FFD 6

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The document provides an overview of the creation and modification of the Final Fantasy RPG system.

The original system was inspired by another RPG called 'Returners' but the author felt it needed modification for more casual play.

The author initially began a slow conversion of the rules but it became more complex until it became its own system.

INTRODUCTION

"Another dream is waiting to begin." - Dissidia: Final Fantasy

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

Chapter 6: The World (Cont.)


Final Fantasy I Final Fantasy II Final Fantasy III Final Fantasy IV Final Fantasy V Final Fantasy VI Final Fantasy VII Materia List Final Fantasy VIII Final Fantasy IX Final Fantasy X Blitzball Final Fantasy XI Final Fantasy XII Final Fantasy XIII Final Fantasy Tactics


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

Chapter 3: Defining a Hero


Shared Abilities Skills Destiny Summoning

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

Chapter 6: The World

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.

What Is Final Fantasy, Anyway?


Final Fantasy is a series of more than thirty console RPGs and two MMORPGs that currently ranks as sixth- best selling video game series in the world. Though each story in the series is independent, there are numerous recurring themes and elements such as airships and bright yellow avians, well-known monsters and heroic save-the-world storylines. It is a series where the fundamental well-known limits of human capability are casually ignored and androgynous villains threaten the world with fully functional relics from lost civilizations, and only a ragtag team of heroes almost universally under the age of thirty are competent (or incompetent) enough to make a difference. They are stories about good versus evil, twisted technology and heroic perseverance, duality, self-sacrifice, camaraderie and love, and taking on truly legendary enemies with your eight-foot sword and magical umbrella.

When Do I Roll These Dice?


Throughout the game, your character will likely try to do things that arent exactly everyday mundane tasks. We rely on the random results of dice rolls for determining everything from how injured your enemies become after hitting them with your sword, to whether or not your character is able to swim against the current. From now on, well abbreviates all dice rolls as d[number of sides]; thus a 6-sided die would be called a 'd6'. A number before the 'd' indicates that more than one die is used '2d6' simply means two six-sided dice are rolled and their totals are added together. A value after the type of die, like 'd6+2', means that that number is added to the result of the roll. If the d6 comes up as 5, for example, the total score would be 7.

What Do I Need To Play?


Other than this free PDF, you mean? Like most pen-and- paper RPGs, you need dice in this case, a handful of common, run-of-the-mill six-sided dice will do the trick. Youll usually want two per player but having extras is a good idea, and perhaps a single four-sided dice to calculate percentile chances if you want to get fancy.

Random Targets, Percentiles and Rounding


Often, the FFd6 will call for a random target to be chosen. A fair way to determine this would be to have all eligible targets roll 2d6, with the lowest roller ending up as the target. When the system states that an effect has a 50% or 25% of occurring, you could resolve this by rolling a 1d4or continuing with your normal 2d6 dice. A 25% chance is 9 or higher on 2d6, a 50% chance is 7 or higher, and a 75% chance is 5 or higher. Use whatever method is easiest for you and your group! You always round down in the FFd6 system, but never round to zero. Half of one is considered to still be one.

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.

Critical Hits and Complications


In many game systems that use d20s, a result of 1 is a spectacular, automatic failure, where a roll of 20 is an automatic success. In the FFd6, which uses a 2d6 roll for the majority of checks, there is a chance that the result will come up with both dice landing on sixes. In combat, this dice result means that the character performs a never- miss Critical Hit and possibly a Limit Break. More on this laterfor now, all you need to know is that a pair of sixes is good news. For skill checks however, such a roll does NOT automatically counts as an automatic success. Players can do truly preposterous things at higher levels within the rules of the system, and it takes more than just a lucky roll to make a characters (possibly crazy) wishes a reality.

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.)

GMs Note: Setting


The Final Fantasy series has spanned dozens of worlds from Ivalice, the multiracial land of mercenaries and adventure, to Cocoon, the artificial planet nurtured by psychopathic ancient constructs and rarely do any two of these worlds operate under the same laws. Some feature magic that slowly chips away at the minds of those who use it, and in others death is little more than a minor inconvenience. As you can imagine, this means that creating a universal set of rules, one that covers everything from the entire Final Fantasy series, is simply impossible and ignoring this fact would be irresponsible and downright chaotic at best. To resolve this, youll find a chapter later on in this book that contains brief summaries of some of the most common Final Fantasy games and their worlds, suggested adventure ideas, and a repository of additional rules to help set your tabletop campaign in a pre-existing universe. That said, this book was designed to give you and your friends a chance to explore your own stories, with your own heroes, and very often, in your own unique Final Fantasy world. Whether your campaign will be set a familiar place.or whether it will be set in a post-apocalyptic city where the last memories of the deceased are immortalized as whispering magical crystals.well, thats all up to you. Are the heroes tied together by virtue of ancient prophecy or are they childhood friends? Are they a crew of gentlemen thieves or forced into an uneasy alliance by the outbreak of war? This is a chance to let your creativity shine.

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.

Race: The world of Final Fantasy is populated by an odd


assortment of humanoids and monsters. Over the course of many games, the mantle of world-savior has variously fallen on the shoulders of rat/lizard/elephant/pig-folk, cat-robots, feral sasquatches, moon-people, and other creatures too strange to describe in just a handful of words. Races are diverse and unique, but ultimately, nothing more than flavor for your character. Whether youre a powerfully-built Yeti or an adorable Moogle has no mechanical difference save for one; All Humanoids, your character included, are Vulnerable to the dark corruption caused by Shadow spells and effects; they take 50% more damage from such attacks. Normally, your character is automatically a Humanoid but by choosing to be an Unusual Species (by taking the shared ability found on p.100) you can make your character as a living plant or a planar traveller, or just about anything else you can imagine, and dont have to be a Humanoid if you dont choose to be.

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.

Magic Points (HP): Magic Points represent a character's reservoir of spellcasting


energy. Casting spells reduce a character's MP by a set amount when used. (If you are dont know any spells and are unable to cast magic, then you are treated as having zero MP and you can skip this step entirely.)


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.

Skills and Magic


Next up is to choose skills, which are described starting on page 101. These are day-to-day proficiencies such as picking locks and talking your way out of a tight spot. You may allocate your skill points anywhere you like, but the maximum number of points you can have in any one skill is limited by your Finesse score. The maximum number of points a character can have in any Skill is equal to their Finesse score, plus one. For example, a newly-created character with 3 Finesse may not have more than 4 points in any one skill. So, as a characters Finesse increases, so too will their maximum skill caps. The number of Skill Points you begin play with is dependent on your Job, but is always enough to hit the maximum cap for the skills you want the most. Finally, most MP-using classes begin the game with at least one spell, which can be found listed in Chapter 8. A typical Job may have a magic- using chart that appears similar to the one seen here. This means that at levels one the character begins play with two Novice spells of his choice. At levels two and three, the character receives another Novice spell from their list. Upon reaching level 4, 5, or 6, they gain a new spell and may choose from either the Intermediate or Novice list instead, and so on. Spell Level
Novice Intermediate Expert Superior Ancient

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.

