Final Fantasy Age Setting
Final Fantasy Age Setting
Final Fantasy Age Setting
v3.0.4
A tabletop RPG setting written for the F
antasy Age system by
Wally Zielinski
Chris Giannoukos
and special thanks to
+Gerben van Eijk
(Download the PDF version)
DISCLAIMER
No copyright is claimed by the authors of this document to any licensed imagery or similarities to
SQUARE ENIX’s FINAL FANTASY Series, and to the extent that material may appear to be infringed, I assert
that such alleged infringement is permissible under fair use principles in U.S. copyright laws.
HISTORY
Welcome to Gaia–A
land of kingdoms and crystals, swords and magic. The denizens of Gaia are
blessed by the light of the 4 crystals:
The crystal of Water grants clean and safe rivers, and people pray to it when they need assistance with
interpersonal relationships.
The crystal of Wind ensures there is always a cool breeze which allows the ships to sail. People pray to it
for matters of intellect and difficult decisions.
The crystal of Earth provides bountiful harvests, and when people need help in their career or financial
affairs, people seek it’s power.
And the crystal of Fire means there is a warmth and light which can always be found, even in the coldest
darkest places. It’s light is a source of inspiration to those who need a jolt of creative energy.
Long ago, a strange and mysterious cult came to power, led by the Mage Hunter Dreggon and his lackeys. He
claimed that if the Four crystals were brought together, it’s light would eradicate sadness, death, and fear. The
world would be a Utopia beyond imagining. As his followers began to grow in number, some of the people began
to believe their words, and war broke out.
The followers worked in secret, infiltrated each Kingdom's security, and even killed their fellow men to achieve
their goals, and eventually they began acquiring Crystals. Each time a crystal was taken from its temple, the world
grew a little darker.
These prophets claimed the Darkening was only temporary–That once all four were brought together, Utopia
would be born. But the people began to fear. Townsfolk starved from lack of harvests, the waters ran dark and
polluted, and the winds could no longer carry ships across the seas. Only the Fire crystal remained protected by
the G
reat King Allag. By the light of this last remaining crystal, he formed an alliance.
The Allagan Alliance was a pact between the four kingdoms of G aia. Each King swore to protect the last
remaining crystal and rend the cultists asunder. To that end, they fought in the B attle of the Four Corners, and
finally all of the crystals were reclaimed. They replaced them in their kingdoms and per the Alliance, created the
Allagan Forces, whose sole purpose was to protect the crystals from ever being disturbed again.
In the 150 years since then, Gaia has become a peaceful place once more. Blacksmiths provide weapons, but
their use is generally frowned upon unless one's life is threatened. Merchants can be found in every corner,
peddling wares and trinkets. Each kingdom is safe and protected by a crystal, and all is as it should be.
But dark forces are never fully quenched, and a plot is unfolding which threatens the happy lives of Gaia once
more. That is when the H eroes of Light s
tep forth...
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ADJUSTMENTS
Currency
In this realm, Gil is used in place of Copper/Silver/Gold. The formula for Gil is as follows:
Gil = Copper × 10 -or- 1000 gil = 100 cp/10 sp/1 gp
Elements
Enemies will generally have elemental weaknesses and resistances. The following table describes how
to modify damage based on elemental attributes.
Attribute Modifier
Weakness +3 Damage
Resistance -3 Damage
Elementalist Arcanist
Sharpshooter Ranger
access to a new set of stunts called Limit Breaks. The number on the stunt die reflects the number of
Limit Stunts they may use. Refer to the table below for Limit Break Stunts:
Limit Break Combat Stunts
1 Braver Your Battle Acuity reaches it’s peak. Reroll the lowest damage die and
take the higher and double the total result.
2 Cross Slash Make a second attack against the same enemy. If both attacks hit, target
is knocked prone
3 X Strike You and an Ally move as one, and strike an enemy so quickly in
succession only half their defenses can apply to either of you. You and
an ally of your choice gain a +2 bonus on your next ability test against
the chosen target. Additionally, you may each use the Pierce Armor stunt
at no SP cost when attacking the chosen enemy.
4 Lunatic High The adrenaline of the battle sends your senses into hyperdrive. Your
attack affects an additional enemy adjacent to your primary target, or
within 6 yards of it if you are using a missile weapon. At the start of the
next round of combat, you are moved to the top of the initiative order.
5 Grand lethal The enemy takes a severe injury preventing it from performing in battle.
Replace The Target’s Stunt Die with a d3 when making Fighting and
Intelligence tests.
Limit Break Spell Stunts
1 Riot Blade Your Mental Acuity reaches it’s peak. If your spell does damage or
healing, reroll the lowest damage/healing die and take the higher and
double the total result.
2 Star Prism The power of the stars lend themselves to your power. Any effect that
requires an opposed test against your spellpower is an automatic failure.
3 Free Energy You draw from the very flow of battle to power your spells. Decrease the
MP Cost of the spell to 0.
4 Last Resort Your Spell triggers a reaction with the ever present magical energies
around you. Your spell’s radius expands by 6 yards in all directions.
5 Great Gospel Your Spell resonates the very heavens themselves. All allies within 20
yards of you heal the amount of your total roll and gain a +2 to defense
for the rest of the encounter.
Doom Points
Similar to Limit Breaks, Doom Points occur on the other side of the threshold, when a character
Critically Fails. This occurs when a player rolls 1s on the non-stunt die. The number of stunts generated
is equal to the number on the stunt die, and players must use stunts from the below table:
Doom Point Table
1 Wiped Out You are very much “off your game”. Replace your stunt die with a d3 for
1d6 nights rests.
2 Serious Your injuries are so severe, you’ll never be quite as healthy again without
Wound intensive care. The next round of damage you take permanently reduces
your maximum HP as well for 2d6 consecutive nights rest.
3 Slow Healer Your wounds will heal, but it will take time. Reduce your Constitution by 1
until you receive three consecutive nights of full rest.
3 Prone You not only failed to hit your enemy, the attack knocks you off balance.
You fall prone and take 1d6 damage.
4 Easy Prey The enemy takes advantage of your weakened position. Add 1d6 to the
next damage you receive.
5 Demoralized Your failure shakes your confidence. Take a -1 to your next Willpower
check.
5 Off Balance You don’t recover as quickly as you should. Reduce Defense by 1 until
your next turn.
6 Fumble You drop your weapon and must use a minor action to retrieve it. This
effect bypasses effects that prevent disarmament.
New Actions
Steal Major Action
You attempt to pilfer something from your target. The TN and the items available to steal will be
determined by the DM.
Scan M inor A
ction
You take a moment to try and identify potential weaknesses in a target. Based on the target, the test
will be determined by the DM (Natural Lore, Arcane Lore, etc). The TN also will vary and the information
obtained will be determined based on your level of success.
Concentrate M inor A
ction
This is an action which can be taken by mages only. You take a moment and concentrate on the next
spell you want to cast. You may add any relevant Arcana focuses to the damage roll of the next spell
you cast.
