuna are deceased warriors that have been granted a semblance of life from the Arise spell. A Varuna’s unique abilities make it a far greater threat as a commanding voice for hordes of lesser fiends and undead troops. 3 ACC. with cobalt veins crisscrossing layers of black sinew. Swamp. A Gelatitan can only have one target Engulfed at a time. Bio. Stun. Due to their incredibly high HP. They are often in the employ of extremely dangerous mages and malevolent entities with plans for domination or destruction on a global scale. Weakness to Fire. While these wicked beings may be a challenging foe in combat. Regeneration 20. Magic: Enervate. their Revenge spell can do enormous amounts of damage to unprepared parties. often formed when multiple lesser members of the species merge together. armor. Weakness to Fire Evasion: 11 ARM: 40 MARM: 50 Rewards: Steal: Tier 3 weapon. and any target Stunned in this way takes 32+2d6 damage at the start of each of their turns. 4 ACC. even by amorphic standards . AutoFloat. Confusion. Evasion: 11 ARM: 30 MARM: 40 Rewards: Steal: Remedy. Death. leaving behind nothing except the desire to kill and the knowledge of how to do it. Enormous members of the Flan family. but can vary by creature’s original size Reaction: Hostile HP: 438 MP: 265 STR: 10 (+3) VIT: 7 (+2) DEX: 10 (+3) INT: 14 (+4) SPR: 6 (+2) Attacks: Ghoulish Touch. The face of the creature – if it has one . Magical Counterattack (50%). and shield. Revenge Special: Impervious (Slow. Scourge. -10 ACC. 7 ACC.is obscured by a helmet formed from bone. The flan’s sludgelike exterior bubbles and roils from constant chemical reactions. Towns Size: 7m Reaction: Hostile HP: 894 MP: 64 STR: 16 (+5) VIT: 15 (+5) DEX: 7 (+2) INT: 2 (+0) SPR: 8 (+2) Attacks: Digestive Acid. Call Minions (6 Skeletons). never miss. Refine: Phosphorous Bomb Category: Undead Location: Varies Size: Usually 1. though it has been stripped of its memories and personality. Counterattack (100%). Status Touch: Poison: (50%). inflicts Stun and Poison for several rounds. 28 + 2d6 Shadow damage that ignores ARM Magic: Arise. Status Touch: Zombie (50%). Sickness. Commander (All of the Varuna’s allies within a Medium Range are Immune to Charm. Impervious (Slow. Auto-Protect. their true strength lies elsewhere. XZone. Gastric Juice. Drain. Zombie. can only be used as a Counterattack. 50+2d6 Shadow damage Unholy Word. Refine: Farplane Shadow 230 . Stun. 128+2d6 damage.the creature’s monstrous maw is as large as a house and lined with jagged teeth. Petrify). ignoring ARM. Petrify). Twilight. 80+2d6 damage and has a 25% chance to cause Stop Engulf.9m. toxic bubbles left in its wake as it surges forward. Category: Amorph Location: Underground. and Sleep) and the Black Sky job ability. Large. Forest.Varuna Level: 17 Gelatitan Level: 18 A gaunt undead horror. Doomsday Special: Undead. The biology of the thing is absurd.

Destructive Strike ability. 0 damage. Water Size: 18. with the addition that it is an Undead type creature. HP and MP are restored to full. Thundaga. Category: Aerial. and Sunken State. Zombie Special: Flight. 140+2d6 M. Magical Counterattack (50%). Random Target.5m long Reaction: Neutral HP: 840 MP: 298 STR: 7 (+2) VIT: 13 (+4) DEX: 20 (+6) INT: 14 (+4) SPR: 12 (+4) Attacks: Bodyslam. and in an instant all the heroism you possess rushes out from you. All that remains is terror. Evrae. Runic. Short-range Knockback Grab. having been told tales of the Dragon of Ruin since as long as you can remember. How could you not. Dragon Location: Underground. Evrae has been known by many names. Immune to Seal. Reflect. the World Destroyer.Evrae and Evrae Altana Level: 18 (Notorious Monster) You recognize the dragon before you instantly. all negative status effects are cleared. Invisible. It ruled all other dragons – save for the great Shinryu – for centuries.) Has job abilities including Scan. Curse. 5 ACC. when it became a threat to even the other dragons. Evasion: 13 ARM: 20 MARM: 30 Rewards: 1800 gil. absolute horror at confronting the being before you. Stopped until Evrae chooses to end the attack Magic: Angel Snack. Cure IV. Aquan. It moves with an almost godlike grace. Arcana. Nuke. Refine: Lightning Gem 231 . Wateraga. Final Attack: Rebirth (When Evrae is reduced to 0 hit points. 10 ACC. One of Evrae’s favorite tactics is to grab an opponent in its clawed hands.ARM damage. The Lindwyrm. Large. and the battle continues. Evrae has existed for so long that it has learned a few tricks from various Job Classes – it can use the Dragoon’s ‘Scan’ ability to instantly learn its enemies elemental weaknesses. Limit Break: Twilight Breaker. it becomes Evrae Altana. Fear. the Dragon of Ruin. Divert Spell. then drop them from a great height or drag them through water until they drown. Evrae Altana has all the same abilities as Evrae. Blizzaga. The World Destroyer. 42+2d6 damage. Until now. Steal: Sky Render. In the end. and it can also utilize the Red Mage’s ‘Runic’ and ‘Divert Spell’ to launch a foe’s own spells against him. Inflicts Zombie and then Auto-Life on the target. it was driven from its home and vanished for eons. Aeroga. until its power alone drove it to madness.