Goals and Finishing Touches


And last but certainly not least, characters are encouraged to come up with a total of four goals theyd like to see their character achieve over the course of their adventures. Three of these should be short-term goals such as be recognized for my achievements, save the princess of Cornelia, or build my own airship, and one needs to be the characters lifelong dream, the long-term ambition that keeps them motivated. This might be anything from return to the ancestral homeland where I was banished from to retire with a pile of money. The FFd6 has a built-in system where completing these goals over the course of the story will earn the character significant rewards, and also helps the GM plan adventures around your character.

Starting a Character above 1st Level


Characters wont always withstand the rigors of the Final Fantasy world some gracefully return to their old lives, some are defeated in battle or perform legendary acts of self-sacrifice. Sometimes, old villains can become new allies, or long-forgotten companions can return more powerful than before. Perhaps the heroes themselves are already well-established paragons in the world, not batting an eye at the lesser threats that plague the typical adventurer. For all of these reasons and more, what follows is a quick set of rules designed to create characters above first level. Consult the chart below to determine the starting number of abilities (outside of the automatically-earned Innate job ability) attribute points, bonus skill points, gil and destiny a new character of any given level will begin play with. Level Total Adjustments
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 2 Job Abilities, 25 attribute points, 0 extra skills 3 Job Abilities, 27 attribute points, 2 extra skills 3 Job Abilities, 28 attribute points, 4 extra skills 4 Job Abilities, 30 attribute points, 6 extra skills 4 Job Abilities, 31 attribute points, 1 Limit ability/break, 8 extra skills 5 Job Abilities, 33 attribute points, 1 Limit ability/break, 10 extra skills 5 Job Abilities, 34 attribute points, 1 Limit ability/break, 12 extra skills 6 Job Abilities, 36 attribute points, 1 Limit ability/break, 14 extra skills 6 Job Abilities, 37 attribute points, 1 Limit ability/break, 16 extra skills 7 Job Abilities, 39 attribute points, 2 Limit abilities/breaks, 18 extra skills 7 Job Abilities, 40 attribute points, 2 Limit abilities/breaks, 20 extra skills 8 Job Abilities, 42 attribute points, 2 Limit abilities/breaks, 22 extra skills 8 Job Abilities, 43 attribute points, 2 Limit abilities/breaks, 24 extra skills 9 Job Abilities, 45 attribute points, 2 Limit abilities/breaks, 26 extra skills 9 Job Abilities, 46 attribute points, 2 Limit abilities/breaks, 28 extra skills

Max Attribute Starting Gil Destiny


10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 500 575 800 1,200 2,000 3,400 6,200 11,500 22,000 40,000 73,500 125,000 230,000 400,000 720,000 0 0 0 0 1 1 1 2 2 2 3 3 3 4 4

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.

CHAPTER II: JOBS


"You've all heard this before. How life has infinite possibilities. I don't believe that one bit. There weren't many paths for me to choose. Sometimes, there would only be one. From the limited possibilities I faced, the choices I made have brought me this far. That's why I value the path I chose... I want to hold true to the path that HAD to be taken." - Irvine Kinneas

There are a total of 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

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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

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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:

14 8 0 4 18 Arcane Light Black

Spell Rank Novice Intermediate Expert Superior Ancient

Levels Obtained 1, 1, 2, 3 4, 5, 6 7, 8, 9 10, 11, 12 13, 15

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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

HP Bonus: MP Bonus: ACC Bonus: AVD Bonus: Skill Points:

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.

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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.

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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.

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\ 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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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

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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.

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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.

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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:

30 0 1 5 18 Brawl, Reach None

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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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

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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.

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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.

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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.

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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.

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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.

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Tier
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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.

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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.

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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.

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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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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:

16 6 0 4 22 Arcane Light White

Spell Rank Novice Intermediate Expert Superior Ancient

Levels Obtained 1, 1, 2, 3 4, 5, 6 7, 8, 9 10, 11, 12 13, 15

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.

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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.

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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.

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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.

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CHAPTER III: DEFINING A HERO


Its not the net result that matters, its the day-to-day struggles people go through that makes ones life important. - Terra Branford

Although having a name and a Job is a great start for a character, this chapter will explore how you can further develop your 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.

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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.

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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.

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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.

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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.

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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.

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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.

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SKILLS
"You think your skills will save you against me? Allow me to shatter your illusions of grandeur." - Amarant Coral

Skills are highly important they allow 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.

Affecting Other PCs


Social skills such as Acting or Negotiation will never have a direct impact on player characters a players control over his characters beliefs and attitude is absolute.

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.

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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.

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The Big List of Skills


Dont assume that the following few pages include every possible skill out there. Rather, this is just a sampling of standard adventuring aptitudes that have served many leading men and women well over the years. If you decide you want a skill that doesnt appear on this list, just go ahead and add it to your character sheet with GM permission. Without further ado.

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.)

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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.

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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.

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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.

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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

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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.

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DESTINY
Your actions have meaning only if they hold true to your ideals. - Ramza Beoulve

Destiny Points are a metagame representation of a 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.

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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

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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.

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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.

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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.

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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.

Calculating Esper Attributes


No matter whether the Summon associates itself with the entire group or a single character, there are some characteristics that never change. They do not possess attributes of their own, and utilize their summoners stats for their calculations so a dexterous and agile summoner will work best with nimble and fast Espers, and so on. Espers can be damaged and attacked like any other creature, and have a Hit Point total equal to the

Summoners Maximum HP, multiplied by the Summons Rank. So if Yojimbo, a Rank 3


Esper, was summoned by a Blue Mage with only 100 maximum hp, Yojimbo would enter the battlefield with 300. Their ARM and MARM scores are always 0, their level is treated as being 15, they have the same AVD as their Summoner, and all of their spells are cast as Standard actions that do not cost MP. Many Espers have varied inherent support abilities such as elemental weakness or Auto-Statuses, but all Summons all have the inherent ability Impervious, making them immune to all negative status effects unless otherwise specified (Anima is always affected by Zombie, for example). They also cannot be affected by Knockback or Disarm, cannot have their equipment targeted or broken, do not take falling damage, cannot have their spells interrupted, cannot be swayed or affected by skills of any sort, such as an

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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.

Know Your Cosmic Allies!


A brief description of each of the standard Espers can be found on the following page. Though they aren't exactly magic in the normal sense of the word, you can find the fully detailed versions of each Summon in Chapter VIII, starting on page 240.

