FFD 6
FFD 6
FFD 6
The FFRPG project originally began as a bold undertaking 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 was spearheaded by Samuel Banner as the lead developer. However, at the time of this writing, the project seems to have all been abandoned. Although I was inspired by the Returners, I couldnt help but shake the feeling that it was flawed for laid-back, around-the-table gaming, and I navely 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. In too deep to stop now, I could only forge on ahead. I attempted to reproduce combat that accurately reflected the feel and style of the Final Fantasy series, where battles were dramatic, larger-than-life and grand affairs; cinematic opposed to mechanically monotonous, if you will. I endeavored to churn out a system filled with grand possibilities and heroic action. I struggled with a world where titanic struggles between good and evil for the fate of the world would be 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, and I hope you enjoy playing the Final Fantasy d6 as much as I enjoyed creating it.
The Final Fantasy d6 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
art
contributors;
Kediodrick
Arvalis
RJ.
Palmer
Lurazeda
Rhineville
AnHellica
Grrrod
UdonNodu
Artico
B.
Jador
Zoken
Rusty001
Shadow-Shasuka
Blurmage
Amansazz
Darkness127
Mikajima
Aikurisu
Nibelwolf
Inkvenom
Ex-HK
Chibiniko
Kurko
Boltsi
Pu-sama
ni6htmare01
Xiaman
Jedi
Art
Trick
CBJ3
Dsasec
WhiteRaven90
Moon
Goddess
Studios
Cesar
Sampedro
Stefana
Tserk
Kanoe-Kun
Khaamar
Pamansaz
Faraz
Shanyar
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
http://www.deviantart.com,
who
is
a
true
genius.
Black
Mage
and
White
Mage
images
courtesy
of
Dustin
OZKai
Wilkinson.
Partial
beta
testing
took
place
on
http://www.rpol.net,
and
many
enthusiastic
members
of
the
Giant
in
the
Playground
forums
(http://www.giantitp.com/forums)
assisted
greatly
during
the
design
process.
Id
like
to
take
this
opportunity
to
thank
the
following
users
of
both
online
communities
for
their
support,
interest,
and
feedback
throughout.
Creed
Iron
Pyrite
Dark
Siren
Sally
Tabby
Kat
Kckolbe
Naki
Mecharious
Shei-kun
Ironox
Kazuki
Shogunboy
steelsmiter
ArenTrel
Yurim
Jack
of
Sticks
Irish
Ninja
False
Truce
Temotei
Grypwolf
Wings
of
War
The
Daily
Nissan
Chappu
Kobold-Bard
ThienCatVu
Yomandas
RPGFantasySquare
wiimanclassic
Vagrant
Angel
Extra
special
thanks
to
the
poor
souls
who
repeatedly
endured
playtesting;
Gabe
(Tezghul),
Joe
(Phyrrus),
Monica
(Mitsu),
Derek
(DirtyDeerock),
and
Josh
(Uter).
And
of
course,
a
heartfelt
thank-you
to
Steph
(Tacit),
whom
convinced
me
not
to
throw
this
entire
project
in
the
trash
whenever
I
wound
up
insomnia-stricken
with
frustration,
screaming
MATH!
in
the
early
hours
of
the
morning
like
it
was
a
strained
battlecry.
No
thanks
whatsoever
to
the
Moogle-molesting
Troy
Wolfswift,
wherever
he
may
be.
Chapter
I:
Gameplay
Character
Creation
Attributes
Above
1st
Level
1
4
5
9
187
189
190
192
194
195
197
199
200
202
204
206
209
212
214
216
Chapter
2:
Jobs
Black
Mage
Blue
Mage
Dark
Knight
Dragoon
Engineer
Entertainer
Fighter
Gambler
Geomancer
Monk
Ninja
Paladin
Ranger
Red
Mage
Samurai
Thief
Time
Mage
White
Mage
10
13
17
22
26
30
34
39
43
48
55
59
63
67
71
75
80
84
89
Chapter
7:
Magic
Black
White
Blue
Time
Summoning
219
222
227
232
235
240
93
93
101
109
113
Chapter
8:
Bestiary
Categories
Biological
Abilities
Combat
Abilities
Building
Attacks
Sample
Monsters
256
258
262
263
265
269
Chapter
4:
Equipment
Weapon
Categories
Universal
Equipment
List
Universal
Property
List
Sample
Weapons
Sample
Accessories
Sample
Armor
Sample
Consumables
Sample
Food
Synthesis
117
120
124
127
136
139
142
143
144
146
Conclusion
Blank
Character
Sheet
273
274
Chapter
5:
Combat
Negative
Status
Effects
Positive
Status
Effects
Rewards
List
of
Components
Recovery
and
Death
Leveling
Up
Limit
Breaks
Additional
Challenges
Hume
Elvaan
Galka
Viera
Lalafell
Moogle
Android
Bangaa
Nu
Mou
148
157
159
160
161
162
164
166
173
176
178
179
180
181
182
183
184
185
186
CHAPTER I: GAMEPLAY
"Know, and prepare for battle." - Prof. Bordam Daravon
The following few pages offer an overview of the basic mechanics of the Final Fantasy d6, and include many important concepts and game terms. Although some of these explanations may be familiar to experienced role- players, much of the information presented here will be expanded on in the remainder of the book. We suggest you take a moment to familiarize yourself with this material before moving on.
Jobs
Every
character
belongs
to
a
single
Job
in
the
FFd6
to
determine
what
they
can
do,
and
what
theyll
be
able
to
contribute
to
an
adventuring
party.
Black
Mages
are
formidable
users
of
destructive
elemental
energies,
where
White
Mages
are
healers
and
protectors.
Spear-wielding,
gravity-defying
Dragoons
soar
the
skies
even
as
Geomancers
tap
into
the
very
powers
of
the
earth.
Abilities
Each
Job
is
distinguished
from
others
by
a
unique
pool
of
talents,
collectively
called
Abilities.
These
range
from
the
capacity
to
cast
magic,
to
being
call
forth
various
effects
with
a
Gamblers
supernatural
slot
machines,
to
strike
with
a
sudden
ferocity,
or
steal
from
a
hapless
foe.
All
characters
start
with
a
single
Innate
Ability,
which
is
pre- determined
by
their
choice
of
Job.
They
also
begin
play
with
two
other
abilities
chosen
upon
character
creation
either
from
the
Job
Ability
list,
or
the
Shared
Ability
list
which
all
characters
have
access
to.
As
they
advance
in
their
adventuring
careers,
characters
may
continue
to
obtain
more
and
more
abilities
from
these
lists.
When both dice land on 1s, this is called a Complication. In combat, a Complication means the monster or character automatically misses their attack no matter how accurate they might normally be, but theres never more dire consequences. On skill checks, Complications get a little morewell, complicated. Since Final Fantasy heroes are often beyond beginners mistakes, rolling nothing but 1s means outside influence or fluke happenstance ruined whatever the character was trying to do - such as the guards coming to investigate what all that noise is about. This is a chance for the GM to spice up the story with new problems arising to supplement the old ones. Not only is your airship spiraling out of control, but one of the engines is now on fire!...and so on! (See p.101 to learn more about Complications.)
CHARACTER CREATION
"Your fate is in your hands. This is your story." - Auron
The first and most obvious step is to start giving some thought to the character you are planning on playing. At this point you will probably be painting with fairly broad strokes -- 'neurotic Black Mage with a troubled past' or 'narcissistic, charismatic Thief' are some basic examples of concepts that could be spun out into a well-defined character with a bit of thought. However, a concept is nothing more than the base of a character -- in order to start fleshing out the person behind the idea, details you should settle on as early as possible include:
Name:
In
a
universe
populated
by
heroes
with
monikers
like
Cloud
Strife,
Zidane
Tribal
or
Laguna
Loire,
a
good
name
can
go
a
long
way
towards
making
a
memorable
character.
Ideally,
a
good
name
should
be
evocative
and
a
little
unusual.
Age:
Nearly
always
equates
to
'experience';
often
drawing
the
fine
line
between
a
fresh-faced
adventurer
brat
and
a
grizzled,
world-weary
veteran.
Most
classic
Final
Fantasy
heroes
are
just
entering
adulthood,
though
there
are
exceptions
on
both
ends.
Chances
are
good
that
extremely
youthful
or
elderly
characters
will
encounter
social
discrimination
from
same-species
people
around
them;
comments
like
'old-timer'
and
'squirt'
are
likely
to
follow
them
everywhere
they
go,
and
some
will
actually
refuse
to
take
them
seriously.
Job:
A
character's
chosen
Job
helps
determines
his
or
her
Abilities,
their
aptitudes
in
combat,
and
a
whole
slew
of
other
factors.
For
this
reason,
choosing
a
Job
is
the
most
important
decision
a
player
makes
during
the
character
creation
process;
but
dont
worry!
Youre
not
stuck
in
a
Job
forever
after
making
this
decision,
and
characters
are
able
to
explore
other
options
as
the
game
progresses.
Jobs
are
presented
in
full
detail
in
Chapter
2.
Appearance:
Although
a
characters
physical
features,
height,
weight,
build,
and
hair,
eye
and
skin
color
are
important,
remember
that
a
character's
appearance
is
as
a
much
a
measure
of
their
'style'
as
anything
else.
Do
they
lean
towards
all-concealing
black
cloth,
or
a
wardrobe
consisting
entirely
of
loud
pastels?
What
about
jewelry
or other distinguishing features such as tattoos? How does the character carry themself, and what impression does the character's general posture and expression give others?
Quote:
A
good
quote
is
just
as
effective
at
establishing
a
character
as
any
number
of
descriptive
paragraphs.
This
can
be
anything
from
an
often
overused
catchphrase
('...Whatever.')
to
a
short
and
pithy
comment
typical
of
the
character's
general
outlook
on
life
('Im
not
a
thief,
Im
a
treasure
hunter!').
Characters
who
fill
out
a
Quote
on
their
character
sheet
are
automatically
awarded
a
single
point
of
Destiny.
(See
p.109
to
learn
more
about
Destiny.)
Backstory
and
Goals:
As
youll
quickly
discover,
this
system
puts
very
little
emphasis
on
a
characters
history
before
the
game
begins.
Where
your
character
is
going
and
what
youll
become
is
far
more
important
than
your
losses
and
accomplishments
that
took
place
off-screen
before
the
game
begins.
Ultimately
the
decision
is
up
to
each
individual
GM,
but
we
strongly
suggest
keeping
a
characters
history
minimal,
to
a
paragraph
or
two
at
most
just
enough
for
the
character
to
have
a
handful
of
goals.
These
goals,
however,
are
pretty
important;
well
come
back
and
finalize
these
in
a
little
while,
but
get
started
thinking
ahead
of
time
what
drives
your
character,
what
they
fear,
and
what
they
hope
to
achieve
in
their
life.
Attributes
Once
youve
got
the
basics
of
the
character
figured
out,
its
time
to
start
getting
into
the
numerical
aspect,
starting
by
assigning
their
physical
and
mental
prowess
a
number
rating
from
one
to
ten;
one
being
terrible
and
ten
being
amazing.
Characters
have
a
total
of
four
primary
Attributes,
which
are;
Power
(PWR):
This
score
is
a
representation
of
how
much
energy
and
strength
you
can
bring
to
a
battle,
whether
it
be
in
the
form
of
magical
or
melee
might.
Resolve
(RES):
This
score
represents
endurance,
confidence,
drive,
and
the
ability
to
take
a
hit.
Characters
with
a
high
Resolve
are
likely
to
laugh
in
the
face
of
danger
and
press
on
against
adversity,
whereas
characters
with
a
lower
Resolve
can
heavily
feel
the
weight
of
failure
or
the
fear
of
the
unknown.
Dexterity
(DEX):
This
attribute
measures
speed,
physical
agility
and
hand-eye
coordination.
Characters
with
a
high
dexterity
will
often
utilize
weapons
where
their
speed
can
really
shine,
and
they
will
be
able
to
consistently
evade
enemy
attacks.
Mind
(MND):
This
score
represents
your
capacity
for
knowledge,
your
speed
of
understanding,
general
mental
agility
and
knack
for
channeling
magic.
Each starting character has a total of 25 Attribute Points to divide between the four Attributes - Power, Resolve, Dexterity, and Mind - as the player chooses. Attribute Points are spent at a one to-one ratio and each category starts at 0, and a character cannot have an attribute score of less than 1 or higher than 10 after character creation is finished. As a method of comparison, a completely normal human being has a score of about 3 in each Attribute. As characters adventure and gain levels, youll be able to increase these attribute points.
Secondary
Attributes
From
those
four
main
stats
we
can
derive
two
other
important
secondary
factors;
Force
and
Finesse.
Force:
This
secondary
score
represents
how
difficult
the
character
is
to
oppose
physically.
A
character
with
a
high
Force
might
be
able
to
shake
off
a
basilisks
deadly
gaze
without
suffering
any
ill
effects,
or
slice
through
the
steel
prison
bars
on
the
partys
cell
with
a
piece
of
folded
paper.
To
calculate
a
characters
Force,
add
together
their
PWR
and
RES
attributes,
then
divide
the
result
by
4,
rounded
down.
For
example,
a
character
with
6
PWR
and
7
RES
would
have
a
total
of
3
Force.
Finesse:
This
secondary
score
represents
how
difficult
the
character
is
to
oppose
emotionally
and
mentally.
A
character
with
a
high
Finesse
could
think
quickly
enough
to
reflect
a
basilisks
gaze
with
the
polished
edge
of
metal,
or
smooth-talk
or
infuriate
a
prison
guard
enough
to
unlock
the
cell
door.
To
calculate
a
characters
Finesse,
add
together
their
DEX
and
MND
attributes,
then
divide
the
result
by
4,
rounded
down.
For
example,
a
character
with
15
DEX
and
11
MND
would
have
a
total
of
6
Finesse.
Combat
Statistics
Next
up,
we
can
slowly
work
through
the
process
of
determining
all
the
other
relevant
combat
measurements,
ranging
from
how
effective
the
character
is
at
avoiding
damage
to
how
many
spells
they
can
unleash
before
needing
to
recharge.
Before
being
able
to
make
these
calculations
youll
need
to
know
which
Job
you
want
your
hero
to
start
out
as;
if
youre
not
entirely
sure,
you
may
want
to
flip
ahead
a
few
pages
to
Chapter
2
and
take
a
glance
at
the
many
options
that
are
available.
If
youre
ready
to
proceed,
the
six
final
combat
values
your
character
will
needand
how
to
calculate
themare
as
follows;
Hit
Points
(HP):
A
reflection
of
the
character's
general
physical
condition.
This
number
represents
their
maximum
Hit
Points,
and
damage
dealt
to
a
character
temporarily
reduces
this
value.
If
a
characters
HP
is
ever
reduced
to
0
or
lower,
they
fall
unconscious
and
they
become
vulnerable
to
enemy
attacks
capable
of
killing
them.
To calculate a characters Maximum Hit Points, add their RES score with the HP Bonus granted by their Job, and multiply the total by their Level.
To
calculate
a
characters
Magic
Points,
add
their
MND
score
with
the
MP
Bonus
granted
by
their
Job,
and
multiply
the
total
by
their
Level.
Avoidance
(AVD):
The
character's
affinity
for
reflexively
dodging
or
parrying
incoming
physical
attacks.
Avoidance
is
determined
mostly
by
your
Job
(each
Job
grants
an
automatic
value),
and
for
every
4
points
you
have
in
the
DEX
stat,
you
add
+1
to
this
value.
Whenever
an
attack
roll
is
made,
it
must
equal
or
surpass
the
targets
Avoid
score
to
have
any
effect
at
all.
If
the
total
attack
roll
including
Accuracy
is
lower
than
the
targets
Avoidance
score,
the
attack
misses
and
nothing
happens.
Certain
attacks
and
status
effects
are
capable
of
ignoring
or
nullifying
your
AVD
score
temporarily,
but
characters
retain
their
Avoidance
score
even
if
they
dont
know
the
attack
is
coming,
or
where
it
originates
from.
To
calculate
a
characters
Avoidance,
add
1/4
of
their
DEX
score
with
the
bonus
granted
by
their
Job.
th
Accuracy
(ACC):
The
base
likelihood
of
a
character
being
able
to
land
a
blow
with
a
conventional
weapon.
This
stat
is
based
off
of
the
Level
of
the
character,
a
value
anywhere
from
one
to
eight.
Individual
Jobs
may
also
grant
an
accuracy
bonus
of
a
few
additional
points.
When
you
make
an
attack
roll
with
a
weapon,
you
roll
2d6
and
add
your
ACC
score
if
the
result
would
be
equal
to
or
higher
than
your
opponents
AVD,
the
attack
lands
and
you
may
calculate
damage
using
the
same
two
dice
more
on
that
later!
To
calculate
a
characters
Accuracy,
add
half
of
the
characters
Level,
rounded
down,
with
the
bonus
granted
by
their
Job.
Armor
(ARM):
A
sum
of
the
character's
protection
against
physical
attack.
The
higher
the
number
the
less
damage
they
will
suffer.
Whenever
a
character
would
take
physical
damage,
their
ARM
score
is
subtracted
from
the
amount
they
would
be
dealt
for
example,
a
character
with
5
ARM
would
reduce
30
damage
down
to
25.
Armor
is
simply
calculated
by
adding
up
the
total
ARM
granted
by
your
equipment.
Some
Job
Abilities
can
give
permanent
bonuses
to
the
ARM
score.
Magic
Armor
(M.ARM):
The
characters
protection
against
magical
attacks.
The
higher
the
rating,
the
less
damage
they
will
suffer.
Whenever
a
character
would
take
magical
damage,
their
M.ARM
score
is
subtracted
from
the
amount
they
would
be
dealt
for
example,
a
character
with
20
M.ARM
would
reduce
60
damage
down
to
40
instead.
Magic
Armor
is
simply
calculated
by
adding
up
the
total
M.ARM
granted
by
your
equipment.
Some
Job
Abilities
can
give
permanent
bonuses
to
the
M.ARM
score.
Job
Abilities
Your
character
has
begun
to
take
shape,
and
now
its
time
to
start
really
getting
into
the
customization
process.
First,
consult
your
Job
Ability
list,
because
you
automatically
receive
the
Innate
ability
listed
there.
The
next
step
is
to
choose
two
additional
abilities
of
your
choice
these
may
be
either
from
the
list
of
Job-specific
abilities,
or
the
list
of
Shared
Abilities
that
starts
on
page
93.
You
cant
choose
a
Limit
Ability
yet
those
are
earned
later
on.
This
can
sometimes
be
a
daunting
step
due
to
all
the
options
available
dont
worry!
It
gets
easy
with
a
little
familiarity.
Levels
Obtained
1,
1,
2,
3
4,
5,
6
7,
8,
9
10,
11,
12
13,
15
Equipment
All
newly-created
level
one
characters
begin
play
with
500
gil,
or
the
worlds
equivalent.
This
is
enough
to
purchase
basic
equipment
including
a
weapon
and
armor,
as
well
as
supplies
or
one-time
use
items
that
can
help
a
character
out
of
a
tight
spot.
A
complete
list
of
equipment
can
be
found
in
Chapter
5.
Even
if
your
character
is
a
blacksmith,
tailor,
alchemist,
or
someone
else
capable
of
turning
money
into
usable
items
through
use
of
the
Synthesis
skill
(which
well
talk
about
more
later),
you
cannot
use
any
part
of
this
500gil
to
craft
items
before
the
game
actually
begins.
GMs
Note!
Extremely
high-level
characters
do
not
automatically
receive
their
third
and
final
limit
break/limit
ability
like
the
rest
of
the
PCs,
it
must
be
earned
and
deserved.
Characters
who
begin
play
at
higher
than
first
level
generally
shouldnt
have
any
Attributes
with
a
value
of
less
than
3,
and
definitely
should
not
have
any
attribute
higher
than
the
value
listed
for
their
level,
found
again
in
the
chart
above.
If
a
character
begins
play
as
a
spell-casting
Job,
they
also
gain
a
full
list
of
spells
as
if
they
had
been
a
member
of
that
Job
all
the
way
from
level
one.
For
example,
a
level
5
Black
Mage
will
know
and
have
access
to
four
Novice
spells
and
2
Intermediate
ones.
A
level
12
Blue
Mage
will
only
know
two
spells;
one
Novice,
and
one
Superior.
There
are
a
total
of
18
Jobs,
and
you
may
choose
any
one
Job
you
like
at
Character
Creation.
Each
has
their
strengths
and
weaknesses;
use
the
brief
descriptions
on
the
following
two
pages
to
familiarize
yourself
with
the
different
options
available
to
you.
As
you
read
into
each
of
the
eighteen
jobs
in
greater
depth,
youll
notice
the
appearance
of
the
four
elemental
crystals.
The
colors
of
these
icons
denote
what
each
Job
specializes
in,
or
what
purpose
a
given
Ability
leans
toward.
However,
these
are
little
more
than
suggestions,
and
a
smart
player
with
a
few
wisely-spent
points
of
Destiny
can
transform
ANY
Job
into
being
able
to
fill
any
party
role
they
choose.
The
Crystal
of
Fire
represents
offensive
capabilities,
striking
at
your
opponents
with
magic
or
physical
attacks
to
deal
staggering
amounts
of
damage.
Offensive
characters
almost
always
benefit
from
a
high
PWR
score.
The
Crystal
of
Earth
points
to
Jobs
and
abilities
that
fall
into
a
more
defensive
role,
and
are
best
used
by
players
who
want
to
wade
into
battle
as
unstoppable
juggernauts
or
protect
their
weaker
allies.
Its
usually
wise
for
such
heroes
to
invest
in
a
solid
RES
score.
The
Crystal
of
Wind
indicates
utility
roles,
skill-based
abilities
and
jobs,
as
well
as
chaos
and
misdirection.
Players
who
like
to
overcome
challenges
in
memorable
fashions
or
without
resorting
to
combat
should
watch
for
this
symbol.
Since
utility
characters
often
lack
other
defenses,
investing
in
a
solid
DEX
score
is
generally
a
smart
move.
The
Crystal
of
Water
designates
support
abilities
and
jobs
that
can
heal
their
allies,
increase
the
effectiveness
of
their
friends,
or
otherwise
work
best
as
part
of
a
team.
Most
restorative
spells
and
abilities
utilize
the
MND
attribute
to
enhance
their
potency.
Once youve selected a Job, heres several phrases youll see and what they mean. HP Bonus: This value is added to your RES stat, and multiplied by your Level, to determine your characters maximum Hit Points. MP Bonus: This value is added to your MND stat, and multiplied by your Level, to determine your characters maximum Magic Points. Innate Ability: You automatically gains access to this power when you select your Job. An Innate ability might be as simple as extra Destiny, or as complex as a Geomancers control of the terrain. Whenever you change to a different Job, your Innate ability changes as well. Job Abilities: A description of all the Abilities that are associated with your chosen Job; how they work and what they do. You may choose any two Job Abilities at first level. Limit Abilities: As your heroes grow in power, they will unlock up to three truly extraordinary abilities specific to their job, in any order they choose. You obtain one Limit Ability at levels 5 and 8.
10
A purely destructive caster that doesnt have much in the way of protection or subtlety only unmatched offensive capability. She assaults her foes with overwhelming elemental attacks and a variety of negative status effects. By exploiting the elemental weaknesses of their enemies, the damage Black Mages can unleash is without peer. Combining vicious black magic that drains life and slams their enemies with vicious status effects, these unrelenting fighters go to every means necessary to exploit their target and leave a lasting impression. These artisans, mimics and minstrels contribute far more than just song and swaying hips to an adventuring troupe. With a unique set of tricks directed through their expressive Arts, they can inspire their companions to unmatched heights of greatness and leave their enemies star-struck. Devoted warriors who know their destiny lies on the battlefield, Fighters are the perfect blend of offensive and defensive skills. You can rely on these myrmidons to hit hard, hit fast, and hit often. Their combat abilities allow them to adapt to any situation, and their aggressive style spells disaster for anyone who gets in their way. Tempt fate, roll the dice, and shoot first and ask questions later. Devil-may-care swashbucklers with a knack for getting lucky when it really counts, they play a deadly game of chance with their unique support abilities that can either save the day or spell disaster. A subtle warrior who is famed for his ability to fight flawlessly with two weapons. These swift and stealthy assassins are known for using poisoned blades and thrown weapons to ensure that their targets can neither run nor hide, and that the first round of combat will be their targets last.
Black Mage
Blue Mages are enigmatic power-seekers sometimes known as the Immortals. They are renowned for the monstrous magicks they wield, their metamorphing physical bodies, their ability to laugh in the face of death, and their rapidly dwindling sanity. The masters of the lance are tacticians and commanders of the highest degree. Between their aerial maneuvers and their ability to direct the flow of battle, Dragoons rarely need to rely on allies for aid. Masters of clockwork contraptions and peculiar gadgets, Engineers keep themselves and their allies outfitted with fantastic if sometimes improbable, temporary, and extremely dangerous equipment.
Blue Mage
Dragoon
Dark Knight
Engineer
Entertainer
Geomancer
These
tough,
peaceful
nomads
have
formed
a
strange
connection
to
the
powers
of
Creation,
able
to
call
forth
the
very
terrain
to
do
their
bidding.
Standing
unrivalled
in
their
complete
mastery
of
the
natural
world,
they
can
transform
the
battlefield
into
a
place
perfectly
suited
for
themselves
and
their
allies
to
shine.
A
melee
combatant
who
seeks
to
make
their
body
the
ultimate
weapon,
eschewing
the
use
of
armor.
By
channeling
Ki
through
their
bodies,
they
are
resilient,
powerful
warriors
on
the
way
to
attaining
physical
perfection.
Archers
and
gunslingers
that
deliver
accurate
and
deadly
long-ranged
attacks
to
unsuspecting
foes.
Using
their
natural
celerity
to
combine
multiple
job
abilities
into
remarkably
powerful
shots,
these
acrobatic
adventurers
are
even
capable
of
turning
their
enemies
missed
attacks
back
on
themselves.
Fighter
Monk
Gambler
Ranger
Ninja
11
Though these knights have harnessed the power of White Magic to provide additional healing and restorative abilities, don't expect them to be sitting on the back lines. With inherent leadership abilities and unrivaled defense, Paladins are holy swordsmen who are often the first to kick down a door and charge into the fray. A noble warrior who follows the code of bushido and transforms skill with a blade into an art-form as exotic and beautiful as it is deadly. Their supernatural style can turn an enemys strength into a weakness, and their mastery of the sword allows them to perform amazing feats as they travel the land spreading hope to the downtrodden. Able to reshape the forces of time and space, these unpredictable cosmic dabblers are as powerful as they are scarce. Shrouding themselves in magical barriers and using the unlimited powers of the mind to overcome even physical challenges, they can cast formidable spells that stretch seconds into hours.
Paladin
Samurai
Also known as Rune Knights, and perhaps most infamous as the Jack-of-all-Trades. Eschewing the belief that they need to choose only one path in life, these romantic mages dabble in swordsmanship, Black and White magic, and a peculiar power all their own capable of pulling and manipulating the magical energies out of the very air. Preordained for greatness, these self- proclaimed heroes will undoubtedly show the world the true meaning of versatility. These fleet-of-foot combatants walk on the wrong side of the law and possess a variety of dirty tricks. As comfortable exploring ancient ruins and dungeons as they are in an urban setting, Thieves give new meaning to the phrase five-fingered-discount. White Mage This dedicated healer is welcomed with open arms to any adventuring party they choose to join, supporting their comrades with nigh-endless healing and resurrection abilities. Though the journey may be long and difficult, it will undoubtedly be safe thanks to the White Mages single-minded pursuit of protection.
Red Mage
Thief
Time Mage
12
BLACK MAGE
Black Magic can be defined as the destructive power of the elements themselves, with effects ranging from the ability to call forth small plumes of warming flame to cataclysmic, earth-shattering spells capable of leaving entire cities in utter ruin. Though others may boast the ability cast a selection of offensive spells, only Black Mages have true mastery over the full breadth of devastating power that magic can offer. Though the spells associated with this school are not practiced with any degree of secrecy, it is well known to be an art as dangerous for the practitioner as it is their enemies. There are far too many who have lost themselves to the destructive forces they command. Because of this, Black Magic is often taught in academies or magical institutes where experienced wizards can keep a close eye on the younger generation of developing spellslingers. Since the ability to cast magic naturally can manifest at an extremely young age, this often means that such institutes are filled with impulsive, youthful wizards that have personality (or physical) traits associated with their element of choice. For example, a black mage that favors fire magic might come to have orange or bright red hair and an irritable temperament. These traits often fade once the character becomes more experienced in his craft, and elderly Black Mages are almost universally patient, whimsical and white- bearded fellows.
You
are
a
fount
of
power,
transcending
the
limits
of
mortality
through
your
craftso
long
as
nothing
interrupts
your
concentration,
of
course. As
long
as
you
remain
at
100%
hit
points,
your
spell
casts
cannot
be
interrupted
(due
to
knockback
effects,
critical
hits,
etc)
and
all
magical
damage
you
deal
is
increased
by
one
damage
step.
HP Bonus: MP Bonus: ACC Bonus: AVD Bonus: Skill Points: Weapons: Armor: Magic School:
Youre capable of imposing your will on colossal inanimate objects, deadly artifacts and protective wards, turning them all into piles of rubble. Once per session, the Black Mage may activate Obliterate as an instant action even when it would interrupt an enemys turn, in order to make a Force check to destroy any Large object (such as a weapon wielded by a titanic creature, a towering marble pillar falling towards them, or even an entire town) at up to a Long Range with a +4 bonus to the check. At the GMs discretion, Obliterate can also be used to destroy smaller, nonsentient objects that are predominantly magical in nature. This ability may be taken multiple times, increasing the bonus granted by +4 each time.
13
With
his
expansive
knowledge
of
the
magical
arts,
the
Black
Mage
is
capable
of
striking
back
when
he
is
the
target
of
an
enemy
spell.
The
Black
Mage
gains
Magical
Counterattack
(100%)
whenever
the
Black
Mage
is
affected
by
any
spell
cast
on
him
by
an
enemy,
then
he
may
return
fire
with
any
spell
he
knows
automatically
as
a
Counterattack.
The
spell
still
costs
MP,
but
is
considered
an
Instant
action.
The
Black
Mage
cannot
use
Counter
Magic
if
he
is
occupied
with
a
Slow
action
of
his
own
or
if
the
spell
was
Reflected,
and
he
may
only
perform
one
magical
counterattack
each
round.
While
some
mages
may
suffer
from
dark
circles
under
their
eyes
after
a
night
of
poring
over
ancient
tomes,
many
Black
Mages
are
afflicted
with
a
far
more
obvious
side
effect
from
dealing
with
the
darker
arts.
Their
eyes
glow
a
dim
golden,
green
or
blue
in
color
even
in
pitch
blackness.
The
character
is
able
to
see
through
magical
illusions
(as
per
the
Illusion
and
Advanced
Illusion
spells),
and
always
rolls
an
additional
d6
when
making
one
specific
type
of
skill
check,
chosen
from
the
following
list
when
this
ability
is
gained;
Awareness,
Language,
Negotiation,
or
a
single
type
of
Lore.
However,
the
mage
also
suffers
a
-1
penalty
on
Stealth
rolls
due
to
their
constantly
softly-glowing
eyes.
In
addition,
a
Black
Mage
with
this
ability
can
instantly
glean
the
surface
thoughts
of
any
sentient
creature
(even
if
they
dont
speak
the
same
language),
simply
by
spending
one
point
of
Destiny,
making
eye
contact
with
the
target
and
looking
directly
into
their
soul.
In
this
way,
a
character
with
Golden
Gaze
is
often
privy
to
secrets
that
others
simply
couldnt
know.
Bosses,
Notorious
Monsters,
and
other
extremely
powerful
individuals
require
a
successful
opposed
Finesse
check
before
the
Destiny
can
be
spent,
at
the
GMs
discretion.
A
runic
symbol
forms
in
the
air
as
you
mumble
words
of
power,
stripping
away
your
foes
magical
resistance.
Declare
youre
activating
Elemental
Seal
as
an
Instant
Action;
your
next
Single-target
spell
or
attack
will
ignore
the
effects
of
the
foes
M.ARM
score,
remove
the
effects
of
Shell
if
they
possess
it,
and
their
M.ARM
score
is
reduced
to
zero
until
the
start
of
your
next
turn.
This
job
ability
may
be
used
once
per
combat.
Your
spells
are
so
powerful
that
they
can
literally
blow
your
opponents
away.
Whenever
the
Black
Mage
deals
damage
to
one
or
more
enemies
with
an
offensive
spell
of
Expert
rank
or
higher,
he
may
make
an
opposed
Force
check;
a
success
means
the
target(s)
suffer
a
Medium
Range
knockback
effect.
They
say
knowledge
is
power;
at
the
very
least,
knowing
thine
enemies
helps
you
survive
such
encounters.
After
using
a
standard
action
to
make
a
successful
Lore
check
regarding
one
enemy
or
monster
you're
currently
fighting,
you
also
learn
the
complete
list
of
all
their
abilities
and
spells,
and
you
may
also
choose
to
learn
what
item
can
be
Stolen
from
the
enemy
if
you
so
choose.
After
making
such
a
successful
Lore
check
against
a
monster,
you
also
gain
a
+2
bonus
on
all
opposed
rolls
against
that
target
for
the
remainder
of
combat.
14
You
can
do
so
much
more
than
merely
create
and
manipulate
the
elements;
when
exposed
to
a
pure
source
of
raw,
primal
elemental
energy,
you
can
harness
and
wield
this
elemental
power
as
sure
as
a
warrior
can
wield
a
sword.
Your
supreme
elemental
influence
can
transform
even
the
most
deadly
tornado
or
raging
firestorm
into
a
mineral
cluster
tiny
enough
to
fit
into
your
pocket,
ready
to
be
unleashed
again
later
whenever
you
choose.
By
making
a
successful
Force
check
as
a
Slow
action
when
in
an
Elemental
Field,
the
character
may
form
an
Elemental
Stone
of
the
appropriate
type;
for
example,
an
Ice
Stone
from
a
raging
blizzard.
(see
p.143
for
more
information
on
Elemental
Stones)
Upon
a
successful
usage
of
Storm
Stones,
the
Elemental
Field
effect
immediately
ends.
This
ability
allows
a
lucky
and
intellectually-gifted
mage
to
theoretically
release
and
re-absorb
the
same
Elemental
Field
effect
over
and
over
ad
infinium.
The
difficulty
of
the
Force
check
is
determined
by
the
GM
based
on
how
powerful
and
dangerous
the
terrain
is;
that
said,
it
is
rarely
less
than
Challenging
(11)
or
higher
than
Supreme
(20).
You have grown comfortably familiar with one particular spell, and now may cast it at a moment's notice.
Upon taking this ability, designate any one spell you can cast you may now use this spell as an Instant action instead of a Slow or Standard action once per game session. By spending one point of Destiny you may also cast your Favored Spell when a status condition (excluding Charm) would prevent it, such as being under the effects of Petrify or Seal. You may take this ability multiple times, gaining one additional Favored Spell each time. And finally, you may choose to change your Favored Spell(s) whenever you defeat a Boss-type enemy.
You
have
a
knack
for
a
certain
elemental
subtype,
and
may
even
exhibit
personality
traits
associated
with
your
chosen
magical
group.
Perhaps
youre
a
coldhearted
and
logical
sort
who
prefers
the
sub-zero
temperatures
offered
by
Ice
magic,
a
hotheaded
rebel
thats
quick
to
start
a
fight,
or
perhaps
youre
as
stoic
and
patient
as
the
earth
itself.
Lighthearted
mages
are
generally
naturally
drawn
to
water-elemental
magic,
and
the
unpredictable
and
flamboyant
ones
tend
to
concentrate
on
the
control
of
electrical
currents.
Choose
an
element
upon
gaining
this
ability;
Ice,
Fire,
Water,
Earth,
or
Lightning.
You
deal
an
additional
damage
step
whenever
you
inflict
physical
or
magical
elemental
damage
of
your
chosen
type.
For
example,
if
a
character
that
has
taken
an
Ice
specialization
attacks
with
an
Ice
Strike
weapon
that
normally
deals
(PWR
x
3)
points
of
damage,
it
would
now
do
(PWR
x
4)
instead,
and
so
on.
Furthermore,
whenever
you
roll
maximum
damage
with
a
spell
that
deals
damage
of
your
elemental
type,
you
gain
an
additional
advantage
based
on
your
chosen
element;
Fire:
You
ignite
the
target
and
cause
them
to
burn.
They
suffer
(PWR
x
0)
points
of
Fire
damage
which
ignores
M.ARM
at
the
start
of
each
of
their
turns,
until
the
flames
are
extinguished
with
a
Standard
action,
exposure
to
liquid,
or
the
GMs
discretion.
Ice:
Deadly
cold
freezes
the
enemy
in
place
and
inflicts
the
negative
status
effect
Stun
for
one
round.
Water:
A
veil
of
pure,
flowing
liquid
shimmers
into
being
around
you,
granting
a
+2
bonus
on
rolls
to
resist
the
effects
of
negative
status
effects
until
combat
ends.
This
effect
is
cumulative.
Earth:
You
send
the
target
hurtling
upwards
into
the
sky
with
a
powerful
eruption.
The
target
is
thrown
a
Medium
Range
into
the
air
as
a
knockback
effect,
and
generally
suffer
50%
of
their
maximum
health
in
damage
when
they
collide
with
the
ground
from
such
a
height.
Lightning:
You
are
enervated
and
filled
with
a
surge
of
energy,
and
may
immediately
take
another
Standard
action.
You
may
choose
to
use
this
use
this
Standard
action
to
shock
one
unconscious
ally
within
a
short
range,
sending
a
surge
of
electricity
through
their
body
to
return
them
to
1
hit
point.
You may take the Specialization ability up to three times, increasing the damage step by your chosen element by one each time. You may never choose different elements to specialize in.
15
Each day that passes causes your muscles to atrophy further from disuse, but finds you one step closer to truly understanding the enigma that is magic. Though your research has taken its toll, each spell and spoken word is filled with a potency that causes even the deadliest monsters to tremble at your presence. By permanently sacrificing two attribute points from either their RES or DEX scores, the Black Mage may gain one of the following benefits; - The Black Mage instantly and permanently gains three attribute points, which they may only spend to increase their PWR or MND attributes. - The Black Mage permanently gains a +1 bonus to their ACC score. - The Black mage instantly and permanently learns any one spell from a rank and school of magic he has access to. Characters cannot learn Blue Magic in this fashion, however. The Black Mage is an untapped reservoir of power, able to draw forth spells of inexpressible potency. If theres such a thing as too much power you have yet to discover it. By expending three points of Destiny to use Manafont as an Instant action, the character can now cast any of the Black Magic spells that are one rank higher than he actually has access to; for example, a level 6 Black Mage could access Expert spells. In addition, they have access to all Black Magic spells of their rank or lower, even if they did not choose to obtain these spells previously. The character must still be able to pay the MP cost of any spell cast in this method. If the character is level 13 or higher, then Manafont instead grants access to all possible Black Magic and gives the Black Mage a +4 bonus on opposed rolls to inflict negative status effects. The effects of Manafont last until the end of the current combat.
Magic is your purview, and you take what belongs to you. The character gains access to the following spell. Osmose (1 MP) Target: Single Type: Non-Elemental Spheres of white light erupt from the target as their magical reserves are stolen. Osmose destroys (PWR x 5) + 2d6 points of the targets MP, and the caster regains a number of Magic Points equal to the amount lost by the target.
16
BLUE MAGE
Monsters have a form of magic unknown in standard magic academies, and Blue Mages have the capability, the desire and the psychotic tendencies required to learn their craft from these monsters. Non-blue mages have been known to publicly condemn members of this Job, citing proverbs about those who gaze too long into the abyss. And unfortunately, there is a great deal of truth to this; Blue Magic often comes at an unspeakable cost. Many practitioners of this school discover themselves to be mentally and physically changing in ways beyond their control.
HP Bonus: 14 Spell Level Levels Obtained Your magic is beyond classification, despite MP Bonus: 2 Novice 1 the name and color bestowed upon it up by ACC Bonus: 1 Superior 10 anxious wizards trying to pigeonhole your style. AVD Bonus: 5 Ancient 15 With a word and a gesture your skin exudes Skill Points: 20 powerful pheromones or waves of ultrasonic energy, searing laser emissions are fired from Weapons: Arcane, Blade, Concealed your eyes, and from your mouth pours a Armor: Light petrifying breath and a cursed melody. As Magic School: Blue unpredictable as it is powerful, Blue Magic remains the exclusive purview of those unfortunate and crazy enough to be exposed to such agony over and over again. This Innate Job Ability grants the user the aptitude to learn spells from the Blue Magic school. To Learn a Blue Spell, a Blue Mage must be able to understand it. Without tomes or teachers to fall back on, 'understanding' mostly boils down to just one thing: experiencing the Spell's effect first-hand. A Blue Mage with this Innate Ability will, if he so chooses, automatically acquire any Blue Magic spell cast on him by a monster (not another Blue Mage!) during a battle in which the Blue Mage is an active participant, regardless of the spells level. The Blue Mage may not learn a spell cast on him while he is under the effects of Sleep, Petrify, or Reflect. Players are encouraged to speak to their GMs and discuss spells that particularly appeal to them, so encounters may be planned accordingly. Finally, a Blue Mage with the Learning job ability gains a bonus to their Language and Lore (Monster) skill checks equal to the number of Blue Magic spells they know.
17
Durability
aside,
keen
observation
and
a
sharp
analytical
mind
are
the
Blue
Mage's
best
friends.
By
carefully
watching
the
magic
woven
by
an
opponent,
you
can
gather
enough
information
for
a
kind
of
mystical
reverse
engineering,
allowing
you
to
learn
monster
magic
without
leaping
directly
in
harm's
way.
This
special
ability
overwrites
and
supersedes
the
Blue
Mages
innate
Learning
power,
since
a
character
with
this
ability
no
longer
needs
to
be
targeted
by
a
Blue
Magic
spell
to
acquire
it
only
see
it
used
during
a
battle
in
which
the
character
is
an
active
participant.
Observe
has
no
effect
if
the
Blue
Mage
is
Unconscious
or
affected
by
Berserk,
Blind,
Confuse,
Sleep,
or
Petrify.
Furthermore,
this
ability
allows
the
character
to
continue
to
learn
Blue
Magic,
even
if
they
are
no
longer
a
member
of
this
Job.
Several
Blue
Magic
spells
are
defensive
instead
of
aggressive,
and
are
essentially
only
obtainable
by
a
Blue
Mage
with
the
Observe
ability.
Again,
a
Blue
Mage
may
not
learn
a
spell
from
another
Blue
Magic
user
only
the
original
monster.
Blue
Mages
are
renowned
for
being
extraordinarily
difficult
to
kill.
Some
say
this
is
because
of
the
beast
blood
that
runs
through
your
veins,
others
attribute
it
to
divine
ordinance.
Whatever
the
reason,
its
a
well-known
fact
that,
ever
since
the
first
Blue
Mage
adopted
the
title
of
Immortal,
the
label
has
proven
to
be
worryingly
accurate.
Whenever
a
Blue
Mage
uses
Destiny
points
to
Cheat
Death
as
described
in
chapter
4,
the
cost
for
doing
so
is
now
only
4
points
of
Destiny
instead
of
the
usual
7.
The
transparent
magical
glyph
hovers
around
you
like
a
hungry
animal
waiting
for
the
order
to
strike.
The
Blue
Mage
can
create
a
magical
ward
known
as
a
Blastbomb
or
simply
a
Blaster
as
a
Slow
action,
which
is
an
invisible,
floating
mine
that
can
be
set
to
explode
when
a
certain
condition
is
met.
This
triggering
condition
might
be
anything
from
this
door
is
opened
to
I
fall
unconscious,
or
simply
a
command
word.
A
detonated
blastbomb
deals
(Level
x
30)
+
2d6
points
of
Non-Elemental
M.ARM
damage
to
all
Local
targets
within
a
Medium
range,
and
allows
the
Blue
Mage
to
make
a
Force
check
with
a
+2
bonus
to
destroy
any
objects
within
range
of
the
blast.
They
also
leave
a
shimmering
residue
much
like
magical
gunpowder,
which
can
be
used
to
track
down
renegade
mages
who
use
this
ability
unscrupulously.
Blastbombs
function
no
matter
the
distance
between
their
location
and
the
Blue
Mage,
though
only
one
such
explosive
may
be
conjured
at
any
time;
creating
a
second
blastbomb
means
the
older
one
simply
vanishes
without
a
detonation.
The
Blue
Mages
equipment
properties
such
as
Imperil
dont
apply
when
calculating
damage
from
this
job
ability.
Your spells are extremely difficult to divert or absorb, and each weapon strike rejuvenates your magical reservoirs. After activating Sapphire Seal as an Instant action, the next spell cast will ignore the effects of Reflect, as well as any elemental Resistances, Immunities or Absorbencies the foe may possess. Furthermore, the characters next physical attack has the MP Restore property the Blue Mage recovers magic points equal to 50% of the damage done. Sapphire Seal may be used once per combat.
18
The elements flow deep in your monstrous blood, and provide you with additional weaknesses and protections. Choose one of the six following elements - Fire, Ice, Water, Wind, Earth, or Lightning. The Blue Mage now Absorbs that Element, gaining HP instead of losing it and when affected by spells or attacks of that type. However, he must then choose a second element from the list, which he will forever have a Weakness to. The Blue Mage may take this ability up to three times, choosing new elements for the Absorbencies and Weaknesses each time. He may never obtain a resistance or immunity to the element that he is now weak to, even through equipment or job abilities such as Metamorphosis. Monstrous spells, whilst powerful, are often limiting most notably in the fact that most Blue Magic is designed to battle individual foes and not large groups. However, by using your own life essence as fuel, you are able to amplify your spells beyond their conventional restrictions. By expending 25% of your maximum HP as an Instant action, the next Single-target Blue Magic spell cast becomes a Group target spell instead. Sharing is caring. Once per session when the Blue Mage is affected by a negative Status effect, they may immediately activate Rippler as an Instant action even if it means interrupting an enemys turn. Rippler automatically inflicts one additional target of the Blue Mages choice with the same status they received, with no opposed resistance roll. Targets who are immune to the status effect will still ignore the effects of Rippler. If you thought that was flashy, the mage chuckles weakly, staggering to his feet and wiping a sudden trail of blood onto his sleeve, Just wait til you get a load of this Upon casting a spell, you may choose to voluntarily sacrifice a number of hit points equal to 25% of your maximum health. If you do so, the spell deals two additional damages steps OR increases the difficulty to resist its negative status effects by +2. Escalate may be used multiple times on the same spell, but you may not sacrifice a percentage of health greater than what you currently possess. If you are reduced to zero hit points from using Escalate, your power is completely drained and you are inflicted with the Curse status in addition to unconsciousness. Auto-Life or immediate health gain does not prevent the effects of unconsciousness caused in this way. In addition, the first time you cast any Blue Magic spell in the same battle in which it was learned, you may treat this spell as though you spent 50% of your maximum HP in order to amplify its effects (thus increasing the damage dealt by four steps, or increasing the difficulty to resist status effects it causes by +4,). This one-time escalation does not cost health, and can be performed even if the Blue Mage has less than 50% of his maximum HP.
19
By
adopting
the
magical
traits
of
monsters
and
learning
how
to
best
defeat
them,
some
blue
mages
have
even
begun
to
succumb
to
bizarre
physical
changes
and
mutations.
Whether
the
dangerous
gleam
of
an
aerial
hunter
sparkles
in
your
eyes,
or
theyre
as
cold
and
emotionless
as
those
belonging
to
an
ancient
shark
or
long-lost
construct,
you
are
a
predator
amongst
prey.
Choose
one
of
the
10
monster
categories
listed
below.
You
are
treated
as
being
that
type
of
creature
in
addition
to
Humanoid
(or
whatever,
in
the
case
of
unusual
species),
and
you
gain
the
[Monster]
Killer
property,
where
the
type
of
Monster
is
your
chosen
species.
For
example,
a
character
with
the
Beast
bloodline
gains
the
Beast
Killer
property.
You
also
receive
the
additional
bonus
listed.
This
ability
can
be
taken
multiple
times,
choosing
a
different
Bloodline
each
time.
Aerial:
Whether
through
wings
or
other
means,
the
character
permanently
gains
the
effects
of
Flight
while
they
remain
conscious.
In
addition
to
the
obvious
benefits
of
being
able
to
stay
aloft
under
your
own
power
indefinitely,
short-range
weapons
suffer
a
-4
penalty
to
hit
you
while
airborne.
Amorph:
The
Blue
mage
begins
to
lose
discernable
anatomy
and
their
internal
organs
begin
to
liquefy
as
they
become
more
slime-like.
An
Amorph-mutated
character
is
capable
of
squeezing
through
openings
a
fraction
of
their
normal
body
size
such
as
putting
an
arm
through
a
keyhole
or
slipping
between
the
cracks
in
the
floorboards.
Arcana:
Raw
magic
flows
through
the
characters
bloodstream.
They
are
immune
to
all
spells
and
effects
caused
by
enemies
which
attempt
to
destroy
or
drain
their
MP
(Aspir,
Rasp,
and
so
on).
Aquan:
The
Blue
Mage
is
as
comfortable
in
water
as
he
is
on
land,
able
to
breathe
and
move
normally
without
penalty.
The
character
receives
a
+2
bonus
to
all
Swimming
skill
checks,
never
needs
to
make
rolls
for
the
purposes
of
holding
his
breath
underwater,
and
cannot
drown.
Beast:
The
character
grows
long,
wicked
claws
and
sometimes
teeth,
granting
them
the
effects
of
the
Brawler
equipment
property.
They
also
deal
one
additional
damage
step
when
fighting
unarmed.
Construct:
The
character
is
capable
of
communicating
with
machinery
without
even
touching
or
seeing
it,
and
may
use
the
Systems
skill
at
a
Medium
Range.
Furthermore,
a
character
with
this
Bloodline
also
gains
an
Immunity
to
Poison,
Fear,
and
Zombie
unless
another
Mutation
or
Metamorphosis
grants
one
of
these
statuses.
Dragon:
The
mages
skin
hardens
to
the
point
of
almost
being
like
a
draconian
hide.
The
Blue
Mage
receives
a
permanent
bonus
to
his
ARM
score
equal
to
(Level
x
3).
Fiend:
A
Blue
Mage
with
the
Fiend
type
has
completely
lost
his
humanity,
sacrificing
integrity
and
righteousness
for
power.
He
gains
a
permanent
Weakness
to
Holy,
and
all
monsters
regardless
of
their
normal
attitude
now
treat
the
Blue
Mage
as
if
they
were
Wary
instead.
This
is
both
a
representation
of
the
unnatural
kinship
evil
beings
now
feel
with
the
mage,
as
well
as
an
inherent
fear
the
Blue
Mage
places
in
normally-friendly
critters.
Without
provocation,
almost
no
monster
will
attack
the
character
on
sight.
Plant:
The
characters
skin
takes
on
a
greenish
tint,
allowing
them
to
photosynthesize
nourishment.
Whenever
the
character
regains
HP
and
MP
through
Travel
Rest,
they
recover
as
if
it
was
a
Full
Rest
instead.
(IE;
50%
recovery
is
now
100%
recovery.
See
p.162
for
more
details
on
this.).
Undead: The Blue Mage gains the Undying monster feature. Very simply, this means that after a Blue Mage with this job ability is permanently killed, they are resurrected and return to 100% HP and MP after a short period of time has passed; usually, the start of the following game session. This is not foolproof, as it can be prevented with even low-level white magic, but has seen more than one Blue Mage survive for centuries and through catastrophes that would slay lesser heroes. However, they are also afflicted with the curse of the Undead; the Auto-Zombie status. Cure spells, restorative items and healing of any sort other than regeneration will now instead deal damage instead of restoring HP.
20
There
are
spells
and
abilities
that
exist
in
the
universe
that
can
never
be
harnessed
by
mortal
mages,
but
Blue
Mages
driven
to
extremes
have
found
a
rather
unorthodox
way
to
circumvent
this.
By
taking
on
aspects
of
defeated
enemies,
you
can
echo
their
power
as
well
as
their
appearance.
Metamorphosis
is
a
Slow
action
that
costs
2
points
of
Destiny
to
activate.
Upon
doing
so,
choose
a
non-Boss
monster
that
you
have
defeated
in
battle
in
the
past;
whether
this
might
be
a
lowly
rabbit
or
a
powerful
King
Behemoth
is
limited
only
by
the
characters
experiences.
Upon
choosing
a
monster,
the
characters
appearance
twists
and
changes,
they
temporarily
receive
access
to
the
creatures
entire
spell
list,
they
become
the
same
Species
as
the
monster
(Undead
or
Aerial,
for
example),
and
they
gain
all
of
the
following
Biological
Monster
Abilities
if
the
monster
would
normally
possess
them:
Regeneration,
Flight,
Swift
Strikes,
Unusual
Defense,
Controlled
Defense,
Swarm,
Multiple
Parts,
Impervious,
Fearsome,
Large,
Undying,
and
Specific
Habitat.
Along
with
the
physical
change
in
appearance,
shapeshifting
into
a
Humanoid
opponent
often
causes
the
characters
voice
and
mannerisms
to
change
noticeably.
This
grants
a
+10
bonus
to
Acting
skill
checks
for
posing
as
a
formerly-defeated
adversary.
The
Blue
Mage
cannot
access
their
normal
spell
list
while
Metamorphosis
is
in
effect,
and
the
effects
of
this
transmogrification
last
until
the
Blue
Mage
is
reduced
to
0
hit
points,
until
the
character
willingly
chooses
to
reassume
their
normal
form,
or
the
end
of
the
game
session.
Any
equipment
or
items
the
Blue
Mage
may
have
been
carrying
becomes
part
of
their
new
form;
a
magical
staff
might
become
a
Tonberrys
knife,
and
a
cluster
of
elemental
stones
nothing
more
than
a
scribbled
design
on
a
Magic
Urn.
While
the
dangerous
Malboros
that
roam
the
jungles
of
the
world
are
rare,
their
most
well-known
ability
is
not.
Passed
down
through
generations
of
Blue
Mages,
this
technique
can
be
used
to
exhale
deadly
toxic
fumes
that
leave
their
foesand
sometimes
alliescrippled.
By
taking
a
Slow
action
and
making
a
successful
opposed
Force
check,
the
Roll
Effect
character
can
cause
varying
degrees
of
2
Bad
Breath
targets
all
allies
instead
of
one
enemy!
Roll
again.
illness
with
his
breath
almost
instantly
3-4
Poison
5-8
Poison,
Blind,
Zombie
to
one
targeted
enemy
within
a
Short
9-11
Poison,
Blind,
Zombie,
Stop
Range.
Roll
2d6
and
consult
the
table
12
Poison,
Blind,
Confuse,
Zombie,
Stop,
Seal
to
determine
the
effects
of
Bad
Breath.
You
remain
always
one
step
ahead
of
the
cold
shadow
of
mortality,
forever
just
out
of
reach.
The
grim
reaper
holds
no
power
over
you
and
when
you
do
at
last
depart
this
world
for
good
it
will
be
at
a
time
of
your
choosing.
Once
per
game
session
when
a
Blue
Mage
would
gain
one
or
more
points
of
EXP,
a
Blue
Mage
can
choose
not
to
take
any
experience
points
and
receive
one
point
of
Destiny
instead.
21
DARK KNIGHT
Even
as
there
is
good
in
the
world,
so
must
there
be
evil.
Thus,
even
as
the
Paladins
are
the
chosen
of
Light,
so
there
are
the
chosen
of
Shadow
to
match
them.
Though
they
will
never
achieve
the
same
level
of
dominance
over
Black
Magic
as
a
mage,
Dark
Knights
are
capable
of
casting
their
share
of
spells
to
cripple
their
enemies
with
negative
status
effects,
or
raise
an
army
of
undead
allies
Unlike
the
Paladin,
the
Dark
Knight
does
not
have
to
go
through
tests
of
spirit
and
emotion
to
prove
their
worth,
and
in
that
respect
they
often
claim
their
superiority
to
their
shining
brethren.
The
powers
of
darkness
gladly
aid
those
who
wish
to
serve
them.
Thought
not
all
Dark
Knights
are
corrupt,
many
possess
an
anger
at
the
world
that
simmers
just
beneath
the
surface.
Still,
not
all
members
of
this
Job
can
be
judged
so
easily;
it
is
said
that
those
who
hate
most
fervently
must
have
once
loved
deeply;
those
who
want
to
destroy
the
world
must
have
once
embraced
what
they
now
set
ablaze.
Poetry
aside,
Dark
Knights
channel
the
unholy
energies
of
the
masters
of
the
darkness
through
their
blades
and
are
unrelenting
foes
in
combat.
HP Bonus: 18 Spell Rank Levels Obtained Your weapon is an arc of blazing umbral MP Bonus: 2 Novice 1, 2, 3, 4 fire, fueled by your ceaseless rage. It cuts down ACC Bonus: 2 Intermediate 5, 6, 7 lesser foes with ease and allows you to quickly AVD Bonus: 4 Expert 8, 10 move on instead of having to pause and deal Skill Points: 20 Superior 12, 14 with worthless opponents. Ancient 15 (Scathe only) By declaring the use of Darkside as an Instant action, the Dark Knights next attack or spell Weapons: Blade, Brawl, Huge deals an additional three damage steps and acts Armor: Heavy as though the Dark Knights weapon has the Magic School: Black Shadow Strike property. While powerful, Darkside has a price after the attack resolves (whether it misses or damage is dealt), the Dark Knight loses 25% of his maximum HP. If the Darkside attack is a critical hit or causes a Limit Break, it destroys 50% of the users HP instead.
Instinct conquers intellect. You may use your Force score in place of your Finesse score to calculate maximum skill caps.
22
Sometimes, out of the corner of your eye, you catch the long shadow you cast seeming to move of its own accord.and with each swing of your weapon, creeping tendrils and multilegged shapes pour forth from this shade silhouette, writhing and skittering across the ground. These aspects of darkness seem to viciously attack the other shadows in the area, not discriminating between friend and foe. By declaring youre using Shadeblade as an Instant action, your next attack has a range of Local and damages all possible nearby targetsenemies, allies, unarmed onlookers, everyone excluding yourself.
You become stronger as you near death - not weaker - and are capable of making truly tremendous attacks even when you may be too injured to stand. All damage dealt by the Dark Knight is increased by one step when theyre at 50% health or less, and all physical damage they deal may be treated as Shadow damage if the Dark Knight chooses. This ability may be taken up to three times, increasing the damage step by one each time.
You walk hand-in-hand with death and destruction, your spells powerful enough to bring entire legions to their knees at once. After activating Black Sky as an Standard action, the next time the Dark Knight casts any of the following spells - Arise, Bio, Curse, Poison, Blind, Melt, Drain, Virus, Berserk, Zombie or the powerful Scathe - it is treated as a Group spell instead of targeting only a Single enemy.
You specialize in abusing the status vulnerabilities of your foes, corroding their bodies and wasting their minds away. After all, if you dont hit em while theyre down, they might actually get back up again. After obtaining this job ability, your enemies suffer a -2 penalty on opposed Force rolls to resist any status effects you attempt to inflict upon them. This ability may be taken up to three times, penalizing their resistance rolls by an increased -2 penalty each time.
For some people, hatred is a state of mind; for you, its a hobby. You hold such malice, such rage toward an entire phylum of monsters that whenever one falls by your hand you find your bloodlust renewed and your advance becoming increasingly relentless. The Dark Knights weapons are all treated as having the [Monster] Eater property of the characters choice, allowing them to regain health whenever they kill a monster of the chosen species. This ability may be taken multiple times, gaining one additional [Monster] Eater property each time. Each time the Dark Knight defeats a Boss-type enemy, they may change the type of [Monster] Eater properties this job ability grants. For example, upon obtaining Vendetta, the Dark Knight might choose Humanoid Eater. After killing a Boss, he might choose to change the bonus granted to Construct Eater instead.
23
You point your weapon at your adversary like an accusatory middle digit, and an ethereal red spike rips through them from below. The life-energy stolen from the target fills your veins and renews your unholy strength. By activating Night Sword as an Instant action once per combat, the Dark Knight gains the HP Drain, Lucky and Zombie Touch weapon properties, and becomes able to target enemies even at a Long Range. The effects of Night Sword last until the end of the round in which it was activated.
Past actions have transformed your soul into something caustic and foul, and your blood is a thick, black liquid that seeps from your wounds like boiling tar. All Humanoids begin play with a weakness to the Shadow element, player characters included; after obtaining Bad Blood, you now absorb Shadow damage instead of being vulnerable to it.
24
Extinguishing the spark of life heightens your adrenaline rush, making you stronger and faster. In time, and with enough destruction left in your wake, youll become unstoppable. The Dark Knights combat prowess is temporarily augmented for each foe he reduces to 0 hit points. A character with Soul Eater receives a +1 increase to ACC and their damage steps (both physical and magical) per enemy they personally deal the killing blow to in combat. The effect is cumulative for example, a Dark Knight who normally has 4 ACC and deals (PWR x 2) damage will have 10 ACC and deal (PWR x 8) damage after killing 6 opponents. The bonuses granted by Soul Eater last until the Dark Knight misses or otherwise deals no damage with an attack, reduces an enemy to 0 hit points and chooses to knock them unconscious instead of killing them, or until the end of combat, at which point the values reset back to normal. Enemies who dont pose a true threat to the Dark Knight dont grant this bonus, and opponents with the Swarm monster ability only count as one adversary.
You have the ability to leave a supernatural or physical calling card on your enemy. Some Dark Knights feel a physical scar is the best way to make their opponent never forget the encounter others mark their targets with magic that leaves a creeping sensation of being watched. Either way, this mark connects the Dark Knight and his target with a sinister power. With a standard action and a successful opposed Force roll, the Dark Knight may spend three points of destiny to establish a powerful Mark of Domination on the target. Once the mark has been established, the character and his target are linked and connected by dark magic, only breakable with equally potent holy energy. This allows the Dark Knight to always know exactly where his target is (even if separated by hundreds of miles) and he receives a +3 bonus to ACC and AVD against the marked target in combat. But this is only the beginning. Once per session as an Instant action the Dark Knight may physically take control of the targets body again, no matter the distance between them. In combat the link acts as an unresistable Charm status which only lasts for one round, easily long enough to make the target hurl his weapon away, turn on his own allies, or any number of other things. Outside of combat, the possession is longer; often up to several minutes at a time, and affects even enemies who would normally be immune to the effects of Charm. As normal, the dominated or charmed target instinctively resists any direct command that would cause needless physical harm to itself, and forcing a dominated opponent to hurl themself off a cliff or attack themself often severs the connection. A Dark Knight may end Mark of Domination at any time, and may only have one target marked at a time.
The name of this rarely-spoken of ability is neither embellishment nor metaphorical. The ability to devour the souls of their fallen foes is the ultimate expression of a Dark Knights ruthlessness and utter lack of compassion. Upon obtaining this job ability, a deathblow may be performed on any foe that has been reduced to 0 hit points by taking a Standard action and spending a single point of Destiny, once per combat. The description of the move is up to you, but a successful completion of a deathblow is a horrific sight to behold and causes all foes to be afflicted with the negative status effect Fear for one round (and the Dark Knights allies might be equally shocked). Using Souleater also permanently grants the Dark Knight a +1 bonus to any attribute of their choice. Enemies killed in this fashion cannot be revived with the expenditure of Destiny, and only creatures with the Undying ability can possibly make a re-appearance after such a horrific exchange.
25
DRAGOON
In the natural world, no creature is more uniformly feared and respected than Dragons; it should come as no surprise, then, that some warriors struggle to battle more like these majestic creatures. Some have spent years learning to mimic these traits . Others are distantly descended from the dragons themselves or have made a pact with a draconic ally. Whatever the source of their powers, these heroes have the capability to leap unbelievable heights, earning a place in legends as "those that fly like a dragon." Often they serve as soldiers positioned within an army's cavalry or infantry, but some Dragoons may find it more feasible to hone the supernatural aspect of their Dragon arts outside the realm of the military. They often have a reputation of completing even the most suicidal missions, more willing to take leaps of faith than other martial classes. In some regions, the Dragoon almost always acts in direct service to royalty.
HP Bonus: 16 The gift of the Dragoon is to break the bonds of gravity and leap to MP Bonus: 0 incredible heights with a single bound. They can use this to maneuver ACC Bonus: 2 around the battlefield, dodge hostile attacks and spells when they have AVD Bonus: 5 forewarning, and even attack their enemies from great heights. Skill Points: 18 With a Standard action the Dragoon may leap a Medium range vertically, horizontally, or both. Upon doing so, the Dragoons turn Weapons: Reach immediately ends. Until the beginning of the Dragoons next turn the Armor: Medium, Heavy character is considered to be soaring through the air too quickly to be targeted, and the Dragoon is Immune to any negative or beneficial Single-target attacks or spells. Status conditions such as Poison continue to affect the Dragoon while theyre Jumping, and the character can still be affected by Group or Local target attacks. When the Dragoon lands at the beginning of their next turn, they may make an instant Force check to destroy the surface they land on, or a melee attack against all enemy targets within a Short Range however, this attack cannot be a critical hit or a limit break. Spells and effects treat the Dragoon as having the Flight status during the use of this innate ability, preventing them from suffering falling damage or being affected by Earth-based spells and abilities for the duration of Jump. The Dragoon may only use Jump while on a reasonably solid surface; they cannot do so while in mid-air or while swimming.
Intensive training with a single weapon does have its advantages. By becoming one with their lance, Dragoons are capable of felling multiple enemies with a single, powerful strike. A dragoon with this ability is treated as having the Follow-Through weapon property on all Reach weapons he wields however, this ability has no effect if the Dragoon is dual-wielding or otherwise using more than a single weapon in combat.
26
This technique has been passed on through the ages from Dragon to Dragoon; a rapid lance strike, faster than the eye can see, causes the hazy spiritual quintessence of your enemies to spill forth. Borrowing this life-force heals the Dragoon and his allies. After making a successful attack, the Dragoon may choose to activate Lancet as an Instant action, and deal only half damage instead of the normal amount. Upon doing so, the Dragoon and all their allies recover HP and MP equal to the final damage done. This ability may normally be used only once per combat; however, whenever the Dragoon suffers a critical hit, they regain the use of Lancet.
Intense training has given you insight into the vulnerabilities of the creatures you imitate. By activating Ancient Circle as a slow action, the Dragoon and his allies gain the Dragon Killer property on any weapon they wield until combat ends.
You can leap mountains with a single bound; your spear can touch the clouds and pierce the sky. This ability provides a number of bonuses. First, the Dragoons Jump ability is now considered to be Long range instead of Medium. GMs may choose to rule that travelling extreme distances may require more than one round for dramatic effect, however. Secondly, after using Jump, the Dragoon no longer needs to land the following turn and may instead stay airborne nearly indefinitely. Finally, whenever the Dragoon strikes a flying target with the attack made immediately after Jump ends, the Dragoon may make an opposed Force check with a +2 bonus to the roll; if successful, his target loses their Flight ability until the end of combat as they are pushed to the ground - and pinned there - by the Dragoons downward blow.
You inhale deeply and close your eyes, envisioning the powerful breath of the draconic guardians who inspire you. When you exhale it isnt air that flows from your lungs, but a blast of fire or lightning that suppresses your foes magical and physical attacks. You may perform either of the attacks listed below as a Standard action. They require a successful attack roll, but cannot be a critical hit and do not use a weapon. Fire Breath: A cone of black flame jets scalds all short-range enemies for (RES x Half Level) + 2d6 points of M.ARM Fire damage. In addition, unless your enemies succeed on an opposed Force roll, Fire Breath inflicts the negative status effect Blind. Bolt Breath: White-hot bolts of energy electrocute all short-range enemies for (DEX x Half Level) + 2d6 points of M.ARM Lightning damage. In addition, unless your targets succeed on an opposed Finesse roll, Bolt Breath inflicts the negative status effect Seal.
27
The bigger they are When fighting an Aerial enemy, or a target possessing with the Large biological monster ability, the Dragoon gains a +1 bonus to rolls to their ACC score and deals an additional damage step with all attacks to that target. If the target is a Large Aerial creature, then these effects stack, granting a +2 bonus to both ACC and a two damage step increase.
You are a dervish on the battlefield, striking approaching foes reflexively. Whenever an enemy makes a Short Ranged physical attack against you, they automatically take physical damage equal to (Finesse x Level), ignoring ARM, Protect, and Unusual Defense. Damage taken from Whirling Spear does not provoke counterattacks, and the damage occurs before the enemy makes their attack roll.
Youre capable of capable of directing the ebb and flow of combat, forcing enemies to turn and face you in order to protect more vulnerable party members. Upon landing a Critical Hit upon an enemy, the Dragoon can choose to treat the attack as a miss instead. If he does so, this job ability activates and passively forces the target to specifically attack the Dragoon for 4 rounds, until the Dragoon is Unconscious, or otherwise no longer a threat (for example, when afflicted by a status effect such as Petrification, Charm or Sleep). All offensive attacks must either be directed at the Dragoon, or include the Dragoon among the targets. If the character cannot be targeted (due to Jump, for example) or damaged, the enemy may attack freely, but will continue to go after the Dragoon if the opportunity presents itself.
The rain pours down your face and armor in steady streams, but you cant help but smile. The downpour would hide your eastward approach until it was too late, and the thunder would obscure the noise of your mount You have learned how to use adverse environments to your advantage. Whenever you fight in Difficult Terrain that would apply a negative modifier to combat rolls (such as a raging blizzard or panicking crowd) these are applied as bonuses instead. Furthermore, you may purchase any Elemental Stones listed in the equipment chapter for 50% of their normal price.
28
You force yourself to remain standing after even the most grievous of injuries, fighting with the unrelenting fury of the dragons themselves. And when the battle seems unwinnable, you can take on the countenance of one of the great, ancient beings you emulate and persevere against even titanic adversaries. The character passively receives the effects of the Auto-Life status at the start of each combat, allowing them to return to one hit point after any attack that would cause them to fall. Furthermore, by spending 3 points of Destiny as an Instant action at any time, the Dragoon can temporarily change his species from Humanoid to Dragon, negating his racial weakness to Shadow and granting a whole slew of other abilities. The Dragoon gains the effects of Fear Proof, Curse Proof and Seal Proof and becomes immune to Knockback effects. Whenever the character uses the Threaten job ability, it affects all enemies in the targeted Group. And finally, while in this state, any attack that would reduce the Dragoon to 0 hit points or less has a 50% chance of leaving the Dragoon with 1 hit point remaining instead. The effects of Dragonheart last until the next time the Dragoon is rendered unconscious or they gain a point of Destiny.
Youre a blur of motion on the battlefield, capitalizing on your awesome mobility to constantly lunge at the weak points of your adversaries. The Dragoons critical hit rate is improved by one 1. Thus, when using a single Reach weapon, the attacks from the Dragoon will result in a Critical Hit on a roll of 10-12 instead of the standard 11-12. When using non-Reach weapons, attacks from the Dragoon will result in a Critical Hit on a result of 11-12 instead. This can be combined with the Lucky weapon property, improving the Dragoons critical hit rate even further. This ability has no effect if the Dragoon is dual-wielding or otherwise using more than a single weapon in combat.
Using your lance like a lever, you can launch an opponent into the air with you and pursue them into the sky. If you have one or more enemies within Short Range of you upon using the Jump innate ability, you may fling any or all of them upward before your leap. Until the start of your next turn, such enemies are treated as being affected by Jump as well; they are forced into mid-air and cannot be targeted by attacks or spells that focus only a Single individual. The launched enemies may not begin any Slow actions while in mid-air. When the Jump ends, your foes are smashed into the waiting ground below and immediately lose 50% of their maximum health (unless they possess the Defy Gravity ability or are capable of Flight) just in time for you to make your Jump attack roll, which is usually capable of including the launched targets. Enemies who are immune to Knockback effects are immune to the effects of Highwind as well, and Submerged enemies obviously lose that benefit when theyre thrown into low atmosphere.
29
ENGINEER
Drills, robots, airships the Engineer's mechanical wizardry conjures any number of miracles from bolts, oil, and a little ingenuity. Though their talents extend to all machines great and small, Engineers channel most of their energy into temporarily augmenting their allies simple gear with mechanical and magical features. Despite the occasional explosive malfunction, failure only seems to redouble the Engineers determination and these indomitable inventors remain the intellectual backbone behind more than one prosperous party.
Through the wonders of SCIENCE the Engineer can not only craft fantastic weapons and armor, but also transform them into jetpacks. As a Standard action, you may grant two bonus weapon properties to any weapon or piece of armor one ally has equipped. The first one of these properties must be the Explosive, and the second may be any of the following; Weapons: Brawl, Huge, Ranged Alchemy, Auto-Flight, Auto-Protect, Auto-Shell, Brawler, [Element]- Armor: Light, Medium Strike, [Element]-Ward, Glowing, and, with very explicit GM permission on a case-by-case basis, Special Ability. Invent may only grant bonuses to one piece of equipment at a time, the effects end in 1d6 rounds (rolled in secret by the GM), and each weapon property (other than Explosive) may only be applied one time per game session. This might be very news for the individual using his newly-converted Auto- Flight equipment to soar through the clouds, or when a characters flashlight-sword winks out just as you can hear the sound of stirring cave monsters. Weapon properties are discussed in more detail starting on page 127.
16 0 1 4 26
You know exactly which wires to yank out when shutting down dangerous constructs, and are especially good at using their spare parts to further your arsenal of Refined weapons. With a Standard action, the Engineer attempts to disable a Construct-type enemy within a Short Range. The Engineer makes an opposed Force or Finesse check. If the Engineer wins the construct suffers (MND x 15) + 2d6 points of Non-Elemental M.ARM damage. Furthermore, the first time Salvage is successful, the Engineer automatically receives a Refined item from that enemy.
30
The Engineer has discovered a black, crude oil that works marvelously for greasing cogs in her inventions its also a bit of a fire hazard. How fortunate! By using Oil Spill as a standard action, one target enemy within a Short Range loses any Resistance or Immunity to Fire they may have possessed and gains a Vulnerability to Fire damage.
Your exhaustive experience with the inner working of machines allows you to easily point out their stress points to your allies. By activating Junkyard as a slow action, the Engineer and her allies gain the Construct Killer property on any weapon they wield until combat ends.
Veteran Engineers keep a close eye on their comrades' equipment, ensuring that it is always in top condition. And if it isnt, wellnothing that a few minor adjustments and accouterments cant fix. Upon gaining this ability, choose one ally; the Engineer and that ally receive the Indestructible property on all weapons, accessories and armor they have equipped. Upon defeating a Boss.or, if the unthinkable happens and the chosen ally dies.the Engineer may choose a new ally to keep maintained. This ability may be taken multiple times, choosing one additional ally each time. Therefore, an Engineer who has taken Maintenance three times may look after three allies as well as herself.
Normally, a synthesist who attempts to create something from scratch suffers a penalty without proper mechanisms and a feasible workspace. Amateurs! REAL inventors can cobble together a working scale model of an airship with little more than a handful of twigs and leaves, antlion mucus, and some old-fashioned elbow grease. The character with this ability never takes negative penalties to Synthesis checks under any circumstances. In addition, they gain a +2 bonus to Scavenge skill checks. You know how to coax the most out of your inventions, whether this refers to a troupe of scuttling miniature robots, a bizarre mode of transportation, or simply your powerful battle armaments. Your Animal Companions built with the shared ability of the same name have 15 points instead of 10 with which to purchase their talents so long as they are described as being mechanical in nature. Any Special Vehicles as created with the shared ability of the same name you possess are also built with 15 points instead of the standard 10. Finally, the Engineer deals an additional damage step with any weapon she synthesized herself, representing an intimate connection with the sword or blade or rocket-propelled tuna that other warriors simply wouldnt have.
31
The
Engineer
possesses
a
bizarre
strongbox
that
can
be
opened
to
release
agonizing
noise,
plumes
of
multicolored
smoke,
astonishingly
beautiful
music,
toy
moogle
heads
on
a
spring,
and
various
other
eccentric
surprises.
Although
dangerous
and
unreliable,
the
Pandoras
Box
can
be
a
powerful
tool
as
a
last
resort.not
to
mention
a
great
conversation-starter!
Upon
taking
this
Job
Ability,
the
Engineer
obtains
an
inventory
item
known
as
Pandoras
Box.
Anyone
who
opens
this
fragile
wooden
container
as
an
Instant
action
sets
it
in
motion
and
causes
random
status
effects.
When
Pandoras
Box
is
used,
the
character
that
opened
it
rolls
1d6
and
consults
the
chart
to
the
right
for
the
status
Roll
Result
effect.
Then
flip
a
coin
calling
it
correctly
means
that
1
Red
Spring:
Poison
positive
status
effects
are
applied
to
all
allies,
and
negative
2
Blue
Screw:
Blind
status
effects
are
inflicted
upon
enemies.
Calling
it
3
Green
Gear:
Stop
incorrectly
means
the
reverse
is
true.
4
Silver
Disc:
Sleep
The
Pandoras
Box
may
only
be
activated
once
per
combat,
5
Gold
Battery:
Haste
and
if
the
item
is
ever
lost,
it
tends
to
find
its
way
back
into
6
Rainbow
Moogletron:
Protect
and
Shell
the
Engineers
possession
over
the
course
of
several
hours.
If
destroyed,
another
identical
Pandoras
Box
appears
to
replace
it
in
roughly
the
same
frame
of
time.
You know how to turn a profit with your inventions, and how to turn your old castaways into prime goods with a bit of polish and smooth talk. Once per game session when selling an item, you may make a Mercantile skill check. Success on this roll means the item in question sells for 100% of the normal going rate instead of only 50%.
With a moments appraisal you are able to judge minute details about any opponent. After using this ability as a Standard action, the character automatically learns the level, species, elemental strengths and weaknesses, and Job (if it has one) of a single target.
32
\
Gentlemen,
BEHOLD!
Upon
using
Clockwork
Tools
as
an
Instant
action,
the
Engineer
chooses
one
effect
from
the
following
list
and
gains
the
benefits
of
that
Tool
until
the
end
of
the
current
round.
The
higher
the
Engineers
Systems
skill,
the
higher
the
level
of
Clockwork
Tool
the
character
is
able
to
choose.
For
example,
Auto-Crossbow
requires
the
character
to
have
a
minimum
of
1
skill
in
Systems,
where
the
Drill
requires
a
minimum
skill
of
13
to
choose.
Each
type
of
Clockwork
Tool
may
be
used
once
per
session.
Skill
Gained
Properties
Auto
Crossbow:
Launching
arrows
from
a
rotating
spring-loaded
clip
that
never
seems
to
run
dry,
the
characters
physical
1
3
5
7
9
11
13+
attacks
this
round
can
deal
damage
at
a
Medium
Range
and
gain
a
+2
bonus
to
ACC.
Bio
Blaster:
Flesh-eating
bacteria
in
living
slime
and
airborne
diseases
are
not
just
interesting
to
study,
theyre
also
effective!
Whenever
the
Engineer
deals
damage
this
round,
make
an
opposed
Force
check
with
a
+2
bonus;
if
successful,
the
target
also
receives
the
effects
of
the
negative
status
effect
Poison.
Flash:
The
ol
stare-directly-into-the-bulb-which-ignites-with-the-glow-of-ten-thousand-suns-trick
gets
em
every
time.
Whenever
the
Engineer
deals
damage
this
round,
make
an
opposed
Force
check
with
a
+2
bonus;
if
successful,
the
target
also
receives
the
effects
of
the
negative
status
effect
Blind,
and
then
often
announce
this
fact
loudly
and
repeatedly.
Noise
Blaster:
You
knew
youd
find
a
use
for
this
invention
eventually!
Whenever
the
Engineer
deals
damage
this
round,
make
an
opposed
Force
check
with
a
+2
bonus;
if
successful,
the
target
also
receives
the
effects
of
the
negative
status
effect
Confuse.
Chainsaw:
Subtlety
is
for
sissies.
Physical
attacks
made
this
round
deal
an
additional
two
damage
steps.
Drill: Sharp enough to pierce the heavens themselves, all of the Engineers attacks this round completely ignore all forms of damage reduction; ARM, M.ARM, Protect, Shell, Unusual defense, and so on. Micro Missile: Some might call this overkill, but nuking your target from orbit is the only way to ever really be sure. All attacks made this turn treat the Engineer as having the Break Damage Limit, Spellburst: Flare and Triple Critical properties on her equipment, and may be made at a Long Range.
This illustrious ability separates the consummate crafters from the merely talented. For every point of Destiny that the Engineer spends when Synthesizing a weapon or armor to add a d6 to the check, the equipment is treated as being one tier higher than it really is for the purpose of choosing weapon properties. The weapon still does not receive more than the standard number of properties, only gains access to properties that would otherwise not be allowed. For example, an Engineer could spend six points of destiny to roll 8d6 on the Synthesis check, as well as grant the resulting Tier 2 weapon the Break Damage Limit property normally reserved for legendary equipment. You are far more adept than most at utilizing potions and supplies in the heat of combat. Whenever the Engineer uses an item on themselves or an ally, that target also recovers (Engineers MND x Half Level) points of HP and MP. This even applies to items that normally dont heal, such as a Phoenix Down or Three Stars. Furthermore, whenever you or an ally take damage or suffers a negative status effect, you may use nearly any restorative item currently in your inventory as an Instant action by spending one point of Destiny, even if this would interrupt an enemys turn. You may even use this ability when you would be reduced to 0 hit points from the attack. The Engineer may not use items that do not normally function in combat such as Tents.
33
ENTERTAINER
It
has
been
said
that
all
of
life
is
but
a
dream.
The
Entertainer
knows
better:
Life
is
a
song.
A
dance.
A
masquerade.
A
wonder.
Each
person,
place,
and
thing
has
its
own
sound,
contributing
to
a
grand
orchestra
that
resounds
through
the
fabric
of
reality.
For
some,
the
fantastical
tapestry
of
the
world
the
art
within
all
things
is
an
expression
of
passion,
a
miracle,
and
a
way
of
life.
For
the
Entertainer,
it
is
all
this
and
more;
it
is
the
key
to
power.
The
Entertainer
is
often
a
strange
sight
on
the
battlefield.
Dressed
lightly
and
moving
with
odd
liquidity,
they
seem
out
of
placeuntil
they
begin
to
perform
the
mystic
arts
that
are
their
livelihood.
Then
the
truth
is
easily
discernable
that
the
Entertainer
is
only
at
full
power
when
he's
surrounded
by
some
powerful
friends,
enemies,
or
throngs
of
admirers.
Whether
jugglers,
mimes,
photographers,
bards,
rock
stars,
tribal
expressionists
or
dancers,
Entertainers
are
held
in
the
utmost
respect
the
world
over,
and
their
secrets
are
unfathomable.
HP
Bonus:
14
Whether
it
is
channeled
through
a
songstress
MP
Bonus:
2
soothing
melody
or
a
heavy
metal
power
ballad,
through
ACC
Bonus:
0
dance,
painting,
mimicry,
sculpture,
juggling
or
tumbling,
AVD
Bonus:
6
the
echoes
of
magic
can
always
be
found
in
your
art.
Skill
Points:
24 Wordless
songs
and
ageless
passions
use
you
as
a
living
conduit
to
empower
your
allies
and
stir
the
souls
of
even
Weapons: Arcane,
Brawl,
Concealed,
Ranged the
most
hate-filled
entities.
Armor: Light The
Entertainer
and
each
of
her
allies
passively
receive
a
bonus
to
any
attribute
of
their
choice
equal
to
half
of
the
Entertainers
Perform
skill,
rounded
down.
For
example,
an
Entertainer
with
11
Perform
might
grant
+5
PWR
to
the
party
Black
Mage,
+5
DEX
to
the
Ninja,
and
so
on.
This
bonus
is
temporarily
lost
whenever
the
Entertainer
is
not
participating
in
the
battle
alongside
her
friends.
The
Entertainer
may
also
use
their
art
to
create
Difficult
Terrain,
using
From
The
Heart
as
a
Slow
action
to
generate
a
breathtaking
display
of
diversions.
Make
a
Perform
skill
check
opposed
by
one
target
enemys
Force
or
Finesse
check,
as
chosen
by
the
GM.
On
a
successful
roll,
the
Entertainer
creates
a
serene
field
of
Difficult
Terrain;
all
local
targets
have
their
disposition
toward
the
party
increased
by
one
step
from
Hostile
to
Wary,
from
Wary
to
Neutral,
or
from
Neutral
to
Friendly.
In
addition,
all
allies
are
immune
to
the
effects
of
Fear
while
within
the
terrain.
Maintaining
this
powerful
craft
takes
an
Instant
action
every
round,
and
thus
it
ends
immediately
if
the
Entertainer
is
ever
unconscious
or
would
be
afflicted
by
a
negative
status
effect
that
would
prevent
this,
such
as
Petrify
or
Stun.
34
You do not need a microphone your voice is simply POWERFUL. By belting out a power chord you can send foes, admirers, and articles of clothing flying by the sheer awesome power of your voice. By activating Power Chord as a Standard action once per session, you may roll your Perform skill opposed by the Force of all targets friend and foe alike within a Short Range. Each of those targets immediately suffers (Skill Check Result x Level) points of Non-Elemental M.ARM damage, and if you won the opposed roll, the unlucky target also suffers a Medium Range knockback and finds their equipment and items scattered. All applicable items they possessed weapons, armor, accessories, their inventory and any item listed in the Drop section of a monsters entry are strewn about and must be re-collected before they can be used. Use the same rules and common sense for this as you would for a standard Disarm action. As much an art form as song or dance, the character has mastered the art ofthrowing and catching things. While this might seem to be a comedic trick designed solely to amuse children, most enemies stop laughing when the kitchen sinks start flying. Upon gaining the Juggler ability, all of the characters weapons (including Improbable weapons) are treated as though they were also Ranged, allowing the Entertainer to target enemies at a Medium distance and use her DEX score to calculate damage. Furthermore, whenever the Entertainer uses the Defend action in combat, they are Immune to damage from tangible Ranged weapons such as bullets, shuriken or arrows until the start of their next turn they may simply catch such objects in mid-flight and in some cases, even add them directly to her inventory. Intangible items (such as needles from the 1,000 Needles spell or a monsters energy beam) cannot be caught, as they are not in a state of matter that can be palmed when they reach the character's grasp. Likewise, projectiles larger than the character could conceivably hold, or lift with an average Force check, are also out of the question. You were born to be in the limelight, the star of your own personal epic. Your explosive performances help ensure that you never for a minute stop being the center of attention, whether it be from hundreds of cheering fans or merely showing off for your (obviously jealous) allies. Whenever the Entertainer critically succeeds on a Perform skill check or spends a point of Destiny, they also receive a +2 bonus to all checks until the end of their next turn. This effect is cumulative, so an Entertainer who spends four points of Destiny would then receive a +8 bonus to all checks until the end of their next turn. Not the face! Time for an exit, stage left! Once per session, you may find a sheltered location where you can take cover and retreat from the chaos of combat. This is an Instant action that causes the Entertainer to be automatically removed from battle as if they made a successful Run Away check. The Entertainer does not receive any rewards from battle if it ends while she was in hiding. However, status conditions continue to affect the Entertainer while they are hidden (such as Poison or Regen), and the Entertainer can reappear and rejoin the battle as a Standard action at the start of any of their turns.