WARRIOR SPECS
Monk
Class: Warrior
Requirements: Strength and Constitution 2 or higher
and Unarmed Style (Novice)
Skilled martial artists, fighting with nothing but bare
fists. These warriors are at one with the Earth. Their
blinding speed and accuracy will make your head
spin–if they don’t knock it off your shoulders first.
Novice
Your fists are faster than lightning. You can perform
Lightning Attack as a Major Action instead of a Stunt
when using weapons in the Brawling weapon group.
The stunt itself may be used in addition to this, bringing
the maximum number of attacks per turn to three.
Journeyman
You are at one with mind, body and spirit. Learn
Chakra, a Major Action. You can meditate
momentarily to recover 1d6 HP and remove one
disease.
Master
Your martial skills surpass all. Learn the Sweeping
Kick combat stunt. This can only be used when using
weapons in the Brawling weapon group. For 4 SP, your
attack affects all opponents in a 2y radius and knocks them prone.
Dragoon
Class: Warrior
Requirements: Strength 3 or higher and the Pole
Weapon Style (Novice)
Built and trained to slay dragons, these fierce warriors are
one with their Lances, dealing mighty blows to enemies
who dare stand in their way. Practically aerial fighters, their
jumping ability is not to be underestimated.
Novice
Lances are an extension of your own body and d o not
count as an improvised weapon, even if you are on foot.
Also learn J ump, a Major Action which can only be used
when wielding a weapon from the Pole group. You target
an enemy within your movement range to strike from
above. By the power of Dragons, soar high into the sky
until the start of your next turn, then crash down on your
opponent. On this turn, make your attack roll and generate
stunt points normally, but deal double damage. However, if
the enemy has moved 4y or more since you activated
Jump, you automatically miss.
You are unable to be targeted by enemies while in the air.
For the remainder of the round after you land, you may
only perform Free and Minor actions.
Journeyman
Jumping and falling from great heights barely phases you. Strength (Climbing) tests take half the time
they would normally, and you can jump and fall up to 10y with no penalty.
You can also commune with dragons. Learn Speech (Drake).
Master
You learn the stunt Dragonfire for 4 SP. When you perform this stunt, you throw your weapon at an
enemy from above. Deal an additional 1d6+2 penetrating damage.
Samurai
Class: Warrior
Requirements: Perception 2 or higher
Samurai are known for their fierce loyalty and thick
pockets. They are well trained in the art of the
sword and are renowned for their quick reflexes and
expert maneuvers.
Novice
You are quick to spot weaknesses in enemy
attacks. Learn C ounterattack. Whenever an
enemy within your melee range targets you with an
attack, you can make an attack against them as a
reaction if your Perception is higher than their
Dexterity.
This is a free action that does damage equal to 1d6
+ Perception (regardless of your weapon damage),
but the attack roll does not generate stunt points.
Journeyman
You can anticipate the flow of battle, and now
generate stunt points on your Counterattacks.
Master
Keenly aware of the battlefield and your enemy’s weak points, you are able to exploit weaknesses in
enemy movement. Whenever an enemy moves in or out of your melee attack range, you can activate a
Counterattack, regardless of whether or not this enemy targeted you.
Machinist
Class: Warrior
Requirements: B lack Powder Weapons Talent (Novice)
Novice
Based on your talent with guns, you can be
significantly more precise with your weapon, and can
utilize the added force for some devastating effects. If
you roll less than a 10 on your attack roll when using
Machinist abilities, your gun gets Jammed and you
must use a Minor Action to repair it before you can fire
it again.
Black Powder Machinist Ability
Weapon Talent
ROGUE SPECS
Ninja
Class: Rogue
Requirements: D exterity 3 or higher, and Thrown
Weapon Style (Novice)
Sneaking and striking with precision, Ninja’s are
known for being unseen. They stalk the battlefield
dealing powerful blows from the shadows.
Novice
You are well versed in the arts of stealth and
surprise. Learn F
lank, an Activate Action which can
be used when you are behind an enemy or in a blind
spot, and the enemy isn’t currently targeting you.
Attacks made while this skill is activated deal
additional damage equal to your Dexterity.
Journeyman
You are nimble and as one with the shadows. Gain a
+2 bonus on all Dexterity (Stealth) and Dexterity
(Acrobatics) tests.
Master
Weapons fly from your hands with deadly force. Gain
a bonus on all damage from Throwing Weapons
equal to half your Dexterity. (Can stack with Flank.)
Bard
Class: Rogue
Requirements: Communication 3 or higher, Music
Talent (Novice)
Bards are revered for their uplifting spirits and
empowering melodies. You use the power of music to aid
your allies. Although they are not mages, their musical
talent is uncanny, and they can prove to be essential allies
on and off the battlefield.
Novice
Your tunes have the ability to truly inspire. Learn S
ing. As
a Major Action, you may perform a song for one character
to provide them a 1d6 inspiration die which they may use
on any ability test. When used, players roll a 3d6 plus their
inspiration die, and discard the lowest non-stunt die.
Players can only have one inspiration die at a time, and
they expire after 1 minute (or 4 rounds of combat). You
may inspire a number of players equal to your
Communication.
Journeyman
You learn to play music which disrupts your enemies.
Learn Dissonant M elody. As a Major Action, play a song
that confuses your enemies. All enemies must make a Willpower (Self-Discipline) test vs. your
Communication (Performance). If they fail, they suffer a -2 penalty on their next attack or spellcasting
roll and generate -1SP on their next stunt.
Master
You are a skilled performer, known far and wide. When you perform a song for friends and allies, make
a Communication (Performance) test to see how well you are received, and gain the following bonus on
your next turn:
Roll Additional Effect
3-10 +1 Damage
Chemist
Class: Rogue
Requirements: Alchemy (Novice) or better
Swift pockets and nimble fingers, those trained in Chemistry make
the most of every item. Sometimes they even seem to create them
out of thin air!
Novice
You learn the art of synthesizing consumable items, even
transposing those items into exploding versions which can be used
on targets far away. Gain the following bonuses based on your
training in the Alchemy talent:
Alchemy Talent Effect
Dancer
Class: Rogue
Requirements: Communication 3 or higher
Dancers are experts at weaving in and out through a
battlefield, moving deftly from front lines to read
effortlessly. They utilize their body to confuse and startle
enemies.
Novice
Your movements are like water on the battlefield. You
may active S word Dance mode as a minor action.
While this is active, you gain +1 to all stunt points
generated, so long as you are not wearing Mail or Plate
Armor.
Journeyman
Enticing is your middle name. Learn Charm, a Major
Action. By performing a successful Communication
(Seduction) or (Persuasion) test against an adjacent
target’s Willpower (Self-Discipline), you can C harm
them to your way of thinking for a number of rounds
equal to your willpower. If successful, this target must
do as you suggest while under this actions effect.
Otherwise, it has no effect.
At the end of their turn, the target can attempt to break free of your hold on their will by making another
Willpower (Self-Discipline) test vs the original result of your Seduction or Persuasion test. If they ever
take damage from an ally, they will also “snap out” of this effect.
Master
Your dances make waves on the battlefield. While S word Dance is active, you also gain +2 to your
defense.