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Rank One Summons


Bismarck: A noble white whale and protector of the deep. Carbuncle: A bejeweled creature capable of reflecting magical attacks. Chocobo: A spirit of travel and adventure manifesting as a familiar and comforting sight. Salamander: The living embodiment of flame and destruction, now in convenient pocket-size. Siren: A beautiful songstress and temptress, charming her enemies and serenading her allies. Sylph: Mischievous fae that favor those who protect the wild places of the world. Valefor: A dignified avian that honors those who show courage, self-sacrifice and perseverance.

Rank Two Summons


Catoblepas: A repugnant cycloptic beast that can turn enemies to stone with a glance. Ifrit: A savage demonic warrior who brings with him the remorseless fires of hell. Leviathan: A massive sea serpent that effortlessly controls water and rules all who dwell in the oceans. Pandemona: The manifestation of the scorching wind that blows through hell itself. Ramuh: An ageless sage and wizard who commands the storm and the skies with effortlessness. Shiva: A blue-skinned goddess of ice and snow. Titan: A ponderous guardian of earth, who uses raw might to aid the party.

Rank Three Summons


Asura: A fickle, three-faced queen who has been known to favor enemies as often as the party. Cerberus: The watchdog of the underworld, loyal and brave despite its hellish nature. Fenrir: The father of all great beasts is said to grow in power with the phases of the moon. Phantom: A long-deceased paladin, now a disembodied force of righteousness. Seraph: An angel descended from the heavens to watch over the party. Tritoch: Using three elemental types, the rainbow dragon gains power by absorbing his own attacks. Yojimbo: A samurai spirit that fights only to line his own pockets with gil.

Rank Four Summons


Anima: The chained aspect of death that has taken on the worlds suffering and pain. Atomos: A mindless mile-high mouth containing a portal to another dimension. Diabolos: A dream-devil with powers over gravity and darkness. Doomtrain: A spectral train which carries the deceased to their final resting place. Knights of the Round: Knights from legend, reunited for one final campaign. Maduin: An authoritative humanoid Esper who wields enormously powerful black magic. Phoenix: A fiery bird whose tears are said to cure the wounded, able to rise from the ashes when killed.

Rank Five Summons


Alexander: A living castle capable of lighting up the night sky with the power of Holy. Bahamut: The god of all dragons, prepared to fight to the death alongside the party. Odin: Destruction and nihilism incarnate, armed with a powerful obsidian blade.

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CHAPTER IV: EQUIPMENT


"Hmph. I daresay I've soiled my cuffs. If a dungeon's waiting for us at the end of the night, it had best have a change of wardrobe. Incidentally, what IS the going rate for rescuing Princesses these days? Food would be a good start -the good stuff, mind you." - Balthier Mid Bunansa


The 500 Gil characters receive during character generation are only the tip of the iceberg; before long, they'll have the money to set about seriously arming and armoring themselves against the dangers 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:

Weapon Stores stock weapons of all shapes


and sizes. A good portion of these stores

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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.

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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.

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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.

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Concealed
Often represented by daggers, thrown needles or a deck of sharp-edged playing cards, Concealed weapons can be easily secreted up a sleeve or underneath a cloak to give the wielder an unexpected edge in combat. Concealed weapons are generally rather small, making them nearly impossible to spot when hidden even with very high levels of Awareness. 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.

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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,

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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.

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Universal Equipment List


This is the important bit, right here. Over the next three pages youll find a handful of important-looking charts, each one giving information on every possible tier of equipment. Whether youre looking to purchase a run-of-the- mill dagger or cook a banquet fit for a prince, the price, synthesis check difficulty, and properties of anything you might need can be found here. After we baffle you with these charts, well provide a list of every possible equipment property and what Tier of item is required. Then, well demonstrate just how easy these charts are to use by providing sample lists of commonplace and not-so-common gear.

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.

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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

Gold Needle Hi-Potion Tent Phoenix Down X-Potion Elixir Megalixir

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)

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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)

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Universal Property List


The following pages describe all Equipment Properties. Each heading consists of a property name (such as Lucky or Indestructible), as well as a second heading that notes if the property can be given to a Weapon, Armor, type of Food, a Consumable such as a potion, or an Accessory. Many items on this list can apply to multiple types of equipment, and note that weapon properties cannot stack unless explicitly stated for example, a character could not have Humanoid Killer on both his Weapon as well as his Accessory in order to gain the effects of it multiple times. Likewise, such effects cannot occur simultaneously. For example, a character may not use both Lightning Strike and Fire Strike simultaneously to do both types of elemental damage; he must choose one or the other before attacking. If a character is dual wielding and each weapon has the Spellburst property, he may only cast one of the two spells on a critical hit. And so on. Tier
1 2 3 4 5 6 7 8

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

Accurate: Tier 2/6 Accessory


Wearing this relic confers a +2 bonus to the users ACC score, +1 bonus to their AVD score, or a +2 bonus on all opposed rolls. A Tier 6 or better version of this property doubles these values. This property may be added multiple times, but a different bonus must be chosen each time.

Alchemy: Tier 3 Weapon, Accessory, Food


A character who possesses this property heals double the standard amount with all items. This only increases the effectiveness of items that restore HP or MP, not restore statuses.

Attribute Bonus: Tier 2 Weapon, Armor, Accessory, Food


(example; +2 DEX) The item increases the indicated Attribute by +2 as long as it remains equipped - thus, a character with PWR 14 using a +2 PWR weapon would have an effective PWR of 16. This ability can be added multiple times and stacks from multiple pieces of equipment. If applied to a Tier 8 Food item, the bonus granted is doubled.

Auto-[Status]: Tier 1/6 Weapon, Armor, Accessory, Food


(example; Auto-Haste) The item adds the indicated Status Condition to the character using it at all times. Status Conditions added in this manner cannot be removed through the use of Spells or Abilities such as Dispel. The exception to this is Auto-Life, which cancels as normal if used to resurrect the character and will not be re-added for the remainder of a battle. A

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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.

Brawler: Tier 1 Armor, Accessory


A character who has access to the Brawler equipment property is skilled at fighting unarmed, equally adept into wading into a fight barehanded as a warrior armed to the teeth. Instead of unarmed attacks dealing (PWR x 1) + 2d6 points of damage, they are calculated as (PWR x Half Job Level) + 2d6 instead.

Break Damage Limit: Tier 8 Weapon, Accessory


This ability is only found naturally on Artifact-level weapons, though a skilled Engineer might be able to craft a weapon or piece or armor with this property. It allows the user of such equipment to do more than 999 damage in a single round, whether the damage is magical or physical (or both!) in nature.