154+2d6 ARM damage. Evasion: 12 ARM: 50 MARM: 20 Rewards: Steal: Any Tier 4 weapon. They hail from the Wastes. Adamantite crystals produce from the creature’s shoulders and hands. marching across the Wastes hidden within the raging blizzards. Forests. and the capacity to break the ‘fourth wall. and it raises its massive axe-shaped arm high…. For Gilgamesh. Flawless Spell (Thrust Kick can be cast Instantly. Swamps. a willingness to help the weak. inflicts Berserk *Mastermune. He appears to be a dimension traveler. Towns. The origins of the Iron Giants are unknown. once per round).. Though he seems fierce and single-minded. ACC. EVA. 1 damage. it should be noted that Gilgamesh has a softer side.’ Gilgamesh is quite aware that he is a villain in a tabletop RPG. Controlled Defense. and costs no MP. and a physically powerful fighter. Underground Size: 1. damage. Refine: Accelerator 232 . Category: Arcana. 8 ACC. In combat. maximum health and magical resistances by half. Evasion: 17 ARM: 40 MARM: 40 (0 without Armor) Rewards: 5000 gil. Immune to Petrify. each of which is holding a different blade. Completely random target – could even affect Gilgamesh. Steal: Genji Blade. Break Stats – reduces STR. Final Attack: Escape (When Gilgamesh is defeated. 5 ACC. and you can only speculate how much this humanoid golem would be WORTH if you melted it down. they prefer to destroy their opponent’s weapons and keep mages out of combat via Thrust Kick. And ladies.. colorfully-dressed masked man possesses six arms. 110+3d6 damage. Refine: Ice Gem This grey-skinned. They never seem to tire. Drop: Genji Gloves. Two Weapons. Item Use: Elixir (once). Call Minions (1 Gigas). CHA. unfortunately. 4 ACC. Enkidu. by a whirr of anger coming from the core of the machine. annihilating every living thing they come across. Two Weapons. And ladies who dress like men. a collector of rare and powerful weapons.2m Reaction: Neutral HP: 1470 MP: 0 STR: 22 (+7) VIT: 20 (+6) DEX: 24 (+8) INT: 10 (+3) SPR: 16 (+5) Attacks: *Excalipoor. Category: Abnormal. Long-range Knockback Magic: None Special: *Counterattack (50%). 8 ACC. Item Use: Remedy. ignores ARM Enkidu. Snow. Gilgamesh is accompanied at all times by his great hound. 78+3d6 damage Ruin. 52+2d6 damage that ignores ARM Magic: Thrust Kick Special: Counterattack (50%).) Limit Break: Gilgamesh Super-Special Destructo-Technique. Humanoid Location: Desert. 6 ACC. with pure veins of the blue mineral running through its silver skin. VIT. Mountains. Your speculations are interrupted.Iron Giant Level: 19 Gilgamesh Level: 20 (Boss) “Enough expository banter.1m Reaction: Hostile HP: 1170 MP: 0 STR: 13 (+4) VIT: 19 (+6) DEX: 7 (+2) INT: 6 (+3) SPR: 4 (+1) Attacks: *Iron Weapon. *Destructive Strike ability. he’ll flee from the battlefield. 154+3d6 damage.IT IS MORPHING TIME!” The hulking metal brute seemed to have been crafted from iron and adamantite. 132+3d6 damage *Monarch Sword. Plains. Underground Size: 4. It's time we fight like men. INT. DEX. displaying a sense of humor. never miss. Destructive Strike ability. Skin of Iron and Shatter Weapon job abilities. Construct Location: Snow. deep in the coldest reaches of the eternal tundra.

but when returning to an idle state it will usually stand upright. speaking in hushed tones about how the creature’s skin did not seem to heal. Destructive Strike ability. Underground Size: 6. it will counterattack with a powerful horn rush and Thunder magic attacks. Large. 140+2d6 damage Particle Breath. the quality and strength of Adamantite is almost peerless. Magical Counterattack (50%). Category: Abnormal. as if every moment is a testament to its age. it normally dashes on all fours. 108+2d6 damage and Stun for one round Magic: Force Field. Snow Size: 10-12ft tall Reaction: Hostile HP: 1542 MP: 250 STR: 18 (+6) VIT: 21 (+7) DEX: 15 (+5) INT: 10 (+3) SPR: 10 (+3) Attacks: Crush. Category: Abnormal. It is estimated to be ten to twelve feet tall when standing. and it was a creature fashioned by the gods during the creation of heaven and earth. Blinds and Dispels Magic: Stone Breath Special: Counterattack (25%). Plains. it is a large. Large. Immune to Petrify. When attacking. Refine: Lunar Curtain 233 . Group. purple beast that uses its horns and magic to kill its opponents.Adamantoise Level: 21 (Notorious Monster) Behemoth Level: 22 (Notorious Monster) The tortoise-like creature moves slowly. you have no doubt that the stories were true. Even in these days of man-made alloys. an Adamantoise will attempt to encase foes in stone before crushing them into a fine dust. 7 ACC. Mountains. How the beast’s entire form was a tribute to its awesome strength. Final Attack: Flare. and how it fought as if it drew knowledge from the dead souls trapped forever within its veins. 180+2d6 damage Gore. Auto-Protect. In combat. Haste. Osmose. Group. 9 ACC. almost challenging look. and its purple skin is pulled taut over its flesh as though the core of the beast is straining to escape the confines of skin. Plains. the few that remain have descended almost uniformly into the deepest parts of the earth. 70+2d6 damage. Steal: Destroyers. 5 ACC. Beast Location: Desert. Evasion: 17 ARM: 80 MARM: 20 Rewards: 2100 gil. how it was covered with scars from every adventurer it had ever slain.2m Reaction: Hostile HP: 2238 MP: 0 STR: 20 (+6) VIT: 32 (+10) DEX: 5 (+1) INT: 9 (+3) SPR: 6 (+2) Attacks: Crush. Snow. Reflect. Its muscles look as hard as steel. Hunted almost to extinction for the Adamantite-filled shells for which the creature is named after. Esuna Special: Counterattack (25%). Beast Location: Mountains.” A man whom has never seen a Behemoth would describe it as such. The latter description is slightly more accurate. Thundaga. Steal: Kaiser Plate. Refine: Lunar Curtain “Looking upon the behemoth. and the lumbering Adamantoise pivots to meet your gaze with a proud. Anyone who HAS seen a Behemoth in person will have a very different description indeed. In battle. Arcana. Every scale has been honed to a razor’s edge. Skin of Iron job ability. Evasion: 14 ARM: 30 MARM: 50 Rewards: 2000 gil. 9 ACC.

all players take a -4 penalty to their EVA and ACC scores. Quake. and the beast that wears it was once was a man. made it. Steal: Megalixir.. as it were. and wears a crown to prove it.. Atma uses massive damage to overwhelm foes and force them to fight defensively.8m tall. 6 ACC.. relying on its enormous HP total to take whatever is thrown at it. It is a Malboro that has gained rank in the vegetative hierarch. Though Atma is a construct.. Atma’s Supernova spell is more than enough to destroy almost any adventurer with but a single cast. and so it has evolved like a living creature. 80+2d6 damage. a Great Malboro can use the Blue Mage ability ‘Aura Magic’. 0 ACC.. Evasion: 14 ARM: 40 MARM: 50 Rewards: Drop: Ancient Sword and any legendary accessory. and the plant’s monstrous breath brings uncontrollable tears to your eyes. ponder the meaning of things….. Never miss. Vulnerable to Holy. Refine: Hourglass Category: Plant Location: Desert.…left here since birth. 112+2d6 damage Sour Mouth.. The Great Malboro leads it’s lessers with a calculating intellect and a ruthless demeanor.. Forests. Partially biomechanical and partially undiluted energy. Aura Magic. This is hardly a secret. 98+2d6 damage. Category: Abnormal. it was built with the ability to grow.” The Atma Weapon is a strange entity. Large. should a man slay the creature and don its crown. indeed. The Great Malboro – sometimes referred to as the ‘King’ is the highest rank of Malboro.Great Malboro Level: 22 Atma Weapon Level: 24 (Boss) The Malboro’s head is topped with a gleaming golden crown. In combat. Demi. Swamps Size: 4. Call Minions (2 Malboro). Steal: Malboro Poison. Immune to Slow. or who. There is a rumor which claims that. It is still unknown how it came to wear its crown.and as ancient as the cosmos…...And now I have an answer. giving up 297 HP in order to make Bad Breath a Group-targeting attack.Atma. 2.. 6 ACC.. Growing Threat (At the start of each combat round. “My name is.) Evasion: 11 ARM: 20 MARM: 40 Rewards: Drop: Remedy. Refine: Deadly Waste 234 . In combat.. I am…pure energy……. Drains 160+2d6 MP Magic: Flare... X-Zone. inflicts Petrify Diffusion. Should this be true.. Immune to Confuse.. Flare Star..9m tentacles. Atma Weapon will be destroyed instantly if reduced to 0 MP. I've had an eternity to. Construct Location: Cosmic Size: Roughly 29m Reaction: Hostile HP: 1974 MP: 874 STR: 16 (+5) VIT: 23 (+7) DEX: 16 (+5) INT: 32 (+10) SPR: 15 (+5) Attacks: Mind Blast. it was originally a weapon of war created by the Ancients. Fear. he will be at once transformed into a Malboro king. This penalty accumulates each successive round. Forgotten in the river of time. Never miss. Immune to Petrify. Destructive Strike ability. it could very well mean that the crown is cursed with the vilest of magicks. and the air the creature breaths is so foul that inhaling is impossible in its presence. Reaction: Hostile HP: 1188 MP: 154 STR: 14 (+4) VIT: 17 (+5) DEX: 7 (+2) INT: 6 (+2) SPR: 12 (+3) Attacks: *Tentacle.. Addle Special: Final Attack: Flare Star.. inflicts Slow and drains 50% of the target’s MP Magic: Bad Breath Special: Impervious. Supernova. as it's body is set with machineries and weaponry of a far higher order than anything made today. 128+2d6 damage Soul Extraction.