MAGE SPECS
Astrologian
Class: Mage
Requirements: Intelligence 3 or higher and either Fate or
Divination Arcana
Astrologians derive their power from the stars, and use Tarot
cards to aid allies and disrupt enemies. By reading the paths of
the stars and patterns of the cards, they become in tune with
nature and the bonds of fate. When you take up the Way of the
Astrologian, you obtain a Deck of 78 and this deck becomes your
Arcane Device (if it wasn’t already).
Novice
Your spells are empowered by the energy of the stars. You may
use the K nock Prone stunt as a spell stunt. Also learn Draw.
Draw a card from your deck of 78 (1d6). Gain an effect to
immediately bestow upon yourself or an ally within 20y of
yourself, to last until the start your next turn. Roll a 1d3 to
determine the buff amount when necessary. D raw is a Minor
Action.
1d6 Effect Value
3 The Tower: R
educe the cost of next Stunt (min -1
1 SP)
The stars bless you with luck. You may reroll the result of a Draw until you pull a different card than
before, keeping the final result.
Master
You begin to better understand how cards relate to each other. Immediately after drawing a card, you
can choose not to apply its effect to a target, but instead use it to Empower the next card you use.
Effect is based on card used to Empower. Empower is a Minor Action and costs 3 MP. You may only
carry the effect of one Empowerment at a time; Subsequent E mpower actions will overwrite any
unused Empowerments.
Example: I draw the The Sun, and use 3 MP to Empower my next draw. On my next turn I draw The Moon. I can
now reduce MP cost for a friendly character by 6.
Card Drawn Empower
The Star, The Chariot Extend duration. Effect lasts for 2 turns
instead of 1.
The Moon, The Tower Widen radius. Use the effect on all
targets in a 6y radius.
Summoner
Class: Mage
Requirements: Willpower and Communication 2 or Higher
In a distant land lies a special form of Magic where masters
of a certain Arcana could call upon deities to perform
miracles on their Behalf. This power has since been lost to
the ages, however, those who know of its power seek to call
upon it.
Novice
You can now invoke the physical forms of Arcana. Learn
Summon, a Major Action. When you attain Journeyman in
an arcana, you also obtain it’s Summon. Refer to the table
below to determine what Summons you have received. You
may only use Summon once per encounter.
Also learn C
hanneling, a Major Action. You can begin
channeling a specific Summon. While Channeling, you
cannot move or perform any other actions, but each
consecutive turn you spend Channeling reduces the TN of
the Summon by 1, to a maximum of -4 TN. Each turn, you
may decide whether to continue Channeling or to attempt
to Summon.
Journeyman
Your Empathy with Summons has opened your eyes to
other ideas and perspectives. Gain a +2 bonus to
Perception (Empathy) and Communication (Animal
Handling) tests.
Master
You are in tune with your Summons more intensely than before. You may reroll a failed Summoning roll
and keep the second result.
Arcana Summon MP TN Effect
--- Carbuncle -- 13 Gain this Summon by default. Carbuncle follows you, but can be
assigned another player to follow instead as a free action. While
active, you can use this free action at any time to change
Carbuncle’s designated character. All allies within it’s light (10y)
gain a +2 bonus on all tests to resist spells. Can also be used to
like a torch to light passageways. While you have Carbuncle active,
your max MP takes a penalty of 10+half your Level (rounded
down). You cannot Summon again until Carbuncle is dismissed.
Dismissing Carbuncle removes the MP penalty but the character
does not regain any lost MP.
Air Garuda 25 17 You call upon the bloodthirsty maiden of the winds to displace
your enemies in a flurry of wind and feathers. Choose an enemy
within 30y of you. Deal 1d6+9 Damage to enemies in a 5y radius of
your target. Enemies affected may be pushed 5y in any direction.
Divination Cait Sith 30 16 A mischievous talking cat reads your party’s fortune. All Allies
receive a +2 Bonus to their Defense and to all Attack rolls for the
remainder of the encounter, or 1 hour.
Draw Siren 25 16 Plays a song that sings sweetly in your allies ear and spells doom
for your foes. All hearing allies gain the effect of Drain Samba.
For the remainder of the encounter, players restore their HP for
half the amount of damage they deal (before armor).
Earth Titan 30 17 Stalwart defender of the earth emerges and erects a mountainous
wall to defend you and your allies. Choose an ally within 20y of
you. A spherical Wall with a 12y radius is erected centered around
this target. It’s has an Armor Rating equal to your Willpower and
it’s HP is equal to your Spellpower + Level. Enemies attacking
allies in the wall will still make attack rolls vs. their defense, but the
Wall will take any damage, until its HP reaches zero. While the wall
is up and has HP, enemies outside it must make a Dexterity
(Climbing) test vs. your Spellpower in order to move over it.
Fate Tonberry 30 19 A small tonberry with a gleaming knife waddles up to your target
and impales them. Choose a target within 20y of you. Deal
penetrating damage equal to the Target’s Defense+Your
Spellpower.
Fire Ifrit 40 18 In a swathe of flames, a demon appears and spreads fire and
chaos in its wake. Choose a target within 30y of you. Deal 2d6+8
damage to all enemies within a 15y radius of your target. Affected
targets who fail a Dexterity (Acrobatics) test vs. your Spellpower
are also knocked prone.
Gravity Atomos 35 18 A towering disembodied mouth rises, and begins swallowing up
everything in it’s path. Choose a target within 30y of you. This foe
and all foes in a 20y radius of them take 2d6+3 penetrating
damage and must make a Constitution (Stamina) test. If they fail,
they are moved 6y closer to your target.
Healing Unicorn 30 19 A unicorn with a gleaming horn gallops into the battlefield to aid
those in need. Choose an ally within 30y of you. This ally and all
allies within a 12y radius are Revived and have their HP and MP
fully restored.
Heroic Gilgamesh 20 16 Legendary hero Gilgamesh lands in the battlefield, wielding one of
two blades to varying degrees of success.
Roll a 3d6 to determine effect.
≤12 Excalipoor Deal 1d6+Willpower damage to one target
within 30y of you.
Ice Shiva 25 17 The battlefield chills, and out of icicles that form, a woman
emerges. With a snap of her fingers, the ice shatters, leaving
behind cold devastation. Choose a target within 30y of you. Deal
1d6+7 Damage to all enemies in a 10y radius of this target.
Affected enemies have their speed halved for the next 3 turns.
Light Alexander 40 21 A castle of stone floats down from the heavens above, guided by
silver wings, unleashing a flurry of golden beams upon your
enemies. All targets in a 15 yard circle you designate take 2d6 +
Twice your Willpower penetrating damage and are seared. At the
start of their turn, affected targets must succeed a Willpower
(Faith) test vs. your Spellpower, or take another 1d6 + your
Willpower penetrating damage. This effect continues until they
succeed or until 3 of their turns pass.
Lightning Ramuh 45 20 Looking upon the battlefield, a bearded man with a large staff calls
upon the sky itself to deliver judgement. Choose a target within
20y of you. Deal 3d6+6 penetrating damage against this target. Up
to 4 enemies within 10 yards of this target also take
2d6+Willpower penetrating damage.