35
Your art could span generations; it has changed lives and heralded you as a true visionary of your time, and there are millions in need of the leadership of a visionary. You may choose to use your Perform skill in place of your Negotiate skill on all checks, and you may reroll any dice that result on a 1 when making a Perform or Negotiate roll. Rarely do any two Entertainers battle in the same way; some form weapons out of sonic or kinetic energy, or blast targets with the raw power of music. Some call forth painted, abstract creatures, and others wield heavy chains as they dance. Regardless how you choose to knock em dead, Weapon of Choice has you covered. Whenever you purchase or synthesize a weapon, you may also choose to permanently grant it the Unified property, making your methods of inflicting harm as much a part of you as your voice or your imagination. Marvel Shoes? With that outfit? So last year. A character with this ability is capable of equipping a total of two accessory-type items at any time, and gaining the benefits of both. This ability may be taken up to three times, granting access to an additional accessory slot each time; thus, a character who has taken Fashionable the maximum of three times may equip up to four accessories simultaneously. Your actions speak louder than your words. Mime may be used as a Standard action to allow the character to 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, or to copy Slow Actions in the span of only a few seconds. You may choose a new target for whatever spell/attack/ability is mimicked. This is subject to several important restrictions. Your stats and attributes are used in all calculations, so theres no guarantee that mimicked moves will be as powerful or accurate as the original. Whenever a mimicked ability calls for a skill check, use the Acting skill instead of the standard skill. If the Entertainer does not have enough MP to cast a spell, then that spell cannot be used. Any actions that involve the use of thrown weapons, consumables or items that the user does not have cannot be performed. And finally, Mime cannot be used to duplicate effects caused by spending Destiny. In addition, having the Mime job ability allows the Entertainer to observe the skill-based successes and failures of her companions to know what works and what doesnt. In any single turn where one other ally failed on a given skill check, and one other ally succeeded on the same type of skill check, the Entertainer may use her Acting skill in place of whatever skill is normally called for.
36
Magic
is
a
boundless
sea
of
potential,
limited
only
by
the
imagination.
And
true
artists
know
that
magic
lies
in
the
tip
of
a
quill
or
pen,
in
the
pages
of
a
book,
in
the
way
the
clay
flows
around
your
fingertips,
or
in
the
sounds
of
a
drunken
party
in
the
early
hours
of
the
morning.
The
world
is
a
canvas
awaiting
your
mental
brush,
and
you
possess
the
power
to
create
things
that
exist
only
as
long
as
you
bend
your
mind
to
keeping
them
real.
With
this
powerful
limit
ability,
objects
and
creatures
that
exist
nowhere
but
in
the
mind
of
the
Entertainer
can
be
made
real
with
enough
creativity
and
focuswhether
they
are
sculpted
from
fanciful
dreams
or
mind-blasting
nightmares.
An
Entertainer
may
never
have
more
than
three
figments
at
any
one
time,
and
the
effects
of
Opus
can
be
sustained
indefinitely
so
long
as
the
character
continues
to
dream
them
into
being;
whenever
the
Entertainer
is
rendered
Unconscious,
their
creations
vanish
as
well.
By
expending
one
point
of
Destiny,
the
Entertainer
may
dream,
sketch,
paint
or
otherwise
conjure
up
a
non- sentient
object
that
suits
her
purpose,
such
as
a
set
of
skeleton
keys,
a
complex
timepiece,
or
a
mirror
that
can
reflect
the
face
of
ones
true
loveeven
if
theyve
never
met.
This
object
instantly
allows
the
character
to
gain
a
+4
bonus
to
skill
checks
for
the
single
purpose
it
was
designed
for.
Skill
bonuses
from
multiple
creations
do
not
stack.
Alternatively
for
one
point
of
Destiny,
the
Entertainer
may
imbue
a
non-magical
object
with
life.
The
object
becomes
flexible
and
mobile,
capable
of
understanding
simple
orders
and
carrying
out
basic
tasks,
and
gains
the
Sentience
weapon
property
if
is
an
equippable
item.
Objects
awakened
in
this
way
cannot
participate
in
combat
on
their
own,
are
generally
loyal
to
the
Entertainer
that
created
them,
and
are
as
resilient
as
the
material
they
are
made
out
of.
This
could
be
used
to
convince
shackle
locks
to
spring
open
of
their
own
accord,
create
marionettes
that
would
amuse
the
king
himself,
or
confuse
opponents
with
surprised
and
struggling
suits
of
armor.
By
expending
two
points
of
Destiny,
the
Entertainer
can
create
an
intelligent,
loyal
creature
(or
swarm
of
creatures)
that
can
battle
on
her
behalf.
The
creature
takes
no
damage,
but
when
it
suffers
a
critical
hit,
limit
break,
or
the
Entertainer
is
no
longer
able
to
sustain
it,
it
reverts
once
again
to
a
puddle
of
paint
or
ink
or
vanishes
into
thin
air.
The
creature
might
be
anything
from
a
shadowy,
two-dimensional
nightmare-beast
to
a
ten-story
Fantastipotamus
who
soars
through
the
clouds
majestically
on
neon-pink
wings
while
smoking
a
cigar.
Regardless
of
how
it
appears,
the
creature
normally
deals
(Entertainers
MND
x
Half
Level)
+
2d6
points
of
damage
on
a
successful
attack,
and
has
the
same
ACC,
AVD,
Force
and
Finesse
scores
as
the
Entertainer.
The
Entertainer
gains
a
number
of
points
equal
to
their
Perform
skill
with
which
to
create
their
figment
creature
these
points
which
can
be
used
to
purchase
different
talents
and
monster
abilities
from
the
list
below:
Name Mean Airborne Big Squamous Frothing Comforting Good Sniffer Gooey Speedy Sneaky Cranky
Cost 1 1 2 3 3 4 5 5 6 6 6
Effect The creature gains a +1 bonus to its ACC score. This can be purchased multiple times. The creature is capable of flight or perhaps it can just bounce really well allowing it to carry the Entertainer and her allies through low atmosphere. The creature is far larger than usual, and deals an additional damage step. This may be purchased multiple times. The creature is horrifying to behold and has the Fearsome monster ability, giving it a chance to inflict the Fear status on any enemy that attempts to attack it. Whenever the creature rolls a critical hit, it may also apply any one of the following negative status effects to its target: Berserk, Blind, Transform, Petrify, Poison, Seal, Stop, or Zombie. While the creature exists, the Entertainer is immune to the effects of Fear. The creature will locate a semi-valuable item for the Entertainer, once per game session if possible. This functions exactly like the animal companion talent Search. By spending one point of Destiny, the Entertainer can Instantly re-form the creature after it is destroyed by a critical hit or a limit break. The creature has the Auto-Haste status, taking an additional action each round. The creature is either extremely tiny or can otherwise evade detection, and cannot be noticed with anything less than a Supreme (20) Awareness skill check until it attacks. The creature responds with a physical counterattack whenever the Entertainer suffers damage.
37
Your friend lies beaten and defeated, unable to overcome the trials that stand before them. They need to be stronger, faster, and wiser to overcome these obstacles, and they need someone who believes in them to help make this a reality. They need years or perhaps even decades of training in only a few minutes. They need. a montage. A Montage may only be performed outside of combat, and, unlike every other job ability in the game, Montage may ever only be used once. By using the power of your arts to their greatest effect, you can disrupt the normal passage of time and use this rare opportunity to permanently unlock your true potential, or the potential of one other individual of your choice. The chosen character may immediately do any or all of the following; - Undergo an immediate Job Change. - Re-allocate their attribute points in any way they see fit, so long as no single score is reduced to 2 or less or increased higher than 30, and the character ends with the same number of points they started with. - Trade in as many Job Abilities as they like for Shared Abilities or Job Abilities belonging to their new Job. The character may not change their Limit Abilities in this fashion. - Immediately gain 3 points of Destiny.
The thunderous sound of the stampeding beast sounds like the thunderous applause of an endless audience to your ears, electrified and thrilled by your every note and gesture. Faintly, your can hear the sounds of your allies strikes like a percussive rhythm to accompany your art. But these are merely background notes to your swelling chorus of power; you stand as the eye of the storm, the epicenter of a churning orchestral vortex of magic and, much, much more importantly, real passion. The Difficult Terrain created by your innate ability now has two additional effects in addition to soothing bloodthirsty enemies. First of all, while the Art lasts no other form of Difficult Terrain can directly deal damage to any individual, whether the entertainer or her allies, or even the enemies and monsters that oppose them. Secondly, during the Art you or any ally may choose to spend five Destiny to activate the Blaze of Glory destiny feature discussed further on page 111, without any character death involved. The power of your craft really can change the world.
38
FIGHTER
Some
Fighters
wage
war
for
entertainment,
others,
because
they
have
to.
Some
are
even
hunted,
or
find
their
skills
wanted,
leading
to
a
rigorous
lifestyle
that
only
makes
the
Fighter
stronger.
Battle
has
become
a
way
of
life
without
any
escape.
In
this
way
the
Fighter
is
a
combatant
without
roots
or
restrictions,
with
incarnations
ranging
from
grizzled
soldiers
to
optimistic
mercenaries,
from
steel-clad
knights
to
feral,
club-swinging
barbarians.
Though
many
have
perfected
a
single
talent
or
spent
a
lifetime
honing
their
abilities
with
a
particular
type
of
weapon,
for
most
Fighters,
their
training
ground
is
the
battlefield,
and
their
skills
are
mastered
by
virtue
of
necessity
and
raw
survival.
An
experienced
Fighter
is
a
formidable
presence
in
any
combat
situation,
able
to
adapt
to
anything
their
foes
can
throw
at
them.
Embracing
their
abilities
and
constantly
improving,
the
Fighter
has
become
a
true
warrior
-
the
kind
that
legends
are
born
from.
Whether
they're
fighting
to
protect
themselves,
to
protect
others,
or
just
for
the
hell
of
it,
no
matter
where
a
Fighter
goes,
stories
follow.
Even
through
the
divinitive
powers
of
magic,
it
remains
impossible
to
know
what
the
future
holds
for
the
heroes
of
our
time.
Some
may
start
or
end
wars,
seek
their
fortunes,
find
redemption,
and
discover
true
love
in
the
most
unlikely
of
places.
Many
Fighters,
however,
believe
these
fates
belong
to
other
champions
and
not
to
them;
their
true
calling
is
as
obvious
as
the
weapon
they
grasp
in
their
hand.
Whenever
Destiny
is
awarded
to
the
party
for
defeating
a
Boss
or
major
enemy,
the
Fighter
receives
one
additional
point
automatically.
HP Bonus: MP Bonus: ACC Bonus: AVD Bonus: Skill Points: Weapons: Armor:
18 0 3 5 18 Blade, Brawl, Concealed, Huge, Ranged, Reach Light, Medium, Heavy, Shields
A trained Fighter learns to prepare themselves for combat at any and every opportunity; accordingly, when the time for battle arrives, you are always amongst the first to strike a blow. After obtaining this ability, a Fighter may always act in a Pre-emptive round of combat before battle actually begins. Furthermore, the Fighter may make an immediate physical Counterattack whenever they take damage in a Pre-Emptive Round.
39
Your
body
is
tempered
and
extremely
resistant
to
pain,
giving
you
the
ability
to
shrug
off
attacks
and
wade
through
hordes
of
enemies
nearly
unscathed.
Whenever
you
would
take
damage
from
a
Critical
Hit
or
a
Limit
Break
caused
by
an
enemy,
you
may
make
an
opposed
Force
check
against
your
attacker.
If
you
are
successful,
the
attack
deals
no
damage
and
has
no
effect.
Better
yet,
whenever
enemies
outnumber
the
Fighter
and
his
allies,
you
may
summon
reserves
of
inner
strength
to
receive
the
effects
of
Auto-Regen
as
an
Instant
action.
This
effect
lasts
until
the
enemies
no
longer
outnumber
the
party.
Youve
paid
your
dues
on
the
front
lines
of
war
and
the
lessons
that
were
drilled
into
you
there
changed
you.
You
know
firsthand
the
values
of
flexibility,
strategy,
and
know
how
to
turn
wimps
into
MEN,
women
into
AMAZONS,
and
your
enemies
into
foul-smelling
smears.
The
Fighter
is
familiar
with
a
handful
of
passive
combat
styles
that
grant
various
combat
bonuses.
You
may
only
be
in
one
Paradigm
stance
at
a
time,
and
you
may
change
between
the
stances
as
a
Standard
action.
When
you
change
stances,
you
lose
access
to
all
of
the
benefits
offered
by
your
former
paradigm,
and
instead
gain
access
to
all
of
the
benefits
offered
by
the
new
one.
Upon
taking
this
job
ability,
you
may
choose
any
three
of
the
following
stances
the
character
permanently
gains
access
to.
Commando:
You
fight
with
militaristic
precision,
you
never
lose
your
composure
even
when
staring
directly
into
the
gaping
abyssal
maw
of
evil,
and
you
neverevermiss.
When
in
Commando
stance,
the
Fighter
and
all
his
allies
receive
a
+1
bonus
to
their
ACC
scores,
and
whenever
the
Fighter
spends
Destiny
to
add
one
dice
to
an
accuracy
roll,
two
dice
are
added
instead.
Ravager:
Your
style
draws
on
the
strength
of
heroes
long
since
deceased,
weapon
flashing
like
lightning
as
you
sunder
through
armor,
carapace
and
bone
alike.
All
of
your
attacks
deal
an
additional
(Finesse
x
Half
Level)
points
of
magical
damage
whenever
you
harm
your
opponent,
whether
through
a
physical
attack
or
a
spell.
The
additional
damage
from
Ravager
ignores
the
effects
of
M.ARM
and
Shell.
Sentinel:
This
flexible
style
allows
you
to
better
take
a
hit
and
keep
on
comin,
taking
the
punishment
instead
of
seeing
your
vulnerable
allies
suffer.
The
Fighter
passively
receives
a
bonus
to
his
ARM
and
M.ARM
scores
equal
to
(Level
x
2).
Furthermore,
when
the
Provoke
job
ability
is
used
in
this
stance,
it
now
lasts
until
combat
ends
instead
of
only
four
rounds.
Synergist:
A
Fighter
in
this
stance
excels
at
coordinating
with
his
comrades-in-arms.
Whenever
the
Fighter
participates
in
a
failed
Teamwork
attack
while
in
this
stance,
only
the
fighters
attack
is
lost
and
nullified;
his
ally
still
deals
damage
as
normal.
Medic:
Youve
spent
enough
time
on
the
battlefield
that
you
know
how
to
staunch,
stitch
and
set
an
injury,
and
a
Fighter
in
the
Medic
stance
may
cast
the
Life
spell
with
no
associated
MP
cost
as
a
Slow
action,
returning
a
fallen
ally
to
one
hit
point.
Saboteur:
You
focus
on
incapacitating
your
enemies
with
status
effects,
knowing
that
an
enemy
who
cant
fight
back
is
as
good
as
a
defeated
one.
While
in
this
stance,
you
may
target
one
enemy
and
make
an
opposed
Force
roll
as
a
Standard
action
or
whenever
you
land
a
Critical
Hit.
If
you
are
successful,
that
enemy
loses
the
Impervious
ability
until
the
start
of
their
next
turn.
You have trained to fight no matter the condition your body is in, and indeed find an inner peace through suffering. Pain just means youre still alive. When afflicted with any negative status effect the Fighters damage is increased by one step - if an attack was to do (PWR x 1) points of damage, it would now do (PWR x 2) instead, and so on. Trauma may be taken up to three times, increasing the damage step by one each time.
40
There will always be villains with world domination on their minds - but if they want the world, they'll have to go through you. Through the choice use of a few taunts as an Instant action once per combat, the Fighter can stir an enemy into a rage. The target of Provoke will change tactics specifically attack the character for 4 rounds or until the Fighter is Unconscious/defeated. There is no restriction in how the target can do this, but all offensive attacks must either be directed at the Fighter, or include the Fighter among the targets. If the Fighter cannot be targeted or damaged, the enemy may attack freely, but will continue to go after the Fighter if the opportunity presents itself. Your battle cry can be heard for miles around, a powerful shout that gets your blood pumping and spurs on faltering allies. The fighter bellows a loud warcry as a Slow action, which grants the Fighter and all his allies the effects of Haste until the end of the round. Furthermore, all damage they deal until the end of the round is increased by one step, and they gain a +2 bonus on all opposed rolls. Mad Rush may be used once per game session. You have managed to harness your rage and use it as a weapon, becoming a hardened combatant without peer when you give into the animalistic rage that churns in your soul. When reduced to 50% HP or less, the Fighter may Instantly choose to gain the Berserk status until the end of the current combat or until the character falls Unconscious. After obtaining this ability, the Fighter is not limited to only making Attack actions when under the effects of Berserk and can also use Job Abilities. However, he still may not cast spells, use any non-combat skills or the Defend action, and must remain fighting until all foes lie defeated. Furthermore, while Berserk, the Fighter is Immune to the Charm, Fear, and Sleep status effects, and he receives a +2 bonus to all Force checks. Your strikes are so powerful that they crack whatever crude tool your opponents use to block with. One heavy blow can splinter such inferior weapons as if they were no more durable than glass. As a Standard action or in place of a physical Counterattack, you may make an opposed Force check against one adversary; if successful, all of their equipped weapons are destroyed. This ability may only be attempted once per combat and obviously, weapons with the Indestructible property cant be broken with this attack. In a flawless display of speed, strength and accuracy, you bring your blade to bear against each enemy in turn and harry their attempts to flee. By activating Cyclone as an Instant action, your next physical attack will deal half normal damage but will target all enemies within a Short Range. Any enemy who suffers damage from Cyclone may not attempt to Escape combat while the Fighter remains conscious and able to battle.
41
Though the name is unassuming, a Fighter with this ability can do more than just block incoming attacks; they can cleave spheres of magical flame in two, catch bullets with their teeth, and deflect city-razing lasers with the rounded side of a silver spoon. The Fighter is always treated as being under the effects of the Wall spell, able to block projectiles or slice a safe path through a burst of magic. If the character ever shows a moment of distress by willingly and intentionally moving away from his target, attempting to create space between them, the effects of Parry are lost until the end of combat. When lives are on the line you may stress your weapons nearly to the breaking point in order to perform devastating physical attacks. By declaring the use of Bonecrusher as a Slow action once per combat, your next attack will be a frighteningly powerful swing and treated as an automatic critical hit if successful, activating weapon properties and even activating limit breaks if applicable. If the Bonecrusher attack misses or otherwise deals no damage, your equipped weapon is immediately destroyed. If the weapon used is Indestructible, the Fighter immediately suffers damage equal to 50% of his maximum hit points as the powerful strike reverberates throughout his body and damages him instead. By spinning your weapon with enough speed to superheat the air, you can unleash a storm of hellfire upon your enemies. Meteorain is a Standard action usable once per session, and upon declaring the use of this ability, the Fighter must choose to deal either Fire or Non-Elemental damage. Meteorain causes the Fighter to unleash a single fiery sphere from the tip of his weapon however, he may choose to spend any amount of Destiny to amplify the effect. One additional sphere is sent hurtling toward the enemy group for each point of Destiny spent. Each of these superkinetic energy balls deal ((Force + Finesse) x Weapon Tier) points of M.ARM damage, striking all enemies automatically and dealing either Fire or Non-Elemental damage based on the Fighters earlier decision.
42
GAMBLER
The
Gambler
is
the
gamer,
the
big
spender,
and
the
epitome
of
luck
and
fate.
Gamblers
believe
in
placing
objects
or
sums
of
great
value
on
the
line,
hoping
to
win
even
greater
prizes
-
both
inside
and
outside
the
casino
-
and
many
a
gambler
has
lost
his
life
to
the
mere
toss
of
a
coin.
Despite
their
dangerous
lives,
long-term
planning
and
strategic
thinking
mean
nothing
to
the
carefree
Gambler
since
they
perceive
everything
in
life
as
a
wager.
When
these
risks
pay
off,
however,
they
can
bring
the
parties
they
accompany
anything
from
additional
cash
reserves
to
bringing
dying
allies
back
to
life.
The
Gambler's
abilities
in
battle
are
unpredictable
and
rely
heavily
on
chance.
What
will
Lady
Luck
bring
to
the
adventure?
Press
your
bets
and
keep
your
gun
loaded
the
stakes
are
all
or
nothing.
HP
Bonus:
14
Three
magical
slot
machine
reels
appear
in
the
sky
MP
Bonus:
0
above
your
head,
hazy
and
insubstantial.
By
betting
with
fate
ACC
Bonus:
2
itself,
using
the
lives
of
yourself
and
your
friends
as
ante,
you
AVD
Bonus:
5
can
set
these
wheels
a-spinning.
Skill
Points:
24 When
the
Gambler
uses
the
Slots
ability
as
an
Instant
action,
the
Gambler
chooses
one
of
the
four
options
listed
below
Weapons: Blade,
Concealed,
Ranged (based
on
the
desired
effects),
rolls
3d6
dice
and
checks
for
Armor: Light,
Medium numerical
matches.
If
none
of
the
three
dice
rolled
show
the
same
number
then
this
is
known
as
a
Bust.
If
two
of
the
dice
match,
then
the
party
will
receive
the
listed
beneficial
effects.
If
all
three
dice
match
up,
this
is
known
as
a
Jackpot.
Slots
benefit
all
allies
within
a
Medium
Range,
including
the
Gambler.
Each
Slot
effect
lasts
for
exactly
1d6
rounds,
and
the
Gambler
may
not
use
Slots
again
until
the
current
effect
has
ended.
Slots
may
only
be
used
in
Combat
with
the
exception
of
Recovery
Reels,
which
can
only
be
used
outside
of
combat
once
per
session.
Recovery Reels
Special: Recovery Reels may only be used once per session, and only when the party is not engaged in combat. Bust: It seems that the heroes foes always have the edge. When the next combat takes place, the enemy group receives a Pre-emptive round of combat. Normal: Allies are soothed by a wave of healing energies from the Gamblers Reels, restoring 50% of their total maximum HP and MP as if they had just taken a Travel Rest. Jackpot: Allies are restored to 100% HP and receive 100% of their total maximum MP as if they had just taken a Full Rest.
43
Explosive Reels
Bust: Characters must re-roll all dice that result in a 6 for the duration of the Bust. Normal: The damage of all allies is increased by one damage step for both magic as well as physical attacks. Jackpot: The damage of all allies is increased by two damage steps for both magic as well as physical attacks, and all allies receive a +2 bonus to their ACC and AVD scores.
Valiant Reels
Bust: Allies cannot recover HP or MP or receive the benefits of any healing whether magical or non-magical in nature for the duration of this effect. Normal: Allies recover (Gamblers MND x 1) HP or MP at the start of each of the Gamblers turns as a regeneration effect; each character chooses whether theyd like to regain hit points or magic points at the start of each round, and can alternate back and forth freely. Jackpot: Allies recover (Gamblers MND x Half Level) HP and MP at the start of each of the Gamblers turns as a regeneration effect. Furthermore, all allies receive the benefits of an Auto-Life spell, which fades when the effects of this roll wear off. If an ally is already at zero health, the status activates instantly to restore their consciousness.
Reel of Fortune
Bust:
Slots
may
not
be
used
again
for
the
remainder
of
the
game
session.
Normal:
If
the
Reel
of
Fortune
is
still
active
when
combat
ends,
all
allies
instantly
receive
bonus
gil
as
defeated
enemies
explode
into
a
shower
of
coins,
or
simply
leave
behind
their
hoarded
wealth.
Consult
the
chart
below
to
determine
how
much
additional
gil
(or
setting-appropriate
currency)
each
ally
gets.
Jackpot:
If
the
Reel
of
Fortune
is
still
active
when
combat
ends,
a
single
Component
of
an
appropriate
tier
level
and
type
is
left
behind
as
well
as
the
bonus
gil.
Level
1
2
3
4
5
6
7
8
Additional
Gil
20
40
90
200
400
800
1,500
2,700
Level
Additional
Gil
9
5,000
10
9,000
11
16,000
12
28,000
13
50,000
14
85,000
15
150,000
None
of
the
Gamblers
roll-altering
abilities,
not
even
Cheat
Fate,
are
usable
on
Synthesizing
skill
checks.
They
also
cannot
be
used
to
alter
percentile-based
effects,
which
are
normally
rolled
by
the
GM
(25%
chance
for
weapon
to
break,
etc).
Those who push their luck tend to find that luck pushes back. Certain job abilities cause the Gambler to accumulate Bad Luck, a representation of the karma they have coming to them by meddling with powers beyond their ken. Whenever the GM wishes, he may spend one of the Gamblers points of Bad Luck to cause the character to suffer. This Bad Luck can cause a combat roll to be treated as an automatic miss/failure, allow a monster to re-roll one dice on an attack or spell which targets only the Gambler, or force a skill check to automatically cause a Complication at an extremely dangerous moment. Bad Luck is cumulative, and accumulating a large amount could result in a character suffering from a string of back- to-back problems resulting in injury or something worseand permanent.
44
Whether
pinning
down
opponents
with
a
hail
of
gunfire
or
throwing
himself
in
dangers
way
to
protect
the
party
member
with
the
thickest
wallet,
a
Gambler
with
this
ability
is
an
ally
to
keep
closelike
it
or
not.
The
Gambler
may
reroll
one
dice
whenever
he
attempts
to
perform
a
Teamwork
attack.
The character might be a naturally auspicious high roller, but even Lady Luck needs a break sometimes. Stacked Deck ensures that things almost always go according to plan. After obtaining this ability, the Gambler can make any ally or enemy, including himself, reroll one die. This ability may be used a number of times per session equal to half the Gamblers Finesse, rounded down for example, a Gambler with 7 Finesse could use this ability 3 times per session but never multiple times on the same die, even by different Gamblers. Stacked Deck may be used at any time, even when it isnt the Gamblers turn. Your knees buckle as the dragons tail smashes you into the crumbling cave wall, and your vision rapidly begins to blur. Despite the haze and pain you manage a smirk after all, you always have one last trick up your sleeve. Upon taking damage that would reduced the Gambler to 0 hit points or less, the Gambler may choose to activate The Last Word once per session and make an immediate physical Counterattack against the monster responsible, or use one of the following abilities Instantly, even though it isnt the characters turn; Wildfire, Skip Town, or Slots. Alternatively, they may use any non-Gambler job ability that can be activated as an Instant action. The character cannot gain HP through the use of The Last Word under any circumstances, and is Unconscious (or removed from combat, in the case of Skip Town) as soon as the counterattack ends. The Last Word cannot be used if the Gambler was brought to 0 HP by himself or one of his allies. You cant help but bask in the limelight you so rightly deserve, enjoying the grandstanding and grandeur that surrounds your daredevil feats. Whenever the Gambler gains a point of Destiny for heroic actions of great personal risk or swashbuckler-like daring (for example, kidnapping the star of an opera in the middle of a public performance, or leaping through glass from a dazzling height, guns blazing), roll a 1d6. He will receive this value as a bonus to his accuracy, skill and opposed rolls until the action has died down. If there happens to be any source of music in the surrounding area, whether an Entertainers song or a royal orchestra, the tune immediately changes to be upbeat and synched with the Gamblers actions. Theres a one-in-a-million chance of you being able to pull this off; pretty good odds, if you do say so yourself. You may use a Ranged weapon to target enemies at up to a Long Range without the standard -4 penalty for doing so. Furthermore, you gain a +4 bonus to combat or skill rolls in any situation where you need a dice result of 12 or better to succeed, whether this refers to accuracy checks against extremely evasive foes, on opposed Force or Finesse checks, or on extremely difficult skill tests.
45
The
one-eyed
bounty
hunter
just
wasnt
taking
no
for
an
answer,
and
it
was
hard
to
argue
properly
with
the
tip
of
her
sword
at
your
throat.
You
can
only
extend
your
hand
and
let
her
greedily
snatch
the
precious
sapphire
eye
out
of
your
palm.
The
second
the
serrated
blade
leaves
your
neck
you
start
beating
a
hasty
retreat
back
to
your
airship;
that
fake
would
only
buy
you
a
split-second
before
dissolving
back
into
thin
air,
but
the
brief
diversion
was
all
your
allies
needed.
The
character
may
now
Dual
Wield,
using
multiple
weapons
at
a
time
for
additional
bonuses.
Better
yet,
as
an
Instant
action,
the
character
may
create
a
duplicate
copy
of
any
non-consumable
item
he
holds,
from
a
sack
of
gil
to
a
replica
copy
of
his
weapon.
These
duplicate
items
vanish
several
seconds
after
they
leave
the
Gamblers
hand
no
matter
how
real
they
may
initially
appear.
The
character
may
only
have
one
faux
item
in
existence
at
a
time,
and
items
larger
than
the
Gambler
could
easily
lift
in
one
hand
cannot
be
duplicated.
Weapons
cloned
in
this
fashion
have
the
same
tier
and
properties
as
the
original
item;
for
example,
a
Ranged
weapon
that
grants
a
+2
DEX
bonus
would
split
into
a
second
matching
copy,
granting
a
total
bonus
of
+4
DEX
to
the
Gambler
as
well
as
the
one
dice
reroll
granted
from
dual
wielding.
When
things
look
their
most
grim,
your
audacity
and
overconfidence
can
often
singlehandedly
turn
the
tables.
This
ability
requires
the
Gambler
to
make
a
heroic
speech
or
suave
one-liner
as
a
Slow
action.
After
doing
so,
the
Gamblers
next
skill
checks
rolls
an
additional
2d6
dice,
OR
the
next
attack
roll
made
during
the
turn
is
an
automatic
critical
hit
if
it
successfully
strikes
the
target.
Using
Save
the
Day
immediately
inflicts
one
point
of
Bad
Luck
upon
the
Gambler.
Bravery
and
cowardice
are
two
sides
of
the
same
coin,
and
when
a
fight
breaks
out
you
always
have
your
head
down
and
your
tail
up.
Then
again,
not
all
Gamblers
embody
the
virtues
of
gallantry
and
daring.
The
Gambler
may
perform
Run
Away
attempts
in
combat
as
Instant
actions,
and
may
still
earn
experience
(but
not
destiny
or
other
awards)
when
the
party
defeats
foes
after
the
Gambler
has
ran
away
and
is
no
longer
an
active
participant.
Youre
a
bit
of
a
wild
card
when
it
comes
to
combat,
but
youre
willing
to
do
what
it
takes
to
get
the
job
done.
The
Gambler
activates
Wildfire
as
a
standard
action,
dealing
large
amounts
of
damage
but
with
the
potential
for
things
to
go
awry.
Declare
your
target
and
then
roll
2d6
instead
of
making
an
accuracy
check;
then,
consult
the
chart
below
to
see
how
the
attack
behaves
and
how
much
damage
is
dealt.
Remember
that
Wildfire
can
be
combined
with
elemental
weaknesses
and
other
multipliers
to
conceivably
deal
up
to
500%
damage.
Roll
2-3
4-6
7
8-10
11
12+
Result
Hit
the
deck!
Ricochet!
Miss!
Hit!
Perfect
Shot!
Critical
Hit!
Description
The
shot
goes
wild,
targeting
a
random
ally
(not
the
Gambler)
and
dealing
300%
standard
damage.
The
attack
targets
a
random
combatant
on
either
team
and
deals
200%
standard
damage.
The
attack
misses
completely,
and
deals
no
damage.
The
attack
strikes
true,
dealing
100%
damage
to
the
intended
target.
The
shot
is
dead-on,
dealing
200%
damage
to
the
intended
target.
The
shot
is
a
critical
hit
on
the
intended
target,
and
deals
300%
damage
as
though
the
gambler
had
the
Triple
Critical
weapon
property.
46
The Gambler is able to alter the course of destiny itself, unweaving the strands of fate and re-spinning them in a more pleasing manner. Upon using this ability, the Gambler spends three points of Destiny to alter the result of any one die roll made by himself or an ally to any other result he likes. (That is, a Gambler could turn a roll of 2 into a roll of 12 or vice- versa.) Obviously, a Gambler cant increase a roll past its theoretical maximum or minimum. After the roll resolves, the character may take this one step further and declare he would like to gamble back the three points of Destiny he spent in using Cheat Fate. If he does so, flip a coin and attempt to call the result correctly as heads or tails. If the Gamblers player calls the coin toss correctly, he receives the three points of Destiny back. If he calls it incorrectly, however, not only will the Destiny be used up, but the Gambler earns a point of Bad Luck. This Ability may be used at any time, even when it isnt the Gamblers turn. Bad Luck cannot affect the usage of Cheat Fate. Fortune rarely smiles for long, and its up to you to seize every chance and every opportunity when it does. Whenever the Gambler rolls a Critical Hit or performs one with the Save the Day job ability, gets a Jackpot effect on one of his Slots, or succeeds on a skill check with a Godlike or Impossible difficulty, he may immediately take another Standard action. This does not stack with the Follow-Through weapon property, and, as per normal rules, a character may still never take more than three Standard actions in a single round. If it wasnt for Bad Luck, youd have no luck at all. Upon critically hitting an enemy, a Gambler may choose to give up one of his points of Bad Luck, instead transferring the negative karma to his target. Until the end of the enemys next turn, the jinxed enemy suffers a -4 penalty to every roll. The enemy is not usually aware it has been Jinxed, and generally tries to battle normally. Jinx cannot be used if the Gambler does not have any points of Bad Luck, and Notorious Monsters and Bosses are able to avoid this negative karma by spending one point of their precious Destiny.
47
GEOMANCER
The Geomancer is something of an oddity in a world where man has the power to defy the laws of nature with magic and science. Rather than ignore the natural order, he has learned to become one with it, calling the spirits of the land for aid in his time of need. Geomancers become capable of truly amazing feats as their bonds with the world increase - summoning a blizzard within a volcano, creating an oasis of water in the desert, and striding through molten lava untouched. Many of their abilities are keyed to operate in the wild, and Geomancers enjoy a natural camaraderie with such places. Most practitioners of geomancy live secluded lives far away from civilized areas for precisely that reason. Unlike many other Jobs, Geomancers vary wildly in their appearance. From gigantic barbarian mountain men to little girls wielding oversized bells, to Moogles snuggled up in bright blue snowsuits and Viera shamans, Geomancers run the gamut from physically imposing to downright unusual-looking.
HP Bonus: 18 You can slip into a trancelike state and call upon the MP Bonus: 0 strength of the soil (or water, snow, lava, air, ACC Bonus: 1 interdimensional nothingness) beneath your feet, AVD Bonus: 5 enhancing your strikes with raw elemental power and Skill Points: 22 granting beneficial effects to yourself and your allies. Your casual terraforming can even result in the area undergoing Weapons: Arcane, Brawl, Reach major and sometimes permanent changes. Armor: Light, Medium There are eleven types of terrain in all: Plains, Town, Forest, Mountains, Desert, Swamp, Water, Underground, Snow, Lava, and Cosmic. The Geomancer may usually only use the Geotrance abilities of the current terrain the party is on sometimes this can be two or more different types, in which case they may choose from either list. (Such as Town and Forest, for example.) Each terrain type has three different effects an offensive, a defensive, and a Maelstrom effect. Activating Geotrance is a slow action; in order to use it, first choose whether youd like to use its Offensive or Defensive function. Offensive geotrances are always Medium-Range magical attacks that require an attack roll but no weapon, and often have bonus effects. Offensive Geotrances cannot be critical hits however; if the attack roll for the Geotrance would cause a critical hit, then the Maelstrom attack must be used in place of the normal Offensive ability. Maelstroms are flashy topographical outbursts that call upon the full power of the local landscape, which often include Elemental Fields or Difficult Terrain. In some rare cases these effects can even be dangerous for the Geomancer and his allies. Defensive geotrances are reliable methods of supporting your allies regardless of your Geomancers physical abilities. This includes everything from healing and protecting abilities, to keeping your enemies trapped in place.
48
Geotrance effects that state they last until the end of combat or cause Elemental Field effects end when the Geomancer is knocked Unconscious. And finally, although the Geomancer is not a true caster in the traditional sense, a character with the Geotrance ability may perform Intuitive Magic to perform mundane tasks outside of combat, everything from coercing trees to bend over and bridge a chasm to creating a pocket of shelter in a desert sandstorm.
COSMIC
A
blanket
category
for
terrains
that
dont
fall
under
any
of
the
other
ten
types.
Whether
in
the
coldest
reaches
of
space
or
a
dimensional
rift
between
worlds,
Cosmic
energy
empowers
the
Geomancer
in
even
the
most
far-reaching
of
realities.
Dark
Flare
(Offensive):
A
cannon
blast
of
energy
erupts
from
the
Geomancer,
ripping
through
a
foe
with
the
tremendous
force
that
comes
from
desperation.
Make
an
attack
roll
that
deals
(PWR
x
Half
Level)
+
2d6
points
of
Shadow
or
Holy
damage
your
choice.
If
at
least
half
of
your
party
is
Unconscious
or
deceased,
Dark
Flare
deals
200%
damage.
Cosmic
Embrace
(Defensive):
The
clouds
part
and
one
ally
is
bathed
in
the
light
of
all
creation.
The
target
of
this
Geotrance
receives
the
positive
status
effect
Regen
until
combat
ends.
Furthermore,
all
his
equipment
is
treated
as
having
the
Indestructible
weapon
property
as
long
as
the
Regen
effect
lasts.
Great
Gospel
(Maelstrom):
The
light
of
the
cosmos
shines
down
upon
the
battlefield
if
applicable,
this
is
accompanied
by
a
light
rain.
All
allies
gain
may
perform
Limit
Breaks
whenever
they
roll
a
critical
hit,
regardless
of
their
current
remaining
HP.
Furthermore,
choosing
to
automatically
use
a
Limit
Break
only
costs
1
points
of
Destiny
instead
of
the
standard
3.
DESERT
Dry
areas
of
often
intense
heat
and
relatively
little
plant
growth.
Sand
and
dust
is
an
omnipresent
feature
of
the
landscape,
particulates
that
are
easily
whipped
up
by
passing
winds.
Sandstorm
(Offensive):
A
fierce
gust
of
sharp
wind
and
stinging
sands
sweeps
up
around
the
Geomancer,
lashing
out
violently.
Sandstorm
deals
(PWR
x
Half
Level)
+
2d6
points
of
nonelemental
damage
to
all
targets
within
a
Short
Range
of
the
Geomancer
(enemies
and
allies
alike).
All
targets
that
took
damage
from
this
attack
are
then
are
inflicted
with
the
negative
status
effect
Blind
for
one
round
with
no
resistance
roll.
Quicksand
(Defensive):
The
dunes
beneath
one
enemys
feet
become
liquid
goo,
which
tries
to
suck
the
opponent
beneath
the
ground.
On
a
successful
opposed
Force
or
Finesse
check,
one
enemy
is
automatically
inflicted
with
the
Stop
and
Slow
statuses
for
one
round.
Desert
Winds
(Maelstrom):
The
desert
storms
howl,
plastering
foes
with
a
layer
of
sand.
Moving
becomes
difficult
as
flesh
is
slowly
transmuted
to
stone.
Make
an
opposed
Force
or
Finesse
check
against
each
enemy;
if
successful,
they
are
permanently
inflicted
with
the
Petrify
status.
Furthermore,
the
Elemental
Field
of
the
current
combat
then
becomes
Wind.
All
Wind-based
spells
and
attacks
in
the
area
whether
wielded
by
friend
or
foe
do
an
additional
two
steps
of
damage.
WATER
Large
bodies
of
fresh-
or
saltwater,
ranging
from
small
lakes
to
great
rivers
and
the
mighty
ocean
itself.
Smaller
water-based
features,
such
as
a
pond
found
in
a
forest
or
a
mountain
stream,
generally
do
not
qualify
as
Water
terrain
unless
they
are
prominently
involved
in
a
battle.
Sliprain
(Offensive):
Bright
light
refracts
in
a
mysterious
pattern
through
the
water,
disorienting
and
damaging
an
enemy
for
(MND
x
Half
Level)
+
2d6
points
of
Water
damage.
If
you
possess
the
Water
Strike
property,
then
Sliprain
also
inflicts
the
negative
status
effect
Confuse
upon
the
target
with
an
opposed
Finesse
check.
Cascade
(Defensive):
A
soft
blue
glow
surrounds
the
Geomancer
and
one
ally,
restoring
(MND
x
Level)
points
of
MP
to
each
of
them.
El
Nino
(Maelstrom):
The
anger
of
the
ocean
itself
awakes,
washing
over
all
enemies
in
a
surging
tidal
wave.
All
enemies
take
(PWR
x
Twice
Level)
+
2d6
points
of
Water
damage
and
are
knocked
back
a
Medium
range.
Furthermore,
the
Elemental
Field
of
the
current
combat
then
becomes
Water.
All
Water-based
spells
and
attacks
in
the
area
whether
wielded
by
friend
or
foe
do
an
additional
two
steps
of
damage.
49
FOREST
Terrain
marked
by
extensive
tree
growth,
Forests
range
in
size
from
a
small
thicket
to
a
sprawling
rainforest
and
cover
a
wide
range
of
climate
types.
Arctic
forests
can
use
the
Forest
or
Snow
terrain
sets,
while
moist,
waterlogged
jungles
might
qualify
as
Swamp
terrain
as
well.
Elf
Fire
(Offensive):
Blue-white
flames
appear
in
midair
around
a
single
enemy,
dealing
(PWR
x
Half
Level)
+
2d6
points
of
nonelemental
or
Fire
damage
Geomancers
choice.
Wild
Bear
(Defensive):
A
large,
blue-furred
bear
spirit
appears,
blesses
a
single
party
member,
and
then
vanishes.
The
spirit's
blessing
acts
instantly
heals
the
target
of
all
negative
status
conditions.
Hell
Ivy
(Maelstrom):
Thick-vined
ivy
with
sharp,
barbed
thorns
sprouts
up
all
over
the
battlefield
and
strike
at
every
opponent
standing
in
Medium
range.
The
vines
deal
(PWR
x
Twice
Level)
+
2d6
Earth
damage
to
all
foes
and
transform
the
current
area
into
Difficult
Terrain,
causing
all
enemies
and
allies
who
are
susceptible
to
Earth
damage
to
suffer
the
effects
of
Speed
Break
for
the
remainder
of
the
battle.
Speed
Break
cuts
the
Finesse,
AVD
and
ACC
of
a
target
in
half.
LAVA
Areas
of
extreme
heat.
Typically
volcanic
terrain,
though
fierce
blazes,
industrial
structures
such
as
blast
furnaces
and
magical
conflagrations
may
qualify
for
this
terrain
set.
Fire
Whip
(Offensive):
A
globe
of
constantly-flickering
red,
orange,
and
yellow
streaks
across
the
battlefield,
dealing
(PWR
x
Half
Level)
+
2d6
Fire
damage.
If
you
possess
the
Fire
Strike
property,
Fire
Whip
deals
an
additional
two
steps
of
damage.
Shining
Air
(Defensive):
Clouds
of
heat
and
steam
fill
the
area,
adding
atmospheric
conditions
that
creatures
native
to
the
area
have
never
before
experienced.
All
enemies
participating
in
combat
no
longer
have
an
Immunity
or
Resistance
to
Fire
damage.
This
effect
lasts
until
the
remainder
of
combat.
Prominence
(Maelstrom):
White-hot
fury
begins
to
explode
all
around
you,
searing
the
sky
with
crimson
and
boiling
the
very
ground
itself.
All
enemies
take
(PWR
x
Twice
Level)
+
2d6
Fire
damage.
Furthermore,
the
Elemental
Field
of
the
current
combat
then
becomes
Fire.
All
Fire-based
spells
and
attacks
in
the
area
whether
wielded
by
friend
or
foe
do
an
additional
two
steps
of
damage.
MOUNTAINS
Rocky,
elevated
terrain
with
cooler
temperatures
and
sparse
-
if
not
outright
non-existent
-
vegetation.
At
the
highest
elevations,
air
temperature
can
drop
to
freezing
levels
and
sharp
winds
frequently
blow;
these
places
may
also
qualify
for
the
Snow
terrain
set.
Local
Quake
(Offensive):
The
power
of
the
Geomancer
causes
the
earth
to
shake
violently,
dealing
(RES
x
Half
Level)
+
2d6
points
of
Earth
damage
to
all
enemies
within
a
Short
Range.
If
you
possess
the
Earth
Strike
property,
Local
Quake
deals
an
additional
two
steps
of
damage.
Stone
Wall
(Offensive):
With
a
soft
entreaty,
the
Geomancer
convinces
the
mountain
spirits
to
protect
the
party.
Jagged
walls
of
thick
stone
burst
forth
and
grant
all
allies
additional
ARM
equal
to
(Level
x
3)
until
the
end
of
combat.
Landslide
(Maelstrom):
This
exertion
of
power
causes
stones,
dirt,
and
debris
of
all
kinds
to
be
sent
cascading
across
the
battlefield.
The
wave
of
matter
deals
(PWR
x
Twice
Level)
+
2d6
points
of
Earth
damage
to
all
enemies,
who
are
also
knocked
back
a
Short
range.
Any
ally
affected
by
the
negative
status
effect
Petrify
is
cured
of
this
condition,
and
any
enemy
who
took
damage
from
Landslide
is
afflicted
with
the
Stun
status
for
one
round.
PLAINS
Open
areas
of
relatively
level
and
dry
ground
where
grass
and
scrubland
are
the
dominant
plant
life.
Temperatures
in
this
terrain
can
range
from
temperate
to
sub-tropical.
Colder
grasslands
such
as
taiga
are
generally
also
Snow
terrain
areas,
while
hotter,
drier
grasslands
such
as
steppes
may
use
the
Desert
set
as
well.
This
set
is
also
used
for
conditions
far
away
from
solid
ground,
high
in
the
clouds
or
simply
aboard
an
airship
or
other
flying
construct.
Wind
Shear
(Offensive):
Multiple
blasts
of
cutting
air
are
launched
through
the
sky
toward
the
target,
dealing
(DEX
x
Half
Level)
+
2d6
points
of
Wind
damage
to
one
enemy.
If
you
possess
the
Wind
Strike
property,
Wind
Shear
deals
an
additional
two
steps
of
damage.
Sun
Bath
(Defensive):
Golden
light
shimmers
and
dances
over
the
battlefield,
restoring
(Finesse
x
Half
Level)
+
2d6
hit
points
to
all
party
members.
Tempest
(Maelstrom):
An
unstoppable
cyclone
fills
the
area,
bolts
of
thunder
crisscrossing
the
sky.
Tempest
creates
Difficult
Terrain
for
four
rounds,
causing
all
enemies
and
allies
to
suffer
a
Short-Range
knockback
at
the
start
of
each
of
their
turns
while
the
difficult
terrain
persists,
causing
a
-2
penalty
to
all
Vehicles
skill
checks,
and
inflicting
the
Seal
status
upon
all
enemies
with
no
roll
to
resist.
Furthermore,
the
Elemental
Field
of
the
current
combat
then
becomes
Lightning.
All
Lightning
damage
deals
an
additional
two
steps
of
damage.
50
SNOW
Areas
of
extreme
cold,
typically
at
freezing
point
or
below.
Includes
environments
with
high
levels
of
snowfall,
though
cold
tundra
and
terrain
such
as
icebergs
and
glaciers
also
qualify
for
this
set.
Icicle
(Offensive):
Blades
of
extreme
cold
sweep
upwards
from
underfoot,
dealing
(PWR
x
Half
Level)
+
2d6
points
of
Ice
damage
to
one
enemy.
If
you
possess
the
Ice
Strike
property,
Icicle
deals
an
additional
two
steps
of
damage.
Snowdrift
(Defensive):
The
ground
is
blanketed
with
powdered
snow,
and
combatants
who
are
sent
tumbling
find
themselves
landing
comfortably.
Snowdrift
creates
Difficult
Terrain
that
prevents
the
effect
of
Knockbacks,
and
no
target
can
be
forcefully
moved
if
they
dont
wish
to
be.
Freezeblink
(Maelstrom):
Snow,
ice,
and
stinging
cold
envelop
all
opponents
as
a
veritable
blizzard
begins
to
form.
All
enemies
take
(PWR
x
Twice
Level)
+
2d6
points
of
Ice
damage.
In
addition,
Freezeblink
causes
a
medium
range
knockback
to
all
enemies.
Finally,
the
Elemental
Field
of
the
current
combat
then
becomes
Ice.
All
Ice-based
spells
and
attacks
in
the
area
whether
wielded
by
friend
or
foe
do
an
additional
two
steps
of
damage.
SWAMP
Low-lying
wetlands
with
relatively
little
solid
ground.
A
swamp
can
be
composed
primarily
of
mud,
slow-moving,
or
stationary
shallow
water,
and
often
features
a
rich
array
of
vegetation.
Jungles
with
high
levels
of
rainfall
or
tree
growth
close
to
a
body
of
water
can
also
exhibit
swamp-like
terrain.
Will
o
Wisp
(Offensive):
A
ghostly
shape
slowly
materializes
from
the
end
of
the
Geomancers
weapon,
dealing
(MND
x
Half
Level)
+
2d6
points
of
Shadow
damage
to
an
enemy.
If
you
possess
the
Shadow
Strike
property,
this
attack
deals
an
additional
two
steps
of
damage.
Heavy
Dust
(Defensive):
An
eerie
mystical
haze
rises
to
envelop
the
battlefield,
reducing
the
effectiveness
of
enemy
magical
attacks.
The
Geomancer
and
all
allies
gain
additional
M.ARM
equal
to
(Level
x
3)
until
the
end
of
combat.
Poison
Mist
(Maelstrom):
A
massive
cloud
of
evil,
vile- smelling
mist
rises
from
the
ground
to
choke
out
the
air
itself.
To
breathe
is
to
suck
venom
into
your
lungs,
but
enemies
are
left
with
little
choice.
Poison
Mist
creates
Difficult
Terrain,
automatically
inflicting
the
Poison
and
Zombie
statuses
on
all
targets
enemies
and
allies
alike
at
the
start
of
each
of
their
turns
while
they
remain
in
the
area.
TOWN
Buildings
and
areas
of
habitation
constructed
by
intelligent
life.
Because
of
its
broad
focus,
this
encompasses
everything
from
ancient
temples
to
bustling
metropolitan
areas,
crumbling
ruins
and
the
wreckage
of
ancient
civilizations.
Plasma
(Offensive):
A
cylinder
of
multicolored
electricity
rotates
up
from
the
ground,
dealing
(PWR
x
Level)
+
2d6
points
of
Lightning
damage
to
one
enemy.
If
you
possess
the
Lightning
Strike
property,
Plasma
deals
an
additional
two
steps
of
damage.
Back
Alley
(Defensive):
The
Geomancer
concentrates
and
moves
walls
and
buildings,
creating
doorways
where
there
was
nothing
before,
and
shifting
the
streets
and
passways
around
the
party.
They
are
instantly
separated
from
their
foes
who
vanish
in
the
urban
maze.
This
Geotrance
ability
instantly
removes
the
party
from
combat
much
like
the
white
magic
spell
Escape.
Spirit
Flame
(Maelstrom):
Walls
of
ivory
fire
surround
the
Geomancer,
crackling
with
energy
thats
particularly
effective
against
the
undead.
The
flames
deal
(PWR
x
Twice
Level)
+
2d6
points
of
Non-Elemental
damage
to
all
foes,
and
this
attack
deals
200%
damage
to
Undead
enemies.
UNDERGROUND
Covers
subterranean
areas
both
natural
and
artificial,
including
--
but
not
limited
to
--
caverns,
tunnels,
and
underground
complexes.
These
environments
tend
to
see
little
sunlight,
making
them
both
cool
and
frequently
damp.
Snare
(Offensive):
The
earth
beneath
the
targets
feet
becomes
a
whirling
vortex,
sucking
it
down
several
feet
before
re-solidifying.
Snare
deals
(PWR
x
Level)
+
2d6
points
of
damage
if
successful,
followed
by
an
opposed
Finesse
check
with
the
target
to
inflict
them
with
the
negative
status
effect
Stop
for
one
round.
Earth
Heal
(Defensive):
Several
speckled
mushrooms
sprout
and
greenish-brown
dust
swirls
forth
from
nowhere
before
settling
onto
the
party
members,
causing
the
Geomancer
and
all
allies
to
immediately
recover
(Force
x
Level)
+
2d6
hit
points.
Cave-In
(Maelstrom):
With
a
roar
and
a
rumble,
the
ceiling
of
the
location
begins
to
collapse,
and
huge
boulders
rain
down
from
overhead.
1d6
boulders
strike
a
single
enemy
target,
each
one
dealing
(RES
x
Level)
+
2d6
points
of
Earth
damage.
Furthermore,
the
Elemental
Field
of
the
current
combat
then
becomes
Earth.
All
Earth-based
spells
and
attacks
in
the
area
whether
wielded
by
friend
or
foe
do
an
additional
two
steps
of
damage.
51
You
can
take
on
aspects
of
the
environment
to
become
undetectable,
malleable,
and
nearly
untouchable.
The
exact
nature
of
this
ability
varies
depending
on
the
geomancer;
Some
become
millions
of
tiny
grains
of
sand,
other
dissolve
into
snowflakes.
More
urban
geomancers
have
been
known
to
merge
with
stone
walls
underground
or
the
brickwork
of
the
city.
As
a
Slow
action,
a
Geomancer
can
gain
the
effects
of
the
Invisible
status.
This
status
grants
them
a
+4
bonus
to
Stealth
skill
checks,
a
+4
bonus
to
their
AVD
score,
and
a
+4
bonus
to
Running
Away
in
combat.
This
status
effect
is
lost
as
soon
as
the
Geomancer
takes
damage.
By
being
tuned
in
to
the
world,
you
can
hear
sounds
far
beyond
their
normal
auditory
range,
possesses
perfect
vision
even
in
pitch
blackness,
and
boast
a
sense
of
smell
that
is
preternaturally
potent.
A
geomancer
with
Heightened
Senses
can
perform
feats
that
border
on
precognition
or
magic,
able
to
tell
an
objects
size
by
the
way
the
wind
moves
around
it,
or
smell
the
Malboro
poison
hidden
in
a
signet
ring
from
across
the
room.
You
gain
a
+2
bonus
on
Awareness
skill
checks,
and
whenever
you
spend
Destiny
to
add
an
additional
dice
to
an
Awareness
skill
roll,
you
gain
two
bonus
dice
instead
of
one.
Furthermore,
the
character
is
immune
to
the
negative
status
effect
Blind,
and
treat
Invisible
enemies
as
though
they
didnt
have
any
of
the
bonuses
granted
by
that
status
effect;
though
the
Geomancers
sight
is
gone,
their
other
senses
more
than
compensate
for
this
loss.
This
ability
may
be
taken
multiple
times,
increasing
the
bonus
by
+2
and
the
additional
dice
by
one
each
time.
Therefore,
a
character
who
has
taken
this
ability
3
times
would
add
4d6
by
spending
one
point
of
Destiny.
You
can
run
with
the
speed
of
a
cactuar,
soar
with
the
grace
of
a
roc,
and
burrow
through
the
ground
with
the
strength
of
the
antlions.
The
character
may
now
move
a
Medium
Range
instead
of
a
Short
Range
each
round
and
they
gain
the
effects
of
Flight
while
conscious.
Once
per
game
session,
the
Geomancer
may
begin
to
tunnel
beneath
the
earth
with
a
Standard
action,
which
makes
them
Immune
to
any
negative
or
beneficial
Group-target
attacks
or
spells.
This
operates
exactly
like
the
monster
ability
Submerge;
Status
conditions
such
as
Poison
continue
to
affect
the
Geomancer
whilst
underground,
and
the
character
can
still
be
affected
by
Single-targeting
attacks.
Any
attacks,
spells
or
abilities
that
target
an
enemy
Group
are
turned
into
Single-target
instead
while
the
Geomancer
remains
burrowed.
They
may
return
to
the
surface
as
an
Instant
action
or
move
a
Medium
Range
underground
each
turn
while
burrowed,
and
they
may
move
underneath
enemies
to
attack
them
with
standard
attacks
as
normal.
A
successful
knockback
also
forces
the
Geomancer
back
to
the
surface
and
ends
this
effect.
The wind is always at your back, rushing water seems less turbulent for you and your allies, and even the boughs in a forest seem to move on their own accord to cushion your falls and give your acrobatic stunts a leg up. Augment grants a +2 bonus to all skill checks in a specific skill for the Geomancer and his allies. The skill bonus depends on the natural terrain around the Geomancer. Consult the list below. Mountains: Climbing Forest: Athletics Snow: Awareness Lava: Synthesis Desert: Nature Water: Swimming Underground: Thievery Swamp: Stealth Plains: Nature Town: Vehicles Cosmic: All Lore skills
52
The Geomancer is capable of entering a dreamlike state of tranquility where his spirit becomes one with the land itself, and he is connected to Creation in a primal, utopic sense. Activating Dreamstate takes roughly an hour of undisturbed meditation, and is often accompanied by odd rituals such as tossing handfuls of soil and interpreting meaning from how it settles and lands. After doing so, the Geomancer gains the temporary ability to tell the precise location of every physical object within a Long Range of where the meditation took place, from the tiniest pebble to the largest of rampaging monsters. Be warned, some extremely powerful magical items and beings have a dangerous resonance that can actually inflict physical harm upon the meditating Geomancer if his spirit comes into direct contact with it. In addition, when in an area where the Geomancer has used Dreamstate, they roll an additional 1d6 for all Nature skill checks. The character has formed a special kinship with an aspect of the world, and they can display their complete mastery over their chosen element no matter where they are. Choose one of the following ten types of Terrain Plains, Forest, Desert, Underground, Lava, Town, Mountains, Swamp, Snow, or Water. The Geomancer always has access to that terrain type when using Geotrance, in addition to whatever the current location provides. Even in the busiest metropolis the pulse of creation resonates, and you can hear its heartbeat no matter where in the world you travel. Geotrance can now be used as a Standard action instead of a Slow action. Furthermore, the gentlest touches of displaced air now warn the Geomancer when danger approaches, giving the character and their allies ample time to prepare. This drastically reduces the risk of a Preemptive attack at the GMs Discretion.
The Geomancer can urge the natural flow of the elements into his weapon, allowing it to take on the properties of the surrounding area. Whenever there is an Elemental Field active, the Geomancer can take a standard action to add the same [Element] Strike property to his weapon. For example, a Geomancer could infuse his weapon with Fire Strike when inside a burning building. This lasts until Skyforged is used again. You are one with the world, able to hear the whispers of the crackling flames and taste the change of the seasons carried on the four winds. Though the earth may defend itself against its enemies, it will never harm you. The Geomancer no longer takes damage or suffers any negative penalties from Difficult Terrain. For example, they may wade through lava without suffering direct damage, or ignore the harmful gases in a poisonous swamp. However, they can still be wounded by made-made poisons and can still drown underwater.
53
You can conjure forth the most powerful natural elements at a whim without restrictions you can create a hurricane of flames in the coldest tundra, or freezing rain in an endless desert. By spending two points of Destiny upon using Geotrance, the Geomancer may choose any effect from the list; including Maelstrom abilities or effects from an entirely different terrain. Furthermore, a Geotrance used in this manner cannot miss. Using Weight of the World can forever alter the terrain of an area and create unusual landscape features, such as causing a forest to spring up at the bottom of the ocean or permanently saturating a bustling urban city with a few meters of desert sand. Animals are some of the best conversationalists you know; they rarely argue, lie, or make wild claims to impress you, and theyre always so fascinated by everything you have to say. And when the natural order of the world has been disrupted, your former enemies can prove themselves as brave as any hero. The Geomancer can understand and make himself understood by animals. The creatures respond with their own postures and/or vocalizations though this doesnt make animals smarter, calm or loyal, most recognize a Geomancer by this ability instantly and have enough respect that theyll hear the character out before defaulting to aggression, panic, or indifference. Most creatures generally attempt to be helpful. Beastmaster allows the Geomancer to hold intense, interesting and logical conversations with creatures normally lacking the intelligence to do so, or who normally could never possess a language. In time, a Beastmaster who doesnt often travel could set up a network of scouts or animal allies to ferry them information. Better yet, a character with this ability is capable of turning even the most bloodthirsty of foes into reluctant allies with the power of persuasion alone. Beastmasters may attempt to persuade defeated foes to join them for a time or at least coerce general cooperation with a successful Negotiation check or Nature check of appropriate difficulty. Only the natural denizens of the world can be tamed, restricting the usage of this ability to Aerial, Aquan, Beast, and Insect-category monsters. Upon persuading a monster to assist the party, the creature has its disposition changed to Friendly and the Beastmaster may request the monster fight on the partys behalf. A monster tamed with Beastmaster retains the same attacks, spells and abilities listed in their Bestiary entry, and will generally not leave the Beastmaster unless it is treated unkindly or reduced to such low health in combat that it needs to flee for survival. With a Standard action once per round, the Beastmaster may have the monster use any single attack or spell from its list, keeping the same accuracy and damage scores. Notorious Monsters and Bosses cannot be affected with this ability, and the Geomancer may only have one enemy tamed at a time. You have shrouded yourself in the protection offered by the elements, your skin taking on a dusty hue and becoming harder than solid darksteel. More importantly, in times of dire need you can take the form of solid stone. The Geomancer gains an additional point of both ARM and M.ARM for every point of RES they possess. For example, a Geomancer with 12 Resolve naturally and +2 from his equipment would thus receive a bonus of 14 to their ARM and M.ARM scores. Furthermore, as a Standard action the character can automatically inflict themselves with the Petrify status if they so choose. This status effect only wears off when the Geomancer chooses to end the effect, and does not wear off in four rounds as normal.
54
MONK
It takes something special to be a Monk. Anyone can wield a weapon, given enough time and practice. Likewise, academies with hundreds of students dedicated to learning the art of magic dot the landscape. Some Jobs are simply born with their abilities and require no effort. Others still are the result of happenstance or some supernatural entity looking out for their well-being. A Monk is different. They are forged by years of hard exercise and rigorous training. It is a long and difficult path to be sure; the hermetic lifestylewith its emphasis on simple living and a regimen of demanding, repetitive labortakes its toll on the young and impatient. The majority of would-be Monks break off their education with only a handful of kata under their belts, culling the numbers of this Job more effectively than any foe could hope to. But to those who do not stray from the path, the rewards are great. Monks are the master of the world's unarmed combat styles. Their discipline and control over their minds and spirit is no less absolute than that over their bodies. The Monk's hands and feet are as dangerous a weapon as any sword or spell, combining crippling bare-handed blows, spectacular energy attacks, and spiritual discipline to devastating effect. However, these talents require the tough, pugnacious Monk to remain almost entirely unencumbered, to the extent of making armor more of a hindrance than a benefit. An experienced Monk thus learns to rely on their own agility and fortitude more than any piece of protective gear.
You have studied long to become a master martial artist, and now you have no need to rely on man-made weapons. Whether you fight with a sophisticated knowledge of pressure points or simply possess fists reminiscent of wrecking balls, your unencumbered strikes are skilled and devastating attacks. The instant your targets guard falters, even for an instant, you can take advantage of the opening to finish the battle with a powerful and flashy final attack.
HP Bonus: MP Bonus: ACC Bonus: AVD Bonus: Skill Points: Weapons: Armor:
Upon gaining this Innate Ability, you also permanently gain access to the Brawler equipment property, causing you do always deal (PWR x Half Level) + 2d6 points of damage with unarmed attacks. This property remains even if you were to change Jobs. In addition, you now use a special mechanic called Chain Points. Each time the Monk deals ARM damage they gain a Chain point, up to a maximum of five points; these points can be used for powerful maneuvers known as a Chain Finisher, which all Monks have access to and are as follows; Boost [1 Point]: The Monk takes a moment to center himself. This increases the characters ACC and AVD scores by one for the remainder of the encounter and takes an Instant action. Mach Kick [2 Points]: The Monk uses a series of powerful kicking attacks to strike each present foe. As a Standard action, the character may make a normal attack which targets the entire enemy Group.
55
Sovereign
Fist
[3
Points]:
The
Monk
leaps
into
the
air
and
brings
his
fist
down
hard,
crushing
a
single
enemy
and
ignores
their
defense.
As
an
Instant
action,
the
monk
may
declare
hes
using
Sovereign
Fist;
after
he
does
so,
his
next
attack
ignores
ARM,
Protect
and
Unusual
Defense,
and
deals
an
additional
damage
step.
Exorcise
[4
Points]:
After
activating
Exorcise
as
a
Slow
action,
the
monks
next
successful
attack
deals
(MND
x
Level)
points
of
Holy
ARM
damage
to
any
Undead
or
Fiend-type
enemy.
If
Exorcise
successfully
deals
damage,
it
also
permanently
removes
the
targets
Undying
property,
even
if
the
target
was
a
Notorious
Monster
or
a
Boss.
Asuran
Fists
[5
Points]:
Hands
faster
than
the
eye
can
see,
the
character
brutalizes
one
enemy
with
a
series
of
rapid-fire
strikes.
By
using
Asuran
Fists
as
a
Standard
action,
the
Monk
may
make
three
separate
attacks
against
a
single
target.
Whenever
one
of
these
attacks
is
a
critical
hit,
the
Monk
may
immediately
make
another,
additional
attack.
Asuran
Fists
can
strike
up
to
a
maximum
total
of
six
times.
A
Monk
loses
all
their
accumulated
Chain
Points
whenever
one
of
the
following
things
happens;
- They
miss
with
an
attack.
- Their
target
is
reduced
to
0
hit
points
- They
change
their
target
to
a
different
enemy
(or
ally!)
than
they
attacked
previously.
- After
a
Chain
Finisher
is
used.
Chain
Finishers
never
grant
Chain
Points
under
any
circumstance.
- They
wear
armor
of
any
sort.
You
gather
your
Ki
before
slamming
your
hand
into
the
ground,
releasing
the
accumulated
energies
in
a
wave
of
force
that
erupts
in
a
shower
of
rocks
and
debris
upon
your
enemies.
Shockwave
can
either
be
used
to
damage
one
target
up
to
a
Medium
range
away,
or
the
Monk
can
use
the
ability
as
a
Local
attack
to
affect
all
enemies,
allies
and
objects
(excluding
himself)
within
a
Short
Range.
Regardless
of
how
Shockwave
is
aimed,
the
Monk
makes
a
normal
attack
roll
as
a
Standard
action
if
successful,
the
attack
deals
(PWR
x
Level)
+
2d6
points
of
Earth
ARM
damage
to
each
target
in
the
blast,
and
the
Monk
must
also
make
a
Force
check
to
determine
the
level
of
destruction
caused
to
the
path
Shockwave
traveled
through.
Legends
speak
of
elderly
Monks
-
sometimes
referred
to
as
White
Monks
or
Taoists
-
who
possess
a
sliver
of
understanding
about
the
greater
workings
of
the
cosmos.
It
is
said
that
they
have
learned
to
strike
at
their
opponents
Ki
directly,
weakening
a
foes
spirit
instead
of
their
body.
This
ability
gives
credence
to
such
stories.
A
Monk
with
this
ability
may
choose
to
have
his
physical
attacks
deal
Non-Elemental
magical
damage
instead
of
physical
damage
if
he
wishes
at
any
time,
targeting
their
opponents
M.ARM
score
instead
of
their
ARM.
The
type
of
damage
done
must
be
declared
prior
to
making
an
attack
roll.
It happened so fast that a casual observer might have mistaken it for a clumsy, accidental fumble; no one but a fellow Monk could have followed the quick pressure point jab and the spin of the ogres arm. Its stone club tumbles to the floor with a heavy crash and a second later, its owner does the same. Seeking serenity and oneness with the cosmos instead of different methods to inflict violence, your knowledge of internal medicine allows you to overcome foes without fighting. This grants three different bonuses. First, a master of this style may automatically use the Disarm combat maneuver as an Instant action whenever he Counterattacks an opponent, in an attempt to separate said opponent from their weapons. In addition, the Monk gains the Sleep Touch property whenever he performs a Counterattack. And finally, you also gain a +4 bonus to your opposed rolls whenever you take the Defend action in combat, until the start of your next turn.
56
The
Monk
fires
a
precise
beam
of
blue-white
light
from
their
palms,
cutting
into
the
target
without
fail.
Aura
Bolt
is
a
Slow
action,
usable
once
per
session,
that
automatically
deals
(MND
x
Twice
Level)
+
2d6
points
of
M.ARM
Holy
damage
to
a
single
target
up
to
a
Long
Range
away.
Aura
Bolt
grants
two
Chain
Points
instead
of
just
one.
Youve
undergone
extreme
physical
trials
to
hone
your
body,
but
you
dont
have
the
scars
to
prove
it.
The
character
gains
an
additional
+10
Hit
Points
per
Level.
This
ability
may
be
taken
up
to
three
times,
increasing
the
value
by
an
additional
+10
each
time.
By
gently
striking
your
opponents
armor
in
precisely
its
weakest
point,
you
can
cause
it
to
splinter
uncomfortably
and
force
your
opponents
to
fight
on
equal
footing.
As
a
Standard
action
you
may
make
a
Force
or
Finesse
check
against
your
opponents
Finesse
roll;
if
successful,
a
creature
who
is
wearing
armor
has
the
equipped
armor
destroyed,
or
a
monster
who
the
GM
deems
is
utilizing
protective
gear
has
their
ARM
and
M.ARM
scores
reduced
to
0
until
combat
ends.
Having
mastered
one
of
the
most
renowned
abilities
of
the
Monk,
youre
able
to
take
a
deep
breath
and
cleanse
your
body
of
impurities
and
damage.
With
an
uninterrupted
Slow
action
once
per
combat,
the
character
with
this
Job
Ability
may
purge
themselves
of
all
negative
status
effects
and
regain
50%
of
their
maximum
HP
and
MP.
Chakra
may
be
used
regardless
of
any
status
effects
(excluding
Charm)
that
would
otherwise
prevent
it,
such
as
Petrify,
Seal
and
so
on.
Your
foe
is
momentarily
thrown
off-balance
your
cue
to
end
this
skirmish
before
your
friends
sustain
any
further
injuries.
By
putting
your
all
into
a
single,
incredible
strike,
you
can
lay
your
opponents
out.
By
activating
Haymaker
as
a
Slow
action
once
per
combat,
the
Monk
may
make
a
normal
attack
action
with
a
-10
penalty
to
ACC.
If
it
connects,
the
blow
deals
(PWR
x
Twice
Level)
+
2d6
points
damage
and
causes
the
Stun
and
Seal
status
effects
for
one
round
with
no
roll
to
resist.
Haymaker
cannot
result
in
a
critical
hit.
Each time your opponent strikes youre able to return the favor, punishing them with a series of devastating counterattacks and leaving them wide open for powerful Chain Finishers. You gain one additional Chain Point whenever you make a Counterattack. Furthermore, Cross-Counter allows the Monk to use the Counterattack property on Brawl weapons one additional time per encounter. This Job Ability may be taken multiple times, increasing the number of times Counterattack may be used by one each time.
57
Your
speed
and
vigor
never
for
a
moment
leave
you
as
you
fluidly
weave
in
and
out
of
your
enemies
defenses
and
leave
broken
bones
as
souvenirs.
Critical
Hits
now
award
2
Chain
points
instead
of
just
the
standard
1,
and
a
Monk
who
is
wearing
no
armor
and
using
a
Brawl
or
Reach
weapon
is
always
treated
as
though
he
is
dual
wielding,
allowing
him
to
reroll
one
die
during
every
attack
roll.
You
have
taken
the
ability
to
counterattack
the
strikes
of
your
opponents
to
an
entirely
new
level,
able
to
anticipate
these
moves
and
respond
with
lightning-fast
retribution
even
before
they
land.
After
obtaining
Hamedo,
rather
than
counterattacking
after
damage
is
calculated,
the
character
may
perform
a
physical
Counterattack
as
soon
as
a
foe
makes
a
melee
attack
against
them,
prior
to
damage
being
determined
or
accuracy
being
rolled.
In
addition,
whenever
you
perform
a
Counterattack
you
may
also
make
an
opposed
Force
or
Finesse
check;
a
success
causes
your
enemy
to
suffer
a
Short
Range
knockback,
generally
causing
your
opponent
to
lose
their
attack
altogether
as
they
go
tumbling
backwards
from
your
surprise
retaliation.
The
air
seems
to
stand
still
as
the
Monk
draws
back
their
fist,
accumulating
cosmic
energy
in
the
palm
of
their
closed
hand.
When
they
at
last
strike,
it
is
a
single,
decisive
blow
that
sunders
the
wall
of
ignorance
and
helps
the
monk
temporarily
break
free
from
the
bonds
of
human
limitations.
The
Monk
unlocks
the
following
Chain
Finisher.
Final Heaven [5 Points]: Final Heaven is a Slow attack action that automatically deals a critical hit if strikes the target. Furthermore, simply using Final Heaven successfully helps unlock a Monks true potential, and all of their abilities gain additional perks until the end of each game session, at which point the bonuses are lost until Final Heaven is used again.
Formless Strikes: The Monk gains the effects of Auto-Haste simply for possessing the Formless Strikes job ability. Shockwave: The Monk gains a +6 bonus on Force rolls when using Shockwave to destroy objects. Shatter Armor: The Monk may even break armor with the Indestructible property. Haymaker: A successful Haymaker also causes the Speed Break condition, halving the targets Finesse score, AVD and ACC for 4 rounds. Unbreakable Form: Upon being reduced to 0 hit points or less, the Monk may continue to battle normally without suffering unconsciousness until the end of their following turn. The Monk may still be killed by bosses and notorious monsters while in this state. Cross-Counter: There is no limit to the number of times a Monk may use the Counterattack weapon property. Passive Fist: Whenever the Monk is targeted by an attack at a Medium range or further, they may catch the projectile or spell and return it back to the attacker gracefully. Such attacks keep the same accuracy and damage rolls, but are treated as targeting the user of the attack instead of the Monk. Chakra: Chakra now affects all allies within a Medium Range. Aura Bolt: Using Aura Bolt is now an Instant action, and the damage may be calculated with the monks highest attribute instead of his MND score. Hundred Fists: Critical Hits now award 3 chain points instead of only 2. Hamedo: The Monk no longer needs to make opposed checks in order to cause a knockback through the use of Hamedo. Final Heaven: The Monk may spend one point of Destiny at the end of each game session to keep the bonuses granted by the use of Final Heaven, essentially allowing him to gain any of all of the benefits indefinitely.
58
NINJA
Underneath a cover of all-concealing blackness, the Ninja combines the talents of infiltrator, spy and assassin in one finely-trained body, ruthlessly independent by nature and owing allegiance to no one. Ninja are schooled from early on in the virtues of silent action and caution, the art of killing from a distance as well as a hair's breadth away. Their cold-hearted attitude and apathetic disregard for life means a Ninja would happily commit deeds most other warriors would balk at, making them unpredictable allies at best. They often wear masks in order to keep their true identity a secret even from their closest friends. The mask is their final resort - they can always remove it and simply disappear, becoming an 'ordinary' person. Forever. Then again, the Ninjas mask is just as often the identity theyve created for themselves, posing as a humble servant or just another face in the crowd. By cleverly positioning themselves over the course of months and preparing for a single moment, they can evade suspicion as easily as their shadowclad brethren can evade detection. Either way, the skills of the shinobi can be summarized as one of two things; deadly or possibly deadly.
HP Bonus: 14 Whenever a fast and inconspicuous attack is needed, MP Bonus: 0 the Ninja's natural affinity for throwing weapons comes to ACC Bonus: 1 the fore. AVD Bonus: 7 Throw allows the Ninja to launch a single weapon or object Skill Points: 22 with devastating force and accuracy at an opponent - treat this as a normal Attack Action that receives a +6 bonus to Weapons: Blade, Concealed, Dual Wield ACC and may target enemies up to a Medium Range away. Armor: Light, Medium Use the thrown weapons stats for calculating damage, not the weapon the ninja currently has equipped (unless, of course, they are one and the same). Damage is always calculated using the Ninja's DEX Attribute, even in case of weapons whose damage normally defaults to PWR or MND. For example, a ninja who throws a Tier 4 Blade at the foe would deal (DEX x 4) + 2d6 points. This technique does come with a price, however; anything used in conjunction with Throw will be irretrievably lost and destroyed for good. The only exception to this is items with the Indestructible property, which are still unavailable until after the battle is over, at which point they can be retrieved normally. A Ninja may throw Improbable Weapons as well, dealing standard damage with them based on what Tier they effectively act as see pages 151 and 152 for more on this. As always, the GM is well within his rights to rule that certain Improbable Weapons would have additional special effects, and a Ninja can only Throw what he can conceivably lift with a Force check.
59
You are well-versed in the use of all the (usually illegal) ninja tools and know how to obtain them through a network of underworld contacts. These methods have been passed down from clan to clan for generations. Smoke Bombs and all of the Black Market Goods listed in the equipment chapter can be purchased for 50% of their normal price. The ninja may carry any number of these items at a time; they dont count toward the maximum number of items a character may have in his inventory. Utilizing secret ninja magic, you create a pair of shadowy simulacra to absorb enemy attacks. They move and act as you do, making it nigh-impossible to tell which silhouette is the dangerous one. Image creates two self-copies as a Standard action, each of which grants a bonus of +2 AVD to the Ninja while they are active. Each time the Ninja is targeted by a magical or physical attack, one of the copies vanishes and reduces this evasion bonus accordingly. Each time the Ninja is targeted by a Group or Local attack, both of the copies vanish instead of just one. Multiple uses of Image can never create more than two copies at a time. The magical darkness suddenly pours into the well-lit room like a viscous fluid, extinguishing every source of light as you immerse yourself into the sea of shadows. No trace of you remains; not even the sound of a footstep. Sunken State is an Instant action usable once per session that grants the Ninja the Invisible status, which is lost as soon as the Ninja takes damage. Invisibility grants the Ninja a +4 bonus to Stealth skill checks, their AVD score, and attempts to Run Away in combat. Although Sunken State may only be used when the Ninja is under the cover of darkness, simply having this Job Ability also grants the Ninja the ability to cast the Twilight spell as a Slow action with no MP cost. Against one man, you are a terror. Against many, you are untouchable. When fighting a Humanoid or a target that possesses the Swarm monster trait, the Ninja gains a +1 bonus to their AVD score and deals an additional damage step with all attacks to that target. If the target is both a Humanoid and a Swarm, then these effects stack, granting a +2 bonus to AVD and a two damage step increase. You have practiced with various poisons and natural venom, and your weapons are all coated with your favorite potpourri blend of toxic fluid. Even the smallest scratch can leave a wound that never seems to heal. The character treats all non-Improbable Weapons they wield as though they possessed the Spellburst: Virus property. As always, this means that as a standard action or on a critical hit, the ninja can cast the Virus spell, which negates all healing a foe could receive. In addition, the Ninja can cast the Hex spell as a Slow action with no MP cost, allowing them to debilitate the health of their targets, softening them up for a later assassination or even allowing them to pin the blame of death on natural illness.
60
While
many
warriors
believe
that
battles
are
best
enjoyed
as
long,
drawn-out
affairs,
you
instead
seek
to
perfect
the
art
of
the
single
strike
-
ending
combat
with
one
precise
cut
before
your
enemy
can
react
or
respond.
All
attacks
made
by
the
character
during
a
pre-emptive
round
of
combat
result
in
a
critical
hit
on
an
accuracy
roll
of
8-12
instead
of
the
standard
12.
This
cannot
be
combined
with
other
effects
that
increase
a
characters
critical
hit
range,
such
as
the
Lucky
weapon
property.
With
a
simple
two-fingered
gesture,
you
strip
your
foe
of
his
magical
protections.
You
may
cast
Dispel
as
an
Instant
action
once
per
game
session
for
no
associated
MP
cost.
This
targets
a
single
enemy
at
up
to
a
medium
range
away
and
removes
all
positive
status
effects
they
currently
possess.
This
ninja
trick
allows
you
to
halt
your
opponents
attempts
to
flee
by
anchoring
their
shadows
to
the
ground,
ensuring
they
stay
precisely
where
you
want
them.
After
obtaining
this
maneuver,
whenever
you
successfully
damage
a
foe
who
is
a
Medium
Range
away
or
further,
you
may
choose
to
deal
half
damage
in
order
to
make
an
opposed
Finesse
check.
If
you
succeed,
the
target
is
automatically
inflicted
with
the
negative
status
effect
Stop,
lasting
until
the
beginning
of
your
next
turn.
Your
master
taught
you
more
than
how
to
dodge
a
blade
and
hide
between
raindrops;
you
are
proficient
in
freeing
your
mind
from
distractions,
you
know
the
secrets
of
the
five
primal
fundaments
that
compose
the
world,
and
even
how
to
use
your
Ki
to
strike
at
these
five
points
on
an
enemy
and
leave
him
helpless.
After
all,
only
those
who
master
the
Ki
of
Five-Movements
can
master
the
way
of
the
Ninja.
Whenever
you
deal
any
type
of
elemental
damage
with
a
thrown
weapon,
or
Shadow
damage
from
a
melee
attack,
you
may
choose
one
effect
from
the
list
below
to
activate
as
an
Instant
action.
All
damage
dealt
in
this
way
ignores
the
effects
of
ARM
and
M.ARM.
Wood
Veil:
A
simple
motion
makes
it
difficult
for
the
target
to
see,
and
moving
too
quickly
renders
him
momentarily
sightless.
The
next
time
the
target
chooses
to
make
a
physical
attack,
they
suffer
(MND
x
Level)
points
of
damage
and
are
inflicted
with
the
negative
status
effect
Blind
until
the
end
of
their
next
turn.
Fire
Veil:
You
pluck
at
their
heart,
stripping
away
the
fiery
passion
needed
to
work
magic.
The
next
time
the
target
expends
MP,
they
take
(MND
x
Level)
points
of
Fire
damage
and
are
inflicted
with
the
effects
of
Seal
until
the
end
of
their
next
turn.
Earth
Veil:
After
your
attack,
your
victim
finds
himself
suddenly
exhausted.
The
next
time
the
target
moves
from
his
current
location,
they
suffer
(MND
x
Level)
points
of
Earth
damage
(even
if
they
are
normally
immune)
and
are
inflicted
with
the
negative
status
effect
Slow
until
the
end
of
their
next
turn.
Metal
Veil:
By
striking
your
opponents
very
soul,
you
puncture
their
spirit
and
cause
their
own
Ki
essence
to
drift
free;
a
deeply
unsettling
feeling
for
anyone.
The
next
time
the
target
expends
Destiny,
they
suffer
(MND
x
Level)
points
of
nonelemental
damage
and
are
inflicted
with
the
negative
status
effect
Confuse
until
the
end
of
their
next
turn.
Water
Veil:
The
liquid
in
your
targets
body
becomes
as
cold
as
death,
the
chill
reminding
him
of
the
inevitable,
inescapable
end
to
this
battle.
The
next
time
the
target
would
recover
health,
they
suffer
(MND
x
Level)
points
of
Water
damage
and
are
inflicted
with
the
negative
status
effect
Zombie
until
the
end
of
their
next
turn.
61
Before you have time to shout out a warning, your foes gasp becomes nothing more than a gurgle. Though it takes a Standard action to use in combat, the damage dealt by Execution is impossible to trace back to the Ninja they seem to do nothing. Perhaps this attack takes the form of a poison discreetly placed in your opponents drink hours ago and just now taking effect to cause crippling pain, or perhaps it was nothing more than a shocked gesture.which signals an unseen conspirator to fire a crossbow bolt from a nearby rooftop. In this way, the Ninja may continue to seem like an ally or bystander even as their murderous plan unfolds. Execution requires an attack roll as normal but cannot cause a critical hit, and no weapon properties (such as [Element]-Strike or Lucky) apply; it deals (PWR x Half AVD Score) + 2d6 points of ARM damage, and the target then suffers a penalty to their ARM and M.ARM scores equal to the Ninjas level until combat ends. This effect is cumulative; an enemy who has been struck by Execution three times would have a penalty to their armor values equal to triple the Ninjas level. Because Executions damage is calculated by using your current AVD, any temporary effects that would increase your Avoidance, such as Invisibility or Image, also improve this limit ability. Those who have seen this technique cannot say for certain what it looks like - they are all dead. The secret is, in fact, that Army of One rarely manifests the same way twice. The mystically-minded ninja splits his body into two identical versions, battling alongside a shadowy double. The clan leader needs only make the slightest sign to call for backup, with dozens of other, lesser shinobi appearing in the rafters to join him. Some claim that Army of One is neither of these things, and the Ninja simply moves with such speed and soundlessness that it is believed that no single person could ever kill so many, so quickly, and that there must be some other explanation. Others claim that seeing double is some sort of poison-induced hallucination. Some parties have even been surprised to discover that the character they thought was their companion all along was, in fact, simply a well-disguised decoyas the REAL Ninja appears to help. Whatever the method, Army of One allows the Ninja to effectively function like two characters for the remainder of battle. By spending three points of Destiny and an Instant action to activate this Limit Ability, they gain an additional Standard action each round, which deals half damage and is incapable of limit breaks. Furthermore, the character may perform Teamwork Attacks essentially with themselves, treating this additional standard action as if it was another player making an attack roll. The character may always take this Standard action each round, even if they are afflicted with a negative status effect that would prevent them from doing so. Because Army of One allows the character to function like multiple individuals, the ninja may perform actions in two entirely different places at once - such as engaging in an epic battle inside an imperial airship while also disarming a bomb in the city square miles below. Army of One lasts until the end of combat, or until the Ninja is reduced to 0 hit points. The character moves with such speed that even the most accurate of spells have difficulty scorching her skin or slowing her down. Upon taking this ability, whenever any enemy attempts to cast a Single-target spell on the Ninja, they must roll Finesse + 2d6 and beat the Ninja's AVD score with the result in order for the spell to cause any damage or have any effect against the Ninja. Spells that fail in this way still cost MP and use the enemy's turn.
62
PALADIN
The Paladin is a sacred knight, following in the footsteps of the infinite mercy and justice of creation, the powers of Holy - and they are chosen by the light they follow, not the other way around. Although there are many who have one or several of the qualities that make a Paladin, only those who are truly the epitome of purity are so blessed to become one of these famed knights. You fight for higher causes and better days; truth guides your sword and chivalry your every action, and the Holy energy that flows through your blade and body is certain to create a brighter tomorrow. Paladins are symbols of honor and nobility and are welcomed wherever they go, usually clad in shining heavy armor and carrying a great shield. They are capable of shielding another party member from danger and can channel the rarest and most sacred type of magic in combat, making them awesome warriors indeed.
HP
Bonus:
22
Spell
Rank
Levels
Obtained
You
are
a
living
bulwark,
protecting
the
MP
Bonus:
2
Novice
1,
2,
3,
4
vulnerable
and
acting
as
their
shelter
in
the
ACC
Bonus:
1
Intermediate
5,
6,
7
storm
of
battle.
The
well-being
of
others
is
AVD
Bonus:
5
Expert
8,
10
paramount,
and
you
would
sacrifice
yourself
in
a
Skill
Points:
20
Superior
12,
14
moment
if
anothers
life
was
at
stake.
Ancient
15
(Holy
only)
The
Paladin
chooses
an
ally
to
be
covered
as
an
Instant
action;
Until
the
Paladin
chooses
a
new
Weapons:
Arcane,
Blade,
Reach
target,
they
will
keep
a
watchful
eye
on
this
ally
Armor:
Light,
Medium,
Heavy,
Shields
and
guard
them
from
injury.
Magic
School:
White
Whenever
the
Covered
target
would
suffer
damage,
the
Paladin
may
leap
in
front
of
that
character
as
an
Instant
action
and
choose
to
take
that
damage
on
the
allys
behalf.
This
means
that
the
damage
is
still
reduced
by
the
original
targets
ARM
and
M.ARM
scores
and
other
effects,
and
not
the
Paladins.
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
(such
as
Stop,
Slow,
Seal
or
Charm,
among
others),
and
the
ally
must
be
within
a
Medium
Range
and
not
obstructed
by
obstacles
that
would
prevent
the
Paladin
from
reaching
them
(such
as
being
in
another
section
of
the
castle
or
another
dimension).
Finally,
the
Paladin
may
only
Cover
one
ally
at
any
time.
You will combat evil even to the ends of the earth and are a symbol of hope for your comrades. If fear and trickery are the only tools your enemies wield, then they will fight you unarmed. The Paladin, all allies and friendly targets are Immune to Fear, Berserk, and Charm (if they so choose to be) when they are within a Medium Range of you. Former foes who have been Charmed to fight on your partys side are unaffected by Leadership.