Degenerator Special: Weakness to Holy. inflicts Poison and Blind. the War Machines are said to have three settings. can attack two different targets *Surge Beam. Regeneration 100. It has been equipped with a device that allows it to absorb thunder-elemental magic with no ill-effects. Absorbs Thunder. 9 ACC. Group. quickly dispatching unprepared heroes. It is impossible to mistake the being before you as anything but a Demon. Weakness to Earth. Flare. Bio. Melt. 8 ACC. Drain. 110+2d6 damage. Poison). An arm is the first thing to emerge – jet-black skin and sickle-like claws.an advisor to a king or a commander in a war. Magical Counterattack (50%). Zombie. Magic: Sickness. 5 ACC. Born from negative energy. 85+2d6 damage. 7 ACC. 9 ACC.2. Stop. Immune to Fear. Final Attack (Surge Beam). gripping the ground as it pulls itself out fully.3m Reaction: Hostile HP: 1005 MP: 460 STR: 13 (+4) VIT: 12 (+4) DEX: 12 (+4) INT: 17 (+5) SPR: 11 (+3) Attacks: *Chaos Blade. world-changing tasks. for example. Category: Humanoid.War Machine Level: 24 Demon Level: 25 The encumbered hulk of a battlemech lumbers towards you. Category: Construct Location: Unknown Size: 3. Designed by the ever-popular Magitek Corp. Refine: Dark Matter 235 . Impervious (Slow. They often use their Advanced Illusion spell to impersonate a Hume. Sleep. 132+3d6 damage. Steal: Potion. inflicts Berserk and Charm Poison Spines.1m . X-Zone. Death. Resistance to Fire. Addle. causes a Short Range knockback Magic: None Special: Immune to Poison. Scourge. twin cannons beginning to hum dangerously… The two-legged Imperial machines – sometimes codenamed GEMINI – are fully-automated offensive juggernauts capable of going toe-to-toe with even the world’s most ferocious beasts and dragons. 75+2d6 damage. Fiend Location: Underground Size: 2. inflicts Blind and Berserk Metal Kick. Steal: Hi-Potion. Resistance to Fire. Advanced Illusion. Curse.1m Reaction: Hostile or Neutral HP: 966 MP: 0 STR: 22 (+7) VIT: 12 (+4) DEX: 18 (+6) INT: 0 (N/A) SPR: 2 (+0) Attacks: *Gemini Gun. SOS-Berserk Evasion: 12 ARM: 30 MARM: 30 Rewards: 1200 gil. Demons are long-forgotten servitors of shadow that are often sent to carry out important. Controlled Defense. Refine: Dark Matter Cinders and a thick black smoke fill the air even as the soil beneath your feet crumbles and gives way. serving as someone with political sway . *Two Weapons. patrol. Humanoid Killer Evasion: 10 ARM: 40 MARM: 20 Rewards: 1300 gil. Arise. and total genocide. eradicate. an abhorrent creation spun from the evil powers of The Void itself. 90+2d6 damage. In combat they are capable of counterattacking with the fearsome Death spell. Stun.

Steal: Elixir. Weakness to Wind. Magical Counterattack (25%). 8 ACC. Often 16-18m long Reaction: Wary Water Dragon Earth Dragon HP: 1080 MP: 660 STR: 12 (+4) VIT: 12 (+4) DEX: 16 (+5) INT: 24 (+8) SPR: 16 (+5) Attacks: Flash Rain. 160+2d6 Earth damage Shockwave. Immune to Seal. 120+2d6 Water damage. Flight. Steal: Elixir. Refine: Supreme Gem 236 . Magical Counterattack (50%) Evasion: 12 ARM: 40 MARM: 60 Rewards: 2. Hyperdrive. White Wind Special: Large. awakening from their slumber every several hundred years to observe the ways of man…before satisfying their endless hunger by devouring some and returning to their reclusive ways. White Wind Special: Large. Often humorless and stoic creatures. Hyperdrive. Stonaga. Group. Absorbs Earth. Weakness to Thunder.500 gil. Refine: Supreme Gem HP: 2280 MP: 360 STR: 16 (+5) VIT: 28 (+9) DEX: 8 (+2) INT: 12 (+4) SPR: 16 (+5) Attacks: Magnitude 8. Flight. Immune to Seal. Physical Counterattack (25%) Evasion: 16 ARM: 60 MARM: 40 Rewards: 2. Illusion. 128+2d6 damage and inflicts Petrify and Stun Magic: Analyze. Watera.Elemental Dragons Level: 25 (Notorious Monsters) The Six Elemental dragons are said to possess great interest in humanity. 50% chance to inflict Blind Water Wing. Wateraga. 4 ACC. the Dragons are quick to anger and quicker still to take offense. Category: Dragon Location: Varies by Elemental Type Size: Varies. 12 ACC. Group. 92+2d6 Water damage.500 gil. They were some of the first beings to walk to planet. Absorbs Water. Illusion. 10 ACC. causes a Long Range knockback Magic: Analyze. Stona. Quake. and have primal ties to the crystals and even the origins of magic.