Broken: Tier 1 Weapon/Armor


While Broken equipment remains equipped on a character, the user cannot utilize any job ability that requires a weapon/armor (as appropriate) or calculates damage with a Weapon/Armor Tier, such as a Samurais Draw Out or a Fighters Meteorain. When wielding a broken weapon, a character is unable to perform critical hits and they deals two fewer steps of damage on all attacks, to a minimum of one (For example, a character with a Tier 4 broken weapon might deal PWR x 2 damage instead of PWR x 4). Monsters using Broken weapons cannot use any of their standard attacks marked with the requires a weapon asterisks. Ruined armor, regardless if the wearer is a monster or a character, is treated as having ARM and M.ARM values of zero. Broken equipment can be repaired outside of combat with a successful Synthesis (Weapons/Armor) check (or in some strange cases, a Healing check) at the same difficulty required to synthesize an item of that tier from scratch. After Broken equipment is repaired, this property is removed. Broken does not count toward the maximum number of armor/weapon properties that equipment is allowed to possess.

[Element] Enhancer: Tier 3/5 Weapon, Accessory, Food


(example; Fire Enhancer) The item is sympathetic to a particular kind of elemental energy, raising the power of all attacks associated with that element. Any attack, Job Ability or Spell that deals elemental damage belonging to the type enhanced by the item inflicts an additional one step of damage; in the case of Holy Enhancer, this also allows recovery spells to restore an additional step of HP instead. Characters can combine Element Enhancer and Element Strike for powerful basic attacks. Shadow or Holy Enhancer-type weapons require the base equipment to be Tier 5, not Tier 3.

[Element] Field: Tier 5/7/8 Weapon, Armor, Accessory, Consumable


(example; Fire Field) This item is so in tune with a singular element that it can cause the environment around the holder to change appropriately; swirling sandstorms, piercingly-cold blizzards, rolling thunderstorms.or perhaps the pitch-black tendrils of shadow. As a consumable, using this item instantly creates the appropriate Elemental Terrain type, chosen when the item is created or purchased; Fire, Ice, Wind, Water, Earth, or Lightning. A Tier 7 item is required to create Shadow or Holy terrain instead. The effects of this terrain last until the end of combat, and while the Elemental Field lasts, all spells and attacks of the same elemental type deal an additional two steps of damage. As equipment, this property works a little differently. You receive the effects of the Elemental Spikes spell for the chosen elemental type, and whenever you score a critical hit with an Elemental Field weapon, or suffer a critical hit while wearing Elemental Field armor or an accessory, you create the appropriate Elemental Field. Again, this effect lasts until the end of combat or until the field is changed by another spell or effect.

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As a Tier 8 effect, the character using such equipment can create the appropriate Elemental Field freely as an instant action.

[Element] Proof: Tier 3/5 Armor, Accessory, Food


(example; Fire Proof) Such equipment provides total Immunity to a single element. Fire, Ice, Wind, Thunder, Earth and Water can be negated with Tier 3 or better gear; Tier 5 equipment is required for Holy or Shadow Proof. This ability can be added multiple times, with a different elemental immunity each time.

[Element] Strike: Tier 2/5 Weapon, Accessory, Food


(example; Fire Strike) The weapon has an affinity to one of the eight Elements: Fire, Earth, Water, Wind, Lightning, Ice, Shadow, or Holy, and all damage dealt by the attack is of that elemental type. A Tier 2 or better weapon can be attuned to most of the elemental types, but Holy or Shadow weapons require a Tier 5 or better piece of equipment. Characters with access to multiple different Elemental Strikes from job abilities, for example choose one of the elements whenever they make an attack roll.

[Element] Ward: Tier 1/4 Armor, Accessory, Food


(example; Fire Ward) Wearing this piece of equipment confers the character Resistance to the indicated Element. A Tier 4 weapon is required to obtain Resistance to Holy or Shadow. This ability can be added multiple times, with a different Elemental resistance each time.

Explosive: Tier 1 Weapon, Armor, Consumable


Generally a detrimental effect applied by the Engineers Invent ability, an Explosive item that is destroyed or, in the case of a consumable item, thrown deals (Users PWR x Item Tier) + 2d6 points of Fire or nonelemental damage, whichever is more effective, in a local area.

Fragile: Tier 2 Weapon, Armor, Accessory


The equipment is made from an easily-damageable material, such as a delicate golden adornment or a finely- crafted robe. Whenever the wearer of Fragile equipment deals a critical hit or is dealt critical damage, suffers falling damage or is reduced to zero hit points, the Fragile equipment is instantly destroyed. However, there is an upside to this; any equipment with the Fragile property gains one additional property, and is treated as being one Tier higher than it really is for the purpose of adding properties. Thus, a character with a Tier 3 sword could have Fragile, Follow-Through and Shadow Ward on this weapon. Fragile cannot be combined with the Indestructible property.

Follow-Through: Tier 4 Weapon, Food


On a successful Critical Hit, the wielder may make another immediate attack action on the original target, or on a second target within Short Range of the first. Follow Through will not activate again if this second attack is a Critical Hit. Limit Breaks do not activate Follow Through.

Fortified: Tier 3/7 Armor


This exclusive-to-armor property increases the ARM and M.ARM scores granted by the armor by 25%, or 50% if possessed by the Tier 7 version.

Gemini: Tier 2/4/6 Weapon, Armor


The equipment is highly irregular, either a combination of standard weapon types, or able to change its shape or form for multiple different purposes. For example, it might be a blade capable of breaking down into several other

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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.

Glowing: Tier 2 Weapon, Armor, Accessory, Consumable


The item sheds a constant dim light which can be increased with a command, allowing a character to illuminate even the darkest of locations. Glowing equipment negates all penalties caused by Difficult Terrain relating to darkness.

Imperil: Tier 6 Weapon


Having this weapon equipped allows the user to rip through the supernatural defenses of their enemies. When the user of this weapon calculates magical damage, they ignore the M.ARM score of their targets.

Impervious: Tier 8 Armor, Accessory


Wearing this equipment grants the wearer the Impervious monster ability, generally reserved for bosses and their ilk. Impervious renders the wearer immune to all negative status effects other than Fear and Unconsciousness.

Indestructible: Tier 3 Weapon, Armor, Accessory


Weapons and Armor with this ability cannot be destroyed with normal means. No forge can reshape them, no spell or attack can break them. In some rare cases, such items CAN be destroyed, but the means to do so are usually campaign-based. Indestructible cannot be combined with the Fragile property.

Jagged: Tier 2 Armor


The equipment is covered with sharp spikes, protrusions or even thorns. Whenever youre struck by a Short Range spell or attack, your opponent takes (Force x Half Job Level) points of damage that ignores ARM, Protect, and all other types of damage reduction.

HP Drain: Tier 5 Weapon, Accessory, Food


In addition to dealing damage, every successful Attack with this weapon restores the wielder's Hit Points by an amount equivalent to 50% of the damage inflicted by the Attack after modifying for Armor. Undead opponents reverse this ability, causing the character to suffer 50% of the damage dealt as M.ARM damage.