63
Your whisper a single, solemn word that resonates with conviction, sheathing one ally in the golden light of a magical shield. Forming an Astra shield is an Instant action usable once per game session, and it appears as a faintly-shimmering glow that surrounds the target. The target of Astra negates all effects and damage from the next attack they receive, at which point the benefit of Astra is lost. This ability cannot be used on the Paladin, nor can more than one ally have the benefits of this ability at any given time. However, Astra can be used even when it is not the Paladins turn. Stalwart, chivalrous and steadfast, the Paladin can amplify the raw force of an opponents spell and cause it to strike him exclusively, instead of allowing more vulnerable allies to suffer the brunt of the damage. By declaring theyre using Sentinel an Instant action on an enemys turn, the Paladin may transform any Group- target spell or Limit Break into a Single-target spell or break that is redirected to strike him alone. Spells and limit breaks redirected in this way deal 200% standard damage instead of the normal value, and if the Paladin would be Immune or Absorbent to the elemental type of damage dealt, the damage is converted into non-elemental damage instead. A heavenly pearl light seems to surround you as you drop into a guarded stance, bracing yourself. The moment your enemies approach you seem to explode in a blinding, radiant aura. Evil creatures hiss and recoil, shielding their eyes as their skin disintegrates in the astral glow. As an Instant action once per combat, the Paladin may declare hes activating Shield of Light. Until the start of the Paladins next turn when Shield of Light wears off, the Paladin is treated as having the Indestructible property on all the Armor hes currently wearing, cannot be affected by Knockback, and cannot lose a spell he w as in the middle of casting due to a teamwork attack, critical hit or limit break. If any enemy targets the Paladin or the Paladins Covered target with a physical attack before the start of the Paladins next turn, the Paladin can retaliate with an abrupt blast of holy energy. The attacking enemy, as well as all enemies within a Short Range of the Paladin, immediately suffer (RES x Armor Tier) + 2d6 points of Holy M.ARM damage and are inflicted with the negative status effect Blind with no resist roll, even if theyd normally be immune to its effects. This damage and blind effect occur as soon as the attack is declared against the paladin, and before accuracy is rolled. You know it isnt yet your time to fall, and your calm certainty is as much a shield as any sheet of metal. When the Paladin is at 25% or fewer HP, he receives 200% healing from all White Magic spells, job abilities, items and weapon properties, excluding HP Drain, Regen, and its superior version, Aura. In addition, the Paladin may choose to deal damage as though their weapon possessed the Holy Strike property when he fights at 25% of his maximum hit points or less.
64
Strengthened with the belief that the best defense is a good offense, your weapon burns with a celestial intensity. As you deftly slash at an enemy, the air around the two of you erupts with light and sears your foe with righteous wrath. It will face you, or fall. This is an attack with many names, ranging from Northswains Glow to something as simple as Split Punch or Crush Punch by non-Paladins whove seen it in action. Ultimately, most refer to it by the name of the man who was said to have created it. Whatever the name, this attack is a Standard action that targets a single enemy, usable once per session. Make a standard weapon attack; if the strike is successful, it deals (PWR x Twice Level) + 2d6 points of Holy M.ARM damage to the target and surrounds both of you with white fire. If the enemy attacks any target other than you on its next turn, you regain the use of Orlandeaus Strike. The Paladin raises his blade to the sky, parting the clouds and encasing the party in a beam of divine light. By activating Holy Circle as a slow action, the Paladin and his allies gain the Undead Killer property on any weapon they wield until combat ends. Your unwavering resolve helps you withstand the tests to come. The Paladin receives a +2 bonus to rolls to resist the effects of negative status effects. This ability may be taken multiple times, increasing the bonus by +2 each time.
65
Of all the powers in all the world, none is as simple, and flawless, and all-encompassing as this. By spending 3 or more points of Destiny as a Standard action, a Paladin may become invincible, negating all damage and effects that he would receive from all attacks. The effects of this ability last for a number of rounds equal to the number of Destiny expended in its usage. In addition, all damage dealt from the Paladin is treated as Holy M.ARM damage for the duration of Invincible. All damage taken from effects such as Cover is also nullified while the Paladin is Invincible. When Invincible is activated, the Paladin is immediately cleansed of all negative status effects. He may use Invincible even if a status effect would normally prevent him from taking any actions. There was no feeling left in your fingertips at all. They appear to have been turned to stone from the Adamantoises breath, in fact, as it tried to use its quartz-like jaws to rip your shield away. Your only weapon lies a few feet to your right, but it wouldnt do you any good with this broken arm anyway. Each time the primeval tortoise SMASHES you and your friend into the cave wall at your back, two things happen; he lets out a whimper and mutters something about being a better person, and your shield resonates with a flash of angelic light. You want to tell him not to worry, but the sound of your voice is drowned out in the rumbling. After all, youre a Paladin. You could do this all day. As soon as the Paladin suffers damage or a negative status effect from any foe, the Paladin and one nearby ally of his choice recover hit points equal to (Paladins MND x Half Level) as a Regeneration effect. This healing is instantaneous and interrupts the enemys turn, though does not occur if the Paladin is reduced to 0 hit points by the attack. The healing from Saints Cross can even occur when the Paladin is afflicted by a status ailment that would normally prevent its use, such as Stun or Seal. Saints Cross cannot occur multiple times on the same attack; for example, if an enemy caused both damage and a negative status effect with a single move, the Paladin would still only recover health once. You raise your weapon high and allow it to accumulate holy energy from the distant reaches of the cosmos; the size of the weapon seems to grow and it becomes almost impossible to look directly at the blade. Then, with a clash of steel you bring it to bear against one fiendish foe, sending them back to the abyss where they belong and filling your veins with the power of the light. Climhazzard is a single powerful blow that requires a Slow action to use and may only be activated once per session. However, whenever the Paladin suffers a critical hit, they regain the use of Climhazzard. Climhazzard automatically deals ((RES + MND) x Weapon Tier) + 2d6 Holy ARM damage and cannot miss or be a critical hit. After Climhazzard is used, the Paladins total ARM and M.ARM scores are doubled until the start of their next turn.
66
RANGER
Rangers
are
also
known
as
Hunters
or
Snipers
or,
depending
on
if
they
utilize
modern
weaponry,
Gunners
or
Fusiliers
and
they
specialize
in
fighting
with
ranged
weapons.
These
patient
and
precise
warriors
hone
their
art
through
skill
and
a
few
subtle
(and
not-so-subtle)
tricks.
Often
protective
of
their
homes,
Rangers
often
prefer
either
the
wilderness
or
a
heavily
urban
setting.
They
use
their
environment
to
their
advantage
to
overcome
much
more
dangerous
foes.
With
a
ranged
weapon
in
hand,
these
ever-vigilant
adventurers
can
make
accurate
attacks
that
other
Jobs
can
only
dream
of,
cripple
enemies
by
aiming
for
specific
parts
of
their
bodies,
and
utilize
other
practical
abilities
that
make
them
invaluable
to
any
party.
HP
Bonus:
16
While
normally
most
comfortable
fighting
at
a
distance,
a
MP
Bonus:
0
Ranger
who
is
forced
into
melee
with
enemies
is
hardly
ACC
Bonus:
2
defenseless.
While
being
able
to
dodge
a
blow
or
dive
out
of
the
AVD
Bonus:
6
way
of
incoming
fire
is
a
handy
trait
for
any
character
to
have,
Skill
Points:
20 Rangers
have
taken
this
outlook
to
an
extreme;
relying
on
instinct
and
reflex,
they
are
so
adept
at
dodging
attacks
that
foes
Weapons: Concealed,
Ranged are
just
as
likely
to
hit
each
other
as
they
are
the
Ranger.
Armor: Light,
Medium Whenever
an
adversarys
attack
misses
the
Ranger
due
to
Avoidance,
the
Ranger
may
choose
to
have
the
attack
successfully
strike
a
second
enemy
within
a
Short
Range
instead.
Reversal
therefore
makes
Rangers
extremely
adept
at
handling
entire
groups
of
monsters
at
once,
as
they
turn
their
foes
own
imprecise
attacks
back
at
each
other.
Youre so at home in your environment that youre able to deliver precise shots without being detected, and prefer to overcome your enemies through the element of surprise. The Ranger and all his allies deal an additional damage step with all physical attacks in the pre-emptive round of combat for example, an attack that normally deals (DEX x 1) points of damage now deals (DEX x 2) instead. In addition, by spending one point of Destiny, you may add a bonus equal to half of your Nature skill (rounded down) as a bonus to the next Stealth skill check made by you and each of your allies this game session. This ability may be taken multiple times, increasing the damage step by one each time.
67
The
virtue
of
patience
helps
you
pinpoint
the
perfect
time
to
strike,
and
you
are
able
to
track
your
target
perfectly
and
land
your
shots
even
in
situations
where
success
seems
impossible.
Upon
using
Take
Aim
as
a
Slow
action,
the
Ranger
receives
a
+4
bonus
to
ACC
on
his
next
attack
roll.
This
ability
can
also
be
used
outside
of
combat
for
granting
a
+4
bonus
to
any
skill
that
might
involve
a
precise
or
silent
aimed
shot,
such
as
firing
a
grappling
gun
up
a
castle
wall
to
aid
in
a
Stealth
or
Escape
check.
You
fire
a
well-placed,
crippling
shot
that
hampers
your
foes
fighting
ability.
Disabling
Shot
is
a
slow
action
before
the
Rangers
next
attack
roll
is
made,
choose
any
of
the
following
bonus
effects.
If
the
attack
is
successful,
the
enemy
suffers
whatever
additional
penalty
was
chosen
by
the
Ranger.
Obviously,
some
creatures
will
be
unaffected
by
aspects
of
this
ability.take
size,
lack
(or
excess!)
of
appendages,
and
similar
considerations
into
account.
Disarming
Shot:
The
target
drops
or
is
separated
from
one
carried
or
held
item,
chosen
by
the
Ranger.
This
could
by
a
weapon
or
shield,
or
an
item
such
as
a
delicate
parchment
map
or
set
of
diamond
earrings.
Regardless
of
the
Rangers
choice,
this
generally
acts
as
a
Disarm
action
with
no
opposed
roll.
Leg
Shot:
The
target
cannot
Escape
from
combat
with
spells
or
abilities,
nor
can
they
attempt
to
Run
Away.
Vital
Shot:
The
enemy
suffers
a
-2
penalty
to
their
ACC
or
AVD
score
(Rangers
choice)
until
the
end
of
combat.
The
effects
of
Vital
Shot
do
not
stack.
Head
Shot:
Your
critical
hit
rate
is
improved
by
one
for
this
shot,
which
generally
allows
you
to
roll
critical
hits
on
a
dice
result
of
11-12
instead
of
just
the
standard
12.
The
rudimentary
combat
style
of
your
enemies
is
easy
to
analyze,
giving
you
ample
time
to
shout
to
your
friends
and
warn
them
when
to
dodge
predictable
counterattacks
or
clumsy
magical
onslaughts.
After
using
Advice
as
a
Standard
action,
one
target
monster
loses
access
to
their
Combat
Abilities
until
the
end
of
the
Rangers
next
turn.
This
refers
to
all
of
the
following;
Counterattack,
Magical
Counterattack,
Final
Attack,
Status
Touch,
Call
For
Help,
Inhale,
Call
Minions,
Multiweapon,
Flawless
Spell,
Item
Use,
Submerge,
Combination
attack,
and
Job
Ability.
Advice
may
be
used
once
per
combat,
and
your
allies
must
be
able
to
hear
you
in
order
to
benefit
from
Advice.
While not all Rangers use arrows or bullets, those who do are always ready with ammo for any occasion. By quickly drawing different types of arrows from their quiver, reloading a pistol with elementally-aligned shells, magically altering the properties of their floating surfboard or whatever, the character is able to constantly exploit the weaknesses of his enemies. After quickly producing a special type of ammunition as a Standard action, the Ranger may add any one of the following weapon properties to his next ranged attack; Fire Strike, Earth Strike, Water Strike, Wind Strike, Lightning Strike, or Ice Strike.
68
Even
though
you
can
hear
the
air
screaming
in
your
ears
as
you
plummet
downward
like
a
knife
through
the
clouds,
you
maintain
your
focus
even
as
the
ground
comes
rushing
up
to
meet
you.
This
would
be
a
delicate
shot,
and
you
wouldnt
have
time
to
make
a
second.
Though
showy
and
ostentatious,
a
Ranger
with
this
ability
ignores
all
penalties
when
skydiving,
free-falling,
or
fighting
in
Difficult
Terrain
focused
on
speed
or
heights.
Furthermore,
while
in
midair
(for
example,
after
leaping
from
a
great
height.
The
ranger
cannot,
say,
hop
in
place
to
obtain
this
bonus)
or
Difficult
Terrain
involving
heights,
the
Ranger
receives
a
+2
bonus
to
his
AVD
and
ACC
scores.
As
always,
after
being
affected
by
a
knockback
the
Ranger
is
considered
to
be
in
mid-air
until
the
end
of
his
next
turn
when
he
lands.
You
loose
a
powerful
missile
attack
that
sends
a
foe
hurtling
backwards,
pinning
them
to
a
wall
or
the
ground.
After
using
Sidewinder
as
an
Instant
action,
the
Rangers
next
attack
suffers
a
-4
penalty
to
the
ACC
roll,
but
if
successful,
deals
one
additional
damage
step,
causes
a
Short
Range
knockback
and
causes
Stop
for
one
round,
even
if
the
target
would
normally
be
immune
to
the
knockback
or
the
effects
of
Stop.
When
Sidewinder
is
used,
the
Ranger
may
choose
to
also
be
affected
by
a
Short
Range
knockback
if
they
so
choose.
This
ability
may
only
be
used
in
conjunction
with
attacks
from
a
Ranged
weapon,
once
per
session.
The
barons
guards
didnt
have
time
to
react
before
you
drew
your
pistol,
but
they
were
not
your
targets
instead,
each
lantern
they
carry
seems
to
shatter
simultaneously,
plunging
the
alleyway
into
complete
darkness.
By
declaring
his
next
attack
will
be
a
Trick
Shot
as
an
instant
action
and
taking
a
penalty
to
their
attack
roll,
the
Ranger
is
capable
of
banking
an
attack
made
with
an
Arcane
or
Ranged
weapon
off
of
up
to
multiple
different
surfaces
before
it
reaches
its
target.
For
each
surface
a
Ranger
wishes
to
bounce
a
shot
from,
they
suffer
a
-1
penalty
to
their
ACC
roll.
This
might
allow
a
Ranger
to
bank
a
shot
off
three
walls
and
hit
a
target
they
couldnt
possibly
draw
a
straight
line
to
at
a
-3
ACC
penalty,
or
simply
make
Force
checks
to
destroy
objects
within
range
before
the
shot
strikes
its
intended
target
such
as
light
sources
or
the
thin
chain
keeping
a
crystal
chandelier
dangling
from
the
roof.
If
the
attack
roll
would
miss
the
target,
then
Trick
Shot
has
no
effect
whatsoever
and
is
treated
as
missing
every
object
the
Ranger
fired
at.
This
ability
may
not
be
used
in
conjunction
with
attacks
that
never
miss,
such
as
Sharpshot.
The
Ranger
notches
half
a
dozen
arrows
onto
their
bowstring
or
unloads
a
clipful
of
bullets,
punching
holes
in
every
enemy
in
a
360
degree
radius.
By
declaring
the
use
of
Barrage
as
an
instant
action,
the
next
attack
the
Ranger
makes
targets
the
entire
enemy
Group.
This
ability
may
be
used
once
per
session.
There are a myriad of targets on a foes body, but several of them are more appealing than others. The Ranger is treated as always having the Blind Touch property on any weapon he wields.
69
You
are
a
paragon
of
ranged
combat,
capable
of
performing
feats
beyond
comprehension.
With
a
single
arrow
you
could
pluck
an
apple
from
a
tree
ten
miles
away,
or
tie
a
message
to
the
shaft
and
have
it
imbed
itself
in
the
wall
next
to
its
intended
recipient
inside
a
fortress
with
only
one
window.
You
could
make
a
bullet
follow
the
curvature
of
the
entire
planet
in
order
to
strike
a
nearby
adversary
in
the
back.
These
exploits
will
live
on
in
legends
and
stories
for
centuries,
immortalizing
you
as
one
of
the
greatest
rangers
to
ever
exist.
By
expending
two
points
of
Destiny
and
taking
a
Standard
action
to
fire,
the
Ranger
can
fire
a
single
shot
that
if
the
goal
is
to
strike
a
target
and
not
simply
send
a
message
-
deals
(DEX
x
Twice
Level)
+
2d6
points
of
damage.
This
attack
ignores
ARM,
cannot
miss,
and
it
cannot
be
a
critical
hit
or
result
in
a
limit
break.
If
used
with
a
Ranged
weapon,
Sharpshot
can
strike
a
target
at
any
distance,
even
if
it
is
a
beyond
conceivable
firing
range.
As
long
as
the
character
is
not
restricted
by
walls
or
other
barricades,
they
can
shoot
anything,
anywhere.
Sharpshot
cannot
be
negated
by
other
Job
Abilities
with
the
singular
exception
of
Invincible.
Sharpshot
cannot
be
combined
with
the
Ranger
abilities
Barrage
or
Trick
Shot,
and
cannot
be
made
to
target
multiple
enemies
under
any
circumstances.
Your
ranged
attacks
separate
in
mid-flight,
splitting
into
multiple
projectiles
to
lay
low
your
enemies.
Activating
X-Attack
is
a
Slow
action
usable
once
per
session.
After
doing
so,
the
Rangers
next
four
normal
attack
actions
are
treated
as
Instant
actions
instead
and
calculate
damage
with
DEX
instead
of
their
normal
attribute,
but
cannot
cause
critical
hits
and
suffer
a
-2
penalty
to
ACC.
If
the
Ranger
misses
an
attack,
the
effects
of
X-Attack
immediately
end.
You
find
the
greatest
chalIenge
in
pitting
your
skill
against
the
intelligent
predators
spoken
of
in
local
folklore,
monsters
that
lesser
hunters
fear
to
seek
out.
Dragons
and
abnormal,
one-of-a-kind
beasts
are
far
more
stirring
to
your
taste
than
woodland
creatures,
and
you
are
paid
well
by
certain
organizations
for
these
dangerous
trophies.
Upon
gaining
this
ability
or
gaining
a
level,
the
Rangers
weapons
are
all
treated
as
having
the
[Monster]
Killer
property
of
the
Rangers
choice,
allowing
them
to
deal
double
the
normal
amount
of
damage
to
any
single
type
of
foe.
Each
time
the
Ranger
gains
a
level,
they
may
change
the
type
of
[Monster]
Killer
property.
For
example,
upon
gaining
this
ability,
the
Ranger
might
choose
Aerial
Killer.
On
her
next
level-up,
she
might
choose
to
change
the
bonus
granted
by
Hunt
to
Dragon
Killer
instead.
Furthermore,
whenever
the
character
kills
a
Notorious
Monster
or
Boss
of
the
same
species
that
their
Hunt
[Monster]
Killer
weapon
property
is
attuned
to,
they
may
turn
in
proof
of
the
creatures
demise
at
any
major
city
to
gain
bonus
gil.
This
gil
is
based
off
the
level
of
the
defeated
enemy;
consult
the
chart
below.
Monster
Level
1
2
3
4
5
6
7
8
Additional
Gil
40
80
180
400
800
1,500
3,000
5,500
Monster
Level
9
10
11
12
13
14
15
Additional
Gil
10,000
18,000
32,000
56,000
100,000
170,000
300,000
70
RED MAGE
The Red Mage is the classic jack of all trades, a profession whose versatility stands in stark contrast to the regimented, often restrictive training of other Mage Jobs. Indeed, rather than keeping their examinations confined to a single school of magic, these versatile spellcasters satisfy curiosity (and often, boredom) by dabbling in a little bit of everything. Still, as the manifesto goes, they are the jack-of-all-trades - but masters of none. Their versatility comes at the cost of power; but power is rarely the final goal of a Red Mage, as most prefer to dedicate their lives to the constant pursuit of the unachievable and doing so with style. After all, White and Black are not destruction and harmony. They're not even diametrically opposed. True mages know how to grab the reigns of both, instead of being too afraid to combine the awesome offensive power of Black Magic with the healing and support of White Magic. The quintessential free spirits, Red Mages tend to dress elegantly and flamboyantly, using the romantic idealism of swashbucklers as a template. This carries over into their choice of arms; they are particularly adept with bladed weapons, preferring to fight with rapiers sabers, and other weapons that allow them to take full advantage of the additional mobility afforded by their light armor. Though other spellcasters may find Red Mages a little too flighty for their liking, there is no denying that their palette of abilities is a potent one.
HP Bonus: 14 Spell Rank Levels Obtained You raise your weapon like a magical MP Bonus: 4 Novice 1, 1, 2, 2, 3 lightning rod, focusing a spell's energy into your ACC Bonus: 1 Intermediate 4, 4, 5, 6 body. AVD Bonus: 5 Expert 7, 7, 8, 9 Runic absorbs and negates the first spell cast in Skill Points: 22 Superior 10, 12, 14 the Red Mage's presence, be it from friend or foe. Runic is a Standard action that lasts until the Weapons: Arcane, Blade, Reach Red Mage either successfully absorbs a spell or Armor: Light, Medium, Shields until the start of her next turn. Magic School: Black, White After a spell is absorbed by Runic, the Red Mage gains MP equal to the spells casting cost. There is no chance of failure with the first spell absorbed each combat. Each subsequent absorbed spell, however, has a 50% chance of overwhelming the Red Mage and inflicting them with the Seal and Curse statuses until the end of the game session. The effects of these status effects cannot be removed with normal means, and are applied even if the Red Mage would normally be immune to them.
71
You
exult
in
the
sheer
power
of
free
flowing
magical
energies,
and
nothing
is
more
ripe
for
harnessing
than
wildly
ricocheting
and
reflected
magic.
Even
if
it
isnt
his
turn,
the
Red
Mage
can
declare
hes
using
Overwhelm
whenever
any
spell
is
Reflected.
After
doing
so,
the
spell
will
deal
200%
of
its
original
damage
or
healing,
and
the
initial
caster
gains
a
+2
bonus
for
any
opposed
rolls
that
may
be
involved
in
the
spell.
This
ability
may
be
used
once
per
session.
You
call
yourself
experienced
and
worldly,
a
hyper-proficient
intellectual
who
has
memorized
even
the
most
obscure
bits
of
trivia.
Everyone
else
just
calls
you
a
know-it-all.
The
character
may
invest
points
into
a
unique
skill
known
as
Lore
(Everything),
which
they
may
roll
in
place
of
any
specialized
type
of
Lore
check.
This
even
includes
nonexistent
Lore
types
such
as
Lore
(Animal
Husbandry)
or
Lore
(Embarrassing
Childhood
Nicknames
for
Members
of
the
Royal
Family).
Following up a dazzling burst of magic with a physical strike is standard fare for these versatile casters, and it gives them a significant edge in combat. By using their natural hybridization to their advantage, the Red Mage can use magic to cloak and distort his actions while he engages in melee combat, or just use some of the left-over energy to give his rapier strike an extra boost. Whenever the Red Mage makes an attack roll against a target that was affected by one of their spells in the same round, they receive a +2 bonus to their ACC score or increase their damage by one step players choice. These bonuses last until the start of the Red Mages next turn.
Most Red Mages scoff at the notion that magic takes years of diligent study to understand, and years more to learn. They wield raw energy with only limited understanding - but a great deal more practice than the Mages who garb themselves in robes of black or white - with a twinkle in their eye and not a worry in the world. The character may now substitute her DEX score for her PWR score for the purposes of calculating of damage with a weapon, and they may substitute her MND score for her PWR score for the purposes of calculating damage with a spell. You are capable of redirecting spells mid-cast, sending even the most powerful of magicks boomeranging out of control across the battlefield. Once per session, the character may grant herself or one enemy the Auto-Reflect status as an Instant action, lasting until the start of the Red Mages next turn. This ability may be used at any time and does not allow an opposed roll to resist the effects.
72
With little more than a tip of their hat and a charming smile, the Red Mage can get precisely what he or she wants even if it means turning a newly-enraptured foe against their former allies to save the mages skin. The character chooses a single Humanoid-type foe of the opposite sex (or otherwise potentially interested), designates it to be the target, and then makes an opposed Finesse check as an Instant action. If the Red Mage is successful the target is affected by the status effect Charm until the end of the game session, or a few hours after the Red Mage has departed the targets presence. This effect is broken if the Red Mage or any of his allies attack the creature in question. Allure even affects foes who are normally immune to the effects of Charm, although Notorious Monsters and Bosses still remain nonplussed. Allure may be attempted only once per game session, and simply having this job ability also grants the Red Mage a +2 bonus on all Negotiation checks. With a touch, you imbue the weapon with an air of magical power. Though it seems no more tangible than warm breath on a frosty morning, the simple equipment has become a powerful vessel for your arcane spells. The character can invest a portion of magical energy in his or his allies magical weapons as a Standard action, granting them the Spellburst property for any single spell of Tier 4 or lower that the Red Mage is able to cast. The character using this weapon will be able to then cast the spell directly from the weapon upon landing a critical hit, or as a standard action for no MP cost at a 25% chance of breaking the equipment, even if they are not normally able to use magic. The Red Mage may only grant one Spellburst property per weapon at a time, but it may be cast on multiple different weapons simultaneously. The effects of Spellblade last until the Red Mage chooses a new spell to imbue the weapon with. There are things horrible things capable of defying the grasp of the Farplane, ripping their way back from the clutches of death to turn the world into a living nightmare once more. These immortal aberrations cannot be destroyed; instead, they must be locked away and trapped until the end of time, the epoch when all things come to an end. You know the secrets to imprison such creatures, making you a quintessential living legend who alone must bear the burden of striking the final blow. After a monster with the Undying property has been reduced to zero hit points, the Red Mage may banish the beast as an Standard actionoften sending them to a place beyond reality, or trapping them inside a physical object never again to escape. This removes the creatures Undying property permanently and grants the Red Mage one point of Destiny. One of the best things about being a mage without limitations, rejecting the notions of what is and isnt possible, is that theres never anyone around telling you what youre not allowed to dolike rending time and space in order to get the kings boring monologue done faster, for example. You may now choose from the list of Time magic as well as White and Black when creating your character, or selecting your spells upon leveling-up.
73
Your grand crescendo of power would make other magic-users turn a bit pale and have to sit down for a minute. Often referred to as a doublecast, X-Magic allows for the rapid chain-casting of two powerful spells back to back in a single turn, usually followed up by a skillful melee attack. Upon using this ability by expending two points of Destiny, the Red Mage may cast any two spells he knows as Instant actions. However, the spells must be from two different schools of magic; a player could not cast two Black magic spells with a single standard action, but they could cast a Time magic spell and a White magic spell in tandem. X-Magic may only be used once each combat. Youve found the delicate phrases and careful gestures that accompany magic are usually more tradition than necessary, and thus your casting rituals are composed of equal parts convention, improvisation, and nonsense. One of the most coveted abilities of the crimson-robed wizards, Fastcast allows for precisely what it sounds like; all spells now take a standard action instead of a Slow to cast for the possessor of this ability. To gaze upon the mages weapon was almost hypnotic; each flourishing cut buffeted us with an arcing blast of air, each parry sent scattering sparks of lightning and fire, and when we tried to flee we were anchored in a numbing cloud of frost. When the Red Mage is using a weapon with the [Element] Strike, [Element] Ward, [Status] Proof or [Status] Touch property they may, as an Instant action on their turn, change the weapons element or named status to any other they like, so long as the rules would normally allow it. For example, a Tier 2 weapon may still not deal Holy damage with [Element] Strike, but the Red Mage could transform Blind Touch into Poison Touch at will. The Red Mage may not use Fencer to change weapon properties that are granted by other job abilities; they may only change the properties that already exist on the weapon normally.
74
SAMURAI
Samurai are tradition-bound warriors who almost always follow a code of martial conduct known as Bushido. Literally translating to 'the path of the brave warrior', this lifestyle is one which stresses bravery, honor, chivalry and self- discipline in as well as out of battle. Though the ethics of Bushido place as much emphasis on nobility as it does on strength, a Samurai is a versatile combatant not to be reckoned with. Though many Samurai are also trained in the arts of mounted combat and archery, able to engage their opponents up close as well as at a distance, their weapon of choice is almost always a blade. In part, this is due to the mystical practice tied to the construction of their weapon; the metal of the katana entraps a nature spirit known as a kami, binding it to the weapon during the forging process. Learning how to free these imprisoned spirits is an integral and long-winded part of the Samurai's training, and Samurai who distinguish themselves through their accomplishments in battle will eventually learn to expand this talent into harnessing the power of free-roaming spirits. They are often seen moving bare-footed over lakes on cushions of water Kami, or travelling through the bitterest cold cloaked by fire Kami.
HP Bonus: 16 Draw-Out is a technique not to be taken lightly; as much as MP Bonus: 0 the Samurai value their weapon, circumstances may force them ACC Bonus: 2 to shatter it in order to unleash the full force of the Kami spirit AVD Bonus: 7 locked within. Skill Points: 18 By using their turn to draw forth the power from an equipped Blade or Reach category weapon as a Standard action, the Kami Weapons: Blade, Ranged, Reach trapped within is released in an explosive burst of splintered Armor: Light, Medium, Heavy steel. The character automatically deals ((PWR + RES + DEX + MND) x Weapon Tier) + 2d6 points of elemental M.ARM damage to a single target and causes additional effects based on the list found on the following page. All damage dealt is 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, and a Samurai may only use Draw Out on a weapon that belongs to them. After Draw Out has been used, the weapon gains the Broken property until it is repaired, reducing all damage it deals by two steps and preventing the wielder from making critical hits. Even Indestructible weapons can be given the Broken property in this manner.
75
Tier
1
2
Effect
Dispatch:
An
unseen
specter-sword
slashes
at
the
target.
No
additional
effect.
Bizen
Boat:
Blue
flame
encircles
the
Samurai
before
engulfing
one
enemy.
The
Samurai
receives
the
effects
of
either
Shell
or
Protect
until
combat
ends,
the
attack
deals
200%
damage
against
Undead
targets.
Against
such
enemies,
all
weapon
properties
that
activate
upon
a
critical
hit
(such
as
Spellburst)
so
do
before
the
weapon
is
damaged.
Shooting
Star:
A
beam
of
light
blasts
one
enemy.
The
Samurai
receives
the
effects
of
Haste
until
combat
ends.
Tornado:
An
enormous
hurricane
sweeps
over
the
battlefield.
All
enemies
are
affected
by
the
damage
dealt
with
this
Draw-Out
and
are
Knocked
Back
a
medium
range.
Purifying
Blossom:
The
Samurai
and
one
other
ally
are
bathed
in
a
brilliant
white
light.
All
negative
status
effects
(except
Fear
and
Unconsciousness)
are
removed
from
the
Samurai
and
one
ally
of
his
choice,
and
both
the
Samurai
and
that
ally
immediately
regain
100%
of
their
maximum
MP
(if
applicable).
Banishing
Blade:
Five
glowing
spheres
of
energy
decimate
the
target.
Make
an
opposed
Force
check;
if
successful,
the
foe
receives
the
effects
of
all
the
Samurai
break
abilities
for
one
round;
Armor
Break,
Power
Break,
Magic
Break,
and
Speed
Break.
If
the
opposed
check
fails,
the
target
only
suffers
one
of
the
above
effects
of
their
choice.
Iai
Strike:
The
Samurai
raises
his
weapon
high
before
bringing
it
down
in
a
graceful
arc,
cleaving
a
perfect
line
through
an
enemy
before
the
katana
shatters.
Iai
Strike
deals
200%
damage
and
all
weapon
properties
that
activate
upon
a
critical
hit
so
do
immediately.
Kaiten:
The
skies
churn
with
wind
and
lightning
as
the
Samurai
releases
the
kami
spirit
from
a
legendary
blade.
And
thennothing.
No
grand
crescendo
of
power,
no
cosmic
strength
to
smite
your
enemies.
Only
peace.
At
last
your
mind
is
clear,
emptied
of
the
battlefields
distractions.
Concepts
like
fear
and
weakness
slip
away
from
you,
and
you
realize
you
have
reached
the
end
of
a
cycle.
Now,
it
is
time
to
begin
anew.
After
having
used
Kaiten,
you
permanently
gain
the
effects
of
Impervious
(an
immunity
to
all
negative
status
effects),
and
you
gain
a
point
of
Destiny
at
the
end
of
any
turn
in
which
you
defeated
an
enemy
without
any
weapon
higher
than
Tier
1
equipped.
Furthermore,
all
Tier
1
weapons
now
deal
(PWR,
DEX,
or
RES
x
10)
+
2d6
points
of
damage
on
a
successful
attack.
The
Kaiten
Draw-Out
may
ever
only
be
used
after
the
Samurai
has
proved
him
or
herself
worthy,
at
the
GMs
discretion
as
always.
3 4 5
Within
each
katana
lives
a
Kami
sword
spirit
an
elemental
manifestation
of
the
Bushido
able
to
exercise
slight
control
over
their
element
and
aid
the
Samurai
when
he
needs
it
the
most.
Though
influential
and
often
mischievous,
the
Kami
are
far
from
omnipotent,
and
never
malicious.
When
a
Samurai
synthesizes
a
Blade
weapon,
he
may
choose
the
elemental
type
of
Kami
within
his
sword
otherwise
the
Roll
Kami
Element
Associated
Skills
1
Fire
Synthesis,
Vehicles
elemental
type
is
chosen
randomly,
and
does
not
naturally
2
Earth
Scavenge,
Nature
include
Shadow
or
Holy
elements.
Whenever
you
purchase
or
3
Wind
Awareness,
Lore
find
a
Blade
weapon,
roll
1d6
and
consult
the
table
to
the
right
4
Water
Stealth,
Swimming
to
determine
its
element.
5
Lightning
Athletics,
Escape
Weapons
that
have
the
Elemental
Strike
or
Element
Enhancer
6
Ice
Inquiry,
Negotiation
property
use
a
Kami
of
the
same
type
where
applicable,
and
the
N/A
Shadow
Acting,
Thievery
Elemental
Strike
of
the
weapon
cannot
be
changed
by
job
N/A
Holy
Healing,
Negotiation
abilities.
This
elemental
alignment
also
grants
two
further
bonuses.
First,
the
Samurai
is
immune
to
Difficult
Terrain
that
would
deal
elemental
damage
as
the
same
type
of
Kami
found
within
his
currently-equipped
weapon,
or
whenever
the
GM
would
deem
it
appropriate.
For
example,
a
Fire
Kami
could
allow
the
Samurai
to
pull
orphans
out
of
a
burning
building
unharmed,
or
perhaps
prevent
them
from
suffering
in
the
bitter
cold.
Secondly,
whenever
the
Samurai
attempts
to
make
a
skill
check
of
Supreme
difficulty
(20)
or
higher
on
a
skill
belonging
to
their
listed
elemental
type
(for
example,
making
a
Healing
check
with
an
Earth
Kami)
the
Samurai
gains
a
+2
bonus
to
that
roll.
Unburdened
Soul
grants
no
benefit
when
a
Samurai
wields
a
Broken
weapon.
76
Fallen heroes and the intangible Kami guide the Samurais strikes, leaving foes struggling to stand against the your righteous assault. In your hands, weapon and warrior are united in spirit. Choose one of the following four styles of Break Arts, which the character permanently gains access to. Using a Break Art is a Standard Action that requires a successful attack roll to hit your opponent, but causes no damage. You may take this ability multiple times, choosing a new Break Art to add to your repertoire each time. Power Break: An unearthly whisper seems to flow from the Samurais blade, which brings even the strongest foes down. A single enemy is afflicted with Power Break; his physical damage dealt and Force attribute is halved for 4 rounds. Power Break may only be active on one enemy at a time, and some bosses may be immune to this ability. Armor Break: A conflagration of blue flames blazes the enemy, searing flesh and bone. A single foe is afflicted with Armor Break, which reduces their ARM and MARM to zero for 4 rounds. Armor Break may only be active on one enemy at a time, and some bosses may be immune to this ability. Magic Break: Intangible cherry-blossoms swirl around the target, burning into his very soul. A single foe is afflicted with Magic Break; his magical damage dealt is halved for 4 rounds. Magic Break may only be active on one enemy at a time, and some bosses may be immune to this ability. Speed Break: The world seems to darken as the Samurai propels a glowing silver sphere of energy at the target. A single foe is afflicted with Speed Break, which halves his Finesse, AVD and ACC for 4 rounds. Speed Break may only be active on one enemy at a time, and some bosses may be immune to this ability. You gracefully sidestep the clumsy advances of your opponents, or easily knock aside their overeager and straightforward attacks with reflexive parries. Years of refined tactical knowledge and experience guide mean you can easily overcome the brutish beasts of the world, and your confidence in your own abilities keeps you fighting long after other heroes would falter. Whenever the character successfully evades an enemys attack, they recover (RES x Level) hit points as a Regeneration effect. This value is doubled if the Samurai is wielding a Broken weapon. There is no greater blight on this earth than the Fiends, creatures of supernatural descent serving the forces of evil. You seek to rectify that. By activating Ancient Circle as a slow action, the Samurai and his allies gain the Fiend Killer property on any weapon they wield until combat ends. Of all the types of warriors that scatter the land, none is more dangerous in single, one-on-one combat than a Samurai. When one or more of your enemies is a Fiend, or when the Samurai fights alone without the aid of his allies (such as during a Duel, or if they have been rendered unconscious), the Samurai gains a +2 bonus on rolls to resist the effects of negative status effects, and deals an additional damage step with all attacks. These effects stack, granting a +4 bonus to resistance rolls and a two damage step increase if the Samurai was to battle a Fiend without any outside help.
77
Your
weapon
is
as
familiar
to
you
as
an
extension
of
your
own
body,
and
you
employ
it
to
deadly
effect.
The
Samurai
treats
all
of
their
weapons
as
though
they
possess
the
Indestructible
and
Unified
properties.
The
weapon
does
not
possess
these
properties
for
anyone
else.
Two-Handed
grip,
therefore,
prevents
a
Samurai
from
being
disarmed
as
well
as
allowing
him
to
repair
the
weapons
that
have
been
damaged
by
using
Draw
Out
without
needing
a
skill
check.
Samurai
often
speak
of
Maai,
which
refers
to
the
critical
distance
between
opponents,
a
sense
of
timing
intricate
to
battle,
and
an
understanding
of
how
one's
opponent
moves.
It
is
the
distance
around
the
Samurai
where
his
sword
may
strike,
and
senses
even
the
smallest
ripples
of
movement.
Your
inner
eye
is
one
of
the
most
pure
manifestations
of
this.
When
Third
Eye
is
used
as
an
Instant
action
at
any
time,
even
when
it
isnt
the
Samurais
turn,
the
Samurai
will
negate
all
damage
and
effects
from
the
next
Single-targeted
physical
or
magical
attack
they
would
receive.
Third
Eye
may
be
used
once
per
session,
and
is
unfortunately
ineffective
against
limit
breaks
and
critical
hits.
Furthermore,
when
the
Samurai
is
afflicted
by
the
negative
status
effect
Blind
or
is
otherwise
at
a
penalty
to
attack
due
to
a
loss
of
vision
(such
as
from
Difficult
Terrain),
this
penalty
is
completely
negated;
they
still
roll
2d6
as
normal.
They
also
treat
Invisible
enemies
as
though
the
positive
status
effect
didnt
grant
any
bonuses.
By
striking
with
the
flat
of
your
weapon
or
its
pommel,
or
even
with
a
nearby
object,
you
may
disable
one
of
your
human
enemies
without
causing
any
lasting
injury.
You
may
activate
Pommel
Strike
as
an
Instant
action
against
any
Humanoid
target,
once
per
round.
Upon
doing
so,
make
a
Force
or
Finesse
check
with
a
+2
bonus
against
your
opponents
Force
roll.
If
you
are
successful,
your
target
is
immediately
inflicted
with
the
Sleep
status,
even
if
theyd
normally
be
immune
to
its
effects.
This
status
effect
does
not
wear
off
in
four
rounds
as
normal,
and
instead
lasts
for
several
long
minutes.
Magic
and
items
can
still
heal
the
effect
prematurely,
as
normal.
Pommel
Strike
has
no
effect
on
notorious
monsters
or
bosses.
You
eschew
the
use
of
armor,
garbing
yourself
in
humble,
simple
garments
that
never
hinder
your
movements
instead,
you
rely
on
superior
swordsmanship
to
parry
and
deflect
attacks.
When
not
wearing
armor
of
any
type,
the
Samurai
is
granted
bonus
ARM
and
M.ARM
based
on
his
level;
consult
the
table
below.
The
Samurai
may
not
benefit
from
the
effects
of
the
Fortified
equipment
property.
Level
1
2
3
4
5
6
7
8
ARM/M.ARM
4
6
8
12
15
20
25
30
Level
ARM/M.ARM
9
35
10
40
11
50
12
60
13
70
14
80
15
100
78
You challenge your adversary to honorable combat, and the local kami give strength to this avowal. The two of you are surrounded by a wall of unbreakable energy that pours up from the earth itself, locking you into a confrontation that only one will ever walk away from. By expending two points of Destiny as an Instant action, a Samurai may choose a single foe and battle him without interruption, engaging them in one-on-one combat. Duel lasts until either the Samurai or his chosen opponent is reduced to 0 hit points and lies at the feet of the other. Duel is subject to a few important restrictions. First, neither the Samurai nor his target can receive aid from their allies in any fashion; whether this be through group combat bonuses granted by Job Abilities, spells that strengthen or heal, items tossed into the fray, or any similar attempt. They simply have no effect on the Samurai or his opponent. Secondly, no other individual may alter the course of the Duel by damaging or targeting the Samurai or his opponent with detrimental effects. And finally, neither party may end the Duel prematurely or Escape from combat under any circumstances. However, the Samurai is rarely at a large disadvantage even when fighting foes much more powerful than he. While the Duel persists, the Samurai gains a +2 bonus to ACC and AVD and may perform Limit Breaks whenever he rolls a critical hit regardless of his current remaining HP. Furthermore, choosing to automatically use a Limit Break only costs 1 points of Destiny instead of the standard 3. Once the fight has ended, the normal rules of reality reassert themselves. The Samurai has come face-to-face with a truly dangerous foe, and knows he must end the battle with a single stroke. He draws his blade and rushes his opponent, leaving himself completely defenseless for a single moment. The sound of flashing steel fills the air, and both the enemy and the Samurai remain motionless. And then one of the two falls to the ground, defeated or dead and sometimes in pieces. The other stands, triumphant. Ichigeki Hissatsu is a risky tactic, but is capable of stopping even the most fearsome of enemies. The Samurai takes a Standard action and makes an opposed Finesse check. The loser of the roll is permanently killed. Simply, cleanly, and instantly, affecting even Bosses who would be immune to such instant-death attacks or who possess the Undying property. The Samurai may not spend Destiny to increase the results of the Finesse rolls however, Bosses and Notorious monsters can and deaths caused in this way cannot be altered via the expenditure of Destiny. Iaido is the smooth, controlled art of drawing a blade from its sheath, striking an opponent, removing blood from the blade, and then replacing the sword in the scabbard in a single motion. By learning this art of graceful strikes, you have become more adept at calling forth a blades true power without damaging the sword. Whenever a character with this ability uses Draw-Out, there is now a flat 50% chance that the katana will not become Broken. Alternatively, by spending one point of Destiny you can ensure that this will be the case, preventing your weapon from being damaged when its true power is unleashed.
79
THIEF
Most
urban
communities
have
at
least
a
handful
of
thieves,
skilled
and
streetwise
folk
determined
to
survive
in
the
metropolitan
world.
Because
punishments
for
thieves
who
are
caught
red-handed
can
be
quite
severe,
they
have
often
been
known
to
band
together
in
sheltered
bands
where
they
can
look
out
for
one
another.
This
might
be
anything
from
splitting
the
days
pilfered
spoils
to
orchestrating
daring
jailbreaks,
or
teaming
up
for
more
elaborate
heists
and
cons.
The
Thief
is
a
master
of
taking
what
they
like,
though
the
exact
skillset
thieves
possess
does
tend
to
vary.
Some
accomplish
this
with
stealth,
emerging
from
the
shadows
for
split
seconds
before
fading
back
into
near-invisibility.
Others
are
con
men
and
women
who
employ
misdirection
and
honeyed
words,
having
their
targets
happily
hand
over
the
goods
thanks
to
a
web
of
deception.
Some
are
simply
nimble-fingered
pickpockets
and
cutpurses,
street
urchins
who
have
learned
the
art
out
of
necessity.
Others
still
are
little
more
than
glorified
thugs
or
back-alley
ruffians
trying
to
muscle
their
way
to
wealth.
Whatever
the
case,
stealing
is
the
Thiefs
forte,
and
it
is
a
gift
they
have
taken
to
an
entirely
new
level.
HP Bonus: 14 The hallmark of the Thief is the ability to steal from anyone, MP Bonus: 0 anytime, anywhere including in the midst of battle. ACC Bonus: 2 You may use the Thievery skill to pickpocket in combat, and with AVD Bonus: 6 a much wider variety of possibilities at the GMs discretion; Skill Points: 22 often everything from snatching your opponent's weapon to the clothes off his back, proving once and for all that the hand is Weapons: Brawl, Concealed, Ranged indeed quicker than the eye. Armor: Light, Medium In order to Steal in the midst of combat, a Standard action and opposed check is required the Thief rolls her Thievery skill versus the Finesse of one opponent within a Short Range. A success means that the Thief managed to nab her chosen prize, where a failure means that Steal has no effect. If the Thief doesn't already have a specific object in mind, the Bestiary lists the items that can be stolen from any given monster; however, were certain that creative Thieves will find better uses for this ability than simply lining their pockets and disarming enemies.
You have a gut instinct that rarely steers you wrong, helping you to spot danger and treasure before the rest of your party, and letting you know when its time to cut your losses and get out while the gettings good. Upon obtaining this ability, the character may choose to use her Thievery skill in place of her Awareness skill on all checks. In addition, a character with Treasure Hunter 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.
80
The Thief moves through her enemies ranks and vanishes into their midst, disguising herself as one of them. As a Standard action in combat you may activate Double Agent to make an Acting skill check, opposed by a Finesse check by each of your enemies separately. The Thief gains a +4 bonus to this check if she had previously used Steal to grab a tuft of hair, uniform, or other item in order to throw together an impromptu disguise. Each enemy who fails the check to see through Double Agent will be convinced the Thief is one of their own, and affected monsters will not attempt to exclusively target the Thief. Collateral damage (such as randomly targeting attacks) can still occur. Furthermore, they will treat the Thief as a member of their Group for the purposes of spells and attacks that grant beneficial effects. The effect of Double Agent is broken if the Thief attacks any monster who had failed the finesse check or makes any other obviously hostile actions toward them, but otherwise lasts until the end of combat. Notorious Monsters and Bosses wont fall for Master of Disguise. I guess that was an okay movebut now watch this! Whenever the Thief spends Destiny to add an additional d6 to any roll, there is a 50% chance that the Thief will receive the bonus dice, but not actually lose any Destiny if the roll succeeds. For example, a character could spend 3 points of Destiny to increase her Steal check up to 5d6 plus her Thievery skill. If the check is successful, the GM flips a coin or otherwise calculates the 50% chance if the Thief is lucky, she retains the entire sum of Destiny she would have spent! Taking advantage of the opening caused by your allys sudden misdirection, you tumble into melee range and let the beast have it! Before performing a Teamwork Attack, you may declare that you are activating Sneak Attack as an instant action once per combat. If the Teamwork Attack is successful, your attack is treated as having the Lucky property (allowing for critical hits to occur on attack rolls of 11-12) and your damage dealt is increased by four steps; for example, an attack that would normally deal (DEX x 5) + 2d6 would now deal (DEX x 9) + 2d6 instead. Youre a master of misdirection and deception, capable of directing your targets attention elsewhere whilst your rifle through their pockets and relieve them of their valuables. After obtaining this ability, Thievery skill checks can no longer be opposed with an Awareness roll proving that the hand is indeed quicker than the eye. Furthermore, the Thief gets a +2 bonus to his Thievery skill checks. Last but certainly not least, the character has gained the ability to Steal things at a Medium Range by expending one point of destiny per item; she can nab loot she couldnt possibly reach, such as a golden chalice on the inside of a locked safe, or the set of keys hanging on the far wall. The difficulty for such Steal checks is simply treated as if there were no distance between the thiefs hand and the object she wishes to pilfer.
81
Your cunning ruse throws your opponent off-guard and leaves their defenses unsteady. You may activate Feint once per game session as an Instant action by choosing one enemy and rolling your Acting skill opposed by their enemys Finesse roll. If the Feint is successful, your opponent suffers a -2 penalty to all skill checks and opposed rolls, and is treated as having an effective AVD of 0. The effects of Feint last until the start of the foes next turn. Whoever said that crime doesnt pay just didnt know the resale value of dragon scales and malboro moss. No longer content with simple larceny, you have achieved the pinnacle of armed robbery and are able to snatch unprotected valuables whenever you make a particularly deadly strike. Whenever you roll a critical hit, you may also steal the item carried by the given monster as an Instant action, without needing to make an opposed check. If the monster no longer has the item to Steal, a kind GM might award the player a Component, temporary combat bonuses, or even gil. Mug can be used even if the character no longer has the Steal innate ability. You take advantage of your foes helplessness to deliver an elegant coup de grace. When striking a target that is affected by the negative status effects Stop, Petrify, Stun or Sleep, or otherwise treated as having an AVD score of zero, your damage is increased by one step. That is, a weapon that would normally do (DEX x 1) points of damage would now do (DEX x 2), and so on. This ability can be taken up to three times, increasing the damage by one additional step each time. In an unusual maneuver, the Thief is able to steal even the very protective auras possessed by her foes and use them as his own. Upon obtaining Flimflam, the Thief can now use her Steal ability to pilfer positive status effects. As always, the Thief rolls her Thievery skill versus the opponents Finesse attribute. If she succeeds, one positive status effect Shell, Protect, Auto-Life, Haste, or the like of the characters choice is removed from the foe and added to the Thief instead. The remaining duration of the status effect (if it has one) does not change.
82
You deliver a blindingly-fast strike that pierces through your opponents defenses before preparing a real one, choosing offense over defense. As an Instant action once per round, you may make an additional attack that only deals (DEX x 1) + 2d6 points of damage to the enemy that ignores ARM. Although Quick Hit requires a successful attack roll, this additional attack cannot result in a critical hit. Quick Hits damage steps can be increased by job abilities, weapon properties and spells as normal. As a Master Thief, the character is a living legend spoken of mostly in whispers. Stealing fleets of airships is for amateursa true thief could steal someones voice, memory, or even their soul. After gaining this ability, there is literally no longer any limit to what can be stolen with a Thievery skill check at appropriately high difficulties outside of combat, and characters are encouraged to be outrageous in the use of this ability. Be aware the GM will undoubtedly set the difficulty for such feats as Godlike and Impossible and rightly so! During a combat situation however, the Thief may still attempt to Steal any of the following from his enemies: Cool Stuff: The Thief can often nab crafting additional Components from Notorious Monsters and Bosses, though generally at a much lower tier level than the party is used to or would obtain with a successful Scavenge skill check. Essence: The Thief may instantly remove 25% of his opponents maximum HP and MP with a successful Steal, which is then added to his current HP (and MP, if applicable) totals directly as a Regeneration effect. Destiny: The Thief may snatch a single point of Destiny from his opponent. Theres no way to tell how many points of Destiny a monster has (if any!) before this maneuver is attempted, however. Ability: The Thief strips their monstrous target of their powers, gain any one of the following Monster Abilities if the creature possesses them; Regeneration, Flight, Unusual Defense, Controlled Defense, Counterattack, Magical Counterattack, Status Touch, Flawless Spell, Submerge or Inhale. The enemy then loses access to this ability until the end of combat. If used on an opponent with Job Abilities, the same rule of thumb applies; the target loses access to one Job Ability of the thiefs choice (that cannot be a Limit Ability) and the character gains access to it. Every man has a price; thanks to a lifetime of telling people exactly what they want to hear, you can supernaturally discern exactly what this price is. By spending one point of Destiny, the Thief may learn one minor short-term goal of the target, as well as their Life Goal; though such phrases are normally attributed to the PCs, even the lowliest citizen or most enigmatic viziers agenda is clearly laid out for the thief who uses this ability. The character gains a +4 bonus to all Negotiation checks against their target from that point on. Furthermore, by expending an additional 2 points of Destiny at any time thereafter, the character may automatically succeed at a Godlike (or less) Negotiation check against the target, as they use their silver tongue to convince them that the Thief has the power to help fulfill the targets ambitions and life goal, and make them an offer they cant refuse.
83
TIME MAGE
Sometimes
called
Dimension
Mages,
Time
Mages
tap
on
the
forces
of
time
and
space.
In
reshaping
the
elusive
power
of
the
cosmos,
they
can
freeze
an
opponent
in
their
tracks
or
rain
flaming
meteors
down
upon
them,
force
objects
to
age
thousands
of
years
in
the
blink
of
an
eye,
or
banish
someone
into
another
reality
entirely.
The
most
powerful
are
capable
of
folding
up
history
and
travelling
across
the
eons
by
sheer
willpower
alone
a
fact
that
makes
most
other
spellcasters
glad
of
the
Time
Mages'
relative
scarcity.
While
other
Jobs
generally
have
a
variety
of
weapons
at
their
disposal,
most
Time
Mages
are
seen
bearing
rather
complicated
staves.
In
fact,
a
Time
Mages
staff
is
something
of
an
oddity.
Due
to
their
natural
forgetfulness,
many
of
the
founding
members
of
this
magical
school
chose
to
attach
items
of
sentimental
value
to
their
staves
to
remind
them
of
the
past.
Many
fledgling
mages
have
chosen
to
follow
this
tradition
out
of
respect
to
the
originators
of
Time
Magic.
Feathers,
wedding
rings,
pocketwatches,
articles
of
clothing
of
their
fallen
comrades,
all
these
and
more
can
be
found
attached
to
a
Time
Mages
cane,
and
this
fact
has
served
as
the
punchline
for
many
a
joke.
If
the
inscrutable
mages
are
offended
by
such
humor,
they
generally
give
no
indication.
HP Bonus: 16 Spell Rank Levels Obtained It is staggeringly easy to bend and twist the MP Bonus: 4 Novice 1, 1, 2, 3 dimensions, familiar items instantly appearing in ACC Bonus: 0 Intermediate 4, 5, 6 the characters hands out of thin air from where AVD Bonus: 4 Expert 7, 8, 9 they had been carefully stored away. Skill Points: 22 Superior 10, 12 You have access to your Inventory and Ancient 14 equipment at all times, no matter how far separated from his possessions you may be, or if Weapons: Arcane they are currently in the possession of someone Armor: Light else. With less than an Instantaneous thought Magic School: Time youre able to summon such objects back into your hands, even if it is not your turn. Alternatively as an Instant action, the Time Mage may use this ability to send his possessions into some unknown dimension, where they remain safe and out-of- sight until they are needed.
84
Time, by its very nature, is a delicate thing. It flows in only one direction and plods along at its own sluggish pace, and often reacts poorly to those mages who stretch, compact and shape it to their whims. Those who perceive and sculpt time as a real, tangible thing often find it easy to get lost in the intricate fabric of existence, struggling to remain in the timestream themselves. Excessive meddling with Time Magic means that one can become susceptible to a very real danger; losing their memories and becoming unable to discern when exactly now is. Some Time Mage job abilities state that the character will accumulate a point of Paradox when theyre used. Upon gaining a level as a member of any Job or upon gaining more Paradox than the characters level, they suffer backlash, permanently losing access to one spell or one point of their MND attribute for each point of Paradox they possess. If a character is ever reduced to 0 MND, they are, of course, removed from play. The Time Mage may remove and buy off one point of Paradox by spending one point of Destiny to regain an acute awareness of their surroundings, and at the GMs discretion, certain events that remind the Time Mage who he or she really is can remove Paradox as well. You attach a metaphysical anchor to your adversary before shunting them out of this reality, or trap them in a moment of unchanging time. By taking a standard action and making a successful opposed Force roll, you can transport one opponent into the vacuous space outside of time. The chosen enemy becomes untargetable, immune to all damage and effects, afflicted by Stun even if theyd normally be immune to its effects, and ultimately removed from combat for two rounds. At the end of the monsters second turn after being removed from combat they come staggering back into reality, ending the effect and automatically inflicting them with the Confuse status. Creatures who have spent a large amount of time in the Void or the Farplane are immune to this ability, at the GMs discretion. This ability may be used at will; the first time it is used each session there is no danger, but each successive use of Statis Strike causes the Time Mage to incur a point of Paradox. The ground falls away as you effortlessly propel yourself upward. The Time Mage receives the effects of Flight at all times, even when unconscious. This prevents the Time Mage from taking falling damage as well as negating damage and effects from Earth-based spells and abilities. Able to twist pure magical plasma into a type of defensive bubble, the Time Mage can lessen the physical harm caused by enemy attacks. You may declare the activation of Magic Shield as a Standard action it then persists until it is cancelled as an Instant action, the characters MP becomes 0, or when the character is knocked unconscious, whichever happens first. While Magic Shield is active, all enemies who attack the Time Mage are treated as if they had the MP Damage weapon property 50% of the total damage they deal targets the Time Mages HP, and the other 50% targets their MP.
85
Your
ability
to
control
the
flow
of
gravity
and
the
dimensions
allows
you
to
perform
feats
of
strength
with
nothing
but
the
power
of
your
mind.
The
Time
Mage
may
use
his
Finesse
score
in
place
of
his
Force
score
for
all
opposed
checks,
or
when
interacting
with
objects
moving,
throwing,
or
breaking
them,
and
so
on.
The Time Mage twists the flow of time and casually strolls out of the way of oncoming bullets. By activating this ability that is sometimes referred to as a flash step, the Time Mage may immediately take an additional Standard action. This ability may be used at any time, even when it isnt the Time Mages turn, allowing them to interrupt an enemys round. Furthermore, due to the sudden movement disorientating his enemies, the Time Mage gains a +2 bonus to his AVD until the start of his next turn. Blink can be combined with Haste to allow the Time Mage to cast spells on enemy turns. This ability may be used at will; the first time it is used each session there is no danger, but each successive use of Blink causes the Time Mage to incur two points of Paradox. You may lift, manipulate or even throw gigantic objects with the power of your mind alone. The Time Mage can use his telekinesis to physically interact with non-sentient objects up to a Medium Range away as a Standard action so he could, for example, push an object out of the way with a ranged Force check, but he could not attempt to use his telekinesis to hold someone in place with an opposed Force check or lift himself off the ground, since the latter two would both be sentient targets. A Time Mage could, in theory, lift themselves off the ground by standing on an object theyre moving with telekinesis, but as it would require a standard action to do so, remains a terribly impractical method of transportation. Furthermore, Telekinesis grants a variety of bonuses regarding the use of improbable weapons. After gaining this ability, you may choose to target enemies at a medium range with any weapon; if you do so, that weapon is treated as being an Arcane weapon instead of its normal category. This means that such telekinetic attacks use the user's MND attribute instead of PWR or DEX to calculate damage. Remember, Improbable Weapons usually also have additional effects as decided by the GM (such a gigantic boulder having Earth Strike, or a storm of feathers Blinding the target). And finally, a Time Mage with Telekinesis gains a +2 bonus to Force checks regarding the use of Improbable Weapons. Telekinesis may be taken multiple times, increasing the bonus granted for using Improbable Weapons by +2 each time.
86
You project a bubble of liquid time to intercept an oncoming spell or encapsulate one of your own, effectively sending it into the future. As an Instant action after a spell is cast with the Time Mage as the target or caster, you may immediately use Delay Inevitable to stop the spell from resolving, even if this would mean interrupting an enemys turn. At the end of the Time Mages next turn, the spell goes off as normal. If the Time Mage (or any other targets) are no longer valid targets when the spell resolves, it fails. If the spell involves an attack roll or the target has moved out of range, it fails to hit them. The Time Mage may choose to hold a spell indefinitely (effectively nullifying it), sending it to the far distant future instead by suffering one point of Paradox. Delay Inevitable may affect only one spell at a time, and this ability may be used once per combat. A Time Mage at rest tends to stay at rest, and a Time Mage in motion tends to make his allies nervous. You may choose to gain either the SOS-Slow or SOS-Haste property when reduced to 25% health or less, allowing you to become Slow, Hasted, or neither, as the situation calls for. Whenever the character is affected by the positive status affect Haste, he also becomes immune to the negative status effect Stop and may perform one skill check each round as an Instant action faster than the eye can see, regardless of how long it might normally take. You may use this skill check even if it would interrupt an enemys turn, allowing you to perform feats such as catching a bullet with an extremely high Athletics roll. Whenever the Time Mage is afflicted by the positive status affect Slow, he becomes immune to all Knockback effects and deals an additional two damage steps with all spells and attacks. Like the cosmos, it sometimes seems to take you millennia to accumulate energybut when you do, the result is a spectacular explosion of power. Despite the name, Time Magic actually uses cosmic fundamentals to produce a wide range of effects the manipulation of gravity to attack, magnetic fields to protect, and the ability to halt the flow of time. Its practitioners harness the withering power of novas, lengthen minutes into years, and tear through the fabric of reality outright. Its also a great way to get some really neat junk from the future. With this application of time magic, you are able to create a direct link with the most important person in the universe yourself. While Time Mages often find their future avatars to be regrettably short on patience, most of them assume its because they can remember themselves asking these very same questions not too long ago. Regardless, communicating with a characters future self grants two extremely useful boons. First, the future self will answer most questions posed to it, albeit in a short and sweet sort of way, unless they find the questions to be particularly vague or obnoxious. Such answers arent always prophetic, however, since meddling in the fabric of the universe often means things can go wildly awry. Secondly, the future self will be more than happy to lend some assistance in the form of gear from their timeline, and grants the character one crafting Component of the GMs choice, with a Tier similar to the characters current level. For example, a future Time Mage who possessed a staff that granted +2 MND might send back a Knowledge Component, knowing the present version would (probably) craft the material into a functional weapon, which they would then possess in the future when their past self will come begging for help. As one can probably guess, using Future Self immediately causes the character to suffer one point of Paradox without exception.
87
The
Time
Mages
total
understanding
over
the
primal
forces
that
drive
the
universe
itself
allow
him
to
do
the
unthinkable
stop
time.
The
entire
universe
comes
to
a
quiet
halt
with
the
Time
Mage
at
the
center
of
everything,
giving
the
user
of
this
galaxy-altering
magic
a
few
precious
minutes
outside
the
flow
of
reality.
Upon
taking
a
Standard
action
and
spending
two
or
more
points
of
Destiny
to
use
Cosmic
Standstill,
the
Time
Mage
immediately
takes
a
number
of
additional
rounds
equal
to
the
number
of
points
of
Destiny
spent.
They
may
perform
any
abilities,
actions
or
skill
checks
they
like
during
this
time,
even
actions
that
may
not
normally
be
performed
while
in
combat.
All
other
characters,
both
enemies
and
allies,
are
treated
as
having
0
AVD
and
are
Stunned
until
Cosmic
Standstill
ends,
even
if
they
are
normally
immune
to
the
effects
of
Stun.
Any
spells
the
Time
Mage
casts
during
this
Epic
Ability
are
treated
as
Standard
Actions
that
all
happen
simultaneously;
a
character
cannot,
for
example,
use
Cosmic
Standstill,
dispel
a
foes
Reflect
status
and
THEN
begin
to
blast
away
with
magic.
Characters
cannot
cast
the
Hyperdrive
spell,
land
critical
hits
or
cause
Limit
Breaks
to
occur
during
the
effects
of
Cosmic
Standstill,
and
Haste
does
not
affect
the
number
of
rounds
a
Time
Mage
gets
while
Cosmic
Standstill
is
active.
Being
a
true
master
of
the
time
means
never
having
to
say,
I
wish
I
would
have.
With
this
awe-inspiring
ability,
the
Time
Mage
actually
shifts
himself
and
all
nearby
allies
backwards
in
the
time
stream.
Upon
activating
Rewind
as
a
Slow
action,
the
character
and
his
allies
can
travel
backwards
in
time;
the
group
will
arrive
at
the
same
physical
location
theyre
currently
at,
merely
earlier.
Because
of
the
imprecise
nature
of
Rewind,
successful
Lore
checks
are
highly
recommended
for
longer
leaps
backwards.
Such
checks
help
ensure
the
party
winds
up
in
time
to
intercept
the
noteworthy
events,
such
as
coronations,
deaths
of
important
individuals,
or
other
significant
activities.
Upon
using
Rewind,
the
Time
Mage
suffers
several
points
of
Paradox,
based
on
how
far
back
into
the
past
they
travelled;
consult
the
chart
below
for
exact
values.
If
the
character
has
travelled
back
further
than
several
days
into
the
past,
the
Time
Mage
may
choose
to
revert
the
effects
of
Rewind
and
return
himself
and
his
allies
to
the
present
at
any
time,
though
generally
with
noticeable
differences
caused
by
their
meddling
and
alterations.
Choosing
to
revert
the
effects
of
Rewind
in
this
fashion
Time
Paradox
inflicted
causes
the
Time
Mage
to
lose
three
points
of
his
An
hour
or
less
2
A
day
or
less
3
accumulated
Paradox.
The
party
can
never
encounter
A
year
or
less
6
themselves
in
the
past,
since
they
have
actually
A
millennia
or
less
7
rewound
reality
and
started
over.
By knowing precisely when and where a major disaster will occur in the future, the character is capable of linking the two locations and times via a shuddering portal. With the disaster virtually only seconds away, all enemies will undoubtedly be forced to flee their fatelest they find themselves disintegrated in a sudden flood of liquid magma, or pulled to the center of an exploding star. Upon using Catastrophe as a slow action, the Time Mage suffers 2 points of Paradox and may instantly cast the Doomsday spell for no associated MP cost. Furthermore, the spell cannot be resisted. Using Catastrophe often causes massive and irreversible damage to the local terrain, and most Time Mages suggest using it only in the direst of circumstances.
88
WHITE MAGE
From
the
moment
their
training
begins,
White
Mages
are
taught
to
be
peaceful,
humble,
and
kind.
No
matter
the
road
that
lies
ahead
of
them,
these
virtues
are
taught
to
be
the
most
important
things
in
the
world.
They
are
the
defenders
of
life,
using
their
spellcraft
to
knit
together
wounded
flesh
or
create
glowing
defensive
charms
around
their
allies.
Given
time
and
experience,
White
Mages
can
cure
almost
any
ill,
raise
the
fallen
back
to
fighting
strength,
or
even
create
barriers
utterly
impervious
to
physical
damage.
Far
more
patient
in
demeanor
than
the
headstrong,
temperamental
Black
Mage,
these
dedicated
healers
have
given
their
entire
life
to
working
with
not
mastering
the
powers
of
Holy.
Dont worry. Ill have you fixed up in no time. The White Mage is capable of using and administering obscure salves and healing items in conjunction with their white magic, able to tend to their comrades quickly once battle has ended. Outside of combat, the character may spend several minutes in concentration to allow all conscious allies including the White Mage to recover 100% of their maximum HP.
HP Bonus: MP Bonus: ACC Bonus: AVD Bonus: Skill Points: Weapons: Armor: Magic School:
Being a battlefield healer is no easy feat; all too many White Mages have watched their spells fizzle when their allies need it most. To this end, they have learned methods to empower their magicks by putting more of themselves into their spells. Whenever a spell would be interrupted due to a knockback, limit break, critical hit, or teamwork attack, you may pay the MP cost for the spell a second time. If you choose to do so, you may continue casting uninterrupted and the spell is not cancelled.
89
Keeping ones allies alive and kicking while an army of undead bears rushes towards them is a full-time Job; White Mages who like devoting less time to healing might pick up this ability to give their spells a little extra oomph. Declare youre activating Divine Seal as an Instant Action; your next healing spell is imbued with far more potency than normal, increasing the healing it provides by three steps. For example, if it was to heal all allies for (MND x 2) hit points, (MND x 5) would be restored instead. This job ability may be used once per combat. The White Mage is welcomed with open arms wherever they may travel, and their pleas to be heard are enough to give pause to even the coldest hearts even the most vile of individuals know that White Mages have the best interests of the masses at heart. You may add a bonus equal to half of your Healing skill, rounded down, to your Inquiry and Negotiate skill checks. Simply by keeping their mind and spirit pure, the lifestream continues to flow into the character, rejuvenating them with magical energies. The White Mage recovers 25% of their total maximum magic points back passively and the end of each combat. Upon partaking in Travel Rest, the White Mage also regains 100% of their MP instead of the normal value. If this ability is taken a second time, the White Mage restores 100% of their maximum MP at the end of each encounter, instead. You shoulder your friends burden by placing a hand on their brow, purging all thoughts of weakness from their mind with a simple prayer. As an Instant action, the White Mage may lay a hand upon an ally within a Short Range and cleanse them of any single negative status effect. However, the negative effect is applied to the user of Sacrifice instead. Sacrifice automatically fails if the user is immune to the status effect in question. The White Mage is a master of smiting her foes, bringing even the strongest of evil creatures to their knees. All spells and attacks that deal Holy or Wind damage now deal one increased step of damage; if such attacks were to inflict (PWR x 1) points of damage, they would now do (PWR x 2) instead, and so on. This ability may be taken up to three times, increasing the damage step by one each time.
90
You know that your patient understanding and selflessness isnt for nothing; by remaining altruistic and calm throughout your adventures, you leave a lasting impression that even begins to inspire your allies. Thanks to the characters guidance, the party begins to discover a strength and unity they didnt know they had. By spending 2 points of Destiny at any time, the White Mage can empower her allies; the character and all party members receive a permanent +1 bonus to any two different attributes of their choice. You have been trained in the use of shields in addition to your basic magical education. Upon gaining this job ability, the character gains access to the Shield armor type regardless of their chosen Job. Your stern words of reproach cause even the most evil beasts to hesitate and pause in their violent advance, feeling the awkward stirrings of regret. Your admonishment means they wont do anything you wouldnt approve ofprobably. As a Slow action, you may give a good scolding to the nasty monsters intent on ripping your allies to shreds. Target one enemy, then make a Negotiation check opposed by their Finesse check. If successful, the target is Scolded. A White Mage can also choose to affect all targets in the targeted Group instead of just a single target by taking a -4 penalty to their Negotiation roll, as giving non-specific talking-tos are rarely as effective. Whenever the GM wishes to take an action with a Scolded enemy, he must inform the White Mage of what the monster intends to do this might be through body language (The dragon lunges forward, jaws agape, but seems to pause just before closing down on you as if searching for approval to use his Vicious Bite attack.) or through more direct description. (The ghast hesitates mid-incantation, before hissing out an embarrassed Eris Firaga okay?) Then, the White Mage may choose to either approve of the action or deny it. If the White Mage informs the GM that action is not okay, the monster may still go through with itbut suffers from the effects of Power Break and Magic Break until the beginning of its next turn as the uncertainty becomes overwhelming. Alternatively, the monster may instead choose any other spell or attack it possesses and use that with no penalty. The effects of Reprimand last until the end of combat, and Notorious Monsters and Bosses can be immune to the effects at the GMs discretion. Some GMs may choose to grant additional bonuses to the Negotiation roll if it is role-played especially well, ranging from a +2 to a +4 addition.
91
Tapping into an immense reservoir of Holy energy, the White Mage becomes a living conduit for healing energy. A symphony of beautiful, otherworldly music resonates across the battlefield, and the White Mages body glows with an astral blue-white light. For a moment, one might even be able to see a pair of semi-translucent wings spreading outward from the mages shoulders. Benediction is an Instant action that costs 3 points of Destiny. Upon use, the HP of every conscious party member is instantly returned to maximum, and all negative status effects are removed. Unconscious characters are revived with 1 hp instead. This Epic Ability may be used at any time, even when it isnt the White Mages turn. Furthermore, Benediction may even be used when the White Mage is unconscious. The White Mage leads a charmed life, avoiding harm in mundane, day-to-day activities with unsurprising alacrity. This same quiet protection can also be extended to the White Mages allies to protect them from distressing failure. The White Mage and each of their party members may reroll one skill check per session. Blessed Existence cannot be used to negate automatic failures from such things as a Gamblers Bad Luck. Light shine strong, our woes begone! The character gains access to the following spell. Esuna (1 MP) Target: Single Type: Recovery Reflectable A standard spell in almost every healers repertoire, Esuna fully cleanses the target of all negative status effects, with the exception of Unconsciousness and the countdown caused by the Doomsday and Lv.? Doom spells. Particularly powerful magical effects, such as eons-long Petrification, or bloodline curses are outside the powers of this spell. At the GMs discretion, Esuna may also remove the ongoing effects of other unhelpful spells, such as Melt, Addle or Gravity.
92
Although having a name and a Job is a great start for a character, this chapter will explore how you can further develop your heros uniqueness through skills and quirks and get some great bonuses along the way. Well start with Shared Abilities. These are Abilities that every character has access to regardless of their chosen Job, and follow all the usual rules. You are accompanied in your journeys by a faithful animal, such as a trained dog or a chocobo, or something more exotic such as a young cactuar, an absentminded pixie, or a horde of mind-linked machines. An animal companion is a tagalong creature that provides various bonuses while being small, agile, or thick-skinned enough to avoid being hurt in combat. They are versatile and skilled, able to follow simple instructions and relay information to their owner nonverbally. The exact powers of an Animal Companion are determined by selecting a combination of talents from the list below totaling 10. You may take this ability multiple times, adding 10 additional points each time. If the owner controlling an Animal Companion is reduced to 0 HP or otherwise incapacitated, it will generally not act until its owner has been revived. Unique (1): The creature is one-of-a-kind. Though this has no readily foreseeable game advantages, GMs are encouraged to take note of this fact. Loyal (1): The companion is fiercely loyal to its master, and can never be persuaded to act in any way contrary to the direct wishes of the PC. Familiarity (1): Both you and your companion are of shared mind; you have an understanding that far exceeds intuition. You receive a +1 bonus to Nature skill checks when your companion is acting as the mount, and you as a player can choose to take control of your animal companion in non-combat situations. This can be taken multiple times. Flying (2): The Animal Companion has wings or the ability to soar under its own power, and gains Flight. Skilled (2): The Animal Companion has a certain talent that comes in handy for its owner a monkey trained in Stealth, for instance, makes an ideal pick-pocketing accomplice with a budding Thief. The companion chooses one skill to which it gains a +3 bonus. Taking Skilled multiple times will allow the creature to have multiple different proficiencies, but no single skill may ever exceed a +6 bonus. Large (2): The Companion is larger than normal. If used in conjunction with Mount, it may be ridden by the entire party at once. Mount (2): The Animal Companion can be ridden in order to reduce travel times. A normal-sized Mount can carry up to two people. Talkative (2): The Animal Companion is capable of understanding the same languages your character does, and can respond with sign language, meaningful sounds, or body language. Often, this allows for animal companions to get information to and from NPCs when their owner isnt around to help. Cheer (3): The companion is oddly comforting when things seem dire, and can provide encouragement even in the face of overwhelming adversity. The character gains a +4 bonus on the next roll made after suffering a Complication. Powerfully Built (4): The companion is extremely sturdy, and can make Force checks on the characters behalf with a bonus equal to the characters Nature skill. This also increases all damage the creature does, when combined with the Aggressive talent, by two steps.
93
Wise
(4):
The
companion
is
ancient
or
simply
extremely
intelligent,
and
can
make
Finesse
checks
on
the
characters
behalf
with
a
bonus
equal
to
the
characters
Nature
skill.
This
also
increases
all
healing
the
creature
does,
when
combined
with
the
Rejuvenating
talent,
by
one
step.
Packrat
(4):
The
Animal
Companion
can
carry
a
few
of
the
character's
odds
and
ends,
and
acts
as
an
emergency
reserve.
In
game
terms,
this
means
that
the
Companion
can
carry
up
to
5
additional
items
for
the
character,
effectively
increasing
their
total
inventory
space
up
to
15.
Search
(6):
The
Animal
Companion
is
constantly
sniffing
around
and
digging
in
the
search
for
usable
items.
Once
each
level,
a
character
that
has
an
Animal
Companion
with
the
Search
talent
gains
one
free
Item
of
the
GMs
choice,
with
a
value
or
usage
appropriate
to
the
character's
current
Level.
This
does
not
reduce
any
other
item
rewards
the
character
obtains.
Aggressive
(6):
The
companion
is
able
to
help
its
master
in
combat
by
spitting
poison,
breathing
small
bouts
of
flame,
trampling,
pecking,
or
other
such
abilities.
Smart
owners
take
the
time
to
learn
how
to
fight
alongside
their
companion,
aiding
one
another
to
help
defeat
even
the
most
dangerous
of
monsters.
When
the
Aggressive
talent
is
taken,
choose
whether
the
attack
will
deal
ARM
or
M.ARM
damage,
and
whether
it
will
be
of
a
certain
elemental
type;
Ice,
Wind,
Thunder,
Earth,
Water,
or
non-elemental.
Then
choose
one
of
the
following
status
effects;
Berserk,
Blind,
Confuse,
Transform,
Poison,
Curse,
Sleep,
Stop,
or
Zombie.
The
attack
deals
(Owners
Highest
Attribute
x
Nature
skill)
+
2d6
points
of
damage
automatically,
with
no
need
for
an
attack
roll.
On
a
damage
roll
of
11-12,
the
attack
also
inflicts
the
chosen
status
effect
with
no
opposed
roll.
Commanding
your
animal
companion
to
perform
the
attack
is
a
standard
action
usable
once
per
combat.
Rejuvenating
(6):
The
creature
is
able
to
assist
the
party
by
bolstering
their
spirits
with
an
amusing
display,
by
using
a
small
amount
of
white
magic,
or
just
calling
out
words
of
encouragement.
You
may
command
your
companion
to
use
this
healing
power
as
a
Standard
action
once
each
combat;
it
restores
(Owners
Highest
Attribute
x
Half
Nature
skill)
+
2d6
points
of
HP
or
MP,
chosen
when
this
talent
is
taken,
to
the
character
and
one
additional
target
of
your
choice.
Most
people
never
realize
how
valuable
a
strategically
bent
piece
of
wire
is
until
theyre
staring
at
the
inside
of
a
locked
prison
door.
In
keeping
with
this
philosophy,
you
have
an
odd
or
an
end
for
every
situation.
You
can
conjure
up
mundane
items
up
to
twice
per
game
session,
no
questions
asked
provided
its
small
enough
for
your
character
to
be
carrying
around.
Even
if
they
have
no
logical
reason
to
be
hauling
around
armor
polish,
ten
feet
of
rope
or
invisible
ink,
the
rest
of
the
party
can
rest
assured
itll
be
there
when
they
need
it
the
most.
These
items
grant
no
inherent
bonus
to
skill
checks,
but
often
turn
Godlike
or
Impossible
checks
into
something
more
manageable.
You can sprint across the surface of water and balance on the blade of a sword. This multipurpose shared ability allows for almost complete freedom of movement, ignoring gravity and physics for sheer mobility. Your character no longer takes damage from jumping or falling, no matter the distance (without this ability, falling from a Medium Range causes the character to take 50% of their maximum HP in damage, and a Long Range is immediate unconsciousness). You gain a +4 bonus to Supreme or harder Athletics skill checks, helping you run directly up sheer, vertical cliffs, or leap from falling object to falling object even if theyre hundreds of feet apart.
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Youre capable of taking out walls, objects, anything that gets in your way. When making a Force check to destroy an object, the character receives a +4 bonus to his roll. In addition, the character may make Force checks as an instant action, even if it isnt his turn, to destroy large, non-held objects that would otherwise collide with him such as falling rocks or a hurled boomerang to prevent taking damage and getting crushed. She slammed her foot into the ground hard enough that a loose floorboard was knocked upward, intercepting all three of the deadly projectiles in mid-flight, accompanied by a satisfying sound of thunk-thunk-thunk. By the time the makeshift shield landed unceremoniously on the ground, the would-be assassin had already turned tail and fled. Once per session as an Instant action, even when it isnt your turn, you may describe a combat stunt your character performs that would aid you or an ally in avoiding damage from an attack. Doing so grants half your Finesse score as a bonus to one targets AVD for one attack. Stick with me, kid. I grew up in slums just like this Some individuals have honed their skills and combat capabilities in one particular environment, whether from simple familiarity or some other reason entirely. Upon taking Favored Terrain, choose one of the following eleven locales; Plains, Town, Forest, Mountains, Desert, Swamp, Water, Underground, Snow, Lava, or Cosmic. The character receives a +2 bonus to all skill checks, opposed rolls and attack rolls while in this environment. You learned the basics of battle and adventuring life before setting off on your wild adventure, and youve got have a few basic and well-practiced maneuvers at your disposal because of it. The character has access to all three of the bonuses and moves below. Throw Stone: The character hurls a small rock at one enemy once per session, hoping to get their attention for a moment. But even the most well-intentioned acts tend to have consequences. As a Standard action once per combat, the character may automatically bean an enemy with a rock for 1d6 points of damage, ignoring ARM. The enemy is automatically Stunned for one round if theyre susceptible to the status effect. However, until the end of the current combat, the targeted monster deals 200% damage and ignores the effects of Protect and Shell when attacking the user of this ability, or when including the rock-throwing character in its area attack. Flee: While some might call you a coward as your lips tremble at danger, and your eyes fill with uncontrollable tears when the odds are against you, you firmly believe that escape is always an option; and when you turn tail and run, you can help lead your friends to safety. You and your allies receive a +2 bonus to their Escape skill checks when attempting to Run Away in combat. The effects of Flee stack if multiple allies have the Fundaments ability. We the People: You didnt come from a glamorous lifestyle, but thats okay; you made friends in low places. The common people are your allies, and you gain a +2 bonus to your Inquiry skill checks when dealing with regular-class citizens. In addition, Inn stays are generally free for you and your friends except in extenuating circumstances.
95
Many mages argue over which school of magic is more useful the destructive power of Black, the peerless support of White, the unique intensities of Blue, or the indispensable manipulation of Time. But all agree on one point - that none can compare to the limitless potential of Summoning. You possess a supernatural pact with a Summoned creature - it might have taken the party under its wing for reasons unknown, or manifest due to being spiritually tied to an ages-old heirloom in the characters possession, or anything else the player can dream up! The Esper chosen by Grand Summoner may be a Party Esper or an Individual Esper, a decision made by the character when taking this ability see p.113 for more information on the difference. A character must be level 4+ to pick a Rank 2 Esper to accompany them, level 8+ to choose a Rank 3 creature, and level 12+ to obtain a Rank 4 Esper. This ability may be taken multiple times, gaining an additional Esper as an ally each time. Maybe you came from a life of luxury, or perhaps you just possess an item handed down throughout the generations. Either way, you have a certain treasure that serves as a keepsake from your upbringing. The character gains any weapon, armor, shield, component or graft with a Tier equal to (Half Level + 1), for no associated cost. For example, a level 1 character might be able to obtain a Tier 2 sword passed down from father to daughter. A level 9 character might find themselves in sudden possession of a Tier 5 jeweled neckpiece. Heirloom cannot grant a character Tier 7 or better equipment. You find it easier than most to access your most powerful attacks. Normally, a character must have 25% HP or less in order for a Limit Break to be used. A character with this ability may use their limit breaks upon rolling a critical hit at 50% health or below instead, and it only costs 2 points of Destiny instead of the standard 3 to use a limit break regardless of your current HP. Onion Knight is a title bestowed on those heroes who fight for what is right despite the many setbacks of the world; poverty, despair, failure. In this way such heroes get to know who they truly are. So the saying goes, they peel away each layer, crying all the way. Although it might not sound like something to aspire to, for many, becoming an Onion Knight isnt a choice. These are the individuals who have yet to decide their future; squires, children and normal people sucked into a world of danger against their wishes. But by dabbling in many different jobs, they can eventually forge their own unique path. Whenever the character defeats a Boss-type enemy, they may perform a Job Change without any associated cost.
96
You possess a repertoire of useful abilities and talents, known for great proficiency in one or more fields of study, synthesis, or even simply a natural flair for the physical. Upon taking this ability, the character receives an additional 5 skill points to distribute anywhere she sees fit. Skill points do not have to be spent immediately. Furthermore, the maximum number of points you can have in any skill is now limited by your (Finesse + 3) instead of your (Finesse + 1). This ability may be taken multiple times, granting 5 additional skill points and increasing the cap by 2 each time. Its not easy being this popular, you know. Hang on to something, the gambler shouted from the helm of the airship, turning the wooden wheel hard to one side. The engines roared loud enough you could swear the floorboards were almost shaking loose as the sails catch the wind and the ship begins a hard vertical climb The character is the proud owner of an airship, land vehicle, drilling machine, cybernetic armor system or the like, which allows for speed and/or maneuverability across different types of terrain. Work with your GM to describe a vehicle and define whether it is designed to travel exclusively on land, sail across water, soar through the air, dig through rock and stone, or travel beneath the ocean waves. Then, choose a handful of extra properties that your vehicle possesses. The exact talents of a Special Vehicle are determined by selecting a combination of options from the list below totaling 10. If forced into a combat situation, a Special Vehicle has the same ARM and MARM values as the character that took the ability, and 50% of that characters maximum hit points. Enemies can still target the pilot of the vehicle, but at a -4 penalty to hit due to their added speed and likely protection granted by the vessel. When a Special Vehicle is reduced to 0 hit points it is unable to function (and often crashes), and can only be repaired after a sufficient amount of time has passed with a Synthesis (Tinkering) or Systems skill at an appropriate difficulty. The GM may even rule this repair requires special parts. Movement (1): This ability may be taken multiple times, and should be considered a key attribute to consider when building your ride. Movement grants the pilot a +1 bonus to their Vehicles skill check, and the Movement property may be added multiple times to help a vehicle go from slow and steady to blazingly fast and maneuverable. Power Source (1): The vehicle is powered by a unique or renewable power source and is entirely self-sufficient. Whether it be through hot air, solar power, sheer willpower or a Crystal core, the vehicle never needs to land and/or refuel. Unique (1): The vehicle is one-of-a-kind, likely built from scratch by the owner - or perhaps no similar models remain in existence. Though this has no readily-foreseeable game advantages, GMs are encouraged to take note of this fact. Iconic (1): The differences between Iconic and Unique are slight, but significant. This represents your vehicle is associated with certain connotations, and provide a +1 bonus on Negotiation rolls in which the image would be an asset - whether you're a state senator making a grand entrance, or raising the pirate flag high, your vehicle helps achieve the desired effect. Iconic can be taken more than once, increasing the bonus by +1 each time. Unorthodox Travel (2): It's a fact of life - airships can't usually sprout wheels, and motorcycles have trouble running in waist-deep sand or water. This vehicular feature puts a stop to that; choose an additional movement type (land, sea, air, or underground); the vehicle can travel just as well in these conditions as it does normally. For example, an airship could drill through the earths crust or sink beneath the sea. Large (2): The vehicle is big enough to carry the character and his entire party, plus one or two extra comfortably. Magic Touch (3): No other user than the initial owner is capable of utilizing the vehicle. Whether this is a case of security precautions or simply "Nobody else can fly this baby but ME!" is entirely up to the player.
97
Good Nights Sleep (3): The Special Vehicle has resting quarters or perhaps even a team of White Mages on standby to heal the partys wounds. While aboard the vehicle, the party may take a Full Rest at any time. Hideout (3): The Special Vehicle masquerades as a stationary structure in plain sight. By flipping a few switches the vehicle can reveal itself for what it truly is, taking to the sky or burrowing beneath the desert sands. The party may leave excess inventory items here, where they will likely remain safe and sound until needed, and the Hideout cannot be recognized as a vehicle or capable of movement by casual observers. Weapon Systems (4): The vehicle is affixed with turrets, gigantic drills, cannons, world-destroying lasers or the like. The passengers of the Special Vehicle may use these weapon systems to attack normally while in the vehicle (using their normal Tier weapons) at a Long Range. Therefore, these Weapon Systems can never fire of their own accord they must always be manned stations. Space Travel (6): The vehicle may now add one additional movement type to its repertoire, able to carry its passengers safely out into the darkness of space. It also comes equipped with a handful of special suits that allow heroes to move and breathe in low-gravity, atmosphere-free locations. Be warned; exploring the cosmos is one of the more dangerous things an aspiring hero could possibly do. Colonies of horrific beasts have often settled on the moon, and even worse things drift aimlessly waiting for prey. Indestructible (7): The vehicle is nigh unbreakable, reinforced with special materials and carefully protected from harm. Magic and heavy weaponry barely even scratch the paint, and it could descend into an active volcano with no ill effects. In combat, the vehicle receives double the standard ARM and MARM values and if it is ever reduced to 0 hit points, the special vehicle is only rendered inoperational for the remainder of the game session. Unless it also possesses the Power Source feature, however, the vehicle still could run out of fuel. Multi-pilot (11): A Multi-Pilot vessel is often an imperial dreadnaught airship or something as extravagant as a floating island, and requires an entire crew to function properly. This provides several bonuses; First, the vessel can now hold a nearly unlimited number of passengers, making Multi-Pilot incompatible with the Large property. Secondly, individuals outside the Special Vehicle can no longer target anyone inside. Finally, when a Multi-Pilot vehicle is reduced to 0 hit point, it remains operational and does not crash. Being damaged in this way instead merely allows the attackers inside, where they can potentially disable the vessel by taking out the engines or simply attacking the PCs. At the GMs discretion, taking a vehicle with Multi-Pilot often provides a loyal crew of buccaneers, soldiers, or other individuals capable of helping keep the thing operational.