Poison Cúchulainn 30 16 An abomination from the depths of hades rises into the battlefield,
carrying all the miasma of the dead with it. All enemies on the
battlefield must make a Constitution (Stamina) test vs. your
Spellpower, and if they fail they are diseased with F
ever, Poison,
and Virus.
Power Bahamut 50 22 The sky itself parts to call the King of Dragons. His breath leaves
devastation in its wake. Choose a target within 30y of you. Deal
2d6 + Your Spellpower penetrating damage to all enemies in a 12y
radius of your target.
Shadow Diabolos 30 17 A spherical void swallows up all light in a 10y radius around a
target of your choice within 30y, creating a dense fog of darkness
that lingers for 1 hour or encounter. All targets affected (even
those with Dark Sight) have their speed halved and must make
successful a Dexterity (Acrobatics) test vs your Spellpower when
moving through the fog. If they fail, they fall and take damage
equal to 1d6 + (their Constitution ×2), and are knocked prone.
Shield Carbuncle+ -- 18 Carbuncle functions as he does normally, but instead applies the
effect of P
rotect and S
hell on all those in range of his light.
Increase his MP penalty to 20 + Half your Level (Rounded down)
while in this mode.
Time Chocobo 30 16 The forest bird emerges onto the battlefield and provides a
blessing to your allies with a resounding ‘Kweh!’ Increases the
Speed of all allies by 6 and bestows upon them one bonus Minor
and Major action, which expires at the end of the encounter if
unused.
Water Leviathan 40 18 A sea serpent appears on the battlefield, riding a tsunami that
engulfs even the driest landscape. Deal 2d6+7 damage in a 20y
radius, and make the battlefield soaking wet. All enemies are now
considered weak to Lightning damage.
Wood Sylph 25 16 Protectors of the forest heed your call and come to your aid,
calling upon the forest itself to assist you wherever you may be.
Thorned trees and plants begin to grow even in the harshest
Black Mage
Class: Mage
Requirements: Intelligence 2 or higher
With unparalleled wisdom and wit, Black Mages use their
knowledge of the different dimensions of the universe to
enhance their spells. They are frightfully powerful on the
battlefield -- If you encounter one, you better hope they are
on your side!
Novice
Your mind is sharp and in tune with the world around you.
You may spend additional MP to improve your Spellpower for
a single cast. Pay MP relative to your Willpower and refer to
the chart below to obtain the bonus:
MP Cost Spellpower
bonus
Willpower + 1 +1
Willpower × 2 +2
Geomancer
Class: Mage
Requirements: Willpower 2 or higher; Intelligence (Natural Lore) focus
Novice
You begin to understand the language of the planet
around you. If you fail an Intelligence (Natural Lore)
test, you may reroll it but you must keep the second
result.
Additionally, learn Nature’s Wrath. When you are
attacked with Elemental magic, you can counter with
your own. The spell you counter with must have an
MP cost no greater than 4 and must have a casting
time of a Major Action or less. When using this
action, the MP cost of whichever spell you choose is
always 4.
Journeyman
The whispers of the planet keep you aware of the
world around you, but only if you listen. You my
attempt to S cry on a person you’ve met or a location
you’ve been to. This costs 5 MP and takes 10
minutes. The DM will describe the visual clues you
receive from the planet about what is around the
object of your Scry at the time you cast it.
Master
You may implore the planet to aid you in your quest.
Describe the assistance you seek, and roll 3d6. If
you roll a number equal to or lower than your level, the planet hears your plea, and intervenes. The DM
chooses the nature of the intervention. If you succeed in earning the Planet’s favor, you cannot use this
ability again for 7 days. Otherwise, you can attempt it again after a full 8 hours of rest.
MYSTIC KNIGHT
Primary Abilities Strength, Fighting, Intelligence, Willpower Starting Health 25 + Con + 1d6
Weapon Groups Brawling, and any two others as long as at least one of the following is chosen: Axes,
Bludgeons, Heavy Blades, Light Blades, Spears or Staves.
Talents May take any Talent except: Dual Weapon Style, Quick Reflexes, Thievery, Scouting, or
Armor Training
Starting Equipment One weapon, an arcane device, and Heavy Leather armor
The Mystic Knight class sacrifices physical mobility for diversity in battle. These warriors are often seen in the
form of Holy or Dark knights, but can be crafted in many versatile ways. They are allowed to take on a limited
number of Arcana, but none of them are off-limits--they can even Master one, if they choose.
Mystic Knights can be found either in the rear, defending the mages of your group, or on the front lines along with
the warriors. Since they are able to wear armor without hindering their magical abilities, they know how to take a
punch. However, what they gain in versatility, they lack in agility. These knights tend be cumbersome and slow.
It takes great patience and determination to master both Might and Magic. Know this before taking on the
challenge.
Lv 1
Arcane Token: Each Mystic Knight must have a small token by which to
channel their magical abilities. It can be a piece of jewelry, an orb, a tome, or
even a tattoo. Choose your Arcane Token before you make your character. If
you lose your Token for any reason, you will need to spend an hour and 5
MP recrafting or finding a new one.
Magic Training: Study a New Arcana. B ecome a Novice in one of the
following Elemental Arcanas: Air, Earth, Fire, Ice, Lightning, or Water. They
are considered to have Spellpower equal to 8 + Willpower.
Magic Points: Gain M P equal to 10 + 1d6 + Willpower. MP will increase as
you level. From levels 3-9, You gain 1d6 + Willpower MP on odd levels. From
level 11 onwards, you gain only Willpower on odd levels.
Starting Talent: You become a Novice in one of the following talents:
Archery Style, Pole Weapon Style, Single Weapon Style, Throwing Weapon
Style, Two-Hander Style, Unarmed Style, Weapon and Shield Style. You also
become a Novice in M age Armor Training.
Lv 2
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.
Lv 3 Lv 4
Study a New Arcana. Become a Novice in any new New Specialization: You may choose one specialization
magic talent. for your class. You gain the Novice degree of its
specialization talent.
Follow-up: You cast a spell after striking a foe with a
melee attack, or vice-versa. This is a stunt that costs 3 stunt
points. If casting a spell, it cannot have a MP cost greater
than 3, and a casting roll is required as usual. If you roll
doubles on this attack or spell casting roll, do not generate
additional stunt points.
Lv 5 Lv 6
Advanced Arcana. Obtain the next degree of New Specialization Talent: You gain the
understanding in any of your chosen Arcana. Journeyman degree in the specialization talent you
gained at level 4.
New Talent: You become a Novice in a new talent or
gain a degree in a talent you already have.
Lv 7 Lv 8
New Weapon Group: You learn a new weapon group New Specialization Talent: You gain the Master degree in
of your choice. the specialization talent you gained at level 6.
New Talent: You become a Novice in a new talent or Elemental S trike. For 2 SP, you may use an Elemental
gain a degree in a talent you already have. Arcana you have achieved Novice or better in to empower a
physical attack. Treat all damage as Elemental based on the
Arcana used to empower.
Lv 9 Lv 10
Absorb Mana: Whenever an enemy deals damage to Advanced Arcana. Obtain the next degree of
you as a direct result of a spell, automatically regain understanding in any of your chosen Arcana.
MP equal to that spent by the enemy.