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HP Restore: Tier 1/3/6 Food, Consumable


When consumed, this item immediately restores a flat percentage value of hit points. Tier 1 consumables and food restore 25% of a characters maximum health, Tier 3 restores 50%, and Tier 7 restores 100%. HP Restore has no effect on unconscious targets.

Limited: Tier 1 Accessory


The item only works in specific situations, such as when deep underground or when the user is at full MP. You may add two additional equipment properties to the item, OR you may add one additional equipment property and treat the equipment as if it was one Tier higher than it really is. Limited accessories can only be created with GM approval.

Lucky: Tier 7 Weapon, Armor, Accessory, Food


A Lucky character has an improved chance to strike his enemies weak points, and the characters critical hit rate is increased by 1. They generally roll critical hits on results of 11-12.

MP Damage: Tier 2 Weapon, Accessory


Rather than doing normal damage, each successful Attack made with this weapon inflicts 50% damage to the target's HP and 50% to its MP. If the target does not have an MP score, then this weapon property is ignored and all combat damage is dealt to HP, as normal.

MP Refresh: Tier 5 Weapon, Armor, Accessory, Food


In addition to dealing damage, whenever a character with this property deals physical damage, they regain magic points by an amount equivalent to 50% of the damage inflicted.

MP Restore: Tier 1/3/6 Food, Consumable

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.

[Monster] Eater: Tier 2 Weapon, Armor, Accessory, Food


(example; Dragon Eater) Whenever a character equipping a weapon with this ability slays a monster of the appropriate type, the wielder gains back an amount of HP and MP equal to the amount of damage done in the same round. This ability can be added multiple times, with a different Monster Eater each time.

[Monster] Killer: Tier 3 Weapon, Accessory


(example; Dragon Killer) The weapon is designed to assist with not-so-natural selection. All damage done to creatures of the appropriate type is increased to 200%, whether magical or physical in nature. This ability can be added multiple times, with a different type of Monster each time.

[Monster] Slayer: Tier 5 Weapon, Armor, Accessory


(example; Dragon Slayer) The equipment is designed for those heroes with a score yet to be settled. Just like the [Monster] Killer property noted above, Monster Slayer causes all attacks made by the character to deal 200% damage to creatures of that species. Furthermore, any adversary of the listed type who attempts to strike the character must succeed at an opposed Finesse check; if the attacker succeeds, they may continue with their turn normally. If the character with the [Monster] Slayer equipment succeeds, their foe is inflicted with the negative status effect Fear until the start of their next turn.

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Overdrive: Tier 6 Weapon, Armor, Accessory, Food


It is said that this weapon is tied to its wielder's spirit, and that the color and capabilities of the blade will shift to reflect the heart and mind of a strong-willed fighter. When using this weapon, a character may utilize Limit Breaks at 50% or less health, as though they had the Limit Breaker job ability.

Party Effect: Tier 6 Accessory, Food, Consumable


This property does nothing by itself, but instead allows the wearer/user to grant all the other effects of this item to his allies. For example, a Party Effect amulet might bathe the heros comrades in a quiet halo of light at all times, granting them a fraction of his power. A Party Effect food might be a banquet large enough to feed dozens, an inspiring feast before the day of battle.

Peerless: Tier 8 Food, Consumable


When this item is used, it grants the user immunity to all damage and effects caused by hostile Limit Abilities, Limit Breaks, and critical hits caused by enemies. If Peerless is granted by a consumable, the effects last until the end of combat.

Piercing: Tier 6 Weapon


This weapon is designed to pierce defenses both natural and man-made. The target's ARM value is ignored when calculating damage from a weapon with Piercing.

Precision: Tier 7 Weapon, Armor, Accessory, Food


The item is both supernaturally accurate and also grants its wielder a sixth sense when it comes to avoiding attacks. The wielder of such a weapon receives a bonus to ACC equal to half his Force score, rounded up, and a bonus to his AVD equal to half his Finesse score, also rounded up.

Remedy: Tier 6 Food, Consumable


This item immediately heals the eater/drinker of all negative status ailments except Fear. Unfortunately, some status ailments can actually prevent a character from being able to use a Remedy item; for example, a petrified target might have their mouth closed or covered, and a zombified target is often more interested in eating your brains than any other delicacy.

Resurrection: Tier 5 Consumable


When this item is ingested by an unconscious ally (no easy feat!), it immediately returns the fallen target back to 1 HP. It can be combined with the HP Restore effect to return a weakened friend back 25%/50%/100% health, instead.

Sentient: Tier 2/5/7 Weapon, Armor, Accessory

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.

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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.

Skill Bonus: Tier 2/7 Weapon, Armor, Accessory, Food, Consumable


(example; +2 Scavenge) The item provides a +2 to rolls for any single skill, such as a short metal blade designed to cut purse strings and garments granting a +2 to Thievery checks. The Tier 7 version of this item provides a gigantic +5 bonus to the skill instead, representing a supernatural inspiration more than any mundane level of skill. As a consumable, the bonus granted is doubled; thus, an ancient, Tier 7 rosetta stone might grant a +10 bonus to Language skill checks for a one-time usage. This property cannot be used to improve a characters Synthesis skill check, but the effects do stack.

SOS-[Status]: Tier 2 Weapon, Armor, Accessory, Food


(example; SOS-Reflect) The item adds the indicated Status Condition to the character using it if they are reduced to 25% of their maximum Hit Points during the course of a battle. Status Conditions added in this manner cannot be removed through the use of Spells or Abilities such as Dispel; they will only be cancelled if the character's current Hit Points are raised beyond 25% of their maximum value or the battle ends. The exception to this is SOS-Auto-Life, which cancels as normal if used to resurrect the character and will not be re-added for the remainder of that battle. This ability can be added multiple times, with a different SOS-Status each time.

Special Ability: Tier 1 Weapon, Armor, Accessory, Consumable, Food


The weapon possesses a unique talent outside of those described here. It may allow a character to use a Job Ability they would not normally have access to, enhance a current one, or be something altogether new. As a Special Ability could be almost anything, it is highly recommended that GMs use cautious judgment when allowing characters to purchase and describe gear with this weapon property. Following is a few examples; Josh wants his android to have an arm-mounted pulse cannon, complete with computer targeting system. After some discussion, they settle on the Lock-On feature; After a foe is struck in combat by a ranged attack by Joshs pulse cannon, the gunner receives a +2 temporary modifier to their ACC against that target until they miss. Meg wants her Geomancer to use a whip, with more concern about defense than offense. They sit down and decide that a good property would be Disarming, giving Meg an automatic 25% chance to succeed without needing to make an opposed roll when making Disarm checks. Finally, Aaron is looking to put a new spin on a consumable item, creating explosive fireworks

Spellburst: Tier 3/8 Weapon, Accessory, Consumable


Upon a critical hit, a weapon with the Spellburst will cast a specific magical spell. The wielder may also choose to cast the spell directly from the item for no MP as a Standard Action, with a 25% chance to destroy the item (100% if the item is a Consumable). Only one spell can be cast on a critical hit, and a character who purchases or creates an item with the Spellburst property must be able to cast the chosen spell themselves, without the expenditure of Destiny. Some GMs may allow specific Spellburst items to be purchased on a case-by-case basis. If an Indestructible item would be destroyed by forcefully using Spellburst, it does not break - however, the Spellburst property is forever removed. Only legendary Spellburst equipment is capable of casting Rank 5 magic, the Osmose or Esuna spells.