98
The character has developed a natural immunity to certain status effects. Whether the resistance is from a supernatural boon, caused by prolonged exposure, self-taught vigilance or something else entirely varies. Choose two of the following status effects - Berserk, Blind, Charm, Confuse, Curse, Fear, Petrify, Poison, Seal, Sleep, Slow, Stop, Stun, Transform or Zombie - the character is permanently Immune to their effects. This resistance will often extend past the obvious combat benefits and into other facets of the characters life; for example, a character who is Immune to Poison can chomp down some toxic substances without ill effects, and is forever unable to become intoxicated. You have found a kinship with another person that extends far past simple camaraderie. Perhaps you are fated lovers, related rivals, destined enemies, inseparable siblings, or eternal brothers in arms. Whatever the case, you are two sides to the same coin, capable of working with or against one another phenomenally well. This relationshipwhether enmity or amitygrants you strength when things seem their darkest. Upon taking Twin Soul, choose another character in the game, either an NPC controlled by the GM or another PC. If you choose an NPC, that character automatically receives the Twin Soul ability as well if you choose a player, the other character must take this Ability as well for it to be of any use. This individual will henceforth be referred to as a Partner. You may only ever take the Twin Soul ability once, and it grants all of the following bonuses: Twin Spell: When your Partner casts a spell, if you are capable of doing so, you may choose to pay the MP cost of the spell as an Instant action as well. If you do so, your Partners spell deals an additional 50% damage, heals for 50% more, and the difficulty to resist any status effects it may cause are increased by +2. This MP expenditure cannot be reduced by any means, including the Arcane weapon property No MP Cost. Best of Friends: Even while under the effects of Charm or other status effects, you may choose not to attack your Partner at any time. If you make an attack that deals damage to a random target and your Partner is the unlucky one, you may choose to re-roll. Greatest of Enemies: You deal an additional 3 steps of damage to your Partner at all times. For example, if an attack was to do (PWR x 6) points of damage, it would do (PWR x 9) instead. United We Stand: You and your Partner have long since mastered the fine art of fighting back-to-back, covering the other. When making a Teamwork Attack with one another, either you or your partner (but not both) may re-roll one dice. Together We Fall: As the ultimate proof of your linked destinies, it has been predetermined that your fates are linked. When death comes for you, permanently sending your soul to the Farplane, the other is fated to die within the hour as well. This is not a game mechanic that can be avoided through the normal means rather, when one of the two characters suffers their final fate, the GM is forced to concoct a situation that will lead to the demise of the other, no matter how unlikely it may seem. There is, however, a caveat to this; either you or your partner may spend Destiny to Cheat Death when either of you die, thus protecting both of your lives.
99
Have you travelled a great distance to a strange land where your species is unknown, or do you even know who your parents were? Are you the last of your kind of the first of many? Were you once a person before your transformation? These are the questions on everyones lips as they see you pass, but the real query is always the first one that springs to their mind. What ARE you? Choose from one of the following species; Aerial, Amorph, Arcana, Aquan, Beast, Construct, Dragon, Field, Insect, Plant, or Undead. You are considered to be a member of that species instead of Humanoid. Then, choose one attribute and grant it a permanent +2 bonus to represent your species unnatural strength, beauty, grace, intellect, vitality, et cetera. Remember, by not being a member of the Humanoid species, you no longer suffer from a racial vulnerability to Shadow damage. Alternatively, you may choose to remain a Humanoid, simply much larger or smaller than the average citizen. A tiny character is usually less than three feet in height, standing eye-to-eye with a Moogle or possibly even having to look up to one. They gain a permanent +1 bonus to their AVD score and a +2 bonus to all Finesse rolls where their size could possibly be advantageous. A huge character usually hovers around the 12-foot mark, and has difficulty using standard mounts, vehicles, and even fitting through most doorways. They gain a permanent +2 bonus to their PWR and RES attributes, but will forever suffer from a -1 penalty to their AVD score. Anyone can swing a stick, but to be able to take on the armies of the empire or a horrific beast with that same stick takes considerable time and dedication on the part of the wielder. Upon taking this ability, you gain access to two additional Weapon categories or one additional Armor category excluding shield (so Light, Medium or Heavy) regardless of your Job.
100
SKILLS
"You think your skills will save you against me? Allow me to shatter your illusions of grandeur." - Amarant Coral
Skills are highly important they allow your character to act innocent under scrutiny, leap and scurry across rooftops and through hidden back alleys, know when to hold em and when to fold em, ride a chocobo or a multitude of other things. Whether you intend for your character to spend his time managing the finances of a troupe of Moogle Entertainers, or piloting an airship with the other kind of troops hot on your proverbial heels, your skills will be what make the difference between success and failure. The maximum number of points you may have in any skill is equal to your Finesse stat, plus one. A character with 6 Finesse, for example, could therefore have skills at a +7 bonus but not higher. Characters receive two skill points at each level up. At the start of the game, a newly created character receives the number of skill points listed in their Job description.
Task
Difficulty
When
a
skill
check
is
required,
the
GM
assigns
the
task
a
difficulty
from
Elementary
to
Impossible,
and
informs
the
player.
The
player,
now
knowing
his
target
number
of
the
skill
check,
rolls
2d6
and
adds
their
appropriate
skill;
if
the
result
is
equal
to
or
higher
than
the
task
difficulty,
the
players
character
succeeds.
Job
abilities,
equipment
and
other
factors
can
sometimes
cause
such
skill
checks
to
gain
a
bonus
or
penalty
to
the
roll,
and
the
nine
standard
difficulty
values
are
as
follows;
Elementary
(5);
spot
a
Dragon
amongst
a
crowd
of
panicking
people,
get
directions
to
the
nearest
town.
Easy
(7);
create
a
rudimentary
shelter
in
the
wild,
pocket
an
apple
in
a
crowded
marketplace.
Moderate
(9);
pick
an
average
lock,
see
the
Tonberry
hidden
in
the
shadows,
lie
to
an
imperial
guard.
Challenging
(11);
cook
a
meal
for
a
royal
family,
disarm
an
ancient
trap,
climb
a
high
stone
wall.
Impressive
(14);
drive
a
motorcycle
across
a
collapsing
bridge,
slip
out
of
a
pair
of
locked
manacles.
Heroic
(17);
pilot
an
airship
through
a
hurricane
with
both
engines
on
fire,
find
a
cactuar
needle
in
a
haystack.
Supreme
(20);
swim
up
a
waterfall,
memorize
every
word
in
a
massive
tome,
catch
a
blade
with
your
bare
hands.
Godlike
(25);
catch
a
bullet
with
your
bare
hands,
successfully
challenge
your
archnemesis
to
a
dance-off.
Impossible
(30);
collapse
a
fifty-story
building
by
putting
your
back
into
it,
leap
from
snowflake
to
snowflake
as
they
fall.
Complications
No
situation
is
ever
so
bad
it
cant
possibly
get
worse.
When
a
hero
rolls
2d6
for
a
skill
check
and
gets
a
pair
of
1s
as
his
result,
this
creates
a
Complication.
Not
only
does
the
character
fail
the
skill
check
regardless
of
what
their
total
result
would
have
been,
but
also
finds
him
or
herself
dealing
with
a
new,
unexpected
problem.
They
might
be
secondary
issues
that
must
be
resolved
for
the
group
to
succeed,
or
they
might
completely
change
the
focus
of
the
skill
check.
101
Generally, though not always, Complications retain the difficulty of the first check. So if a player jokingly wants to make a Language roll to try and communicate with a rusty old lamp to find out what its purpose is, the GM might assign this a difficulty of Impossible (30). If the player goes ahead and does his best on the roll anyway, a Complication might mean the player blurts out some long-forgotten magical word accidently, activates the lamp, and finds himself sucked inside. Now the additional roll to get out of that mess (without just smashing the lamp and hoping for the best) will also be at difficulty 30 hope the characters Escape skill is up to snuff! Assuming it wont be, the party will have to come up with a new plan, and the player of the poor trapped character might be in need of a temporary replacement. Here are some further (and less horrifying) examples. One-Eyed Jack has disguised himself as an imperial solider and is trying to pick the lock on a prison cell to get his friends free, and the GM rules that this is a Challenging task. This means Jack has to roll 11 or better on his Thievery skill. Normally this would be no problem for the master thief, but a pair of 1s on his roll means the situation has just gotten more complicated. The GM tells Jack that in the middle of his attempt he hears a set of footprints coming, and pockets the picks just in time before a pair of soldiers show up. They tell Jack its time for a shift change, and now Jack has to use Negotiate to convince them otherwise and get a few more minutes with the lock. Just like the previous check, the GM states that this will be a Challenging task for Jack, made moreso by the fact that social skills arent his strong suit!
In
a
more
modern
Final
Fantasy
game,
Devi
and
Kellos
are
racing
down
a
metropolis
highway
in
hot
pursuit
of
an
armored
car.
Devi
is
driving
and
rolls
his
Vehicles
check
to
try
and
catch
up,
but
gets
a
Complication.
The
GM
announces
that
their
target
takes
a
hard
right
and
goes
out
of
sight,
turning
into
oncoming
traffic.
Now
a
simple
chase
has
become
far
more
dangerous
for
the
heroes,
and
the
GM
requests
that
Kellos
use
his
Awareness
skill
to
keep
an
eye
on
the
car
theyre
chasing.
Kellos
does,
but
he
gets
a
Complication
too.
Hes
so
focused
on
his
goal
that
he
completely
misses
the
vehicle
that
comes
up
from
behind
and
rams
them,
sending
their
sports
car
smashing
into
the
side
of
a
building.
Devi
is
barely
conscious
from
the
crash,
but
isnt
too
dazed
to
notice
the
liquid
pooling
underneath
them;
they
have
only
seconds
to
Escape
from
the
car
before
it
goes
up
in
flames.
102
Athletics
The
ability
to
climb,
tumble,
jump,
balance,
and
take
falls.
A
character
with
this
skill
has
refined
their
coordination,
balance
and
flexibility
to
the
point
of
being
able
to
execute
complex
acrobatic
maneuvers
as
if
they
were
second
nature.
On
a
successful
skill
check
you
can
perform
a
difficult
feat
of
agility,
such
as
leaping
through
a
two-foot- square
window
without
hurting
yourself,
scaling
a
vertical
surface,
or
sliding
down
a
thin
cable
just
in
time
to
crash
a
wedding.
Acting
A
character
with
this
skill
has
the
ability
to
deceive,
lie,
fake
emotions
and
devise
new
personalities
for
himself.
With
a
successful
skill
check,
the
character
may
attempt
to
use
Acting
to
bluff,
improvise,
keep
one
hell
of
a
poker
face,
or
just
keep
up
a
steady
stream
of
bald-face
lies.
Acting
also
covers
the
ability
for
a
character
to
assume
a
new
appearance
through
a
disguise,
ranging
from
a
simple
change
of
clothing
to
a
full-blown
transformation.
Awareness
Characters
with
this
skill
possess
a
certain
sixth
sense
when
it
comes
to
spotting
potential
dangers
or
noticing
when
something
isnt
quite
right
whether
in
the
form
of
a
con-man
attempting
to
swindle
the
party
with
counterfeit
Elixirs,
or
a
dozen
slavering
beasts
waiting
in
ambush
around
the
corner.
Awareness
is
one
of
those
skills
that
sees
a
lot
of
use,
so
its
generally
wise
to
invest
in
at
least
a
few
points.
Escape
Everyone
gets
caught
sometimes
--
for
this
reason,
the
ability
to
slip
out
of
a
tight
bind
can
prove
to
be
a
valuable
asset.
A
character
with
this
skill
can
worm
his
way
out
of
rope,
manacles,
or
grapples,
get
out
from
the
inside
of
a
locked
safe,
crawl
from
the
wreckage
of
a
crash
landing,
have
the
good
fortune
to
leap
through
a
second-story
window
and
land
safely
on
a
passing
carriage,
or
take
advantage
of
a
brief
distraction
to
vanish
mysteriously
into
thin
air.
Failure
simply
means
a
character
is
forced
to
remain
where
they
are;
a
Complication
can
just
as
easily
result
in
injury,
tangled
bonds,
or
suspicious
captors
checking
in
to
see
what
all
the
banging
around
is
about
This
skill
also
allows
characters
to
flee
from
combat
if
faced
with
overwhelming
odds,
and
its
recommended
that
fledgling
adventurers
expend
a
few
points
to
raise
up
this
skill.
(See
p.149
for
more
information
about
Running
Away
in
combat.)
103
Healing
A
character
with
this
skill
knows
enough
about
the
body
and
its
workings
to
diagnose
and
treat
most
kinds
of
sickness
and
injury.
Failure
in
either
could
have
drastic
consequences
for
the
patient.
It
also
doubles
as
a
helpful
tool
in
allowing
an
injured
party
to
get
a
better
nights
rest
in
adverse
conditions,
or
popping
joints
back
into
place
in
the
thick
of
battle.
Complications
that
arise
during
Healing
checks
are
rarely
pleasant
things.
Inquiry
Whether
its
the
location
of
an
ancient
tomb,
an
obscure
local
legend,
or
just
the
address
of
the
nearest
inn
in
town,
characters
with
the
Inquiry
skill
are
adept
of
digging
up
the
information
they
need
as
quickly
and
painlessly
as
possible.
One
skill
check
must
be
made
for
each
piece
of
information
the
character
wishes
to
locate;
the
amount
of
time
taken
for
the
search
can
vary
between
half
an
hour
and
several
days,
depending
on
the
breadth
of
resources
available
to
the
character.
A
failure
simply
means
the
character
has
not
been
able
to
locate
the
information;
a
Complication
may
indicate
the
character
has
stumbled
into
serious
trouble
during
the
course
of
searching.
Language
With
this
skill,
a
character
can
understand
and
communicate
in
various
languages;
at
lower
levels,
fluently
enough
to
converse
with
others,
at
higher
levels
with
the
proficiency
of
a
skilled
orator
and
writer.
All
characters
can
generally
speak
their
own
racial
language
as
well
as
the
standard
language
spoken
the
world
over
(if
such
a
thing
exists),
but
whenever
the
PCs
encounter
a
language
theyve
never
heard
before,
Language
is
rolled
to
determine
which
of
the
PCs
if
any
are
fluent
in
it!
Following
is
a
short
list
of
languages
that
may
appear
in
your
world,
as
well
as
an
approximate
difficulty
for
the
associated
Language
check.
Ancient
(Difficulty
13):
The
spoken
or
written
tongues
of
the
worlds
precursor
races,
sometimes
known
as
Lufenian
or
Lefenish.
Ancient
languages
see
very
little
usage
in
the
worlds
day-to-day
affairs,
particularly
in
their
spoken
forms;
these
are
usually
the
domain
of
scholars
and
adventurers
canny
enough
to
realize
that
sooner
or
later
everything
comes
down
to
mysteriously-inscribed
slabs
and
relics.
Bhasa
Mithra
(Difficulty
11):
The
Mithran/Viera
language
is
constructed
around
a
relatively
limited
set
of
words,
placing
heavy
emphasis
on
prefixes
and
context
instead.
The
flowery,
flowing
language
of
the
Viera
is
learned
by
instinct,
not
social
saturation.
This
causes
the
dialect
to
be
hard
to
learn
and
follow,
as
it
does
not
have
roots
in
any
other
language.
Common
Tongue
(Difficulty
5):
The
standard
Hume
tongue,
lingua
franca
on
most
continents.
Most,
if
not
all,
adventurers
will
be
fluent
in
this
language
to
one
degree
or
another.
Elvaan
(Difficulty
11):
Complex
and
florid,
Elvaan
has
its
roots
in
antiquity;
like
all
other
aspects
of
Elvaan
culture,
it
is
a
source
of
racial
pride
and
jealously
guarded
against
dilution
from
outside
sources.
Galkan
(Difficulty
9):
Few
Galka
are
capable
of
speaking
their
blunt,
unsentimental
native
language,
let
alone
writing
it;
adventurers
are
most
likely
to
encounter
it
in
ancient,
Galkan-built
structures
and
on
racial
artifacts.
Mogri
(Difficulty
13):
The
language
used
by
the
Moogle
race.
Though
most
non-Moogles
may
wonder
how
much
communication
can
be
achieved
solely
using
the
word
Kupo,
Mogri
is
surprisingly
subtle;
though
untrained
listeners
will
only
hear
that
one
word,
those
fluent
in
the
language
know
it's
all
about
slight
variations.
Few
non- Moogles
are
fluent
in
this
speech.
Monster
Talk
(Difficulty
15):
Used
to
communicate
with
beasts
and
intelligent
creatures
that
cannot
utilize
Common
Tongue,
this
language
is
typically
non-verbal
in
nature.
Though
scholars
would
balk
at
calling
the
resulting
collection
of
grunts,
growls
and
posturing
a
language,
there
is
considerable
study
involved
in
mastering
it.
104
Lajargon (Difficulty 7): Used by the enigmatic Lalafell, this language sees great use in the scholarly world due to the vast amounts of lost magical artifacts and rune-embedded treasure that is unearthed. Planar (Difficulty 20): This is used by the strange creatures that traverse the wholly-magical planes, such as The Void or the dreams of the Gods themselves. How any mortal would know how to speak this remains a mystery. Binary (Difficulty 17): Binary is a language of zeros and ones, usually written, but can be spoken with a crude vocal processor that emits boops and bleeps. Androids may have attempted to pass the language on to others, but it ultimately remains nigh-impossible to follow in conversation to all but the most practiced listeners.
Lore
Skills
which
cover
a
character's
understanding
of
a
particular
concept
or
area,
abstract
or
not
facts,
figures,
and
essential
information
relating
to
a
subject
the
character
has
studied
in
at
least
some
detail.
Better
skill
checks
mean
the
GM
can
provide
more
quality,
quantity,
and
detail
in
terms
of
information
granted,
but
you
cannot
make
multiple
Lore
checks
regarding
the
same
bit
of
information;
you
either
know
or
you
dont.
A
GM
might
make
Lore
checks
privately,
and
a
Complication
represents
the
information
you
receive
is
incorrect
as
opposed
to
simply
a
'I
don't
know.'
Learning
that
this
particular
species
of
Dragon
is
not
dangerous
to
people
with
a
failed
Lore
roll
may
be
an
awkward
situation
for
your
party
to
find
itself
in....
Lore
(General):
Detailed
knowledge
of
the
world
the
characters
live
in;
geography
of
a
particular
area,
major
landmarks
and
guilds,
current
events
and
local
customs.
Lore
(History):
General
knowledge
of
key
events
in
history,
including
dates,
personalities,
and
other
minutiae.
Also
includes
popular
mythology,
ranging
from
ancient
sagas
to
contemporary
'urban
legends'
Lore
(Monsters):
What
is
a
Malboro's
preferred
food
source?
Just
how
fast
does
a
Cactuar
actually
run?
A
character
with
Monster
Lore
is
a
treasure
trove
of
facts
and
trivia
on
the
planet's
inhuman
inhabitants.
Lore
(Esper):
A
primer
on
the
habitats,
histories,
strengths,
weaknesses
and
personalities
of
the
Esper
society,
as
well
as
routes
and
passages
taken
on
the
Summoner's
pilgrimage
and
the
like.
Mercantile
A
character
with
the
Mercantile
skill
knows
her
way
around
buying
cheap
and
selling
high,
making
a
profit
wherever
people
are
to
be
found,
and
obtaining
anything
the
group
might
need.
They
can
pawn
long-forgotten
family
heirlooms
back
to
the
family
in
question,
or
discover
the
potential
magical
properties
of
a
jewel-encrusted
sword.
They
might
travel
the
world
filling
their
pockets
with
coins,
or
this
might
simply
be
residue
know-how
from
growing
up
in
the
streets.
A
successful
skill
check
can
be
used
to
locate
a
particular
piece
of
equipment,
find
merchants
or
shops
in
a
town
or
city,
haggle
a
price
with
a
reluctant
dealer,
or
contact
a
shady,
black-market
vendor.
A
character
with
Mercantile
will
have
a
good
eye
for
details,
and
can
easily
appraise
items
of
mundane
value
to
determine
their
true
worth
and
authenticity.
Finally,
this
skill
allows
players
to
determine
the
exact
magical
properties
of
a
given
item,
at
a
difficulty
determined
by
the
GM
on
a
case-by-case
basis.
Nature
A
character
with
this
skill
is
able
to
locate
drinking
water,
forage
food
and
avoid
natural
hazards
that
could
easily
take
the
life
of
a
less-experienced
traveler,
and
have
an
instinctual
rapport
with
the
natural
creatures
of
the
world.
A
character
with
this
skill
could
ride
a
Chocobo
or
perhaps
even
a
Dragon,
use
landmarks
to
find
their
way
in
hostile
territory,
follow
the
tracks
of
an
enemy
or
conceal
their
own,
provide
food
and
water
for
their
allies,
convince
the
marquis
vicious
pets
that
youre
a
friend
and
theres
no
need
for
the
snarling
and
biting,
or
even
direct
the
temper
of
those
very
same
pets
on
their
beloved
owner.
105
One successful Nature skill check is required for a character for each day she attempts to sustain herself in the wilderness; if the character is foraging for an entire group, the difficulty may be increased. A character with this skill trying to win over an animal in combat is rarely ever less than a Slow action.
Negotiation
The
fine
art
of
getting
your
way.
A
character
with
this
skill
can
use
their
powers
of
persuasion
to
do
anything
from
bartering
for
an
item
to
convincing
that
troublesome
Captain
of
the
Guard
that,
no,
they
really
arent
an
Imperial
sympathizer,
thank
you
all
the
same.
This
skill
covers
everything
from
seduction
to
intimidation
to
begging
for
your
life...and,
like
Awareness
and
Escape,
is
generally
a
good
skill
to
have
at
your
disposal.
Perform
A
character
with
this
skill
can
express
himself
in
a
multitude
of
ways
song,
dance,
playing
almost
every
instrument
ever
created,
giving
rousing
speeches,
or
just
having
a
reverence-worthy
stage
presence.
Generally,
this
skill
is
utilized
by
Entertainers
miming,
dancing
and
singing
are
a
big
part
of
their
repertoire
but
music
as
a
form
of
entertainment
is
common
in
most
worlds,
and
many
inns
and
pubs
often
include
a
piano
where
wandering
musically-minded
adventurers
can
tickle
the
ivories
and
make
a
few
gil.
A
character
with
this
skill
can
tune
a
violin,
know
the
proper
time
to
stage
dive,
and
be
able
to
transition
fluidly
from
a
waltz
from
a
gavotte
without
stepping
on
the
archdukes
toes
in
the
process.
Scavenge
With
this
handy
skill,
a
character
can
use
bits
and
pieces
of
defeated
enemies
to
acquire
Components
for
crafting,
aiding
in
the
construction
of
everything
from
weapons
to
food.
Scavenge
can
only
be
used
on
Notorious
Monsters
or
Bosses
that
the
party
has
defeated,
and
may
only
be
attempted
once
per
character
regardless
if
the
roll
was
a
success
or
failure.
Note
that
this
isnt
always
as
straightforward
as
just
grabbing
bones
and
fangs
and
scales;
a
blacksmith
could
stumble
across
a
rare
vein
of
ore
in
the
lair
of
an
undead
dragon,
and
a
botanist
could
find
use
for
the
moss
growing
on
the
back
of
a
centuries-old
Adamantoise.
The
Components
acquired
by
Scavenge
are
of
the
same
Tier
as
the
monster.
Finally,
the
difficulty
of
this
skill
should
rarely
stray
into
the
high
extremes,
and
should
reflect
the
players
description
of
what
bits
and
pieces
the
player
is
trying
to
acquire
for
example,
turning
an
octopus
monster
into
dinner
is
easier
than
trying
to
turn
it
into
a
crossbow.
A
Complication
on
a
Scavenge
skill
check
might
mean
the
party
discovers
something
they
think
possesses
value,
but
might
in
fact
be
a
still-lingering
evil
presence
or
be
near-impossible
to
transport.
Taking
the
item
might
even
earn
the
PCs
some
further
enemies,
such
as
angry
environmentalists
calling
the
heroes
poachers,
or
perhaps
even
a
band
of
rough-and-tumble
thugs
who
are
angered
the
group
wound
up
with
the
treasure
theyve
been
after.
106
Stealth
This
Skill
gives
the
character
a
basic
understanding
of
subterfuge,
allowing
him
to
secrete
himself
in
darkened
corners
to
escape
detection
and
sneak
around
without
arousing
too
much
suspicion.
It
also
allows
for
sleight-of- hand
tricks
and
the
like,
such
as
discreetly
keeping
a
small
object
on
ones
person.
Swimming
A
character
with
this
skill
has
the
training
to
float,
swim
and
dive,
as
well
as
hold
their
breath
underwater
for
far
longer
than
most
people.
Skill
checks
are
required
if
a
character
is
attempting
to
reach
a
particular
location
underwater,
to
stay
afloat
in
rough
current
or
for
long
periods
of
time,
as
well
as
for
actions
undertaken
underwater.
(See
p.173
for
rules
regarding
holding
ones
breath
and
drowning.)
Synthesis
A
character
with
this
skill
can
create
items
of
varying
size
and
complexity
from
scratch
using
a
wide
range
of
materials
and
methods,
as
well
as
repairing
damaged
equipment.
A
successful
Synthesis
check
will
reduce
the
creation
cost
of
the
item
in
question
by
50%.
Furthermore,
characters
can
sell
newly-crafted
stuff
items
for
100%
of
the
normal
price,
allowing
enterprising
individuals
to
actually
make
a
living
and
a
profit
with
their
trade.
This
is
subject
to
GM
discretion,
and
players
should
be
aware
that
the
prices
fluctuate
in
some
areas
due
to
factors
such
as
distrust
of
the
character,
prohibited
goods,
competition,
and
more.
Such
crafting
is
specific
to
a
type
of
manufacture,
the
most
prominent
of
which
are
as
follows;
Synthesize
(Alchemy):
Through
their
intimate
knowledge
of
the
reactions
of
compounds,
a
character
with
this
skill
can
attempt
to
brew
up
(and
blow
up)
a
wide
variety
of
useful
mixtures
and
potions.
Synthesize
(Armor):
This
synthesis
skill
allows
the
user
to
create,
reinforce,
and
repair
all
defensive
equipment,
ranging
from
full-plate
suits
of
armor
to
elegant
gowns
or
heavy
shields.
Synthesize
(Cooking):
Though
some
may
question
the
value
of
haute
cuisine
in
adventuring
life,
they're
liable
to
change
their
tune
when
the
only
alternative
is
another
week's
worth
of
dried
meat.
A
character
with
this
skill
knows
how
to
prepare
and
identify
all
types
of
dishes,
and
some
iron
chefs
(masters
of
meals,
titans
of
taste,
emperors
of
edibles!)
are
able
to
augment
their
comrades
abilities
in
battle
with
appropriate
foods.
Synthesize
(Tinkering):
The
least
useful
of
the
crafting
types
in
day-to-day
affairs,
Tinkers
work
with
glass
and
clockwork
and
usually
keep
a
bizarre
assortment
of
gadgets
and
inventions
at
their
disposal.
This
category
covers
accessories,
grafts
as
well
as
expansive
projects
such
as
airships,
land
vehicles,
and
other
large
technological
leaps.
Synthesize
(Weapons):
Every
adventurer
needs
one
of
these
at
some
point,
and
these
illustrious
artisans
are
the
ones
that
make
it
happen.
Blacksmithing,
stonecutting,
woodworking,
and
boneworking
are
all
facets
of
weapon
synthesization,
and
this
skill
handles
everything
one
might
need
to
bring
his
enemies
low.
Systems
A
multipurpose
skill
which
allows
a
character
to
work
with
complex
mechanisms,
including
electrical
wiring,
robots,
constructs,
and
computers.
It
covers
everything
from
hacking
into
a
secure
mainframe
to
knowing
which
piece
of
steel
to
pull
in
order
to
separate
moving
train
cars.
A
successful
skill
check
can
be
used
to
either
set
up,
interrupt,
or
tamper
with
a
system;
failure
will
damage
the
system
but
usually
allows
the
character
enough
leeway
to
107
attempt to repair the problem. It is possible, however, for a Complication to destroy particularly complicated systems beyond the point of salvage.
Thievery
A
character
with
this
skill
can
open
perform
an
entire
repertoire
of
illegal
activities
with
speed
and
style.
They
can
open
locks
on
doors,
treasure
chests
and
anything
else
others
consider
worth
securing,
given
a
few
simple
tools,
a
little
elbow
grease
and
a
successful
skill
check.
They
may
rummage
through
pockets
undetected
and
snatch
small
valuables,
forge
important
documents,
cheat
at
dice
games,
and
disarm
or
set
traps
of
varying
complexity
and
lethality.
Vehicles
This
Skill
enables
a
character
to
helm
most
vehicles
with
a
reasonable
degree
of
reliability,
though
in
adverse
conditions,
things
might
be
a
little
bit
more
difficult.
This
skill
governs
everything
from
motorcycles
to
Magitek
Armor
to
Airships.
Special
maneuvers
naturally
require
an
advanced
level
of
ability
to
pull
off
without
wrecking
the
vehicle
in
question
in
the
process.
It
can
also
be
utilized
to
repair
damaged
vehicles
to
which
the
Systems
skill
doesnt
apply.
108
DESTINY
Your actions have meaning only if they hold true to your ideals. - Ramza Beoulve
Destiny Points are a metagame representation of a Characters impact on the world. Theyre what separates the movers and the shakers of the world from the masses, what the player characters and their most fearsome opponents! possess that nobody else does. By filling out a Quote on your character sheet you may earn a single point of Destiny right off the start; otherwise, all characters generally begin play without any reserves of this important resource. Characters created at levels higher than first often already have Destiny ready for action. Destiny Points are earned through a completion of a characters goals, and when the character performs a dramatic (though not necessarily life-threatening) action. The watch-word here is dramatic this means disarming a city-leveling bomb at the four second mark, leaping a fifty-foot drop to catch a rope dangling from the side of a getaway vehicle, supporting an entire two-story house with nothing but muscle power while its on fire AND a party members rushes inside to save the trapped occupants.yknow, that sort of thing.
Earning
Destiny
Though
some
GMs
may
choose
to
alter
these
methods
slightly,
the
standard
ways
to
receive
Destiny
are
as
follows;
Defeating
a
Boss
awards
each
member
of
the
party
one
or
more
points
of
Destiny,
Members
of
the
Fighter
Job
class
always
receive
an
additional
point
for
this
due
to
their
innate
ability.
Dramatic
Heroism,
as
described
above,
generally
awards
each
member
of
the
party
one
point
of
Destiny.
Certain
Job
Abilities
can
allow
the
character
to
earn
a
point
of
Destiny
here
or
there
by
meeting
certain
criteria.
Completing
Goals
allows
individual
characters
to
recover
Destiny,
as
well.
Two
points
are
awarded
for
a
small,
short-term
goal,
and
FIVE
are
awarded
for
seeing
the
end
of
a
lifelong
dream
(such
as
building
the
worlds
first
airship,
becoming
a
Chocobo
knight,
finding
true
love,
taking
the
throne,
and
so
on).
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.
Some
players
may
simply
choose
three
semi-comical
short-term
goals
they
could
complete
within
a
game
session
or
two,
such
as
Meet
a
Dwarf,
and
Punch
a
Dwarf.
If
the
GM
is
unable
to
deter
the
character
from
these
goals,
dont
fret
too
much.
Once
a
goal
is
completed,
a
player
cant
invent
a
new
one
to
take
its
placeand
thus,
the
6
Destiny
points
granted
from
short-term
goals
are
a
one-time
bonus.
If
a
character
chooses
to
design
their
goals
in
such
a
way
that
theyll
get
immediate
gratification
instead
of
the
destiny
spread
out
over
the
course
of
the
campaign,
this
certainly
has
its
own
downsides.
109
Spending
Destiny
Destiny
has
six
primary
uses,
discussed
below.
Enhancing
a
Roll
(1):
A
single
point
of
Destiny
will
further
allow
a
character
to
add
an
additional
d6
to
any
roll
of
his
choice,
whether
it
is
to
resist
a
deadly
status
effect,
maximize
their
accuracy,
or
smooth-talk
a
longstanding
archenemy.
Players
may
spend
as
many
points
of
Destiny
as
they
like
on
a
single
roll
to
add
more
and
more
dice.
They
can
choose
to
do
this
after
seeing
the
result
of
the
roll,
and
if
they
like,
even
add
more
d6s
one
at
a
time
until
they
achieve
their
desired
result.
A
character
who
spends
valuable
Destiny
in
order
to
keep
the
plot
moving
is
the
best
sort
of
player
a
GM
can
hope
for.
Make
sure
that
their
contribution
is
remembered!
Changing
Jobs
(3):
For
a
trio
of
points,
the
character
may
become
a
member
of
an
entirely
different
Job.
This
is
a
complicated
process
that
requires
careful
planning
and
good
decision-making
on
the
players
behalf,
as
it
is
just
as
likely
to
cripple
a
characters
effectiveness
as
it
is
to
spur
them
to
greater
heights.
Upon
spending
Destiny
for
a
Job
Change,
an
act
that
may
only
be
performed
out
of
combat,
the
character
recalculates
her
HP,
MP,
ACC
and
AVD
to
be
appropriate
for
a
member
of
that
new
Job.
The
Innate
Ability
of
that
Job
replaces
their
former
Innate
Ability.
The
character
does
not
obtain
(or
lose)
skill
points,
spells
or
their
spellcasting
ability,
or
access
to
abilities
she
has
learned.
Whenever
the
character
learns
a
new
ability,
she
only
has
access
to
her
current
Jobs
standard
abilities
(as
well
as
shared
abilities).
The
character
does
not
automatically
gain
spells
when
switching
to
a
magic-using
job.
Instead,
upon
gaining
a
level
when
in
a
spellcasting
Job
such
as
Black
Mage,
the
character
can
permanently
learn
a
spell
of
the
appropriate
rank
if
the
Job
was
to
learn
one.
Finally,
a
character
never
loses
access
to
Weapon
types
he
or
she
had
previously,
but
the
list
of
armor
theyre
proficient
with
is
dependent
on
their
new
Job.
So
for
example,
a
Samurai
who
became
a
Black
Mage
would
still
be
able
to
wield
his
Blade-type
weapon,
but
would
only
be
able
to
equip
Light
Armor
without
penalty.
Using
Abilities
and
Limit
Breaks
(3):
Upon
reaching
level
5,
characters
can
create
signature
attacks
that
can
eventually
become
as
powerful
as
a
jobs
Epic
ability.
Able
to
turn
near
losses
into
clear
victories,
these
mighty
attacks
can
only
be
accessed
when
the
character
is
near
death.
By
expending
3
Destiny
when
their
character
is
at
25%
or
fewer
Hit
Points
(but
conscious!),
a
player
may
use
any
Limit
Break
they
know
as
a
standard
action
on
their
110
turn. Regardless of how many Destiny Points the character possesses, this option may not be used more than once per round. In addition, there are a handful of job abilities which request points of Destiny as a price for their activation. Such abilities are usually astronomically powerful.
Blaze
of
Glory
(5):
The
character
has
been
reduced
to
0
HP
or
even
killed,
or
death
is
imminent,
and
the
player
doesnt
have
enough
Destiny
saved
up
to
Cheat
Death
as
described
below
and
save
their
character.
But
the
sacrifice
will
not
be
in
vain
by
expending
5
points
of
Destiny
at
any
time,
the
character
may
go
out
with
a
bang.
A
player
who
has
used
Blaze
of
Glory
can
make
a
declaration,
any
last
desire
they
might
have
that
then
becomes
canon
in
the
game
world,
so
long
as
the
majority
of
players
agree
with
the
decision.
For
example,
the
party
could
be
sailing
through
the
skies
on
an
imperial
airship,
defeated
by
a
general
who
now
looms
over
them.
The
party
Engineer
looks
up,
winks
to
his
comrades,
and
reveals
one
last
invention
a
Time
Bomb,
as
he
calls
it.
The
player
then
declares
the
Engineer
finds
the
strength
to
stand
and
charges
the
general,
sending
them
both
tumbling
over
the
side
and
out
into
the
air.
There,
he
uses
the
Time
Bomb
to
rip
open
a
portal
in
the
space-time
fabric,
sucking
the
general,
the
character,
and
even
several
of
the
enemy
airships
into
the
void.
The
character
is
gone,
never
to
be
seen
again,
but
has
forever
altered
the
story.
Blaze
of
Glory
can
be
used
for
just
about
anything,
up
to
and
including
preventing
the
death
of
other
PCs
by
sacrificing
yourself
instead.
GMs
might
find
Blaze
of
Glory
to
be
a
frustrating
mechanic
as
they
see
their
carefully-laid
plot
disrupted,
but
we
encourage
them
not
to
stifle
their
players
creativity.
After
all,
these
are
the
scenes
that
will
make
a
game
memorable
long
after
the
fact.
Cheat
Death
(7+):
Death
is
a
fact
of
life
in
the
worlds
of
Final
Fantasy
after
all,
no
saga
is
truly
complete
without
at
least
one
tragic
demise
or
inspiring
sacrifice.
However,
the
death
of
a
leading
character
in
a
storyline
can
have
major
repercussions
on
the
story
as
a
whole,
particularly
for
the
unfortunate
player
now
left
scrambling
for
a
replacement.
With
at
least
7
points
of
Destiny,
a
player
can
restore
their
deceased
character
to
life,
or
escape
a
situation
that
would
otherwise
kill
the
character
outright.
However,
all
the
characters
Destiny
is
consumed
when
Cheat
Death
is
used,
no
matter
how
many
points
they
had
saved
up.
111
Players are encouraged never to announce that they are Cheating Death rather, telling the GM in private by slipping a note or the like is the best way it makes for far more dramatic play when the character reappears. This resurrection will never be an immediate one; if engaged in a battle, the character will not revive until after the battle is long since over. If caught in a certain-death situation, their survival will not be apparent until some time has passed and the rest of the party has already given them up for dead. How the character manages to escape the reaper is left to the player to explain.
Summoning
an
Esper
(Varies):
As
the
characters
progress
in
their
adventure
they
may
obtain
the
assistance
of
an
otherworldly
being
known
as
an
Esper,
an
entity
with
strength
rivaling
and
derived
from
-
the
entire
group
of
heroes.
This
is
no
easy
feat
the
most
powerful
of
Espers
require
enormous
amounts
of
effort
and
Destiny
to
remain
in
this
world.
But
the
payoff
is
extraordinary;
healing,
status
effects,
support
spells,
and
all
types
of
damage,
in
magnitudes
that
eventually
surpass
even
the
most
advanced
spells
of
the
standard
schools
of
magic.
Summoning
and
Espers
are
discussed
more
on
the
following
pages.
112
SUMMONING
Old mans still got it! - Sazh Katzroy
Summoned Beasts - also known as Espers, Avatars, Guardian Forces, Scions, Eidolons, Fayth, Aeons, and a variety of other names across the worlds - are powerful dimensional spirits and allies that have taken an interest in the characters. With time, perhaps the party can even call upon in times of great need. They function unlike every other ability in the game, in that Summoning is often a group decision made by (and paid for by) the entire party. In fact, in some ways Espers are their own beings in other ways, they are physical manifestations of the partys outlook, goals, and strengths. Their powers might unite a group of heroes or divide it. How Summons appear in each game is ultimately up to the GM. This is a completely stand-alone system; the game generally wont be any easier or harder for the PCs no matter if they start with a patron Esper at their side or never once befriend one. Some games will see the heroes searching out the powers of the Espers on a journey known as a Pilgrimage, where their mettle will be tested in dangerous and sometimes even horrifying ways. Some games will see the characters as heirs of a great power in their own right, each with their own divine guardian Summon. Some games will never see Summons even mentioned. Once the party acquires the assistance of a Summon in whatever manner, it will ultimately fall into one of two categories, depending on the game; Party Espers are watchful guardians of an entire group, and may be summoned and controlled by any member of the adventuring troupe. On the other hand, Individual Espers belong to only one character, a person often referred to as a Summoner in reverent tones.
Summoning
an
Esper
is
a
Slow
action
that
generally
costs
one
point
of
Destiny
per
Rank
of
the
Esper.
For
example,
Carbuncle,
a
Rank
1
Esper,
would
only
cost
1
point
of
Destiny
to
make
an
appearance.
Alexander
would
cost
five.
In
the
case
of
a
Party
Esper,
this
value
is
doubled.
113
Devotion
There
is,
however,
a
loophole
to
this
by
helping
an
Esper
achieve
its
objective,
the
Destiny
cost
required
to
summon
it
is
permanently
reduced
by
one
(or,
in
the
case
of
a
Party
Esper,
two).
These
causes,
goals,
ambitions,
and
ideals
that
the
Esper
hopes
the
characters
will
pursue
are
known
as
Devotions,
and
might
be
anything
from
protecting
a
sacred
place
of
the
wild
to
an
act
of
supreme
selfishness.
Building
a
working
relationship
with
a
celestial
guardian
is
key
to
making
such
powerful
entities
more
willing
to
come
to
the
Summoners
aid.
Actively
working
against
an
Espers
Devotion
can
often
have
the
opposite
effect,
and
these
unknowable
entities
specifically
granted
by
the
GM
(as
opposed
to
the
Grand
Summoner
shared
ability)
can
choose
to
leave
for
good
at
any
time.
Even
better,
completing
an
Espers
Devotion
will
permanently
grant
what
is
known
as
a
Pact
Boon
this
might
be
a
new
attack,
an
increase
in
damage
against
an
entire
species
of
monster,
or
a
variety
of
other
things.
Most
commonly
of
all,
however,
it
is
a
bonus
given
directly
to
the
Summoner(s)
the
ability
to
breathe
underwater
or
turn
dull
gems
to
glowing
shards
of
crystal,
and
so
much
more.
114
attempt to intimidate or coerce, and cannot receive the effects of Haste (unless they already have the Auto-Haste property). An Esper may act immediately upon being Summoned. The Esper can stay on the battlefield for up to three rounds before automatically being dismissed. An Esper can be dismissed sooner than this if the battle ends, if it loses all of its HP, or if the characters choose to send it away. Once an Esper is dismissed, the summoners rejoin battle, become active targets for damage and attacks, and all status conditions inflicted continue to take effect. On the Espers third turn, they may instantly utilize a powerful ability known as an Astral Flow before they depart. These attacks are of immense potency, capable of altering entire landscapes with their destructive and restorative properties.
Espers
in
Combat
After
the
Esper
has
been
summoned
forth
to
the
battlefield
from
their
distant
and
alien
realm,
they
take
on
a
physical
form
that
can
be
damaged
and
deal
damage
in
return
just
like
any
player
character.
If
the
Esper
was
Summoned
by
only
one
character
that
is,
the
creature
is
an
Individual
Esper
then
the
single
character
who
summoned
it
vanishes
from
battle,
becoming
untargetable
and
protected
by
the
guardian
creatures
powerful
magic.
The
player
is
then
able
to
take
a
normal
turn
using
the
Esper
that
has
been
summoned
they
may
move,
cast
spells,
and
use
any
of
the
attacks
on
the
Espers
list,
using
the
characters
normal
attributes.
All
damage
by
Espers
is
automatic,
not
requiring
an
attack
roll,
and
considered
nonelemental
magic
damage
that
is
reduced
by
M.ARM
as
normal
unless
specified
otherwise
(such
as
in
the
case
of
an
elementally-aligned
spell).
For
example,
an
Esper
that
states
it
deals
(RES
x
5)
damage
on
an
attack
would
deal
55
nonelemental
damage
if
its
summoner
had
a
RES
score
of
11.
If
the
Esper
was
Summoned
by
an
entire
Party,
then
things
work
a
little
differently.
Although
it
costs
double
the
standard
Destiny
amount
to
summon
a
Party
Esper,
any
party
member
can
chip
in
to
pay
for
the
sometimes-hefty
Destiny
cost.
The
group
chooses
which
single
character
will
control
the
Esper,
and
once
again,
only
that
character
vanishes.
The
main
difference
here
is
that
the
Espers
stats
are
calculated
by
whichever
player
in
the
group
has
the
highest
attribute.
So
to
calculate
the
Espers
health,
the
group
might
decide
to
multiply
its
hit
points
from
the
party
Monk.
And
even
if
the
group
Entertainer
is
the
one
controlling
the
Esper,
they
might
use
the
party
Black
Mages
PWR
score
to
figure
out
damage
when
casting
a
spell
or
using
a
powerful
attack.
Regardless
of
what
sort
of
Esper
is
summoned,
whether
Party
or
Individual,
an
Esper
only
has
three
rounds
before
it
returns
to
wherever
it
came
from.
At
the
end
of
the
third
turn,
if
the
Esper
is
still
alive
and
hasnt
been
dismissed
by
the
group,
they
may
use
their
powerful
Astral
Flow
ability
instantly
and
automatically.
115
116
The
500
Gil
characters
receive
during
character
generation
are
only
the
tip
of
the
iceberg;
before
long,
they'll
have
the
money
to
set
about
seriously
arming
and
armoring
themselves
against
the
dangers
that
await
them
in
their
travels.
This
chapter
covers
the
most
essential
portions
of
an
adventurer's
gear,
from
the
humblest
longsword
to
the
finest
Genji
Armor
-
and
beyond.
While
most
of
a
player's
equipment
will
end
up
coming
from
over-the-counter
sales,
the
very
best
items
take
a
little
more
effort
to
obtain
-
the
kind
of
effort
that
typically
involves
going
toe-to-toe
with
demon
lords
or
traversing
ancient,
monster-haunted
ruins.
Currency
The
Gil
(g)
is
the
standard
currency
of
the
Final
Fantasy
universe.
Generally,
a
single
gil
piece
is
pocket
change,
but
prices
fluctuate
wildly
from
world
to
world
-
and
even
from
region
to
region
-
in
accordance
to
the
demands
of
scarcity
and
prosperity.
Countries
and
nations
tend
to
mint
their
own
individual
gil
currency;
while
these
may
be
known
by
particular
names
within
that
country,
at
the
end
of
the
day,
a
gil
is
a
gil
is
a
gil
-
lightweight,
easy
to
spend,
and
readily
accepted
the
world
over.
The
latter
is
due
to
the
gil's
composition;
traditionally,
a
gil
piece
is
made
of
pure
gold
-
indeed,
the
name
'gil'
itself
plays
on
this
tradition.
Changing
times
and
growing
populations
may
force
governments
to
'water
down'
the
currency,
however,
replacing
the
scarcer
material
with
more
common
metals
such
as
bronze
and
silver.
Paper
bills
are
also
increasing
in
popularity
as
an
easily-concealable
alternative
to
the
bulky,
often
inconvenient
coins.
Where
such
changes
take
place,
they
usually
do
so
on
a
worldwide
scale,
ensuring
a
continued
and
universal
acceptance
for
the
currency.
For
a
real-world
comparison,
you
could
imagine
one
standard
gil
to
have
about
the
same
value
as
one
North
American
dollar.
Store
Types
No
matter
where
you
are
in
the
world,
specialized
stores
exist
for
nearly
every
form
of
merchandise
imaginable
-
even
in
the
remotest
regions,
small
traders
and
traveling
merchants
will
be
more
than
happy
to
do
business
with
anyone
able
to
afford
their
goods.
Sample
types
characters
may
run
into
over
the
course
of
their
adventures
include:
117
manufacture their inventory in-house, incorporating separate forges and workshops beneath the premises.
Armor
Stores
cover
Armor
of
every
type,
from
Light
cloth
robes
to
Heavy
plate
and
shields.
As
with
Weapon
Stores,
it
is
not
uncommon
to
find
skilled
metalworkers
attached
to
the
store's
premises,
producing
goods
for
sale.
General
Stores
service
the
population
at
large,
selling
recovery
and
support
Items
as
well
as
miscellaneous
equipment.
In
smaller
towns,
a
General
Store
may
also
stock
a
limited
selection
of
basic
weapons
and
armor
if
no
other
stores
in
the
area
sell
them.
Relic
Stores
tend
to
be
rarer
fixtures
in
settlements;
most
of
their
stock
comes
from
items
recovered
by
adventurers
and
explorers.
As
the
name
implies,
they
deal
in
curios
and
unusual
items,
including
Accessories
of
all
shapes
and
sizes.
Bazaars
are
stores
with
a
twist
you
never
know
quite
what
you're
going
to
get.
Generally
only
found
in
larger
cities,
bazaars
offer
a
wide
range
of
strange
and
unusual
goods,
ranging
from
genuine
rarities
and
powerful
artifacts
to
the
buffed-up
junk
sold
by
unscrupulous
con
men
looking
to
make
a
quick
Gil.
Unlike
normal
shops,
players
don't
come
to
a
bazaar
with
a
shopping
list
rather,
they
will
get
a
number
of
purchase
options,
each
given
a
description
rather
than
a
firm
name.
A
Tier
3
bow
found
in
a
town
bazaar
might
be
described
as
'a
well-polished
ancient
crossbow,
shining
like
the
sun,'
while
an
Arcane
weapon
may
be
called
'an
iron-shod
stick
made
of
durable
wood.'
There
are
generally
only
three
ways
to
positively
identify
a
good:
buy
it,
make
a
successful
Mercantile
roll
with
the
appropriate
modifiers,
or
find
some
way
to
get
the
truth
out
of
the
bazaar
proprietor
assuming
even
he
knows
the
items
true
worth.
So
why
bother
with
bazaars?
Not
only
do
they
hide
some
amazing
pieces
of
gear,
bazaar
goods
can
save
players
some
coin,
assuming
they're
careful
enough
to
avoid
the
scams
that
'bag
of
ten
dusty
bottles
with
illegible
labels'
retailing
for
50gil
could
be
a
budget- priced
pack
of
potions...
or
simple
colored
water.
Because
the
GM
decides
what's
on
offer,
it
can
be
difficult
to
achieve
the
right
balance
between
money-wasters
and
genuinely
good
buys
aim
for
unpredictability,
but
let
the
players
score
some
bargains
if
they
play
their
cards
right.
Auction
Houses
are
the
preferred
haunts
of
the
noble
and
well-to-do.
They
allow
selected
members
of
the
public
to
bid
on
a
variety
of
rarities
and
antiquities.
Generally
speaking,
ordinary
equipment
and
items
are
unlikely
to
end
up
on
the
auction
block
what's
up
for
grabs
tends
to
run
the
gamut
from
useless
bric-a-brac
like
model
airships
and
collectible
porcelain
to
dungeon
keys
and
artifacts
of
mystic
significance.
Auction
house
items
can
easily
be
the
start
of
a
great
adventure
or
change
the
course
of
the
current
one,
but
theyre
rarely
found
outside
of
major
cities.
Even
then,
access
isn't
a
given
some
houses
may
only
cater
to
the
upper
classes,
making
it
difficult
for
rough-and- tumble
adventurers
to
get
in
without
the
right
connections.
118
Selling
Equipment
As
characters
upgrade
to
better
equipment,
they
may
wish
to
sell
their
older
gear
to
merchants.
These
will
typically
pay
50%
of
the
listed
price
for
items,
though
this
may
be
adjusted
downward
for
wear
and
tear
-
or
any
number
of
other
factors
-
at
the
GM's
discretion.
For
example,
a
dagger
purchased
for
700g
would
only
be
worth
a
maximum
of
350g
if
sold,
provided
it
was
still
in
good
condition
at
the
time.
Broken
equipment
can
generally
only
be
sold
for
a
fraction
of
its
original
cost.
Carrying
Equipment
In
order
to
simplify
the
process,
all
characters
have
four
basic
equipment
'slots'
which
can
be
filled
by
various
items
over
the
course
of
the
game
-
in
the
FFd6,
such
items
are
said
to
be
equipped,
and
allow
the
character
to
benefit
from
any
and
all
properties
they
offer.
These
slots
are
Left
Hand,
Right
Hand,
Armor,
and
Accessory.
One
Hand
might
hold
a
single
weapon
of
any
size,
a
shield
or
an
item,
but
never
multiple
things
at
the
same
time.
Armor
is,
of
course,
the
garments
and
protective
gear
described
later
in
this
chapter,
and
again,
only
one
type
of
armor
may
be
worn
at
a
time;
a
character
may
not,
for
example,
don
a
set
of
robes
over
heavy
plate
in
order
to
gain
the
benefits
of
both.
Accessory
is
a
catchall
category
for
the
enchanted
rings,
pendants,
headgear,
gauntlets,
boots
and
other
item.
A
character
can
equip
only
one
Accessory
at
a
time
to
receive
the
benefits
of
it.
All
other
items
which
a
character
may
have
stocked
in
his
or
her
pockets,
bags
and
backpack
is
known
as
a
characters
Inventory.
Regardless
of
a
characters
strength,
any
character
may
only
carry
a
combined
total
of
10
items
in
their
inventory;
once
the
limit
has
been
reached,
the
character
must
drop
or
sell
some
of
their
equipment
before
they
are
able
to
take
on
more.
Beyond
the
equipment
purchased
during
character
creation,
a
character
may
have
a
few
items
of
purely
sentimental
or
personal
value
--
a
signet
ring
passed
down
from
generation
to
generation;
a
necklace
or
locket
given
to
them
from
a
loved
one;
a
lucky
coin
or
talisman;
in
short,
anything
that
does
not
have
a
price
tag
as
such,
but
still
holds
some
importance.
Such
items
do
not
occupy
positions
within
a
characters
limited
inventory.
Later
on,
well
also
discuss
Grafts,
which
are
special
items
that
do
not
take
up
either
inventory
room
or
need
to
be
equipped.
119
Weapon Categories
Whether
youre
using
a
gigantic
two-handed
plasma
blade,
a
broken
barstool,
or
the
sound
produced
by
a
jewel- studded
harp,
every
form
of
weaponry
can
be
fit
into
one
of
the
following
broad
categories.
Almost
all
weapons
with
the
exceptions
of
Arcane,
Ranged
and
Concealed
use
PWR
for
their
damage-modifying
attribute.
Arcane
The
first
selection
of
weapons
is
also
the
most
diverse.
Arcane
weapons
have
been
crafted
for
the
magically- inclined
in
mind,
but
rarely
do
any
two
look
the
same.
The
most
common
Arcane
weapon
is
a
staff,
a
lightweight
wood
or
metal
pole
that
doubles
as
a
walking
stick,
but
this
category
includes
everything
from
musical
instruments
to
oversized
bells,
from
living
dolls
to
floating
energy
crystals,
Magitek
cannons
to
magical
paintbrushes,
ancient
tomes
to
tribal
drums.
They
are
best
used
by
characters
who
prefer
brains
over
brawn,
such
as
most
mages,
and
use
the
user's
MND
attribute
instead
of
PWR
to
calculate
damage.
Regardless
of
how
they
look,
all
Arcane
Weapons
possess
the
special
property
No
MP
Cost.
Upon
casting
a
spell
and
rolling
the
maximum
amount
of
damage
possible
generally
a
result
of
12
on
the
2d6
the
spell
is
treated
as
having
an
MP
cost
of
0
instead
of
its
normal
value.
Blade
The
weapon
of
choice
for
adventurers
everywhere.
While
Blades
come
in
many
shapes
and
sizes,
from
the
humble
longsword
to
the
elegant
rapier,
or
an
expertly-crafted
katana
to
the
wicked-looking
scythe,
the
keen
edge
and
versatility
of
these
weapons
go
a
long
way
to
accounting
for
their
popularity.
Quite
a
few
experienced
heroes
have
even
come
to
think
of
their
blades
as
extensions
of
their
own
bodies.
They
possess
the
special
property
Reliable
Strike,
allowing
the
user
to
reroll
one
attack
per
combat
and
use
whichever
roll
result
they
prefer.
Furthermore,
this
attack
treats
the
weapon
as
though
it
had
the
Piercing
property,
allowing
the
blade
to
completely
ignore
the
enemys
ARM
rating.
Brawl
Whether
a
simple
unarmed
strike,
a
padded
leather
glove,
foot-long
steel
claws,
or
a
heavy
chair
smashed
over
your
opponents
head,
Brawl
weapons
run
the
gamut
from
improvised
tools
grabbed
as
a
last
resort
to
weapons
designed
for
hand-to-hand
combat.
Standard
Brawl
weapons
possess
the
Counterattack
special
property;
Once
per
combat,
after
the
character
is
dealt
physical
damage
by
an
opponent
within
Short
Range,
they
may
choose
to
strike
back
with
a
physical
Counterattack
at
the
enemy
that
struck
the
blow.
Although
redundant,
a
character
cannot
counterattack
a
counterattack,
and
a
counterattack
cannot
be
a
Limit
Break.
Characters
may
only
not
use
a
Counterattack
when
theyre
already
in
the
middle
of
a
Slow
action.
Randomly-grabbed
makeshift
weapons,
known
as
Improbable
Weapons
from
here
on
out,
instead
possess
the
Fragile
special
property;
they
break
after
only
one
strike.
120
Concealed
Often
represented
by
daggers,
thrown
needles
or
a
deck
of
sharp-edged
playing
cards,
Concealed
weapons
can
be
easily
secreted
up
a
sleeve
or
underneath
a
cloak
to
give
the
wielder
an
unexpected
edge
in
combat.
Concealed
weapons
are
generally
rather
small,
making
them
nearly
impossible
to
spot
when
hidden
even
with
very
high
levels
of
Awareness.
Alternatively,
concealed
weapons
might
be
displayed
in
plain
sight,
posing
as
commonplace,
innocuous
items
that
the
characters
enemies
wont
even
realize
are
a
threat
until
it
is
too
late.
Concealed
weapons
calculate
damage
with
the
DEX
attribute
instead
of
the
wielders
PWR.
They
also
possess
the
special
property
Backstab;
the
first
attack
made
each
combat
by
a
character
wielding
a
Concealed
Weapon
does
one
additional
damage
step.
Huge
The
ultimate
representation
of
the
physically
powerful
warrior,
years
of
training
are
required
to
use
Huge
Weapons
with
any
degree
of
grace
or
elegance.
Their
weight
requires
considerable
effort
on
the
wielders
part,
but
the
results
can
be
devastating.
Huge
weapons
might
include
mauls,
sledges,
heavy
bludgeoning
mallets,
two-handed
axes,
hefty
engineering
wrenches
and
more.
They
possess
the
special
property
Heavy
Swing
and
are
able
to
send
foes
flying.
Once
per
combat
after
making
a
successful
attack,
the
wielder
of
a
Huge
Weapon
may
choose
to
make
an
opposed
Force
check.
If
hes
successful,
the
targeted
enemy
suffers
a
Short
Range
knockback.
Thus,
Huge
weapons
are
renowned
for
their
ability
to
disrupt
and
annihilate
spellcasters.
Ranged
Specializing
in
attacking
enemies
from
a
distance,
Ranged
weapons
include
bows,
guns,
juggling
balls
and
oversized
shuriken,
and
everything
in
between.
Ranged
weapons
require
their
share
of
patience
to
master,
but
a
good
marksmans
ability
to
deal
damage
from
a
distance
can
prove
invaluable
in
many
situations.
They
require
precision
instead
of
raw
power,
and
thus
use
the
user's
DEX
instead
of
PWR
to
calculate
damage.
Finally,
they
have
the
aptly-named
weapon
property
Distance
which
allows
the
character
to
attack
enemies
up
to
a
Medium
Range
without
penalty,
and
can
attack
foes
at
Long
Range
by
taking
a
-4
penalty
to
attack
rolls.
Ranged
weapons
do
not
suffer
any
penalties
for
attacking
flying
targets.
Reach
The
basic
principle
behind
the
Reach
weapon
is
to
gain
an
advantage
over
ones
opponent
by
keeping
distance
between
the
two
of
you
-
Spears,
lances,
pikes,
whips,
heavy
chains
and
umbrellas
are
all
prime
examples
of
this
type
of
weapon.
They
possess
a
special
property
known
as
Critical
Attack.
Reach
weapons
cause
critical
hits
on
attack
rolls
that
result
on
a
dice
result
of
11-12
instead
of
just
the
standard
12.
121
Dual
Wielding
This
very
rare
weapon
skill
is
unlike
the
others;
it
is
not
a
weapon
category
itself.
Rather,
it
represents
the
specialized
training
needed
for
a
character
to
fight
with
more
than
one
weapon
at
a
time.
In
practice,
this
means
a
character
may
equip
a
weapon
in
each
hand,
provided
a
Shield
is
not
equipped.
This
grants
the
following
benefits;
first,
the
character
may
equip
two
unique
weapons,
gaining
the
weapon
properties
of
both.
A
character
using
two
Blade
weapons,
for
example,
can
use
the
Reliable
Strike
property
twice
per
session
instead
of
once.
If
the
character
was
using
a
Ranged
weapon
that
granted
+2
PWR
and
a
Reach
weapon
that
granted
the
HP
Drain
property,
the
character
could
make
health-restoring
attacks
from
a
distance
with
an
improved
critical
range
and
bonus
damage,
and
so
on.
Secondly,
whenever
the
character
makes
a
2d6
attack
roll
while
dual-wielding,
he
may
choose
to
reroll
one
dice
in
hopes
for
a
better
result.
Finally,
whenever
a
character
using
two
weapons
rolls
a
critical
hit
or
uses
a
Limit
Break,
the
damage
is
calculated
using
the
lowest
Tier
of
weapon
he
currently
has
equipped.
Thus,
it
is
in
a
players
best
interest
to
keep
both
weapons
equally
well-maintained
in
order
to
maximize
damage,
and
the
constant
money
sink
of
dual-wielding
is
the
primary
trade-off
for
incredible
accuracy
and
consistently
more
damage.
Characters
who
spend
any
amount
of
time
as
a
Ninja
are
capable
of
dual-wielding,
and
some
rare
job
abilities
and
items
can
grant
the
ability
to
do
so
as
well.
Nonproficiency
A
character
who
doesnt
have
access
to
the
weapon
or
armor
category
they
are
trying
to
equip
CAN
still
attempt
to
use
such
equipment,
and
this
includes
dual
wielding.
A
character
who
wears
a
type
of
armor
their
Job
doesnt
provide
access
to,
or
has
a
weapon
equipped
theyre
not
trained
with,
suffers
a
-2
penalty
to
their
ACC
and
AVD
scores
until
the
start
of
their
next
turn,
and
a
-2
penalty
to
opposed
checks.
They
also
do
not
gain
access
to
any
of
the
properties
the
weapon
or
armor
would
otherwise
offer.
This
effect
stacks.
For
example,
Tumbleweed
the
Entertainer
finds
a
powerful
polearm,
but
isnt
proficient
with
Reach
weapons.
Although
he
can
still
equip
the
weapon,
the
penalties
might
outweigh
the
bonuses.
If
he
wanted
to
dual-wield
the
polearm
and
a
huge
sword,
while
also
wearing
Heavy
Armor,
he
would
suffer
a
-8
penalty
to
his
accuracy,
122
avoidance, and opposed rolls in combat, and would not gain the one-dice reroll from dual wielding due to not being trained in it. Finally, though it probably goes without saying, a character cannot wear more than one set of armor at the same time or use multiple shields simultaneously.
Changing
Equipment
A
character
may
stow
a
current
item
and
equip
a
different
weapon
or
accessory
as
a
Standard
action.
Though
normally
Armor
cannot
be
changed
in
combat
at
all,
certain
circumstances
may
require
a
special
GM
ruling.
Weapon
properties
are
tied
to
the
category
of
weapon
as
opposed
to
individual
pieces
of
equipment.
This
means
that,
after
using
a
blades
Reliable
Strike,
you
may
not
switch
to
a
different
blade
in
order
to
be
able
to
use
Reliable
Strike
a
second
time
in
one
combat.
You
could,
however,
swap
to
a
Brawl
weapon
and
use
the
Counterattack
property
that
it
grants.
123
Weapons
Standard
Crafting
Type:
Weapons
Weapons
deal
physical
damage
equal
to
(Attribute
x
Weapon
Tier)
+
2d6,
where
the
attribute
in
question
is
normally
the
wielders
PWR.
Arcane
weapons
use
MND
instead,
and
Concealed
and
Ranged
weapons
utilize
DEX.
Weapons
have
the
most
properties
of
any
piece
of
equipment,
making
them
invaluable
when
it
comes
to
customizing
your
characters
fighting
style.
For
example,
a
Tier
5
Ranged
weapon
has
three
total
equipment
properties;
one
of
these
HAS
to
be
Distance,
which
is
discussed
on
the
previous
page,
and
two
of
these
can
be
anything
found
on
the
Universal
Properties
List
that
requires
a
tier
5
weapon
or
less.
Name
Example
Cost
Properties
Crafting
Difficulty
Tier
1
Weapon
Practice
Blade
150g
1
Moderate
(9)
Tier
2
Weapon
Iron
Broadsword
700g
2
Challenging
(11)
Tier
3
Weapon
Flametongue
2,400g
2
Impressive
(14)
Tier
4
Weapon
Rune
Saber
8,500g
3
Impressive
(14)
Tier
5
Weapon
Ancient
Gladius
28,000g
3
Heroic
(17)
Tier
6
Weapon
Mythril
Edge
90,000g
3
Supreme
(20)
Tier
7
Weapon
Sword-Chucks
280,000g
4
Godlike
(25)
Tier
8
Weapon
Excalibur
N/A
9
Impossible
(30)
Armor
Standard
Crafting
Type:
Armor
Angry
monsters,
unscrupulous
soldiers,
bandits,
rogues,
traitors,
or
the
occasional
weekend
brawl
with
the
ultimate
evil
an
adventurer
can
find
themselves
in
any
number
of
scrapes,
given
enough
time
and
surprisingly
little
effort.
In
the
heat
of
battle,
even
the
most
skilled
fighters
or
demure
mages
will
find
themselves
taking
the
odd
hit;
whether
or
not
they
survive
the
results
is
entirely
down
to
their
armor.
Just
like
weaponry,
armor
can
look
like
anything
the
character
wishes,
ranging
from
snazzy
business
attire
to
spiked
steel
that
barely
covers
a
scantily-clad
female
villain.
It
isnt
always
as
simple
as
protective
layers
of
cloth
or
steel,
either;
Armor
might
be
different
scents
of
perfume,
masks,
gargantuan
battlesuits,
or
different
types
of
wildflowers
worn
in
the
hair.
How
each
unique
character
gets
these
defensive
bonuses
is
totally
up
to
them!
That
said,
Armor
always
comes
in
three
distinct
flavors,
each
one
favoring
a
different
type
of
defense;
Heavy
Armor
is
best
against
purely
physical
attacks
and
has
the
best
ARM
score,
Light
armor
helps
weaken
magical
onslaughts,
and
Medium
armor
is
a
nice
balance
between
the
two.
The
exact
values
of
ARM
and
M.ARM
for
each
tier
are
listed
on
the
second
table.
124
Name
Example
Cost
100g
450g
1,500g
5,400g
18,000g
57,000g
175,000g
N/A
Tier
1
Armor
Tier
2
Armor
Tier
3
Armor
Tier
4
Armor
Tier
5
Armor
Tier
6
Armor
Tier
7
Armor
Tier
8
Armor
Cotton Vest Silk Robes Mages Robes Mirage Cloak Black Clothes Farplane Shawl Protect Cape Robe of Lords
Properties
0
1
1
1
1
1
1
2
Crafting
Difficulty
Moderate
(9)
Challenging
(11)
Impressive
(14)
Impressive
(14)
Heroic
(17)
Supreme
(20)
Godlike
(25)
Impossible
(30)
Tier
1
2
3
4
5
6
7
8
Light
Armor
ARM
2
4
10
15
25
30
40
60
M.ARM
6
12
20
35
50
70
100
140
Medium
Armor
ARM
4
8
15
25
35
50
70
100
M.ARM
4
8
15
25
35
50
70
100
Heavy
Armor
ARM
M.ARM
6
2
12
4
20
10
35
15
50
25
70
30
100
40
140
60
Shield
Standard
Crafting
Type:
Armor
Utilized
primarily
by
Fighters,
Paladins,
and
Red
Mages,
these
range
in
appearance
from
lightweight
bucklers
to
heavy
metal
panels
to
protect
ones
entire
body.
They
grant
both
ARM
and
M.ARM
in
equal
measure,
as
well
as
additional
Avoidance.
Like
armor,
the
exact
values
can
be
found
on
the
following
few
pages.
Name
Example
Cost
Properties
ARM
M.ARM
AVD
Crafting
Difficulty
Tier
1
Shield
Buckler
50g
0
2
2
1
Easy
(7)
Tier
2
Shield
Shell
Shield
150g
1
4
4
1
Moderate
(9)
Tier
3
Shield
Heavy
Targe
550g
1
7
7
2
Challenging
(11)
Tier
4
Shield
Venetian
Armguard
2,000g
1
12
12
2
Impressive
(14)
Tier
5
Shield
Heros
Shield
6,500g
1
18
18
3
Heroic
(17)
Tier
6
Shield
Diamond
Guard
20,000g
1
25
25
3
Supreme
(20)
Tier
7
Shield
Kaiser
Wall
65,000g
1
35
35
4
Godlike
(25)
Tier
8
Shield
Aegis
Shield
N/A
2
50
50
5
Impossible
(30)
Consumables
Standard
Crafting
Type:
Alchemy
In
addition
to
equipment,
characters
have
access
to
a
variety
of
defensive
and
offensive
one-use
items
which
can
give
a
party
a
considerable
edge
in
a
fight.
Using
a
consumable
takes
a
Standard
action
that
can
generally
only
target
the
user,
or
an
enemy/ally
within
a
Short
Range.
Consumable
Items
removed
it
from
the
characters
Inventory
once
theyve
been
used,
vanishing
into
thin
air.
Tier
1
Consumable
Tier
2
Consumable
Tier
3
Consumable
Tier
4
Consumable
Tier
5
Consumable
Tier
6
Consumable
Tier
7
Consumable
Tier
8
Consumable
Name
Example Potion
Cost
20g
50g
200g
600g
2,000g
6,500g
20,000g
N/A
Properties
1
1
1
1
1
1
2
3
Crafting
Difficulty
Easy
(7)
Moderate
(9)
Challenging
(11)
Challenging
(11)
Impressive
(14)
Impressive
(14)
Heroic
(17)
Supreme
(20)
125
Accessories
Standard
Crafting
Type:
Tinkering
Ranging
from
leather
boots
to
rusty
medallions
and
magical
clockwork
timepieces,
accessories
are
trinkets
and
knickknacks
that
grant
their
wearer
additional
bonuses.
Although
generally
pricey
and
rare,
these
items
are
invaluable
to
adventurers
who
wish
to
face
off
against
the
best
the
world
has
to
offer.
Name
Example
Cost
Properties
Crafting
Difficulty
Tier
1
Accessory
Sprint
Shoes
250g
1
Easy
(7)
Tier
2
Accessory
Battle
Boots
600g
1
Moderate
(9)
Tier
3
Accessory
Elemental
Ring
2,000g
1
Challenging
(11)
Tier
4
Accessory
Echo
Bangle
7,500g
1
Impressive
(14)
Tier
5
Accessory
Tetra
Elemental
25,000g
1
Heroic
(17)
Tier
6
Accessory
Reflect
Ring
80,000g
1
Supreme
(20)
Tier
7
Accessory
Experience
Egg
250,000g
2
Godlike
(25)
Tier
8
Accessory
Ribbon
N/A
3
Impossible
(30)
Food
Standard
Crafting
Type:
Cooking
Most
food
items
are
fairly
mundane.
Gingerbread
Cactuar,
glazed
carrot
cake
and
roasted
chimera
may
fill
the
stomach,
but
dont
exactly
win
battles
on
their
own
merits.
However,
truly
skilled
chefs
can
put
a
little
something
extra
into
their
creations,
turning
an
otherwise
ordinary
dish
into
a
repast
capable
of
spurring
even
jaded
warriors
on
to
greater
achievements.
A
character
may
only
consume
a
Food
item
outside
of
combat,
after
which
point
it
grants
its
bonuses
until
the
end
of
the
following
game
session.
Name
Example
Cost
Properties
Crafting
Difficulty
Tier
1
Food
Striped
Apple
20g
1
Easy
(7)
Tier
2
Food
Homemade
Bread
50g
1
Moderate
(9)
Tier
3
Food
Moogle
Pie
200g
1
Challenging
(11)
Tier
4
Food
Ocean
Sushi
600g
2
Challenging
(11)
Tier
5
Food
Dragon
Steak
2,000g
2
Impressive
(14)
Tier
6
Food
Rainbow
Croissant
6,500g
2
Impressive
(14)
Tier
7
Food
Elysian
clair
20,000g
3
Heroic
(17)
Tier
8
Food
White
Truffle
Omelette
N/A
4
Supreme
(20)
126
Properties
Auto-Status,
Brawler,
Broken,
[Element]-Ward,
Explosive,
HP
Restore,
Limited,
MP
Restore,
Special
Ability,
[Status]
Heal
Accurate,
Attribute
Bonus,
[Element]-Strike,
Fragile,
Gemini,
Glowing,
Jagged,
MP
Damage,
[Monster]
Eater,
Sentient,
Skill
Bonus,
SOS-Status,
Status
Proof,
Status
Touch,
Unified
Alchemy,
[Element]-Enhancer,
[Element]-Proof,
Fortified,
Indestructible,
[Monster]
Killer,
Spellburst,
Variable
Follow-Through,
Stoic
[Element]-Field,
HP
Drain,
MP
Refresh,
[Monster]
Slayer,
Resurrection,
Triple
Critical,
Therapeutic
Imperil,
Overdrive,
Party
Effect,
Piercing,
Remedy
Lucky,
Precision
Break
Damage
Limit,
Impervious,
Peerless
127
Tier 1 weapon is required for Negative status effects, and a Tier 6 weapon is required for Positive status effects. This ability can be added multiple times, with a different Auto-Status each time.
128
As a Tier 8 effect, the character using such equipment can create the appropriate Elemental Field freely as an instant action.
129
lesser swords, or it might be a powerful magic rod which the wielder can swing to release a half-dozen wires with hooked tips, which they use to latch onto and pull enemies like a fishing rod. It might be a large cannon that can fire ranged bullets capable of knocking its opponents backwards, or it might be several blades that can combine into a single spear. A Gemini weapon is always two different types of weapons, and gets the automatic weapon properties of both; for example, a Gunblade might serve as both a Piercing weapon as well as have the ability to fire rounds of ammunition or explosive bursts of pressurized air at range, making it also a Ranged weapon. As a Tier 4 or better piece of equipment, the distinction changes. Rather than being a single weapon with two different functions, the equipment is actually two very different items altogether. Design two different weapons that may or may not be the same weapon category. Each one may have entirely different weapon properties, but they must both have the Gemini property. The character may transform his weapon from one to the other as a Standard action. For example, a character might utilize a classical violin (a tier 6 Arcane weapon) with the Spellburst, +2 Perform and Gemini properties. However, the stringed instrument can also act as a bow with only a few changes, a Ranged weapon with the Gemini Piercing and Triple Critical properties. As a Tier 6 weapon, Gemini equipment can have three different forms instead. Gemini armor is always Light or Heavy armor, and as an instant action on their turn, the user can swap their ARM and M.ARM values. This allows them to be either heavily resistant to physical attacks or magical attacks as different situations require.
130
When consumed, this item immediately restores a flat percentage value of magic points. Tier 1 consumables and food restore 25% of a characters maximum MP, Tier 3 restores 50%, and Tier 7 restores 100%. MP Restore has no effect on unconscious targets.
131
The weapon or piece of equipment has a mind of its own, capable of forming and often, voicing! its own opinions. While a loudmouthed spear with a heavy accent and a hatred for stealthy approaches might not always be the most beloved travelling companion, having an extra set of eyes (or whatever!) is always beneficial. Whenever you fail an Alertness skill check, you may re-roll the check with a total bonus equal to the tier of your Sentient weapon or armor. If the Sentient property is on a weapon of Tier 5 or higher, the weapon or armament also allows this skill reroll to occur on a failed Language or Lore skill check; again, with a total bonus equal to the weapons tier. An Elvaan gauntlet, for example, would likely be fluent in its own language as well as a smattering of others, and would have much ancient knowledge at its disposal. Furthermore, a Sentient weapon of Tier 5 or higher can continue to attack even when its wielder is afflicted with the negative status effects Fear or Stun, or unconscious. They cannot move from the hand of their user, however.
132
A Tier 7 of higher piece of Sentient gear will avoid striking the characters allies whenever possible; the player may always choose to turn a weapon-based physical attack roll into a critical miss whenever they choose.
133
item is required for the status effects Petrify, Seal, Slow, Charm, or Fear. This ability can be added multiple times, with a different status healed each time.
134
The downside is that Unified equipment rarely uses any of the usual Synthesis skills to create or manually repair, and players using such weapons or armor would probably find it wise to invest in something akin to Synthesis (Tattoos) or Synthesis (Lyrics) instead, as appropriate.
Add one additional property to the consumable or food, with various different effects within the category; for example, [Status]-Touch, which could apply a variety of different status effects. With the Variable property, you dont need to choose the specific status ahead of time, and instead may make the decision when the consumable is used. Variable items are treated as being one Tier higher than they really are for the purposes of determining the purchase/synthesis cost.
Legendary
Equipment
Legendary
weapons
are
the
pinnacles
of
power
when
it
comes
to
heroic
armaments;
they
often
possess
special
abilities
that
puts
lesser
equipment
to
shame.
Players
should
never
stumble
across
Legendary
gear
in
dusty
treasure
chests
or
abandoned
storerooms;
rather,
these
powerful
items
have
stories
and
histories
of
their
own,
and
might
even
serve
as
the
focal
point
for
high-level
quests.
In
addition
to
the
listed
properties,
all
Legendary
Weapons,
Armor,
and
Accessories
have
a
few
additional
perks.
First,
such
an
item
finds
an
owner,
it
cannot
be
used
by
anyone
else
unless
the
current
user
passes
away,
or
chooses
to
willingly
give
it
to
another
owner.
In
the
hands
of
anyone
other
than
the
weapons
true
owner,
it
acts
as
a
Tier
8
item
with
only
the
Indestructible
property
and
standard
ARM
and
M.ARM
values
if
applicable.
Furthermore,
the
character
that
owns
the
item
can
cause
it
to
instantly
appear
in
their
hands
as
a
Standard
action,
no
matter
the
distance
or
obstacles
between
them.
135
SAMPLE
WEAPONS
Petalchaser
Sages
Staff
Soul
Saber
Regal
Cutlass
Vigilante
Ironside
Mage
Masher
Blackjack
Kotetsu
Dragon
Claws
Aura
Lance
Valiant
Kikuichimonji
Berserker
Axe
Blood
Sword
Assassin
Knife
The
Ogre
Scarecrow
Coffinmaker
AncientSword
Defender
Heartbreaker
Obelisk
Ascalon
Genji
Blade
Destroyers
Illumina
Yoichi
Bow
Mop
Nirvana
Excalibur
Masamune
Final
Heaven
SaveTheQueen
Apocalypse
Deathbringer
Artemis
Bow
Gungnir
Name
Tier 2 Arcane Tier 2 Arcane Tier 2 Blade Tier 2 Blade Tier 2 Blade Tier 2 Brawl Tier 2 Concealed Tier 2 Ranged Tier 3 Blade Tier 3 Brawl Tier 3 Reach Tier 4 Blade Tier 4 Blade Tier 4 Huge Tier 5 Blade Tier 5 Concealed Tier 5 Huge Tier 5 Huge Tier 5 Ranged Tier 6 Blade Tier 6 Blade Tier 6 Ranged Tier 6 Reach Tier 7 Arcane Tier 7 Blade Tier 7 Brawl Tier 7 Huge Tier 7 Ranged Tier 7 Reach Tier 8 Arcane Tier 8 Blade Tier 8 Blade Tier 8 Brawl Tier 8 Concealed Tier 8 Huge Tier 8 Huge Tier 8 Ranged Tier 8 Reach
Type
700g 700g 700g 700g 700g 700g 700g 700g 2,400g 2,400g 2,400g 8,500g 8,500g 8,500g 28,000g 28,000g 28,000g 28,000g 28,000g 90,000g 90,000g 90,000g 90,000g 280,000g 280,000g 280,000g 280,000g 280,000g 280,000g N/A N/A N/A N/A N/A N/A N/A N/A N/A
Cost
Transform between weapon and rose with Instant action Spellburst: Varies, Fragile Runic has a 25% chance of failure instead of 50% +2 Negotiate +1 AVD at the start of each combat until you take damage +4 PWR when you have 3 or more Chain Points accumulated MP Damage Jinx job ability may be used even without Bad Luck Fiend Killer Dragon Killer Spellburst: Flash SOS-Protect, grants access to First Strike job ability Earth Proof, Instantly grants Flight for two rounds/session Auto-Berserk, +2 PWR +2 PWR, HP Drain Humanoid Slayer, grants access to Assassins Kiss job ability Triple Critical, emanates growl when wielder is being lied to HP Drain, MP Refresh Seal Touch, Spellburst: Seal Petrify Proof, Petrify Touch Holy Enhancer, Auto-Protect Charm Touch, Piercing Overdrive, +4 PWR if you are smaller than your target Auto-Life, Alchemy, Therapeutic When dualwielding; Break Damage Limit, Auto-Haste, Lucky Follow-Through, Overdrive, Auto-Haste Indestructible, Holy Strike, Blind Touch Lucky, Precision, No ACC penalty caused by Difficult Terrain Follow-Through, Water Strike, Spellburst: Mighty Guard See information below See information below See information below See information below See information below See information below See information below See information below See information below
Effect
Challenging (11) Challenging (11) Challenging (11) Challenging (11) Challenging (11) Challenging (11) Challenging (11) Challenging (11) Impressive (14) Impressive (14) Impressive (14) Impressive (14) Impressive (14) Impressive (14) Heroic (17) Heroic (17) Heroic (17) Heroic (17) Heroic (17) Supreme (20) Supreme (20) Supreme (20) Supreme (20) Godlike (25) Godlike (25) Godlike (25) Godlike (25) Godlike (25) Godlike (25) Impossible (30) Impossible (30) Impossible (30) Impossible (30) Impossible (30) Impossible (30) Impossible (30) Impossible (30) Impossible (30)
Difficulty
Mop:
Known
only
as
the
weapon
of
that
guy
who
hit
people
with
a
mop,
this
object
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.)
Artemis
Bow:
Named
after
the
goddess
of
the
hunt,
this
cold
steel
bow
was
destroyed
in
combat
and
its
pieces
were
recovered
from
the
battlefield,
later
returned
to
the
dwarven
stronghold
deep
within
the
center
of
the
earth.
As
the
dwarves
had
forged
the
weapon,
it
was
concluded
that
only
they
could
repair
it.
Whether
or
not
they
succeeded
is
the
stuff
of
legends.
Properties
include
Indestructible,
Break
Damage
Limit,
+4
DEX,
Beast
Slayer,
Plant
Slayer,
and
Spellburst:
Angel
Snack.
It
also
allows
the
user
to
use
the
Rangers
limit
ability,
Sharpshot,
once
per
game
session
with
no
associated
Destiny
cost.
Apocalypse:
While
the
origins
of
many
legendary
weapons
are
shrouded
in
mystery,
the
story
of
Apocalypse
is
surprisingly
simplistic.
It
was
designed
as
a
weapon
to
be
used
in
the
war
between
an
ancient
civilization
and
Espers,
capable
of
defeating
both
sides
should
the
need
arise.
136
What Apocalypse lacks in sheer destructive power it more than makes up for with its unparalleled magical defenses. The wielder of this blade is immune to all damage from all elemental types. Deathbringer: Many any legends surround this ominous scythe, spoken in hushed voices and whispered terrors, and told and retold by all of the intelligent races. The legends tell of one of the legendary Heroes in ages past that took up arms against a great demon. Upon their victory he crafted this weapon from one of the claws of the fallen devil, tempered in hellfire and cooled it in the waters of the Styx; the river of death itself. In the aftermath, the wielder of the Deathbringer residence atop the throne of the demon the four heroes had battled against so bravely. The demons and monstrosities that did not bow to him were crushed mercilessly, and he ruled with fear. Some legends say that the Deathbringer brought the surrounding area into an unending darkness as it absorbed the very light from its surroundings, and tendrils of black shadow began to encroach the nearby lands. The ending to this ill-omened tale has become little more than a childrens bedtime story; Parents tell of the White Knight, one of the evil mans former friends who came to find him. Whatever they may have spoke of matters little and is known by none, but the battle that rocked the demons citadel for two days and nights is spoken of often. In the end, the white knight emerged, barely alive and unarmed, and passed away in peace. Folklore states that the Deathbringer and Excalibur lie together in the heart of the obsidian citadel, one emanating perpetual light, and the other, forever devouring it. But these are, of course, merely legends. Deathbringer possesses the following properties; Indestructible, Break Damage Limit, Shadow Strike, Shadow Enhancer, HP Drain, SOS-Berserk, Spellburst: Death, and grants the user the ability to absorb Shadow damage. Excalibur: Many legendary weapons have been carried into battle in ages long past, but none so hallowed or oft- spoken of as the Excalibur, the blade of the gods themselves. How it came to be is unknown; stories say that it was first used by a dusty-haired youth, innocent and unarmored and with eyes unprepared to see the world pass away, carrying only a sword forged from an unknown metal and pulsing with white-hot light. Excalibur has the following abilities; Indestructible, Break Damage Limit, Holy Enhancer, Glowing, MP Restore, Auto-Protect, Spellburst: Holy, and when a character with Excalibur uses the Holy Circle paladin job ability, the damage is increased to 300% on Undead foes instead of the usual 200%. Final Heaven: Monks of great age and wisdom speak freely about this weapon, citing its immense power and ability to bring much good into the world. When questioned about prior owners, however, they grow silent, insisting only that there is much we do not know. Unlike all other weapons, the monks say, the Final Heaven will find you if you are truly worthy to bear its burden. Its properties are generally Indestructible, Break Damage Limit, Follow Through, Auto-Haste, +4 PWR, Triple Critical, and Overdrive. Gungnir: Forged in the fiery breath of the first dragon herself, Gungnir possesses the Indestructible, Break Damage Limit, Piercing, Overdrive, Dragon Eater, and Precision properties, and its current whereabouts are unknown. When a Dragoon wielding Gungnir uses Ancient Circle, the effects of Dragon Killer remain on the Dragoon until the end of combat, although they fade from all affected party members after several rounds, as normal. In addition, whenever a character that attacks with Gungnir misses their mark, they gain a +10 bonus to their ACC score for their next attack. This effect is cumulative - two misses in a row grants a +20 bonus, etc. As soon as an attack hits, the effects of this enormous bonus are lost. Masamune: The Masamune is currently in the treasure trove of the great Wyrm, Shinryu, who takes great enjoyment from devouring and slaughtering those that seek it out. The weapon possesses the Indestructible, Break Damage Limit, Triple Critical, Piercing, Overdrive, and Spellburst: Barrier properties. Anyone who uses the Masamune automatically receives one additional Standard action every round; this can be combined with the Haste status to allow a single character three standard actions every round, the maximum allowed. Nirvana: In addition to granting the usual Indestructible and Break Damage Limit properties, this shimmering staff topped with a perfectly-cut fragment of crystal increases the damage dealt with every sort of magical spell and effect under the sun by 50%, including non-elemental effects such as most Time Magic or the Ultima spell. It practically pulses with energy when held by any casting Job. Most importantly, Nirvana has the Special Ability One
137
MP Cost, reducing the MP cost of all Black, White and Blue spells of less than Ancient rank and lower to merely one point of MP. Ancient spells are unchanged. Finally, all friendly Summons Rank 3 or lower deal 200% damage at all times when a character has obtained the Nirvana, and all Espers no matter their Rank - also gain the Break Damage Limit ability. Save The Queen: Only six inches in length, smaller than most daggers, Save the Queen is by far one of the most delicate weapon to ever demonstrate usefulness in combat as well as one of the most powerful. Created entirely out of a single piece of Orichalum, this artifact dagger is currently carried by a greedy merchant with only the faintest idea of its true worth. Its properties are Indestructible, Break Damage Limit, +4 DEX, Lucky, Auto-Life, Precision, and the user gains access to the paladin job ability known as Sentinel.