Weakness to Water. Hyperdrive.500 gil. Flight. Group. Refine: Supreme Gem HP: 1380 MP: 335 STR: 24 (+8) VIT: 16 (+5) DEX: 15 (+5) INT: 11 (+3) SPR: 14 (+4) Attacks: Molten Claw. Immune to Seal. 120+2d6 Fire damage Magic: Analyze. Magical Counterattack (25%). Melt Special: Large. Fira.500 gil. Only usable on enemies affected by Stop. Hyperdrive. Physical Counterattack (25%) Evasion: 12 ARM: 60 MARM: 40 Rewards: 2. Blizzaga. Flight. Immune to Seal. 9 ACC. 96+2d6 Ice damage and has a 25% chance to Shatter Armor Magic: Analyze. Fire. Illusion.Ice Dragon Fire Dragon HP: 1080 MP: 510 STR: 12 (+4) VIT: 12 (+4) DEX: 10 (+3) INT: 18 (+5) SPR: 26 (+8) Attacks: Absolute Zero. 144+2d6 damage and has a 25% chance to Shatter Weapon Blaze. Hailstorm. 108+2d6 Ice damage and inflicts Stop Freezing Dust. 6 ACC. Group. Weakness to Fire. Absorbs Ice. Flare. 216+2d6 damage. Blizzara. Firaga. White Wind. Steal: Elixir. Absorbs Fire. Magical Counterattack (25%) Evasion: 15 ARM: 50 MARM: 50 Rewards: 2. Freeze. Steal: Elixir. Refine: Supreme Gem 237 . Illusion. 4 ACC. White Wind Special: Large. never miss. 11 ACC.

6 ACC. 6 ACC. Absorbs Thunder. 96+2d6 damage and user recovers 100% of damage done as HP. Immune to Seal.500 gil. Illusion. Group.500 gil. Tornado. Flight. Refine: Supreme Gem HP: 1305 MP: 360 STR: 16 (+5) VIT: 15 (+5) DEX: 24 (+8) INT: 12 (+4) SPR: 13 (+4) Attacks: Cyclonic.Thunder Dragon Wind Dragon HP: 1455 MP: 435 STR: 16 (+5) VIT: 17 (+5) DEX: 16 (+5) INT: 15 (+5) SPR: 16 (+5) Attacks: Electrode. 5 ACC. Illusion. Absorbs Wind. Causes a medium range knockback Gale Breath. Refine: Supreme Gem 238 . 96+2d6 damage Magic: Analyze. Steal: Elixir. Thundaga. Thundara. Magic: Analyze. Steal: Elixir. Aerora. Gigavolt. Weakness to Earth. Immune to Seal. Flight. Weakness to Ice. White Wind Special: Large. Aeroga. Magical Counterattack (50%) Evasion: 12 ARM: 50 MARM: 50 Rewards: 2. 9 ACC. has a 50% chance to reduce the target to 1 HP instantly. 120+2d6 Thunder Damage and has a 25% chance to inflict Stun. Magical Counterattack (25%) Evasion: 17 ARM: 40 MARM: 60 Rewards: 2. Hyperdrive. Hyperdrive. White Wind Special: Large. Group.

Immune to Slow. Garland. Curse. Garland is reckless and headstrong. 15 ACC. Steal: Colossus. Immune to Knockback. Haste. 288+2d6 damage. with a love for bloodlust and war. Confident that his defeat will only cause his inevitable rebirth. But his mind had been twisted from the infusions. In recent years. 15 ACC. and he turned against the kingdom that had so honored him. Shinryu has taken to collecting powerful weapons and items from those who challenge him and fail. Roulette Special: Fear. Immune to Petrify. Limit Break: Soul of Chaos. most noble warriors seen in. Upon his defeat he was swallowed up by The Void and reborn in a different time. implying that Shinryu took the life of one of bravest. and possesses many different Job Abilities. Destructive Strike ability. Immune to Seal. Limit Break: Eraser. Thundara.000 gil. Drop: Megalixir. Category: Dragon Size: Roughly 24m end-to-end Reaction: Hostile HP: 3150 MP: 1024 STR: 36 (+12) VIT: 32 (+10) DEX: 29 (+9) INT: 31 (+10) SPR: 44 (+24) Attacks: Atomic Ray. Psychokinesis. 3 ACC. Regen. Its most prized possession currently is the Masamune. Thundaga. allowing it to ignore spell interruption up to 24 times. Shinryu has the Paladin job ability ‘Sentinel’. One target immediately loses 100% of his HP. Immune to Dispel. the father of all Dragons. Among other things. Refine: Three Stars 239 . removes all elemental Resistances and Immunities Magic: Flare. Warcry. Dispel Special: Resistance to Shadow. He was the first of his species and fully intends on being the last. will KNOCK YOU ALL DOWN!!” “I am that which follows…. Meltdown. (An additional 180 damage on all melee attacks.Shinryu Level: 26 (End Boss) Garland Level: 26 (End Boss) “You impertinent fools. Protect.000 gil. Refine: Supreme Gem Garland was an orphan raised as a genetic experiment. 252+2d6 damage and inflicts Confuse. 288+2d6 damage. Garland increases all STR-based damage he does by 5 steps. Call Minions (8 Wyvern). Item Use: Megalixir.) Evasion: 17 ARM: 80 MARM: 30 Rewards: 8. Evasion: 17 ARM: 60 MARM: 60 Rewards: 10. Confuse.8ft Reaction: Varies HP: 2994 MP: 530 STR: 36 (+12) VIT: 30 (+10) DEX: 21 (+7) INT: 12 (+4) SPR: 21 (+7) Attacks: *Crushing Strikes. enhancing his abilities until he had the strength to become a knight and a hero of the people. including Shatter Weapon. Shatter Armor. Large. which is returned to Shinryu as MP. Drop: Masamune. Dark Harvest and Berserker. By releasing his inner demons and turmoil. where he has begun anew. X-Zone.Omega……” Shinryu is a greatwyrm of colossal size. Garland causes a Short-Rage knockback whenever he deals damage. Barrier. Category: Abnormal Size: 6. and has a 25% chance to cause Armor Break Magic: Quake. *Counterattack (50%). Garland has a handful of abilities from melee jobs. Shell. You miserable INSECTS! I. Steal: Megalixir. Skin of Iron and Sentinel job abilities.