[Status] Heal: Tier 1/2 Food, Consumable


(example; Poison Heal) When this item is ingested, it immediately heals the user of the listed status effect. A Tier 2 or better item can remove the effects of Berserk, Blind, Confuse, Transform, Poison, Curse, Sleep, Stop, or Zombie. A Tier 3 or better

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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.

[Status] Proof: Tier 2/4/6 Weapon, Armor, Accessory, Food


(example; Poison Proof) Wearing this piece of equipment confers the character Immunity to the indicated Status Condition type. A Tier 2 or better weapon can prevent the status effects Berserk, Blind, Confuse, Transform, Poison, Curse, Sleep, Stop, or Zombie. A Tier 4 or better weapon is required for the status effects Petrify, Seal, Slow and Charm. A Tier 6 piece of equipment can grant Immunity to the status effect Fear, or you may choose an immunity to any two of the lesser status effects listed. This ability can be added multiple times, with a different status immunity each time.

[Status] Touch: Tier 2/5 Weapon, Accessory, Consumable, Food


(example; Poison Touch) You can add the specified status condition to the target. On a successful attack, you may choose to deal 50% damage and make an opposed Force or Finesse check. If you win, the status condition is applied to the target for the standard four rounds. If used as a Consumable item or Food, no attack roll or opposed check is needed; the condition is automatically applied if the target is susceptible to it. A Tier 2 or better weapon can cause the status effects Berserk, Blind, Confuse, Curse, Poison, Sleep, Stop, or Zombie. A Tier 5 or better weapon is required for the status effects Petrify, Slow, Transform, Seal, or Charm. This ability can be added multiple times, with a different Status Touch each time.

Stoic: Tier 4/7 Armor, Accessory


Whenever an opponent spends one or more points of Destiny during combat, the wearer of Stoic equipment recovers 25% of their total maximum HP and MP. This effect can only trigger once per round. At Tier 7 or higher, the character recovers 50% of their max HP and MP instead.

Triple Critical: Tier 5 Weapon, Accessory, Food


Any critical hits caused by this weapon inflict 300% physical damage, rather than the normal 200%.

Therapeutic: Tier 5 Weapon, Accessory


With this property, even the most menacing-looking blades mend injuries instead of causing them, and arrows fired from a Therapeutic weapon explode into clouds of iridescent healing dust upon connecting with a solid surface. All damage that would normally be dealt by a Therapeutic weapon is recovered as HP by the target of the attack instead.

Unified: Tier 2 Weapon, Armor, Accessory


The weapon or armor is a part of you, and it is nearly impossible to separate you from such equipment without extraordinary means. This generally manifests as biomechanical appendages or prosthetics, such as a massive steam-powered arm or a gun replacing a hand. In more rare circumstances, this might be a powerful singing voice used as a weapon, a tattoo that infuses the characters arms with strength, or a jewel embedded into a heros forehead. A Unified weapon or armor cannot be separated from the user whether through spells, limit breaks, or combat maneuvers such as a Disarm attempt, though it can still be Broken (even if this manifests as a physical injury such as a damaged windpipe). Unified weapons can be automatically repaired at the start of every game session (or, at the GMs discretion, after several in-game days have passed) with no need for a skill check.

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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.

Variable: Tier 3 Consumable, Food

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.

Synthesizing Legendary Equipment


In addition to the Godlike skill difficulty of creating such a magnificent piece of gear, one additional hurdle must be overcome; a Component must be obtained from which the item can be feasibly crafted, whether this be the frozen pollen of a flower known as the Goddess Bloom, n ancient dragons tooth, lumber from the world tree or whatever else the GM deems appropriate.

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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.

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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

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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.

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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)

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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.

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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.

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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)

*Denotes a higher-than standard value due to the Fortified armor property

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.

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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)

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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)

BLACK MARKET GOODS


Used almost exclusively by Ninjas and their Throw ability, Black Market Goods are illegal to manufacture, buy, sell, or have in ones possession. This has not stopped them from being commonplace, however, and more than one adventurer has started finding stealthier solutions to his problems with illegal wares. Name Cost Effect Alchemy Difficulty
Dart Toxin Skean/Scroll Shuriken Fireworks Amnesia Dust 100g 100g 100g 250g 100g 150g When Thrown by a Ninja, causes additional status effects Three types of poison can bring foes low When Thrown by a Ninja, causes elemental damage When Thrown by a Ninja, causes heavy damage When Thrown by a Ninja, causes a commotion When Thrown by a Ninja, causes instantaneous memory loss Challenging (11) Challenging (11) Challenging (11) Challenging (11) Challenging (11) Challenging (11)

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.

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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)

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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.

Failing a Synthesis Check


A failed roll indicates that the final result is unstable, unworkable, or simply poor quality. The item is no better than scrap metal, fuming liquids or spare parts. In game terms, this means that although the character(s) spent 50% of the original items cost to attempt to create it, theyre ultimately left with nothing the money and item are both lost.

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.

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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.

Plying your Trade


A newly-crafted, never-used item sells for 100% of the listed price, give or take slightly due to market fluctuations. This allows characters with the time and desire to make a profit with their craft, though this should be done rarely. Players are discouraged to find downtime with which to specifically use to make money.

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.

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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.

What can I do in one round of combat?


In a given round of combat, a character may move a short range and perform as many Instant actions as they like. They may also perform one Standard Action, or start a Slow action. Instant Actions include speech (even long-winded monologues!), certain abilities, and non-skill effects that have no major impact on combat. Standard Actions include most job abilities, drinking potions or using a potion on a party member, switching between weapons, attacking, or moving a Medium Range instead of a Short Range. Most actions characters take will be Standard actions. Slow Actions are longer effects that require concentration, time, or both. A character has to declare that they are initiating a slow action, which takes their entire turn. Slow Actions then resolve at the start of the characters following turn unless interrupted by a critical hit, limit break, Teamwork Attack or a knockback effect. Slow actions dont count towards any of the characters actions on the second turn. Thus, a Black Mage could begin casting Fire on his first turn and on his second turn, if uninterrupted, the spell would be cast, allowing him to take a standard action or begin a second Fire spell in the same round. This second cast would finish in the third round of combat, and so on. Skills may either be Instant, Slow or Standard actions in combat, depending on the GM ruling. For example, Riding might be an Instant action because it requires no concentration normally, whereas to aid an injured soldier by using the Healing skill would likely be a Slow action. A character under the influence of the Haste status essentially gets an extra half-turn. They may move an additional range increment OR take a second standard action, OR they may allow a Slow action to begin and finish in one turn.