138
SAMPLE
ACCESSORIES
Name
Choco
Whistle
Elemental
Cape
Gauntlets
Hyper
Wrist
Oxygen
Ball
Rage
Ring
Saints
Rune
Slave
Crown
Sprint
Shoes
Transform
Pin
White
Belt
Wonderwatch
Barrier
Ring
Battle
Boots
Chocobo
Outfit
Dark
Bandana
Glowstone
Goggles
Hermes
Sandals
Magician
Shoes
Muscle
Belt
Peace
Ring
Pod
Bracelet
Protect
Ring
Tiger
Mantle
Zephyr
Cape
Elemental
Ring
Echo
Bangle
Atlas
Armlet
Collectors
Code
Empyreal
Band
Tetra
Elemental
Aegis
Jewel
Angel
Ring
Formaldehyde
Germinas
Boots
Magus
Crest
Reflect
Ring
Titans
Gloves
Winged
Boots
Experience
Egg
Fortune
Egg
Gold
Hairpin
Mogs
Amulet
Artemis
Arrow
Black
Belt
Crimson
Chapeau
Crystal
Eye
Flower
Crown
Genji
Gloves
Knights
Crest
Magus
Steeple
Minerva
Bangle
Orb
of
Minwu
Rat
Tail
Cost
250g
250g
250g
250g
250g
250g
250g
250g
250g
250g
250g
250g
600g
600g
600g
600g
600g
600g
600g
600g
600g
600g
600g
600g
600g
600g
2,000g
7,500g
25,000g
25,000g
25,000g
25,000g
80,000g
80,000g
80,000g
80,000g
80,000g
80,000g
80,000g
80,000g
250,000g
250,000g
250,000g
250,000g
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
Effect
A
high-pitched
whistle
capable
of
calling
friendly
Chocobos
Grants
resistance
to
one
elemental
type
except
Holy/Shadow
You
are
immune
to
disarm
effects
if
you
so
choose
You
are
immune
to
Break
effects
if
you
so
choose
A
metal
sphere
that
allows
for
underwater
breathing
Fills
wearer
with
hatred,
giving
them
the
Auto-Berserk
status
Negates
the
holders
racial
vulnerability
to
Shadow
damage
Wearer
obeys
the
Slave
Crowns
owner
through
Auto-Charm
Grants
+2
bonus
to
Escape
checks
for
Running
Away
in
combat
Adds
the
Auto-Transform
status
Wearer
gains
Brawler,
allowing
them
to
fight
while
unarmed
Your
party
goes
second
in
initiative
Adds
the
SOS-Shell
status
+2
bonus
to
DEX
attribute
Dress
like
a
Chocobo,
gaining
a
+2
bonus
to
Nature.
Kweh!
Adds
Auto-Blind
status.
While
blind,
wearer
also
has
+2
ACC
A
nearly-depleted
shard
of
crystal
that
sheds
constant
light
Immunity
to
the
Blind
status
Adds
the
SOS-Haste
status
+2
bonus
to
MND
attribute
+2
bonus
to
PWR
attribute
Immunity
to
the
Berserk
status
Immunity
to
the
Poison
status
Adds
the
SOS-Protect
status
+2
bonus
to
RES
attribute
Grants
a
+1
bonus
to
AVD
score
Grants
immunity
to
one
element
type,
excluding
Holy/
Shadow
Immunity
to
the
Seal
status
Immunity
to
all
knockback
effects
50%
chance
to
earn
the
Steal
item
from
enemies
after
battle
All
other
equipment
is
all
treated
as
being
Indestructible
This
jeweled
broach
has
the
Spellburst:
Tetra
property
+4
bonus
to
RES
if
your
Force
is
higher
than
your
Finesse
Grants
the
wearer
the
Auto-Life
status
Undead
creatures
regain
health
each
round
+4
bonus
to
DEX
if
your
Finesse
is
higher
than
your
Force
+4
bonus
to
MND
if
your
Finesse
is
higher
than
your
Force
Grants
the
wearer
the
Auto-Reflect
status
+4
bonus
to
PWR
if
your
Force
is
higher
than
your
Finesse
Grants
the
wearer
the
Flight
status
+5
bonus
to
Lore,
+1
bonus
EXP
after
defeating
a
Boss
+5
bonus
to
Scavenge,
+1
bonus
Destiny
after
defeating
a
Boss
Overdrive
property,
spells
cost
half
standard
MP
value
to
use
You
now
cause
critical
hits
on
a
roll
of
11-12
+4
DEX,
+2
PWR
and
Special
Ability
if
wearer
is
a
Ranger
+4
PWR,
+2
RES
and
Special
Ability
if
wearer
is
a
Monk
+4
MND,
+2
DEX
and
Special
Ability
if
wearer
is
a
Red
Mage
+4
MND,
+2
PWR
and
Special
Ability
if
wearer
is
a
Time
Mage
+4
RES,
+2
MND
Special
Ability
if
wearer
is
a
Geomancer
+4
ACC,
+2
AVD,
and
you
gain
the
ability
to
Dual
Wield
+4
RES,
+2
PWR
and
Special
Ability
if
wearer
is
a
Fighter
+6
PWR
and
Special
Ability
if
wearer
is
a
Black
Mage
+6
MND
and
Special
Ability
if
wearer
is
a
White
Mage
+4
PWR,
+2
RES
and
Special
Ability
if
wearer
is
a
Blue
Mage
+4
PWR,
+2
DEX
and
Special
Ability
if
wearer
is
a
Dragoon
Tinker
Difficulty
Easy
(7)
Easy
(7)
Easy
(7)
Easy
(7)
Easy
(7)
Easy
(7)
Easy
(7)
Easy
(7)
Easy
(7)
Easy
(7)
Easy
(7)
Easy
(7)
Moderate
(9)
Moderate
(9)
Moderate
(9)
Moderate
(9)
Moderate
(9)
Moderate
(9)
Moderate
(9)
Moderate
(9)
Moderate
(9)
Moderate
(9)
Moderate
(9)
Moderate
(9)
Moderate
(9)
Moderate
(9)
Challenging
(11)
Impressive
(14)
Heroic
(17)
Heroic
(17)
Heroic
(17)
Heroic
(17)
Supreme
(20)
Supreme
(20)
Supreme
(20)
Supreme
(20)
Supreme
(20)
Supreme
(20)
Supreme
(20)
Supreme
(20)
Godlike
(25)
Godlike
(25)
Godlike
(25)
Godlike
(25)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Impossible
(30)
139
Ribbon
Rosetta
Ring
Samantha
Soul
Sasukes
Sheath
Sniper
Eye
Solomon
Ring
Thief
Gloves
Trump
Card
Undying
Rage
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
Possesses
the
Impervious,
Stoic,
and
Indestructible
properties
+4
DEX,
+2
MND
and
Special
Ability
if
wearer
is
an
Entertainer
+4
RES,
+2
DEX
and
Special
Ability
if
wearer
is
a
Samurai
+6
DEX
and
Special
Ability
if
wearer
is
a
Ninja
+4
MND,
+2
RES
and
Special
Ability
if
wearer
is
an
Engineer
+6
RES
and
Special
Ability
if
wearer
is
a
Paladin
+4
DEX,
+2
MND
and
Special
Ability
if
wearer
is
a
Thief
+4
DEX,
+2
MND
and
Special
Ability
if
wearer
is
a
Gambler
+4
PWR,
+2
MND
and
Special
Ability
if
wearer
is
a
Dark
Knight
Impossible
(30)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Artemis
Arrow:
Once
per
game
session,
a
Ranger
with
this
legendary
accessory
equipped
may
activate
it
as
an
instant
action.
After
doing
so,
their
next
attack
targets
all
members
of
the
enemy
Group.
Black
Belt:
A
Monk
with
the
Black
Belt
equipped
is
immune
to
all
damage
and
effects
caused
by
Brawl-based
attacks
(including
improbable
weapons
and
unarmed
strikes).
Furthermore,
the
Monk
deals
three
additional
damage
steps
with
all
Chain
Finishers.
Crimson
Chapeau:
By
spending
two
points
of
Destiny
outside
of
combat,
the
character
may
permanently
lose
access
to
any
one
Red
Mage
job
ability
they
possess,
and
gain
one
ability
from
any
different
Job
of
their
choice.
Limit
Abilities
and
Innate
Abilities
cannot
be
acquired
or
lost
in
this
manner.
Crystal
Eye:
The
Time
Mage
loses
one
point
of
accumulated
Paradox
at
the
start
of
each
game
session
and
before
gaining
a
level.
Flower
Crown:
The
Geomancer
may
cast
the
white
magic
spell
Teleport
for
no
MP
as
an
Instant
action
once
per
round.
Unlike
the
standard
version
of
this
spell,
it
may
be
used
in
combat
and
is
treated
as
a
Local
spell
instead
of
a
Party
spell;
the
Geomancers
enemies
are
pulled
along
for
the
ride
as
well,
and
the
battle
continues
normally.
Knights
Crest:
Prior
to
the
start
of
any
game
session,
a
Fighter
with
the
Knights
Crest
equipped
may
rewrite
any
of
their
limit
breaks.
Furthermore,
they
gain
an
additional
5
points
with
which
to
build
each
of
their
three
limit
breaks.
Magus
Steeple:
The
Black
Mage
may
now
counter
any
physical
attack
made
against
him
with
a
spell
he
knows,
so
long
as
the
mage
isnt
already
preoccupied
with
a
Slow
action
or
a
status
condition
would
prevent
him
from
making
said
counterattack.
Minerva
Bangle:
Whenever
the
character
uses
a
recovery
item
or
healing
spell
on
an
ally,
the
wearer
of
the
Minerva
Bangle
recovers
the
same
amount
of
HP.
Orb
of
Minwu:
Once
per
game
session,
the
character
may
exchange
one
Blue
Magic
spell
he
knows
for
any
other
Blue
Magic
spell
of
his
choice.
Rat
Tail:
After
activating
Dragonheart
or
landing
a
critical
hit,
the
Dragoon
may
choose
to
gain
the
effects
of
any
[Monster]-Slayer
property
until
the
end
of
combat,
or
until
the
effects
of
Dragonheart
wear
off.
The
Rat
Tail
can
only
grant
one
additional
Slayer
property
at
a
time.
Rosetta
Ring:
The
Entertainers
From
The
Heart
ability
now
grants
a
bonus
equal
to
the
characters
Perform
skill
to
two
different
attributes
instead
of
only
one.
Samantha
Soul:
Whenever
the
Samurai
deals
damage
to
a
target
suffering
from
any
Break
art
(Power
Break,
Speed
Break,
Armor
Break,
or
Magic
Break),
they
deal
200%
standard
damage
and
gain
a
+1
bonus
to
their
AVD
score.
140
This AVD bonus is cumulative over the course of a battle; thus, a Samurai who has attacked weakened targets three times would have a +3 bonus to Avoidance until combat ends. Sasukes Sheath: The Ninja receives one additional standard action per turn. The Ninja still cannot exceed the maximum of three standard actions per turn, as normal. Sniper Eye: Using a consumable item or the Invent innate ability is now only an Instant action for the Engineer. Solomon Ring: When using Cover, the Paladin may now calculate damage received based on his attributes instead of the original targets, and there is a 25% chance for the attack to be automatically negated. Thief Gloves: Using the Thievery skill and by extension, the Steal innate ability now only takes an Instant action. Trump Card: Once per round, you may reroll any Slots result that would cause a Bust effect. Undying Rage: The use of Darkside cannot reduce the Dark Knight to below 1 HP. Whenever the wearer of Undying Rage is targeted by an enemys attack while at 1 HP, they may immediately use Darkside as an Instant action against the triggering foe, before the attack against them is rolled.
141
SAMPLE
ARMOR
Name
Cotton
Robe
Leather
Garb
Chain
Vest
Buckler
Snow
Muffler
Rubber
Suit
Knights
Mail
Alert
Targe
Mages
Robe
Power
Sash
Dwarf
Armor
Salve
Shield
Red
Jacket
Scorpion
Mail
Mirage
Plate
Heros
Wall
White
Cape
Gaia
Gear
Dragon
Plate
Prism
Guard
Safe
Surplice
Brave
Vest
Kaiser
Armor
Mirror
Shield
Bards
Tunic
Maximillian
Edincoat
Crystal
Shield
Robe
of
Lords
Genji
Gear
Aegis
Armor
Aegis
Shield
Tier
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
6
6
6
6
7
7
7
7
8
8
8
8
Type
Light
Medium
Heavy
Shield
Light
Medium
Heavy
Shield
Light
Medium
Heavy
Shield
Light
Medium
Heavy
Shield
Light
Medium
Heavy
Shield
Light
Medium
Heavy
Shield
Light
Medium
Heavy
Shield
Light
Medium
Heavy
Shield
Cost
100g
100g
100g
50g
450g
450g
450g
150g
1,500g
1,500g
1,500g
550g
5,400g
5,400g
5,400g
2,000g
18,000g
18,000g
18,000g
6,500g
57,000g
57,000g
57,000g
20,000g
175,000g
175,000g
175,000g
65,000g
N/A
N/A
N/A
N/A
ARM
2
4
6
2
4
8
12
4
10
15
25*
7
15
25
35
12
25
35
50
18
30
50
87*
25
40
70
100
35
60
100
140
50
MARM
6
4
2
2
12
8
4
4
20
15
12*
7
35
25
15
12
50
35
25
18
70
50
37*
25
100
70
40
35
140
100
60
50
Property
None
None
None
+1
AVD
Ice
Ward
Lightning
Ward
+2
RES
Sleep
Proof
+2
MND
+2
PWR
Fortified
Alchemy
Fire
Proof
+2
ACC
SOS-Invisible
Stoic
Shadow
Proof
Earth
Field
Dragon
Slayer
Fragile,
Auto-Shell
Auto-Life
Fear
Proof
Fortified
Auto-Reflect
+4
opposed
rolls
Lucky
Auto-Protect
Spellburst:
Dispel
See
below,
Indestructible
See
below,
Indestructible
See
below,
Indestructible
See
below,
Indestructible
Synth
Difficulty
Moderate
(9)
Moderate
(9)
Moderate
(9)
Easy
(7)
Challenging
(11)
Challenging
(11)
Challenging
(11)
Moderate
(9)
Impressive
(14)
Impressive
(14)
Impressive
(14)
Challenging
(11)
Impressive
(14)
Impressive
(14)
Impressive
(14)
Impressive
(14)
Heroic
(17)
Heroic
(17)
Heroic
(17)
Heroic
(17)
Supreme
(20)
Supreme
(20)
Supreme
(20)
Supreme
(20)
Godlike
(25)
Godlike
(25)
Godlike
(25)
Godlike
(25)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Impossible
(30)
Robe
of
Lords:
Choose
one
element.
All
spells
of
that
Elemental
type
cost
50%
of
the
normal
MP
to
cast
and
deal
an
additional
damage
step.
Genji
Gear:
A
character
who
is
Dual-Wielding
gains
an
additional
25
ARM
and
M.ARM,
as
well
as
a
+2
AVD
bonus
when
this
armor
is
worn.
Aegis
Armor:
Whenever
any
attack
deals
damage
equal
to
25%
or
less
of
the
wearers
health
(after
all
damage
reductions
are
calculated),
that
character
may
make
an
immediate
counterattack.
Aegis
Shield:
The
character
gains
an
Immunity
to
the
damage
and
effects
of
the
following
spells;
Death,
Doomsday,
Break,
Lv.?
Doom,
Degenerator,
Roulette,
Quarter,
Demi,
and
Black
Hole.
They
are
also
Immune
to
Limit
Breaks
and
monster
abilities
that
attempt
to
cause
an
instant-death
effect.
142
SAMPLE
CONSUMABLES
Name
Potion
Hi-Potion
X-Potion
Ether
Hi-Ether
Turbo
Ether
Eyedrops
Maidens
Kiss
Antidote
Alarm
Clock
Revivify
Gold
Needle
Echo
Screen
Remedy
Bomb
Core
Gysahl
Greens
Phoenix
Down
Phoenix
Pinion
Smoke
Bomb
Tent
Deceptisol
Skeleton
Key
Elixir
Megalixir
Scarletite
Cost 20g 200g 6,500g 20g 200g 6,500g 20g 20g 20g 20g 20g 50g 50g 6,500g 600g 50g 250g 2,000g 50g 200g 20,000g 20,000g 20,000g N/A N/A
Effect Restores 25% of a targets maximum HP Restores 50% of a targets maximum HP Restores 100% of a targets maximum HP Restores 25% of a targets maximum MP Restores 50% of a targets maximum MP Restores 100% of a targets maximum MP Removes the negative status effect Blind Removes the negative status effect Transform Removes the negative status effect Poison Removes the negative status effect Sleep Removes the negative status effect Zombie Removes the negative status effect Petrify Removes the negative status effect Seal Removes all negative status effects Explodes, dealing (PWR x 4) points of Fire/nonelemental damage Grants a +4 bonus to one Nature check regarding Chocobos Revives an unconscious character with one HP Revives an unconscious character with 100% of their max HP Casts the Escape spell, allowing you and your allies to flee When used outside of combat, the party may take a Full Rest Makes all party members Invisible when used Grants a +10 bonus on a Thievery skill check Restores 100% of a characters HP and MP Restores 100% of the partys HP and MP The users next Synthesis skill check always succeeds
Alchemy Difficulty Easy (7) Challenging (11) Impressive (14) Easy (7) Challenging (11) Impressive (14) Easy (7) Easy (7) Easy (7) Easy (7) Easy (7) Moderate (9) Moderate (9) Impressive (14) Challenging (11) Moderate (9) Impressive (14) Heroic (17) Moderate (9) Challenging (11) Heroic (17) Heroic (17) Heroic (17) Supreme (20) Supreme (20)
ELEMENTAL
STONES
Generally
reserved
for
only
the
most
affluent
of
adventurers,
elemental
stones
are
crystalline
shards
and
clusters
produced
in
areas
where
pure
elemental
energy
gathers.
They
can
be
found
in
the
deepest,
darkest
parts
of
the
sea,
unearthed
along
with
rare
metallic
alloys,
and
discovered
twinkling
in
the
aftermath
of
a
lightning
strike.
Theyre
simple
enough
to
use;
merely
shattering
the
delicate
crystal
with
a
good
downward
throw
is
enough
to
release
the
free-flowing
magic
confined
within.
Doing
so
could
cause
anything
from
the
spontaneous
ignition
of
nearby
buildings,
to
a
crack
of
thunder
and
black
clouds
rolling
in
overhead,
to
a
steady
stream
of
saltwater
pouring
from
the
fragments
of
broken
crystal.
Regardless
of
the
visual
effect,
using
an
Elemental
Stone
in
combat
causes
the
temporary
creation
of
Elemental
Terrain,
lasting
for
only
a
few
minutes
and
fading
when
battle
ends.
Because
Elemental
Stones
are
unstable
things,
a
character
may
only
have
one
in
his
possession
at
any
given
time.
Having
two
Elemental
Stones
in
close
proximity
with
one
another
can
often
cause
them
to
annul
each
other.or
worse
yet,
react
and
explode,
dealing
damage
to
anyone
unfortunate
enough
to
be
caught
in
the
blast
radius.
Name
Earth
Stone
Fire
Stone
Ice
Stone
Lightning
Stone
Water
Stone
Wind
Stone
Holy
Stone
Umbral
Stone
Cost
2,000g
2,000g
2,000g
2,000g
2,000g
2,000g
20,000g
20,000g
Effect
Creates
Earth-elemental
terrain
when
used
Creates
Fire-elemental
terrain
when
used
Creates
Ice-elemental
terrain
when
used
Creates
Lightning-elemental
terrain
when
used
Creates
Water-elemental
terrain
when
used
Creates
Wind-elemental
terrain
when
used
Creates
Holy-elemental
terrain
when
used
Creates
Shadow-elemental
terrain
when
used
Alchemy
Difficulty
Impressive
(14)
Impressive
(14)
Impressive
(14)
Impressive
(14)
Impressive
(14)
Impressive
(14)
Heroic
(17)
Heroic
(17)
143
SAMPLE
FOOD
Whether
a
roasted
rarab
over
the
groups
campfire,
or
a
gourmet
meal
worthy
of
a
king,
food
can
often
be
an
unlikely
source
of
power.
The
act
of
sharing
a
meal
unites
a
party
for
a
time,
and
bolsters
morale
and
well
as
soothing
aching
stomachs.
Food
cannot
be
stored
for
long
periods
of
time
and
must
be
consumed
within
a
few
days
of
being
created.
After
that,
food
spoils
and,
needless
to
say,
loses
all
of
its
magical
propertiesshort
of
perhaps
Poisoning
the
eater.
Name
Popoto
Pancake
Chamomile
Tea
Spicy
Kabob
Wizard
Cookie
Rice
Dumplings
Love
Chocolate
Sauted
Dragon
Ambrosia
Cost
20g
50g
200g
600
2,000g
6,500g
20,000g
N/A
Effect
A
starchy
vegetable
breakfast
dish.
Restores
25%
HP.
A
delicate
infusion
brewed
from
tiny
yellow
flowers.
+2
MND.
Grilled
over
an
open
flame.
Grants
an
immunity
to
Fire.
Delicious
ginger
deserts.
Heals
Seal
and
restores
50%
MP.
Steamed
rice
that
grants
HP
Drain
and
a
resistance
to
Holy.
A
heart-shaped
gift.
Causes
Auto-Charm
and
Charm
Touch.
A
gourmet
meal
grants
the
entire
party
Dragon
Eater
and
Lucky.
Platinum-colored
liquid
that
gives
a
+4
bonus
all
attributes.
Cooking
Difficulty
Easy
(7)
Moderate
(9)
Challenging
(11)
Challenging
(11)
Impressive
(14)
Impressive
(14)
Heroic
(17)
Supreme
(20)
Dart:
A
popular
choice
in
conjunction
with
contact
poisons,
Darts
are
hollow,
and
have
the
ability
to
be
filled
with
various
liquids
or
gaseous
materials,
which
are
released
through
a
hole
in
the
tip
upon
contact
with
a
target.
By
themselves,
Darts
only
deal
(DEX
x
1)
+
2d6
damage
with
a
Ninjas
Throw
command,
but
may
also
be
filled
with
any
of
the
Poisons
listed
below.
Toxin:
Three
types
of
highly-illegal
materials
are
listed
below,
each
equally
priced,
difficult
to
obtain
and
dangerous
to
handle
for
someone
who
isnt
trained
in
their
use.
Malboro
Poison
-
Extracted
from
the
tentacle-like
roots
of
a
vicious
Malboro,
this
thick,
green
toxin
has
great
effect
if
ingested
or
penetrates
the
skin.
It
is
nearly
impossible
for
a
victim
to
drink
this
poison
unaware
due
to
its
overwhelming
stench.
If
consumed
outside
of
battle,
the
unfortunate
soul
is
affected
with
a
debilitating
illness
that
will
leave
them
bed-ridden
until
cured.
When
used
in
conjunction
with
a
Dart,
it
inflicts
the
Poison
status
with
an
opposed
Finesse
check.
Dream
Dust
-
This
slick,
glassy
yellow
pollen
is
refined
from
Funguar.
If
inhaled,
it
causes
most
humanoid
races
to
instantly
fall
into
a
deep,
coma-like
sleep.
This
powder
is
employed
mostly
by
thieves
and
kidnappers.
When
used
in
combat
via
a
Dart,
the
target
automatically
receives
the
effects
of
the
negative
status
effect
Sleep
with
a
successful
opposed
Finesse
check.
Outside
of
combat,
Dream
Dust
leaves
its
targets
snoring
softly
away
for
hours
at
a
time,
or
until
disturbed.
144
Loco Weed - Growing only in vast, uninhabitable desert plains, these barbed roots are deadly for lost heroes desperate for food. If somehow ingested during combat or forced into the bloodstream with a filled dart, it causes madness and irrational behavior and applies the negative status effect Confuse to the target for the usual duration. Outside of combat, ingesting Loco Weed causes the status effect to last several hours at a time. Skean/Scroll: Skeans are double-edged daggers that break as soon as they strike a target with sufficient strength, but whose curved blades afford the thrower additional distance and accuracy, and are filled with dangerous substances to ensure optimal stopping power for minimal cost. Skeans deal (DEX x 2) + 2d6 damage and are purchased with an elemental affiliation of Earth, Fire, Water, Wind, Ice or Lightning. They have the [Element] Strike weapon property accordingly for example, a Fire Skean would have Fire Strike, dealing additional damage against targets that are weak or vulnerable to that element. They calculate damage using the targets M.ARM score. Scrolls are mechanically identical they are ancient manuscripts filled with ninjutsu secrets, which are read aloud and then hurled at the target before exploding spectacularly. Shuriken: A classic Ninja weapon, this is a small, sharp metal disc with multiple cutting edges that can be thrown at a target. A trained hand can turn them into an accurate and deadly weapon thanks to the (DEX x 4) + 2d6 damage they inflict. Fireworks: Tubes filled with black powder originally designed in the far east for entertainment. When the fuse is lit with fire the Fireworks explode a few seconds later into a great pyrotechnics display of light, noise and smoke. They burn with multicolored sparks and produce explosive plumes of confetti and may either sit on the ground or rocket into the air. When used, Fireworks create Difficult Terrain; all individuals in the Local area suffer a -4 penalty to their Awareness skill checks. Amnesia Dust: Cynical scholars are quick to point out that the original version of this fine powder was made by grinding up the lucent wings of harmless faeries. While such barbaric practices have long since ended a nd modern- day Amnesia Dust is just a chemical compound, it still serves as a good prejudice against its wide-spread use. When used in combat, any Humanoid target (oddly, it doesnt seem to work on other species) automatically receives the effects of the negative status effect Seal for one round. Outside of combat, Amnesia Dust leaves the last twenty seconds or so of the unfortunate individuals life a blur, making them completely unaware of the events that passed. They remain in this addle-minded state for a few seconds longer, often giving the user of the dust enough time to sneak past or make their getaway. After an individual has been exposed to Amnesia Dust once, they are immune to any repeated uses of this chemical for several hours. Some scholars have noted that such exposure to Amnesia Dust can cause long-lasting effects instead of short-term ones, producing absent-minded individuals years down the road.
VEHICLES
Vehicles
include
everything
from
crude
four-wheeled
vehicles
to
complicated
spacecraft.
Unlike
most
other
types
of
synthesis,
weeks
or
months
of
effort
are
involved
in
the
constructing
of
any
vehicle.
Only
when
the
building
is
nearing
completion
should
the
character
attempting
the
Synthesis
make
his
skill
roll.
A
failure,
however,
does
not
mean
the
craft
fails
completely
in
this
case.
Rather,
it
implies
a
solvable
problem
that
could
be
fixed
with
additional
time
and
resources
sunk
into
the
project
usually
adding
20%
more
gil
to
the
cost
and
a
few
more
weeks
of
labor.
Type
Cost
Special
Vehicle
Properties
Tinkering
Difficulty
Airship,
Basic
Airship,
Luxurious
Sky
Fortress
Land
Vehicle
M-Tek
Mecha
Shuttle
8,500g
28,000g
280,000g
2,400g
90,000g
280,000g
Large,
Movement
1
Large,
Good
Nights
Sleep,
Movement
3
Multi-Pilot,
Indestructible,
Power
Source,
Weapon
Systems
Movement
5
Use
Magitek
Armor
monster
stats
on
p.196
Space
Travel,
Large,
Good
Nights
Sleep
Impressive
(14)
Supreme
(20)
Impossible
(30)
Impressive
(14)
Supreme
(20)
Impossible
(30)
145
SYNTHESIS
"I like the look in your eyes; take this with you. I consider it my finest work yet." - The Legendary Smith
Having a crafter who can create almost any item in the game for 50% of the store price is unarguably one of any adventuring partys biggest assets, but having the ability to whip up a skeleton key from scraps when locked within the castle dungeons, or repair the Fighters weapon after a brief dip in molten lava? Priceless.
Crafting
Basics
This
is
pretty
straightforward.
First,
determine
the
cost
of
the
item
you
want
to
make
it
is
always
half
of
the
listed
going
price
for
an
item
if
you
were
to
just
buy
one
outright.
Then,
design
it
from
the
ground
up
and
get
GM
approval.
Use
the
charts
at
the
start
of
the
equipment
section
to
determine
how
many
properties
a
certain
item
can
have,
how
good
those
properties
can
be,
and
so
on.
When
youre
ready,
make
your
skill
check
and
see
if
you
meet
or
exceed
the
target
difficulty
for
a
Synthesis
of
a
given
tier
level.
Components
From
rare
alloys
to
mystical
fauna,
the
natural
world
is
full
of
strange
things
that
would
serve
a
crafter
well.
A
character
who
has
found
a
Component
whether
as
treasure
from
a
recent
adventure
or
from
a
successful
Scavenge
skill
check
after
defeating
a
Boss
or
Notorious
Monster
may
attempt
a
synthesis
skill
check
using
that
material
without
any
additional
cost.
For
example,
a
blacksmith
who
finds
a
strange,
frost-covered
ore
thats
cold
to
the
touch
in
this
case,
a
Tier
2
Ice
Component
-
may
use
that
to
create
a
Tier
2
item
with
a
successful
check
without
any
gil
investiture.
While
this
should
definitely
sound
like
a
sweet
deal,
there
is
one
small
loophole
in
using
Components
for
a
synthesis
check.
Due
to
the
inherent
nature
of
the
items,
at
least
one
of
the
properties
of
the
final
item
MUST
be
chosen
from
the
specific
Components
list
that
the
GM
should
provide,
which
can
be
found
in
the
Rewards
section
on
page
161.
146
Creating a piece of equipment with unique properties can sometimes be a little more complex. The price is still 50% of the normal cost, but crafting powerful items sometimes requires a special item to be consumed in the craft aboveand beyond the normal prerequisites. The difficulty of obtaining this item, of course, varies based on precisely how powerful the intended craft would be. A suit of mail with a few unique abilities might require ore from a nearby undead-filled mine, whereas a weapon with near-legendary status might require the horn of a behemoth.
Pre-Game
Synthesis
Often,
players
with
crafting-capable
characters
will
request
that
their
starting
gear
is
synthesized,
thus
allowing
them
to
join
play
with
more
bang
for
their
buck.
Unfortunately,
characters
cannot
roll
diceand
therefore,
cant
make
synthesis
checks.before
the
game
starts,
or
before
their
character
has
joined
play.
A
player
could
theoretically
not
spend
any
of
their
starting
money
and
attempt
to
turn
raw
cash
into
powerful
items,
weapons
and
armor
shortly
after
being
introduced,
but
failure
on
such
checks
could
certainly
mean
a
brand- new
character
could
wind
up
subpar
and
item-less.
147
CHAPTER V: COMBAT
"Why not? I don't have anything to lose but my life... and I got that for free!" - Setzer Gabbiani
Given the sheer number of fiendish monsters and evil empires waiting to be vanquished in the name of justice, combat is an unavoidable part of day-to-day life in the worlds of Final Fantasy. This section covers these encounters -- and more importantly, how to emerge from them alive.
148
When a character rolls his attack on his turn, he only rolls a total of 2d6 dice that are used for both determining if the attack hits, as well as how much additional damage the attack does if successful. We casually call this the Roll
Target
Types
Four
types
of
targets
exist
in
combat:
Self
is
the
user
of
the
ability,
or
the
caster
of
the
spell.
A
Group
is
the
entire
formation
of
monsters
or
the
character
and
all
his
allies.
A
Group
should
be
limited
to
a
dozen
or
so
at
most
for
balance
reasons.
Local
refers
to
everything
except
the
originator
of
the
attack,
spell
or
ability
all
enemies,
all
allies,
all
defenseless
pedestrians,
the
terrain
in
the
area,
everything
within
range
-
is
affected
by
this
blanket
maneuver.
Finally,
a
Single
target
is
as
the
name
implies
restricted
to
only
one
person,
whether
friend
or
foe.
Such
targets
may
be
picked
out
of
a
larger
formation,
or
exist
simply
because
the
Party
is
fighting
against
only
one
powerful
foe.
Running
Away!
Not
every
challenge
the
PCs
encounter
will
be
winnable,
and
sometimes
discretion
really
is
the
better
part
of
valor.
There
are
a
myriad
of
ways
for
players
to
remove
themselves
from
combat
a
Smoke
Bomb
item,
the
white
magic
spell
Escape,
and
others.
But
the
players
can
always
try
to
flee
on
foot
if
magic
and
misdirection
fail.
With
a
Standard
action
in
combat
a
unconscious
character
may
roll
his
Escape
skill
at
a
varying
difficulty;
generally
the
difficulty
never
exceeds
Moderate
(9),
but
some
Notorious
Monsters
and
Bosses
are
much
more
difficult
to
escape
from.
On
a
success
the
character
flees
the
battle
and
leaves
combat,
and
does
not
receive
any
gil,
experience
or
Destiny
for
the
battle.
Characters
who
are
inflicted
with
the
negative
status
effect
Stop
cannot
make
Run
Away
checks,
and
there
must
be
some
conceivable
way
of
escaping
battle
for
this
to
work
a
character
cannot,
for
example,
run
away
when
inside
a
locked
cell
or
soaring
through
the
clouds
on
the
deck
of
an
airship.
At
least,
not
without
a
very
nasty
fall
involved.
If
the
entire
group
of
heroes
runs
from
a
Notorious
or
Boss
monster,
then
its
assumed
that
the
creature
is
still
out
there,
lurking
and
waiting
for
them
to
return.
Fleeing
from
a
regular
monster
group
effectively
means
the
encounter
was
nullified,
and
the
players
probably
wont
encounter
the
same
creatures
a
second
time.
149
Descriptive
Attacks
Combat
in
the
FFd6
is
fast-paced
and
furious,
often
pitting
the
heroes
against
near-impossible
odds.
The
players
will
need
to
think
quickly
and
stay
on
their
toes.
A
player
who,
on
their
turn,
simply
says
I
attack
and
rolls
the
dice
is
a
character
without
strategy,
and
an
attack
without
an
attempt
at
description
is
predictable
and
easy
to
dodge.
Such
lackluster
strategies
might
impose
a
-2
penalty
on
the
accuracy
roll
at
the
GMs
discretion.
The
GMs
creatures
are
exempt
from
this
rule,
unfortunately.
Sometimes,
a
player
may
wish
to
make
highly
cinematic
attacks,
and
such
actions
are
to
be
rewarded
for
their
creativity
and
resourcefulness
as
opposed
to
reducing
the
overall
effectiveness
of
the
attack.
A
character
who
spends
a
round
climbing
up
the
metal
arrows
imbedded
in
a
massive
dragon
to
reach
a
vital
point
(then
attacking
on
the
following
round),
might
be
allowed
by
the
GM
to
treat
the
foe
as
having
0
EVA.
A
character
that
plunges
their
Indestructible
blade
into
molten
lava
before
striking
should
gain
the
Fire
Strike
weapon
bonus,
and
so
on.
Similarly
inspired
GMs
should
be
able
to
come
up
with
other
appropriate
rewards.
150
Defending
On
their
turn,
a
character
may
choose
to
go
into
a
defensive
stance
instead
of
taking
any
actions.
This
reduces
all
damage
taken
(after
armor)
by
50%
as
if
the
player
had
the
effects
of
Protect
and
Shell,
and
lasts
until
the
start
of
the
characters
next
turn.
If
the
character
already
had
the
effects
of
Protect
or
Shell
(as
appropriate),
the
damage
sustained
when
defending
is
reduced
to
only
25%
instead.
Some
job
abilities
provide
additional
bonuses
to
how
Defending
works,
but
those
are
few
and
far
between.
Initiative
Order
Many
game
systems
determine
in
which
order
combatants
act
by
rolling.
This
is
not
the
case
in
the
FFd6
after
the
Pre-emptive
round
of
combat,
the
heroes
(generally
the
player
characters)
almost
always
go
first.
After
all
the
PCs
have
taken
their
turns
the
monsters
attack,
after
which
the
next
round
begins.
If
neither
side
is
clearly
the
good
side
due
to
party
infighting
or
a
morally
grey
campaign,
for
example
then
you
can
settle
who
acts
first
by
having
the
character
with
the
highest
Finesse
on
each
team
make
an
opposed
Finesse
roll.
Monsters
with
Destiny
can
use
these
points
to
take
combat
actions
at
any
time,
however,
and
some
high-level
adversaries
will
exploit
this
fact
to
go
first.
151
used consult the chart below for more on that. Regardless, most improbable weapons have the weapon property Fragile, causing them to break after only one round of normal use. Often, Improbable Weapons (such as chandeliers or, you know, the moon) will be able to target more than one enemy. Use your best judgment for determining the size and scale of such attacks. Tier Difficulty 1 Elementary (5) 2 Easy (7) 3 Challenging (11) 4 Impressive (14) 5 Heroic (17) 6 Supreme (20) 7 Godlike (25) 8 Impossible (30) Examples A pair of sunglasses, a sweet fedora, cutlery and tableware An unconscious party member, a long table or heavy door A cannonball, an aquarium filled with angry lobsters A falling chandelier, a motorcycle, steel girders, a blacksmiths anvil. A large tree, windmill blades, a live shark A towering statue/pillar, a medium-sized landslide, a railroad car The side of a mountain or glacier, an airship, a small meteorite A fifty-story building, the moon
You must make a skill or attribute check at the appropriate difficulty in order to use the desired Tier of Improbable Weapon. For example, a character wishing to slice through a tree and send it falling on enemies would have to roll his Force attribute as a skill check and hope for a result of 13 or better not an easy task for someone of moderate strength, but likely a worthwhile gamble if it pays off! And even after making the appropriate check to utilize the weapon, a standard attack action is still required to hit the target. If your character doesnt have the Brawl skill, remember that you suffer a -2 penalty to your ACC, AVD, and opposed roles for using Improbable weapons! Not all Improbable Weapons calculate damage with PWR for example, it wouldnt make much sense to factor a users strength into account if hes using his airship to ram an enemy vessel. Use whatever stat you can argue is remotely appropriate in the previous example, DEX or MND (to spot and aim towards a weak spot on the ships hull, for example) might be a good substitution.
Preemptive
Round
At
the
beginning
of
combat,
all
allies
or
enemies
who
have
the
element
of
surprise
may
act
first.
Characters
may
not
use
abilities
or
attacks
when
it
is
not
their
turn
during
the
Pre-emptive
round,
even
if
the
ability
says
otherwise.
However,
they
retain
their
AVD
scores,
able
to
dodge
reflexively.
After
the
Pre-emptive
round
is
completed,
the
heroes
act
first.
(see
Initiative
Order
below)
Teamwork
Attacks
Think
about
your
closest
friends.
If
you
know
them
well
enough,
you
also
know
their
strengths
and
weaknesses.
You
know
how
they
think,
how
they
react,
how
they
tick.
You
trust
them
to
know
the
same
about
you,
too.
And
when
it
comes
to
combat,
going
back-to-back
with
a
partner
and
fighting
in
tandem
is
often
the
key
to
victory.
It
is
assumed
that
all
attacks
in
a
round
happen
nearly
simultaneously.
However,
two
or
more
players
can
coordinate
their
attacks
against
a
single
foe,
attempting
to
ruin
his
concentration
and
leave
him
(or
it)
staggered
152
from the flurry of attacks. These are most often referred to as Teamwork Attacks, but are also known as Concurrences or band attacks. On his or her turn, each player interested in participating in a teamwork attack must declare so ahead of time. Each player then makes an attack or casts a spell as normal, and compares the 2d6 they rolled for accuracy/damage, looking for paired numbers. For example, if the first player rolls a 4 and a 6, and the second player rolled a 2 and a 4, the teamwork attack would be successful. If the Teamwork Attack is unsuccessful due to no matching pairs, both of the attacks are negated and instantly fail. If theres a matching pair but one of the attacks would miss their target due to the value simply being too low, the Teamwork Attack fails and again, both attacks are nullified. A successful Teamwork Attacks grant the following benefits: o The monster targeted by the Teamwork Attack loses all of their Combat Abilities until the end of their next turn; Counterattack, Magical Counterattack, Final Attack, Status Touch, Call For Help, Inhale, Call Minions, Multiweapon, Flawless Spell, Item Use, Submerge, Combination attack, and Job Ability. Whenever any character that successfully helped perform the Teamwork Attack is targeted by an enemy over the course of the next round, any other party member involved in the teamwork attack may redirect the attack so that it targets them instead. Single-target Teamwork Attacks deal normal damage to a Swarm instead of being reduced by half. Teamwork Attacks interrupt the targets Slow actions without fail.
o o
153
Combat
Multipliers
This
rule
is
brief,
but
important.
Often,
characters
will
gain
large
bonuses
to
their
damage
a
critical
hit
(200%
damage)
with
a
Fire-based
against
an
enemy
weak
to
fire
(200%
damage)
for
example.
These
bonuses
are
additive;
in
this
situation,
400%
damage
would
be
dealt.
However,
no
attack
may
ever
gain
a
total
combat
multiplier
of
higher
than
500%
for
any
reason.
And
finally,
attacks
that
deal
half
damage
always
total
up
the
multiplier
before
cutting
the
final
score
in
half.
So
in
the
above
example
involving
a
fire-based
critical
hit
against
a
fire-weak
enemy,
the
400%
damage
would
be
reduced
down
to
200%
if
the
enemy
also
had
Unusual
Defense.
154
Critical
Hits
When
a
character
rolls
a
critical
success
on
his
accuracy
roll,
the
hit
is
assumed
to
automatically
land
and
deal
200%
damage.
If
the
character
is
at
25%
or
less
heath,
they
may
perform
a
Limit
Break
instead.
(see
p166
for
more
information
on
Limit
Breaks)
Unimportant
NPCs
such
as
nameless
soldiers
and
city
residents
do
not
have
the
ability
to
land
critical
hits,
and
are
instantly
reduced
to
0hp
when
they
are
critically
hit
no
matter
how
much
damage
is
dealt.
Counterattacks
Sometimes,
weapon
or
abilities
call
for
a
player,
monster
or
creature
to
make
a
physical
Counterattack.
This
means
that
the
individual
may
use
an
attack
instantly
and
on
the
opponents
turn,
against
the
foe
that
caused
a
counterattack
to
occur.
Only
one
Counterattack
may
take
place
each
turn
and
characters
must
still
roll
for
attacks
as
normal.
A
character
cannot
counterattack
themselves
or
an
ally
under
any
circumstances.
Magical
Counterattacks
function
the
exact
same
way,
instead
allowing
the
counterattacker
to
respond
with
a
spell
cast
as
an
Instant
action
whenever
they
are
targeted
by,
or
take
damage
from,
a
spell
cast
on
them
by
an
enemy.
Creatures
and
characters
may
not
perform
Counterattacks
when
theyre
concentrating
on
a
Slow
action.
Unusual
Maneuvers
No
hard-and-fast
rules
are
specified
in
the
FFd6
for
maneuvers
such
as
tripping,
grappling,
charging
and
the
like.
GMs
should
handle
such
situations
on
a
case-by-case
basis,
possibly
calling
for
opposed
Force/Finesse
checks
or
even
rolling
skills
against
the
standard
set
difficulties.
However,
they
are
encouraged
to
remember
that
in
the
Final
Fantasy
universe,
even
heavily
encumbered
warriors
are
capable
of
incredible
speed,
rapidity
and
technique,
able
to
often
ignore
such
mundane
combat
techniques
or
situations
like
prone
fighting.
155
Just as players will develop highly elaborate plans and methods for defeating your foes, so will the GM have to think fast in order to allow for spectacular results that dont physically defeat foes without having to engage in standard combat. For example, imagine a player decides to crash an airship into a Behemoth. We know that such an Improbable Weapon deals damage like a Tier 7 weapon, but is that enough? Would it be wiser to treat the airship as one-time damage from Difficult Terrain? We cant provide any set-in-stone rules for this situation; its the GMs responsibility to walk the fine line between making sure that this mechanical sacrifice isnt worthless, and also making sure players dont get into the habit of evading combat through such spectacular stunts.
Disarming
The
world
of
Final
Fantasy
is
filled
with
enemies
as
diverse
as
they
are
dangerous.
While
some
battle
with
fists
of
iron,
poisonous
spines
and
magical
blasts,
other
foes
especially
Humanoids
-
use
tools
as
their
primary
means
of
attack.
But
whether
this
is
a
great
tree
torn
out
of
the
ground
or
a
set
of
futuristic
guns
attached
to
a
hulking
mech,
characters
can
always
attempt
to
separate
their
opponents
from
their
weapons.
Attempting
a
Disarm
is
a
Standard
action
wherein
both
parties
make
a
Force
or
Finesse
check,
of
their
choice,
attempting
to
oppose
the
other
roll
if
the
disarmer
wins
the
weapon
is
knocked
aside,
and
if
the
foe
wins
there
is
no
effect.
If
the
disarming
character
has
a
hand
free
and
is
within
a
Short
Range
of
their
target,
they
can
hang
on
to
the
item.
Otherwise,
the
weapon
is
merely
knocked
aside.
How
long
an
opponent
remains
without
his
weapon
after
being
Disarmed
can
vary
drastically.
For
example,
there
is
generally
nothing
stopping
the
disarmed
opponent
from
moving
to
his
lost
weapon
and
retrieving
it
as
a
Standard
action
on
the
following
turn.
However,
the
player
may
state
that
they
attempt
to
send
their
opponents
sword
hurtling,
lodging
it
in
a
nearby
tree;
in
such
a
situation
the
GM
may
rule
that
a
Force
check
is
required.
If
the
weapon
is
knocked
off
the
side
of
a
mountain
or
into
lava,
retrieving
it
will
prove
more
difficult;
it
may
even
be
destroyed.
Using
the
above
example,
if
the
character
literally
disarmed
an
M-Tek
Mecha
of
its
double
arm-cannons,
the
war
machine
has
no
way
of
even
picking
them
back
up,
much
less
re-attaching
its
weaponry.
Use
common
sense
and
fairness
when
dictating
the
results
of
a
Disarm
for
example,
opponents
who
have
been
affected
with,
say,
the
Sleep
status,
shouldnt
require
an
opposed
roll.
156
Berserk: You go berserk and can do nothing on your turn but attack the nearest enemy, though you will not mistake friend for foe. A target that is Berserk also ignores 50% of their opponents ARM score. Blind: You only roll one dice when making attack rolls. This both lowers the characters accuracy and prevents critical hits from occurring, although characters that Dual Wield may still reroll this one dice and hope for the best. Charm: The character is placed under the control of whoever caused the Charm status, fighting for that side even against former allies until the effect fades. Charmed characters still retain their understanding of the world and wont inflict direct self-harm; for example, ordering a Charmed character to hurl themselves off a cliff would be ignored, but you could order a character with the Cover ability to protect you at all costs. Charmed characters cannot spend Destiny or activate Limit Breaks, nor will they use items or take actions that might cause their equipment to break. Taking damage has a 25% chance of removing the Charm status. Confuse: You are confused and disoriented, causing you to take random actions each round. At the start of each of the Confused characters turns, roll 1d6. On a result of 1 or 2, the character attacks his allies or heals his enemies, acting as if he was fighting on the enemys side. On a result of 3 or 4, the character performs nonsensical actions such as trying to use Inquiry on a tree. On a result of 5 or 6, the character may act normally. The GM may determine the characters random actions, or he may allow the player to do so. Taking damage has a 25% chance of removing the Confuse status. Curse: The character is afflicted by an ominous hex, and cannot spend Destiny while the status effect persists. Fear: Exactly like the effects of Stun; you can take no action whatsoever and your AVD score is effectively zero until the end of your next turn or the end of your current turn, if applicable (if it was applied on your action, by attempting to attack a Fearsome enemy or the like). Transform: You are forced into a physical form that is not your own, usually that of a harmless animal. You are now considered to be a Beast in addition to your normal species, all physical damage you deal is halved, all physical damage you take is doubled, and you are only able to communicate with other Beasts; for example, a hero
157
transformed into a frog could speak to a rabbit, but not to a human. Transformed targets also gain a +2 bonus to skills which their new form might excel at such as Athletics for a cat or Swimming for a fish. Petrify: You are transformed into a stone statue, losing awareness of everything that goes on around you. You are completely immobile and can take no action. However, being made of stone does grant some protection. Your Force attribute, ARM and M.ARM scores are doubled, you are immune to all further negative status effects, and you gain a +6 bonus to Stealth checks. Targets who are petrified for a significant period of time do not age, not do they require oxygen or sustenance while Petrify lasts. Cured by the Soft item. Poison: When poisoned, you lose 20% of your max HP at the end of each of your turns. This can reduce your HP to zero. Seal: Your special abilities are sealed. You cannot use Magic of any sort, or Job Abilities that are activated with an Instant, Standard or Slow. Passive Job Abilities, skill, weapon properties and basic attacks can still be used. Sleep: You are magically put to sleep, and can do nothing until the effect ends. Your AVD score is effectively zero. Taking any amount of damage has a 100% chance of removing the Sleep status, and you can rouse a sleeping target with a successful Standard action. Slow: Your actions take longer than normal. Instant actions become Standard actions, Standard actions become Slow Actions, and Slow actions resolve at the end of the players next turn instead of the beginning, essentially taking a full two rounds to use. This is one of the nastier status effects, and as such it is quite uncommon. Slow overwrites and cancels the Haste status. Stop: You cannot move. You can still take actions, but cannot cover any distance and are stuck in your current location unless moved by a third party. Furthermore, your AVD score is effectively zero. Stun: Your turn is skipped completely and you can take no action whatsoever. Your AVD score is effectively zero, but you may still make opposed rolls if prompted to do so. Unless stated otherwise, Stun lasts for only one round. Zombie: Your body is infused with negative energy, partially transforming you into a creature of darkness. All curative spells, effects, and potions are reversed, dealing damage instead of healing it.
158
Auto-Life: If your HP is reduced to 0 while under an Auto-Life spell, you are immediately revived with 1 HP. Auto- Life is then removed for the remainder of the battle; this is a one-time deal. Flight: Whether hovering several inches off the ground or soaring through the air, characters with Flight gain a variety of bonuses. They have far greater maneuverability than their ground-bound allies, which in combat translates to a -4 accuracy penalty to short-range attacks that target them. They also negate all damage and effects from Earth-based spells and abilities and take no damage from falling. The benefits of Flight are lost upon unconsciousness, however, so characters must always be careful they dont black out from a strong hit, and wind up plummeting to the hard ground below. Haste: You may make two Standard actions instead of one on your turn, or you may have all the Slow actions made on your turn act like Standard actions instead; they occur immediately after being used instead of activating at the start of your following turn. Haste overwrites and cancels the Slow status. Invisible: Your physical form is almost completely translucent, making you able to move around undetected and more difficult to hit in combat. You gain a +4 bonus to your Stealth skill checks, a +4 bonus to your Avoid score, and a +4 bonus to Run Away in combat. Taking damage of any sort automatically removes Invisible. Protect: All physical damage dealt to you is halved for the duration of the effect. The damage is halved after ARM reduces the initial amount. Reflect: Most magic that would otherwise affect the target is instead redirected towards a random target on the opposite side. For example, this means that casting Fire on a Reflected enemy will result in you or one of your allies being damaged instead. Regen: The literal opposite of Poison. While under the effects of Regen, a character gains 20% of his max HP at the end of each of his turns. Shell: All magical damage dealt to you is halved for the duration of the effect. The damage is halved after M.ARM reduces the initial amount.
159
REWARDS
"These days, all it takes for your dreams to come true is money and power." - President Shinra
A
partys
main
source
of
Gil
is
from
successfully
defeating
monsters.
It
may
also
come
in
the
form
of
treasure
obtained
during
the
course
of
an
adventure,
or
money
given
to
the
party
by
NPCs
and
other
allies
in
exchange
for
services
and
other
tasks.
Instead
of
a
linear
formula,
use
the
following
chart
to
determine
how
much
gil
should
be
awarded
to
each
member
of
a
group,
based
on
their
current
level.
If
members
of
a
party
are
slightly
higher
or
slightly
lower
than
the
others,
use
the
group
average
level
to
determine
the
value.
Party
Level
Gil
Awarded
1
100
2
200
3
450
4
1,000
5
2,000
6
4,000
7
7,500
8
13,500
Party Level Gil Awarded 9 25,000 10 45,000 11 80,000 12 140,000 13 245,000 14 430,000 15 740,000
For example, in a group with 4 characters all of whom are level 11 the GM should ensure that each and every character in that group earns roughly 80,000 gil pieces (or the local equivalent) before they start their new adventures as a level 12 character. GMs looking to make their campaigns a little tougher than usual might choose to give a good portion of this wealth in the form of equipment, consumable items, or other rewards. Even so, we recommend that at least 50% of a characters wealth per level should be in the form of straight currency. Likewise, GMs whore shooting for a higher- powered game (or who already employ lots of mean tricks against their players, such as constantly destroying their gear or denying them Components) might increase the wealth per level by as much as 25%. The idea here is to create a situation where players are generally outfitted with a Tier of equipment thats equal to about half their level. Thus, upon hitting level 4 a character should be mostly wearing Tier 2 gear. At level 5, they should have a bit of both Tier 2 and Tier 3, and at level 6, they should be almost entirely in Tier 3 gear.
Components
Whether
obtained
from
a
successful
use
of
the
Scavenge
skill
upon
felling
a
dangerous
enemy,
found
deep
within
an
ancient
treasure
chest,
or
simply
gifted
by
the
GM
at
the
end
of
a
long
and
difficult
story
arc,
Components
are
the
base
components
from
which
powerful
equipment
can
be
made
without
spending
a
single
gil.
Components
are
used
in
place
of
money
when
attempting
to
Synthesize
an
item.
The
catch
is
that
at
least
one
of
the
created
items
properties
must
be
from
the
associated
list.
For
example,
a
Tier
4
Cursed
Component
could
make
a
Curse
Touch
sword.
And
just
like
with
money,
a
failed
synthesis
roll
destroys
the
Component.
The
chart
on
the
following
page
lists
a
common
selection
of
Component
types,
as
well
as
the
lowest
possible
Tier
they
can
appear
asthough
theres
absolutely
no
reason
adventurers
couldnt
find,
say,
Tier
6
Iron
(normally
Tier
2).
160
Component
Type
Adamantite
Ancient/Petrified
Berry
Blood/Flesh/Skin
Bone/Skull
Brain
Carapace/Scales
Coral
Crystal
Cursed
Darkness/Demonic/Shadow
Death/Rotting/Zombified
Diamond
Dragon
Egg
Elemental
Eye
Fang/Horn/Incisors
Feather/Down/Molting
Fire
Flower/Fruit/Mossy
Fragmented
Giant/Shell/Husk
Glass
Goblin
Goddess/Deity
Healing
Ice
Imperial
Incense
Iron/Metal
Jewel/Gem/Ore/Gold
Holy/Sacred
Knowledge
Lunar/Moon
Magic/Ether/Luminous
Mythril/Gemsteel/Pearl
Nature/Plant/Leaf/Needle
Nectar/Ambrosia/Wool
Onion
Orichalcum
Pelt/Leather/Hide
Poison/Tentacle
Powder
Prismatic
Purified
Rage
Rainbow/Runic
Robotic
Royal/Noble/Calm
Silk/Thread/Cloth
Slime/Oil
Soul/Halcyon
Stone/Rock/Earth
Tainted
Tears
Tyrant
Whispering
Water/Liquid
Weapon
Wild
Wind
Wings
Wood/Lumber
Zodiac/Sun/Star
Min.
Tier
8
5
1
5
2
2
2
5
7
2
2
6
6
5
6
5
2
5
6
2
3
4
2
2
3
6
2
2
4
3
2
6
6
5
2
2
6
3
6
2
7
3
2
2
5
2
2
6
2
2
2
2
6
3
5
2
5
2
3
5
2
2
6
3
8
Properties
Piercing,
Indestructible,
Stoic,
Impervious,
Auto-Protect,
Party
Effect
Indestructible,
Petrify
Proof,
Petrify
Touch,
Resurrection
HP
Restore,
MP
Restore,
[Status]
Heal
(Any)
SOS-Regen,
HP
Drain,
Unified,
Transform
Proof,
Resurrection
Undead
Eater,
SOS-Regen,
Zombie
Heal
Attribute
Bonus
(MND),
Sentient,
Auto-Confuse,
MP
Restore
Attribute
Bonus
(RES),
Skill
Bonus
(Scavenge),
[Element]-Ward
(Any),
HP
Restore
Stop
Touch,
MP
Damage,
Water
Field,
Water
Proof,
Jagged,
MP
Restore
Glowing,
Indestructible,
Spellburst
(Dispel),
Lucky,
Overdrive
Curse
Touch,
Auto-Curse,
Skill
Bonus
(Thievery),
Curse
Heal
Auto-Blind,
Blind
Touch,
Fiend
Eater,
Skill
Bonus
(Stealth),
Blind
Heal
Zombie
Touch,
Spellburst
(Death),
Shadow
Field,
Undead
Slayer,
Resurrection
Attribute
Bonus
(RES),
Indestructible,
Auto-Protect,
Party
Effect
Triple
Critical,
Dragon
Slayer,
HP
Restore
Auto-Life,
Fragile,
HP
Restore,
Remedy
[Element]-Enhancer
(Any),
[Element]-Proof
(Any),
Arcana
Eater,
MP
Restore
Blind
Touch,
Blind
Heal,
Spellburst
(Blank
Gaze),
Blind
Proof,
Skill
Bonus
(Awareness)
Attribute
Bonus
(PWR),
HP
Drain,
Jagged,
Skill
Bonus
(Survival),
SOS-Haste,
Stop
Heal
Attribute
Bonus
(DEX),
Skill
Bonus
(Athletics),
Auto-Float,
Resurrection
Fire
Strike,
Fire
Ward,
Spellburst
(Melt),
Glowing,
Auto-Berserk
Confuse
Touch,
Spellburst
(Pollen),
HP
Restore,
MP
Restore,
Variable
Gemini,
Broken,
Seal
Proof,
Transform
Heal
Attribute
Bonus
(PWR),
Insect
Killer,
Fear
Heal
Fragile,
MP
Restore
Humanoid
Killer,
Spellburst
(Goblin
Bomb),
Skill
Bonus
(Mercantile),
Charm
Heal
Imperil,
Overdrive,
Fiend
Slayer,
Auto-Life,
Holy
Field,
Fear
Proof,
Remedy
Alchemy,
Skill
Bonus
(Healing),
HP
Restore,
MP
Restore
Ice
Strike,
Ice
Ward,
Fragile,
Stop
Heal
Follow-Through,
Skill
Bonus
(Inquiry),
Confuse
Heal,
HP
Restore
Attribute
Bonus
(MND),
Spellburst
(Addle),
Confuse
Proof,
MP
Restore
Attribute
Bonus
(RES),
Stop
Touch,
Skill
Bonus
(Vehicles),
SOS-Protect,
MP
Restore
Arcana
Slayer,
Accurate,
Overdrive,
Remedy,
Special
Ability
(Gillionaire
Job
Ability)
Glowing,
Holy
Field,
Therapeutic,
Holy
Strike,
Holy
Proof,
Resurrection
Attribute
Bonus
(MND),
MP
Refresh,
Confuse
Touch,
Skill
Bonus
(Any
Lore),
MP
Restore
Glowing,
SOS-Reflect,
Sleep
Touch,
MP
Restore
Lightning
Strike,
Spellburst
(Aspir)
MP
Damage,
Arcana
Eater,
SOS-Shell,
MP
Restore
Auto-Haste,
Auto-Reflect,
Party
Effect
Jagged,
Earth
Strike,
Plant
Eater,
Skill
Bonus
(Survival),
Attribute
Bonus
(DEX),
Variable
MP
Refresh,
Sleep
Touch,
Sleep
Proof,
Therapeutic,
Remedy
Skill
Bonus
(Any
Synthesis),
Special
Ability
(Onion
Knight
shared
ability),
HP
Restore
Stoic,
Triple
Critical,
Auto-Protect,
Auto-Shell,
Fear
Proof,
Party
Effect
Beast
Killer,
Beast
Eater,
Skill
Bonus
(Scavenge),
Berserk
Heal
Poison
Touch,
Poison
Proof,
Spellburst
(Poison),
Auto-Poison,
Poison
Heal
MP
Damage,
SOS-Shell,
SOS-Invisible,
MP
Restore
MP
Refresh,
SOS-Reflect,
SOS-Shell,
Resurrection
Alchemy,
HP
Restore,
Poison
Heal
Berserk
Touch,
Auto-Berserk,
Berserk
Heal,
SOS-Berserk,
Brawler,
Fear
Heal
Fragile,
Auto-Regen,
Remedy
Unified,
Construct
Eater,
Skill
Bonus
(Systems),
Glowing,
Confuse
Heal
Skill
Bonus
(Negotiation),
HP
Restore,
Berserk
Proof,
Charm
Heal
Skill
Bonus
(Mercantile),
Skill
Bonus
(Perform),
HP
Restore
Stop
Touch,
Amorph
Eater,
MP
Restore,
Special
Ability
(Oil
Spill
Job
Ability),
Stop
Heal
Holy
Strike,
Overdrive,
Auto-Shell,
Remedy
Earth
Strike,
Earth
Ward,
Petrify
Heal
Spellburst
(Hex),
Shadow
Strike,
Zombie
Heal
Curse
Touch,
Skill
Bonus
(Acting),
[Status]
Heal
(Any)
HP
Drain,
Auto-Berserk,
Confuse
Heal
Sentient,
MP
Damage,
Sleep
Touch,
Skill
Bonus
(Language),
Sleep
Proof,
MP
Restore
Water
Strike,
Water
Ward,
Aquan
Killer,
Skill
Bonus
(Water),
[Status]
Heal
(Any)
Spellburst
(Temper),
Attribute
Bonus
(PWR),
Follow-Through,
Triple
Critical,
Fear
Heal
Auto-Transform,
[Monster]-Eater
(Any),
Skill
Bonus
(Animal
Ken),
MP
Restore
Wind
Strike,
Attribute
Bonus
(DEX),
Wind
Ward,
SOS-Flight,
Stop
Heal
Flight,
Aerial
Killer,
Party
Effect
Accurate,
Spellburst
(Chivalry),
SOS-Float,
HP
Restore
Break
Damage
Limit,
Spellburst
(Flare
Star),
Spellburst
(Lux),
Peerless
161
Even the most cautious heroes will take a few lumps on the road to glory, and as the battles start coming in thick and fast, the injury tally is likely to rise in turn. This section looks at the aftermath: healing, resting, recuperating, and getting back to fighting fitness.
Getting
K.O.d
When
your
HP
reaches
zero,
you
are
completely
incapacitated.
You
can
take
no
actions
until
revived.
This
might
be
accomplished
through
a
teammate
using
an
item
with
the
Resurrection
property
on
you
such
a
Phoenix
Down
a
white
magic
spell,
or
other
means
entirely.
Curative
Potions
and
Healing
spells
will
have
no
effect
while
in
this
state.
After
combat
ends,
all
characters
who
had
been
knocked
Unconscious
get
back
to
their
feet
and
are
treated
as
having
one
hit
point.
White
Mages
with
the
Body
and
Soul
job
ability
can
even
automatically
bring
the
entire
party
back
to
100%
HP
after
combat
ends
a
remarkably
useful
ability
for
any
adventuring
troupe.
Resting
The
ability
to
recover
lost
Hit
Points
is
crucial
to
a
partys
long-term
survival.
Magic
and
items
can
patch
up
injuries
on
the
go,
but
can
drain
the
party's
resources
if
there's
a
lot
of
hurt
to
go
around.
The
alternative
is
to
let
injuries
heal
up
the
natural
way
with
rest.
To
rest,
characters
need
just
two
things:
time
and
space.
Time
is
self- explanatory
the
longer
the
party
has
to
kick
back
and
relax,
the
more
beneficial
the
rest
will
be.
In
order
to
benefit
from
a
rest
period,
a
character
cannot
undertake
any
complex
or
physically
exerting
activities
during
that
time
period
unless
they
are
directly
related
to
the
recovery
process.
In
other
words,
taking
the
time
to
make
splints
and
sewing
wounds
is
fine;
forging
a
sword
or
clearing
boulders
is
not.
Space
is
a
little
trickier.
The
default
space
requirement
for
rest
is
an
area
where
the
party
can
stretch
out
without
fear
of
being
attacked
by
marauding
monsters
and
the
like.
In
practical
terms,
this
means
that
long
stretches
of
rest
are
impossible
in
the
middle
of
a
dungeon
thick
with
enemies
unless
the
party
can
find
some
way
to
keep
itself
completely
protected
during
that
time
-
it's
difficult
to
really
relax
when
there's
a
perpetual
fear
of
monster
ambush.
A
Full
Rest
is
the
best
kind
of
relaxation
a
group
can
get,
normally
accomplished
through
an
Inn
or
other
establishment
that
caters
to
adventurers
though
price
can
sometimes
be
a
deterrent.
Using
a
Tent
or
a
Special
Vehicle
(with
the
Good
Nights
Sleep
property)
to
spend
the
night
snoozing
in
dangerous
wilderness
also
counts
as
a
Full
Rest.
Travel
Rest
is
typical
of
the
kind
of
night's
sleep
a
party
will
get
on
the
road.
Assuming
the
party
can
rest
for
a
full
night
without
interruptions,
they
recover
50%
of
their
maximum
HP
and
MP.
Healing
Skill
Characters
with
the
Healing
Skill
can
use
their
talents
to
assist
the
natural
healing
process,
increasing
recovery
gains
in
both
the
short
and
long
term.
During
rest
periods,
characters
may
make
a
skill
check
at
varying
difficulties
162
usually Challenging to speed up the healing process. If the party was taking a Travel Rest, they recover 100% of their HP and MP back instead of the normal value, as if it was a Full Rest. A failure means the characters ministrations are very time-consuming; not only does the party still only recover the normal 50% HP and MP, but the user of the skill doesnt get a wink of sleep and doesnt get the benefits of any sort of rest at all.
Consecrated
Areas
Ordinarily,
resting
in
the
middle
of
a
dangerous
dungeon
is
out
of
the
question.
But
in
some
cases,
the
PCs
may
discover
small
patches
of
consecrated
ground
in
otherwise
dangerous
territory,
usually
marked
by
unusual
features
or
simply
a
noticeable
aura
of
magic
energy.
In
addition,
characters
with
access
to
a
certain
White
Magic
spell
have
the
ability
to
consecrate
the
earth.
Such
areas
naturally
repel
monsters
and
other
hostile
creatures,
making
it
possible
to
rest
there
for
at
least
short
periods
of
time.
Critical
Injuries
All
characters
suffer
a
few
scratches
and
scrapes
during
the
course
of
their
career,
but
some
injuries
cant
just
be
shrugged
off
with
a
Potion
and
a
good
nights
sleep.
Things
like
broken
arms,
trauma
and
severed
vocal
cords
are
all
examples
of
these
kinds
of
critical
Injuries.
Critical
Injuries
can
bestow
negative
attributes
as
determined
by
the
GM
for
as
long
a
period
as
the
injury
remains.
It
can
usually
be
treated
by
intuitive
white
magic
over
a
period,
and
lesser
injuries
such
as
broken
bones
heal
in
weeks
of
game
time.
Death
There
are
two
ways
for
death
to
occur
in
the
Final
Fantasy
RPG.
The
first
is
for
the
entire
party
to
be
knocked
Unconscious.
Most
of
the
time,
this
doesnt
mean
the
end
for
the
party;
rather,
theyll
wake
up
in
a
nearby
safe
location,
losing
all
EXP
and
Destiny
they
had
saved
up.
Against
Bosses,
however,
this
does
often
mark
the
end
of
the
campaign.
The
second
method
is
if
a
single
character
falls;
Bosses
and
Notorious
Monsters
are
capable
of
taking
an
action
permanently
end
the
characters
existence.
There
is
absolutely
no
resurrection
for
Dead
characters
without
spending
Destiny.
163
LEVELLING UP
"The way I see it, as long as you make it out of a battle alive, you're one step closer to fulfilling your dream." - Seifer Almasy
Upon gaining a level, the character gets the following bonuses. o The character gains Attribute Points! If the new level is odd, the character gets one point to put in any of his four attributes; PWR, RES, DEX, or MND. If the new level is even (for example, level 4 or 12), the character gains two ability points instead. He puts one point in two different attributes of his choice for example, one point might go into MND, and one into DEX. A character cannot put both points into the same attribute. The character gains 2 new skill points to put in any skill he likes. The player may also choose to hang on to them, and add them to his character sheet later after hes decided whats appropriate. Every even level, the character gains a new ability, chosen from either their job list or the shared ability list. At levels 5 and 10, the character gains one of the three special Limit Abilities their job offers, as well as the chance to construct a Limit Break powerful moves that can be activated with destiny, or used purely by luck when the character is low on health. Characters gain their third and final Limit Break anytime they gain a level past level 10, assuming they have accomplished their Life Goal by that point. o o Finally, they get additional HP and MP; the bonus granted by their current Job. Now, just recalculate all of the characters combat scores, such as avoidance, accuracy, HP, Finesse and Force and so on. And youre done!
o o o
Use the following chart as a reference tool. Level 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Attribute Bonus +2 points +1 point +2 points +1 point +2 points +1 point +2 points +1 point +2 points +1 point +2 points +1 point +2 points +1 point Abilities New Ability New Ability New LIMIT Ability New Ability New Ability New Ability, New LIMIT Ability New Ability New Ability New Skills +2 points +2 points +2 points +2 points +2 points +2 points +2 points +2 points +2 points +2 points +2 points +2 points +2 points +2 points Misc Limit Break #1 Limit Break #2
164
Backstory:
Upon
character
creation,
players
are
encouraged
to
provide
a
backstory
complete
with
goals
and
future
ambitions.
A
kind
GM
might
award
a
point
of
EXP
for
a
solid
backstory,
filled
with
possible
hooks
for
him
to
use
to
engage
you
and
your
character
into
the
story.
Combat
(1
EXP):
To
defeat
your
foes,
whether
through
direct
combat,
a
successful
plan,
or
other
means
awards
a
singular
point
of
experience.
Sometimes
sneaking
past
foes
will
not
award
this
EXP,
as
they
were
not
'defeated,'
merely
temporarily
overcome.however,
outsmarting
your
foes
to
avoid
conflict
generally
counts
as
deserving
of
an
EXP
reward,
at
the
GM's
discretion.
Fights
where
the
foes
are
greatly
below
the
partys
level
or
ability
-
or
arent
fighting
back
-
do
not
award
EXP.
165
LIMIT BREAKS
"You just dont get it at all. THERE ISNT A THING I DONT CHERISH!!" - Cloud Strife
Limit Breaks are special maneuvers which and are only accessible after a character sustains a substantial amount of damage and has reached a certain level. Some powerful foes may possess Limit Breaks, but this is rare. There are two ways to perform a Limit Break. First, they can be randomly accessed while making your attack's attack accuracy roll. When a character rolls a pair of sixes, this represents a Critical Hit, and a possible Limit Break. If the character has 25% of his maximum health remaining or less, the character may use a Limit Break of their choice instead of his regular attack. Characters with the Shared Ability Limit Breaker or the Overdrive equipment property may perform such techniques at 50% or less of their health instead. Secondly, a character can use a Limit Break by spending three points of Destiny, the same as it would cost to perform their Epic Ability. Limit Breaks used in this way require a standard action to perform and can only be used on the characters turn. Regardless of how the Limit Break is used, a character may only use one Limit Break per round. A Limit Break may have almost any effect. It may simultaneously heal allies and cause damage to enemies, or any number of other things. Characters retain older Limit Breaks when they gain a new one. Thus, the character may choose to use any one of the Limit Breaks in his possession when they become accessible.
Final
Break
To
receive
their
third
and
final
limit
break,
the
following
criteria
must
be
met:
o o The
character
must
gain
enough
experience
to
reach
level
11
or
higher.
The
character
must
have
accomplished
his
or
her
Life
Goal.
166
167
Primary Effects such as Revive, Healing or Clear, and may not be used in conjunction with Random Target. If combined with Area Effect, a Backfire causes all allies to be affected.
Debilitate
(2
Points)
Debilitate
infuses
the
enemy
with
a
random
elemental
weakness.
Roll
1d6
and
consult
the
following
table
to
determine
which
one.
If
cast
a
second
time,
the
new
weakness
will
replace
the
first.
Lasts
until
the
battle
ends
or
the
weakness
is
overridden
by
a
new
attempt
to
Debilitate.
If
the
target
already
possesses
an
Immunity
or
Absorbency
to
the
resultant
element,
roll
again.
Taking
this
ability
twice
will
allow
for
the
user
of
the
limit
break
to
choose
a
weakness
instead
of
rolling
one
randomly,
and
also
allows
the
user
of
the
limit
break
to
choose
Shadow
or
Holy
as
an
elemental
weakness.
Die
Roll
(d6)
1
2
3
4
5
6
Inflicted
Weakness
Fire
Ice
Water
Lightning
Wind
Earth
Drain
HP
(3
or
6
Points)
The
limit
break,
which
must
deal
damage
of
some
type
to
the
opponent,
returns
50%
of
the
damage
dealt
back
to
the
user
as
health,
restoring
his
HP.
For
6
points,
Drain
HP
allow
the
user
to
return
100%
instead.
HP
Drain
may
not
be
combined
with
Healing.
Drain
MP
(3
or
6
Points)
The
limit
break,
which
must
deal
damage
of
some
type
to
the
opponent,
returns
50%
of
the
damage
dealt
back
to
the
user
as
magical
energy,
restoring
his
MP.
For
6
points,
Drain
MP
will
allow
the
user
to
return
100%
instead.
MP
Restore
may
not
be
combined
with
Healing.
168
Elemental
(1
or
3
Points)
The
attack
carries
a
certain
element
with
it
-
Fire,
Ice,
etc,
and
does
damage
of
that
type.
If
the
limit
break
is
used
with
a
weapon
that
has
an
elemental
property,
the
element
of
the
limit
overrides
the
element
of
the
weapon.
If
your
elemental
choice
is
Holy,
then
the
cost
of
this
effect
is
increased
from
1
to
3.
If
the
target
is
immune
or
resistant
to
the
Element
of
that
type,
normal
damage
is
dealt
instead.
As
always,
if
multiple
Elements
are
used
in
the
Limit
Break,
treat
the
attack
as
whichever
element
would
be
most
effective.
character using the Limit Break now attacks twice, potentially dealing its damage twice. For 12 points, the character attacks 3 times. For 18 points, 4 times; so forth and so on. Each attack may target a different enemy.
Neutralize
(3
or
8
Points)
For
3
points,
Neutralize
removes
all
Weaknesses
and
Resistances
from
the
target
until
combat
ends,
and
reduces
all
Immunities
and
Absorbencies
to
Resistances.
For
8
points,
Neutralize
completely
removes
all
Weaknesses,
Vulnerabilities,
Resistances,
Immunities
and
Absorbencies
from
the
target
until
combat
ends
169
Points
Effect
4
4
4
5
6
6
8
16
22
During
combat,
you
gain
a
number
of
Hit
Points
at
the
start
of
each
of
your
turns
equal
to
y our
level.
You
may
calculate
damage
with
any
weapon
with
your
DEX
attribute.
You
gain
Flight,
as
per
the
status
effect.
Your
physical
size
increases
noticeably,
making
you
immune
to
Knockback
effects.
You
suffer
double
damage
from
Magic-based
attacks,
but
physical
attacks
only
deal
half
damage
to
you.
When
combined
with
Protect,
physical
attacks
are
reduced
to
25%.
You
suffer
double
damage
from
physical
attacks,
but
spells
and
magical
attacks
only
deal
half
damage
to
you.
When
combined
with
Shell,
magic
damage
is
reduced
to
25%.
You
split
into
dozens
or
even
hundreds
of
copies
of
yourself,
allowing
you
to
take
half
damage
from
all
Single- target
spells,
attacks
and
abilities.
You
are
also
immune
to
status
effects
and
knockback
effects
with
a
Single
target.
Conversely,
any
damage
that
with
a
Local
or
Group
target
deals
double
damage
to
you.
You
may
switch
back
and
forth
between
Unusual
Defense:
Magical
and
Unusual
Defense:
Physical
as
an
Instant
action
on
your
turn.
You
gain
two
additional
parts,
each
one
possessing
an
HP
score
equal
to
25%
of
your
maximum.
Each
multiple
part
allows
you
to
take
one
additional
standard
action
each
round
and
may
be
revived
by
spending
a
point
of
Destiny
if
they
are
destroyed.
Piercing
(4
Points)
The
attack,
which
must
deal
damage
in
some
fashion,
is
able
to
penetrate
even
the
strongest
of
enemy
defenses.
The
Limit
Break
ignores
ARM
and
M.ARM.
Revenge
(4
points)
A
Revenge
attack
which
must
be
combined
with
Attack:
Weapon
or
Attack:
Magical
has
greater
effect
as
your
health
declines.
A
limit
break
with
this
effect
does
additional
damage
equal
to
half
the
difference
between
your
max
HP
and
your
current
HP-
i.e.,
half
the
amount
of
damage
you
have
taken
so
far.
If
Revenge
is
taken
twice,
it
instead
does
additional
damage
equal
to
the
entire
difference
between
your
maximum
HP
and
your
current.
170
Revive
(3
points)
A
companion
finds
the
strength
to
rise
and
fight
on
thanks
to
you.
This
effect
revives
a
character
whose
Hit
Points
have
been
depleted,
returning
him
to
consciousness
and
restoring
1
HP.
Revive
cannot
be
used
on
an
Undead
enemy.
171
Stylish
(1
point)
The
Limit
Break
is
combined
with
a
dazzling
display
of
light,
color,
or
raw
power
to
awe
allies
and
enemies
alike.
After
the
Limit
Break
is
used,
all
allies
receive
a
+1
bonus
to
ACC
and
AVD
until
the
beginning
of
your
next
turn.
Alternatively,
all
enemies
suffer
a
-1
penalty
to
ACC
and
AVD
for
the
same
duration.
For
each
time
Stylish
is
taken
after
the
first,
the
cost
increases
by
1.
(So
to
give
all
allies
a
+3
bonus,
Stylish
would
need
to
be
taken
three
times
and
cost
6
points
in
total;
1
for
the
first,
2
for
the
second,
3
for
the
third)
Sinking
28
points
into
Stylish
would
grant
a
total
bonus
or
penalty
of
7
ACC
and
EVA.
Upgrade
(Varies)
You
may
gain
the
benefits
of
any
weapon
or
armor
property
at
the
cost
of
two
points
per
Tier
required.
For
example,
if
you
wished
to
gain
the
HP
Drain
property
which
requires
Tier
5
equipment
you
would
need
to
purchase
Upgrade
for
10
points.
Break
Damage
Limit
would
cost
16,
and
so
on.
The
effects
of
Upgrade
last
until
the
end
of
combat.
Worldshaker (Varies)
Your limit break carries such fury that the ground trembles and the tides change, volcanoes explode and the wind becomes still. For 3 points, the terrain becomes actively hostile. The air nearby becomes superheated, meteors break through the atmosphere and slam into the earths crust nearby, the air become. The terrain deals damage to all enemies and allies at the start of each of their turns, based on your level take a look at page 155 for the Recurring Damage chart regarding terrain. For 3 points, you can also create Fire, Ice, Wind, Water, Earth, or Lightning Elemental Terrain in the current area, lasting until combat ends. For 6 points, you may create Holy or Shadow elemental terrain instead. For 9 points, you can make the damage and detrimental effects caused by Worldshaker affect only enemies instead of all Local targets.
172
ADDITIONAL CHALLENGES
"As I grew up, everyone I knew died, one by one, until eventually it was just me. And all of their dreams fell on my shoulders. I was their last hope." - Noel Kreiss
Not every difficulty the PCs will face can be as easily defined as a horde of evil foes brandishing weapons. This section discusses traps, breaking objects, and more.
Social
Challenges
A
smart
group
of
adventurers
doesn't
get
in
a
fight
with
every
living
thing
they
meet.
Unfortunately,
there
are
times
when
others
block
the
way
forward
uncooperative
guards,
recalcitrant
informants,
enemy
spies,
and
prowling
monsters
will
test
the
characters
bartering,
sneaking,
and
role-playing
skills
to
the
limit.
Unlike
physical
challenges,
social
challenges
hinge
on
what
a
character
says
as
much
as
how
they
roll.
If
a
PC
attempts
to
use
a
persuasive
skill
like
Negotiation,
the
player
must
act
out
the
attempt
as
well
as
simply
rolling
for
it.
Good
performances
might
net
the
player
a
bonus
or
waive
the
roll
entirely,
assuming
this
is
in
character;
no
amount
of
smooth
talking
on
the
player's
part
can
compensate
for
a
Complication
on
that
Negotiation
roll.
Heres
some
examples
of
how
difficult
Negotiation
checks
might
be.
Negotiation
Difficulty
Situation
Elementary
(5)
Convince
an
admiring
fan
that
you
really
are
just
that
amazing.
Easy
(7)
Haggle
a
deal
with
a
shopkeeper
in
a
backwater
village,
seduce
a
Gambler.
Moderate
(9)
Impress
a
diplomat
or
noble
with
your
well-reasoned
arguments.
Challenging
(11)
Insult
an
imperial
soldier
until
he
opens
the
prison
door
to
come
strike
you.
Impressive
(14)
Leave
a
monster
trembling
in
fear
from
your
intimidating
stare.
Heroic
(17)
Lie
to
an
Esper
or
a
Judge
and
get
away
with
it.
Supreme
(20)
Rally
a
small
army
for
your
cause,
lie
to
a
mind-reader
and
get
away
with
it.
Godlike
(25)
Have
the
king
agree
to
step
down
and
give
you
the
throne
instead.
Impossible
(30)
Befriend
a
Tonberry.
rounded
down),
after
which
time
they
are
considered
to
have
run
out
of
air.
After
this
point,
at
the
start
of
every
round
they
have
a
flat
25%
chance
of
being
Stunned
and
losing
25%
of
their
maximum
HP,
able
to
do
nothing
but
swim
toward
the
surface
to
the
best
of
their
ability.
A
character
can
only
be
killed
by
prolonged
submersion
and
suffocation
under
extreme
conditions.
173
or structure if they succeed at a Force skill test. Thus, objects cannot slowly weaken under a continued assault of attacks; its all or nothing. The difficulty of breaking an object is the same as any other check the character must make a successful Force roll equal to or greater than an objects difficulty value to destroy it. Consult the chart below for information on typical and not-so-typical materials and objects. Equippable items armor, shields, weapons, accessories, etc cannot be broken or damaged with a simple Force check. Object Difficulty to Break Glass and Pottery Elementary (5) Wood Easy (7) Crystal Moderate (9) Flimsy Metal Challenging (11) Stone Impressive (14) Reinforced Metal / Steel Heroic (17) Diamond Supreme (20) Adamantite / Orichalum Godlike (25) A Towering Skyscraper Impossible (30)
Elemental
Field
From
howling
snowstorms
to
blistering
heat,
the
environments
that
players
will
find
themselves
fighting
in
is
nearly
endless.
But
such
conditions
mean
more
than
just
running
the
risk
of
developing
a
case
of
heatstroke
or
the
sniffles.
Other
chapters
mention
Difficult
Terrain,
and
the
suggested
ruling
of
recurring
or
one-time
damage,
or
penalties
to
rolls
and
defenses.
But
particularly
strong
weather
or
terrain
conditions
like
the
inside
of
a
volcano
or
in
the
middle
of
a
hurricane
can
warp
and
accumulate
large
concentrations
of
Elemental
energy.
Magical
attacks
made
in
an
Elemental
Field
have
their
damage
increased
by
two
steps
if
they
share
the
same
element.
For
example,
characters
battling
in
the
freezing
tundra
might
discover
their
Ice
elemental
spells
or
Ice-Strike
weapons
deal
additional
damage.
Traps
Traps
can
give
a
party
plenty
of
headaches
without
ever
straining
their
sword
arms.
If
overcome,
traps
and
hazards
reward
the
party
with
Experience
Points.
They
can
deal
damage
directly,
inflict
statuses,
sound
alarms
that
summon
or
release
monsters
for
the
PCs
to
fight,
and
more.
A
common
trap
is
a
Monster-In-A-Box,
a
creature
of
almost
any
type
that
lives
within
the
dark
confines
of
a
treasure
chest,
bursting
out
to
attack
unsuspecting
adventurers.
Odds
are
pretty
good
that
you
can
describe
most
traps
as
an
aspect
of
Difficult
Terrain;
take
a
look
at
p.155
of
this
book
and
glance
at
the
one-time
damage
chart
to
see
what
level
of
injury
it
might
be
appropriate
for
a
trap
to
cause.
174
175
One of the largest problems with the Final Fantasy series at least where tabletop gaming is concerned is the lack of a recurring setting. There are repeated fundamentals that appear in most games in the series, such as Chocobos, Moogles, and magical crystals tied to a heroic prophecy, but even these common elements are absent in a handful of titles. You can base the game in any location or world you wish. More than one Final Fantasy game has seen the cast board a shuttle to the moon or descend deep into the dwarven caves beneath the earth however, some GMs specifically wish to set their games into one of the canon worlds. So in this chapter, well discuss each of the Final Fantasy game settings as briefly as possible, suggest several adventures that could take place in the world, and give suggestions on how to modify the standard rules to replicate the setting. What you wont find, however, are plot synopsizes or descriptions of places in the games. No matter how detailed a worlds description might be, we believe that distilling all the energy and fire that made a game interesting down to dry facts and descriptions is a terrible thing. (We also dont want to see this already long book get even longer.) Consider this chapter more a repository of additional/optional rules than any attempt at helping the GM build a campaign world. And speaking of optional rules
Distant Places
Outside
of
the
familiar
world
our
heroes
likely
inhabit,
isolated
dimensions
and
secluded
realities
give
birth
to
powerful
monsters
and
are
home
to
cosmic
wanderers,
Espers,
and
even
the
souls
of
the
dead.
Below
is
a
sample
of
two
possible
alternate
dimensions
that
may
appear
in
your
Final
Fantasy
games.
176
The
Void
The
Void
refers
to
an
actual,
physical
dimension
that
can
often
take
a
form
familiar
to
those
who
traverse
it,
or
can
be
reshaped
at
will
by
the
current
denizens
thereof.
Entire
deserts,
fortresses,
forests,
caverns
and
so
forth
have
been
birthed
within
the
Void,
interconnected
through
a
series
of
passages
that
often
seem
to
contradict
logic.
The
rules
of
space
and
time
do
not
necessarily
seem
to
apply
the
same
way
as
they
do
in
the
normal
world,
and
time
does
not
seem
to
flow
at
all
for
any
inhabitants
of
this
place.
In
its
unchanged
state,
the
Void
is
a
dimension
of
infinite
nothingness.
The
Void
is
known
to
be
a
connective
dimension,
through
which
other
realities
and
worlds
can
be
reached.
Due
to
this
fascinating
feature
about
the
Void,
countless
numbers
of
power-hungry
mages
have
sought
to
control
it
and
wield
the
dimension
as
a
cosmic
weapon
and
at
times,
they
have
come
close
to
succeeding.
The
Void
seems
to
possess
the
power
to
distort
or
destroy
matter,
consuming
it
utterly.
The
rampant
nihilistic
attitude
of
those
seeking
to
make
use
of
its
power
is
well-recorded.
Often
times,
this
starts
out
as
a
simple
desire
for
incredible
power
but
inevitably
leads
to
an
intense
desire
to
reduce
all
of
everything
to
a
state
of
non-existence.
Some
scholars
speculate
that
this
is
because
The
Void
is
an
intelligent,
sentient
being
instead
of
this
merely
being
the
result
of
gaining
use
of
such
destructive
power;
they
speculate
that
the
Void
controls
its
users
just
as
much
as
they
influence
control
over
it.
Entrance
to
the
Void
is
as
simple
as
stepping
through
a
Dimensional
Gate
created
with
the
Time
Magic
spell
of
the
same
name.
However,
leaving
has
always
been
much
more
difficult,
which
makes
the
Void
a
suitable
prisonfrozen
in
timefor
the
most
fearsome
beasts
in
existence.