Seal Special: Weakness to Fire. Group. Group. 132 (Tendril) MP: 598 (Core). Immune to Poison. Brainstorm. Steal: Megalixir. 0 (Tendril) STR: 2 (+0) VIT: 7 (+2) DEX: 17 (+5) INT: 20 (+6) SPR: 12 (+4) Attacks: Mycotoxin. 220+2d6 damage and King Behemoth gets a permanent +4 bonus to resist negative status effects Atomic Breath. 176+2d6 damage and inflicts Stun for one round Magic: Force Field. This is the end of everything. 100+2d6 damage and inflicts Slow and Poison Silver Powder. fluttering mane and triumphant roars (violent enough to shake the earth itself). then takes 208+2d6 points of Fire M. these cunning floral formations debilitate their enemies with overwhelming status attacks. and Armor Break. They often have a tribe of Mandragora acting as unhappy servants. Category: Abnormal. Snow Size: 21-24ft tall Reaction: Hostile HP: 1962 MP: 514 STR: 22 (+7) VIT: 21 (+7) DEX: 15 (+5) INT: 16 (+5) SPR: 12 (+4) Attacks: Reaping Slash. Weakness to Ice. Advanced Illusion. Thundaga. Multiple Parts. Evasion: 14 ARM: 60 MARM: 60 Rewards: 5000 gil. Stonaga. Legends say that a Behemoth who has subsumed the souls of enough heroes has almost ascended to godhood – these omnipotent predators are the Kings of their kind. Combination Attack (Vampire. Large. has a 50% chance to inflict Charm Magic: Addle. Beast Location: Mountains. Reflect. 10 ACC. Category: Plant Location: Forests Size: Varies drastically from 2-3ft to 9-11m Reaction: Hostile HP: 702 (Core). One enemy is afflicted with Power Break. 9 ACC. 10 ACC. Refine: Mute Mask “This is the end. or even Malboros. you realize. Plains. Osmose. King Behemoths have been known to speak Common and mock adversaries before shredding them. Destructive Strike ability. Soul Break. Speed Break. Magical Counterattack (50%) Evasion: 11 ARM: 30 MARM: 30 Rewards: Steal: Elixir. Sometimes casually referred to as Plant Brains.” No other single creature is as globally feared as the King Behemoth. Flare. Group. all characters have a 50% chance to be Stunned and Feared for one round) Limit Break: Comet Blast.Exoray Level: 28 King Behemoth Level: 28 (Notorious Monster) The three snapping pink jaws of the Exoray begin to make an awful screeching sound and the creature waves its stalks as if attempting to communicate – but not with you. X-Zone. Resistant to Wind. deals 300% damage). 80+2d6 damage. Haste.ARM damage. Bio. Exorays are patches of evil vegetation capable of taking over entire forests. Immune to Seal. Possessing surprising magical aptitude and speed. Reflect. Magic Break. Zombie. Berserk. Terrorize (Whenever the King Behemoth reduces a character to 0 HP. Death. There is a 25% chance for this ability to backfire and affect King Behemoth instead of the intended target. Arcana. Osmose. 4 ACC. Slowaga Special: Counterattack (50%). Final Attack: Meteor. Meteor. Magical Counterattack (50%). Refine: Supreme Gem 240 . watching the independently-moving stemfaces ‘converse’ amongst themselves. Paralyze. Presumably named for its regal. Esuna. Immune to Blind.

Limit Break: Particle Beam. and Soul Break. Group. 16 ACC. Mateus makes an attack roll against all Humanoid enemies. the gift of mortality. Calm. 160+2d6 Holy damage Step Mine. Weakness to fire. He believes that if he is capable of permanently ending time itself he will no longer have to fear death. and use the powers of that dark dimension to make his sovereignty unquestionable and unchallengeable. receiving the positive status effect Float. Evasion: 15 ARM: 40 MARM: 40 Rewards: 11. Xande was quickly driven mad by the thought of dying. they are affected with Charm. Thundaga. Immune to Seal. eternal life will be mine…” Master Xande was originally one of three students to a great sage named Noah. Dimensional Gate Special: Immune to Petrify. Category: Abnormal Size: 6. 185+2d6 damage of a random elemental type Curse of Mortality. Resistance to Holy. 2 ACC. Starfall. Shell. sought to disrupt the flow of time itself. patient and frighteningly intelligent. Osmose. Steal: Potion. all affected targets permanently suffer a -2 loss to all attributes. yet you answer sin with violence upon violence. Power Break.0ft Reaction: Hostile HP: 1962 MP: 1270 STR: 7 (+2) VIT: 15 (+5) DEX: 18 (+6) INT: 37 (+12) SPR: 24 (+8) Attacks: Crystal Cortex. Immune to Seal. then deals an ADDITIONAL 481+2d6 damage and uses No Mercy to likely disintegrate them instantly. Resistance to Shadow. can use No Mercy as an Instant action after using Particle Beam. Master Xande was given a much stranger gift. both of the other apprentices were given great magical powers. Refine: Three Stars “Once you are gone. Speed Break. His mastery of White Magic has given him an abnormally long lifespan in which to dissect the secrets of the Void. Xande teleports a Long Range into the sky. It is man's nature to sin. Immune to Zombie. Category: Humanoid Size: 5. Blizzaga. 4 ACC.000 gil. Magic: All Tier 1-4 Time Magic spells.000 gil. the Emperor has absolute faith in his plots’ inability to fail. he recovers 100% of the damage done as HP) Limit Break: Absolute Dominion. 130+2d6 Fire damage Magic: All Tier 1-4 White Magic spells. When Noah died. Drop: None. Protect. Immune to Zombie. Magic Break. Firaga. Meteo. Refine: Three Stars 241 . Seal.8ft Reaction: Wary HP: 1794 MP: 962 STR: 16 (+5) VIT: 13 (+4) DEX: 22 (+7) INT: 26 (+8) SPR: 31 (+10) Attacks: *Starfall. If successful. Immune to Slow. 8 ACC. Is that not itself a sin?" The ruler of a small kingdom who aims to conquer the entire world. He releases a powerful beam which reduces one random enemy to 0 hit points. 25% chance to Shatter both the target’s Weapon and Armor Hellburst. 128+2d6 damage. 12 ACC. Rasp Special: Immune to Petrify. Group. Drop: Ascalon Steal: Megalixir.Emperor Mateus Level: 28 (End Boss) Xande Level: 28 (End Boss) "Reluctance to forgive has long been a human failing. Quake. or Hellburst. Long Range knockback. Evasion: 17 ARM: 60 MARM: 80 Rewards: 8. Blood Magic (Whenever Mateus deals damage with Step Mine. and in a blind rage. ACC 8.