How much damage do I do?


Damage whether from a spell or the swing of a sword is mostly pre-calculated. For example, well use a spear that deals (PWR x 1) + 2d6 points of damage. If the character wielding this weapon had a PWR attribute of 15, then the damage his basic attacks deal would be read as 15 + 2d6 in total. If the same character switched to a (PWR x 2) weapon, then such attacks would deal 30 + 2d6 damage.

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When a character rolls his attack on his turn, he only rolls a total of 2d6 dice that are used for both determining if the attack hits, as well as how much additional damage the attack does if successful. We casually call this the Roll

and Keep method, and it goes like this;


Allison, playing a Thief, is using a Tier 3 weapon. She rolls her two six-sided dice and ends up with a result of 7. She quickly mentally adds together the result of 7 with her Accuracy score of 4, for a total of 11. Since her opponents AVD score is also 11, and her attack roll met or exceeded that number, Allison knows she hits the target. Now that shes discovered her attack was successful, she goes ahead and calculates damage with those same two dice. Her Tier 3 weapon does (PWR x 3) + 2d6 points of damage and she has 12 Power, so she is able to figure out that her total damage will be (36) + 7. She grins at her fellow players and announces her character ducks and rolls forward under the demons arm, slicing tendons for 43 damage as she leaps back to her feet for a pose.

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.

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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.

Whats with these Range increments?


To enhance the cinematic style of combat this system revolves around, try to avoid thinking in terms of movement squares or exact numerical measurements to determine movement and range. Instead, only three types of distance exist. Short Range refers to anything conceivably the characters could reach or attack without much movement required beforehand. It generally denotes that an enemy is easily within melee distance. Short Range weapons are common, and include everything from swords to unarmed brawling attacks. Such weapons are versatile and plentiful, but limited in situations with much more mobile combatants for example, hitting Flying enemies with a Short Range weapon imposes a -4 penalty on the attack roll. Characters can move a Short Range as an Instant action once per round. Medium Range is a little harder to measure because its exact distance varies for dramatic purposes. Medium Range is the distance a character can move in a single round at a hard run, or how far a gun or bow can be comfortably fired. Medium Range could be a city block or from one side of an Airship to the other, for example. Almost all Ranged and thrown weapons possess a Medium Range though theres no reason a gun or Shuriken couldnt be used to its fullest at point-blank. It normally takes a character a Standard action to move a Medium Range, unless they character is riding a fairly swift mount. Long Range denotes a distance greater than medium range, but still able to be seen. This could represent anything from a few city blocks to a few miles, depending on circumstance. Characters cannot normally move a Long Range without beneficial magic or without being aboard a vehicle or mount, and characters can only use Ranged weapons at a Long Range albeit with large penalties to attack rolls.

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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.

Improbable Weapons and Unarmed Combat


A hero who is disarmed or otherwise being forced to rely on his fists and crude, temporary weapons follows some special rules. Unless they have Abilities to help them out in such a situation, unarmed strikes deal damage as though they were Tier 1 weapons thus, PWR + 2d6 points of ARM damage with no special properties. Improbable Weapons are more complicated, because their damage Tier varies depending on what, exactly, is being

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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

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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

How long is a Session?


Many job abilities state that they are limited in use, only able to be activated for a number of rounds or a number of times per session. The exact definition of a session will surely vary from group to group. Friends meeting up for their weekly game will probably define a session as the time the group gets together to the time the game ends for the night. If the medium for play is email, message boards or instant-messenger programs, however, the definition of a session might be one in-game day, or until the party completes their current mission.

Knockbacks and Aerial Combat


Quite a few weapons and abilities have the capability to cause a knockback of various distances, which in addition to making battle sequences much more dramatic are incredibly useful to interrupt and cancel Slow actions. Monsters with the Large property are immune to knockback effects, both to the forced movement and the loss of their action. A character that is affected by a Knockback does not land until the end of his next turn. This rarely has any real in- game effect other than for the sake of description. Final Fantasy heroes are well-known for their ability to fight flawlessly even in mid-air, almost appearing to hover as they clash with foes a few dozen feet above the ground.

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Difficult Terrain and Other Challenges


In addition to the normal dangers in combat, characters may be faced with other challenges. Perhaps the area is crowded with screaming, fleeing pedestrians, making firing a ranged weapon almost impossible. Perhaps a cluster of bomb cores sits in the middle of the room, capable of causing a massive explosion if accidently nicked with a Fire-based spell or attack. We refer to all of these things as Difficult Terrain, something that turns a straightforward battle into a more delicate or complicated affair. Theres three different ways this could play out. The first penalty difficult terrain might cause is penalties to rolls, generally a -2 or -4 penalty to specific checks such as Stealth or accuracy. This could be anything from sand traps to high winds; effects that hinder, but do not physically harm. The second way Difficult Terrain might adversely affect battle is with One-Time Damage, such as a set of crumbling ruins collapsing on the battlefield. One-Time damage can almost always be avoided with a successful Force of Finesse check depending on the situation, and generally deals (Party level x 10) + 2d6 points of damage to one individual or an entire group, on a case-by-case basis. It may or may not be tied to a certain element, and may target either ARM or M.ARM or completely ignore all defenses. Finally, Difficult Terrain might cause Recurring Damage, such as battling in a cactus patch, or taking a pleasant dip in the planets molten core. Recurring damage is dealt at the end of each players turn, and just like the previous example, may or may not be tied to an element and may target either ARM, M.ARM, or ignore defenses depending on the complication. The severity of the recurring damage depends on the situation the players have gotten themselves into, though the value is usually (Party level x 5) + 2d6, and we suggest consulting the chart below for examples. Depending on the situation, some GMs may rule a successful Force or Finesse check (made as an instant action of course) can avoid one rounds worth of damage from a recurring source. For example, a trapped hallway that shoots a steady stream of arrows into combat could still be dodged, and a particularly machismo hero might be able to wade uphill against a landslide without winding up battered and unconscious. Difficulty Elementary Easy Moderate Challenging Impressive Heroic Godlike Impossible Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Example Frostbite Trapped treasure chest Inside a burning building Monster stampede Acid river, crushing walls Plummeting airship Molten lava Inside a black hole One-Time Damage 10 + 2d6 20 + 2d6 40 + 2d6 60 + 2d6 80 + 2d6 100 + 2d6 120 + 2d6 140 + 2d6 Recurring Damage 5 + 2d6 10 + 2d6 20 + 2d6 30 + 2d6 40 + 2d6 50 + 2d6 60 + 2d6 70 + 2d6

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.