Lv 11 Lv 12
New Talent: You become a Novice in a new talent or New Specialization: You may choose one new
gain a degree in a talent you already have. specialization for your class. You gain the Novice
degree of its specialization talent.
Magic P oints: From level 11 onwards, only gain
Willpower in MP on odd levels.
Lv 13 Lv 14
Study a New Arcana. Become a Novice in any new New Specialization Talent: You gain the
magic talent. Journeyman degree in the specialization talent you
gained at level 12.
Sinister S
trike: You are an achieved spellsword.
When using E lemental Strike with an Arcana you
have achieved Journeyman or better in, add your
Willpower to the attack damage.
Lv 15 Lv 16
Study a New Arcana. Become a Novice in any new New Specialization Talent: You gain the Master
magic talent. degree in the specialization talent you gained at level
12.
Brute Force: You can substitute Strength for
Willpower when dealing damage with spells.
Lv 17 Lv 18
New Talent: You become a Novice in a new talent or Advanced Arcana. Obtain the next degree of
gain a degree in a talent you already have. understanding in any of your chosen Arcana.
You may perform E lemental Strike for -1 SP.
Lv 19 Lv 20
New T alent: You become a Novice in a new talent or Master Mystic: Pick one type of stunt. You gain a +1
gain a degree in a talent you already have. bonus when generating stunt points of that type.
Paladin
Class: Mystic Knight
Requirements: Willpower 2 or Higher, Healing Arcana
(Novice) or better
Paladins are blessed with holy magic and are the wall
that prevents e vil from preying on the weak. While
Guardians tend to defend on the front lines, Paladins can
often found taking up the rear, offering aid to the mages
and archers in their party.
Novice
Become a sentinel on the battlefield, selflessly
protecting allies with your body and shield. Choose an
ally and enter Cover mode with an Activate action. Once
per round, if your chosen ally is within movement range
and is going to take damage, you may dash to them and
take the blow in their place. If you are holding a shield,
you may use half your Armor Rating to mitigate some
damage (unless the blow itself is penetrating).
Journeyman
Your aura radiates holy energy. When you successfully
Cover for an ally, they restore HP equal to 1d3 + your
Willpower.
Also gain the ability to Sense E vil. Gain a +2 bonus on
Perception tests to search for malicious characters or
items.
Master
You are adept in the art of self-sacrifice, and learn to out-maneuver opponents even as you are dashing
to your ally’s aid. You may use your full Armor Rating when using a shield to cover attacks (unless the
blow itself is penetrating).
Dark Knight
Class: Mystic Knight
Requirements: S trength and Constitution 2 or
higher; Shadow Arcana (Novice) or better
These fierce warriors tap into the darkness in their
own hearts to cause equal pain to their enemies.
They sacrifice their own life and well-being to this
end, and thrive off the damage they do in battle.
Novice
You earn more lethal blows at the cost of your own
lifeforce. With an Activate action, you can enter
Darkside mode. Lose HP for each attack or
damage-dealing spellcasting roll you make in this
mode equal to the number on the stunt die, and add
the same amount to the damage of the attack.
You are unable to be healed with magic or items
until you end Darkside. You can end D arkside with
another activate action.
Journeyman
Your thirst for blood empowers you. While
Darkside is active, you may use the Siphon stunt.
For 3 SP, restore HP equal to twice the amount you
paid for Darkside this turn (ignore the no-healing
penalty of Darkside).
Master
You tap into the deepest depths of your tormented
soul. Your D arkside gains a permanent +3 bonus.
Note that this affects the HP cost to you, as well as
the damage buff.
Red Mage
Class: Mystic Knight
Requirements: Fighting and Intelligence 2 or
higher
Quick to utilize their full skillset, Red Mages are the
epitome of a Jack-of-all-trades. Their signature
move relies on switching to and from magic to
melee, dealing fast and lethal damage.
Novice
Stringing together magic and melee is
second-nature to you. When you perform the
Follow-up stunt, you may cast a spell with a cost
of up to 5 MP instead of the usual 3.
Journeyman
When you are motivated, nothing can stop you. You
may now use the S wiftcast. You may double the
MP cost of a spell to reduce it’s casting time by half.
For example, if a spell is usually a Major Action, you
can use Swiftcast to cast for a Minor Action
instead. Spells with 1 minute casting times are
reduced to 30 seconds (2 rounds of combat).
Master
Use might and magic with a particular flourish,
chaining together melee attacks and spells with
ease. You now generate additional stunt points on
each casting or attack roll you make when using
Follow-up. However, each consecutive Stunt used
increases the cost of all stunts by 1.
Gun Mage
Class: Mystic Knight
Requirements: Intelligence 2 or higher; Black Powder
Weapon Group
Mystics who have chosen to take up gun ownership are
known as Gun Mages, and they are learned in the art of
creating ammunition from their own mental prowess, able
to channel their magical abilities through their weapons.
Novice
Learn to create ammunition with your mental ability. You
can substitute ammunition for MP at a rate of 2 MP per
round. When using MP rounds, damage from your gun
counts as magical. Loading your gun with an MP round is
a Minor Action.
Journeyman
Targeting enemies is even easier when you use your
intuition. You can substitute Intelligence for Accuracy
when using Black Powder weapons.
Master
You are at one with the elements in your arsenal. When
shooting MP rounds, you may use Elemental Strike at
no SP cost by investing an additional 1 MP per round.
Rounds you have empowered with this method deal
additional damage equal to your Intelligence.
Tactician
Class: Mystic Knight
Requirements: P erception 2 or Higher
Experts of battlefields, monsters, and strategy.
Tacticians use their superior intellect and calm
demeanor to identify weaknesses and craft master
plans.
Novice
If you are stronger, appear weak, and if you are
weaker, appear stronger. The truth of these words
resonates with you. You may reroll Scan ability tests
and take the better result.
Journeyman
The Battlefield is an essential aspect of any battle,
able to tilt the battle in one way or another. Choose a
focus: Hearing, Smelling, or Touching. If you fail a
Perception test with your chosen focus, you can
reroll it, but you must keep the result of the second
roll.
Master
You are able to convey your plans easily and fluently
to those who would listen and follow. If you spend
10 minutes explaining a cohesive plan to a group of
people total to your communication, they gain a +2 to all ability tests for any effort geared toward
bringing that plan to fruition.
ARCANA
Poison
You learn to weaken your enemies from the inside out.
Novice: You learn the spells F ever and Bio
Journeyman: You learn the spell V irus. Also gain the focus Intelligence (Poison
Arcana)
Master: You learn the spell F
ester. You can also choose one spell stunt to use
for -1SP when using Poison Arcana.
Fever
Requirement Poison Arcana (Novice) Spell Type Utility
MP Cost 3 Casting Time Major Action
Target Number 10 Test Constitution (Stamina) vs. Spellpower
You inflict a target within 10y of you with a mostly harmless yet fiercely stubborn poison for four turns. Your
target must succeed a Constitution (Stamina) test vs your Willpower. If they fail, their body begins to fight it's own
defensive systems, leaving them more susceptible to diseases. The target takes a -2 penalty on Constitution
(Stamina) tests for four turns.