Immune to Zombie Limit Break: Star Shield. Soon. Paralyze." Kuja is a cybernetic creation given a soul. Immune to Seal. And it is the providence of nature that only the strong survive. Group. the power of the Void will completely be mine. the Hume people turned to an alternative solution to purge their land of corruption and terror. That is why I needed strength. Absorbs Shadow. 11 ACC. Immune to Seal. Degenerator. Doomsday. However. Thus. X-Zone. Poison and Curse. Fiend Size: 115m Reaction: Hostile HP: 4062 MP: 822 STR: 19 (+6) VIT: 40 (+13) DEX: 4 (+1) INT: 21 (+7) SPR: 36 (+12) Attacks: Almagest. Kuja follows this function absolutely. Such is the way of the strong. created by an ancient race of people that believed in the eradication of all life. and the Atomos. Flare. 361+2d6 damage Magic: Elemental Spikes (Shadow). Weakness to Holy. Steal: Regal Cutlass. Each Humanoid opponent is afflicted with Confusion. and the entire earth will kneel!" Hundreds of years ago. Zombie. 3 ACC. Immune to Petrify. Dimensional Gate. Kuja receives Elemental Mastery (Absorbency) to all 8 Elements as well as the effects of Esuna. Warp Special: Large. *Humanoid Killer. Reflect. Category: Plant. the monster Exdeath was born. They found a single tree and attempted to turn it into a solitary prison for the malevolent souls of the restless dead to inhabit. 48+2d6 damage Magic: All Art magic (Perform skill 6). as evil as the many souls that composed him. 0 ACC. Addle. In combat. Soul Drain (Whenever a character is reduced to 0 HP by ExDeath they also lose 3 points of Destiny) Limit Break: Grand Cross.it took a human-like form and walked the land. Seal.7ft Reaction: Varies. Time Stop. and Bahamut summons. believing it ‘unfair’ that the world could someday exist without him. Construct Size: 5. Destructive Strike ability. Wall Change. Evasion: 19 ARM: 60 MARM: 60 Rewards: Steal: Ancient Sword. Usually Hostile HP: 2214 MP: 1310 STR: 6 (+2) VIT: 20 (+6) DEX: 21 (+7) INT: 36 (+12) SPR: 42 (+14) Attacks: *Regal Cutlass. Evasion: 16 ARM: 20 MARM: 90 Rewards: 12. Immune to Petrify. Special: Vulnerable to Holy. with a highly metaphorical and poetic manner of speech. 133+2d6 Shadow damage White Hole. Category: Humanoid.000 gil. Osmose. Odin. Refine: Three Stars 242 . Kuja uses the nigh-indestructible Atomos summon almost exclusively to rain death down upon his foes. He is an exceptional summoner with a love for luxury and elegance. Slow. Stun. Drop: Any legendary accessory. this taint spread throughout the branches of the ancient oak and it became self-aware….ExDeath Level: 28 (End Boss) Kuja Level: 28 (End Boss) “All the hatred in existence would not be enough to defeat me. Barrier. Refine: Three Stars "The weak lose their freedom to the strong. Dispel.

and anger at Ulrich's betrayal. The expedition included Ulrich. They are inflicted with Zombie. Drop: Any legendary accessory. 6 ACC.The Shadowlord Level: 28 (End Boss) "I cannot die. 120+2d6 Shadow damage that causes a Short-Range knockback. Aspir..2m tall Reaction: Hostile HP: 3640 MP: 354 STR: 30 (+10) VIT: 35 (+11) DEX: 13 (+4) INT: 15 (+5) SPR: 17 (+5) Attacks: *Umbral Slash. Each time it emerges from the frozen heights of Xarcabard it unites the lesser beastmen of Vana'diel under a single banner. it is the hour of reckoning! Death itself failed to stay my wrath. he killed them both in a mad rage. X-Zone. Let us see if you can do any better!" A decade before the Crystal War. The Shadowlord creates a whirling black pit under all his enemies. keeper of the race's memories. Weakness to Holy. a powerful Hume swordsman. but none could have anticipated that Ulrich would become blind with jealousy over Raogrimm's budding relationship with the Hume woman. the three nations of Vana'diel launched an expedition to the frozen north. Waterga. Evasion: 13 ARM: 50 MARM: 70 Rewards: 10. Perhaps motivated by the dark spirits of the place. Absorbs Shadow. Steal: Ribbon. Refine: Farplane Shadow 243 . Thundaga. Armor Break and Soul Break. Not until I have eradicated you and your kind from this world. 240+2d6 Shadow damage and target loses 2 points of Destiny. Slow. Magic Break. the Shadow Lord is what remains of Raogrimm. Magic: Rasp. Stonaga.was captured forever in the memory of the crystals. declaring WAR on the nations of man. Raogrimm. Impervious (Slow. 11 ACC. Fiend Size: 9. Large. Now. Not even the most learned scholars could have possibly predicted how the Galkan talekeeper's magic would react with the magicite crystals where he died.. and Raogrimm's infinite sadness. Blighting Blade. Poison) Limit Break: Implosion. and Cornelia. The expedition through the northlands was fraught with danger. a demon consumed by generations of torment.. his friend. Not until I have cleansed this world of your filth! Come. 6 ACC. Group. a beautiful Hume female warrior. Degenerator Special: Fear. Speed Break. Power Break.. Drain. the Galkan Talekeeper. and also become Vulnerable to Shadow damage.000 gil. Blizzaga. 240+2d6 damage Dark Nova. Scourge. Firaga. Aeroga. Category: Abnormal.

Destructive Strike ability. For it is through death that a new spirit energy is born.Kefka Level: 30 (End Boss) Sephiroth Level: 30 (End Boss) “Nothing beats the sweet music of hundreds of voices screaming in unison…Uwee-hee-hee!” Kefka is loud. Steal: Slave Crown. Immune to Seal. 32+2d6 damage Magic: All Tier 1-4 Black Magic spells. often shouting out a taunting quip as he runs. his strength and agility can be referred to as godlike. Auto-Protect. Size: 5.” Sephiroth is a half-human soldier. Debilitate (2) causes a weakness to Holy to all foes. In combat. 576+2d6 damage. Vulnerable to Holy. Category: Humanoid Size: 6. Immune to Slow. 2 ACC.7ft Reaction: Hostile. quickly ending the fight if his foes aren’t prepared. ignores ARM and Protect. Immune to Slow. Kefka is Immune to Knockback effects while using X-Magic. Usually Wary. Immune to Petrify.) Limit Break: Forsaken.ARM damage to each enemy. Flight. Limit Break: Heartless Angel. Until the end of combat. Immune to Zombie. Recovers Kefka’s MP to full. followed by 462+2d6 Holy M. Drop: Any legendary accessory. he later followed his own ruthless agenda. he lets loose a magical assault at a distance before fleeing. Evasion: 17 ARM: 10 MARM: 120 Rewards: 12. Dancing Mad (Kefka can cast 4 spells as a Slow action. So very. Demi Attack. Category: Humanoid Location: Varies. Drop: Any legendary accessory. Call Minions (3 War Machines). causes a Short Range knockback Magic: All Tier 1-4 Black Magic spells Special: Physical Counterattack (50%). Sephiroth does an additional 48 damage with all attacks. He possesses a deep hatred of nearly everything on the planet and an infamously sadistic sense of humor. Refine: Three Stars “Only death awaits you all. but do not fear. HP: 4450 MP: 0 STR: 48 (+16) VIT: 41 (+14) DEX: 52 (+17) INT: 22 (+7) SPR: 44 (+14) Attacks: *Signature Blade. HP: 1875 MP: 1240 STR: 4 (+1) VIT: 20 (+6) DEX: 26 (+8) INT: 33 (+11) SPR: 51 (+17) Attacks: *Morningstar. 216+2d6 damage. Having recently ascended to a new level of existence. but Kefka avoids Deserts when possible. and a fair few from the Fighter list as well. Call Minions (2 Imperial Captains). you will live again as part of me. Auto-Haste. Raised to be part of an elite military organization. the Black Mage Obliterate. Kefka often starts with the spell Doomsday. 17 ACC. very Hostile. Evasion: 26 ARM: 60 MARM: 70 Rewards: 12.000 gil. He possesses job abilities from a variety of different Jobs. including a Ninja’s Shatter Weapon. 12 ACC. 432+2d6 damage Havoc Wing. maniacal and destructive. Immune to Poison. Auto-Shell. almost all of the Samurai abilities. Degenerator Special: Controlled Defense. Refine: Three Stars 244 .2ft Reaction: Varies. Failing this. Immune to Confuse. the results of genetic experiments involving an extra-terrestrial entity.000 gil. Sephiroth’s largest – and possibly only – weakness is his disinclination to use magic. Vulnerable to Holy. Soon. dealing 50% damage with each. His trademark laugh – a high-pitched sociopathic cackle – is feared by the many Magitek-infused henchmen that accompany him at nearly all times. short-tempered.