Some
beings
such
as
Ultima
Weapon
and
Gilgamesh
reside
within
the
Void
and
use
the
powers
of
the
dimension
to
hop
between
worlds.
The
Farplane
The
Farplane
is
where
the
souls
of
the
deceased
reside,
a
peaceful
afterlife
that
remains
a
mystery
to
all
those
but
its
permanent
inhabitants.
Only
souls
that
are
at
rest
travel
here
the
dead
who
still
harbor
resentment
or
have
yet
to
accept
their
fate
still
wander
the
world,
ultimately
becoming
Fiends
suffused
with
the
powers
of
hatred.
The
Farplane
can
be
visited
by
the
living,
and
often
images
of
the
deceased
little
more
than
figments
can
appear
to
those
who
seek
them.
Races
Although
a
characters
Race
doesnt
usually
provide
any
mechanical
benefits
or
detriments,
GMs
and
players
who
are
looking
for
information
on
a
specific
playable
species
in
the
Final
Fantasy
world
could
do
worse
than
browse
the
next
section.
Weve
compiled
trivia
on
over
half
a
dozen
races
ranging
from
Moogles
to
Humans
(often
called
Humes
or
Hyur)
that
should
help
spur
roleplaying
quirks
or
even
suggest
possible
character
goals.
177
HUME
Wildly
diverse
and
infinitely
tenacious,
their
ability
to
make
a
home
in
even
the
most
inhospitable
of
environments
has
made
Humes
the
standard
against
which
all
other
races
are
measured.
Resourceful,
stubborn
and
proud,
their
goals
and
desires
are
as
diverse
as
they
are.
Typical
Height
Typical
Weight
1.6
1.8m
(Male)
68
102kg
(Male)
1.5
1.7m
(Female)
52
91kg
(Female)
Hair
Colors
Lifespan
Blond,
black,
brown,
Young
is
5
-16
years
old.
auburn,
white
Average
is
17
-
59
years
old.
Old
is
60
-
90
years
old.
Eye
Colors
Brown,
blue,
green
Society
As
it
develops,
Hume
society
inevitably
gravitates
towards
government
of
the
masses
headed
by
a
single
leader.
In
primitive
societies,
this
may
be
an
elder
or
high
priest;
in
more
advanced
circles,
a
president,
King,
or
Emperor.
As
a
result,
the
aspects
of
a
given
Hume
society
tend
to
reflect
in
its
leadership;
an
altruistic
king
begets
a
benevolent
populace,
whereas
power-hungry
emperors
typically
breed
a
harsh
and
militaristic
one.
Stratification
is
a
common
feature
of
Hume
civilization,
pitting
rich
against
poor,
believers
against
non-believers,
aristocracy
against
peasantry,
education
against
ignorance.
This
often
leads
to
deep
and
powerful
inequalities;
class
can
be
as
much
of
a
identifying
and
motivating
factor
as
a
spark
for
conflict.
Roleplaying
Hume
personalities
are
largely
shaped
by
upbringing
and
social
backgrounds,
and
can
be
as
varied
and
complex
as
the
cultures
that
spawned
them.
Background,
too,
affects
choice
of
profession;
characters
from
rough-and-tumble
surroundings
may
turn
to
the
sword
or
a
life
of
crime
to
make
ends
meet,
while
those
with
wealth
and
education
seek
out
loftier
callings.
Interaction
between
different
social
strata
can
be
fraught
with
tension;
for
rich
sophisticates,
the
lower
classes
are
ignorant
boors,
while
the
poor
view
the
wealthy
as
arrogant
and
utterly
detached
from
reality.
Language
Humes
invented
the
Common
Tongue,
with
regional
accents
ranging
from
the
mild
to
the
incomprehensible;
a
trained
ear
can
often
pick
out
a
speakers
nationality
and
education
with
only
a
handful
of
sentences.
Hume
scholars
who
dabble
in
various
other
languages
often
point
out
how
the
Common
Tongue
has
picked
up
a
smattering
of
slang,
curses,
and
exclamations
from
different
languages
altogether
and
incorporated
them
into
everyday
speech.
Jobs
Humes
run
the
gamut
from
sly
and
crafty
to
noble
and
virtuous,
and
theres
no
distinct
Job
that
the
race
favors
over
any
other.
Gamblers
are
more
commonly
Hume
than
any
other
race
perhaps
this
is
a
direct
link
to
the
carefree,
chaotic
lives
they
lead.
178
ELVAAN
Though
they
resemble
Humes,
Elves
are
taller,
slightly
thinner,
with
more
muscle
definition,
long
necks,
and
oval
faces.
Their
skins
are
darker
than
the
average
Humes,
ranging
from
light
tan
to
a
bronze
or
copper
color.
Their
best-known
features,
however,
are
their
pointed
ears,
which
protrude
from
their
heads
at
lengths
between
fifteen
and
twenty
centimeters.
Neither
gender
could
be
referred
to
as
frail
or
delicate,
and
the
Elvaan
as
a
whole
are
physically
powerful
and
independent
creatures
compared
to
many
of
the
other
races.
These
proud
humanoids
have
been
involved
in
bitter
civil
wars
and
protracted
conflicts
with
other
races
since
the
dawn
of
time,
and
it
is
only
now
that
they
have
finally
laid
their
swords
to
rest
and
allowed
themselves
the
luxury
of
several
generations
of
peace.
Typical
Height
Typical
Weight
1.8
2.1m
(Male)
51
87kg
(Male)
1.7
2.0m
(Female)
45
69kg
(Female)
Hair
Colors
Lifespan
Blond,
black,
gray,
white
Young
is
12
-20
years
old.
Average
is
21
-
80
years
old.
Eye
Colors
Old
is
81
-
120
years
old.
Gray,
green,
blue
Society
Elvaan
civilization
is
highly
developed
and
regimented
to
extremes
a
draconian
perfection
achieved
centuries
ago
and
perpetuated
ever
since.
For
its
citizens,
lawfulness,
order,
and
obedience
to
the
state
are
the
cardinal
virtues;
to
this
end,
most
Elvaan
nations
sport
an
extensive
army.
All
able-bodied
Elvaan
citizens
receiving
at
least
some
level
of
training
in
arms;
should
the
time
come
for
an
Elvaan
nation
to
march
to
war,
the
line
is
held
not
by
the
knights
of
the
royal
families
but
by
the
citizens
militias.
Leadership
within
Elvaan
society
is
strongly
aristocratic,
divided
clearly
into
the
Haves
and
Have-Nots.
Prodigious
Elvaan
lifespans
mean
that
rulers
reigns
can
stretch
fifty
years
or
more,
leaving
eligible
regents
and
heirs
with
plenty
of
time
to
engage
in
courtly
intrigue
over
the
succession.
Roleplaying
Pride
is
at
the
root
of
the
Elvaan
psyche.
From
early
on,
Elvaan
are
taught
to
be
proud
of
their
race's
accomplishments,
the
culture
and
achievements
in
warfare
that
predate
other
races'
by
centuries
at
a
time.
As
a
result,
they
treat
other
races
with
a
haughty
condescension
one
that
turns
to
out-and-out
fury
should
that
'Elvaan
superiority'
ever
be
challenged.
Tellingly,
Elvaan
have
just
as
little
patience
for
their
own
kind;
duels
over
slights
and
insults
both
real
and
imagined
are
a
common
occurrence
in
their
society,
and
can
set
the
stage
for
family
feuds
destined
to
last
for
a
century
or
more.
Language
Elvish
is
a
needlessly
complicated
language
but
an
oft-spoken
one,
though
years
of
study
are
required
to
utter
even
a
single
word
without
deeply
offending
any
Elvaan
listeners.
Jobs
Elvaan
are
renowned
for
their
martial
combatants
Samurai,
Fighters,
Monks,
Dragoons,
and
Dark
Knights
primarily.
Very
few
Elvaan
choose
the
aesthetic
life
that
comes
with
a
magical
upbringing
though
those
that
do
often
avoid
the
pure
schools,
and
choose
Red
Magic
instead.
179
GALKA
The
heavyset
Galka
are
quite
an
interesting
sight.
Smooth
greenish-gray
skin,
a
rigid
tail,
a
hint
at
reptilian
ancestry,
and
expressive
faces
are
covered
with
short
fur.
Despite
this
brutish
outward
appearance
they
are
not
stupid
by
any
stretch
of
the
imagination,
excelling
in
mining,
metalwork
and
other
matters
of
engineering.
Unlike
most
other
races,
Galka
have
no
gender,
though
their
manner
is
distinctively
male.
Typical
Height
Typical
Weight
2.5
2.8m
160
220kg
Hair
Colors
Lifespan
Black,
brown,
gray,
red
Young
is
16
-24
years
old.
Average
is
25
-
50
years
old.
Eye
Colors
Old
is
51
90+
years
old.
Blue,
green,
brown
Society
The
Galka
may
have
once
had
a
culture
to
call
their
own;
if
so,
it
has
been
lost
to
history
since
the
race's
glory
days,
leaving
a
nomadic
people
that
makes
its
home
in
any
society
willing
to
accept
them.
Finding
such
hosts
is
rarely
difficult;
as
architects,
artisans
or
simple
physical
labor,
Galka
have
the
potential
to
easily
drive
an
entire
economy.
Due
to
a
lack
of
written
language,
the
passage
of
history
and
culture
is
entrusted
to
Talekeepers
who
act
as
a
repository
of
ancestral
memory.
Few
are
aware
that
the
Galka
undergo
a
cycle
of
reincarnation;
the
details
of
this
process
are
nebulous
even
to
the
Galka
themselves.
Though
they
visibly
age,
the
Galka
do
not
die
of
natural
causes.
Rather,
upon
reaching
a
certain
age,
a
Galka
simply
bids
his
friends
and
fellows
farewell
and
sets
out
into
the
wilderness.
The
timing
of
this
journey
is
carefully
calculated
through
consultation
with
the
Talekeeper
over
a
period
of
several
weeks,
during
which
time
the
leave-taker
is
invited
to
speak
freely
and
at
length
of
his
life,
his
insights
and
achievements
in
the
spirit
of
closure.
Thus
unburdened,
the
Galka
departs
as
is
never
seen
again.
Months
later
a
juvenile
Galka
will
arrive
to
seek
the
Talekeepers
counsel,
still
innocent
to
the
ways
of
the
world
and
his
people.
For
their
part,
Talekeepers
seem
to
be
possessed
of
almost
unnatural
longevity,
reliably
serving
their
purpose
for
generation
after
generation.
Roleplaying
Though
sometimes
seen
as
slow-witted
or
apathetic,
Galka
are
creatures
of
deep
emotion
and
rigid
self-control.
From
early
on
they
are
taught
to
bottle
up
negative
feelings
such
as
anger,
frustration,
and
hatred,
releasing
them
only
in
their
final
meeting
with
the
Talekeeper.
In
this
manner,
Galkan
wisdom
goes,
the
race
is
protected
from
feelings
that
could
ultimately
destroy
it.
Faced
with
a
potentially
infinite
lifespan,
Galka
try
to
adopt
a
detached
world-view,
outwaiting
and
outliving
hardships
instead
of
tackling
them
head-on.
To
this
end,
most
grievances
are
simply
swallowed
and
disagreements
rarely
voiced
a
fact
that
encourages
other
races
to
callously
exploit
the
uncomplaining
Galka.
For
the
adventuring
Galka
who
do
not
understand
the
concept
of
permanent
death,
conflict
is
rarely
avoided
and
often
plunged
into
head-first,
and
their
self-control
after
a
lifetime...or
potentially
multiple
lifetimes....finally
gives
way
to
unmitigated,
ragingly
powerful
emotions.
Language
Though
they
have
a
complex
spoken
tongue,
no
written
Galkan
language
exists.
When
living
among
other
races
Galka
rarely
use
their
own
tongue;
those
who
speak
it
tend
to
do
so
in
a
halting,
awkward
manner.
Jobs
Galka
are
a
bit
of
an
oddity;
These
gentle
giants
are
common
as
peaceful
warrior
Jobs
such
as
Samurai
and
Monk
as
well
as
casters
of
all
types
especially
White
Mages.
180
VIERA
The
Viera
are
an
almost
exclusively
female
race
composed
of
slender
forest-dwellers.
They
exhibit
animalistic
features
such
as
rabbit
or
feline
characteristics.
In
fact,
the
race
is
split
evenly
between
two
sub-races,
each
exhibiting
one
set
of
these
animal- like
appearances;
the
temperate
forest-dwelling
Viera
sport
a
pair
of
rabbit-like
ears
sprouting
almost
a
foot
from
their
heads,
where
the
jungle-dwelling,
Amazonian
Mithra
are
possess
cat-like
ears,
eyes,
noses,
and
tails.
Both
sub-races
have
bodies
that
are
smooth-skinned
and
humanoid
in
proportion.
The
Viera
and
Mithra
are
also
distinguished
by
their
deeply
skewed
gender
ratio;
out
of
every
ten
births,
only
one
on
average
will
be
male.
Centuries
of
evolution
have
left
the
females
toned
and
slender,
physically
superior
to
their
male
counterparts
in
every
respect.
Face-paint
and
tattoos,
marks
of
status
and
accomplishment
in
Viera
tribes,
are
common
among
older
females.
Even
Viera
living
in
more
civilized
countries
generally
use
these
decorative
devices;
old
traditions
die
hard.
Typical
Height
Typical
Weight
1.6
1.8m
(excluding
ears)
49
66kg
(Male/Female)
Hair
Colors
Lifespan
Universally
silver
or
red.
Young
is
8-17
years
old.
Average
is
18-90
years
old.
Eye
Colors
Old
is
91-180
years
old.
Silver,
red,
green,
blue
Society
Viera
come
together
in
small
tribes
dominated
by
a
matriarchal
government,
usually
in
the
form
of
a
tribal
Chieftainness
or
village
wise-woman.
The
tribe's
day-to-day
affairs,
too,
are
entirely
in
the
hands
of
its
females.
This
structure
is
a
product
of
simple
necessity;
due
to
their
scarcity,
a
tribes
males
are
too
valuable
to
expose
to
the
dangers
of
the
world.
Viera
tend
to
be
distrustful
of
advanced
technology,
particularly
anything
that
involves
the
use
of
non-renewable
resources;
to
them,
maintaining
harmony
with
nature
is
more
important
than
fleeting
comfort
or
convenience.
In
fact,
their
rigid
laws
demand
that
nature
be
treated
with
care
and
respect,
and
outsiders
who
cannot
be
trusted
to
abide
by
these
laws
are
rarely
welcomed.
Due
to
their
physical
beauty,
Viera
have
little
trouble
melting
into
Hume
societies
though
they
rarely
strike
up
relationships
with
other
races.
Many
Viera
believe
that
other
races
are
weak,
and
by
establishing
friendship
or
even
staying
too
long
in
the
company
of
such
creatures,
they,
too,
will
become
inferior.
Curious
female
Viera
who
leave
their
secluded
homelands
are
considered
troubled
by
their
Tribe
(or
Pride,
in
the
case
of
the
Mithra)
and
leaving
to
learn
of
the
outside
world
is
often
a
one-way
journey.
Viera
who
leave
their
homelands
are
rarely
permitted
to
return,
treated
as
outcasts
or
even
publicly
declared
forbidden
to
return.
Male
Viera
generally
must
leave
their
native
soil
secretly,
lest
a
group
of
irritated
females
set
out
to
bring
their
wayward
man
back
home.
Roleplaying
Viera
are
natural
adventurers
despite
the
stigmata
that
comes
with
leaving
their
homelands.
They
combine
curiosity
and
energy
with
a
wise,
thoughtful
nature
that
makes
them
amenable
company
on
long
journeys.
Viera
love
games
and
stories,
have
an
affection
for
dancing
and
the
theatre,
and
a
deep-seated
respect
for
artisans.
Though
their
animalistic
nature
may
lead
some
to
believe
that
Viera
hate
water,
they
are
excellent,
nimble
swimmers.
Language
Due
to
the
relative
simplicity
of
Bhasa
Mithra,
most
Viera
tend
to
need
a
running
start
when
it
comes
to
learning
Common
Tongue.
Almost
all
Viera
still
speak
with
a
thick
accent
even
after
spending
years
away
from
home.
Jobs
Viera
Geomancers
tend
to
be
the
only
ones
that
rise
to
positions
of
power
within
their
tribes.
Outcasts
who
find
themselves
forced
to
adapt
to
city
life
sometimes
choose
to
follow
the
career
of
a
Thief
or
Entertainer
in
order
to
get
by,
and
male
Viera
who
have
fled
from
their
tribes
often
choose
a
job
that
allows
them
to
blend
in
with
society.
181
LALAFELL
A
diminutive
race
of
magically
active
beings.
The
Lalafell
are
characterized
by
babyish
faces,
large
eyes,
pronounced
ears
and
bear-like
features.
Their
bodily
proportions
are
equivalent
to
those
of
Hume
children,
with
large
heads
atop
a
short-limbed
body,
a
combination
that
appears
utterly
harmless
up
until
the
point
the
fireballs
start
flying.
Some
speculate
the
small
creatures'
mastery
of
magic
is
a
kind
of
acquired
survival
trait;
as
most
lack
the
endurance
and
strength
to
be
serious
warriors,
they
have
little
else
to
protect
themselves
from
the
dangers
of
the
world.
Typical
Height
Typical
Weight
0.8
1.0m
(Male
/
Female)
34
38kg
(Male)
32
36kg
(Female)
Hair
Colors
Brown,
blond,
red,
grey,
green
Lifespan
Young
is
2
-6
years
old.
Eye
Colors
Average
is
7
-
20
years
old.
Brown,
blue
Old
is
21
-
40
years
old.
Society
The
Lalafell
live
in
a
geniocracy,
a
society
ruled
by
scientists,
sages,
thinkers,
and
other
experts
on
worldly
matters.
In
the
eyes
of
the
Lalafell,
what
one
knows
defines
everything
prestige,
social
standing,
and
privileges.
Accordingly,
competition
for
wisdom
is
fierce
and
those
in
positions
of
authority
are
often
usurped
by
younger,
more
knowledgeable
individuals.
This
in
turn
creates
enormous
pressure
to
pursue
new
ideas
and
innovations,
setting
up
the
intellectual
'engine'
that
allows
Lalafell
society
to
progress.
While
Lalafell
scholars
turn
their
attentions
to
many
subjects,
the
study
of
magic
is
by
far
the
most
prestigious;
spellcasters
are
the
geniocracy's
first
line
of
defense,
revered
for
their
capabilities
and
respected
for
their
intellectual
accomplishments.
Lalafell
travel
mainly
for
social
advancement,
lured
by
the
prospect
of
lost
spells,
rare
alchemical
ingredients,
or
ancient
relics
of
legendary
power.
As
may
be
expected,
magic
is
an
everyday
fact
of
Lalafell
life;
it
powers
mechanical
constructs,
enhances
crops,
and
even
protects
tools
and
clothing
from
wear
and
tear.
Though
somewhat
menial
compared
to
the
glamour
of
hurling
offensive
magicks
in
the
name
of
the
Lalafell
nation,
many
able
mages
make
profitable
careers
out
of
these
mundane
applications.
Only
metalworking
is
generally
shunned;
as
a
rule,
Lalafell
favor
organic
materials
such
as
wood
and
cloth,
finding
such
resources
far
easier
to
alter
with
magic
than
their
intractable
metallic
counterparts.
Roleplaying
Though
childlike
in
body,
Lalafell
are
highly
intelligent
beings,
albeit
ones
possessed
by
an
inexhaustible
curiosity
about
anything
and
everything
in
life.
No
self-respecting
Lalafell
will
miss
the
chance
to
obtain
new
knowledge
or
show
off
the
fruits
of
their
studies
whenever
opportunity
allows.
Though
they
make
little
distinction
between
the
trivial
and
the
life-saving
where
information
is
concerned,
the
little
creatures'
intellectual
posturing
does
come
in
handy.
While
not
as
outright
distrustful
of
advanced
technology
as
the
Viera,
Lalafell
do
tend
to
be
wary
in
the
presence
of
non-magical
machinery;
to
them,
grinding
gears,
steam,
and
clockwork
are
ruthless,
soul-less
things,
lacking
the
innate
warmth
and
vitality
of
a
magic-driven
device.
Language
Many
scholars
and
collectors
of
ancient
lore
have
dabbled
in
Lajargon,
despite
the
convoluted
intricacies
of
the
language.
The
Lalafell
themselves
use
it
almost
exclusively,
finding
Common
to
be
simply
too
lacking
in
description
for
their
purposes.
Jobs
Magic
is
the
Lalafell
way,
and
accordingly,
they
boast
an
impressive
array
of
most
types
of
spellcasters
Time,
Black,
White,
Red
and
Summoners.
Geomancers
are
far
more
rare,
but
still
exist.
182
MOOGLE
Moogles
are
furry
little
semi-magical
creatures
-
one-part
cat,
one
part
bear
cub;
a
race
for
which
the
words
disarmingly
cute
are
all
but
tailor-made.
They
sport
tiny,
bat-like
wings
that
allow
them
to
perpetually
hover
and
fly
for
short
periods
of
time.
Wings
aside,
the
Moogles'
most
distinguishing
characteristic
is
the
curious
buoyant
'pom-pom
connected
to
the
top
of
their
heads
by
a
small,
thin
stalk,
referred
to
by
the
Moogles
as
a
'Deely-Bopper.'
Its
true
purpose
is
unknown,
though
some
speculate
that
it
may
have
reproductive
or
telepathic
properties.
Moogle
fur
is
generally
white
and
downy,
though
variations
exist
in
the
world;
striped,
brown
and
purple
are
among
the
most
common,
but
many
others
have
arisen
over
the
years.
Some
Moogles
also
sport
a
thick
'ruff'
of
fur
around
their
neck;
this
feature
tends
to
evolve
in
colder
climates,
and
is
usually
accompanied
by
a
correspondingly
denser
coat
of
fur.
Typical
Height
Typical
Weight
0.9
1.2m
(Male
/
Female)
24
30kg
(Male
/
Female)
Fur
Colors
Lifespan
White,
grey,
brown,
purple
Young
is
1
-10
years
old.
Average
is
11
-
28
years
old.
Deely-Bopper
Colors
Old
is
29
-
35
years
old.
White,
green,
red,
yellow,
purple
Society
Traditionally,
Moogle
tribes
seclude
themselves
in
small
villages
hidden
away
in
forests
or
caverns,
subsisting
on
foraged
nuts
and
roots,
their
locations
known
only
to
those
select
outsiders
who
have
earned
the
tribe's
trust.
Such
groups
number
anywhere
between
ten
and
fifty;
the
oldest
Moogle
in
the
tribe
usually
acts
as
a
nominal
leader,
though
group
consensus
guides
most
decisions.
This
bucolic,
carefree
existence
is
balanced
by
a
love
of
travel
and
adventure.
Once
they
come
of
age,
many
Moogles
leave
the
safety
of
their
villages,
embarking
on
journeys
that
can
easily
span
the
breadth
of
the
globe.
What
happens
next
depends
on
the
individual.
Some
find
the
outside
world
too
chaotic,
too
confusing
for
their
liking;
disenchanted,
they
return
to
the
stable
familiarity
of
their
villages.
Others
are
captivated
by
the
sights
and
opportunities
of
their
wanderings,
and
settle
down
in
the
company
of
other
races.
Moogles
have
an
innate
genius
for
social
adaptability
no
matter
how
alien
the
society
they
find
themselves
in,
it
is
only
a
matter
of
time
before
they
learn
its
ins
and
outs,
picking
up
all
the
trappings
of
civilization
along
the
way.
Every
Moogle
is
given
the
rights
to
pursue
its
own
idea
of
happiness,
whether
bliss
is
found
in
the
boughs
of
an
ancient
tree
or
the
guts
of
an
airship.
In
spite
of
their
scattered
nature,
Moogles
still
manage
to
maintain
a
close-knit
social
network
by
regularly
trading
news
and
gossip
from
city
to
city.
Roleplaying
Though
mischievous,
sassy,
and
occasionally
sarcastic,
Moogles
are
incapable
of
genuine
malice
or
cruelty
a
rarity
among
intelligent
beings.
Base
emotions
such
as
hatred
and
violence
are
unheard
of
among
the
primitive
Mogri
-
however,
they
have
been
known
to
get
even
with
anybody
who
tries
to
take
advantage
of
their
good
nature.
Language
Despite
the
fact
that
their
native
tongue
of
Mogri
uses
just
a
single
word,
Moogles
have
a
superb
aptitude
for
languages.
Most
know
the
Common
Tongue,
though
they
have
a
tendency
to
slip
in
the
word
Kupo
in
at
random
intervals,
a
linguistic
quirk
that
even
experienced
speakers
can't
seem
to
shake.
Jobs
Entertainers
make
up
the
VAST
majority
of
the
fun-loving
Moogle
race,
especially
the
sort
that
focuses
on
mystical
dances
or
juggling.
The
charismatic
Moogles
make
exceptional
thieves
and
they
boast
an
aptitude
for
Geomancy,
Red,
Black,
and
Blue
magic.
Quite
a
few
moogle
Engineers
have
been
known
to
exist
as
well.
183
ANDROID
Androids
(or
robots)
are
the
result
of
mad
experimentation
between
man
and
machine,
and
are
empty
shells
fueled
by
a
functional
brain.
Most
have
proportions
similar
to
that
of
a
normal
Hume,
though
many
sport
obviously
mechanical
appendages
or
features,
such
as
conduits
and
wires
peeking
through
their
skin.
Their
clothes
are
often
little
more
than
rags,
and
their
eyes
cannot
disguise
their
true
natures;
empty
and
often
pupil-less
black
pools,
they
offer
no
reflection,
and
belie
no
spark
of
life.
Typical
Height
Typical
Weight
Varies.
Usually
1.6
1.9m.
Varies.
Generally
200kg+
Hair
Colors
Lifespan
Any
Unknown
Eye
Colors
Black
Society
The
origins
of
Androids
or
robots,
if
they
exist,
will
likely
vary
wildly
from
campaign
to
campaign.
Perhaps
they
are
the
result
of
tinkering
by
scientists
who
didnt
know
when
they
the
line
had
been
crossed,
or
perhaps
they
are
a
natural
product
of
a
highly
technological
world
where
many
people
have
begun
to
rely
more
and
more
on
cybernetics.
Perhaps
they
are
the
cadavers
of
soldiers
who
had
fallen
in
battle
during
some
great
war,
reanimated,
reinforced
and
rebuilt.
Regardless
of
their
origins,
the
crude
hybridization
of
man
and
machine
rarely
yields
a
happy,
fulfilled
individual.
Many
struggle
with
feelings
of
anger
or
have
difficulty
finding
a
purpose.
Some
discover
joy
for
brief
periods,
but
have
to
watch
as
the
passage
of
time
erodes
their
homes
into
dust
and
rob
them
of
their
loved
ones.
Because
of
the
diverse
nature
of
the
androids,
one
can
never
really
be
sure
how
they
will
fit
into
society.
Some
fiercely
defend
the
poor
and
the
sick,
while
others
can
be
found
acting
as
hired
muscle,
cutting
down
their
foes
with
emotionless,
robotic
efficiency.
Some
can
be
found
working
almost
as
slaves
in
major
metropolitan
areas,
are
able
to
handle
levels
of
heat,
pressure,
and
severe
workloads
that
other
races
simply
couldnt
deal
with.
The
death
of
an
Android
in
an
unsafe
work
environment,
as
well,
is
a
little-mourned
occasion.
Roleplaying
The
drives
and
goals
of
an
Android
are
always
peculiar.
Some
seek
love,
others,
a
place
to
call
home.
Some
seek
to
learn
more
about
their
creation.
Some
have
lost
memories,
and
seek
their
own
pasts.
Some
adventure
simply
for
the
thrills
of
doing
so,
to
be
free
of
monotony,
no
matter
how
briefly.
To
love
and
inevitably
lose
often
takes
its
toll
on
the
remaining
psyche
of
an
Android.
Many
become
callous
and
hollow,
and
truly
robotic.
Still,
some
Androids
possess
a
hope
for
the
future;
they
imagine
a
city
built
by
their
hand
or
a
new
age
of
technology
with
their
people
at
the
helm.
Language
Androids
speak
Common,
but
many
pursue
additional
languages
in
attempts
to
fit
in
with
polite
society
no
matter
where
they
go.
The
Binary
language
(being
little
more
than
a
series
of
zeroes
and
ones)
may
be
spoken
by
highly-trained
linguists,
but
never
as
nearly
as
fluently
as
when
utilized
by
an
Android.
Jobs
Androids
make
the
best
Engineers
without
question,
and
most
of
their
kind
pursues
this
job
choice.
Having
been
forever
torn
from
the
embrace
of
the
lifestream,
Androids
rarely
find
themselves
able
to
utilize
magic.
Some
Android
Blue
Mages
exist
however,
discovering
that
they
can
integrate
bits
and
pieces
of
slain
enemies
to
use
monster
abilities
instead
of
merely
learning
them.
184
BANGAA
A
gruff,
athletic
lizard
renowned
for
its
temperament.
Bangaa
are
burly,
muscular
creatures
caught
in
a
permanent
stoop;
hard
scales
cover
their
bodies,
while
their
snouts
are
jammed
with
razor-sharp
teeth
capable
of
rending
and
tearing
with
terrible
ease.
Despite
their
reptilian
ancestry,
Bangaa
tend
to
grow
'whiskers'
or
facial
hair
as
they
age;
females
have
a
prominent
ruff
of
downy
fur
that
covers
their
chests,
a
rare
difference
between
the
two
genders.
Bangaa
are
excellent
scouts
and
trackers,
favoring
smell
and
hearing
over
sight.
As
a
result,
it
is
not
uncommon
to
see
Bangaa
wearing
blindfolds
as
a
fashion
statement.
Their
long,
loose-hanging
ears
are
split
in
two,
giving
them
superior
directional
hearing;
the
tips
are
often
pierced
or
encased
in
metal.
Facial
and
body
tattoos
are
another
common
decorative
device,
particularly
among
younger
Bangaa;
they
often
denote
rank
or
accomplishment.
Bangaa
are
usually
all
but
fearless,
suffering
extreme
injuries
without
shirking
back
or
retreating.
They
might
lose
a
body
part
or
two,
but
eyes
arent
really
that
essential
anyway,
their
tails
grow
back,
and
Bangaa
chicks
dig
scars.
Typical
Height
Typical
Weight
1.6
1.9m
90
120kg
Skin
Colors
Lifespan
Black,
ochre,
brown,
green,
Young
is
10
-20
years
old.
blue,
white
Average
is
21
-
70
years
old.
Old
is
71
80+
years
old.
Eye
Colors
Black,
Blue,
Red
Society
Since
ancient
times,
Bangaa
have
used
a
rigid
caste
system.
Once
born
into
a
profession
or
role
in
Bangaa
society,
it
is
nearly
impossible
to
change
ones
lot
in
life.
In
recent
years
the
younger
members
of
this
race
have
begun
to
shun
this
traditional
hierarchy,
choosing
to
instead
become
mercenaries
and
warriors
who
fight
fiercely
to
make
their
own
way.
Thanks
to
their
strength
and
tough-as-leather
constitution,
Bangaa
choosing
to
live
in
human
circles
can
easily
find
employment
as
soldiers,
guards,
gladiators,
and
in
the
case
of
the
more
dim-witted
specimens
brute
physical
labor.
Roleplaying
Bangaa
tend
to
be
arrogant
and
boastful
creatures,
acting
as
if
in
the
throes
of
a
permanent
ill
temper.
Though
sometimes
characterized
as
slow-witted
or
primitive,
their
intelligence
is
on
par
with
that
of
humans.
Furthermore,
they
can
be
extremely
spiritual
creatures,
with
a
pious
edge
that
may
surprise
those
who
think
of
them
as
barely-restrained
berserkers.
Unsurprisingly,
lizard
is
the
most
insulting
thing
one
could
call
a
Bangaa
on
par
with
calling
a
human
'monkey,'
though
only
the
fiercest
of
men
could
match
the
violence
of
a
Bangaa's
reaction
in
this
regard.
Bangaa
names
are
always
composed
of
two
syllables,
and
tend
to
have
a
slightly
harsh
sound
to
them.
Sample
monikers
include
Rinok,
Batahn,
Eleono,
Mouni,
and
Burrogh.
In
some
cases,
a
two-letter
honorific
may
be
added
before
the
name,
separated
by
an
apostrophe;
examples
of
this
include
Ba'Gamnan
and
Va'Kansa.
The
letter
's'
is
almost
never
used
in
Bangaa
naming.
Language
Bangaa
in
human
societies
quickly
pick
up
their
hosts'
mannerisms
and
gestures,
resulting
in
body
language
that
occasionally
borders
on
the
comical.
Due
to
their
vocal
structure,
Bangaa
tend
to
speak
Common
Tongue
in
a
slurring
or
guttural
fashion.
Jobs
Most
Bangaa
find
their
way
as
Fighters,
putting
their
natural
skill
in
battle
to
good
use.
Other
have
discovered
that
they
have
more
in
common
with
fearsome
dragons
of
yore
than
just
a
scaly
hide;
both
species
share
a
fondness
for
confrontation
as
well
as
a
more
contemplative,
introversive
side.
Bangaa
Dragoons
are
thus
far
from
uncommon.
Still
others
have
brought
a
form
of
their
tribal
shamanism
to
an
adventuring
party,
calling
themselves
bishops
and
using
White
or
Red
magic.
185
NU MOU
Bound
by
physical
limitations,
the
elusive
Nu
Mou
are
a
society
of
first-rate
sages
and
intellectuals,
channeling
the
energy
other
races
put
into
honing
their
bodies
into
sharpening
their
minds.
Like
the
Viera,
the
Nu
Mou
are
composed
of
two
entirely
separate
species.
The
most
commonly-encountered
Nu
Mou
are
gray-or
brown-skinned,
with
long,
floppy
ears,
elephant-like
hides
and
sunken
nostrils
on
either
side
of
the
face.
Others
are
smaller
and
lighter-skinned,
with
brown,
button-like
noses,
ears
like
a
beagle's,
and
prominent
facial
hair.
Typical
Height
Typical
Weight
0.8
1.1m
80
100kg
Hair
Colors
Lifespan
White,
blonde
Young
is
8
-35
years
old.
Average
is
36
-
150
years
old.
Eye
Colors
Old
is
151
400+
years
old.
Brown
Society
Nu
Mou
civilization
is
based
upon
the
foundations
of
education.
Young
members
of
the
race
leave
their
families
at
an
early
age
and
find
an
older,
more
experienced
mentor,
training
under
his
tutelage
until
they
are
themselves
capable
of
educating
others.
These
mentors
do
not
necessarily
have
to
be
Nu
Mou
themselves;
almost
any
being
of
exceptional
wisdom
and
learning
can
step
into
this
role,
provided
they
are
willing
to
adopt
the
student
as
one
of
their
own.
The
relationship
between
instructor
and
pupil
is
expected
to
be
a
familial
one
the
student
is
given
a
new
name
and
cared
for
as
kin,
while
the
teacher
is
accorded
the
respect
and
obedience
due
to
any
parent.
It
is
not
uncommon
for
older
Nu
Mou
to
practice
a
craft
or
trade
alongside
their
intellectual
pursuits,
making
a
living
with
alchemy,
the
appraising
of
ancient
relics,
or
crafting
enchanted
items.
Others
may
become
magical
mercenaries,
hiring
their
services
out
to
adventurers
eager
for
added
sorcerous
punch
on
their
expeditions.
However,
the
Nu
Mou
are
careful
to
keep
this
kind
of
freelancing
within
ethical
boundaries
profit
is
ultimately
a
secondary
consideration.
Not
every
Nu
Mou
is
sedentary;
many
adults
embarking
on
grand
odysseys
across
the
world
in
search
of
knowledge
and
guidance.
Some
choose
the
nomadic
lifestyle
for
other
reasons
-
just
as
a
rolling
stone
gathers
no
moss,
a
roaming
Nu
Mou
rarely
has
to
worry
about
well-meaning
apprentices
begging
to
learn
the
ins
and
outs
of
sagehood.
Roleplaying
The
Nu
Mou
are
gentle,
almost
dispassionate
creatures.
If
pressed
to
defend
themselves,
they
prefer
magic
or
diplomacy,
particularly
through
intellectual
bribery.
Their
enormous
wealth
of
knowledge
gives
them
significant
leverage
with
other
races,
and
they
do
not
shy
away
from
using
it
if
the
need
arises.
As
they
grow
older,
Nu
Mou
are
likely
to
become
more
concerned
with
the
'big
picture.'
Their
longevity
allows
them
to
bear
first-hand
witness
to
how
one
seemingly
innocuous
event
can
affect
the
course
of
history,
establish
a
great
nation
or
bring
ruin
to
an
entire
peoples.
For
this
reason,
they
may
take
on
the
mantle
of
history's
shepherds,
safeguarding
ancient
artifacts,
observing
obscure
rituals,
and
intervening
albeit
discreetly
in
the
natural
flow
of
events
to
ensure
that
dark
powers
are
not
allowed
to
gain
sway.
Because
of
this,
their
actions
and
motives
often
seem
inscrutable
to
other
races
that
lack
the
Nu
Mou's
long-term
vision.
Language
Nu
Mou
bear
no
language
of
their
own,
instead
having
a
natural
fluency
for
linguistics
that
allows
them
to
quickly
pick
up
the
accents
and
dialects
of
the
world.
Jobs
Unsurprisingly,
Nu
Mou
find
themselves
as
spellcasting
jobs
almost
exclusively,
with
Time
Mage
being
the
most
prominent.
Despite
their
natural
penchant
for
White,
Black,
and
Time
magic
however,
most
members
of
this
obscure
race
find
Blue
Magic
to
be
an
utter
abomination.
186
FINAL FANTASY I
"WARRIORS! Revive the power of the ORBS!"
The first of the game series takes place in a world where the elemental forces of earth, fire, water and wind are governed by four magical orbs. Over the past four hundred years they have grown dark, turning the world into a nightmarish place where nothing can grow, wildfires tear across the land, and the wind is still. Just when the people have lost all hope, the sage Lukahn speaks of a prophecy that four Light Warriors will come to save the world in this time of darkness. Events are set into motion with the appearance of the four Light Warriors, who each carry one of the darkened Orbs. In the original game, their journeys took them from the Kingdom of Dreams, Cornelia, to the ruined Temple of Fiends and beyond. They battled pirates, sailed the Aldean Sea, retrieved a stolen crystal eye for a blind witch, raised an airship from its resting place deep beneath the desert, proved their courage to the Dragon King, and restored the four orbs. At the end of the story they discovered that a long-forgotten foe, the knight Garland, has ascended to a state of godhood via the use of a time paradox, becoming the entity known as Chaos. In a last, final act of heroism, the heroes travel two thousand years into the past to end the paradox, creating a future where their heroism is unneeded and unknown.
What
is
Chaos?
Most
everything
that
takes
place
in
this
original
Final
Fantasy
is
the
direct
result
of
the
entity
known
as
Chaos,
and
its
creation
of
a
time
paradox
to
ensure
that
it
could
never
be
permanently
defeated.
Thousands
of
years
ago,
an
empire
waged
war
on
the
scientific
utopia
of
Lufenia.
In
desperation
and
fear,
they
used
the
powers
of
The
Void
and
the
Four
Crystals
to
create
a
child
to
be
their
ultimate
weapon.
The
child
was
named
Garland,
and
did
indeed
end
the
war
with
barely- understood
powers
of
discord.
However,
Garland
was
betrayed
by
the
civilization
he
had
been
birthed
to
protect,
and
in
his
anguish
and
rage,
unconsciously
created
a
rift
in
the
fabric
of
the
universe
which
pulled
him
through.
He
wandered
the
Interdimensional
Rift
for
years
and
his
mind
became
twisted
with
bitterness,
madness
and
hate.
It
is
said
that
he
met
the
archdragon
Shinryu
in
his
wanderings,
who
took
interest
in
the
hapless
supersoldier
and
offered
him
power
and
escape
from
the
void.
In
desperation,
Garland
agreed
and
inadvertently
begun
the
cycle
of
evil
that
would
leave
the
world
in
ruin.
Garland
was
ejected
from
the
Interdimensional
Rift
and
found
himself
in
a
city
known
as
Cornelia.
Without
knowing
what
else
to
do,
he
began
serving
as
a
knight
within
the
royal
army.
This
would
not
last,
however
his
mind
had
been
twisted
from
the
infusions
and
years
of
drifting
in
the
Void,
and
he
kidnapped
the
princess
and
187
fled to the ruined castle north of the city the Temple of Chaos. Garland is stopped and nearly killed in the Temple of Chaos, but the Four Fiends intercede on his behalf. By focusing their energies on a single focal point, they manage to create a hole in time and pull Garland back in time by two thousand years. This is where the paradox begins. As Garland is pulled backwards in time, his hatred merges with the power of the four crystals as well as Shinryus malicious energies. He himself is transformed into a new entity altogether, and creates four servants to do his bidding - the Four Fiends. Garland realizes that his life could not be saved by the Fiends unless he himself commanded them to do so; and to this end, sends his newly-created elemental minions into the future. They, in turn, funnel elemental forces to him and allow him to transmute into something far more powerful - Chaos. Thus, the loop effectively sustains itself with Garland dying in the present, but being reborn in the past, repeating over and over and over again. He is a splinter of Chaos, capable of growing back into the whole if the need should arise. Defeating Chaos in the past prevents him from sending the Fiends to the future. Without the fiends in the future, Garland can't be sent back to the past. This breaks the time loop, and the paradox, unable to sustain itself, reverts time back to its original state. Note to GMs: In the Bestiary at the end of this book are stats for both Garland and Chaos for the purposes of setting a game in the FF1 world, always use Garlands stat block for the final encounter. Chaos, as he is presented there, is far beyond the capabilities of most parties.
Adventure
Ideas
A
piece
of
ancient
Lefenish
technology
is
discovered
a
working
robot.
It
immediately
begins
tilling
the
soil,
purifying
the
water,
and
cleaning
the
planet.
The
citizens
of
all
the
nearby
towns
are
ecstaticso
why
do
the
heroes
have
such
a
bad
feeling
about
this
seemingly-innocent
device?
A
young
boy
from
the
port
town
of
Onrac
has
gone
missing,
and
a
witness
says
mermaids
pulled
him
underwater.
The
playful
denizens
of
the
underwater
shrine
nearby
would
never
willingly
kidnap
someone,
would
they?
The
Mirage
Tower,
an
ancient
structure
that
lies
hidden
somewhere
in
the
great
desert,
was
made
magically
invisible
thousands
of
years
ago.
Now
that
the
enchantment
is
wearing
off,
the
tower
has
a
distorted,
indistinct
look.
But
the
enchantment
going
haywire
isnt
something
to
be
ignored;
a
nearby
town
is
slowly
being
turned
invisible,
and
unseen
monsters
stalk
to
desert
and
surrounding
plains.
How
long
before
the
entire
world
is
lost
in
the
mirage?
188
FINAL FANTASY II
When the battle is over, I want to fill the world with wild roses. A world where we can overcome what we have lost, where even the rain and the wind can provide us with strength... - Firion
The second story in the series revolves around the evil empire of Palamecia and its slow takeover of the known world. Spearheading the war is The Emperor, a ruthless and charismatic leader with superior technology and magic at his disposal, not to mention an army of monsters that he has summoned forth from Hell to aid him. The princess of the Fynn nation, Hilda, has established a rebel force and formed a resistance movement. The heroes will likely be members of the resistance, undertaking a variety of missions against Palamecia to defeat the Emperor. In the original games, the heroes found themselves taking out the imperial airship known as the Dreadnought by hurling a legendary flame into its engine, befriending kings and armies of Dragoons, battling behemoths in a coliseum, and unlocking the powerful Ultima spells. At the climax of the game The Emperor creates a powerful cyclone that destroys a handful of cities and threatens to tear the world asunder before raising his new, unassailable citadel from the depths of Hell; Castle Pandemonium.
Adventure
Ideas
Minwu,
a
powerful
and
courageous
white
wizard,
has
created
more
than
a
handful
of
powerful
items.
Most
noticeably
of
these
is
the
Orb
of
Minwu,
which
is
said
to
house
a
fragment
of
his
soul.
With
the
world
distrustful
of
such
magic
due
to
The
Emperor,
what
will
become
of
this
artifact?
189
Many years ago, on the Floating Continent hovering high above the surface of an unnamed planet, the technologically advanced civilization of the Lufenians once again sought to harness the power of the four elemental crystals of light. However, they failed to control these four fundamental sources of worldly energy. The power of Light would have consumed the world had the crystals not been opposed by their natural counterparts: the four dark elemental crystals. Disturbed by the sudden interruption of the careful balance of the elements, four warriors were granted the power of the dark crystals in order to re-contain the power of the light crystals. These so-called Dark Warriors succeeded in their quest, and restored harmony to the world. But their victory came too late to save the doomed civilization that had foolishly tried to harness the power of the crystals to begin with. Their once-proud culture was reduced to ruin, though their floating continent remained, a reminder of what had come before. And on that very continent, the circle of Gulgans, a race of blind soothsayers and fortune-tellers, predicted that eventually things would come full circle. Just as the power of light can be abused, so too can the power of darkness. And when that occurred, the crystals of the light would call forth their own champions to restore balance to the world. The story of Final Fantasy II opens with an earthquake near the village of Ur on the floating continent. The rumbling opens a hidden cave wherein the first crystal of light resides. When the heroes discover this strange crystal, they receive a portion of its power and very specific instructions from a disembodied voice; go forth, restore the other crystals and bring equilibrium back to the world. Not knowing what to make of the crystal's pronouncements, but nonetheless recognizing the importance of its words, the four heroes tentatively set out. Over the course of the game the heroes assist a clan of nomadic vikings with their angry water deity, restore the Elder Tree from the Living Woods, drink with dwarves, deal with grumpy moogle bodyguards and a mad king, and leave the floating continent to explore the world below discovering their tiny home pales in comparison to the size of the rest of the planet, which has been ravaged by the elemental forces of the Dark Crystals. The primary antagonist of the game is the misguided wizard Xande, who has the rather lofty goal of stopping time to escape his own mortality. He has set up his operations in the Crystal Tower, and is the force attempting to drain the crystals of power for his own uses, though it is later revealed that he was inspired and guided by an even more malicious entity from beyond The Void
190
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
Transform
spell,
their
short
fuses
get
even
shorter.
Knowing
that
the
only
thing
worse
than
an
angry
Viking
is
a
knee-high
and
furry
Viking,
the
heroes
need
to
find
the
mage
responsible,
and
FAST,
before
the
pintsized
pillagers
start
tearing
and
clawing
their
way
through
every
magical
town
and
academy
along
the
coast
191
FINAL FANTASY IV
"Some fight for law...some fight for justice. What do you fight for?" - KluYa
The fourth installment of the Final Fantasy series sees the world slowly become more technologically-advanced, a trend that would continue for many more games in the series. The story opens with the most powerful nation in the world, the Kingdom of Baron, utilizing its unparalleled air force and its legions of Dark Knights to attack peaceful nations in search of four Crystals, each corresponding to a different classical element. The story follows the leader of the air force who begins to question the king's motives. It is a story of betrayal and repentance, where the ex-general is forced to uncover the King of Barons secret and must race to collect the crystals before they fall into the hands of a half-Lunerian sorcerer and an entity named Zemus. Zemus plans to annihilate all life on the planet with a giant walking machine known as the Giant of Babil, thus allowing the Lunerian race to populate the world instead. The party battles the four elemental archfiends, descends deep into the underworld and the land of dwarves, and finally teleport to the moons core in their pursuit of Zemus.
192
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. Many went to sleep deep in the moons core, though some still wander the planet, agelessly observing all things.
Adventure
Ideas
The
only
known
cure
for
Desert
Fever
is
a
Sand
Pearl,
which
is
produced
by
the
worlds
only
known
Antlion.
A
scheming
merchant
realizes
that
by
capturing
the
Antlion
and
keeping
it
in
captivity,
hell
be
able
to
make
a
fortune
exploiting
those
in
desperate
need
of
a
cure.
The
Devils
Road
is
a
psuedomystical
passage
between
Mysidia
and
Baron.
The
road
is
said
to
exact
an
extreme
toll
on
those
who
use
its
portals
for
travel,
but
the
precise
nature
of
the
toll
is
unknown.
Months
after
taking
the
Devils
Road,
the
PCs
begin
hearing
stories
about
a
band
of
adventurers
matching
their
exact
description,
attacking
the
innocent
and
leaving
destruction
in
their
wake
193
FINAL FANTASY V
"The world still needs you! Warriors of the Crystal" - King Tycoon
In ages long past, an ancient evil warlock known as Exdeath was sealed away by the four Warriors of Dawn using the powers of the elemental crystals. In this day and age, however, the crystal seal is treated as a childrens fantasy or even forgotten. Unfortunately, each crystal is being used to improve people's living, effectively draining them of their power and causing them to shatter. The game is centered on 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.
Adventure
Ideas
An
endangered
Wyvern
has
been
seen
encircling
the
ruined
city
of
Gohn.
What
is
it
looking
for
in
the
rubble?
The
Library
of
the
Ancients
is
a
fascinating
place,
home
to
all
the
worlds
knowledge.
But
the
dusty
volumes
here
are
not
only
a
draw
for
intellectuals,
but
also
to
many
monsters
capable
of
rudimentary
spellcasting.
When
a
curious
goblin
makes
off
with
a
powerful,
forbidden
tome,
scholars
scramble
to
track
it
down
and
not
all
of
them
have
altruistic
reasons
for
doing
so!
Its
a
madhouse
of
mayhem
as
the
magical
masses
struggle
against
one
another
for
their
chance
at
powerful
black
magicand
all
they
need
to
do
is
fry
a
few
goblins!
194
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 Gestahls goals of world domination pale in comparison to the true danger the frightening ambition of his right-hand man, the mad mage Kefka. Will a rebel faction known as The Returners be able to make a stand in time, fighting against what they can barely understand?
Adventure
Ideas
When
the
partys
lost
airship
gets
hijacked
by
an
affluent
swindler
in
Jidoor
and
put
up
for
sale
in
the
auction
house,
the
group
needs
to
find
a
way
to
steal
it
back
or
raise
a
few
million
gil
in
a
hurry.
195
Magicite is an Espers soul, without a body or form. Raw energy that can fuse with a human spirit or fuel a machine. But is it possible to create a new body for an Esper to inhabit, reforming a deceased Esper from that spark of life? When someone close to the party perishes at the hands of evil, they hear about the legend of the Doom Train - an Esper, or perhaps simply a spectral manifestation that carries the souls of the deceased to their final resting place. But when a well-intentioned rescue mission ends up damaging the Train, the spirits of the dead begin to walk the world once more. Can the PCs find a way to undo the damage theyve caused?
Magitek
Magitek,
commonly
abbreviated
M-Tek,
refers
to
the
fusion
of
magic
and
machinery.
Perhaps
most
well-known
is
the
M-Tek
engine,
an
ingenious
nuclear
core
which
powers
a
line
of
hulking
war
machines.
The
global
energy
of
creation
in
converted
into
a
pure
fuel
source
as
potent
as
atomic
power
within
the
M-Tek
engine.
The
most
common
of
Magitek
devices
are
the
imperial
walkers
utilized
by
Gestahls
empire,
mobile
weapons
piloted
by
a
single
individual.
They
come
equipped
with
a
basic
radio
receiver
that
allows
the
pilots
to
communicate
with
each
other
and
their
squadron
leader,
a
small
emergency
first
aid
kit,
and
an
M-Tek
engine
that
is
more
than
capable
of
leveling
a
small
town.
196
The world of Final Fantasy VII is a truly modern setting; cars, television, firearms, cellphones and space travel are commonplace. The planet is named Gaia, and it is economically, militarily, and politically dominated by a powerful conglomerate called the Shinra Electric Power Company, which profits from the use of machines known as Mako Reactors. The reactors siphon life-energy - called "Mako" - out of the Planet and convert it into a simple fossil fuel. Although most civilians are unaware of this fact, Mako energy is drawn from the Lifestream, a flow of life-force from which originates all living things. The Lifestream is the sum of all the life that has ever and will ever walk upon the planet. The process of extracting Mako energy literally drains the life of the Planet in order to generate electricity areas where multiple reactors exist are perpetually dark, barren places. Rufus Shinra leads his eponymous organization and is thus the world's de facto ruler. Though aware of the harmful effects, Shinra Corp functions without remorse, even branching into genetic experiments that have created many of the monsters that roam Gaias surface. Shinra's management is concerned with the limited repositories of Mako energy available for harvesting, and fascinated with the legend of the Promised Land; a place where the land is fertile and where Mako flows abundantly. Only a race called the Cetra, or the Ancients, are, according to legend, able to find it. However, the Cetra were all but driven to extinction by the "Calamity From the Skies", an alien creature called Jenova. Small rebels groups try to quell the various dangers toward the innocent, but the real battle will ultimately not be with a corporation.
Adventure
Ideas
The
Turks
is
the
unofficial
nickname
for
the
Investigation
Sector
of
the
Shinra
Company.
They
act
as
the
companys
muscle
and
arent
afraid
to
get
their
hands
dirty
with
kidnappings,
assassinations,
or
worse.
When
the
classily-dressed
Turks
show
up
and
start
attempting
to
forcefully
recruit
the
PCs
into
their
line
of
work,
the
heroes
will
have
their
hands
full
with
these
dangerous
professionals
who
dont
take
no
for
an
answer.
A
small
community
has
passed
a
law
stating
that
all
persons
infused
with
Mako
by
Shinra
are
to
be
immediately
taken
in
to
one
of
their
facilities
designed
to
purge
the
Mako
impurity
from
them.
Quite
a
few
SOLDIERs
arent
too
keen
on
the
idea
of
losing
their
Mako-enhanced
talents.
Not
to
mention
the
rumors
about
what
really
happens
in
the
Mako
Severing
chambers.
197
Materia
Socket
Tier
3
Weapon,
Armor
The
equipment
was
crafted
with
SOLDIERs
in
mind,
and
has
been
outfitted
with
a
spherical
slot
designed
to
fit
most
standard
types
of
Materia.
One
additional
Materia
orb
may
be
equipped.
198
Materia
List
Category
Cure
Ice
Lightning
Wind
Fire
Earth
Revive
Mystify
Gravity
Destruct
Barrier
Comet
Blue
Magic
Sense
Deathblow
Slash-All
Mimic
Air
Strike
Pillage
SideBySide
Elemental
AddedEffect
HP
Drain
BlazingTotema
Lucky
Charm
Shiva
Ifrit
Ramuh
Titan
Pandemona
Valorous
Level
1
2
3
1
2
3
1
2
3
1
2
3
1
2
3
1
2
3
1
2
3
1
2
3
1
2
3
1
2
3
1
2
3
1
2
3
1
2
3
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
Price
600g
3,000g
9,000g
600g
3,000g
9,000g
600g
3,000g
9,000g
600g
3,000g
9,000g
600g
3,000g
9,000g
600g
3,000g
9,000g
2,000g
7,500g
25,000g
2,000g
7,500g
25,000g
2,000g
7,500g
25,000g
10,000g
80,000g
200,000g
10,000g
80,000g
200,000g
600g
3,000g
9,000g
2,000g
7,500g
25,000g
2,500g
2,500g
2,500g
2,500g
600g
2,500g
2,500g
1,500g
2,500g
2,500g
200,000g
200,000g
7,500g
7,500g
7,500g
7,500g
7,500g
300,000g
Effect
Cure:
7mp,
restores
(MND
x
2)
+
2d6
HP
to
single
Cura:
30mp,
restores
health
to
single
or
all
Curaja:
150mp,
restores
(MND
x
8)
+
2d6
HP
to
all
Blizzard:
5mp,
deals
Ice
damage
to
enemies
Blizzara:
20mp,
deals
Ice
damage
to
enemies
Blizzaga:
40mp,
deals
Ice
damage
to
all
enemies
Thunder:
5mp,
deals
Lightning
damage
Thundara:
20mp,
deals
Lightning
damage
Thundaga:
40mp,
deals
Lightning
damage
Aero:
8mp,
deals
Wind
damage
Aerora:
30mp,
deals
Wind
damage
Aeroga:
60mp,
deals
Wind
damage
Fire:
5mp,
deals
Fire
damage
to
enemies
Fira:
20mp,
deals
Fire
damage
to
enemies
Firaga:
40mp,
deals
Fire
damage
to
all
enemies
Stone:
5mp,
deals
Earth
damage
to
enemies
Stona:
20mp,
deals
Earth
damage
to
enemies
Stonaga:
40mp,
deals
Earth
damage
to
enemies
Life:
30mp,
brings
a
KOd
ally
back
to
1
hp
Restore:
40mp,
life
and
gain
(MND
x
4)
+
2d6
HP
Auto-Life:
130mp,
raises
a
fallen
ally
immediately
Blank
Gaze:
20mp,
removes
buffs
and
M.ARM
Confuse:
30mp,
befuddles
an
enemys
mind
Mystify:
200mp,
use
any
negative
status
effect
Eject:
15mp,
launch
target
into
the
air
Gravity:
50mp,
(PWR
x
3)
damage
each
round
Gravija:
100mp,
(PWR
x
5)
damage/round
to
all
Melt:
25mp,
superheats
items
to
cause
damage
Degenerator:
80mp,
flays
foes
life
force
away
Flare:
100mp,
deals
(PWR
x
12)
+
2d6
damage
Consecrate:
10mp,
blesses
an
area
from
enemies
Reflect:
40mp,
creates
a
wall
that
reflects
magic
Barrier:
100mp,
blocks
all
ranged
attacks
Meteorite:
5mp,
(PWR
x
4)
+2d6
damage
to
one
Ray
Bomb:
25mp,
(PWR
x
6)
+2d6
damage
to
one
Comet:
60mp,
multiple
attacks
rain
down
on
foes
Obtain
Novice
blue
magic
with
Learning
ability.
Obtain
Superior
blue
magic
with
Learning
ability.
Obtain
Ancient
blue
magic
with
Learning
ability.
Grants
access
to
the
Libra
engineer
job
ability
Grants
access
to
the
Haymaker
monk
job
ability
Grants
access
to
the
Cyclone
fighter
job
ability
Grants
access
to
Mime
entertainer
job
ability
Do
not
suffer
penalty
for
attacking
Flying
targets
Grants
access
to
the
Mug
thief
job
ability
Grants
access
to
Covering
Fire
gambler
ability
Weapon
gains
varied
[Elemental-Strike]
property
Weapon
gains
varied
[Status-Touch]
property
Weapon
gains
the
HP
Drain
property
Weapon
gains
the
Overdrive
property
Weapon
gains
the
Lucky
property
Character
gains
Shiva
as
an
individual
Esper
Character
gains
Ifrit
as
an
individual
Esper
Character
gains
Ramuh
as
an
individual
Esper
Character
gains
Titan
as
an
individual
Esper
Character
gains
Pandemona
as
individual
Esper
Gain
the
Knights
of
the
Round
as
individual
Esper
Bonus
+1
MND
+2
MND
+3
MND
+1
DEX
+2DEX
+3
DEX
+1
DEX
+2
DEX
+3DEX
+1
MND
+2
MND
+3
MND
+1
PWR
+2
PWR
+3
PWR
+1
RES
+2
RES
+3
RES
+1
MND
+2
MND
+3
MND
+1
MND
+1
MND,
+1
DEX
+2
MND,
+1
DEX
+1
RES
+1
RES,
+1
PWR
+2
RES,
+1
PWR
+2
PWR
+4
PWR
+6
PWR
+2
RES
+4
RES
+6
RES
+1
MND
+2
MND
+3
MND
-
-
-
+1
MND
+1
PWR
+1
DEX
+1
RES
+1
ACC
+1
AVD
-
-
-
-
-
-
-
-
-
-
-
-
Rarity
Common
Common
Common
Common
Common
Common
Uncommon
Uncommon
Uncommon
Rare
Rare
Common
Common
Uncommon
Uncommon
Uncommon
Uncommon
Common
Uncommon
Uncommon
Common
Uncommon
Uncommon
Rare
Rare
Rare
Rare
Rare
Rare
Rare
Legendary
199
While calm in appearance, the serenity that blankets the world is merely a curtain over the turmoil that threatens to surface at any moment. An unprovoked attack against a neighboring country, an assault by a strike team deep into enemy territory, and a declaration of war against the world plunges a previously peaceful existence into bitterness and chaos. Thrust into the ensuing madness are the military academies, locations where the best and brightest are trained to become elite mercenary units. The neighboring countries of Galbadia and Dollet grow more hostile with each passing day. And when Galbadia's irrational hostility is rumored to be linked to a woman capable of casting magic without the aid of the Guardian Forces Summoned creatures a dangerous cold war becomes the starting point for a supernatural struggle that will transcend time itself.
What
is
a
SeeD?
In
ages
past,
an
individual
named
Cid
Kramer
attempted
to
transform
a
building
belonging
to
an
ancient
people
known
as
the
Centra
into
a
glorified
orphanage.
He
dubbed
it
a
Garden
in
honor
of
his
wifes
favorite
pastime,
but
the
project
was
doomed
to
failure
since
it
lacked
financial
support.
As
a
last-ditch
effort,
Cid
requested
several
of
the
orphans
take
on
part-time
jobs
as
the
children
grew
up,
they
became
accustomed
to
working
hard
and
took
on
jobs
on
par
with
adventuring
work.
The
Garden
benefited
from
the
enormous
funds
flowing
in,
and
in
time
it
became
a
training
facility.
Years
later,
the
Gardens
tutor
specialized
military
forces
with
classes
in
both
general
education
as
well
as
combat.
When
a
Garden
military
cadet
turn
15,
they
may
attempt
to
become
a
SeeD
at
an
exam
given
every
spring.
Students
have
until
the
age
of
twenty
to
pass
the
SeeD
exam
before
they
are
required
to
leave.
Contrary
to
popular
belief,
SeeD
is
not
an
abbreviation
of
any
four
words,
but
rather
refer
to
the
analogy
of
seeds
in
a
garden.
The
capitalization
of
the
last
D
has
no
specific
or
significant
meaning.
Guardian
Forces
In
Final
Fantasy
VIII,
Summons
are
mighty
autonomous
energy
bodies
which
can
reside
within
objects
and
living
organisms.
They
are
known
as
Guardian
Forces,
and
a
character
with
a
comparable
consciousness
is
capable
of
allowing
the
creature
to
manifest
for
a
limit
period
of
time
as
normal.
However,
unlike
in
other
settings,
the
Summons
draw
power
from
the
same
section
of
the
mind
that
stores
memories.
Minimal
usage
can
cause
temporary
memory
loss,
and
long-term
alliances
with
Espers
can
have
far
more
permanent
effects.
This
memory
loss
is
stated
to
be
the
reason
the
use
of
Guardian
Forces
is
widely
criticized,
and
Balamb
Garden
is
the
only
academy
where
their
use
has
been
approved.
Gunblades
Gunblades
edged
swords
with
a
barrel
running
inside
the
length
prove
that
you
can
bring
a
knife
to
a
gunfight.
Used
primarily
for
slicing
through
enemies
like
a
normal
sword,
hitting
the
swords
trigger
fires
a
round
that
sends
a
shockwave
through
the
blade
and
into
the
target.
Some
Gunblades
are
even
capable
of
firing
rockets
or
bullets.
To
simulate
this
unique
weapon,
simply
add
the
Gemini
property
to
a
Blade
weapon
to
make
it
also
function
as
a
firearm
with
Range
or
give
it
some
additional
close-range
oomph
with
Reach.
200
Adventure
Ideas
An
important
individual
is
falsely
accused
of
a
crime
and
imprisoned
in
the
D-District
prison,
a
mechanized
top-security
prison
that
buries
deep
beneath
the
earths
crust.
How
can
the
heroes
stage
a
jailbreak
when
the
jail
is
thousands
of
tons
of
rock?
The
Lunar
Cry
refers
to
an
absolutely
bizarre
phenomenon
where
creatures
of
the
Moon
-
monsters
literally
fall
to
the
earths
surface
at
regular
intervals.
The
cycle
began
tens
of
thousands
of
years
ago;
a
product
of
gravity,
the
phenomenon
is
similar
to
the
pull
on
the
tides;
when
the
moons
surface
reaches
saturation
point
with
monsters,
it
spills
and
falls
to
the
planet.
When
researchers
discover
an
upcoming
Lunar
Cry
the
world
begins
to
panic.
The
damage
caused
would
be
sufficient
to
destroy
entire
nations.
How
can
the
PCs
possibly
hope
to
deal
with
a
disaster
of
this
magnitudeand
indescribable
oddity?
SeeDs
are
called
to
Fishermans
Horizon
(a
pacifist
town
built
around
a
defunct
train
station)
when
a
long-forgotten
Marine
Expedition
Facility
starts
working
again,
seemingly
of
its
own
accord.
It
has
begun
to
broadcast
a
strange
frequency
into
the
oceans.
201
FINAL FANTASY IX
"The only dependable thing about the future is uncertainty." - Amarant Coral
In the world known as Gaia, Queen Brahne of the kingdom of Alexandria lusts for power, and is trying to increase her domain by conquering the surrounding lands. The brewing war escalates when Brahne takes the advice of a dangerous advisor named Kuja, using the devastating power of the Summons to crush any nation that would oppose her invasion plans. The heroes could have no way of knowing that the advisor himself is part of a far greater plan, manipulating events as a harbinger of Gaia's destruction.
Mist
A
strange
magic
phenomena
found
primarily
on
the
aptly-named
Mist
Continent,
Mist
is
a
low-hanging
greenish
cloud
that
has
caused
many
of
the
kingdoms
to
retreat
to
higher
elevations.
It
has
been
known
to
negatively
affect
the
mind,
causing
an
increase
in
violent
tendencies,
and
also
to
distort
a
characters
magical
energies.
The
people
of
the
Mist
Continent,
and
in
particular
the
city
of
Lindblum,
have
developed
mist-powered
engines
which
are
primarily
used
to
power
airships.
However,
this
means
airships
will
only
function
where
there
is
mist,
meaning
they
can't
fly
outside
of
Mist
Continent.
Additionally,
the
cable
cars
within
the
Aerbs
Mountains
are
also
mist-powered.
202
Adventure
Ideas
Lord
Avon
is
a
genius
playwright
known
for
his
famous
works
such
as
"I
Want
to
be
Your
Canary",
and
"Wishing
Upon
A
Star"
and
other
unnamed
works.
But
when
a
five-hundred
year-old
manuscript
penned
by
Lord
Avon
is
discovered
and
reveals
him
to
have
been
a
Summoner
of
Madain
Sari,
a
lone
scholar
(who
also
happens
to
be
a
big
fan)
begin
scouring
his
plays
for
veiled
messages
and
clues
to
the
past.
The
PCs
cant
possibly
take
the
situation
seriously
at
first;
at
least,
not
until
the
scholar
barely
escapes
an
assassination
attempt.
Can
there
actually
be
ancient
secrets
hidden
in
a
theater
play?
Oglops
creepy
ladybug-like
insects
produce
an
oil
that
remains
one
of
the
most
popular
medicines
on
the
marketand
in
Conde
Petie,
seasoned
oglop
is
considered
a
delicacy.
So
when
the
heroes
are
approached
by
a
merchant
asking
to
capture
him
a
few,
they
think
nothing
of
it.
How
could
they
know
that
once
a
year
during
mating
season,
the
oily
Oglops
swarm
in
groups
of
tens
of
thousands.
The
Festival
of
the
Hunt
is
an
age-old
tradition
in
the
city
of
Lindblum
where
vicious
creatures
are
released
in
the
streets
and
warriors
from
around
the
globe
participate
to
clear
them
out.
But
panic
begins
to
rise
in
the
city
when,
hours
after
the
buffet
to
celebrate
the
victor
and
the
streets
have
been
re-opened,
they
realize
that
one
of
the
beasts
is
still
unaccounted
for.
The
party
discovered
a
wounded
baby
chocobo
chick
clutching
a
small
stone
tablet
in
one
clawed
foot.
After
the
chick
is
nursed
back
to
health,
it
lets
the
group
take
a
glance
at
the
strange
tablet
which
appears
to
be
a
shattered
section
of
treasure
map.
The
chick
seems
stubbornly
determined
to
follow
the
ancient
directions
inscribed
on
the
glyph,
but
once
translated,
it
turns
out
that
some
of
the
directions
are
beyond
bizarre
go
to
the
bottom
of
the
ocean,
climb
the
highest
mountain,
and
more.
Where
are
this
chocobos
parents,
and
is
the
ancient
stone
map
some
sort
of
convoluted
prank
or
something
else
entirely?
203
Greatly resembling a single large island, the world of Spira is a place of duality. From verdant, lush woodlands to tropical paradises, at first glance, Spira seems to be a place of life. Heroes are commonplace adventurers, mages, chocobo knights and warriors are welcomed with open arms wherever they travel. And it would doubtless be a paradise were it not for Sin the ancient beast that threatens the whole world. For one thousand years Sin has roamed Spira with seemingly no purpose other than to bring destruction. The religious teachings of an ancient scholar named Yu Yevon preach of peace and harmony, benevolence in a much diminished world - a world where only a few million people live and virtually any kind of technological and social progress has been asleep for 1000 years. Machines, once abundant, are shunned by the religious order; they preach that Sin is mankinds punishment for growing too prideful and reliant on technology. Only the Al Bhed try to regain some of the lost knowledge, and they have been permanently despised and outcast for this simple view. The sport of Blitzball unites the whole world around a common passion, the sport that survived Sin's coming and going year after year. But beneath the surface unity of Spiran mainland, distrust and old anger still boils deep: without Sin's dreadfully pacifying presence war would certainly erupt. The Summoners and their Guardians are tasked with defeating Sin on a journey known as a pilgrimage, an act which requires great sacrifice. But only a few brief years of reprieve are granted from Sins constant threat; Can anyone truly say a cycle of death brings hope for the future?
Sin
One
thousand
years
ago,
a
nation
of
technological
might
Bevelle
declared
war
on
a
city
of
mystics
Zanarkand.
Though
the
mages
of
Zanarkand
were
no
match
for
the
machines
of
their
oppressor,
a
single
man
was
unwilling
to
let
his
nation
end
in
defeat.
His
name
was
Yu
Yevon,
and
in
a
powerful
ritual
he
transformed
the
city
and
all
its
inhabitants
into
a
Summon;
Zanarkand,
the
City
That
Never
Sleeps.
In
order
to
protect
himself
and
maintain
the
ritual
forever,
he
forged
a
living
armor
made
from
the
souls
of
the
dead
-
the
monster,
Sin.
Yu
Yevon
gave
this
creature
a
set
of
very
simple,
but
fanatical,
instructions:
destroy
any
machina
or
settlement
which
grew
larger
than
a
small
village
in
order
to
bring
technical
evolution
to
a
halt,
and
retaliate
to
all
hostility
with
extreme
prejudice.
However,
the
strain
on
summoning
both
Sin
and
maintaining
his
beloved
Dream
Zanarkand
proved
too
much,
even
for
Yu
Yevons
considerable
abilities.
Soon,
Sin
was
left
solely
with
instinct
and
the
204
instructions given to it upon creation. Sin's first act as such was to destroy the real Zanarkand. The armies of Bevelle saw this destruction and retreated, bringing the first news of the great monster. Yu Yevon had informed his wife of this mad plan and taught her a means of calming the creature. She passed this knowledge on to the leaders of Bevelle, thus beginning the teachings of Yevon and the endless resurrection of the unstoppable beast.
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.
We
suggest
taking
the
Animal
Companion
shared
ability
with
the
following
talents;
Loyal,
Familiarity,
Talkative,
and
Aggressive.
In
this
way
a
Doll
companion
can
strike
out
with
cotton-filled
limbs
and
tiny
wooden
swords,
but
can
also
act
as
a
mages
eyes
and
hands
outside
of
battle.
Whether
posing
as
a
regular
stuffed
animal
to
overhear
conversations
or
running
and
fetching
keys
to
a
locked
jail
cell,
these
plush-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
guided,
or
Sent,
to
the
Farplane
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.
They
envy
the
living,
which
in
time
becomes
a
hatred
so
profound
it
can
cause
the
transformation
of
the
undeparted
soul
into
a
Fiends.
An
Unsent
is
capable
of
ending
its
own
existence
whenever
it
so
chooses.
205
Adventure
Ideas
The
Al
Bhed
have
recently
begun
winning
matches
with
a
newly-formed
team
of
quiet,
masked
players.
Nobody
knows
where
they
come
from,
but
the
team
has
been
dominating
the
blitzball
championship
circuit
with
ruthless
efficiency.
Some
have
begun
to
speculate
foul
play
-
could
the
Al
Bhed
be
using
Machina
to
win?
And
if
so,
for
what
purpose?
A
scholar
from
Djose
has
proclaimed
he
has
found
an
ancient
sphere
that
teaches
the
process
required
to
turn
a
mortal
man
or
woman
into
a
Fayth.
For
a
thousand
years
Sin
has
claimed
countless
lives.
Each
decade
a
single
Summoner
sets
forth
on
a
pilgrimage
to
stop
Sin,
bringing
the
Calm
for
ten
years
before
the
cycle
of
death
begins
anew.
When
a
Summoners
journey
ends
abruptly
with
him
giving
up,
the
heroes
former
Guardians
are
faced
with
a
choice.
Can
they,
too,
simply
abandon
their
journey?
Or
will
they
choose
to
ignore
the
traditional
teachings
of
Yevon,
devising
their
own
eccentric
means
of
battling
the
great
destroyer?
Positions
When
forming
your
team,
its
important
to
decide
what
sort
of
role
your
character
would
best
fill,
and
choose
a
position
accordingly.
Blitzball
requires
a
balanced
mix
of
offense
and
defense,
and
characters
who
can
put
the
physical
hurt
on
the
other
team
are
as
valued
as
those
who
can
score
goals
or
get
the
crowds
on
their
side.
There
are
three
different
roles
that
can
be
filled.
Striker:
Can
Score.
The
front-line
men,
strikers
are
dexterous
individuals
who
focus
on
getting
the
three
points
needed
to
win
the
game.
Each
team
needs
a
minimum
of
one
Striker
to
be
eligible
for
competitive
play.
Defender:
Can
Guard.
The
best
Defenders
are
characters
that
can
take
a
hit
and
dish
it
out
right
back.
Goalie:
Can
Inspire.
Goalies
are
generally
quick
in
both
mind
and
body.
While
they
arent
actually
required,
a
team
can
only
have
a
maximum
of
1
goalie.
206
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
(PWR
x
2)
+
2d6
points
of
damage
and
can
target
opponents
at
Medium
Range.
Unarmed
attacks
(tackles,
etc)
are
Short
Range
attacks
that
also
deal
(PWR
x
1)
+
1d6
points
of
damage,
as
always,
and
suffer
the
standard
-4
penalty
to
hit
if
the
character
doesnt
have
the
Brawl
weapon
skill.
Teamwork
Attacks
are
the
secret
to
winning
Blitzball,
however.
By
combining
their
efforts,
two
or
more
players
can
launch
an
offensive
barrage
that
interrupts
Slow
actionssuch
as
enemy
players
attempting
to
pass
the
ball.
Passing:
Passing
is
a
Slow
action
which
allows
you
to
toss
the
blitzball
accurately
and
without
failure
to
any
Defender
or
Striker
on
the
field.
Intercept:
If
you
are
within
Short
Range
of
the
opposing
team
member
who
currently
has
the
blitzball,
you
can
choose
to
intercept
them
as
a
Standard
action
and
attempt
to
wrest
it
away.
The
Intercepting
character
makes
a
Force
check
opposed
by
either
a
Force
or
Finesse
check,
whichever
is
higher.
If
the
character
is
a
Thief,
they
may
use
their
Steal
ability
to
roll
Thievery
in
place
of
Force.
If
the
Intercepting
character
wins
the
opposed
check,
they
are
now
in
possession
of
the
ball.
Score:
The
Striker
takes
aim
and
makes
his
move,
throwing
or
kicking
the
blitzball
towards
the
opposing
teams
goal.
The
Striker
makes
a
Force
or
Finesse
check,
opposed
by
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
and
the
ball
is
launched
outside
of
the
stadium.
Only
Strikers
may
use
the
Score
action.
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
Guarder
instead.
Only
Defenders
may
use
the
Guard
action.
Inspire:
With
very
little
else
to
do
when
they
arent
under
siege
by
Strikers
trying
to
score,
a
Goalie
often
finds
himself
strutting
and
playing
the
crowds,
or
shouting
out
tactical
suggestions
to
his
teammates.
The
Goalie
chooses
one
ally
and
takes
a
Slow
action
to
survey
the
field
or
get
the
crowd
chanting.
On
the
following
round,
the
Goalie
makes
a
Finesse,
Perform
or
Negotiate
check
(at
a
varying
difficulty
depending
on
how
the
game
has
been
going
so
far,
or
if
theyre
on
their
home
field
and
so
on).
If
successful,
the
target
ally
either
regains
(MND
x
2)
+
2d6
HP
as
he
finds
his
second
wind,
or
receives
a
+2
bonus
207
to all rolls on his next turn. The GM might rule this bonus is granted to the Goalies entire team with a Supreme or better check result. 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. Only Goalies may use the Inspire action.
Faceoff:
At
the
start
of
each
of
the
two
rounds,
a
referee
tosses
the
ball
into
the
Blitzball
stadium
each
Striker
may
make
a
Finesse
check,
and
the
highest
roller
grabs
the
ball.
Characters
who
have
job
abilities
that
let
them
act
in
a
pre-emptive
round
in
combat
automatically
succeed
here
(unless
two
or
more
characters
have
such
abilities,
in
which
case
those
2+
characters
roll
it
out
as
normal).
Rules
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.
Regardless
of
a
characters
maximum
HP,
any
character
that
has
taken
more
than
one
hundred
points
of
damage
is
eligible
to
be
removed
from
the
field
by
a
referee.
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
a
spell
including
a
Summon,
being
outside
the
Blitzsphere
for
more
than
two
round,
using
weapons
or
armor,
attacking
a
Goalie,
or
using
job
abilities
that
dont
appear
in
the
following
section
or
havent
been
approved
for
use
by
the
GM.
Blitzball-Appropriate
Abilities
Ultimately,
the
GM
gets
the
final
say
as
to
whats
allowed
and
what
isnt,
but
below
is
a
suggested
list
of
Job
Abilities
that
would
be
beneficial
in
a
Blitzball
game,
but
wouldnt
completely
destroy
the
delicate
balance
of
the
above
rules
or
are
simply
too
much
fun
to
pass
up.
We
didnt
include
abilities
that
are
probably
irrelevant,
since
we
don't
expect
characters
to
intentionally
break
rules,
need
elemental
immunities,
invite
their
animal
companion
along,
or
require
bonus
damage
when
fighting
dragons...but
then
again,
you
just
never
know.
Aerial
Maneuver
Astra
Black
Sky
Center
Stage
Covering
Fire
Disabling
Shot
Execution
Flimflam
Grim
Reaper
Image
Lancet
Long
Shot
Mind
over
Matter
Passive
Fist
Reprimand
Save
The
Day
Skip
Town
Status
Resistant
Trauma
Victory
Pose
Aim
Augment
Blackout
Chakra
Cross-Counter
Double
Agent
Favored
Terrain
Force
of
Nature
Hamedo
Invincible
Last
Resort
Mad
Rush
Mug
Peaceful
Messenger
Reversal
Shadowbind
Skyforged
Steal
the
Spotlight
Trick
Shot
Whirling
Spear
Allure
Ammunition
Army
of
One
Assassins
Kiss
Bad
Breath
Barrage
Benediction
Berserker
Blessed
Existence
Blink
Bonecrusher
Break
Arts
Chambara
Charismagic
Cheat
Fate
Cover
Cyclone
Darkside
Defy
Gravity
Deteriorate
Dragonheart
Earths
Embrace
Elemental
Body
Evasion
Feint
Final
Heaven
First
Strike
Flawless
Form
Formless
Strikes
From
The
Heart
Geotrance
(Water)
Geowareness
Haymaker
Hide
Highwind
Hundred
Fists
Jinx
Juggler
Jump
Killing
Machine
Last
Stand
Leadership
Libra
Limit
Breaker
Mana
Shield
Martial
Arts
Master
Thief
Mime
Orlandeaus
Strike
Outmaneuver
Paradigm
Shift
Parry
Power
Chord
Provoke
Pure
Soul
Quick
Hit
Ride
The
Storm
Rippler
Sacrifice
Saints
Cross
Shield
of
Light
Shockwave
Showstopper
Sidewinder
Slight
of
Hand
Slots
Sneak
Attack
Stacked
Deck
Telekinesis
The
Last
Word
Third
Eye
Threaten
Twin
Soul
Unstoppable
Velocity
Vendetta
Wildfire
Winning
Streak
X-Attack
208
FINAL FANTASY XI
"I need to be stronger."
Twenty years ago, the Great Crystal War ravaged the land of Vana'diel. A demonic warlord united the Beastmen races of the world and led 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.
209
210
211
Svagatam, traveler. Final Fantasy XII takes place in the Kingdom of Dalmasca, a small city-state in the world of Ivalice. A neutral party in the past wars between the neighboring Empires of Archadia and Rozarria, Dalmasca was ultimately conquered by Archadia and reduced to the status of an occupied state under Archadian rule when its King agreed to Imperial terms. Will this war ever see an end? And what terrible conspiracies lay behind the might of the Empire?
Mist
Mist
is
responsible
for
the
existence
of
'Magicite',
gemstones
that
contain
magical
powers
due
to
the
presence
of
Mist
in
their
crystalline
structure.
Magicite
is
divided
into
three
types;
spellstones
that
are
used
in
the
use
of
magic,
skystones
that
are
installed
into
mechanical
components
that
give
flight
to
vehicles,
whether
small-sized
bikes
or
large
airships,
and
memstones
that
function
much
like
recording
devices.
The
quality
of
Magicite
depends
on
the
quantity
of
Mist
and
not
on
the
size
or
shape
of
the
stone.
The
ubiquitousness
of
magic
and
Magicite,
as
well
as
its
cost-efficiency,
led
to
it
212
replacing electricity and its various sources as the dominant usable energy in Ivalice. Due to the influence of Mist, several areas of Ivalice are known as 'jagd', areas in which Mist-laden winds and magicite-rich soil interfere with airship mechanisms. As such, jagds tend to be harsh, lawless frontiers, uncontrolled by any nation. GMs might wish to describe Jagd areas mechanically as Difficult Terrain, where the character must succeed at a moderately-difficult Finesse check in order to be able to successfully cast any spell, use any item powered by magic, or use an action to activate any weapon or armor property. Nethicite, another type of magicite, works by absorbing Mist, thus nullifying the effects of magic and storing vast amounts of power. Nethicite can be described as either deifacted or manufacted (literally, god-made or man- made). Deifacted Nethicite contains a large amount of magic, theoretically making it powerful enough to help reshape the world if used correctlyor incorrectly.
The
Occuria
The
Occuria
are
the
most
powerful
beings
in
the
world
of
Ivalice.
Though
their
existence
is
unknown
to
the
world
at
large,
they
are
apparently
immortal
and
immoral
entities
willing
to
do
whatever
it
takes
to
lead
the
world
of
Ivalice
into
matching
'their
vision,'
whatever
that
may
be,
including
using
phantom
images
of
loved
ones
to
manipulate
people
and
sealing
away
insubordinate
races
who
refused
to
accept
the
Occurian
weave
of
fate.
The
Occuria
are
apparently
genderless,
though
they
possess
feminine
voices
and
masculine
titles.
They
have
the
ability
to
create
and
appear
as
ghosts
and
images.
Their
natural
form
is
a
floating
specter
with
an
ornate,
armor- like
appearance,
and
their
speech
resembles
an
archaic,
poetic
form
of
the
common
tongue.
The
Occuria
have
no
visible
faces,
only
glowing
yellow
eyes
floating
in
an
empty
black
void.
An
Occuria's
physical
manifestation
exudes
a
great
deal
of
Mist,
which
allows
them
to
possess
other
beings
and
merge
with
them
to
drastically
increase
their
Power.
This
is
always
a
deadly
one-way-trip
for
the
host
body.
Adventure
Ideas
Seven
centuries
ago,
the
Occuria,
knowing
the
Garif
knew
much
about
magicite
and
the
ways
of
the
world,
granted
the
peaceful
people
of
the
Jahara
plains
some
Nethicite.
However,
even
the
wisest
Garif
knew
not
how
to
use
the
stones,
and,
as
such,
several
pieces
were
presented
as
a
gift
to
the
Dynast-King
instead.
But
it
is
said
the
Garif
still
know
the
location
of
one
such
Nethicite
shards
The
sky
city
of
Bhujerba
is
an
island
of
peace
in
the
raging
storm
that
is
Ivalice.
Thanks
to
the
Marquis
diplomacy
and
tact,
the
people
of
the
city
are
protected
from
the
empires
strong
arm
save
for
a
few
soldiers
keeping
a
watchful
eye
on
the
city.
But
when
imperial
troops
start
vanishing
in
the
Lhusu
Mines
-
excavated
tunnels
beneath
the
city
where
dozens
of
workers
spend
each
day
unearthing
precious
Magicite
will
the
PCs
choose
to
turn
a
blind
eye?
Has
the
empire
found
something
of
interest
down
in
those
dark
tunnelsor
has
it
found
the
empire?
A
young,
blind
Seeq
has
been
well-known
to
the
people
of
Dalmasca
for
many
years.
He
peddles
small
confectionaries
wrapped
lovingly
in
wax
paper
for
only
a
single
gil,
and
bouquets
of
freshly-picked
wildflowers
for
only
a
few
gil
more.
What
most
people
dont
know
is
that
this
Seeqs
main
source
of
income
doesnt
come
from
the
candies
or
posies,
but
rather
for
the
discreet
messages
he
passes
using
the
parchment
wrapped
around
his
flowers.
One
of
the
PCs
receives
one
such
message,
and
the
befuddled
Seeq
must
apologetically
explain
he
never
saw
who
wrote
the
note
or
knows
what
it
said
he
only
remembers
a
wispy,
feminine
voice
that
sent
chills
down
his
spine.
213
The world of Final Fantasy XIII is a story about two worlds; the floating, spherical machine city of Cocoon, and the planet below - Gran Pulse, a land of natural evolution and harsh wilderness. Cocoon is an artificial world powered by entities known as fal'Cie, malevolent Espers responsible for running everything from the artificial sun to cultivating the land and providing water, to keeping the world of Cocoon floating within Gran Pulse's atmosphere. Over eight millions individuals populate the planetoid, living their days in the shadows of the falCie and under the iron thumb of the central government, the Sanctum. The people of Cocoon are made to believe that Pulse is a hellish place, and the people are kept in constant fear of a possible invasion. The Sanctum uses military force to quarantine, exile, or kill anyone from Cocoon who it believes has been influenced by the outside world. In reality, the humans who once lived on Gran Pulse are all but perished, with lingering architecture being their only living testament - the world below is now populated entirely by monsters. Furthermore, Cocoon is secretly a sacrificial vessel of millions of innocent human lives. The fal'Cie provide the humans a "paradise", and in exchange, when the time is right, they will destroy Cocoon and all its inhabitants in order to try and summon forth their Maker from the lifestream. However, the fal'Cie themselves are unable to hit the self-destruct button for Cocoon it is contrary to their core programming and purpose - so they subtly manipulate events to gain help from Pulse l'Cie.
lCie
The
l'Cie
(pronounced
"luh-see")
are
people
branded
and
forced
into
servitude
by
the
god-machine
Espers
known
as
falCie.
They
gain
the
gift
of
magic,
but
also
bear
the
burden
of
completing
a
task
-
known
as
a
Focus
-
for
their
fal'Cie
master.
However,
the
fal'Cie
will
not
explicitly
tell
the
l'Cie
what
their
Focus
is.
Instead,
they
must
figure
it
out
for
themselves
with
the
aid
of
various
ambiguous
visions.
The
l'Cie
is
branded
with
a
tattoo-like
symbol
visible
somewhere
on
their
person's
body,
which
usually
appears
as
an
overlapping
sequence
of
black
arrows.
Over
time,
the
arrows
multiply
and
a
closed
eye
is
revealed.
When
the
eye
of
the
brand
opens
fully,
the
l'Cie's
time
to
complete
their
Focus
has
run
out.