Bio
Requirement Poison Arcana (Novice) Spell Type Attack
MP Cost 5 Casting Time Major Action
Target Number 11 Test Constitution (Stamina) vs. Spellpower
Poison your target. Choose an enemy within 15y of yourself. The target must make a Constitution (Stamina) test
vs. your Spellpower. On a success, the spell has no effect. On a failure, the target takes 1d6 + Willpower
penetrating damage. At the start of each their turns, the target must make another Constitution (Stamina) test vs.
your Spellpower, taking 1d6 + Willpower penetrating damage on a failure. The spell continues until a successful
test is made or four rounds pass.
Virus
Requirement Poison Arcana (Journeyman) Spell Type Attack
MP Cost 8+ Casting Time Major Action
Target Number 14 Test Constitution (Stamina) vs. Spellpower
You focus your rot against your targets immune system. A target within 10y of you makes a Constitution
(Stamina) test vs. your Spellpower. If they fail, they cannot be healed with magic or items for 2 turns, or until the
target’s HP reaches zero. Player can invest an additional 4 MP to increase the duration by one turn. This status
can be cured by an Antidote.
Fester
Requirement Poison Arcana (Master) Spell Type Attack
MP Cost 11 Casting Time Major Action
Target Number 16 Test Constitution (Stamina) vs. Spellpower
If a target is wounded, you can make their wounds fester. Choose an injured target within 15y of yourself to deal
2d6+Willpower penetrating damage. If they fail a Constitution (Stamina) test, they are also diseased with Bio.
Gravity
Bend the forces of space itself to your will.
Novice: You learn the spells F loat and H
eavy
Journeyman: You learn the spell W arp. Also gain the focus Intelligence (Gravity
Arcana)
Master: You learn the spell D
emi. You can also choose one spell stunt to use for
-1SP when using Gravity Arcana.
Float
Requirement Gravity Arcana (Novice) Spell Type Defense
MP Cost 3 Casting Time Major Action
Target Number 9 Test None
You manipulate space itself to temporarily levitate one character within 20y of yourself 1ft. off the ground. This
character ignores any terrain penalties, and stays floating for four turns or one minute. They are also considered
immune to Earth elemental damage.
Heavy
Requirement Gravity Arcana (Novice) Spell Type Attack
MP Cost 5 Casting Time Major Action
Target Number 13 Test Strength (Might) vs. Spellpower
Choose a target within 15y of you and strengthen the force of gravity around them. This target is afflicted with a
-2 penalty to Speed and Dexterity, and increases Strain by 2. If the enemy is wearing metal armor, they must
succeed a Strength (Might) test vs. your Spellpower or increase the potency of Heavy to 3. On each turn, the
target can make another Strength (Might) test to see if they can break the effect.
Warp
Requirement Gravity Arcana (Journeyman) Spell Type Utility
MP Cost 9+ Casting Time Variable
Target Number 14 Test Willpower (Self-Discipline) vs. Spellpower
Bend space and time to warp a target somewhere else. Choose a target within 20y of you. If this target fails a
Willpower (Self-Discipline) test vs. Your Spellpower, they can be instantly teleported to a location of your choice
within 10y of their current position. The new location must be on the ground (you cannot send a taget off a cliff)
and you must be able to see it. Additionally, the path from which you want to warp one target to another must
have a clear, unobtrusive path. Friendly characters and allies can choose to bypass the resistance test.
By expending additional MP, you can expand the radius of this spell and affect more than one target at a time. Pay
an additional 3 MP per target. You may move a number of targets equal to your Willpower. The casting time
becomes a Major Action if moving multiple targets.
Demi
Requirement Gravity Arcana (Master) Spell Type Attack
MP Cost 10 Casting Time Major Action
Target Number 16 Test None
The fabric of the universe bends to your will. Choose a target within 20y of you and roll a 1d6 + the target's
Constitution to determine the percentage of their total HP to deal as penetrating:
1d6+Con Damage
≤ 2 5% (1/20)
Time
The mysteries of time do not elude you.
Novice: You learn the spells H aste and Slow
Journeyman: You learn the spell Q uickening. Also gain the focus Intelligence
(Time Arcana)
Master: You learn the spell T
imeslip. You can also choose one spell stunt to
use for -1SP when using Time Arcana.
Haste
Requirement Time Arcana (Novice) Spell Type Defense
MP Cost 4 Casting Time Major Action
Target Number 11 Test None
Share your understanding of time with a target of your choice within 15y. For them, time itself seems to slow
down. Double their speed for three turns.
Slow
Requirement Time Arcana (Novice) Spell Type Attack
MP Cost 6 Casting Time Major Action
Target Number 13 Test Dexterity (Initiative) vs. Spellpower
Manipulate time to your advantage. For your target, time appears to speed up around them. Their speed is
considered halved for up to three turns, but they may try and break the effect at the start of their turn by
succeeding a Dexterity (Initiative) test vs. your Spellpower.
Quickening
Requirement Time Arcana (Journeyman) Spell Type Utility
MP Cost 10 Casting Time Major Action
Target Number 14 Test None
Adjust the flow of time, and change the order of Initiative. Choose one target to be moved to the top of the
initiative order for the remainder of the encounter. On their next turn, this character can take one additional Major
Action than normal.
Timeslip
Requirement Time Arcana (Master) Spell Type Attack
MP Cost 12 Casting Time Major Action
Target Number 16 Test Dexterity (Initiative) vs. Spellpower
Your understanding of time develops enough to stop a target in their tracks. All targets within 10y must pass a
Dexterity (Initiative) test vs. your Spellpower, and if they fail have their initiative order dropped to the bottom for
the remainder of the encounter, and cannot make a Major Action on their next turn.
Ice
Whip up a blizzard with deadly accuracy
Shield
Novice: You learn the spells P rotect and Shell
Journeyman: You learn the spell W all. Also gain the focus Intelligence (Shield
Arcana)
Master: You learn the spell R
eflect. You can also choose one spell stunt to use for
-1SP when using Shield Arcana.
Protect
Requirement Shield Arcana (Novice) Spell Type Defense
MP Cost 4 Casting Time Major Action
Target Number 9 Test None
A veil of arcane magic envelops a single target, protecting them from physical harm. Choose a target within 8
yards of you that you can see. For 1 minute, this target increases its Armor Rating by 2. In addition, adversaries
wishing to knock the target prone must spend an additional 1SP to do so.
Shell
Requirement Shield Arcana (Novice) Spell Type Defense
MP Cost 5 Casting Time Major Action
Target Number 10 Test None
You may grant the power of an arcane bubble to provide a barrier against magical damage. Choose a target within
8 yards of you that you can see. For 1 minute, this target reduces all magical damage taken (even penetrating) by
2, and may reroll any ability tests related to resisting spell effects (keeping the second result).
Wall
Requirement Shield Arcana (Journeyman) Spell Type Defense
MP Cost 11 Casting Time Major Action
Target Number 14 Test None
You may bestow a boon of temporary stamina upon a target within 6 yards of you. This character gains additional
HP equal to your Spellpower for the next hour, as well as the Constitution (Stamina) focus, if they didn’t have it
already.