waiting with infinite patience to be disturbed once again. Time. 19 ACC.Ultima Weapon Level: 30 (End Boss) "A thousand years it has been since a challenger stood before me. Ultima Weapon recovers 100% MP. Fiend Size: 11-12m tall Reaction: Hostile HP: 5250 MP: 1720 STR: 48 (+16) VIT: 50 (+16) DEX: 52 (+17) INT: 49 (+16) SPR: 51 (+17) Attacks: Ultima Drive. created in ancient times by a race of people who sought to use it as an agent of peace. Meteo. Defeat me if you can. Large. Limit Break: Particle Rain. 392 + 2d6 nonelemental M. Weakness to Holy. X-Fight. If any of Ultima Weapon’s spells are absorbed by Runic. Steal: Ribbon. and Black magic spells. Magic: Mighty Guard. Category: Abnormal. 19 ACC. And the creature’s motives are just as mysterious. Ultima has sealed itself deep within the earth. Show me the power you possess. the party can expect to be vaporized in short order. dealing upwards of 700 damage per round. Never-miss. Resistance to Shadow. the character is reduced to 0 HP instantly. Revenge. Refine: Three Stars 245 . The remainder of Ultima’s origin is unknown – only that he still exists and the Ancients do not. Meltdown and Ultima. Evasion: 24 ARM: 100 MARM: 100 Rewards: 80. Drop: All job-specific legendary accessories. In combat.ARM damage Celestial Beam. recovers 100% of the damage dealt as health. 637+2d6 nonelemental M. Immune to Spell Interruption. Slowaga.ARM damage to all enemies. Degenerator . Impervious. All Tier 1-4 White. Special: Fear. Ultima Weapon uses X-Fight to attack four times with either Ultima Drive or Celestial Beam at 50% effectiveness each. If he manages to gain Haste. Degenerator.000 gil. 336 + 2d6 damage that ignores ARM and Protect Cosmic Realignment." The Ultima Weapon is a terrifying blend of monster and machine. This is NOT considered a ‘Death’ status effect. 480+2d6 damage Diffractive Laser.

once per round) Limit Break: Brink of Delusion. Demondance. the Lufenian knight. Garland. Aspir. Flawless Spell: (X-Zone or Mighty Guard can be cast Instantly. Thundaga. All heroes are Dispelled. Slowaga.CHAOS Level: 30 (End Boss) Category: Abnormal. never-miss. Mighty Guard. recognize how insignificant you are and despair. So long as Chaos still exists. as well as his infusion with the four pure elemental crystals. 424+2d6 Shadow or nonelemental damage that removes Auto-Life. Soul of Oblivion.000 gil. 212+2d6 damage and target’s EVA is reduced by 50% until the end of Chaos’ next turn. with a set of pronounced horns and powerful wings. Haste. Chaos generally prefers the form of a four-armed archdemon of dark red or golden-brown hues. But due to the time paradox that he himself orchestrated. Flare. Rewards: 10." Chaos was once a man. Chaos has ascended to a state of Godhood. Steal: Ribbon. In your last moments.6ft Reaction: Hostile HP: 7140 MP: 1780 STR: 53 (+17) VIT: 71 (+23) DEX: 28 (+9) INT: 51 (+17) SPR: 39 (+13) Attacks: Divine Punishment. he has the capability to turn entire universes into nothingness and controls the pure undiluted Void itself. Group. Refine: Unknown 246 .. Good game.the worst is yet to come. When forced into combat. Warp. Degenerator. Fiend Size: 7. Absorbs Shadow. Immortal and unstoppable. are given a Weakness to Shadow. Weakness to Holy. Quake. Large. 357+2d6 damage and all damaged targets cannot use Destiny for two rounds. Drop: Any legendary accessory. affected with Curse. Blizzaga. X-Zone Special: Fear. 15 ACC. Magic: Firaga. Tornado. clutch that wisdom. Evasion: 30 ARM: 150 MARM: 150 “I can see the weakness in your heart. and are then dealt 742 +2d6 points of Shadow damage. the Fantasy is far from final. 20 ACC. You cannot surpass me. and costs no MP. Protect and Shell. Impervious. lose all elemental Immunities and Resistances.

all negative status effects are cleared. When Defending in combat. Weak to Water. Causes Soul Break and Speed Break to one opponent. 8 ACC. Immune to Confuse.) Limit Break: Warpath. the Drowned King Level: 12 (Boss) HP: 340 MP: 86 STR: 18 (+6) VIT: 10 (+3) DEX: 8 (+2) INT: 9 (+3) SPR: 5 (+1) Attacks: Slash. 60+2d6 Water M. Cagnazzo of Water. Arise Special: Weak to Fire. They were brought into being at the same time as the four Crystals. Immune to Confuse. Sickness. and the battle continues. Now…bring it on!” The Four Fiends are a set of four demons which represent the negative aspects of the four classical elements. Scarmiglione. causing a Short-Range knockback. Absorbs Water. Barbariccia of Wind. Weak to Lightning.ARM damage to all opponents. and die!” “Join me…in a watery hell…” “I will not underestimate you!” “I will restore your strength. Wateraga. but the exact correlation between them is unknown. Immune to Petrify. Seal Special: Immune to Ice. Stona. Magic: Poison. and Rubicante of Fire. then deals 72+2d6 ARM damage to them. 54+2d6 damage Evil Gas. Refine: Second Chance HP: 780 MP: 130 STR: 12 (+4) VIT: 21 (+7) DEX: 10 (+3) INT: 8 (+2) SPR: 12 (+4) Attacks: Bodyslam. Skin of Iron job ability. Limit Break: Tsunami. Stone. we present here Scarmiglione of Earth. Bio. Cagnazzo also regains 78hp per round. Shell. Protect. Evasion: 14 ARM: 20 MARM: 15 Rewards: Steal: Protect Ring. Immune to Petrify. Category: Fiend.) Evasion: 10 ARM: 20 MARM: 10 Rewards: Steal: Rage Ring.The Four Fiends Level: Varies (Bosses) “My true strength lies in death…taste my power. the Blighted Despot Level: 8 (Boss) Cagnazzo. HP and MP are restored to 50% of their maximums. Large. 48+2d6 damage Shell Defend. While their natures and appearances vary. Final Attack: True Form (When Scarmiglione is reduced to 0 hit points. Status Touch: Zombie (25%). 50% chance to cause Curse and Seal. Vulnerable to Holy. Undead. 7 ACC. Magic: Watera. Refine: Second Chance 247 . (Only after using Final Attack: True Form and only works on Humanoids. Humanoid Location: Varies Size: Varies Reaction: Hostile.