Should
the
lCie
fail
to
fulfill
this
Focus
before
his
or
her
brand
advances
to
its
final
stage,
that
l'Cie
becomes
what
is
known
as
a
Cie'th
the
soulless.
Mired
in
eternal
sorrow
and
regret,
and
robbed
of
all
free
will,
Cie'th
are
damned
to
wander
the
world
unliving
and
undying,
until
their
corrupted
and
decomposing
flesh
at
last
can
move
no
more.
For
Cie'th,
there
is
no
salvation.
However,
the
"reward"
for
completing
a
Focus
is
not
much
better,
for
the
l'Cie
will
be
granted
eternal
youth
and
turned
into
a
crystal,
to
sleep
peacefully
until
the
next
time
the
lCie
has
need
of
them.
It
is
for
this
reason
that
many
think
the
fate
of
a
l'Cie
is
worse
than
death
itself.
If
the
Sanctum
was
ever
to
discover
a
l'Cie
serving
an
Esper
from
Pulse,
they
would
surely
be
hunted
relentlessly
as
a
dangerous
enemy
of
Cocoons
society.
The
l'Cie
of
Cocoon,
however,
are
hailed
as
heroes
and
often
are
recruited
directly
into
the
military.
214
Monsters
Many
of
the
creatures
that
inhabit
Cocoon
and
the
wasteland
portions
of
Gran
Pulse
are
mechanical,
automated
beasts.
Its
easy
enough
to
reflect
this;
simply
use
the
normal
stats
for
monsters,
add
Construct
as
a
secondary
species,
and
change
their
visual
descriptions
to
suit
your
needs.
Bombs
may
be
polyhedral
shapes
and
common
beasts
might
be
motorized
bionic
predators
called
Pantherons,
but
the
difference
is
minimal
at
best.
Eidolons
Within
the
soul
of
each
lCie
lies
a
powerful
spirit
known
as
an
Eidolon
a
summonable
Esper.
While
they
grant
the
powers
of
magic
to
their
hosts,
they
can
also
manifest
directly
as
powerful
summoned
creatures.
They
often
lie
dormant
until
the
lCie
shows
signs
of
weakness
or
despair,
at
which
point
the
eidolon
reveals
themselves
for
the
first
time
generally
to
confront
their
failing
lCie
in
combat.
The
character
must
overcome
their
emotional
uncertainties
and
win
the
Eidolon's
allegiance,
or
face
death.
An
eidolon
that
is
defeated
in
battle
like
this
serves
their
host
unwaveringly
from
then
on,
the
character
having
proved
their
worth.
In
addition
to
their
combat
prowess,
summons
in
the
world
of
Final
Fantasy
XIII
possess
the
unique
ability
to
Gestalt
to
transform
-
into
vessels
and
vehicles,
ranging
from
motorbikes
to
moving
fortresses
to
lumbering
mechanical
war
machines.
Upon
obtaining
the
powers
of
an
eidolon
an
event
that
happens
generally
at
the
GMs
discretion
the
character
also
automatically
gains
the
Special
Vehicle
shared
ability.
This
allows
them
to
construct
Special
Vehicles
that
are
also
Eidolons!
All
Special
Vehicle
Eidolons
should
have
the
Magic
Touch
talent,
and
cannot
take
Good
Nights
Sleep.
When
deciding
which
summon
your
newly-created
character
will
take
as
their
Eidolon,
you
still
remain
restricted
by
the
standard
levels.
For
example,
a
character
who
chooses
Carbuncle
to
be
their
Eidolon
will
gain
access
to
the
summon
at
very
early
levels,
whereas
a
character
who
settles
on
Bahamut
wont
see
much
use
of
the
Eidolon
until
much,
much
later
in
the
game.
Eidolons
in
Final
Fantasy
XIII
do
not
possess
Devotions,
and
thus
do
not
grant
Destiny
to
the
character.
They
do,
however,
gain
the
additional
ability:
Gestalt
Attack:
The
Eidolon
shifts
down
into
a
vehicular
form,
granting
the
character
temporary
control
over
its
vast
array
of
mechanical
powers.
Gestalt
attack
deals
(Characters
Highest
Attribute
x
Vehicles
Skill)
+
2d6
points
of
Non-Elemental
M.ARM
damage
to
all
enemies.
215
Ivalice is a kingdom divided by war and class segregation, where heroes must rise to rise among the masses. Lords, nobles and aristocrats wield much of the real power of the country, living luxuriously while plotting against one another. Many legends revolve around the Zodiac Brave Story, which deals with twelve knights who used the power of Zodiac Stonesmagicite shards engraved with symbols of the twelve Zodiac constellationsto fight against a demon summoned by an ambitious king to control Ivalice. Many of these legends have been preserved in powerful tomes. It has been said that some of these books are so powerful they are capable of opening rifts in the dimensions, sending any who may be reading of Ivalician legends back through time to live the stories described within.
Clans
The
major
driving
force
in
the
world
of
Ivalice
is
the
Clans,
organizations
of
like-minded
warriors
and
hunters
dedicated
to
assisting
the
paying
customer,
no
matter
what.
Clans
allows
enterprising
individuals
to
'lease'
their
employees
for
various
uses,
and
in
return,
provide
their
members
with
a
handful
of
benefits
such
as
guaranteed
allies
and
a
steady
flow
of
gil.
They
are
subject
to
an
ever-changing
membership
as
new
members
are
hired
and
discarded
daily.
A
well-to-do
Clan
hall
might
boast
dormitories,
a
training
hall,
a
medical
center,
a
library,
and
a
heros
hall;
part
museum,
part
hall
of
fame,
and
part
shrine
to
the
departed.
On
the
other
hand,
a
new
Clan
might
have
all
of
their
meetings
out
of
the
local
pub.
Officially,
Clans
have
a
plethora
of
rules
and
regulations,
though
everyone
summarily
ignores
99%
of
them.
Only
one
rule
is
constantly
enforced
and
abided
with
absolute
dedication:
Your
fellow
clan
members
are
your
family.
To
turn
your
back
on
a
member
in
need
is
to
find
yourself
out
on
your
ass.
In
addition
to
the
above,
the
clan
also
has
no
use
for
members
who
accept
payment
for
an
incomplete
job.
What
the
customer
pays
for,
the
customer
gets.
Come
hell
or
high
water.
Though,
if
the
customer
decides
to
backstab
the
Clan,
the
members
are
free
to
return
the
favor.
216
Movement
Instead
of
being
able
to
automatically
move
a
Short
Range
each
round,
or
a
Medium
Range
as
a
standard
action,
characters
are
now
restricted
to
a
set
number
of
squares
they
can
move
each
turn.
Once
each
turn,
a
character
may
move
a
number
of
squares
equal
to
1
+
Their
Finesse to
any
adjacent
square,
including
diagonal
ones.
score as an Instant
action.
This
movement
may
be
taken
at
the
start
of
their
turn,
the
end,
or
anywhere
in-between.
Characters
can
Range
Now
that
the
Final
Fantasy
d6
has
shifted
towards
a
more
specific
set
of
range
increments
than
vague
measurements,
youll
need
to
know
how
to
read
spells
and
abilities
so
they
make
sense
on
a
grid.
A
Short
Range
refers
to
one
square
in
any
direction
from
the
character.
Or,
to
put
it
another
way,
immediately
adjacent.
Thus,
characters
cannot
make
Short
Range
melee
attacks
unless
they
are
directly
next
to
their
target.
A
Medium
Range
refers
to
six
squares
away
from
the
character.
This
is
most
often
used
for
Abilities
and
Ranged
weapons
such
as
guns
or
bows.
A
Long
Range
refers
to
any
square
or
target
on
the
grid.
Characters
cannot
target
spaces
of
figures
they
do
not
have
a
direct
line
of
sight
to
ducking
behind
a
tree
is
a
good
way
to
avoid
enemy
fire
for
a
round,
for
example.
217
Adventures
Though
it
isnt
always
the
norm,
adventures
in
the
recent
Final
Fantasy
Tactics
Games
have
been
far
more
lighthearted
romps,
everything
from
using
Bug-B-Gone
to
defeat
insects
preying
on
Gysahl
green
crops,
to
a
Moogles
adorable
pet
Adamantoise
or
Malboro
getting
loose
and
wrecking
havoc.
In
the
original,
missions
still
retained
a
tongue-in-cheek
attitude
despite
the
deadly
serious
political
plot
that
occupied
the
main
story.
218
Magic is a fundamental and natural part of the world, manifesting in all things animate and inanimate. The flow of magical energies is, as a whole, essential to the planets well-being; only so long as the power of the elements is unchecked can the wind continue to blow, the earth continue to be fertile, the cycle of life and death remain unhindered. All of the world's inhabitants, whether conscious of it or not, have some small part of this force inside them; with training, it can be turned into a weapon more powerful than mere blade or brawn, more devastating than all the worlds technologies. Crystalline items and formations have been found to be curiously sympathetic to the flow of magic, able to focus, store and even amplify natural elemental forces. The most renowned of these are the Elemental Crystals, whose powerful magical reservoirs can raise and destroy nations with equal ease. Lesser crystals, most merely a conduit of the natural magic that flows through the planet, are in steady supply. Such items can be used for any number of purposes, from powering machinery to providing the raw ingredients for a wide range of equipment and recovery items. Most magically-empowered gear is constructed by binding the rush of energy freed by the destruction of crystals into the item during the creation process. More powerful arms and armor may be made of pure crystal capable of absorbing and channel significant amounts of magical power. Raw magic can also temporarily be captured, often upon the death of a creature. Such frozen magic is the reason behind items spontaneously being created upon a monsters death, especially those of arcane origin such as Bombs; virtually any fragment of their bodies can be used to unleash a small spark of offensive fire spellcasting. Even as it sustains life, magic in turn creates its own ecology, ranging in scale from the animal-like Kami spirits who travel the streams of magic like so many schools of fish to the primitive elementals, a creature 'birthed' by large, concentrated masses of elemental energy coming together in one location. Top of the proverbial totem pole are the Espers, known by a million and one names throughout the universe; such creatures were birthed on a plane of pure power, connected to a world by only the most tenuous of links, drawn into material existence by the persuasive talents of summoners or their own wanderlust. The environment, too, interacts with raw flows of magic, resonating where the elements are most sympathetic. The heat of a volcano, for instance, can tie together many streams of Fire Elemental energy, creating a reservoir of power favorable to arcane creatures and spellcasters alike. Similarly, a lightning-strike during a ferocious thunderstorm attracts Lightning Elemental energy; a torrential rainfall leads to the accumulation of Water elemental power. For those who rely on the might of the elements, careful consideration of one surroundings is an
219
important factor in effectively shaping these energies. These Elemental Fields have been the deciding factor in more than one battle. Active wielders of magical power vary wildly in shape and scope. With sufficient training or natural talent, many people can channel elemental flows into their lives in tiny ways, from making the garden grow just a little larger, to knowing when to fold in a game of cards. Such people are rarely aware of their own talents. However, a true Mage's talent lies in their ability to actively twist and focus raw flows of magic into physical, visible forms; dark mists, freezing gales, howling storms and scorching waves of fire, and far more impressive feats. Paladins and Dark Knights are unique casters instead of channeling the elemental energies from the world around them, they contain a reservoir of spiritually-aligned magic within; sheer potential.
220
Elemental
Affinities
Most
creatures,
weapons,
and
relics
have
an
affinity
to
a
particular
element.
This
means
that
they
draw
strength
from
that
element.
Sometimes,
a
monster
is
so
strongly
aligned
with
a
particular
element
that
it
is
impervious
to
harm
from
that
element,
or
even
grows
stronger
from
exposure
to
it.
On
the
other
hand,
such
a
monster
is
often
at
the
mercy
of
the
opposing
element.
Certain
accessories,
equipment
properties,
and
even
job
abilities
can
also
grant
elemental
affinities
to
player
characters.
There
are
five
levels
of
elemental
affinities.
Weakness
means
the
target
takes
double
damage
from
attacks
of
that
element.
Vulnerable
means
the
target
takes
an
additional
50%
damage
from
that
element.
Resistance
means
the
target
takes
only
half
damage
from
attacks
of
that
element.
Immunity
means
the
target
takes
no
damage
or
effects
from
attacks
of
that
element.
Absorb
means
the
target
takes
no
damage
from
attacks
of
that
element,
and
instead
regains
an
amount
of
HP
equal
to
half
the
damage
rolled.
Intuitive
Magic
A
Red
Mage
stands
on
the
crown
of
a
hill,
his
crimson
hat
rippling
in
the
wind
as
the
sky
overhead
slowly
clouds
over.
Below,
the
village
watches
the
skies
with
awe
as
the
season's
drought
draws
to
a
dramatic
conclusion.
Many
miles
away,
a
Black
Mage
bends
over
the
pile
of
twigs
and
kindling,
starting
the
party
campfire
with
a
word
and
the
slightest
effort
of
will.
Meanwhile,
in
the
depths
of
a
sunken
library
long
lost
to
mortal
man,
a
Blue
Mage
pores
tirelessly
over
volume
after
volume
of
forgotten
lore,
the
force
of
her
magic
gently
turning
pages
that
would
crumble
to
dust
under
the
pressure
of
her
fingers.
Elsewhere,
a
Paladin
spends
many
weeks
cleansing
an
evil
artifact,
infusing
it
with
the
powers
of
Holy,
never
needing
to
rest
or
sleep.
Intuitive
Magic
is
exactly
that;
magic
used
outside
of
combat
to
perform
mundane
(and
not-so-mundane)
tasks.
The
usefulness
of
Intuitive
Magic
is
limited
by
the
creativity
of
the
player
and
the
allowances
by
the
GM.
Intuitive
magic
performed
by
extremely
high-level
characters
should
be
likewise
powerful.
A
White
Mage
could
dam
a
river
with
a
magical
wall,
or
a
Dark
Knight
could
corrupt
the
same
river,
making
it
poisonous
to
drink.
The target should be self-explanatory, where the Type has no in-game impact it merely allows players to read the entries better at a glance. If a spell includes the phrase Reflectable this denotes that the spell can be bounced around by the status effect Reflect. Resistible denotes that the spell contains a status effect, which can be nullified if the target of the spell succeeds at an opposed resistance check as always, both the caster and the target make either a Force or a Finesse check, whichever is deemed appropriate by the GM (and in many cases, argued is appropriate by the player!) The description of the spell contains its damage and a rough idea of how the spell looks when cast. The latter can vary from character to character, as some mages have made stylistic choices about how their spells appear.
221
Black Magic
NOVICE
Blizzard (5 MP) Target: Single or Group Type: Elemental (Ice) Reflectable A flurry of high-speed ice particles are launched at the target, inflicting (PWR x 3) + 2d6 points of Ice damage to a single target, or (PWR x 1) + 2d6 points of Ice damage to all enemies. Elemental Spikes (9 MP) Target: Single Type: Elemental (Varies) The character is surrounded by globes of elemental energy. Declare which of five elements the Spikes will be tied to Fire, Ice, Water, Wind, or Lightning when casting this Spell. Anyone striking someone protected by Elemental Spikes will take (RES x 1) points of M.ARM elemental damage. Job abilities can be used to increase the damage steps of elemental spells, and Elemental Spikes last until the end of combat. Twilight (2 MP) Target: Local Type: Effect Torches and lanterns wink out, and a strange darkness creeps outwards, reducing the illumination in the area and turning the battlefield into Difficult Terrain. Bright, direct sunlight becomes shadowy and causes a -2 penalty to attack rolls for both enemies and allies alike. If the spell is cast in an environment that is already dark, the area becomes pitch black and all combatants are affected by the negative status effect Blind, which cannot be removed by other spells or items. The effects of the Twilight spell last for several turns. Fire (5 MP) Target: Single or Group Type: Elemental (Fire) Reflectable A burning sphere of fire rushes towards a chosen point, exploding on impact. Fire inflicts (PWR x 3) + 2d6 points of Fire damage to the target, or (PWR x 1) + 2d6 points of Fire damage to all enemies. Sleep (4 MP) Target: Single Type: Status Reflectable, Resistible Clouds of light mist play around the target as the apparition of a moon appears overhead to shower soft starlight upon it. One foe is affected with Sleep. Blind (10 MP) Target: Single Type: Status Reflectable, Resistible A blinding cloud of thick black fog surrounds the target, robbing it of all senses. The target is inflicted with Blind. Thunder (5 MP) Target: Single or Group Type: Elemental (Lightning) Reflectable A brilliant bolt tears down from the sky, striking its mark with barely-contained energy. Thunder inflicts (PWR x 3) + 2d6 points of Lightning damage to the target, or (PWR x 1) + 2d6 points of Lightning damage to all enemies. Stone (5 MP) Target: Single or Group Type: Elemental (Earth) Reflectable Several large chunks of earth rise from the ground at the casters feet, then hurl themselves at a nearby foe with surprising force. Stone inflicts (PWR x 3) + 2d6 points of Earth damage to the target, or (PWR x 2) + 2d6 points of Earth damage to all enemies. Water (5 MP) Target: Single or Group Type: Elemental (Water) Reflectable Water begins to filter out of the air, forming a solid ball around the target that lifts it off the ground before bursting in a shower of liquid. Water inflicts (PWR x 3) + 2d6 points of Water damage to the target, or (PWR x 1) + 2d6 points of Water damage to all enemies. Poison (6 MP) Target: Single Type: Status Reflectable, Resistible A frothing cloud of sickly violet bubbles pour over the target with suffocating force, dealing (PWR x 1) points of Shadow damage and inflicting them with Poison if they fail their resistance roll. Hex (8 MP) Target: Special Type: Elemental (Shadow) Resistible By casting this loathsome spell the mage can induce natural illness or weakness. Normally this spell targets only a single character, but by casting it on a citys food or water supply it can affect multiple targets. It can cause a healthy individual to become bed-ridden with a hacking cough, or a target already suffering a serious illness to suddenly worsen or even die. In combat, a Humanoid who fights with Hex suffers various penalties. In the first round the target is afflicted with Hex, they suffer a -1 penalty to their ACC and AVD scores. In the second round, this penalty remains and they also have a 25% chance to fall unconscious whenever they make a Slow action. In the third round and onward, the chance to fall unconscious occurs whenever they make a Standard action as well. Hex can only be removed with the Healing skill or white magic.
222
INTERMEDIATE
Blizzara (20 MP) Target: Single or Group Type: Elemental (Ice) Reflectable The air around the target condenses to freezing point in an instant, encasing it in a towering spire of ice. Blizzara inflicts (PWR x 5) + 2d6 points of Ice damage to the target, or (PWR x 3) + 2d6 points of Ice damage to all enemies. Bio (35 MP) Target: Single Type: Status Reflectable, Resistible Virulent green orbs begin to bubble out of the ground, quickly overwhelming the area with a deadly puddle of toxins. Bio inflicts (PWR x 3) + 2d6 points of Non-Elemental damage to the target and inflicts the negative status effect Poison if they fail their resistance roll. Unlike normal Poison, this does not wear off after several rounds and must be cured with a spell or item. Aspir (1 MP) Target: Single Type: Elemental (Shadow) Orbs of blinding pink energy form around the target, growing larger and more luminous as they draw magical energies from the target; once full, the orbs return to the caster, transferring the stolen energy upon contact. Aspir destroys (PWR x 1) + 2d6 points of the targets MP, and the caster regains a number of Magic Points equal to the amount lost by the target. Thundara (20 MP) Target: Single or Group Type: Elemental (Lightning) Reflectable An electric-blue thunderbolt crashes into the ground, creating a deadly array of ball lightning to encircle the target. Thundara inflicts (PWR x 5) + 2d6 points of Lightning damage to the target, or (PWR x 3) + 2d6 points of Lightning damage to all enemies. Stona (20 MP) Target: Single or Group Type: Elemental (Earth) Reflectable Fingers of stone burst forth from the ground, snatching shut around the target in a shower of flying stones and dirt before shattering. Stona inflicts (PWR x 5) + 2d6 points of Earth damage to the target, or (PWR x 4) + 2d6 points of Earth damage to all enemies.
Fira (20 MP) Target: Single or Group Type: Elemental (Fire) Reflectable A furious explosion tears through the air as a column of incandescent fire erupts under the target. Fira inflicts (PWR x 5) + 2d6 points of Fire damage to the target, or (PWR x 3) + 2d6 points of Fire damage to all enemies. Drain (25 MP) Target: Single Type: Elemental (Shadow) Blood-red orbs circle the target, growing larger and more livid as they draw out the very essence of the target's life; once full, the orbs return to the caster, releasing their payload of stolen vitality on contact. Drain inflicts (PWR x 3) + 2d6 points of Shadow damage to the target, and the caster regains a number of Hit Points equal to the amount lost by the target. Melt (25 MP) Target: Single Type: Effect Reflectable This powerful and unique spell allows the caster to channel white-hot heat into an inanimate object usually armor and render it twisted and worthless until the magick ends. If cast on a weapon or other held object, Melt deals (PWR x 2) + 2d6 points of Fire damage to the items holder every round until the spell ends, or until the item is dropped. If cast on armor, in addition to the damage taken each round, the targets ARM score is reduced to 0 as fabrics ignite and metal becomes fragile. Melt lasts for a total of three rounds, and is therefore incredibly useful to neutralize foes with high physical defenses. Regardless if the spell is effective or even if it is reflected or otherwise negated the caster of Melt deals themselves (PWR x 2) + 2d6 points of Fire damage due to the incredible heat channeled by this spell. Melt cannot be re-cast on the same target until the effects have worn off. Zombie (10 MP) Target: Single Type: Status Reflectable, Resistible The target disappears, swallowed by a wave of miasmic green smoke seeking to steal away its life force. The negative status effect Zombie is applied to the target. Watera (20 MP) Target: Single or Group Type: Elemental (Water) Reflectable The ground buckles and cracks as a column of water erupts, violently immersing an enemy before dispersing again. Watera inflicts (PWR x 5) + 2d6 points of Water damage to the target, or (PWR x 3) + 2d6 points of Water damage to all enemies.
223
EXPERT
Blizzaga (40 MP) Target: Group Type: Elemental (Ice) Reflectable Particles of frost and snow accelerate towards the target, rapidly sealing it in layer after layer of solid ice before the entire edifice shatters. Blizzaga inflicts (PWR x 6) + 2d6 points of Ice damage to all enemies. Firaga (40 MP) Target: Group Type: Elemental (Fire) Reflectable A colossal sphere of white-hot fire crashes onto the target, sparking a furious explosion that engulfs it in a cloud of ash and cinders. Firaga inflicts (PWR x 6) + 2d6 points of Fire damage to all enemies. Stonaga (40 MP) Target: Group Type: Elemental (Earth) Reflectable An enormous stalagmite rips through the ground beneath the feet of the foes, impaling them on razor-sharp blades of rock. Stonaga inflicts (PWR x 7) + 2d6 points of Earth damage to all enemies. Thundaga (40 MP) Target: Group Type: Elemental (Lightning) Reflectable A deafening peal of thunder rolls across the battlefield as lightning bolt after lightning bolt crashes to earth, trapping all targets in a sizzling sphere of electrical energy before dissipating again. Thundaga inflicts (PWR x 6) + 2d6 points of Lightning damage to all enemies. Wateraga (40 MP) Target: Group Type: Elemental (Water) Reflectable Winding streams of airborne water race towards all targets, quickly enclosing them in an immense liquid dome before dissolving into a foaming tidal wave. Wateraga inflicts (PWR x 6) + 2d6 points of Water damage to all enemies. Rasp (Special) Target: Single Type: Elemental (Shadow) Inexorably drawn by the lure of magical power, translucent spheres of violet energy spiral in towards the target, sapping the targets energies before rushing away. The targets MP is reduced by the same amount used to cast the spell. Curse (40 MP) Target: Single Type: Status Reflectable, Resistible A sinister black circle materializes under the target, streaming multi-colored lights and gasses before winking shut. The negative status effect Curse is applied to the target. Arise (30 MP) Target: Single Type: Effect This spell is shunned by white mages and many other individuals as one of the darker Black Magicks. The caster is capable of raising a recently-deceased creature of any size or race as a loyal undead servant of equal level as the caster. The creature does not retain any of their old attributes, skill, abilities or the like except for the Large monster property, if they had it, and instead uses the a default monster stat block found in the end of this book. The monster raised is normally a Skeleton, but level 10+ casters might get a Varuna instead. The undead lacks all free will and memories of their old life. Creatures without bones (such as Cactuar, flans, and beings composed entirely of magic) cannot be raised with this ability. Sleepaga (40 MP) Target: Group Type: Status Reflectable, Resistible The air is suddenly filled with a strange fragrance, compelling entire groups of otherwise vicious foes to let their guard down, and rest a moment. All targets in the enemy Group are affected by the negative status effect Sleep. Death (100 MP) Target: Single Type: Status Reflectable, Resistible A decaying, hooded figure emerges from the ground in a cloud of dark smoke, raising a massive scythe to cleave the targets life force in twain before fading away with a blood-curdling laugh. The targets HP is reduced to zero. This spell does not work on bosses. If the spell is resisted or otherwise has no effect, the target instead suffers (PWR x 7) + 2d6 points of Shadow damage. Paralyze (60 MP) Target: Single Type: Status Reflectable, Resistible Waves of energy wrap around the foe in order to constrict movement and prevent the target from participating in combat for one round. The target is affected by the negative status effect Stun for one round. Berserk (40 MP) Target: Single Type: Status Reflectable, Resistible The caster fills their targets mind with thoughts of hatred and fury, attempting to release the beast within. The target is affected by the negative status effect Berserk.
224
SUPERIOR
X-Zone (40 MP) Target: Single, Special Type: Effect Even as Summoners seek to unite the lifestream and overlap the magical realms with our own, Black Mages angrily confront the very notion. At least one mages intense dislike for the powerful beings known as Espers was enough that a spell was crafted with no purpose other than to banish the abominations of summoned creatures back to their home plane. The target of X-Zone who must be an Esper or a being from the Farplane or Void - is instantly reduced to 0 hit points and removed from the current combat. Effects that the target may possess such as Auto-Life or Indestructible will not allow the Esper or creature to remain in combat after X-Zone is used, or summoned again in the same game session. X-Zone can be cast at a Long Range and has no effect against bosses. Scourge (100 MP) Target: Group Type: Elemental (Shadow) A long shadow creeps over the ground, darkening the area as wicked spikes of unholy energy burst through to skewer all targets. Scourge inflicts (PWR x 9) + 2d6 points of Shadow damage to all enemies; for each enemy this spell deals damage to, the caster also suffers (PWR x 2) + 2d6 points of Shadow damage. Freeze (80 MP) Target: Single Type: Elemental (Ice) Reflectable Chilly vapors float over the battlefield as fragments of blue ice cascade down on the target, forming a jagged, glacial prison to imprison it entirely. Freeze inflicts (PWR x 10) + 2d6 points of Ice damage to a single enemy. Malediction (150 MP) Target: Local Type: Status Malediction inflicts a terrible curse over all living things in a vast area, such as a town. Spend one point of Destiny and choose one status effect upon casting this spell - Charm, Petrify, Sleep, Stop, Stun and Zombie are all popular choices and designate one area on the world within a Long Range to suffer the effects of this wicked magick. All harmless inhabitants of that area are immediately afflicted by your chosen status effect with no opposed resistance roll, and the status effect has no fixed duration it can last up to decades. The effects of Malediction can only be broken in one of three ways; First, any individual suffering from its effects may break free from the status by spending a point of Destiny, though this is rarely a solution for innocent villagers. Secondly, the caster of Malediction can reverse its effects at any time, or finally, the death of the caster lifts the spell. Flare (100 MP) Target: Single Type: Non-elemental Reflectable Globes of pure magical energy blast into the target in a relentless stream, setting off one chaotic explosion after another before rushing out again. Flare inflicts (PWR x 12) + 2d6 points of Non-Elemental damage to a single enemy. Flare can be cast at a Long Range. Quake (80 MP) Target: Local Type: Elemental (Earth) A violent tremor tears through the length of the battlefield, breaking up the ground into shuddering, crumbling fragments and yawning crevasses. Quake inflicts (PWR x 11) + 2d6 points of Earth damage to all enemies and allies. Doomsday (80 MP) Target: Group Type: Status Supreme Resist (20) The sky darkens and black clouds roil above, and silentlyscreaming faces protrude from the sky like boils on creation. There is no initial effect however, in three rounds, the HP of all affected enemies is reduced to zero, regardless of current Hit Points, ARM, or M.ARM. If the spell is resisted or ineffective due to the target being a Boss or similar, in three rounds the targets instead suffer (PWR x 8) + 2d6 or (MND x 8) + 2d6 points of Shadow damage. Virus (70 MP) Target: Single Type: Status Supreme Resist (20) The caster infects his target with a sinister disease, filling the enemys bloodstream with a living, deadly bacteria. Enemies afflicted with this plague are unable to recover their HP or MP scores or receive healing of any kind, whether from limit breaks, attacks, abilities, spells or items. Virus wears off in four rounds as normal, but is not a true status effect. It can, however, be removed with Esuna. Nuke (80 MP) Target: Single Type: Elemental (Fire) Reflectable Spheres of orange flame rush towards the target, engulfing it in an ever-growing explosion with the heat and fury of a newborn star. Nuke inflicts (PWR x 10) + 2d6 points of Fire damage to a single enemy. Nuke can be cast at a Long Range.
225
ANCIENT
Meltdown (250 MP) Target: Single Type: Elemental (Fire) Reflectable A high-speed stream of heat and energy assails all enemies, immersing them in furious, bone-searing temperatures. Meltdown inflicts (PWR x 18) + 2d6 points of Fire or nonelemental damage (whichever is more effective) to an entire Group, and is unaffected by M.ARM and Shell. Ultima (Special rules) Target: Group Type: Non-elemental An eerie calm falls over the battlefield as the sky grows dark, shading the combatants in blue and black. Only one sound breaks the silence; a single note, gaining in pitch as a dome of purest blue energy forms in the sky above the caster, growing outwards in an unstoppable, destructive rush that engulfs the area whole. The Black Mage becomes a conduit for the power of Ultima, the catastrophic spell radiating outwards from him. The sound reaches ear-splitting frequencies, and all of existence within the sphere begins to implode on itself .Every molecule, every atom within the reach of Ultima detonates at the speed of light, before Ultima finally flickers out of existence and leaves the shattered landscape still once more. This is a spell spoken of in hushed whispers. It is a power capable of destroying continents, of shattering stars. It is not to be used lightly. The casting of Ultima requires the Black Mage to have maximum MP, all of which is spent upon casting this spell. It also requests the expenditure of 3 additional points of Destiny though this is not strictly REQUIRED, choosing not to pay the 3 Destiny for this spell will cause it to become a Local instead of Group spell, and thus deal damage not only to the enemy group, but also to the caster, all allies, and every creature and structure for hundreds of miles. Ultima deals (PWR x 50) + 2d6 points of Non-Elemental damage to all foes. Heat beyond description rips through living entities, disintegrating flesh and bone instantly. Death caused in this way is painless and instantaneous. If used as a Local spell, the damage is dealt to all structures, terrain, and living creatures in a 500-mile radius. This is damage enough to destroy entire cities, and leave the ground barren and lifeless for decades, if not centuries, to follow. The devastation caused by an uncontrolled Ultima is unrivaled and globally feared. Break (150 MP) Target: Single Type: Elemental (Earth) Reflectable, Resistible The ground beneath the target explodes in a seismic nightmare of dust, soil and rocky spires. The target takes (PWR x 18) + 2d6 points of Earth damage. Then, if the spell was not resisted, the negative status effect Petrify is applied to the target and finally, theres a 50% chance that the violent shaking will have shattered the now-stone combatant, reducing the target to 0 HP instantly if they are not Immune to Petrify. Scathe (150 MP) Target: Group Type: Elemental (Shadow) An agglomeration of shadowy energy flashes into existence above the battlefield, gathering into the shape of an enormous spike before beginning its descent to earth. Scathe crackles with malevolent energy as it crashes down, inflicting (PWR x 22) + 2d6 points of Shadow damage to one enemy.
226
White Magic
NOVICE
Banish (10 MP) Target: Single Type: Elemental (Holy) Beams of white light radiate from the casters outstretched hands, basking the area in a flickering white light. Banish inflicts (PWR x 5) + 2d6 points of Holy damage to an Undead target all other foes do not take damage. In addition, casting this spell on an Undead removes their Undying property until the start of that creatures next turn. This creates a small window of opportunity where, if the normally-immortal corpse is reduced to 0 hit points, it is destroyed utterly and permanently. Cure (7 MP) Target: Single Type: Recovery Reflectable Small, glittering particles of light twinkle down upon the target, filling their lungs and bathing their wounds in white. Cure I restores (MND x 2) + 2d6 points of HP to any conscious target. Dia (7 MP) Target: Single Type: Elemental, Holy Reflectable Pinpricks of white light circle the target rapidly, blasting away with tiny beams of light for a moment before dissipating. Dia inflicts (PWR x 2) + 2d6 points of Holy damage, and removes magically-granted Invisibility and natural Stealth from the enemy, as it is now dimly outlined with a white glow. Foes who have taken damage from the Dia spell cannot successfully make Stealth rolls until the end of combat. Stop (4 MP) Target: Single Type: Status Reflectable, Resistible The joints of the target bend and lock suddenly, leaving the target unable to move. While definitely uncomfortable, the paralyzing effects of this spell are completely painless and cause no lasting damage. The target is affected by the negative status effect Stop. Poisona (3 MP) Target: Single Type: Recovery By concentrating for a moment, the caster is able to neutralize the poisons and venoms within the body. The target is no longer affected by the negative status effect Poison. Although some truly potent poisons are unaffected by this spell, it remains a tried-and-true favorite amongst adventurers everywhere. Its also great for getting rid of hangovers. Aero (8 MP) Target: Single or Group Type: Elemental (Wind) Reflectable Gale-force winds slam into the target, the first of a very unique set of offensive White Magic spells. Aero inflicts (PWR x 3) + 2d6 points of Wind damage to the target, or (PWR x 1) + 2d6 points of Wind damage to all enemies. Vox (3 MP) Target: Single Type: Recovery Reflectable There are few things more vulnerable than a mage unable to cast this simple (if oddly-named) spell prevents that. The target is no longer affected by the negative status effect Seal and is immune to its effects for the remainder of combat. Chivalry (1 MP) Target: Party Type: Effect The caster of Chivalry is the last line of defense for her allies, holding even the most vicious and vile foes at bay while her comrades escape. Upon casting Chivalry, all willing party members and allies other than the caster are instantly removed from combat and returned to the nearest safe location, as if they performed an Escape action successfully. They may not re-engage in the same encounter. If the caster of Chivalry defeats the remaining opponents, all party members even those who did not participate in the encounter gain experience points, items and gil as normal. Faith (10 MP) Target: Single Type: Effect Proving once and for all that faith in ones own abilities is the key to success, the casters unwavering belief in her comrades allows them to instill one friend with self-confidence and conviction. The target of Faith receives an automatic +2 bonus to his next skill check, opposed roll, or attack. You may only have the Faith spell active on one party member at any given time.
227
INTERMEDIATE
Escape (10 MP) Target: Party Type: Effect Acting as a short-range teleport, this spell allows the party to exit dungeons with convenient swiftness. The spell returns all party members to the last safe location on or near the surface. This magick also doubles as a way to safely flee dangerous combat, as casting will instantly end combat and return the likely-wounded characters to the nearest safe resting location. Wall (20 MP) Target: Single Type: Effect The user of this spell is capable of forming a shimmering barrier of magical force, strong enough to deflect and absorb most projectile attacks. All attacks made against the target of a Wall spell from a Medium Range or Long Range away are negated. Short Range attacks are unaffected, and the spell ends if the Walled character is ever the target of a Critical Hit or Limit Break, regardless of distance. This spell is not a status effect and cannot be removed with Dispel or similar methods. Seal (30 MP) Target: Single Type: Status Reflectable, Resistible Near-invisible bands of force clasp around the targets limbs and mouth, making it impossible to use abilities or spells. The target is affected with the negative status effect Seal. Consecrate (10 MP) Target: Local Type: Effect Consecrated ground, blessed with holy energy, naturally repels monsters and other hostile individuals for short periods of time. Though some foes are unaffected by Consecrate, lesser enemies will find it difficult to pass onto the sacred ground, and it will become possible for a party to rest there undisturbed until the spell ceases with little fear of random monster attacks in the night. The effects of this spell last until the caster leaves the consecrated ground, and do not repel Notorious Monsters, Bosses, or creatures with a Resistance to Holy. Protect (40 MP) Target: Single Type: Status Reflectable, Resistible A barricade of blue light explodes into existence in front of an ally, gleaming brightly. Protect bestows the effects of the positive status Protect on one target. All physical damage they take (after ARM is calculated) is halved. This effect lasts until combat ends. Aerora (30 MP) Target: Single or Group Type: Elemental (Wind) Reflectable A tempest storm throws foes around, buffeting their bodies with nonlethal force. Aerora inflicts (PWR x 5) + 2d6 points of Wind damage to one target, or (PWR x 3) + 2d6 points of Wind damage to all enemies. Shell (40 MP) Target: Single Type: Status Reflectable, Resistible A semi-translucent, multifaceted sphere of pale light encases an ally, protecting them from the brunt of hostile magical attacks. Shell bestows the effects of the positive status Shell on one target. All magical damage they take (after M.ARM is calculated) is halved. This effect lasts until combat ends. Life (30 MP) Target: Single Type: Recovery A smiling cherubim descends from the heavens and basks an unconscious ally in a golden glow no matter how close to their demise the target may have been, they find themselves whisked safely from the brink of death. This spell may only be cast on Short Range allies with 0 HP or less, and it returns them to 1 HP. Temper (15 MP) Target: Self Type: Status Used almost exclusively by Red Mages and Paladins, Temper empowers the users attacks with barely-contained magic. Runes appear down the length of their weapon, and dull metal and wood equipment begins to shimmer with a celestial light. The caster of this spell deals an additional two damage steps with all physical attacks until the end of their following turn. Cura (30 MP) Target: Single or Party Type: Recovery Reflectable Droplets of astral light seem to fall from the skies, mending injuries and closing wounds instantly. Cura restores (MND x 5) + 2d6 points of HP to any conscious target, or (MND x 2) + 2d6 points of HP to all conscious allies.
228
EXPERT
Curaga (60 MP) Target: Single or Party Type: Recovery Reflectable Twelve pearls of softly-glowing silver light enclose allies in twinned hexagons, restoring (MND x 8) + 2d6 points of HP to any conscious target, or (MND x 5) + 2d6 points of HP to all conscious allies. Aeroga (60 MP) Target: Group Type: Elemental (Wind) Reflectable A hurricane-like blast of air is launched from the outstretched hands of the caster, quickly turning into a cyclone that sweeps through the area. Aeroga inflicts (PWR x 6) + 2d6 points of Wind damage to all enemies. Brave (30 MP) Target: Party Type: Status The caster fills her allies hearts with hope, rendering them Immune to the negative status effect Fear until combat ends. Addle (30 MP) Target: Single Type: Status Reflectable, Resistible Another attempt by White Mages at combat aggressiveness, Addle affects both the body and mind of an enemy in order to cause them to react slower to attacks. Upon casting Addle, one targets AVD score suffers a stackable -2 penalty. A foes Avoid score can never drop to less than 0, and the effects of Addle last until the end of combat. If a target is reduced to 0 AVD or less by this spell, they also take (RES x 15) + 2d6 points of Non-Elemental damage as their joints stiffen and muscles seize up. Restore (100 MP) Target: Single Type: Recovery Reflectable A pillar of faint holy energy illuminates the ground around the fallen friend, helping them to return to their feet as if carried aloft by invisible hands. One unconscious target recovers (MND x 4) + 2d6 points of HP and may battle alongside his companions once more. Reflect (40 MP) Target: Single Type: Status Reflectable, Heroic Resist (17) A shower of green light splashes over the target, solidifying into layer after layer of shimmering magical protection. This powerful spell creates an anti-magic barrier around a target and grants them the effects of Reflect until combat ends. Transform (10 MP) Target: Single Type: Status Reflectable, Resistible The caster of Transform can physically alter the appearance of her enemies or allies, temporarily forcing them into bodies unfamiliar to them. It might help the party Thief sneak past the palace guards by transforming them into a nimble squirrel, or shrink down even the most colossal of creatures to the size of an enraged pig. A single target is either cured of, or afflicted with, the Transform status. Transformed targets deal only half damage with physical attacks, and take an additional 50% damage for the duration, but gain a +2 bonus to skill checks in which their new form might useful. Inanimate objects cannot be affected by this spell. Soft (10 MP) Target: Single Type: Recovery This simple and intuitive spell is able to restore someone who has been turned to stone. The target is no longer affected by the negative status effect Petrify. Regen (50 MP) Target: Single Type: Recovery Reflectable, Resistible Wounds mend, injuries knit, and bones re-set extremely rapidly with this powerful spell. The target receives the positive status effect Regen, recovering 20% of their max hit points at the end of each of their turns. This spell has no effect on Unconscious targets. Teleport (100 MP) Target: Party Type: Effect Much like Escape, Teleport can take the entire party great distances in the blink of an eye. This is subject to a few important restrictions. First, the party cannot be in combat when this spell is cast. Second, the location can be anywhere in the world, so long as the caster has been there within the last several months and is familiar with the location. Third, the spell will fail if the location is extremely dangerous, such as submerged under lava or overrun by monsters. Finally, Teleport can only transport the party to geographical locations, never to an object or person. Confuse (30 MP) Target: Single Type: Status Reflectable, Resistible This spell allows the caster to blur the mental line between friend and foe a single target is afflicted with the Confuse status.
229
SUPERIOR
Curaja (150 MP) Target: Single Type: Recovery Reflectable The most powerful of the standard curative spells, invoking this magic surrounds the group with globes of sapphire iridescence that mend even the most grievous of wounds. Curaja restores (MND x 8) + 2d6 points of HP to all conscious allies. Tornado (70 MP) Target: Group Type: Elemental (Wind) Reflectable A maelstrom of hurricane-force winds touch down, convalescing into a vortex of localized destruction. While some magic is notable for collateral damage, Tornado is surprising and unique in this fashion. Despite the massive injuries it can cause to foes, the windstorm doesnt even uproot a single blade of grass or concern a single creature other than its intended targets. Tornado inflicts (PWR x 8) + 2d6 points of Wind damage to all foes. Auto-Life (130 MP) Target: Single Type: Recovery Reflectable, Resistible White magic teaches not only to mend wounds, but also to begin the healing process even before the injuries are inflicted. The target receives the positive status effect Auto-Life, returning them to 1 HP Instantly as soon as a spell or effect would reduce them to 0 or less. If Auto-Life is cast on an Undead or Zombied foe, they are immediately reduced to 0 HP instead of the usual effect with a successful resistance check. Dispel (80 MP) Target: Single Type: Status Reflectable A shimmering blue mist engulfs the target, its power tearing away beneficial enchantments in an instant. Dispel removes all the following effects from a single target; Protect, Shell, Haste, Auto-Life, Reflect, Regen, and Flight. Diaga (80 MP) Target: Group Type: Elemental, Holy Reflectable Thousands of iridescent sparks launch into the enemy group like enraged fireflies, leaving behind a shimmering silver glow. Diaga deals (PWR x 7) + 2d6 points of Holy damage to all enemies and removes magically-granted Invisibility and natural Stealth from all affected enemies. Foes who have taken damage from the Diaga spell cannot successfully make Stealth rolls or gain the effects of the Invisible status until the end of combat. Haste (90 MP) Target: Single Type: Status Reflectable, Heroic Resist (17) A six-faceted crystal of pure energy appears around the target, shattering in a brilliant confusion of mirror images. The target moves faster than he ever has before thanks to this spell and receives the effects of Haste until combat ends. Barrier (100 MP) Target: Group Type: Effect A stronger version of the Wall spell, evoking the magic of Barrier creates an impenetrable shield of light around the user and all allies. Barrier negates all damage and effects from all Medium Range and Long Range attacks against the party. A Critical Hit or Limit Break will end a Barrier spell before damage is calculated, but the spell is not a status effect and cannot be Dispelled or removed with similar methods. Aura (150 MP) Target: Single Type: Recovery Reflectable, Heroic Resist (17) Spheres of white light surround and imbue the target, filling them with strength and granting the ability to stand against even the most powerful of fiends. The target regains 20% of their maximum hit points every round as a Regeneration effect. Though this spell has no effect on Unconscious targets, it can be used in conjunction with the Regen status effect to cause a target to regain 40% of their maximum health each round instead. Aura lasts until combat ends, and cannot be removed with Dispel as it is not considered to be a status effect. Armistice (70 MP) Target: Single Type: Effect Resistible With little more than a touch, even the most wicked of venomdripping blades and twisted armaments of evil become utterly harmless, forcefully infused with enough white magic that they could serve as a childs toy. The weapon sparkles with snowy light, its bladed edges dull until theyre rounded, and even seems to emanate a peaceful aura. Casting this spell on a target permanently grants all of their equipped weapons the Therapeutic property, forcing them to restore health instead of deal damage with every strike. Tetra (40 MP) Target: Single Type: Effect Choose four common elements from the following list; Fire, Ice, Wind, Water, Lightning, or Earth. The target of the Tetra spell gains a Resistance to those elements until the end of combat.
230
ANCIENT
Full-Life (300 MP) Target: Party Type: Recovery All living allies even characters with 0 or less HP - are returned to maximum health upon the casting of this spell. Though FullLife does not remove detrimental status effects, it is nonetheless one of the most powerful spells in any healers arsenal. Lux (150 MP) Target: Group Type: Status Reflectable Lux combines three of the most powerful White Magic spells, granting all allies the positive status effects Regen, Protect and Shell. These statuses last until the end of the game session. Holy (200 MP) Target: Single Type: Elemental (Holy) Reflectable Spheres of white energy descend from the heavens before spinning around the foe quickly. These pearls of light encapsulate the target in light, humming slowly and musically. Then the heavens part and a brilliant blast of energy sears into them, burning their retinas with pure Holy energy and evaporating sinful flesh and bone. Holy deals (MND x 28) + 2d6 points of Holy damage to a single foe.
231
Blue Magic
NOVICE
Goblin Bomb (3 MP) Target: Single Type: Non-elemental The caster conjures forth a black metallic sphere topped with a lit fuse. It explodes instantly, dealing (PWR x 4) + 2d6 points of M.ARM Fire damage unless the target is of a lower level than the caster. In such a situation, the attack inflicts (PWR x 8) +2d6 damage instead. There is a 25% chance that Goblin Bomb will explode prematurely, dealing damage to the caster of this spell as well as the intended target. Web Armor (10 MP) Target: Self Type: Status Strands of thin, translucent material wrap themselves around the caster's arms and legs, giving the caster Protect and Stop for as many rounds as the Blue Mage chooses to keep the spell active. If the Stop status effect is removed or the target is Immune to Stop, the Protect also fades. Self-Destruct (1 MP) Target: Single Type: Non-elemental The caster instantly converts their life force into explosive energy, creating a cataclysmic blast that rips through the enemy for a number of points of M.ARM Fire damage equal to the casters maximum Hit Points. After damage has been resolved, the Caster is automatically reduced to 0 HP and cannot be revived until combat ends. Choco Ball (8 MP) Target: Single Type: Non-elemental Reflectable A crackling sphere of yellow energy forms around the caster, growing in size until it is launched at the target, inflicting (DEX x 3) + 2d6 Non-Elemental damage. Aerial-type monsters take (DEX x 6) + 2d6 damage from Choco Ball instead. Homing Laser (10 MP) Target: Single Type: Non-elemental Reflectable A salvo of searing laser beams arcs out of the casters body and blasts the target in a spectacular series of explosions. Homing Laser deals (PWR x 3) + 2d6 Non-Elemental damage, and has a 50% chance to cause Confuse. Frog Song (20 MP) Target: Single Type: Status Resistible The Blue Mage hums, sings or ribbits a haunting melody, a song with its roots in the oldest of curses. Frog Song afflicts a Humanoid or Beast listener with the negative status effects Transform and Seal, transmuting them into a harmless green amphibian no more than a few inches tall. Pollen (5 MP) Target: Single Type: Recovery A light dust drifts around the group, which is inhaled to leave the target slightly refreshed. Pollen restores (MND x 2) + 2d6 HP and MP to one target, but cannot be used on the caster. Seed Cannon (8 MP) Target: Single Type: Elemental (Earth) The caster tenses up before firing a heavy seed pod, pummeling the target. (Where the seed comes from is up for dispute by sages everywhere. Seed Cannon inflicts (PWR x 4) + 2d6 points of Earth damage. Blank Gaze (20 MP) Target: Single Type: Status The target stares into his targets soul, eliminating magical protection with the power of the Evil Eye. Blank Gaze automatically removes one random beneficial magic effect from an enemy with no resistance roll, and their M.ARM score is reduced by 50% until the end of the casters turn. Laser Eyes (15 MP) Target: Single Type: Non-elemental Reflectable Brilliant beams of energy pulse from the caster's eyes, slashing into the target for (PWR x 5) + 2d6 points of Non-Elemental damage. Monsters that have the Unusual Defense ability do not reduce this damage. Revenge (20 MP) Target: Single Type: Non-elemental A wave of invisible force crashes into the target. For every 2 points of HP the Blue Mage is missing from his maximum health, the target takes 1 point of damage. This is not reduced by M.ARM or Shell. Flash (10 MP) Target: Single Type: Non-elemental Resistible The caster creates a sudden explosion of searing phosphorescent light, inflicting (DEX x 3) + 2d6 damage to one enemy and inflicting the target with the negative status effect Blind for one round if the spell is not resisted. Poison Breath (10 MP) Target: Single Type: Status Resistible A morass of multicolored toxins is exhaled in a sickly plume. The target is affected by Poison, and the caster gains a +2 bonus on the opposed resist roll to apply this status effect.
232
SUPERIOR
Ultrawaves (30 MP) Target: Single Type: Non-elemental Purple waves of ultrasonic energy ripple from the casters body, inflicting (MND x 8) + 2d6 damage. Then make a resistance check to see if the enemy is also Confused. The caster may choose to also be afflicted by Confuse to gain a +4 bonus to this roll. Condemned (50 MP) Target: Single Type: Non-elemental Reflectable A cackling red skull appears over the target before slowly fading away. The foe receives the effects of the negative status effect Curse. This spell cannot be resisted. Electrocute (60 MP) Target: Single Type: Elemental (Lightning) Reflectable The caster hovers in mid-air, acting as a living conduit as green bolts of electrical energy blast through the air to devastating effect. Each round until combat ends or the caster chooses to end the spell, the user of Electrocute and one target of his choice are struck for (DEX x 7) + 2d6 Lightning damage. If Electrocute is ever made into Group spell, it affects all enemies and allies instead. Drill Shot (40 MP) Target: Single Type: Non-elemental The caster jabs at the target, creating a stream of multi-colored spheres that rush out towards it and explode on impact. The caster of Drill Shot may immediately make an attack as an Instant action, which ignores ARM, Protect, and any other statuses that would reduce the physical damage dealt. Lv.? Doom (80 MP) Target: Single Type: Status Reflectable Ghostly, fog-colored skulls materialize above the enemy, letting out a haunting laugh before fading out. When you cast this spell, roll 1d6. Lv.? Doom only affects targets whose Level is a multiple of the number you rolled, though rolling a 1 therefore means that all targets are affected. There is no initial effect however, in 3 rounds, the HP of a target affected by Lv.? Doom is reduced to zero, regardless of current Hit Points, ARM, or M.ARM. If the target is immune to instant death, in 3 rounds they suffer (PWR x 15) + 2d6 points of Shadow damage instead. Aqua Rake (30 MP) Target: Single Type: Elemental (Water) Reflectable The Blue Mage releases a blast of hurricane force wind that engulfs their a foe as it carries with it a barrage of water bubbles that explode upon touching anything, damaging one enemy for (PWR x 4) + 2d6 Water damage and (PWR x 4) + 2d6 Wind damage. Thrust Kick (80 MP) Target: Single Type: Non-elemental Resistible The caster launches into an athletic flying kick, surrounded by a faint nimbus of energy as they slam into their target with a sound barrier-breaking crash. Thrust Kick deals (PWR x 5) + 2d6 points of Non-Elemental damage then, the caster and the target make an opposed Force check. If the caster is successful, the target is knocked back a Medium Range directly upwards. In addition to effectively removing the target from combat for one round as if the target was afflicted by Stun, characters that are not immune to falling damage (from the Defy Gravity ability or Flight, for example) lose 50% of their maximum HP upon colliding with the ground again on the following turn. 1,000 Needles (100 MP) Target: Single Type: Non-elemental One thousand stinging cactus thorns are shot from the casters body, turning one unfortunate target into a panicking pincushion. Roll 2d6 when this spell is cast; on any result other than a critical success, 1,000 Needles inflicts 100 Non-Elemental points of damage to the target; Shell, Unusual Defense, and M. ARM and ARM have no effect on this damage. If the attack roll results in a critical success instead (a roll of 12 on the 2d6), 1000 damage is inflicted instead of the normal 100. This spell cannot reduce a target lower than 1 HP and may break the standard damage cap per round of 999. Flamethrower (20 MP) Target: Single Type: Elemental (Fire) Reflectable The caster releases a blistering stream of fire from their mouth or fingers, scorching their intended target for (PWR x 7) + 2d6 Fire damage. Angel Snack (40 MP) Target: Single Type: Status A cascade of sparkling blue stars showers down, negating all the magical protectives of a single target. Angels Snack dispels all Status Conditions, beneficial or otherwise. Further, the target takes (MND x 4) + 2d6 points of Non-Elemental damage for every status effect removed in this fashion. Degenerator (80 MP) Target: Single Type: Effect Reflectable, Resistible The caster emits a single burst of black energy that all but rips the life energy of out its target. Each time the target casts a spell they lose 10% of their maximum MP, and each time they attack they lose 10% of their maximum HP. The effects of this dreadful spell last until the end of the game session.
233
ANCIENT
Wall Change (50 MP) Target: Single Type: Effect A shimmering globe of energy encloses the target, cycling through a series of colors and hues before vanishing. Wall Change makes the target Resistant to all elements with the exception of one; roll 1d6 and consult the table below to determine which one. The combatant is Weak to the chosen element. Roll again Roll Immunity every round. 1 Earth This effect lasts until the end of 2 Fire the current combat, or until the 3 Water target is unconscious. 4 Wind 5 Ice 6 Lightning Force Field (80 MP) Target: Single Type: Effect The caster is enveloped by a prismatic glow, creating a rapidly expanding field which summons a flash of white light to engulf them, Roll Immunity gradually spreading out to 1 Earth and Fire cover their allies before fading. 2 Water and Wind Force Field bestows an 3 Ice and Lightning Immunity to random elements. 4 Shadow This spell lasts until the end of 5 Holy combat and may be cast 6 Targets Choice multiple times on the same target(s). Roulette (150 MP) Target: Local Type: Effect All natural light suddenly ceases as a single spotlight begins to spin across the battlefield, drawing in tighter and tighter circles around the combatants until it stops on a single target, defeating it instantly. In order to determine the 'lucky winner' of this grisly fate, all active combatants should make a 2d6 roll once Roulette is cast. The lowest rolling combatant is immediately killed, regardless of their current HP score. This ability works on all Notorious Monsters and Bosses, even if they are normally immune to instant death-inducing attacks. The random outcome of Roulette cannot be altered by any means, though death caused in this way can be avoided by the usual destiny expenditure. Stone Breath (120 MP) Target: Single Type: Elemental (Earth) Resistible The caster exhales a cloud of creeping gray vapors that slowly drift to settle over the target. Stone Breath deals (RES x 12) + 2d6 points of Earth damage. If the target fails their resistance roll they also suffer the negative status effect Petrify, with no maximum duration. Targets turned to stone in this fashion may remain statues for eons. Supernova (200 MP) Target: Single Type: Non-elemental Reflectable Pure white light floods the area, turning all combatants into stark black shadows; a second later, a swarm of dark particles homes in on the spells target, blasting them for (PWR x 25) + 2d6 or (RES x 25) + 2d6 points of non-elemental damage casters choice. Supernova can be cast at a Long Range. Mighty Guard (100 MP) Target: Single Type: Status Brilliant green globes of energy form around the caster and their allies, fading into thin air a second later. Mighty Guard adds the Status Conditions Haste, Flight, Protect, and Shell to one target. White Wind (100 MP) Target: Single Type: Elemental (Holy) A dazzling constellation of pearls hovers around the caster, radiating waves of bright light to restore (Casters Current HP) HP to one ally of his choice. If combined with the Blue Mage ability Diffusion, the 25% HP is subtracted before the caster and all allies recover health. Trine (250 MP) Target: Special Type: Non-Elemental Three quicksilver spheres spiral out from the caster, launching out in rapid succession and dealing a flat (DEX x 8) points of Non-Elemental M.ARM damage to the target, three times. Then, these same orbs solidify and expand into the shape of cruel spikes before boomeranging back to the caster, passing through either the same target or a second enemy of the casters choice, dealing (MND x 8) points of ARM damage per spear on the return trip.
234
Time Magic
NOVICE
Burn Ray (5 MP) Target: Single Type: Non-Elemental Reflectable The air around all one enemy condenses, compressing into a tight ball until it explodes. Burn Ray inflicts (PWR x 4) + 2d6 points of Non-Elemental damage to one enemy. Meteorite (8 MP) Target: Group Type: Non-Elemental The caster tears a small meteorite free from its path across the cosmos, pulling it down to earth where it crashes into all enemies. Meteorite inflicts (PWR x 3) + 2d6 points of NonElemental damage to all enemies. Eject (15 MP) Target: Single Type: Effect The character reverses gravity around one enemy and sends him hurtling skyward. The target and the caster make an opposed Force check; if the caster is successful, the target is caught in the negative gravity zone and thrown a Medium Range into the air and suspended there. The caster may choose to reverse the spell as an instant action at any time, smashing the target back into the ground when gravity re-establishes itself. Thus, if successful, Eject can cause any targets vulnerable to falling damage (creatures without Flight or Defy Gravity, for example) to lose 50% of their maximum HP upon collision with the ground. Large creatures are immune to the Eject spell. Attempting this spell in an enclosed location may cause Eject to fail as the target merely finds themself thrown toward a low-hanging roof, at the GMs discretion. Enervate (5 MP) Target: Single Type: Effect The Time Mage creates a localized pocket of accelerated time around a small nonorganic object, causing it to age thousands of years in an instant. Some materials disintegrate in seconds. Steel, iron, and certain other metals can rust or become brittle due to prolonged exposure to the humid air, and when making a Force check to destroy an object affected by Enervate, the difficulty should be reduced significantly. If used on a Construct enemy, Enervate deals (PWR x 6) +2d6 points of NonElemental damage. Quickening (2 MP) Target: Self Type: Status The Time Mage speeds up the atoms that compose his body, moving more rapidly than any person should ever be able to. Upon successfully casting this spell, and at the start of each of his subsequent turns, the Time Mage loses 20% of his maximum HP. However, while the spell lasts, the character gains the effects of the Haste status. The Time Mage may choose to end the effects of this spell at the end of each of his turns as an instant action. Analyze (10 MP) Target: Single Type: Effect The user is capable of determining the exact properties and Tier (if applicable) of any magical item. This ranges from weapons and armor to accessories and unmarked potions; even things like magical paintings and nondescript crystal fragments. For this reason, many shifty bazaar owners loudly declare that this spells authenticity is suspect, and that the mundane goods theyre trying to peddle truly are lost, powerful artifacts. Legendary equipment cannot be read with this spell, and extremely evil items can cause a magical backlash and cause the caster of Analyze physical harm. Illusion (6 MP) Target: Local Type: Effect The character can create a realistic, moving visual image that others can see. The spell does not make real, solid objects, instead conjuring only magical figments and trickeries. They can move and make noises as long as the caster is within a Short Range of his illusion, and they vanish utterly if he ever goes more than a Medium Range away. Illusion cannot create false textures or temperatures, and viewers are under no compulsion to believe the authenticity of what they see; no more than usual, anyway. Illusion cannot be used to change someones appearance flawlessly, nor can the spells effects occupy more than several meters of space. Viewers can make a heroic Awareness check to see through the effects of Illusion. Magnetite Cloud (12 MP) Target: Local Type: Effect Resistible By forming a magnetic photon field, the caster is able to restrict the movement of anyone relying on burdensome metal armor or protection. When Magnetite Cloud is used, the caster rolls their Force attributethen, the current area becomes Difficult Terrain, causing all enemies primarily made of metal, individuals who are using Heavy Armor, or armor composed of magnetic metals (such as iron and steel, but not, say, Adamantite) to make a resistance roll against the Time Mages force check. Any target who fails is inflicted with the negative status effect Stop. In addition, all magnetic objects in the area are sent crashing to the ground. Though Magnetite Cloud cannot directly cause metal-wielding foes to be Disarmed, trying to lift a metallic object while in this difficult terrain requires a Force check against the difficulty of the roll initially made by the caster. Which materials and opponents are magnetic is ultimately up to the GM. Sprint (5 MP) Target: Single Type: Status A series of red rings materialize around the targets legs or equivalent anatomy, glowing with suffused power before fading away again. The target's movement speed is doubled for several minutes they can now travel a Medium range distance instead of a Short range each round.
235
INTERMEDIATE
Quick (30 MP) Target: Self Type: Status A translucent clock encases the caster, creating a pocket of localized time. Quick grants the positive status effect Haste to the caster. Ray Bomb (25 MP) Target: Single Type: Non-Elemental Reflectable Brilliant spheres of energy appear before the caster, joining together into a single searing burst of destruction. Ray Bomb inflicts (PWR x 6) + 2d6 points of Non-Elemental damage. Quarter (30 MP) Target: Single Type: Status Reflectable, Resistible Spheres of black and violet surge out to enclose one opponent, crackling with audible force as the gravity inside the bubbles increases a hundredfold. Quarter reduces a target's HP by 25% of its maximum. Time Slip (30 MP) Target: Single Type: Status Reflectable, Resistible A current of time swirls around the target, stirring up dust and decay as it pushes the unfortunate forward into old age and disability or renders them youthful and strong, but inexperienced. Upon casting Time Slip, the targets age will change rapidly; whether the character will grow Old or Young is determined randomly. Time Slip lasts for two rounds before it automatically reverts. Old: The target is affected with Power Break and Speed Break, causing them to deal half damage with all physical attacks and suffer from halved Force, Finesse, ACC and AVD scores. However, all offensive and healing spells have their effects increased by two steps. Young: The target is affected with Magic Break and Armor Break, causing them to deal half damage with all magical effects and suffer from 0 ARM and M.ARM. However, all physical attacks deal an additional two damage steps for the duration. Invisible (30 MP) Target: Single Type: Status Reflectable, Resistible Invisible makes an ally translucent, nearly impossible to target with melee attacks and granting them the status of the same name. The target gains a +4 bonus to Stealth skill checks, their AVD score, and checks to Run Away in combat. The effects of Invisible last until combat ends or the character sustains any damage. Escape (10 MP) Target: Party Type: Effect Acting as a short-range teleport, this spell allows the party to exit dungeons with convenient swiftness. The spell returns all party members to the last safe location on or near the surface. This magick also doubles as a way to safely flee dangerous combat, as casting will instantly end combat and return the likely-wounded characters to the nearest safe resting location. Gravity (50 MP) Target: Single Type: Non-Elemental Reflectable The caster launches a dark bubble of energy, wholly enclosing the target before subjecting it to crushing gravitational force from all directions for a significant period of time. Gravity deals (PWR x 3) points of Non-Elemental damage to the target at the start of each of their rounds until combat ends. Furthermore, while Gravity lasts the target finds it difficult to move or be moved. They are Immune to knockback effects and non-Large enemies can never physically move themselves more than a Short Range in a single round (though things like Teleport and Escape spells can bypass this). Hyperdrive (60 MP) Target: Local Type: Effect A hazy clock face shimmers into existence across the battlefield, hands shuddering as they begin to slow, eventually stopping dead. For a moment, the second hand wavers, almost seeming to move backwards before the clock explodes in a shower of fragments. All enemies and allies other than the caster may immediately take a standard action. These actions are presumed to happen simultaneously. Dimensional Gate (50 MP) Target: Local Type: Effect The fabric of reality ripples and twists, finally creating a tear in time and space itself that appears as a black portal through which an infinite expanse of stars can be seen, captured moments continually flicker and replay across the rippling surface of the gate. Willingly or unwillingly entering the Dimensional Gate transports any sentient creature to either the Void or the Farplane, depending on the casters wishes when the spell is cast. (See
p.177 for more information on these locations.)
The Dimensional Gate closes several hours after being cast trapping anyone who has not yet returned on the other side, perhaps permanently.
236
EXPERT
Comet (60 MP) Target: Group Type: Non-Elemental The caster reaches towards the heavens, pulling cosmic debris from its orbit to crash down in a shower of fire and molten rock. Comet causes 2d6 meteors to damage foes; each strike inflicts (PWR x 3) + 2d6 Non-Elemental damage to all enemies. Demi (100 MP) Target: Single Type: Status Reflectable, Resistible An opaque gray sphere encloses the target; seconds later, crushing gravitational forces compress, releasing the target only once the sphere has shrunk to a speck of its former self. Gravity reduces a target's HP by 50%, not modified for ARM or M.ARM. Demi still cannot exceed the normal damage limitation of 999. Shockwave Pulsar (60 MP) Target: Single Type: Non-Elemental Reflectable Gravity suddenly ceases to function as glowing sphere of stellar energy and gases materializes above the battlefield, drawing an adversary into its embrace before exploding in a violent burst of light and heat. Shockwave Pulsar inflicts (PWR x 9) + 2d6 damage to one enemy. Temporal Shift (70 MP) Target: Local Type: Status In an instant, the caster is surrounded by ring after ring of translucent clocks, circling in a slow pattern before speeding up and shattering. The glittering debris hovers in mid-air for a moment, drawing the lines of an ethereal clock face before winking out of existence. Temporal Shift creates Difficult Terrain in the area. Everyone standing in the temporal terrain loses the status effects Stop, Stun, Slow, and Haste, and may not become affected by any of those status effects for the remainder of combat. Brainstorm (80 MP) Target: Single Type: Status Reflectable, Resistible Hazy lights encircle the target as it wavers and fades, body suddenly out of sync with time around it then the caster assaults the foes mind with waves of energy, robbing the target of wits and reasoning. One enemy target is afflicted with the Confuse status. The enemy does not get an opposed roll to resist the effects of Brainstorm if they are already afflicted with Stop, Slow, or Stun. Teleport (100 MP) Target: Party Type: Effect Much like Escape, Teleport can take the entire party great distances in the blink of an eye. This is subject to a few important restrictions. First, the party cannot be in combat when this spell is cast. Second, the location can be anywhere in the world, so long as the caster has been there within the last several months and is familiar with the location. Third, the spell will fail if the location is extremely dangerous, such as submerged under lava or overrun by monsters. Finally, Teleport can only transport the party to geographical locations, never to an object or person. Disable (70 MP) Target: Single Type: Status Reflectable, Resistible The target is encased in a bubble of turquoise light, freezing time and preventing the target from participating in combat for one round. The target is affected by the negative status effect Stun for one round. Haste (90 MP) Target: Single Type: Status Reflectable The Time Mage slows the entire world with the exception of one target thus making it seem as though they possess incredible speed. The target receives the effects of Haste until combat ends. Slow (100 MP) Target: Single Type: Status Reflectable, Resistible With a metaphysical shove the target is pushed outside of the normal flow of time, their movements becoming predictable and sluggish. The target is afflicted with the negative status effect Slow. Advanced Illusion (30 MP) Target: Local Type: Effect This spell is similar to the Illusion magick, but with the following changes. First, the caster needs not be anywhere near the spell for it to function, and the spell now also includes thermal, and olfactory trickeries as well other than being nonsolid and incapable of causing damage, the illusion it is completely lifelike in every way. Viewers can make a supreme Awareness check to realize that the image is abnormal, unless the Advanced Illusion has been cast around an individual to change his appearance there is no way to detect the spell if it has been cast in this way.
237
SUPERIOR
Flight (60 MP) Target: Party Type: Status Resistible Gravity frees its grip upon the Time Mage and her allies, allowing them to drift freely. All allies receive the ability to fly until the game session ends. Targets with Flight can are immune to falling damage, Earth damage, and short-ranged weapons suffer a -4 penalty to hit them (in addition to the obvious movement bonuses a soaring character would obtain). Reset (50 MP) Target: Local Type: Effect A glittering hourglass appears hovering beside the caster, filled with the sands of barely-suppressed temporal energy. After Reset is cast, the Time Mage can declare any enemy or ally must re-roll any one attack or check the hourglass shatters on command, sending everyone back a few precious seconds in the time stream. After the Reset spell is cast, the Time Mage can force this reroll at any time until combat ends, even when it isnt his turn. Reset lasts until a reroll is caused in this method, then the spell ends casting the Reset spell a second time while the first is still active has no additional effect. Gravija (100 MP) Target: Group Type: Non-Elemental Reflectable The caster releases a black sphere of pure gravitational energy, causing thousands of tones of force to press upon and pulverize his enemies. Gravija deals (PWR x 5) points of Non-Elemental damage to each enemy target at the start of each of their rounds until combat ends. Furthermore, while Gravija lasts enemies find it difficult to move or be moved. They are Immune to knockback effects and nonLarge 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). Quasar (120 MP) Target: Group Type: Non-Elemental The skies part, drawing down a searing shower of celestial debris and radiation to bombard the battlefield. Quasar inflicts (PWR x 12) + 2d6 points of Non-Elemental damage to all enemies. Mystify (200 MP) Target: Single Type: Status Reflectable, Resistible Make an opposed roll against your target with a -2 penalty. Success despite this odds means that you learn the list of status effects your target is can be affected by, and may choose one negative status and automatically apply it. Time Stop (130 MP) Target: Special Type: Status Resistible The Time Mage creates a localized pocket of space around one target, freezing it and everything nearby in time for a moment. Time Stop attempts to cause the negative status effects Stun and Stop to one target, as well as all other enemies and allies within a Short Range of that target. Vanish (100 MP) Target: Group Type: Status Vanish turns the entire party completely translucent, allowing them to move without detection and become nearly impossible to strike in combat. All party members gain the effects of Invisible, increasing their AVD, Stealth, and checks to Run Away in combat by +4. Black Hole (200 MP) Target: Group Type: Status Resistible A spinning vortex of gravitational energy forms above the battlefield, crackling as it begins to direct crushing pressure on all enemies. If unresisted, Black Hole reduces all foes to 25% of their maximum HP, not modified for ARM or M.ARM. Black Hole fails if this would reduce a targets health by more than 999 points regardless if the caster has Break Damage Limit. X-Zone (60 MP) Target: Single, Special Type: Effect The fabric of reality splits open in a flash of white light, revealing the alien stars beyond for brief instant. Otherworldly creatures such as Espers are forced back to their own reality by the casting of this spell. The target of X-Zone who must be an Esper or a being from the Farplane or Void - is instantly reduced to 0 hit points and removed from the current combat. Effects that the target may possess such as Auto-Life or Indestructible will not allow the Esper or creature to remain in combat after X-Zone is used, or summoned again in the same game session. X-Zone can be cast at a Long Range and has no effect against bosses. Hastaga (150 MP) Target: Party Type: Status Reflectable A glowing red clock materializes below the casters allies, hands spinning at normal speed but increasing by the second before it fades in a flash, bestowing the Status Condition Haste on all allies until the end of combat.
238
ANCIENT
Warp (180 MP) Target: Self Type: Effect The Time Mage has attained the pinnacle of his craft, and can now choose to exist apart from time as we perceive it. He is little more than a blur on the battlefield, phasing in and out of reality as he wills it. After casting this spell, whenever the Time Mage is targeted by an attack but before accuracy/damage is rolled, the character may opt to expend 25% of his maximum MP to negate any damage or effects he would take from the assault. He does not evade the attack, nor does this prevent Group magic from harming his allies the Time Mage is simply not there. Furthermore, while Warp persists the Time Mage is immune to any damage or effects caused by Difficult Terrain. The effects of Warp end when the Time Mage is reduced to 0 MP or HP, or the end of combat. Flare Star (250 MP) Target: Single Type: Elemental Reflectable Drawing on the forces of the cosmos, the caster bathes the battlefield in the light of a dying star, searing a single foe with pure stellar energy. Flare Star deals (PWR x 15) + 2d6 points of Fire damage, (PWR x 15) + 2d6 points of Shadow damage, and (PWR x 15) + 2d6 points of Holy damage to one enemy. Meteo (200 MP) Target: Group Type: Non-Elemental With a single motion, the caster splits the skies above the battlefield to reveal the stars and planets beyond and a single fiery meteor hurtling towards the battlefield below, crashing down in a shower of rock and flame. Meteo deals (PWR x 25) + 2d6 points of Non-Elemental damage to all enemies. Slowaga (240 MP) Target: Group Type: Status Reflectable, Resistible A giant, hazy silver clock appears over the battlefield, spinning lazily as it slows down by the second. Slowaga afflicts all foes with the negative status effect Slow.
239
Summoning
Summons
are
powerful
entities
that
watch
over
the
heroes
of
the
world.
Though
they
normally
exist
outside
of
reality
as
we
can
perceive
it,
spending
Destiny
can
cause
a
groups
Summoned
ally
to
manifest.
Following
is
a
complete
list
of
Summons,
their
combat
capabilities
and
their
driving
goals.
Bismarck
(Rank
1)
The
haunting
melody
of
a
whale
song
fills
the
area
as
Bismarck,
the
great
white
humpback
whale,
swims
through
the
air
and
dives
into
a
pool
of
water
that
appears
on
the
battlefield.
Once
submerged,
he
surfaces
and
sprays
a
mist
from
his
blowhole.
Carbuncle
(Rank
1)
The
summoner
takes
a
small
ruby
out
of
her
pocket
and
tosses
it
almost
casually
into
the
air.
As
the
sun
catches
the
ruby,
a
brilliant
flash
of
light
occurs.
When
the
light
clears,
the
ruby
is
clearly
lodged
in
the
forehead
of
a
small,
turquoise
animal.
Carbuncle
does
a
little
somersault
in
the
air,
glad
to
be
of
service.
Abilities
Breach:
The
Great
Whale
slams
his
enormous
bulk
into
one
foe,
doing
(PWR
x
3)
or
(RES
x
4)
+
2d6
points
of
physical
damage.
Geyser:
Bismarck
dives
beneath
the
surface,
gathering
water
into
his
great
mouth.
The
ground
beneath
the
target
ripples
as
the
whale
surfaces
underneath
it,
with
his
blowhole
situated
beneath
the
target's
feet.
With
a
mighty
blow,
Bismarck
fires
a
stream
of
water
up
at
the
foe,
sending
it
flying
into
the
air
with
a
Medium-Range
knockback.
As
always,
targets
without
Flight
or
an
immunity
to
falling
damage
lose
50%
of
their
maximum
HP
when
they
re-collide
with
the
ground.
Spells:
Bismarck
cast
Water
and
Vox.
Astral
Flow,
Sea
Song:
Bismarcks
whale
song
fills
the
area
as
the
entire
battlefield
is
flooded
with
water.
Without
warning,
he
swims
rapidly
through
the
field,
pulling
a
current
of
water
with
him
and
doing
(RES
x
6)
+
2d6
Water
elemental
damage
to
all
enemies.
Special
Immunity
to
Water,
Vulnerable
to
Lightning,
Resistance
to
Fire
Devotion
Bismarcks
goal
is
to
protect
the
oceans
and
its
defenseless
inhabitants
from
some
great
catastrophe
it
foresees
looming
on
the
horizon;
if
its
summoner
prevents
this
tragedy,
Bismarck
will
no
longer
cost
Destiny
to
summon
and
grants
his
Pact
Gift.
Special
Unusual
Defense:
Physical
(Takes
200%
damage
from
all
physical
sources
and
half
from
all
magical),
Auto-Regen,
Auto- Reflect
Devotion
The
esper
of
glee
has
no
driving
goals,
content
to
watch
the
party/character
do
what
they
like
so
long
as
it
does
not
interrupt
Carbuncles
naptime.
Carbuncle
never
costs
Destiny
to
summon,
and
always
grants
his
Pact
Gift
automatically.
Simply
by
picking
up
any
discarded
chunk
of
earth
and
concentrating,
Carbuncles
Summoner
may
grant
the
stone
the
Glowing
property.
This
Glowstone
emits
enough
light
to
help
the
party
find
their
way
even
in
pitch
blackness,
but
loses
all
magical
properties
and
reverts
back
to
a
regular
rock
the
moment
it
leaves
the
Summoners
palm.
Pact
Gift
The
Summoner(s)
may
now
breathe
water
as
easily
as
they
do
air,
and
cannot
drown
under
any
circumstances.
Pact Gift
240
Chocobo
(Rank
1)
A
loud
and
familiar
Kweh!
alerts
your
attention
to
the
horizon,
where
a
cloud
of
dust
announces
the
arrival
of
your
Summon.
Chocobo
rushes
into
the
fray
at
top
speed,
wings
outstretched
and
feathers
blowing
in
the
breeze.
Salamander
(Rank
1)
The
summoner
opens
her
palm
to
reveal
a
beautiful
flower
made
of
brilliant
flame,
which
she
lays
on
the
ground.
Out
of
this
flower
crawls
a
small
scarlet
lizard
with
brilliant
beads
of
crimson
fire
for
eyes.
Crawling
along
the
ground
in
front
of
the
Summoner,
it
leaves
tiny
lizard-prints
melted
into
every
surface
it
touches.
Though
less
than
a
foot
long,
this
tiny
lizard
possesses
unimaginable
power;
it
is
the
living
manifestation
of
fire.
It
is
Salamander.
Abilities
Cough
Drop:
The
tiny
lizard
belches
forth
a
sphere
of
flame,
dealing
(PWR
x
3)
+
2d6
points
of
Fire
damage
to
one
target
and
removing
any
Resistances
to
Fire
the
target
may
have
possessed
until
combat
ends.
Fire
Breath:
Salamander
opens
its
mouth
and
hisses
at
one
poor
hapless
foe,
bathing
in
it
in
a
stream
of
pure
elemental
Fire
and
dealing
(PWR
x
5)
+
2d6
points
of
Fire
damage.
Unfortunately,
as
Salamander
draws
closer
to
being
banished,
less
and
less
flame
is
produced.
If
Salamander
is
at
50%
health
or
less,
Fire
Breaths
damage
is
reduced
by
two
steps.
The
Bigger
They
Are:
The
Esper
scurries
toward
an
enemy,
crawling
underneath
clothing
or
on
top
of
much
larger
creatures.
Its
smoldering
footsteps
deal
(DEX
x
2)
+2d6
points
of
Fire
damage
to
the
target
and
are
more
than
a
little
distracting.
Until
the
end
of
the
enemys
next
turn,
they
suffer
a
-2
penalty
to
attack
rolls
if
it
targets
a
creature
other
than
Salamander.
If
they
attack
Salamander
and
miss,
the
attack
then
deals
damage
as
normal
to
the
attacker
instead.
Spells:
Salamander
can
cast
Fire
and
Elemental
Spikes
(Fire).
Astral
Flow,
Crimson
Roar:
Salamander
unleashes
a
massive
torrent
of
pure
flame,
smothering
all
enemies
in
a
sea
of
burning
agony
-
dealing
(PWR
x
8)
+
2d6
points
of
Fire
damage.
However,
if
Salamander
is
injured
below
50%
of
his
maximum
health
then
Crimson
Roars
damage
is
reduced
by
four
steps
and
deals
only
(PWR
x
4)
+
2d6
instead.
Devotion
Chocobo
is
the
spirit
of
adventure
and
travel,
and
encourages
any
individuals
that
it
has
taken
under
its
wing
to
go
out
and
explore.
If
the
summoner
ever
travels
to
a
distant
and
unexplored
land
without
the
aid
of
machines
or
magic,
Chocobo
will
no
longer
require
Destiny
to
summon.
Pact
Gift
Fittingly,
the
Summoner
now
has
a
special
bond
with
the
natural
Chocobos
of
the
world,
and
may
call
one
from
miles
and
miles
away
just
by
whistling.
Such
Chocobos
will
even
venture
into
dangerous
territory
such
as
an
erupting
volcano
or
a
military
encampment
to
aid
the
Summoner,
though
there
are
some
places
in
the
world
where
these
friendly
avians
dont
naturally
live.
In
addition,
the
Esper
allows
itself
to
be
ridden
without
complaint,
and
gives
a
+4
bonus
to
Nature
checks
for
difficult
riding
maneuvers
when
acting
as
a
mount.
Special
Absorbs
Fire,
Weakness
to
Water
Salamander
has
a
soft
spot
for
public
displays
of
spectacular,
fiery
and
extravagant
destruction,
and
will
no
longer
cost
Destiny
after
their
summoner
has
solved
a
long-standing
problem
in
such
a
manner
while
still
remaining
a
paragon
of
heroism.
Devotion
Pact
Gift
The
Summoner
has
mastered
fire
and
is
treated
as
being
under
the
effect
of
Fire
Ward
at
all
times,
gaining
a
permanent
Resistance
to
all
forms
of
heat
and
flame.
Meanwhile,
Salamander
gains
a
+4
bonus
to
his
AVD
score.
241
(Rank
1)
Soft
harp
music
permeates
the
area,
catching
the
attention
of
all
present.
Waves
lap
against
the
ground
as
a
woman
of
unimaginable
beauty
strides
out
from
the
foam,
wearing
little
more
than
a
few
strips
of
fabric
and
short
boots.
Her
golden
hair
flows
freely,
wafting
in
even
the
slightest
breeze.
Although
the
harp
is
a
peaceful
instrument,
something
about
Siren's
face
seems
wild
and
untamed.
Siren
(Rank
1)
A
light
breeze
gusts
through
the
battlefield,
carrying
sounds
of
young
girls
giggling.
A
small
group
of
mischievous
sprites
appears,
flitting
about
in
front
of
the
Summoner
and
leaving
showers
of
pink
pixie
dust
in
their
wake.
It's
never
easy
to
discern
just
how
many
are
there,
as
the
Sylphs
dart
to
and
fro
in
a
mindless
dance
around
their
summoner.
Sylph
Abilities
Lunatic
Voice:
Siren
plays
her
harp
and
sings
a
wordless
song,
her
eyes
locking
on
a
single
target.
The
target
takes
(MND
x
4)
+
2d6
points
of
damage
and
must
make
an
opposed
finesse
roll
against
the
controller
of
the
Summon
less
they
become
Berserk,
growing
angry
at
the
prospect
of
not
possessing
her
for
his
own.
Kiss:
Siren
brings
her
hand
to
her
lips
and
plants
a
kiss
there,
then
extends
her
palm
outward
and
blows
softly
toward
one
enemy.
The
target
must
succeed
at
an
opposed
Finesse
roll
or
become
Charmed
for
one
round.
Spells:
The
Esper
is
familiar
with
the
Water,
Sleep,
and
Vox
spells.
Astral
Flow,
Siren
Song:
With
a
coy
smile,
Siren
coos
a
strange
song,
backed
up
by
her
harp.
The
entire
enemy
group
takes
(MND
x
5)
+
2d6
damage,
and
each
one
must
make
a
successful
Finesse
roll
or
be
smitten
with
love
and
become
Confused
as
they
fight
friend
and
foe
alike
for
the
rights
to
Siren's
attention.
Special
Resistance
to
Water,
Counterattack
(50%),
Magical
Counterattack
(50%)
Devotion
Siren
coaxes
her
protgs
to
manipulate
their
foes
instead
of
fighting
them.
Siren
no
longer
requires
Destiny
to
call
if
her
summoner
ever
manages
to
turn
a
dangerous
enemy
into
an
ally
with
deception,
flirtation,
or
honeyed
words.
Devotion
Pact
Gift
Whenever
the
Summoner
spends
Destiny
to
increase
the
results
of
a
Negotiation
roll,
they
gain
two
bonus
dice
per
point
of
Destiny
spent
instead
of
just
one.
Pact
Gift
The
Sylphs
have
taught
their
summoner
the
secrets
of
their
mystical
and
beautiful
dance,
which
can
cause
emotions
to
run
wild.
By
performing
this
dance,
the
Summoner
can
force
all
who
see
it
to
make
Acting
skill
checks
with
a
-4
penalty,
opposed
by
her
Perform
skill
check.
If
the
viewers
of
the
dance
fail
this
check,
they
are
forced
to
verbally
reveal
any
hidden
sentiments;
this
often
includes
declarations
of
love,
snarls
of
hatred,
and
best
of
all,
confessions
of
deceit.
242
Valefor
(Rank
1)
Descending
from
the
sky
on
leathery
wings,
Valefor
drifts
slowly
downwards
and
hovers
in
front
of
the
Summoner,
protecting
them
from
those
who
wish
to
do
her
master
harm.
Valefor
is
a
large
avian
creature
that
vaguely
resembles
a
humanoid
bird,
with
a
plumage
of
red
and
purple
downy
feathers.
As
she
hovers
and
awaits
commands,
she
emits
soft
comforting
cries
from
her
silvery,
steel-like
beak.
Catoblepas
(Rank
2)
A
thundering
of
hooves
announces
the
arrival
of
the
Great
Boar,
though
he
seems
much
less
impressive
and
much
more
intimidating
up
close.
Catoblepas
charges
onto
the
battlefield
from
afar,
legs
flailing
as
he
runs
and
casting
great
clouds
of
earth
up
in
his
wake.
The
large
green-furred
beast
skids
to
a
halt
in
front
of
the
summoner,
great
head
hanging
low
to
the
ground
despite
a
very
long
neck.
He
snorts,
his
head
very
pig- like
save
for
the
mane
and
the
single
glowing
eye.
Abilities
Vertical
Dive:
Valefor
swoops
in,
slashing
at
the
target
with
hooked
claws
and
her
hard-as-steel
beak.
The
attack
deals
(PWR
x
5)
or
(DEX
x
4)
+
2d6
points
of
damage.
Sonic
Wings:
Valefor's
wings
beat
slower
and
slower,
seeming
to
slow
time
down
for
a
moment.
Gusts
of
wind
caused
by
this
movement
blow
towards
the
target,
blasting
them
with
(PWR
x
3)
+
2d6
points
of
Wind
damage
and
hindering
their
attacks.
Your
enemy
makes
a
resistance
check
with
a
+4
bonus;
if
they
still
fail,
they
become
affected
by
the
negative
status
effect
Stun
for
one
turn.
Spells:
Valefor
is
familiar
with
all
the
basic
elemental
magicks,
and
can
cast
Aero,
Blizzard,
Fire,
Thunder,
Water,
Dia,
and
Chivalry.
Astral
Flow,
Energy
Blast:
Soaring
high
above
the
battlefield,
Valefor
collects
energy
in
her
beak.
With
a
burst
of
intense
light
the
energy
is
released
amidst
the
enemy
group,
scorching
them
for
(PWR
x
6)
+
2d6
points
of
non-elemental
damage.
Then,
your
enemies
make
a
Resistance
check
with
a
+4
bonus;
failure
means
they
become
afflicted
by
Armor
Break.
Special
Flight
Devotion
Valefor
honors
those
who
demonstrate
bravery
in
the
face
of
danger,
or
are
willing
to
sacrifice
their
own
goals
for
the
greater
good.
At
the
GMs
discretion,
an
act
of
extreme
altruism
can
permanently
reduce
Valefors
destiny
cost
to
0.
Special
Resistance
to
Earth,
Beast
Killer
Devotion
This
Esper
is
a
slothful
being
that
knows
the
value
in
waiting
for
the
right
time
to
strike,
felling
its
opponents
with
a
single
glance.
If
the
party
ever
duplicates
this
method
and
defeats
a
group
of
similar-level
foes
in
a
Pre-Emptive
combat
round,
Catoblepas
will
forever
after
only
require
1
point
of
Destiny
to
call
forth.
Pact
Gift
The
loyal
avian
never
strays
far.
You
may
now
Summon
Valefor
as
an
Instant
action
even
when
it
isnt
your
turn.
Pact
Gift
After
Catoblepas
gets
over
his
initial
shock
that
a
summoner
would
take
the
time
to
form
a
bond
with
one
as
grotesque
as
he,
he
happily
serves
his
Summoner
with
a
far
more
stubborn
tenacity
than
before.