Reflect
Requirement Shield Arcana (Master) Spell Type Defense
MP Cost 15 Casting Time Major Action
Target Number 16 Test None
Surround yourself in a warped shield of pure mana which deflects magic. The next spell to target you ricochets off
and affects the person who casted it instead. The caster must make any resistance tests against it’s own
Spellpower, and calculate damage based on it’s own ability scores.
Draw
Novice: You learn the spells D rain and Osmose
Journeyman: You learn the spell A bsorb Stats. Also gain the focus Intelligence (Draw
Arcana)
Master: You learn the spell A
ction Drain. You can also choose one spell stunt to use
for -1SP when using Drain Arcana.
Drain
Requirement Draw Arcana (Novice) Spell Type Attack
MP Cost 5+ Casting Time Major Action
Target Number 12 Test None
You tap into the magical forces around you to suck the life from your victim. Deal 1d6 damage per 5 MP you
spend (up to a maximum of 3d6 for 15 MP) to an enemy within 10 yards and restore half that amount (rounded
down) to yourself.
Osmose
Requirement Draw Arcana (Novice) Spell Type Attack
MP Cost 0 Casting Time Major Action
Target Number 14 Test Willpower (Self-Discipline) vs. Spellpower
Your sheer will is strong enough to induce the mana powers from your target to be absorbed into you. Choose a
target within 10 yards of you. If they fail a Willpower (Self-Discipline) test vs. your Spellpower, you obtain an
amount of Mana Points equal to 1d6 + twice the target’s Willpower. Otherwise, nothing happens.
Sap
Requirement Draw Arcana (Journeyman) Spell Type Attack
MP Cost 10 Casting Time Major Action
Target Number 15 Test None
Adept at identifying strengths and weaknesses, you learn to take some strength for yourself. Choose a target
within 10 yards and an Ability. The target loses one point of the chosen Ability score for one minute, and you gain
a point of the same Ability for the same length of time. A target can only be affected by this once, casting it again
overrides and dispels the previous effect.
Action Drain
Requirement Draw Arcana (Master) Spell Type Attack
Light
Novice: You learn the spells F lash and Banish
Journeyman: You learn the spell F aith. Also gain the focus Intelligence (Light
Arcana)
Master: You learn the spell H
oly. You can also choose one spell stunt to use for -1SP
when using Light Arcana.
Flash
Requirement Light Arcana (Novice) Spell Type Attack
MP Cost 3 Casting Time Major Action
Target Number 10 Test -Perception (Seeing) vs. Spellpower
A flash of blinding light emanates from your body. If anyone within 3 yards of you is currently attacking you, they
are blinded for a number of turns equal to your Willpower. All other targets within the radius must make a n egative
Perception (Seeing) test vs. your Spellpower or are also blinded. Each time a target is afflicted with Blindness,
they gain a stacking +2 bonus to resist the same effect until the end of the encounter.
Banish
Requirement Light Arcana (Novice) Spell Type Attack
MP Cost 5 Casting Time Major Action
Target Number 12 Test Willpower (Faith) vs. Spellpower
Unleash a beam of holy energy from your arcane device that pierces all targets in a straight line that is 10 yards
long and 1ft wide. The first target takes 1d6 + Willpower damage. All other targets in the area of effect must
succeed a Willpower (Faith) test vs. your Spellpower or take penetrating damage equal to your Willpower.
Faith
Requirement Light Arcana (Journeyman) Spell Type Defense
MP Cost 7 Casting Time Major Action
Target Number 13 Test None
You bestow a target of your choice within 5 yards of you with enhanced spiritual focus. Until the end of the
encounter, this target gains a +1 bonus to their Willpower and is considered to have the Willpower (Faith) focus if
they didn’t already.
Holy
Requirement Light Arcana (Master) Spell Type Attack
MP Cost 12 Casting Time Major Action
Target Number 15 Test Willpower (Morale) vs. Spellpower
Your connection to the divine culminates into a physical form. A weapon of your choosing appears and causes
damage to a target within 20 yards of you equal to 3d6 + Willpower. The target must make a successful Willpower
(Morale) test vs. your Spellpower or it becomes afraid of you, causing it to be unable to target you o
r move closer
to you until your next turn.
DISEASES
These are possible diseases you can employ in this Final Fantasy-inspired setting, caused by enemy
abilities, traps, or dungeon mechanics.
Disease Effect Resist
Silence You are prevented from all forms of vocal communication. All Communication
magic is sealed and you may not attempt to cast any spells. (Persuasion)
vs. Spellpower
Blind Your sight is lost to darkness. Attack rolls suffer a -6 penalty. Perception (Seeing)
vs. Spellpower
Confusion You must roll a 1d6 before performing any action. If you roll an Willpower (Self-Discipline)
odd number, take damage equal to the roll and lose this turn. vs. Spellpower
Poison At the start of your turn (or every 15 minutes), make a Constitution (Stamina)
Constitution (Stamina) test with a TN of 14 (or Spellpower). If vs. Spellpower
you fail, take 1d6 penetrating damage. Lasts up to 4 turns or a
successful test.
Curse You are prevented from changing your current weapon and gear Willpower (Faith)
and suffer a -2 penalty on all Spellcasting rolls. vs. Spellpower
Zombie Healing magic and items have the reverse effect, causing you to Constitution (Stamina)
take damage instead. Actions are mindless and are made for you vs. Spellpower
by the GM.
Petrify You are turned to stone. You may not move, speak, or take any Constitution (Stamina)
actions. vs. Spellpower
Toad You are transformed into a toad, and are prevented from making None
any attack or spell action. You can still move, but your speed is
reduced to 3.
Charm A magical bind is placed on you, causing you to be compelled to Willpower (Self-Discipline)
act on someone else’s behalf. You must do as the caster says vs. Communication
(defend the bridge, attack your friends, protect me, etc) until the Persuasion or Seduction
effect is dispelled. Can be dispelled by taking damage from an
ally.
ITEMS
The following is a list of consumable items found around Gaia. They can be used with an Activate
Action, but items in the P otions family invoke the H
eal action’s penalty (Using one prevents your HP
from being restored by items and Healing Kits again until more damage has been taken).
Item Price Description
Potion 200 gil Bottle containing magical healing energy. Restores 1d6 HP.
Hi-Potion 1,000 gil A stronger magical force restores 2d6 + the Target’s Constitution in HP.
Ether 15,000 gil A vial with the essence of mental acuity. Restores 2d6 + Willpower MP.
Hi-Ether 25,000 gil A large, ornate glass of bright orange liquid. Restores 3d6 + Level +
Willpower MP.
Echo Screen 250 gil Concoction that frees your vocal chords. Cures Silence.
Eye Drops 250 gil Drops that restore your vision. Cures B
lind.
Maiden’s Kiss 800 gil Perfume with the scent of a beautiful maiden. Cures Toad.
Gold Needle 800 gil A small needle which when used softens hard stone. Cures P
etrify.
Phoenix Down 10,000 gil Preemptive healing item. Grants a character the P hoenix ability for the
length of 1 encounter or 1 hour when used.
Phoenix activates when a character starts their turn with 0 HP. Regain 1d6
health and recover from dying status. Player may then take their turn. A
character can only benefit from this once per day.