Magic: Invisible. Immune to Petrify. Thundara. Evasion: 13 ARM: 30 MARM: 30 Rewards: Drop: Tetra Elemental. Auto-Haste. Protect. 57+2d6 damage and gains Absorb Fire and Absorb Ice for one round. applies Protect to self for one round and Counterattacks with Thundara. Haste. Melt Special: Impervious. Thundaga. Firaga. the Empress of the Winds Level: 15 (Boss) Rubicante. the Autarch of Flame Level: 18 (Boss) HP: 750 MP: 280 STR: 8 (+2) VIT: 12 (+4) DEX: 26 (+8) INT: 14 (+4) SPR: 15 (+5) Attacks: Strike. Vulnerable to Holy. 189+2d6 Fire M. Immune to Confuse Limit Break: Sensory Overload. Addle Special: Immune to Lightning. Strength Break and Dexterity Break. 2 ACC. Flight. 7 ACC. 95+2d6 damage Cloak of Cinders. Confuse. Never miss. Weak to Fire. Seal. Neutralize. then Seal and Confuse on all foes. X-Zone. Refine: Second Chance 248 . Cure III. Weak to Water. Short Range and all enemies. Auto-Shell. Refine: Second Chance Evasion: 17 ARM: 20 MARM: 30 Rewards: Steal: Barrier Ring. Weak to Ice. Shell. Casts Haste on self. HP: 870 MP: 568 STR: 19 (+6) VIT: 11 (+3) DEX: 14 (+4) INT: 27 (+9) SPR: 15 (+5) Attacks: Flaming Blade. inflicts Charm for 4 rounds Wind Shield. 32+2d6 damage Kiss. Absorbs Wind. Protect. Vulnerable to Holy. Limit Break: Inferno. Cure II. Steal: Marvel Shoes.ARM damage. Never miss. Magic: Fira.Barbariccia.

icy or unstable floors. can put a new spin on old fights and give monsters a fighting chance against even much-higher leveled PCs.Thoughts on Balanced Encounters One of the most difficult things to do in this system is create balanced monsters to pit against your party. this status effect is one of the harder types to remove. shield-swinging. clouds of black industrial smoke. Monk and Samurai may breeze through one encounter. we’d be doing you and your players a disservice if we set the rules in stone. Likewise. A good GM knows when to hold back and when to unleash hell. or finding out that the bandit leader has access to a powerful Summon… There’s hundreds of combinations of abilities that will keep your players on their toes. we’d like to take a moment to show you how a few simple spells. but minimize the damage both to themselves as well as the target. Some of the creatures that make an appearance. Melt is cheap at only 10 MP. it’s also a great deal more memorable. and you have a beast that can deal with troublesome mages one by one by destroying all of their MP in a single Slow action. The system was designed that Notorious Monsters and Bosses are the toughest fights. Third up is Rasp. at the tradeoff of the caster taking some magical backlash. Or – since the damage done by Melt is fire-based – simply giving your creature a resistance or immunity to Fire solves the problem. a rank two black magick that can negate a character’s ARM score for a few rounds. Up until players gain access to Esuna or a constant supply of Remedies. one of the best ways to frustrate healers is with the Zombie spell or status. This is why we don’t attempt to enforce which monsters your party should be fighting at a given level. no matter how powerful your heroes might become. so that the spell can take effect on the same turn that the ogre starts swinging away. Such adversaries were included because the existence of ‘super bosses’ are a standing tradition in the Final Fantasy series of games. are clearly outside of the realm of good taste when it comes to monster design. which allows high-INT monsters to expend hundreds of points of MP to reduce their target’s magic point total by the same amount. and regular monsters are generally quite stress-free. Low-INT monsters will still be able to utilize the spell to greatly weaken armor. Fighter. A encounter with a Bomb King inside a burning building is not only more difficult for characters who would otherwise breeze right through the fight. These are foes that simply cannot be beaten except with the most incredible of party designs and boatloads of Destiny. or changing the battlefield. and there’s two ways around the repercussions of the spell. Auto-Protect hero who is often the first to charge in. always cosmic evils waiting in the wings…. 249 . Get into the habit of allowing your players to make broad tactical guesses – machines are weak to lightning. for example – and then introduce a creature that doesn’t fit their stereotypes or an effect the players have never seen before. Unless characters are carrying around the Revivify item. We’d also like to take a moment to talk about the End Bosses in the Bestiary. and serve as a reminder that. or how many at a time. Consider pairing up heavy bruiser monsters with Melt-using creatures. While the Bestiary is a good start. three Geomancers and a Gambler may have an altogether different experience. Combine this with a way for the creature to regain its lost MP through standard actions. it’s impossible for us to create encounters and creatures that are neither too hard or too easy. there are always. all of these things and more can cause hindrances to the party but not the area’s native inhabitants. Because the FFd6 produces vastly different parties based on their Job and ability choices. Instead. like Chaos. the element of surprise is a valuable weapon. This is great for the heavy-armor wearing. All it takes is a single round of Absorbing or Reflecting a caster’s elemental spell to turn the tables in a fight. and should be able to do both skillfully. Don’t underestimate the power of Difficult Terrain! Thick ghostly fogs. First up is the Melt spell. Just remember that life-threatening battles should definitely not be the norm unless that’s what appeals to your group. Every group has their own strengths and weaknesses depending on player style and Job makeup – while a party consisting of a White Mage.

CONCLUSION "It was time to bring the world once more into the light. 250 . comments. You can email me with questions. as they say.com/.returnergames." .ca And that.Final Fantasy None of this would have been possible without the original Final Fantasy RPG by The Returners. or death threats at ffrpg@live. available at http://www. is that. this project would have never have seen the light of day were it not for the Scott Tengelin.

ARM: EVA: Base ACC: Damage Special Properties Tier ABILITIES Athletics (DEX) Awareness (INT) Escape (DEX) Inquiry (INT / SPR) Lore: ______ (INT) Negotiation (SPR) Riding (DEX / SPR) Survival (INT) Synthesis: ______ (INT) Thievery (DEX) Vehicles (DEX) SKILLS Acting (SPR) Disguise (SPR / INT) Healing (INT) Language (INT) Lore: ______ (INT) Perform (SPR) Stealth (DEX) Swimming (STR / DEX) Systems (INT) Trade (SPR) Other: _______ (Any) ARMOR AND ACCESSORY TASK DIFFICULTY Elementary: 5 Easy: 7 Moderate: 9 Challenging: 11 Impressive: 13 Heroic: 15 Godlike: 20 Impossible: 30 INVENTORY (10 Items Max) EXPERIENCE AND WEALTH EXP Gil Destiny .NAME: RACE AND JOB: Attribute Total STR: DEX: VIT: INT: SPR: Attack Type Accuracy LEVEL: Rating HP: MP: ARM: M.

BIO Quote: Gender: Weight: Height: Features: Age: Birthdate: Hometown: GOALS #1: #2: #3: Life Goal: LIMIT BREAKS Name Level 5 15 25 Description MAGIC Name Rank MP Cost Description .

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