Catoblepas
now
calculates
his
HP
as
(Summoners
Max
HP
x
5)
instead
of
only
double
the
value.
Furthermore,
he
also
gains
a
Resistance
to
Shadow.
243
(Rank
2)
The
ground
rumbles
and
shakes
as
a
fountain
of
magma
erupts
from
the
earth,
carrying
a
giant
muscular
beast.
The
magma
cools
and
hardens
as
Ifrit
lands
with
a
loud
thud,
his
massive
horns
reflecting
the
ambient
light.
Flame
erupts
from
his
canine
maw
as
he
throws
back
his
head
and
bellows.
Abilities
Fiery
Strike:
Ifrit
leaps
towards
one
target,
tearing
into
them
with
wickedly-curved
claws.
The
attack
deals
(PWR
x
5)
or
(RES
x
4)
+
2d6
points
of
damage.
Meteor
Drive:
Ifrit
lets
out
a
roar
as
his
claws
are
engulfed
in
flames,
then
leaps
toward
his
victim
with
insane
speed
and
pounds
upon
it
with
his
burning
fists.
This
barrage
deals
(PWR
x
8)
+
2d6
points
of
ARM
Fire
damage
however,
Ifrit
may
no
longer
use
an
Astral
Flow
before
being
dismissed.
Spells:
Unsurprisingly,
Ifrit
specializes
in
the
Fire,
Fira,
and
Temper
spells.
Astral
Flow,
Hellfire:
Ifrit
grabs
his
victim
and
hurls
it
into
the
sky,
then
claws
out
a
huge
rock
from
the
ground.
The
rock
is
engulfed
in
fire
and
even
begins
to
melt
from
the
incredible
heat.
With
a
powerful
roar
and
a
final
burst
of
flames,
Ifrit
launches
the
ball
of
molten
rock
at
the
target
to
inflict
a
tremendous
amount
of
Fire
damage
and
a
short-range
knockback.
Hellfire
deals
(PWR
x
10)
+
2d6
points
of
ARM
damage
to
a
single
target.
Ifrit
Leviathan
(Rank
2)
A
briny
smell
is
in
the
air
as
the
ground
before
the
summoner
turns
to
water.
Suddenly,
the
pool
of
water
is
disturbed
as
the
sinuous
form
of
Leviathan,
lord
of
the
depths,
breaches
the
surface
and
rises
into
the
air.
Abilities
Azure
Crash:
Leviathan
collides
with
a
target,
moving
with
superior
agility
to
inflict
as
much
damage
as
possible
with
its
sinuous
body.
The
attack
deals
(DEX
x
5)
or
(PWR
x
4)
+
2d6
points
of
damage.
Crushing
Coils:
Leviathan
wraps
himself
around
an
inanimate
object
and
squeezes,
using
brute
force
to
splinter
and
destroy
ships
and
other
large
objects.
Leviathan
can
make
a
Force
check
(using
the
summoners
attributes,
as
always)
to
destroy
an
object
with
a
+8
bonus
to
the
roll.
Jet:
Leviathan
unleashes
a
powerful
keen
as
a
wave
becomes
visible
surging
towards
the
enemies.
The
wave
quickly
reaches
the
monsters,
washing
over
them
to
inflict
(DEX
x
8)
+
2d6
Water
damage
to
all
foes
however,
Leviathan
may
no
longer
use
an
Astral
Flow
before
being
dismissed.
Spells:
Though
not
known
for
his
magical
might,
the
king
of
all
seas
can
cast
Water
and
Watera.
Astral
Flow,
Tidal
Wave:
Again,
Leviathan
keens,
but
this
time,
water
is
suddenly
visible
on
all
sides
of
the
monsters.
With
a
thunderous
crash,
the
oceans
of
the
world
slam
into
the
monsters,
simultaneously
drowning
and
crushing
them.
All
monsters
on
the
battlefield
take
grievous
amounts
of
Water
damage
and
are
knocked
back
a
Short
Range;
Tidal
Wave
deals
(DEX
x
10)
+
2d6
points
in
all
and
even
affects
enemies
who
are
Large
or
otherwise
Immune
to
knockback.
Special
Absorbs
Fire,
Weakness
to
Ice,
Vulnerability
to
Water
Devotion
Ifrit
grants
his
boon
to
heroes
who
can
demonstrate
their
dominance
over
other,
lesser
mortals.
This
Devotion
is
fulfilled
when
the
Summoner
uses
raw
force
to
simply
take
what
they
want
without
repercussion.
Special
Immunity
to
Water,
Weakness
to
Lightning,
Resistant
to
Fire,
Resistant
to
Ice
Devotion
The
lord
of
the
oceans
is
a
noble
and
regal
Esper
who,
perhaps
surprisingly,
values
law
and
political
hierarchy
above
all
else.
Leviathans
Devotion
is
realized
if
the
Summoner
carries
out
a
dangerous
task
for
a
politically
powerful
individual
with
efficiency
and
humility.
Pact
Gift
Ifrits
gift
of
wrath
permanently
increases
his
Summoners
PWR
attribute
by
four
points.
Pact
Gift
Although
not
fully
material,
Leviathan
may
rise
from
the
depths
of
the
sea,
beckoning
the
party
to
climb
aboard
his
serpentine
neck
before
travelling
through
hidden
underwater
pathways.
When
near
a
large
enough
body
of
water,
the
Summoner
with
this
gift
may
cast
the
Teleport
spell
to
travel
to
any
coastal
city
or
location.
244
Pandemona
(Rank
2)
Winds
begin
to
whip
up
the
battlefield,
quickly
condensing
into
a
howling
tornado.
What
looms
over
the
enemy
when
all
has
dispersed
looks
like
something
out
of
a
fever
dream:
a
faceless
giant,
purple
skin
dappled
and
mottled
with
splashes
of
pink
and
white,
sizing
the
field
up
with
an
eyeless
gaze.
As
three
long
tubes
slung
over
one
shoulder
start
drawing
in
the
surrounding
air,
what
at
first
appeared
to
be
a
tail
begins
to
grow
in
size,
swelling
until
it
is
almost
spherical
and
creaking
with
tension.
Pandemona,
the
Wind
Devil,
is
ready
to
strike.
Ramuh
(Rank
2)
Storm
clouds
gather
overhead
and
the
rumble
of
thunder
can
be
heard
in
the
distance,
and
bolts
of
lightning
burst
from
the
clouds
and
strike
the
ground
in
front
of
the
Summoner.
When
the
flash
of
light
and
peal
of
thunder
have
faded,
the
Summoner
is
accompanied
by
a
wizened
man
with
a
long
grey
beard,
dressed
in
loose
green
robes
and
carrying
a
gnarled
old
staff.
Despite
his
age,
not
a
flicker
of
weakness
or
infirmity
passes
over
Ramuh's
face;
his
expression
is
hard,
eyes
shining
with
a
terrible
majesty.
destruction in its wake. The attack deals (DEX x 5) or (PWR x 4) + 2d6 points of damage to two different enemies. Aerial Blast: Pandemona releases the accumulated contents of his wind-bag in a single violent torrent that all but blasts the target out of the battle. Aerial Blast inflicts (DEX x 5) + 2d6 points of Wind Elemental damage to one enemy. The damage from this attack cannot be reduced with M.ARM or Shell. However, any foe defeated with Aerial Blast does not drop money or items, nor can they be Scavenged, having been blown away in the storm. Spells: Pandemona is only able to cast the Aero, Aerora, and Thrust Kick spells. Astral Flow, Tornado Zone: The 'mouths' of Pandemona's air-tubes flare wide, unleashing three screaming torrents of wind that twist and intertwine as they surge towards the enemy. Wind Blade inflicts (DEX x 10) + 2d6 points of Wind Elemental damage to all enemies and causes a Medium Range knockback. The damage from this attack cannot be reduced with M.ARM or Shell. However, any foe defeated with Wind Blade does not drop money or items, nor are they an eligible target for the Scavenge skill.
Special
Immune
to
Wind,
Resistant
to
Lightning,
Flight,
Aerial
Killer
Devotion
Pandemona
is
as
chaotic
the
wind
itself,
and
finds
great
amusement
in
situations
where
everything
seems
to
go
wrong.
He
will
cost
one
fewer
points
of
Destiny
to
call
forth
after
the
Summoner
suffers
a
Complication
a
natural
roll
of
2
on
an
Elementary
or
Easy
skill
and
fails
the
follow-up
roll.
struck by an errant bolt of lightning from the clouds. Whirling the rod once over his head, he points it at the target and the electrical charge leaps towards it, shocking it with (MND x 5) + 2d6 points of Lightning damage. This is followed by a resistance roll a failure means the enemy loses one beneficial status effect of the summoners choice. Silencing Rain: By parting the heavens with a sudden downpour, Ramuh can muffle the sounds needed for spellcasting and make warriors struggle to battle. Silencing Rain creates the effects of Difficult Terrain in the current location, and all targets (enemies and allies both) are affected by Seal. Silencing Rain: Ramuhs large repertoire of magic includes Thunder, Thundara, Elemental Spikes (Lightning), Transform, Flash, Seal, Wall, Dimensional Gate, and Vox. Astral Flow, Judgment Bolt: Ramuh chants in an arcane language, and the sky grows dark from gathering clouds. The clouds swirl and twist above the targets, the winds howling and the sound of thunder growing louder with each second. Suddenly a volley of lightning crashes into the ground amidst the targets, electricity arcing between their bodies and jolting them all with Lightning damage; (MND x 9) + 2d6 points total. In addition, Judgment Bolt automatically removes all positive status effects from the target without an opposed roll.
Special
Immune
to
Lightning,
Weakness
to
Water,
Flight
Devotion
Ramuh
has
been
known
by
many
names
over
his
ageless
existence;
some
logical,
some
unusual.
He
has
been
the
Justicar,
the
Archon
of
Storms,
the
Master
of
Creation.
He
has
watched
religions
form
in
worship
of
him,
and
he
has
watched
centuries
come
as
little
more
than
an
old
man
smoking
a
pipe.
This
Devotion
is
satisfied
when
the
Summoner
permanently
changes
the
world
by
outsmarting
a
long-standing
problem.
Ramuh
is
pleased
when
he
sees
legacies
based
on
good,
common
sense.
Pact
Gift
Pandemona
gains
the
following
new
ability;
Shearing
Wind:
Make
an
opposed
Force
check
against
one
target;
if
successful,
Shearing
Wind
causes
a
Short
Range
knockback.
This
attack
then
deals
(DEX
x
10)
+
2d6
points
of
Wind
damage
if
this
knockback
interrupts
an
enemys
Slow
action
Pact
Gift
Ramuhs
gift
of
wisdom
permanently
increases
his
Summoners
MND
attribute
by
four
points.
245
(Rank
2)
As
the
Summoner
completes
the
final
motions
of
the
summoning
ritual,
man-sized
fragments
of
ice
come
crashing
down
on
the
battlefield
to
create
a
jagged
tower
of
polished,
glistening
cold.
Yet
this
spectacular
structure
is
only
the
beginning;
instantly,
a
soft
shaft
of
light
falls
down
upon
it,
illuminating
the
gentle
fall
of
snowflakes
as
a
lithe
female
figure
descends
from
above,
landing
in
the
midst
of
the
ice.
For
a
moment,
only
her
reflection
is
visible:
delicate
blue
skin
covered
in
strange,
inhuman
markings,
scant
scraps
of
clothing
protecting
only
her
modesty
from
the
elements,
multiplied
into
infinity
by
countless
facets
of
ice.
Then
her
eyes
snap
open,
shattering
the
frozen
carapace.
Shiva
Abilities
Slap:
The
Esper
sashays
forward
before
striking
one
foe
surprisingly
hard
with
an
ice-cold
palm.
The
attack
deals
(RES
x
5)
or
(DEX
x
4)
+
2d6
points
of
damage
to
one
enemy.
Glacial
Shards:
The
ice
goddess
calls
forth
frozen
winds
to
sweep
the
battlefield,
creating
Difficult
Terrain.
Whenever
a
target
takes
Ice-based
damage,
they
are
also
automatically
affected
by
the
Slow
status
for
their
next
turn.
Creatures
with
a
Resistance
or
better
to
Ice
magic
are
unaffected.
Heavenly
Strike:
Shiva
regards
her
target
with
a
cool,
disdainful
gaze.
Judging
the
foe
unworthy
of
effort,
she
waves
her
hand
and
freezes
the
air
above
the
target
into
an
enormous
block
of
ice.
The
block
drops
and
inflicts
(DEX
x
8)
+
2d6
points
of
crushing
Ice
damage
however,
Shiva
may
no
longer
use
an
Astral
Flow
before
being
dismissed.
Heavenly
Strike:
Blizzard,
Blizzara,
Elemental
Spikes
(Ice)
and
Wall
are
all
tricks
this
Esper
possesses.
Astral
Flow,
Diamond
Dust:
Shifting
her
stance
for
stability,
Shiva
gathers
moisture
from
the
air
and
concentrates
it
into
a
dense
ball
of
ice.
When
the
ball
bursts
it
unleashes
a
blast
of
pure
frigid
might,
encasing
her
enemies
in
a
tomb
of
frozen
walls.
With
the
snap
of
her
fingers
the
ice
prison
shatters,
leaving
the
enemies
of
Shiva
shivering
on
the
ground
and
suffering
from
a
great
deal
of
Ice
damage;
(DEX
x
9)
+
2d6
points
in
all.
Furthermore,
all
enemies
damaged
by
this
attack
also
receive
a
Weakness
to
Ice
for
the
remainder
of
combat.
Special
Absorbs
Ice,
Weakness
to
Fire
Devotion
The
Ice
Queen
who
holds
a
deep
respect
for
those
who
value
family
and
friendship.
Cold
is
this
Espers
anger
and
swift
her
vengeance
to
those
who
would
lay
a
hand
on
someone
incapable
of
defending
themselves.
Her
Devotion
is
fulfilled
if
the
Summoner
protects
an
innocent
or
a
child
from
the
harsh
truth
and
cruelties
of
the
world.
Pact
Gift
Shivas
gift
of
grace
permanently
increases
her
Summoners
DEX
attribute
by
four
points.
246
(Rank
2)
A
deep
rumbling
is
felt
in
the
earth
and
the
battleground
is
covered
with
a
web
of
cracks
and
fissures.
An
immense
muscular
humanoid
bursts
out,
covered
with
primitive
tattoos
and
clad
only
with
a
loincloth.
As
dust
and
grit
cascade
off
his
body,
Titan
bellows
with
rage
and
glowers
at
those
who
would
dare
befoul
the
sanctity
of
the
land.
Titan
(Rank
3)
A
woman
floats
serenely
down
from
the
heavens,
bringing
with
her
a
sense
of
peace
and
balance.
It
becomes
apparent
that
Asura
is
actually
three
bodies
and
three
faces
sharing
a
single
head,
all
sitting
in
the
lotus
position
back
to
back.
The
first
is
that
of
a
lovely
blonde
woman,
another
is
a
woman
with
red
skin
and
hair
and
a
dark
scowl
on
her
face,
and
he
final
body
is
a
woman
with
blue
skin
and
light
yellow
hair,
a
vacant
smile
on
her
face
as
she
playfully
tosses
a
dagger
from
one
hand
to
the
other.
Asura
Abilities
Blessing:
Roll
a
1d6.
A
roll
of
1-2
causes
the
Face
of
Yang
effect.
A
roll
of
3-4
causes
the
Face
of
Yin
effect.
A
roll
of
5-6
causes
the
Face
of
Asura
effect.
Face
of
Yang:
The
red-skinned
woman
scowls
at
the
party.
A
warrior
by
nature,
she
points
her
sword
at
them
and
urges
them
to
defeat
their
enemies.
The
magic
from
this
blessing
causes
the
party
to
deal
one
additional
damage
step
with
all
spells
and
attacks
until
Asura
uses
her
Blessing
or
Blessings
of
the
Deity
ability.
Face
of
Yin:
Asura
spins,
and
the
blue-skinned
woman
with
the
vacant
smile
faces
the
party.
She
gestures
toward
them
with
her
dagger,
granting
a
feeling
of
peace
and
happiness.
Along
with
the
serenity
comes
(RES
x
8)
+
2d6
healing
to
all
party
members.
Face
of
Asura:
The
face
of
the
blonde
woman
looks
gracefully
upon
the
party.
With
a
vague
nod
of
her
head,
fallen
comrades
find
new
hope.
Asura
casts
Life
upon
all
Unconscious
allies
and
has
a
50%
chance
to
cast
Life
on
all
defeated
foes,
as
well.
Spells:
Asura
can
cast
Aspir,
Seal,
Regen,
Addle,
Confuse,
Invisible,
Vox,
Stop,
Sleep,
Wall,
and
Time
Slip.
Astral
Flow,
Blessings
of
the
Deity:
The
goddess
of
both
peace
and
war
offers
her
aid
to
the
greatest
combatant
on
the
field,
all
three
faces
aligning
in
perfect
harmony
for
only
a
moment.
All
enemies
and
allies
make
a
Force
check
and
a
Finesse
check.
If
the
same
character
rolled
higher
than
all
other
participants
on
both
checks,
they
recover
100%
of
their
HP
and
MP
instantly,
gain
Auto-Haste,
Impervious,
and
an
Immunity
to
Critical
Hits
until
combat
ends.
Special
Immune
to
Earth,
Resistant
to
Lightning,
Resistant
to
Wind,
Vulnerable
to
Water,
Regeneration
20
Special
Weakness
to
Holy,
Weakness
to
Shadow,
Controlled
Defense
Devotion
As
one
might
expect,
the
ponderous
Titan
is
the
guardian
of
the
earth
and
is
single-minded
in
his
ceaseless
goal
of
protecting
and
reshaping
the
world.
If
the
Summoner
ever
averts
or
causes
a
natural
disaster
without
the
aid
of
magic,
Titan
will
be
pleased
and
allows
himself
to
be
summoned
for
only
one
point
of
Destiny.
Titans
gift
of
tenacity
permanently
increases
his
Summoners
RES
attribute
by
four
points.
Devotion
The
Esper
Asura
is
the
gatekeeper
and
queen
of
their
land,
challenging
all
who
would
seek
the
aid
of
the
Summons.
In
time,
she
has
learned
to
grow
fond
of
those
heroes
with
enough
wit
to
overcome
her
in
battle.
Her
Destiny
cost
is
permanently
reduced
when
the
Summoner
turns
a
major
adversarys
own
strengths
against
it
in
order
to
defeat
it.
Pact Gift
Pact
Gift
Whenever
the
summoner
uses
a
Teamwork
Attack,
they
may
roll
three
dice
instead
of
two
and
discard
one.
247
Cerberus
(Rank
3)
A
terrific
howling
is
heard
from
the
core
of
the
earth.
A
gaping
fissure
opens
in
the
ground,
from
which
a
tremendous
three- headed
dog
leaps
with
a
hideous
snarl.
Cerberus
lands
in
front
of
the
party,
his
three
sets
of
fangs
bared
in
a
snarl.
(Rank
3)
Dark
clouds
gather
over
the
battlefield,
turning
day
to
night
as
a
towering
column
of
rock
bursts
forth
from
the
ground.
Suddenly,
a
howl
rings
out
from
on
high.
There
atop
the
great
rock
face
stands
a
majestic
horned
wolf,
violet
fur
broken
up
by
whorled
tufts
of
white
and
gold
that
almost
look
like
wings
by
what
little
light
remains.
Rearing
his
head
back,
Fenrir
gives
another
howl
and
prepares
to
enter
the
fray.
Fenrir
Abilities
Poison
Fang:
Cerberus
tears
into
a
foe
with
sharp
teeth,
dealing
(DEX
x
4)
or
(PWR
x
3)
+
2d6
points
of
Shadow
damage
and
Poisoning
the
target
with
a
successful
opposed
roll.
Ragdoll:
Cerberus
grabs
one
foe
and
hurls
him
into
another
as
he
rushes,
causing
chaos
in
the
enemy
ranks.
This
attack
can
only
be
used
if
at
least
two
enemies
exist
on
the
field
the
first
target
takes
(DEX
x
7)
+
2d6
points
of
damage
and
is
knocked
back
a
Short
Range.
The
second
target
takes
(DEX
x
5)
+
2d6
points
of
damage
and
automatically
receives
the
negative
status
effect
Stop
for
one
round.
Flames
of
Acheron:
All
three
mouths
spew
forth
a
gushing
blast
of
magma,
dealing
(MND
x
5)
+
2d6
points
of
Fire
damage
to
one
enemy
and
all
other
targets
within
a
Short
Range
of
it.
Sonic
Drive:
All
three
of
Cerberus'
heads
look
towards
the
same
foe.
A
hideous
barking
emerges
from
all
three
throats
-
the
sound
is
so
horrendous
that
the
monster
suffers
from
a
sudden
case
of
shaky
knees.
Make
an
opposed
resistance
check
success
means
the
enemy
suffers
a
penalty
of
-3
to
his
ACC
and
AVD
scores
until
the
end
of
their
next
turn.
Spells:
Cerberus
has
Temper,
Thundara,
Slow
and
Demi
at
his
disposal.
Astral
Flow,
Counter
Rockets:
Cerberus
grants
all
party
members
one
final
boon
the
ability
to
bite
back
as
he
does.
Until
combat
ends,
each
character
may
make
one
(possibly
additional)
Counterattack
as
though
they
were
using
a
Brawl
type
weapon.
Special
Arcana
Killer,
Counterattack
(100%),
Magical
Counterattack
(50%)
Devotion
Cerberus
is
the
watchdog
of
the
underworld,
fiercely
guarding
the
gates
to
the
land
of
the
dead
without
pause
in
this
ceaseless
duty.
He
grudgingly
respects
those
who
have
aided
him
in
this
thankless
task,
and
has
a
reduced
summoned
cost
for
any
character
that
has
permanently
defeated
an
enemy
with
the
Undying
monster
property.
Special
Resistant
to
Lightning,
Resistant
to
Shadow,
Beast
Slayer
The
powerfully-built
Fenrir,
father
of
all
beasts,
is
willing
to
cooperate
with
those
who
have
proven
themselves
to
be
the
Alphas
in
their
respective
societies.
Fenrirs
Destiny
cost
is
lowered
for
a
Summoner
who
has
fought
for
and
obtain
a
position
of
power
in
society,
such
as
becoming
the
leader
of
a
clan
or
taking
the
throne.
Pact
Boon
The
summoner
no
longer
needs
to
eat,
drink,
or
sleep
in
their
eternal
vigil,
and
Cerberus
gains
the
following
attack,
which
he
may
use
in
place
of
the
Counter
Rockets
astral
flow
if
the
summoner
so
requests
it;
Astral
Flow;
Triple
Fang:
All
three
heads
rip
into
a
single
enemy,
dealing
(PWR
x
5)
Fire
damage,
(MND
x
5)
Shadow
damage,
and
(DEX
x
5)
Thunder
damage.
Devotion
Pact
Boon
You
permanently
gain
the
Beast
Killer
property.
248
Phantom
(Rank
3)
An
eerie
stillness
fills
the
air.
Seemingly
from
nothing,
a
figure
engulfed
in
dark
mist
appears
and
then
disappears,
fading
in
and
out
of
existence.
When
Phantom
can
be
seen,
a
translucent
cloak
covers
its
entire
body,
save
for
two
glowing
eyes.
Phantom
has
no
fear
of
Holy
energies
however,
being
the
long-dead
spirit
of
a
great
force
of
good.
Seraph
(Rank
3)
The
summoner
bows
her
head
and
closes
her
eyes,
imparting
a
prayer
for
assistance
to
the
fates.
As
she
does
so,
a
golden
beam
of
light
shines
down
from
above,
and
a
winged
woman
wearing
a
rainbow-colored
robe
descends
from
the
sky
to
gently
touch
down
before
the
summoner.
Abilities
Pearl
Light:
Phantom's
cloak
pulls
back
slightly
from
its
face
and
a
brilliant
white
light
shines
from
its
eyes.
Whomever
Phantom
stares
at
with
this
pure
light
suffers
(MND
x
6)
or
(RES
x
6)
+
2d6
points
of
Holy
damage.
Silver
Mist:
Phantom
creates
a
shining
silver
fog
throughout
the
battlefield,
the
effects
of
which
deal
constant
damage
to
unholy
enemies.
Silver
Mist
is
difficult
terrain
that
causes
all
Fiend
and
Undead-type
creatures
lose
20%
of
their
maximum
HP
at
the
start
of
each
of
their
turns
with
a
failed
resistance
roll.
Undead
destroyed
in
this
method
cannot
resurrect
as
normal.
Spells:
Seal,
Invisible,
Barrier,
Dia,
Banish,
Paralyze,
X-Zone,
Teleport,
Faith,
and
Life.
Astral
Flow,
Eternal
Shroud:
Phantom's
cloak
spreads
out
to
cover
the
entire
party,
granting
them
the
same
ghostly
essence
that
it
enjoys.
Phantom's
essence
invigorates
the
party
like
a
chill
breeze,
granting
all
allies
the
Flight
and
Invisible
statuses
until
the
end
of
combat.
Special
Resistant
to
Holy,
Resistant
to
Shadow,
Undead
Killer,
Flight,
Final
Attack:
Pearl
Light
Devotion
The
hallowed
spirit
holds
no
love
for
other
undead,
and
urges
his
summoners
to
seek
out
and
destroy
such
abominations
wherever
they
may
dwell.
Phantom
will
more
willingly
aid
those
Summoners
who
have
permanently
defeated
a
powerful
Undead
Notorious
Monster
or
Boss.
Special
Immune
to
Holy,
Weakness
to
Shadow,
Flight,
Regeneration
40
Pact
Boon
Phantom
teaches
his
summoner
how
to
walk
toward
the
Farplane,
to
partially
leave
this
world
and
enter
an
ethereal
realm.
All
of
the
bonuses
granted
by
the
Invisible
status
increase
to
+6
instead
of
+4.
Phantom
also
gains
the
following
attack;
Possession:
Phantom
makes
an
opposed
resistance
roll
and,
if
he
succeeds,
flows
into
the
body
of
a
non-Boss
enemy
target
and
inflicts
them
with
the
Charm
status,
even
if
they
would
normally
be
immune
to
it.
While
in
this
state,
Phantom
cannot
be
targeted
or
take
damage
from
any
attack.
Continuing
to
maintain
Possession
is
a
standard
action,
meaning
that
the
Esper
may
not
use
other
spells
or
attacks
while
he
inhabits
anothers
body.
Possession
ends
when
Phantom
would
use
an
Astral
Flow
or
be
dismissed,
as
normal.
Devotion
Seraph
is
a
simple
entity,
urging
her
altruistic
summoners
to
find
happiness
in
whatever
way
they
like.
Seraphs
Destiny
cost
is
reduced
when
her
summoner
helps
someone
else
fulfill
their
Life
Goal,
so
long
as
that
goal
does
not
involve
destruction
or
bring
harm
to
other
people.
Seraph
grants
her
summoner
a
gift
as
a
token
of
her
friendship;
a
single
angel
feather
that
seems
to
purify
the
strange,
tainted,
and
often-wondrous
items
the
character
manages
to
scavenge
along
their
journey.
The
Summoner
may
treat
every
Component
as
though
it
also
had
HP
Restore,
Remedy,
Therapeutic
and
Resurrection
on
its
list
of
properties.
Pact Boon
249
Tritoch
(Rank
3)
With
the
beating
of
feathery
wings,
the
rainbow
dragon
Tritoch
swoops
down
from
the
skies.
Feathers
and
scales
shimmer
red,
blue,
gold
and
green
in
the
light
as
he
gently
sets
down
on
four
short
legs,
taking
your
breath
away.
A
tuft
of
iridescent
fur
tips
the
end
of
his
twitching
serpentine
tail,
a
long
tongue
flicks
from
a
beak-like
mouth
and
battle-hardened
eyes
peer
from
beneath
an
ancient
bronze
helmet.
Yojimbo
(Rank
3)
A
cloud
of
cherry
blossoms
fall
from
the
sky
as
the
heavens
turn
to
night
and
a
full
moon
appears
overhead.
Out
of
nowhere,
a
deep,
guttural
bark
issues
from
the
distance
as
a
giant
dog
comes
bounding
in
front
of
the
summoner.
Behind
the
dog,
a
giant
swordsman
wearing
a
wide-brimmed
hat
and
ornate
clothing
strides
slowly
forward.
Yojimbo
extends
one
hand
towards
his
summoner,
waiting
for
payment
and
another
opportunity
to
display
his
mastery
of
the
blade.
Special
Resists
Fire,
Resists
Ice,
Absorbs
Lightning,
Auto-Protect,
Flight
Devotion
Tritoch,
having
one
been
imprisoned
inside
a
great
block
of
ice
for
centuries,
is
grateful
to
his
summoners
when
they
prevent
the
same
fate
from
befalling
others.
He
costs
fewer
Destiny
after
the
party
orchestrated
a
jailbreak,
released
captives,
or
otherwise
granted
freedom
to
those
denied
it.
Tritoch
grants
his
summoner
a
small
fraction
of
his
Elemental
Infusion
power.
Whenever
the
Summoner
suffers
Fire,
Ice,
or
Thunder
damage,
their
next
damaging
spell
or
attack
is
increased
by
two
steps.
Special
Auto-Life,
Fiend
Killer
Devotion
Yojimbo
is
a
hardened
mercenary,
eschewing
morals
or
other
values
for
the
sake
of
wealth.
His
Devotion
is
fulfilled
if
the
summoner
ever
performs
a
task
for
someone
else
purely
for
the
sake
of
money,
and
the
size
of
fee
leaves
the
asker
penniless
afterwards.
The
summoner
may
now
sell
Components.
The
standard
going
rate
is
equal
to
that
of
a
Shield
of
the
same
Tier.
Pact Boon
Pact Boon
250
(Rank
4)
A
blackened
metal
chain
plummets
out
of
the
sky,
plunging
into
the
ground
with
a
thundering
jolt.
The
chain
retracts
as
it
slowly
pulls
something
out
of
the
shadowed
depths
of
the
earth.
More
chains
spring
out
of
the
earth,
pulling
themselves
taut
around
the
emerging
figure,
a
strangely
fish-like
creature
who
roars
in
impotent
fury
as
she
weeps
boiling
blood.
This
is
the
dark
spirit
Anima.
Anima
Atomos
(Rank
4)
A
dark
shadow
envelops
the
battlefield
as
demon
machine
Atomos
appears,
its
body
barely
more
than
a
giant
mouth
hovering
in
the
sky.
A
singular
light
glows
deep
in
the
void
of
its
gaping
maw,
seemingly
drawing
in
the
surrounding
light
and
causing
the
encroaching
shadows.
Its
dark
eyes
flare
open
to
survey
those
who
the
Summoner
needs
eliminated
from
existence,
a
thunderstorm
of
unreal
proportions
crackling
across
the
sky
behind
it.
Special
Devotion
Despite
her
tortured
appearance,
Anima
Sola
seeks
to
take
on
the
pains
and
the
burdens
of
the
world.
Often,
the
only
way
to
relieve
someone
of
their
suffering
is
through
a
permanent
release.
Her
Devotion
is
fulfilled
when
Anima
herself
deals
the
killing
blow
to
defeat
a
Notorious
Monster
or
Boss
who
has
become
physically
corrupted
from
power.
Pact
Boon
Anima
takes
your
life
and
holds
it
to
her
breast,
protecting
your
worthy
soul
like
a
mother
would
protect
a
child.
When
a
powerful
enemy
attempts
to
kill
a
fallen
friend
who
has
dropped
to
zero
hit
points,
they
must
also
succeed
at
an
opposed
resistance
check
in
order
to
do
so.
Special
Devotion
Atomos
is
mindless
and
has
neither
Devotion
nor
Pact
Boon.
251
Diabolos
(Rank
4)
With
a
dry,
dusty
fluttering,
a
swarm
of
ethereal
bats
surround
the
summoner
and
fly
up
to
form
an
immense
globe
of
pure
darkness.
Silently,
the
demonic
Diabolos
descends
from
this
globe
and
flares
his
wings
as
he
scans
the
battlefield.
He
hungers,
and
all
are
his
prey.
Doomtrain
The
ringing
of
haunting
bells
suddenly
sounds,
signaling
the
approach
of
the
runaway
Doomtrain.
A
series
of
pale
white
train
tracks
crisscross
the
battlefield
as
the
ghostly
train
chugs
into
view,
its
many
undead
passengers
engaged
in
deep
conversation.
As
Doomtrain
carries
the
departed
tothe
other
sideit
has
been
signaled
to
stop
for
a
moment
to
pick
up
a
few
more.
(Rank 4)
Special
Resistant
to
Shadow,
Vulnerable
to
Holy,
Flight
Devotion
Diabolos
urges
his
summoners
to
embrace
their
emotions,
including
the
natural
human
response
of
fear.
To
fulfill
this
Devotion,
the
individual
summoner
or
the
party
must
choose
one
type
of
enemy
Construct,
Beast,
Fiend,
or
so
on.
All
of
those
enemies
are
considered
to
have
the
Fearsome
power
and
do
one
increased
step
of
damage
on
all
attacks
against
the
summoner.
Special
Devotion
Doomtrain
is
content
when
it
can
fulfill
its
function;
it
costs
one
fewer
Destiny
to
summon
if
a
longstanding
and
unwilling
party
member
ever
dies
(Cheating
Death
doesnt
count).
Pact
Boon
Diabolos
gains
HP
Drain,
and
all
other
allies
participating
combat
also
gain
the
HP
Drain
property
while
Diabolos
remains
summoned.
Pact
Boon
Doomtrain
gains
the
following
ability
252
Maduin
Proud
and
strong,
Maduin
rides
into
battle
on
a
wave
of
brilliant
light.
The
humanoid
Esper
glows
with
a
pale
lavender
light,
his
well-muscled
features
and
clawed
appendages
reminiscent
of
Ifrit.
However,
this
unearthly
warrior
is
peaceful
and
logical,
adopting
an
oddly
martial
stance
as
he
awaits
for
a
command
(Rank 4)
Abilities
Riot
Blade:
Maduins
hand
snaps
to
his
waist,
drawing
forth
a
thin
sword
with
lightning-fast
quickness.
He
darts
forward
and
slashes
one
foe,
dealing
(PWR
x
8)
+
2d6
or
(DEX
x
10)
+
2d6
points
of
non-elemental
damage.
With
a
successful
resistance
check,
Riot
Blade
also
causes
the
Confuse
status.
Photon
Impact:
The
warrior
jabs
his
sword
toward
an
enemy
and
thousands
of
razor-thin
beams
of
energy
lance
out,
spiraling
around
one
another
in
a
kaleidoscope
display
of
color
and
intensity.
This
attack
may
be
used
as
an
Instant
action
once
each
round,
and
with
a
successful
opposed
roll
against
one
enemy,
deals
a
flat
(MND
x
5)
damage
and
grants
the
target
a
Vulnerability
to
any
one
element
of
the
Summoners
choice
until
the
start
of
that
creatures
next
turn.
Trance:
Maduins
strongest
ability
is
the
power
to
unlock
a
humans
innermost
potential.
The
Esper
absorbs
a
copious
amount
of
MP,
channeling
it
directly
into
a
single
party
member.
Until
Maduin
is
dismissed
that
ally
deals
200%
damage
with
all
attacks
and
spells,
acts
as
though
they
possess
the
Break
Damage
Limit
weapon
property,
and
gains
the
Flight
status.
Trance
can
only
be
applied
to
one
ally
at
a
time
and
can
never
be
used
on
Maduin
himself.
Spells:
Maduin
is
no
slouch
when
it
comes
to
magic.
He
casts
Haste,
Reflect,
Flare,
Seal,
Force
Field,
and
Temporal
Shift.
Astral
Flow,
Chaos
Wing:
Maduin
rises
in
the
air
and
begins
to
glow
with
a
lavender
light,
no
longer
able
to
contain
the
power
that
exists
within
him.
Streaks
of
energy
jet
from
his
skin,
burning
the
ground
around
him
and
all
foes
within
Short
Range
for
(PWR
x
14)
+
2d6
point
of
damage.
In
addition,
any
weapons
or
armor
the
targets
may
be
wearing
are
destroyed
without
any
resistance
roll.
When
Chaos
Wing
ends,
Maduin
dissipates
into
a
fine
purple
mist.
Special
Auto-Protect,
Controlled
Defense
Devotion
The
Knights
of
the
Round
embody
the
concept
of
strength
in
numbers,
and
proudly
serve
alongside
those
heroes
who
follow
their
lead.
Their
Devotion
is
fulfilled
when
the
heroes
unite
a
nation
or
huge
group
of
people
against
a
common
cause,
or
rally
an
army
to
wage
war.
Special
Auto-Shell,
Auto-Reflect
Devotion
Maduin
has
no
fear
and
confidently
believes
himself
and
his
summoner
companions
capable
of
doing
things
that
have
never
before
been
accomplished.
There
are
no
boundaries
for
he
and
his
allies.
It
takes
only
3
Destiny
to
summon
Maduin
after
accomplishing
an
Impossible
skill
check
without
spending
Destiny.
Pact
Boon
The
Knights
of
the
Round
gain
Fiend
Killer,
and
their
Summoner
now
treats
the
Paladins
Leadership
job
ability
as
though
it
was
a
Shared
Ability,
allowing
them
to
take
it
regardless
of
their
current
job.
Pact
Boon
Strengthened
by
his
faith
in
his
summoner,
Maduin
adds
Auto-Protect
and
Imperil
to
his
list
of
special
properties.
253
Phoenix
(Rank
4)
An
ancient,
ugly
bird
lands
slowly
on
the
ground
before
the
summoner.
It
turns
one
sad
eye
towards
the
party
before
giving
forth
a
beautiful
song.
Suddenly,
the
avian
bursts
into
flames,
still
singing.
Out
of
the
conflagration,
a
giant
bird
covered
in
gloriously
vibrant
plumage
soars
suddenly
into
the
sky.
It
spreads
its
wings
in
front
of
the
summoner,
and
a
beautiful
circular
rainbow
appears
briefly.
Phoenix
is
once
again
reborn.
Alexander
(Rank
5)
The
summoner
closes
her
eyes
and
gives
a
small
prayer,
which
is
answered
as
a
massive
mechanical
creature
rises
up
behind
her.
Alexander,
the
holy
guardian,
towers
over
the
battlefield,
resplendent
in
brightly-ornamented
silver
armor.
It
may
be
humanoid,
but
nothing
below
the
waist
can
be
seen
above
the
ground.
The
arms
are
massive
pillars,
leaning
against
the
ground,
though
no
hands
are
visible.
Perhaps
the
strangest
thing
about
Alexander
is
what
appears
to
be
a
palace
on
its
wide
shoulders,
with
towers
sprouting
high
up
over
its
head.
Special
Auto-Life,
Flight
visor onto all enemies. The beam pulses with red energy as it begins to trace a glyph, weaving ever faster as it grows nearer to completion. Once etched, the beam expands to fill the glyph and burns all foes for (PWR x 20) + 2d6 or (MND x 20) + 2d6 Holy Elemental damage. Bastion: Crushing parapets strike one foe for (RES x 25) points of damage. If any damage was willingly redirected from one ally to another during the enemys previous round, such as from a Paladins Cover ability or between the partners of a Teamwork Attack, Bastion also instantly grants the Regen status to all allies. Perfect Soul: Alexander grants a fragment of his nature to one character. The character becomes Impervious until Alexander is dismissed. Perfect Soul cannot be used on a target already suffering from a negative status effect. Spells: Holy, Dispel, Aura, Brave, Curaja, Lux, Tetra Astral Flow, Holy Judgment: Alexander shudders and clanks as a pair of immense feathered wings emerge from its back, shattering metal and stone. The wings beat slowly in the air as a ball of holy energy is formed in front of Alexander's body. Suddenly the wings stop, and the ball splits into thousands of thin streams of energy, spiraling around the battlefield until, one by one, each plunges into a different enemy. The energy explodes within the targets and sears them all for extreme Holy elemental damage; (RES x 40) + 2d6 points worth.
Special
Indestructible
(Takes
zero
damage
from
all
sources),
Undead
Killer,
Fiend
Slayer,
Break
Damage
Limit
Devotion
Phoenix
grants
his
boon
to
those
who
can
survive
the
impossible,
rising
from
the
ashes
as
it
does.
It
has
a
permanently
reduced
cost
whenever
two
or
more
heroes
use
Blaze
of
Glory
or
Cheat
Death
in
a
single
game
session.
Devotion
Alexander
seems
an
alien
and
incomprehensible
entity,
but
its
goals
are
simple
for
anyone
who
takes
time
to
listen.
It
becomes
easier
to
summon
once
the
character(s)
become
recognized
as
the
heroes,
champions,
and
saviors
of
a
city.
The
Summoner
is
always
treated
as
though
they
possess
the
effects
of
the
Glowing
and
Fortified
properties
on
their
equipment,
encircling
them
with
light
and
increasing
their
ARM
and
M.ARM
values
by
50%.
Pact
Gift
After
Phoenixs
devotion
is
fulfilled,
it
may
use
its
Rebirth
astral
flow
even
if
it
has
been
defeated
and
turned
into
an
egg
by
its
Dying
Star
ability.
Pact Gift
254
Bahamut
(Rank
5)
The
beating
of
massive
wings
can
be
heard
as
the
First
Sire
swoops
onto
the
battlefield
and
settles
in
front
of
the
summoner,
unleashing
a
roar
loud
enough
to
break
the
heavens.
The
Dragon
King
has
come,
demanding
you
fall
to
your
shaking
knees
in
awe
of
his
power.
(Rank
5)
The
sky
above
the
Summoner
and
her
allies
darkens
as
the
sound
of
a
horse's
gallop
is
heard.
A
gigantic
form
shimmers
into
view;
a
muscular
and
fearsome
man
atop
an
eight-legged
horse,
bearing
a
sword
gleaming
red.
Odin
Abilities
Special
Flight,
Humanoid
Slayer,
Resistance
to
all
Elements
except
Holy,
Break
Damage
Limit
Devotion
Nihilistic
and
remorseless,
Odins
obsidian
blade
seeks
only
destruction
to
his
enemies
and
send
their
souls
to
Valhalla.
In
the
end,
there
will
be
nothing;
no
future.
No
hope.
Any
character
capable
of
summoning
Odin
may
fulfill
the
Espers
Devotion
by
choosing
to
abandon
their
Life
Goal.
This
futility
actually
manifests
as
a
supernatural
pact;
The
character
will
never
be
able
to
accomplish
this
former
Life
Goal,
even
if
they
later
regret
their
choice.
Devotion
The
Hallowed
Father
only
obeys
the
strong,
and
is
quick
to
spurn
the
commands
of
any
mortal
he
finds
unworthy.
His
gift
is
granted
to
those
who
have
defeated
an
End
Boss,
who
defeat
Bahamut
himself
in
combat,
or
who
undertake
a
dangerous
quest
to
retrieve
an
object
of
Bahamuts
choosing.
Pact
Gift
The
character
grows
a
single
spiral
horn
from
their
forehead,
having
been
officially
welcomed
into
the
world
of
the
Espers.
This
horn
marks
the
character
as
an
ally
though
it
is
not
magical
unto
itself.
Once
per
game
session,
the
character
may
perform
any
Summon
for
no
associated
Destiny
cost.
Pact
Gift
Though
Odins
profane
gift
permanently
grants
his
Summoner
one
Limit
Ability
from
any
Job
of
their
choice
and
a
+4
bonus
to
any
attribute,
the
now-empowered
character
will
never
achieve
a
truly
happy
ending
to
their
story.
255
The old adage maintains that good cannot exist without evil. Nowhere is this more true than in the worlds of Final Fantasy, where the road to ones destiny is paved with the bones of evil, ravening, and outright bizarre foes. This section contains a sample of sample monsters and villains, as well as rules for constructing your own.
Building
a
Beast
So.
You
want
to
make
a
monster,
huh?
As
with
creating
characters,
this
is
a
fairly
quick
process
that
provides
a
lot
of
customization
while
still
remaining
within
a
framework
of
rules.
The
first
step
is
to
decide
what
it
is,
painting
in
broad
generalities.
Is
it
a
small,
quick
fairy
with
magical
attacks?
Or
is
it
a
hulking
Behemoth
with
incredible
physical
strength?
Once
youve
got
the
basic
idea
down,
go
through
each
of
the
following
sections
in
turn,
making
notes
about
your
monster
as
you
go.
Attitude
How
will
your
monster
react
to
the
players
when
the
inevitable
encounter
takes
place?
Knowing
a
creatures
attitude
offers
a
useful
yardstick
for
deciding
how
the
encounter
might
develop
from
there.
Although
most
opponents
the
heroes
will
face
are
probably
going
to
be
Hostile,
its
still
good
to
know
your
options;
pick
one
of
the
four
categories
below.
Neutral
monsters
are
passive,
and
will
retaliate
only
if
threatened.
While
they
wont
go
out
of
their
way
to
help
the
players,
they
wont
attempt
to
hinder
them
either.
If
not
attacked
or
otherwise
intimidated
and
intelligent
enough,
they
may
be
willing
to
barter
or
offer
their
assistance
in
exchange
for
payment
or
some
other
small
favor.
Wary
monsters
wont
pounce
on
the
players
outright,
but
it
wont
take
much
to
provoke
their
ill-will.
If
they
feel
even
a
little
bit
threatened
by
the
party,
they
will
almost
certainly
be
the
first
to
attack.
Wary
monsters
are
more
likely
to
consider
fleeing
from
overwhelming
odds
than
hostile
ones.
256
Monster
Difficulty
Once
youve
established
how
aggressive
your
monster
is,
we
need
to
decide
what
sort
of
challenge
the
monster
will
present
to
the
party,
as
well
as
its
importance
to
the
story.
Choose
only
one
of
the
following;
Normal
monsters
are
cannon
fodder,
and
should
make
up
around
75%
of
the
opponents
the
group
runs
into
during
the
course
of
their
adventures.
However,
this
does
necessarily
not
mean
that
the
players
will
have
an
easy
time
with
them.
Notorious
monsters
are
a
step
up,
representing
grizzled
veterans
and
one-of-a-kind
creatures.
Notorious
monsters
are
usually
encountered
every
two
or
three
games.
Unlike
normal
monsters,
Notorious
monsters
and
their
superiors
can
have
quite
developed
personalities,
and
should
make
for
a
memorable
encounter
if
handled
correctly.
Bosses
usually
appear
during
an
adventure's
climax,
and
should
be
typically
be
constructed
as
an
epic
showdown
that
requires
resources,
teamwork,
and
quick-thinking
to
overcome.
End
Bosses
are
the
players
most
powerful
archenemies.
These
are
typically
only
encountered
after
a
series
of
adventures,
if
not
the
end
of
a
full-fledged
campaign,
and
tend
to
be
an
integral
part
of
the
games
ongoing
storyline.
They
count
as
Bosses
whenever
the
book
refers
to
such.
Once
youve
established
that,
its
time
to
choose
the
monsters
level.
As
with
PCs,
monsters
have
a
level
from
1
to
15
that
reflects
their
overall
experience
and
toughness.
The
monsters
level
should
generally
be
equal
to
the
average
level
of
the
party
it
is
intended
for;
a
level
5
party,
for
instance,
will
generally
be
best
off
facing
level
5
monsters
-
though
a
GM
who
wants
to
challenge
experienced
players
might
go
a
little
higher,
and
a
group
who
wants
their
game
to
be
a
little
less
challenging
might
prefer
slightly
lower
ones.
Category
Once
youve
got
the
basic
idea
for
your
monster
down,
its
time
to
start
the
actual
construction.
While
characters
have
Jobs
that
give
them
starting
abilities
and
help
determine
their
hit
points,
magic
points,
and
starting
abilities,
Monsters
have
a
similar
idea
based
on
what
species
they
belong
to.
Select
one
or
more
of
the
fourteen
Monster
Categories
outlined
below;
in
design
terms,
each
offers
a
broad
template
from
which
the
finer
details
of
the
monster
can
be
worked
out.
If
you
want
to
build
a
monster
thats
a
member
of
multiple
different
species,
thats
not
only
easy
to
do
but
also
actively
encouraged.
Simply
choose
their
primary
species
for
the
purpose
of
figuring
out
attributes,
but
make
sure
that
the
creature
also
has
all
the
pros
and
cons
of
all
the
other
species
it
represents.
For
example,
if
Adam
wanted
to
create
a
spectral
sentient
Ghost
Ship,
he
might
decide
that
its
an
Undead
first
and
foremost,
and
calculates
the
creatures
HP
based
on
the
Undead
entry.
It
gains
Auto-Zombie
for
being
Undead,
and
an
immunity
to
Fear
and
Poison
for
its
construct
side.
All
of
the
monster
categories
can
be
found
over
the
following
two
pages
257
Monsters
with
the
power
to
defy
gravity,
usually
through
wings,
but
occasionally
through
more
exotic
means,
such
as
inflated
bladders,
gas
sacs,
or
magic.
All
Aerial
creatures
have
the
Flight
ability,
making
them
immune
to
damage
from
earth-based
attacks
and
spells.
They
also
tend
to
have
a
weakness
to
Lightning
and
a
resistance
to
Wind,
and
Aerial
creatures
are
the
most
likely
species
to
use
the
Inhale
power.
Bonus
HP:
40
Base
ACC:
1
Bonus
MP:
2
Base
AVD:
6
Water-dwelling
monsters.
Though
usually
only
encountered
in
their
native
element,
they
may
occasionally
venture
onto
dry
land
to
terrorize
its
denizens.
Best-known
as
users
of
Submerge
and
sufferers
of
a
weakness
to
Lightning,
the
dwellers
of
the
deep
tend
to
be
vicious
and
alien,
and
almost
always
have
the
Specific
Habitat
(Water)
ability
due
to
their
struggle
to
breathe
on
the
surface.
It
is
also
generally
more
common
to
see
Large
predators
in
the
depths
of
the
sea
than
roaming
the
surface.
Schools
of
fish
or
sentient
coral
reefs
are
best-described
with
the
Swarm
property.
Bonus
HP:
40
Base
ACC:
1
Bonus
MP:
2
Base
AVD:
7
The
natural
inhabitants
of
the
world.
Includes
monstrous
animals
and
other
fauna
twisted
by
magic.
Beasts
often
move
in
packs,
herds,
or
work
together
when
they
hunt
to
bring
down
prey.
Theyre
notable
for
being
the
species
most
likely
to
Call
For
Help
as
well
as
to
be
found
naturally
skitterish
and
Wary.
Because
they
rarely
use
magic
and
tend
to
overcome
adversaries
with
physical
force,
they
also
tend
to
lash
back
at
their
aggressors
with
Counterattack.
Those
that
hibernate
in
the
cooler
months
of
the
year
might
demonstrate
this
with
a
weakness
to
Ice.
Bonus
HP:
30
Base
ACC:
3
Bonus
MP:
2
Base
AVD:
6
anatomy,
instead
composed
of
a
single
viscous
mass.
Its
difficult
to
target
their
weak
points
since
they
dont
really
have
any;
this
is
generally
represented
by
the
Unusual
Defense
or
Controlled
Defense
properties.
Some
Amorphs
may
be
capable
of
shifting
from
one
Form
to
another,
others
still
use
Multiple
Parts
to
baffle
their
enemies,
and
still
others
use
their
gelatinous
bodies
to
absorb
enemies
by
Inhaling
them.
Amorph
enemies
often
take
extra
damage
from
Earth.
Bonus
HP:
40
Base
ACC:
1
Bonus
MP:
10
Base
AVD:
5
Being
composed
of
pure
of
near-pure
magical
energy.
The
most
potent
spellcasters
of
all
the
species,
arcane
enemies
generally
take
the
upper
hand
in
combat
through
the
use
of
Magical
Counterattack,
Elemental
Immunity,
and
in
some
cases,
even
Flawless
Spell.
Their
elemental
weaknesses
and
strengths
are
as
varied
as
the
species
itself.
Bonus
HP:
30
Base
ACC:
0
Bonus
MP:
15
Base
AVD:
6
Artificial
creations,
animated
by
technology
or
magic.
Includes
such
series
stalwarts
as
golems
and
robots.
All
Constructs
are
automatically
immune
to
Fear,
Poison
and
Zombie.
Regeneration
and
Controlled
Defense
are
also
commonly
used
to
represent
constructs
capable
of
repairing
themselves,
or
throwing
up
energy
shields
to
defend
themselves
but
shield
or
not,
most
have
a
strong
reaction
to
Lightning
attacks.
This
element
might
either
overload
a
construct.or
charge
it
up.
Bonus
HP:
40
Base
ACC:
1
Bonus
MP:
2
Base
AVD:
6
258
Covers
the
classic
winged
dragons
as
well
as
their
ground-bound
relatives.
Powerful
and
deadly
adversaries,
Dragons
often
wings
and
therefore
Flight
and
are
generally
associated
with
one
specific
element.
This
might
grant
them
an
Elemental
Immunity
or
an
inclination
to
use
a
certain
type
of
elemental
attack.
It
isnt
uncommon
to
see
particularly
ancient
and
grouchy
dragons
toting
around
Final
Attacks,
and
some
members
of
this
species
have
earned
their
Fearsome
ability.
Bonus
HP:
60
Base
ACC:
0
Bonus
MP:
5
Base
AVD:
5
of
evil,
generally
highly
adept
with
the
use
of
magic.
All
Fiends
have
an
Elemental
Weakness
to
Holy
without
exception.
As
the
most
thoroughly
vile
species
that
exists,
extremely
high-level
Fiends
are
often
Bosses
with
the
Undying
or
Fearsome
abilities.
Still
others
shapeshift
back
and
forth
between
their
true
Form
and
one
that
appears
less
threatening,
such
as
a
nondescript
humanoid
or
even
a
painting
or
other
inanimate
object.
Bonus
HP:
40
Base
ACC:
1
Bonus
MP:
10
Base
AVD:
5
proportions
and
modest
intelligence.
All
Humanoids
have
an
elemental
Weakness
to
Shadow
and
tend
to
stay
in
the
Neutral
to
Wary
attitudes;
its
rare
to
find
a
humanoid
thatll
fight
to
the
death
on
sight,
without
ever
think
of
backing
down
or
cutting
a
deal.
Swarms
of
humanoid
enemies
are
common,
as
are
those
who
battle
with
the
aid
of
Item
Use,
Job
Ability,
or
Call
Minions.
Bonus
HP:
40
Base
ACC:
2
Bonus
MP:
5
Base
AVD:
6
Animated
and
mutated
plant
matter
as
well
as
natural
hazards
such
as
carnivorous
plants.
Status
Touch
is
commonplace
among
the
war-waging
weeds,
sentient
shrubbery
and
vicious
vegetation
that
can
threaten
an
unsuspecting
adventuring
troupe,
especially
poisonous
or
petrification-inducing
strains.
Quite
a
few
prefer
one
very
Specific
Habitat
such
as
Forest,
Swamp
or
Plains,
and
almost
all
plant-type
creatures
suffer
from
a
weakness
to
Fire.
Those
that
dont
are
generally
weak
to
Ice
instead.
Bonus
HP:
40
Base
ACC:
1
Bonus
MP:
5
Base
AVD:
6
protected
by
tough,
chitinous
shells.
Seeing
tens
of
thousands
of
buzzing
insects
moving
in
a
Swarm
might
be
considered
dangerous,
but
experienced
adventurers
know
that
the
real
threat
lies
in
Larger
specimens
that
fight
with
every
natural
stinging
and
slashing
Multiweapon
at
their
disposal.
Although
most
insects
dont
take
well
to
Ice
damage,
quite
a
few
use
their
protective
shells
to
grant
them
Improved
Defenses
in
combat
situations.
Bonus
HP:
30
Base
ACC:
0
Bonus
MP:
2
Base
AVD:
9
The
living
dead
are
creatures
reanimated
by
foul
sorcery
or
supernatural
circumstance.
Undead
monsters
all
receive
the
Auto-Zombie
status,
reversing
the
effects
of
curative
magic,
draining
effects,
and
a
multitude
of
other
things.
Many
undead
creatures
gain
a
Resistance,
Immunity
or
even
an
Absorbency
to
Shadow
damage,
and
just
as
many
have
a
Weakness
to
Holy
damage.
And
finally,
all
Undead
are
Immune
to
Poison.
Bonus
HP:
30
Base
ACC:
1
Bonus
MP:
10
Base
AVD:
6
259
Normal
Monsters
have
the
standard
(Level
+
24)
points
to
allocate
between
the
four
stats.
Notorious
Monsters
instead
get
(Level
+
35)
points
to
allocate
between
the
four
stats.
Bosses
use
a
total
of
(Level
+
45)
points
to
allocate
between
the
four
stats.
End
Bosses
possess
(Level
+
60)
points
to
allocate
between
the
four
stats.
Once
youve
written
down
the
base
attributes,
follow
the
rules
below
to
determine
all
the
other
derived
stats
of
your
beast.
To
calculate
a
monsters
Maximum
Hit
Points,
add
their
RES
score
with
the
HP
Bonus
granted
by
their
Species,
and
multiply
the
total
by
their
Level.
If
the
creature
is
a
Notorious
Monster,
then
double
this
number.
If
the
creature
is
a
Boss,
multiply
the
value
by
3.
An
End
Boss
multiplies
it
by
5
instead.
For
example,
Chappu
decides
to
build
a
big,
scary
Dragon
boss.
Since
shes
decided
this
creature
will
be
designed
to
challenger
her
level
12
party,
she
makes
it
at
the
same
level
and
thus
has
57
stat
points
to
allocate.
She
decides
18
of
these
will
be
going
into
RES.
Combining
that
with
the
automatic
60
health
per
level
it
gets
for
just
being
a
Dragon,
her
monster
has
78
base
health.
Then
she
multiplies
that
by
12
the
creatures
level
for
a
total
of
936
health,
and
then
multiples
THAT
by
3
because
the
Dragon
will
be
a
boss.
She
comes
up
with
a
total
of
2,808,
but
decides
to
just
round
that
to
2,800
so
that
itll
be
easier
for
her
to
keep
track
of.
To
calculate
a
monsters
Maximum
Magic
Points,
add
their
MND
score
with
the
MP
Bonus
granted
by
their
Species,
and
multiply
the
total
by
their
Level.
If
the
creature
is
a
Boss,
then
double
this
number.
If
the
creature
is
an
End
Boss,
triple
this
Value.
Just
like
before,
Chappu
takes
a
look
at
her
dragons
stats
to
determine
its
magical
might.
Dragons
have
a
bonus
of
5
MP/Level,
and
her
creation
has
9
MND
for
a
starting
total
of
14.
That
14
is
multiplied
by
the
dragons
level
for
a
total
of
168,
and
then
doubled
because
the
Dragon
is
also
a
Boss
336
MP
isnt
anything
to
sneeze
at,
thats
for
sure!
To
calculate
a
monsters
AVD
and
ACC
scores,
add
their
half
their
level,
rounded
down
with
the
Bonus
granted
by
their
Species.
If
the
creature
is
a
Notorious
Monster,
both
these
scores
get
a
+1
bonus.
Bosses
and
End
Bosses
enjoy
a
+2
bonus
instead.
Dragons
really
suffer
when
it
comes
to
these
last
few
scores,
with
0
ACC
and
5
AVD
normally.
Each
of
these
stats
gets
a
+6
bonus
because
of
the
creatures
level,
however,
and
an
extra
+2
on
top
of
that
for
being
a
Boss.
At
the
end
of
the
day,
neither
the
8
ACC
nor
13
AVD
is
worth
writing
home
about.
Dont
forget
to
calculate
your
creatures
Force
and
Finesse
attributes;
just
like
a
character,
these
are
the
sum
of
either
PWR
and
RES
or
DEX
and
MND,
divided
by
4.
They'll
be
used
a
lot
in
opposed
checks
and
resistance
rolls.
260
The
second-to-last
last
step
is
to
figure
out
the
beasts
armor
and
magical
armor,
and
Chappu
needs
to
consult
a
chart
for
this
one.
She
knows
that
she
gets
a
flat
number
of
points,
which
she
can
allocate
between
the
two
scores
any
way
she
likes;
however,
splitting
them
evenly
(or
close
to
evenly)
between
the
two
helps
to
make
sure
that
the
members
of
the
group
who
ARENT
heavy
hitters
will
still
be
able
to
actually
deal
damage.
Monster
Level
1
2
3
4
5
6
7
8
Armor
Points
5
6
8
11
15
20
27
35
Monster
Level
Armor
Points
9
50
10
65
11
85
12
110
13
140
14
175
15
215
Chappu knows her group leans toward dealing heavy magical damage, and she wants her dragon to be able to withstand a few heavy novas. So she takes the 110 armor points she has available and gives her boss an ARM score of 40 and an M.ARM score of 70. This way, the group Paladin who is still using a low-Tier weapon will still be able to help whittle the boss down, and the party mages wont instantly turn it into ash. Finally, Chappu is just about ready to get into the next section; all she needs to do now is figure out how well her dragon reacts to the various elements and status effects. After all, every opponent has a weakness, and Chappus dragon is no exception. There are 8 elements, each of which will be represented by an icon on the sample monster statblocks later on in this chapter; Earth ( ), Fire, ( ), Ice ( ), Lightning ( ), Water ( ), Wind ( ), Holy ( ), and Shadow ( ). Whenever you make a monster, you must choose two elements for the creature to have a Vulnerability to (taking 50% more damage from each), or one element the beast has a Weakness to (taking double damage from it). Then, you also get to pick two elements the creature Resists, or one element that it is Immune to
completely.
There
are
also
fifteen
different
types
of
negative
status
ailments.
Although
theres
no
hard
and
fast
rules
here,
most
of
the
time,
a
monster
can
be
affected
by
any
of
them
unless
you
can
think
of
a
good
reason
why
it
wouldnt
make
sense
for
example,
you
probably
wouldnt
be
4able
to
Petrify
a
sentient
tornado.
All
Notorious
Monsters
and
Bosses
are
automatically
Immune
to
Transform
and
Charm.
Such
creatures
are
also
usually
immune
or
at
least
very
resistant
to
instant-death
inducing
attacks,
and
they
always
possess
the
Break
Damage
Limit
property,
allowing
them
to
do
more
than
999
damage
in
a
single
round.
261
Abilities
With
the
monsters
basic
attributes
and
defenses
covered,
the
second-to-last
step
is
to
further
customize
it
with
monstrous
abilities
just
like
how
characters
are
further
defined
with
Job
and
Shared
abilities!
A
monster
gets
a
number
of
abilities
equal
to
half
its
level
(rounded
down,
but
as
always,
never
below
one).
So
a
first-level
monster
would
have
one
ability
over
and
above
the
ones
automatically
granted
(or
forced
upon
him!)
by
th his
species,
and
a
13
level
monster
would
have
six!
Abilities
are
divided
into
two
broad
types
Biological
Abilities
and
Combat
abilities.
The
main
difference
is
that
Combat
Abilities
are
usually
a
little
bit
better,
but
they
can
be
turned
off
if
the
monster
is
afflicted
by
the
Seal
status
or
hit
with
a
Teamwork
Attack.
Several
job
abilities
can
also
do
this.
Biological
Abilities
Regeneration:
The
monsters
skin
is
constantly
healing
and
its
injuries
knitting,
and
it
regains
HP
at
the
start
of
each
of
their
rounds
equal
to
their
level.
This
ability
may
be
taken
multiple
times,
increasing
the
value
by
the
same
amount
each
time.
So,
a
tenth-level
creature
that
has
taken
this
ability
5
times
would
have
Regeneration
50!
Skitterish:
The
monster
calculates
their
AVD
score
as
1/4th
of
their
DEX
plus
the
bonus
granted
by
their
job,
instead
of
half
their
level
plus
the
base
value.
This
gives
a
slight
advantage
to
extremely
quick-moving
creatures.
Flight:
The
monster
is
capable
of
flight,
putting
it
out
of
reach
of
most
weapons
and
giving
it
greater
maneuverability
in
combat.
Short-range
weapons
suffer
a
-4
penalty
to
hit
flying
creatures.
Unusual
Defense:
Due
to
some
racial
characteristic,
the
monster
takes
either
half
damage
from
Physical
attacks
and
200%
damage
from
Magical
attacks,
or
vice
versa.
If
combined
with
Shell
and
Protect,
the
damage
sustained
from
attacks
might
be
as
low
as
25%.
Controlled
Defense:
As
Unusual
Defense,
but
the
monster
may
shift
forms
at
will
as
an
Instant
action.
The
GM
must
describe
that
this
is
being
used
in
some
fashion,
whether
it
be
a
change
of
color
or
shape
or
something
more
subtle,
and
the
description
must
be
consistent
as
the
battle
continues.
A
Monster
must
have
Unusual
Defense
before
it
can
also
take
Controlled
Defense.
Multiple
Parts:
The
monster
is
made
up
of
several
separate
entities
-
the
main
body,
which
has
normal
HP,
and
up
to
two
other
parts.
The
total
HP
of
the
extra
parts
adds
up
to
half
the
HP
of
the
main
body
(for
example,
a
creature
with
100
HP
might
have
two
parts
with
25
HP
each).
The
monster
dies
if
the
main
body
is
destroyed,
but
the
additional
parts
can
often
make
this
difficult.
Each
additional
part
allows
the
main
body
to
take
one
additional
Standard
action
each
turn
while
it
remains
active,
and
Multiple
Parts
are
immune
all
status
effects
(both
positive
and
negative).
By
spending
a
single
point
of
Destiny
after
at
least
1
round
has
passed,
the
monster
may
revive
a
destroyed
Part
as
an
Instant
action.
The
creature
gains
one
additional
Part
each
time
this
ability
is
taken.
Swarm:
Swarms
are
groups
of
literally
dozens
-
or
even
hundreds,
or
thousands!
-
of
individual
enemies
that
can
surround
and
close
in
on
the
heroes.
Swarms
act
as
a
single
unit,
such
as
teams
of
imperial
soldiers
or
armies
of
shambling
undead.
Spells,
attacks
and
abilities
that
effect
only
a
Single
target
deal
half
damage
to
a
Swarm,
and
Swarms
are
Immune
to
all
status
effects
and
Knockback
effects
that
only
target
a
single
enemy.
Conversely,
spells,
attacks
and
abilities
that
damage
an
entire
enemy
group,
or
all
enemies
within
a
specific
range,
deal
double
damage
to
a
Swarm.
Impervious:
An
ability
generally
only
possessed
by
bosses,
Impervious
grants
an
Immunity
to
every
negative
status
effect
except
those
that
have
been
specifically
listed.
A
good
GM
will
generally
leave
the
monster
vulnerable
to
a
select
few
status
effects
despite
Impervious.
Fearsome:
The
monster
is
terrifyingly
powerful.
Whenever
a
character
wishes
to
make
an
attack
against
the
creature,
they
must
succeed
at
a
resistance
check
(generally
an
opposed
Finesse
roll).
If
they
succeed,
they
may
attack
the
monster
freely
until
the
start
of
their
next
turn.
If
they
fail
the
check,
they
are
affected
by
the
Fear
status
until
the
start
of
their
next
turn
instead.
This
can
only
be
used
by
Bosses.
Large:
The
monster
is
huge,
making
it
Immune
to
Knockback
and
the
action-interruption
that
knockbacks
normally
cause.
Just
remember
that
size
doesnt
mean
an
awful
lot
in
the
world
of
Final
Fantasy;
small
monsters
are
just
as
capable
of
dealing
out
grievous
damage
as
large
ones.
Swift
Strikes:
This
Biological
ability
allows
the
monster
to
calculate
all
their
physical
attack
damage
with
their
DEX
attribute
instead
of
their
PWR.
262
Undying:
After
an
Undying
creature
is
killed,
they
return
to
life
(or
undeath,
in
some
cases)
after
a
varied
period
of
time,
ranging
anywhere
from
several
minutes
to
several
years.
Some
White
Magic
spells
can
stop
Undead
enemies
with
this
ability,
and
the
Red
Mages
Seal
Evil
ability
can
handle
more
fearsome
adversaries
who
possess
it.
There
is
generally
one
condition
that
can
be
met
to
cancel
out
the
Undying
property,
though
we
dont
list
what
it
might
be
in
individual
entries
and
instead
leave
this
up
to
your
imagination.
Perhaps
an
entity
who
has
immortalized
themself
in
a
painting
can
be
subject
to
the
normal
rules
of
death
if
he
or
she
ever
gazes
upon
their
painted
likeness,
or
perhaps
only
a
certain
magical
sword
can
stop
the
reign
of
terror
caused
by
a
shape-shifting
master
of
darkness.
Form:
When
reduced
to
50%
of
their
total
hit
points,
the
creature
with
this
ability
may
adopt
a
different
physical
shape.
This
allows
it
to
change
its
Species
(but
not
recalculate
HP
or
any
of
the
other
combat
attributes)
and
generally
unlocks
one
or
more
new
attacks.
Vehicle:
The
monster
which
is
almost
always
a
Construct
can
allow
one
smaller
creature
to
ride
on
top
or
inside
of
it.
The
riding
may
not
take
Standard
or
Slow
actions
while
inside
of
the
Vehicle,
but
they
gain
the
Vehicles
entire
ARM
and
M.ARM
scores
as
a
bonus
to
their
own
defenses,
and
an
individual
has
a
+4
bonus
to
AVD
while
piloting
a
vehicle
monster.
Specific
Habitat:
The
creature
is
generally
only
adept
at
fighting
in
the
type
of
terrain
it
is
most
used
to;
this
might
be
a
arid,
sandy
Desert,
a
dense
temperate
Forest
or
jungle,
a
place
of
extreme
heat
and
Lava
such
as
the
inside
of
a
volcano
or
the
earths
core,
a
fetid
Swamp
known
for
its
muddy
and
unstable
ground,
a
rocky
Mountain
highland,
the
large
and
unbroken
stretches
of
rolling
grasslands
and
Plains,
a
large
natural
body
of
Water,
a
Town
or
other
area
of
civilization
such
as
ancient
ruins
or
a
dungeon,
a
cold
and
Snow-covered
tundra
characterized
by
extreme
temperatures
and
sparse
vegetation,
an
Underground
cave,
tunnel,
or
mine,
or
even
an
interdimensional
site
outside
of
the
normal
boundaries
of
realities,
dubbed
by
scholars
as
a
Cosmic
location.
When
the
creature
is
fighting
in
the
type
of
location
specified
in
its
Specific
Habitat,
they
gain
either
a
+2
bonus
to
its
AVD
score
or
its
ACC
score,
chosen
at
the
time
this
ability
is
taken.
When
in
any
other
habitat,
this
is
treated
as
a
-2
penalty
to
ACC
or
AVD,
instead.
Some
types
of
Difficult
Terrain
or
Elemental
Fields
might
count
as
a
certain
type
of
terrain
for
the
purpose
of
this
ability,
at
the
GMs
discretion.
Theres
no
reason
to
claim
that
a
battlefield
flooded
after
a
massive
tidal
wave
couldnt
be
counted
as
Water
terrain,
for
example.
Elemental
Immunity:
The
creature
takes
no
damage
from
one
additional
elemental
type;
an
element
the
creature
is
already
Weak
or
Vulnerable
to
cannot
be
improved
upon
with
this
ability.
Elemental
Absorption:
One
of
the
creatures
elemental
immunities
is
transformed
into
an
Elemental
Absorbency
instead;
all
attacks
dealt
to
the
creature
by
that
element
restore
HP
instead
of
reducing
it.
Improved
Defenses:
Choose
either
ARM
or
M.ARM
when
this
ability
is
taken;
that
particular
defense
is
increased
by
50%.
This
could
theoretically
be
taken
multiple
times,
increasing
the
defensive
value
by
50%
each
time.
If
youre
the
GM,
combining
this
ability
with
Unusual
Defense
or
Controlled
Defense
is
a
surefire
way
to
have
projectiles
angrily
lobbed
at
your
head.
Elaborate
Attacks:
The
creature
may
build
its
secondary
attacks
as
though
its
Finesse
score
was
1
higher
than
it
really
is.
This
may
be
taken
multiple
times.
Combat
Abilities
Counterattack:
The
monster
has
a
25%
percent
chance
to
counterattack
any
physical
attack
against
it
with
a
normal
attack.
If
this
ability
is
taken
more
than
once,
the
Counterattack
chance
increased
by
an
extra
25%
each
time,
all
the
way
up
to
100%.
Magical
Counterattack:
The
monster
has
a
flat
25%
chance
to
counterattack
any
magical
attack
against
it
with
an
Instantly-
casted
spell.
A
Magical
Counterattack
cannot
be
taken
if
the
monster
is
already
in
the
middle
of
a
Slow
action,
and
this
can
be
taken
multiple
times
to
increase
the
odds
of
a
counterattack
by
an
additional
25%
each
time.
Final
Attack:
When
reduced
to
0
hit
points,
the
monster
may
use
any
one
pre-determined
spell
or
attack
for
as
an
Instant
action.
Final
Attack
will
fail
if
the
monster
doesnt
have
enough
MP
to
cast
its
chosen
spell
at
the
time
of
its
defeat.
Status
Touch:
The
monster
has
a
25%
chance
to
cause
a
negative
status
condition
with
any
of
its
normal
attacks.
Status
Touch
requires
an
opposed
resistance
check
between
the
monster
and
his
target.
(If
the
monster
wins,
its
target
becomes
afflicted
by
the
negative
status
effect.)
Call
for
Help:
The
monster
uses
a
Slow
action
to
calls
for
another
monster
of
the
same
type,
who
arrives
when
this
ability
Is
used
and
immediately
joins
the
battle.
Because
the
monster
must
be
the
same
type
as
the
one
that
calls
for
help,
boss
monsters
cannot
choose
this
power;
it
is
recommended
they
look
into
Call
Minions
instead.
263
Inhale:
The
monster
can
use
powerful
lungs
or
gravitational
force
to
pull
strongly
their
adversaries,
dragging
them
through
the
air
towards
the
beast.
Each
round
the
monster
may
attempt
to
Inhale
a
single
target
as
an
instant
action,
making
an
opposed
Force
roll;
if
the
monster
is
successful,
the
character
loses
any
Flight
effects
until
the
end
of
the
creatures
turn,
and
is
moved
a
Medium
Range
toward
the
beast
unless
the
path
is
impeded
by
obstacles.
As
a
Standard
action,
the
monster
can
choose
to
affect
an
entire
group
with
Inhale
instead
of
only
a
single
target.
Call
Minions:
The
monster
can
take
a
Standard
action
once
per
combat
to
call
for
two
minions,
who
arrive
at
the
end
of
the
round
to
join
the
fray.
The
minions
that
are
called
must
be
at
least
2
levels
lower
than
the
caller.
Each
time
Call
Minions
is
taken,
it
increases
the
number
of
minions
that
can
be
summoned
by
two.
Multiweapon:
Without
needing
to
have
Multiple
Parts,
the
monster
has
a
variety
of
weapons
at
its
disposal
and
can
strike
simultaneously
with
them,
making
its
attacks
harder
to
dodge.
Monsters
with
Multiweapon
may
reroll
one
dice
on
every
attack,
just
like
a
character
that
dual-wields.
Flawless
Spell:
The
creature
has
one
spell
thats
as
much
a
part
of
them
as
any
attack,
and
they
can
cast
it
once
per
round
as
an
Instant
action.
Item
Use:
The
monster
may
use
any
recovery
item
listed
in
the
Drop
section
of
its
entry
during
combat
as
an
Instant
action.
Note
that
the
characters
will
not
find
this
item
after
defeating
the
enemy
if
the
monster
uses
it.
Monsters
will
generally
only
use
items
when
they
find
their
lives
endangered.
Submerge:
As
a
Standard
action
the
monster
may
burrow
beneath
the
earth
or
dive
underwater,
making
them
Immune
to
any
negative
or
beneficial
Group-target
attacks
or
spells
from
targets
who
are
not
also
underwater
or
underground.
Status
conditions
such
as
Poison
continue
to
affect
the
monster
whilst
underground,
and
they
can
still
be
affected
by
Single-target
attacks.
Any
Group-targeting
attacks,
spells
or
abilities
that
the
monster
uses
are
turned
into
Single-target
instead
while
the
creature
remains
submerged.
They
may
return
to
the
surface
as
an
Instant
action
or
move
a
Medium
Range,
and
they
may
move
underneath
enemies
to
attack
them
with
standard
attacks
as
normal.
Any
creature
that
is
affected
by
a
knockback
effect
is
also
generally
returned
to
the
surface,
ending
the
effects
of
Submerge.
Combination
Attack:
May
only
be
used
by
a
monster
with
the
Multiple
Parts
biological
ability.
If
ALL
parts
are
intact,
they
may
all
combine
their
actions
for
the
round
into
one
powerful
attack
that
deals
more
damage
than
normal.
Combination
Attacks
use
one
of
the
creatures
standard
attacks,
but
deals
300%
damage.
Job
Ability:
The
monster
has
access
to
one
Shared
or
Job
Ability
such
as
a
Fighters
Cyclone
or
a
Time
Mages
Delay
Inevitable.
Regardless
of
how
often
the
ability
normally
functions,
the
monster
may
only
ever
use
it
once
per
combat.
Limit
and
Innate
abilities
are
strictly
off-limits.
Building
Attacks
At
least,
weve
moved
into
the
final
stage
of
monster-building;
describing
how
theyll
horribly
mutilate
the
heroes!
Sure,
maybe
youll
choose
to
give
your
monster
a
handful
of
spells
theres
no
hard
and
fast
rules
for
this,
so
long
as
the
monster
has
the
MP
to
cast
them
and
the
Tier
of
the
spells
doesnt
greatly
exceed
what
a
similarily-levelled
mage
could
use
but
the
real
meat
of
this
section
will
be
your
creatures
Attacks!
A
monsters
Attacks
are
simple,
offensive,
damage-dealing
maneuvers
that
all
take
Standard
actions
in
combat,
and
are
never
affected
by
the
Seal
status
effect.
That
said,
the
exact
form
of
a
beasts
attack
is
largely
dependent
on
the
monsters
species
and
how
you
envision
them
battling.
A
Humanoid-type
monster,
for
instance,
might
have
a
sword
or
spear,
whilst
a
Plant-type
monster
could
attack
with
thorns
or
vines.
An
Amorph
who
relies
heavily
on
magic
might
use
his
attacks
to
replenish
or
drain
MP
so
he
can
keep
on
casting
powerful
spells.
Like
the
heroes,
monsters
calculate
damage
based
on
their
PWR
attribute
unlike
the
heroes,
their
damage
is
based
on
their
level
instead
of
the
Tier
of
weapon
they
swing
around.
Take
a
look
at
the
table
below;
Monster
Level
Base
Damage
1-2
3-4
5-6
7-8
9
10
(PWR
x
1)
+
2d6
(PWR
x
2)
+
2d6
(PWR
x
3)
+
2d6
(PWR
x
4)
+
2d6
(PWR
x
5)
+
2d6
(PWR
x
6)
+
2d6
Monster
Level
11
12
13
14
15
Base
Damage
(PWR
x
7)
+
2d6
(PWR
x
8)
+
2d6
(PWR
x
9)
+
2d6
(PWR
x
10)
+
2d6
(PWR
x
11)
+
2d6
264
So, jot down your monsters base damage and imagine what a basic, straightforward attack might be like from your creature and when we say basic, we mean basic. No weapons, no elemental breath or interesting techniques here. Just a last-ditch smack with whatever body part might hurt the most. Got it figured out? Fantastic! You know your creatures base accuracy and his base damage, and thats combined to make one very simple-looking attack! Lets give it a name, and hopefully your monster wont have to use that one much its going to get more interesting in a second! Once youve got this basic idea down, we can take that attack we already made and turn it into a variety of secondary attacks; by having the attack require a weapon, reducing the accuracy or damage, or even having your poor beastie hurt themself in the process, you can create something much more fun a gout of flame, a trampling charge, or whatever else you can dream up! Building a Secondary Attack is easy simply take your primary attack and add a handful of bonus effects from the list below. Each additional effect has a point cost, and a monster can spend as many points on each secondary attack as it has points of Finesse. So, if were working with a monster that has 3 Finesse, each of his secondary attacks can In the sample monster statblocks, weve marked attacks that require a weapon with asterix (*). When you see that symbol, youll know that an enemy that has been Disarmed or has his weapon broken cant use that particular move!
0 1 2 3
4 5
265
The
attack
ignores
ARM
or
M.ARM
and
all
similar
damage-reduction
effects.
The
attack
has
a
target
range
of
Local.
With
a
successful
opposed
roll,
may
cause
Stun
or
Charm.
The
target
is
afflicted
with
Armor
Break,
Power
Break,
Magic
Break,
or
Speed
Break
with
a
failed
opposed
roll
for
one
round.
The
user
or
one
ally
gains
Haste,
Auto-Life,
or
Reflect.
The
attacker
gains
one
point
of
Destiny
with
a
successful
attack
roll.
The
target
is
afflicted
with
Armor
Break,
Power
Break,
Magic
Break,
or
Speed
Break
with
a
failed
opposed
roll
for
several
rounds.
7 8
Rewards
Many
monsters
leave
behind
items
or
gil
when
they
are
defeated,
or
have
items
that
may
be
stolen.
Usually,
the
item
is
related
to
the
monster
or
its
abilities,
and
youre
encouraged
to
come
up
with
potential
items
the
creature
may
have
on
its
personage
or
be
transformed
into,
if
you
have
an
Engineer
in
your
party!
For
example,
while
a
goblin
may
drop
a
short
sword
when
defeated,
a
giant
bird
most
likely
will
not.
If
a
monster
has
a
Drop
Item,
it
has
a
50%
chance
to
give
up
the
item
when
defeated.
Components
were
discussed
back
on
p.161;
they
can
be
obtained
with
a
successful
Scavenge
skill
check
from
a
Notorious
Monster
or
Boss,
so
its
a
good
idea
to
include
a
plausible
idea
for
such
creatures
ahead
of
time.
Steal
Items
are
more
or
less
the
same
idea;
since
a
Thief
might
be
able
to
nab
everything
from
the
creatures
shirt
off
their
back
to
their
earliest
memory,
jotting
down
an
idea
for
something
the
Thief
could
theoretically
snatch
is
always
a
good
idea.
This
way
you
wont
be
stuck
flipping
through
the
book
in
the
middle
of
combat,
searching
for
inspiration.
266
Killing
Heroes
You
may
have
seen
this
book
previously
mention
how
only
Notorious
Monsters
and
Bosses
can
actually
kill
players,
and
now
were
going
to
discuss
that
in
greater
detail.
Monsters
can
only
kill
a
PC
who
has
been
reduced
to
0
hit
points,
and
generally
only
a
character
within
a
Short
Range
of
them.
Notorious
Monsters
can
kill
fallen
characters
as
a
Slow
action,
usually
giving
the
fallen
heroes
comrades
a
chance
to
jump
in
and
prevent
this
unfortunate
fate.
Bosses
can
end
the
lives
of
fallen
PCs
as
a
Standard
action
instead,
taking
their
entire
turn
to
dramatically
herald
the
end
of
a
heroes
story,
devouring
or
ripping
lifeless
bodies
into
shreds
so
quickly
that
the
heroes
allies
almost
never
have
time
to
intervene.
Only
by
spending
7
points
of
Destiny
to
Cheat
Death
can
a
player
avoid
this
horrible
fate,
one
of
the
only
ways
a
Final
Fantasy
hero
can
truly
perish.
Nasty
Tricks
With
that
out
of
the
way,
wed
like
to
take
one
last
moment
to
discuss
half
a
dozen
options
for
dealing
with
particularly
troublesome
heroes.
First
up
is
the
Melt
spell,
a
rank
two
black
magick
that
can
negate
a
characters
ARM
score
for
a
few
rounds,
at
the
tradeoff
of
the
caster
taking
some
magical
backlash.
This
is
great
for
the
heavy-armor
wearing,
shield-swinging,
Auto-Protect
champion
who
is
often
the
first
to
charge
in.
Melt
isnt
cheap
at
25
MP
and
its
nasty
backlash,
but
theres
two
ways
around
the
repercussions
of
the
spell.
Low-PWR
monsters
will
still
be
able
to
utilize
the
spell
to
greatly
weaken
armor,
but
minimize
the
damage
both
to
themselves
as
well
as
the
target.
Or
since
the
damage
done
by
Melt
is
fire-based
simply
giving
your
creature
a
resistance
or
immunity
to
fire
solves
the
problem.
Consider
pairing
up
heavy
bruiser
monsters
with
Melt-using
creatures
so
that
the
spell
can
take
effect
on
the
same
turn
that
the
ogre
starts
swinging
away.
Up
until
players
keep
a
constant
supply
of
Remedies
or
Revivifies
on
hand,
one
of
the
best
ways
to
frustrate
healers
is
with
the
Zombie
or
Seal
spells
or
statuses.
That
said,
few
things
can
really
stop
a
hero
who
has
dedicated
him
or
herself
to
supporting
others,
and
GMs
are
encouraged
not
to
worry
too
much
about
it.
Third
up
is
Rasp,
which
allows
high-MND
monsters
to
expend
hundreds
of
points
of
MP
to
reduce
their
targets
magic
point
total
by
the
same
amount.
Combine
this
with
a
way
for
the
creature
to
regain
its
lost
MP
through
267
standard actions, and you have a beast that can deal with troublesome mages one by one by destroying all of their MP in a single Slow action. Dont underestimate the power of Difficult Terrain! Thick ghostly fogs, icy or unstable floors, clouds of black industrial smoke, all of these things and more can cause hindrances to the party but not the areas native inhabitants. A encounter with a Bomb King inside a burning building is not only more difficult for characters who would otherwise breeze right through the fight, its also a great deal more memorable. Likewise, the element of surprise is a valuable weapon, and we dont just mean through pre-emptive strikes. Get into the habit of allowing your players to make broad tactical guesses machines are weak to lightning, for example and then introduce a creature that doesnt fit their stereotypes or an effect the players have never seen before. All it takes is a single round of Absorbing or Reflecting a casters elemental spell to turn the tables in a fight, or finding out that the bandit leader has access to a powerful Summon With both notorious monsters and bosses having access to Destiny, consider making use of attacks that slowly accumulate this precious commodity whenever possible. While limit breaks and extra turns might be flashy, dont forget that you can use this Destiny to add accuracy dice to a monsters most powerful attacks, making it easy to unleash these punishing techniques.
Review
And
thats
it,
youre
done!
Double-check
your
monster
to
make
sure
everything
is
in
order
and
get
ready
to
unleash
your
beast
at
the
gaming
table!
Remember
that
its
the
GMs
job
to
play
fair,
and
although
it
might
be
tempting
to
create
monsters
that
could
decimate
your
players
in
a
single
round
of
combat,
or
be
Immune
to
everything
they
could
throw
at
it,
we
cant
stress
enough
how
important
it
is
to
avoid
falling
into
that
trap.
Since
youre
the
final
arbiter
of
the
level
of
challenge
present
in
the
game
for
your
players,
your
players
trust
you
not
to
abuse
the
rules
found
in
this
section.
There
are
hundreds
of
combinations
of
abilities,
spells,
and
attacks
throughout
this
book
that
will
keep
your
players
on
their
toes.
Just
remember
that
life-threatening
battles
should
definitely
not
be
the
norm
unless
thats
what
appeals
to
your
group.
The
system
was
designed
that
Notorious
Monsters
and
Bosses
are
the
toughest
fights,
and
regular
monsters
are
generally
quite
stress-free.
A
good
GM
knows
when
to
hold
back
and
when
to
unleash
hell,
and
should
be
able
to
do
both
skillfully.
268
269
270
271
272
CONCLUSION
"It was time to bring the world once more into the light." - Final Fantasy
None of this would have been possible without the original Final Fantasy RPG by The Returners; this project would have never have seen the light of day were it not for Scott Tengelin. You can email me with questions, comments, or death threats at [email protected] And that, as they say, is that.
273
LEVEL:
Attack Type
Accuracy
ABILITIES
SKILLS
Athletics Awareness Healing Language Lore: __________ Mercantile Negotiation Scavenge Swimming Synthesis: _____ Thievery Other: _________ Acting Escape Inquiry Lore: __________ Lore: __________ Nature Perform Stealth Synthesis: _____ Systems Vehicles Other: _________
TASK DIFFICULTY
Elementary: 5 Easy: 7 Moderate: 9 Challenging: 11 Impressive: 14 Heroic: 17 Supreme: 20 Godlike: 25 Impossible: 30
INVENTORY
(10 Items Max)
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