Also gain a new U ncommon Magic Item called M ateria. Each Materia is a shard of one of the 4 crystals
and contains a spell. It can be equipped as a weapon by any class and the spell can be used with
similar mechanics to a Spell Stone. Depending on which crystal the shard came from determines what
kind of spell it may have (see below). Each stone has a limited number of uses, but they can be
replenished by someone who knows the spell.
Players must first discover the spell held within a Materia before using it. Master Sages and Appraisers
are the only characters able to divine this information.
Materia Crystal Arcana
TALENTS
Enfuse
Class: Mage (can be chosen as a starting Talent) or Mystic Knight
ir, Earth, Fire, Ice, Lightning, or Water
Requirement: Novice in at least one of the following – A
Novice
You become trained in the art of elemental infusion. Learn E
nfuse, a Major Action. Choose one of the
elemental Arcana you have achieved Novice or better in and apply this element to one of your ranged or
melee weapons. Attacks made with this weapon will generate damage modifications based on the
Elemental Damage T able.
Effect lasts until the end of the Encounter, or 1 hour.
Journeyman
Your studies reveal a new use for your talent. You may cast Enfuse on an ally’s weapon. This ally must
be adjacent to you in order to use Enfuse.
Master
You are an expert in the art of infusion. You may spend 1 hour to Imbue a
weapon with a chosen
element. This weapon will become permanently enchanted, unless broken. Only one element may be
imbued at a time.
Gillionaire
Classes: All
Finding and handling Gil is your unique specialty.
Novice
Looting always leads to rewards. Find an additional 1d6 x 100 gil in chests and bodies.
Journeyman
You keep your coin purse shut tight in all discussions. You may reroll Communication (Bargaining) tests
but must keep the results of the second roll
Master
Gil seems to be drawn to you like a magnet. Once per day, you can attempt a TN 14 Perception
(Searching) test, and if successful find 2d6 x 500 gil cached away (even in the most unlikeliest of
places).
CHANGELOG
v 3.0.4 12/29/2017
i. Machinist: Improved Critical Shot to balance its strength with its cost.
v 3.0.3 10/22/2017
i. Machinist: Reduced the cost of fixing a jam to a Minor Action.
ii. Astrologian: Balance adjustments to Draw ability.
iii. Black Mage: Adjustments to core ability.
iv. Geomancer: Added new ability N ature’s Wrath to balance mechanics with roleplay a bit better.
v. Minor adjustments, descriptions, and updates across Specs and Arcana.
v 3.0.2 5/01/2017
i. Samurai: Adjusted Counterattack mechanics to be more usable and removed the Gil Toss
ability.
v 3.0.1 4/29/2017
i. Red Mage: Adjusted Journeyman and Master abilities for balance. Added Swiftcast.
ii. Ice Arcana: Removed penetrating damage from Icicle.
iii. Adjusted Carbuncle+ to include increased MP penalty.
v 3.0.0 4/28/2017
i. New Specializations: M achinist, D ancer, Geomancer, and Tactician
ii. New Arcana: Draw, S hield, and Light – as well as their respective Summons: Siren, Carbuncle+,
and A
lexander.
iii. New Talents: Gillionaire, Black Powder Weapon Style, and Quarterstaff Style.
iv. Charm status added.
v. Added new actions Scan, Steal, and Concentrate.
vi. Added Limit Break and Doom Point Mechanics.
vii. Removed maximum Potion healing penalty.
v 2.2.7 2/20/2017
i. Rebalanced Gravity and Time s pells to include tests to resist effects.
v 2.2.6 2/14/2017
i. Mystic Knight: Clarified Mage Armor Training talent and denoted that Spellpower for Mystic
Knights is equal to 8 + Willpower.
v 2.2.5 2/6/2017
i. Mystic Knight: Rebalancing, mainly to shift around Arcana Advancements to allow for mastery
of one at lv 10.
v 2.2.4 2/5/2017
i. Dragoon: Noted that J ump can only be used with a Pole Weapon, and reworded the mechanics
to reflect the Fly High action instead of specifying a height.
v 2.2.3 1/26/2017
i. Renamed Sorceress to B lack M
age, and changed the alteration for Elementalist to become
Arcanist.
v 2.2.2 1/19/2017
i. Monk: Explicitly stating Brawling weapon group must be used to take advantage of
specialization techniques.
v 2.2.1 1/18/2017
i. Nerfed Materia to no longer have unlimited uses based on balancing recommendations.
Ii. Changed Enfuse Master ability to only require 1 hour of concentration to Imbue a weapon.
v 2.2.0 1/17/2017
i. Chemist: Reworked around ranged healing ability instead of increase potency, due to overlap
with Chirurgy talent.
ii. Updated Potion a nd Hi-Potion effectiveness. Added G old Needle and Petrify descriptions.
iii. Ice: Updated I cicle t o use Willpower for damage instead of flat +2.
v 2.1.4 1/16/2017
i. Astrologian: Buff to Draw m echanic amounts to better reflect their temporary status.
Rewrote Journeyman to allow for rerolling instead of the R eversal ability.
ii. Added Potions and Hi-Potions.
v 2.1.3 1/11/2017
i. Monk: Remodeled around Lightning Attack stunt as opposed to simply dealing more damage
with fists.
v 2.1.2 1/9/2017
i. Paladin: Reworked C over ability slightly to be more flexible.
ii. Bard: Rewording to better reflect intended purpose.
iii. Sorceress: Adjusted MP costs for Spellpower bonuses
v 2.1.1 1/8/2017
i. Ninja: Rebalanced and buffed damage bonuses to be Dexterity-based instead of flat +2.
Added language to stipulate that the player can only use Flank while they are not being
targeted.
ii. Bard: Adjusted basic mechanics to be similar to Sorceress, and less constrictive.
iii. Dark Knight: Adjusted mechanics of D arkside to use the value of the Stunt die instead of
rolling an extra 1d6.
iv. Poison: Rebalanced B io mechanics and MP costs.
v. Reordered Changelog to show most recent updates at the top.
v 2.1.0 12/21/2016
i. Summoner: Rebalanced damage to be more consistent with their high cost.
v 2.0.0 12/09/2016
i. New C lass: Added M ystic Knight and it’s Specializations: P aladin, Dark K
night, Red Mage,
and G un Mage.
ii. New S pecializations: Added S amurai, Chemist, and Sorceress.
iii. New Arcana: Added Poison, G ravity, T ime, and Ice.
iv. Summoner: Balancing MP/TN. Added and adjusted Summons for new Arcana: C úchulainn,
Atomos, L eviathan, and Sylph.
v. Minor text modifications to make “penetrating” language consistent with core rules.
v 1.1.1 11/21/2016
i. Bard: Rebalanced Novice ability to allow player to choose any test, not just Willpower (Morale).
Also nerfed Master bonuses.
ii. Changed the images for Bard, Ninja, and Summoner.
v 1.1.0 11/07/2016
i. Added World M ap.
v 1.0.4 10/31/2016
i. Ninja: Rebalanced Flank bonus to +2 instead of 1d6.
v 1.0.3 10/23/2016