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Two Weapon Fighting


Characters who Dual Wield gain some fantastic bonuses, increasing their accuracy and critical hit rate exponentially. They also gain the magical enhancements on both weapons. The following restrictions do apply, however. First, Disarmed effects cause the player to lose both weapons instead of just one. Until they recover both weapons, the character is in serious trouble. Secondly, characters that fight with two weapons cannot stack weapon properties to get double the effect. For example, a character could not have HP Drain on both weapons to gain 100% of the damage inflicted back as health. Nor could they gain quadruple healing instead of double healing when utilizing two weapons with Alchemy, and so on. Having +2 PWR on each weapon for a total of +4 is fair game.

Critical Hits
When a character rolls a critical success on his accuracy roll, the hit is assumed to automatically land and deal 200% damage. If the character is at 25% or less heath, they may perform a Limit Break instead. (see 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.

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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.

Actions Per Round Limit


While it might seem like an obscure rule, this needed to be said somewhere; Under no conditions whatsoever can a character take more than three Standard Actions in the full course of a single round.

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NEGATIVE STATUS EFFECTS


There are many different things that can happen to a character besides taking damage. Negative Status Effects can do anything from inconvenience your character to completely cripple him. Generally, when a spell or attack attempts to cause a Status Effect, the victim has a chance to resist the effects. This often entails an opposed roll between the target and the user of the status effect. Most of the time, status effects require an opposed Force roll, representing very physical, tangible and material changes in the target. Status ailments that are opposed completely on an emotional or mental level and require an opposed Finesse roll are more rare, but might include things such as Charm or Confuse. Which type of opposed roll will be used is ultimately up to the GMs jurisdiction. All negative status effects normally last for exactly 4 rounds, but the GM may choose to rule that they wear off prematurely for dramatic effect. Stun and Fear are special cases. The list of negative status effects follow.

Berserk: You go berserk and can do nothing on your turn but attack the nearest enemy, 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

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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.

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POSITIVE STATUS EFFECTS


Luckily, not all status effects are bad. Positive status effects can bestow great advantages on your character- while they last. If your character is knocked unconscious, any positive status effects they possess disappear immediately although Auto-Statuses are re-applied the second the character regains consciousness. If a character wishes, they can prevent themselves from receiving a positive status effect with the same sort of opposed Force or Finesse resistance check as mentioned above. While rare, situations where such normally beneficial spells are a hindrance DO pop upsuch as a Zombied character trying not to receive the effects of Regen. It should be noted that even a character with Immunities to status effects can choose to be affected by them if he or she wishes. Thus, a character with a Ribbon equipped and thus Immune to all statuses could still operate under the effects of Protect and Haste if they liked, or even allow themselves to be Charmed.

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.

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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).

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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

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RECOVERY AND DEATH


"With each passing day, the world finds new and exciting ways to kill a man." - Balthier Mid Bunansa

Even the most cautious heroes will take a few lumps on the road to glory, and as the battles start coming in thick and fast, the injury tally is likely to rise in turn. This section looks at the aftermath: healing, resting, recuperating, and getting back to fighting fitness.

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

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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.

Enemies and Death


When foes are brought to 0hp, they are considered defeated. What this MEANS, exactly, is up to the player and the GM to come to a conclusion on together. Deceased? Unconscious? Lacking any will to fight? Generally, foes are killed but players shouldnt feel this is morally wrong. The Farplane assures that existence after death is peaceful and pleasing for all races, and defeated monstrosities are dissolved into the universal holy energy of the cosmos.

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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

Gaining Experience Points


Experience points henceforce abbreviated as EXP, serve as a tally of how close you are to gaining the next level. You gain a level after obtaining 5 EXP, which is awarded as follows;

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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.

Bosses (1 or 3 EXP): To defeat a


long-running or major campaign villain in an epic struggle will award an additional point of experience, or three if the villain was a truly titanic, save-the-world level End Boss. The foe must be defeated permanently for this EXP to be retrieved - in a skirmish in which a Boss manages to flee, this EXP will not be received however, the party does still receive the normal 1 EXP for Combat.

Quest (1 to 3 EXP): Completing a


minor mission or side quest will award one point of experience, and finishing a longer story arc or a major quest will award two or three points. A good rate for Quest experience to be distributed is usually about every third game session.

Session (1 EXP): At the end of every


single gaming session, all players who attended will be awarded 1 point of EXP. Just for showing up!

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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.

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Limit Break Creation


The Limit Break Creation System that follows will help you design the special moves your character will learn over the course of their career. It uses a point-buy method to determine the exact effects of a given Limit Break. A Rank 1 limit break (obtained at character level 5) gives you 10 points to work with. A rank 2 (obtained at level 10) gives you 20, and a rank 3 (obtained at level 11+) gives you 30. Point costs are listed in each section, and vary from effect to effect. A complete list follows over the following pages.

Area Effect (5 Points)


The limit break affects either all enemies or all allies. This ability cannot be combined with the 5-point Refund version of Random Target.

Attack: Weapon (3 Points)


The Limit is designed to inflict heavy damage on the target using your equipped weapon. This sort of Limit break may either deal ARM or M.ARM damage, and uses your normal attack to determine how much damage is dealt with some modifications. Consult the chart below. Limit Break Rank Damage Step Increase 1 +2 2 +4 3 +6 Thus, if Cid was to wield a Sword that did (PWR x 1) + 2d6 points of damage, a Rank 1 limit break would alter this damage to be (PWR x 3) + 2d6. A Rank 3 limit would alter this damage to be (PWR x 7) + 2d6. Limit breaks are considered to be Medium-range attacks, no matter the weapon with which they are performed, and Attack: Weapon cannot be combined with Attack: Magic.

Attack: Magic (3 Points)


Attack: Magic is the spellcasters version of Attack: Weapon. Rather than elaborate blade dances or crushing axe blows, you use the power of your magical arts to burn, freeze, disintegrate, or otherwise destroy your foes in spectacular ways. Choose one damage-dealing spell you know, which is cast at this time for no MP as an Instant action. Just like Attack: Weapon, the spells damage is increased by 2 steps for a Rank one Limit Break, 4 steps for a Rank two limit, and 6 steps for a Rank three. In addition, damage dealt in this way is Non-elemental despite its normal type, unless you also take the Elemental effect. It is also still reduced by M.ARM as normal, and Attack: Magic cannot be combined with Attack: Weapon.

Backfire (3 Point Refund)


The limit break is dangerous to its user as well as to his enemies, for every time the power is used, there is a 25% chance that it backfires affecting the user instead of its intended target. May not be combined with beneficial

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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.

Break Arts (4 Points)


Break Arts damage an opponent's attributes in battle. Multiple Break Arts of the same type are not cumulative. 4 points will allow any of the following, of your choice. Power Break, which reduces a foe's physical attack damage and Force score by half for 4 rounds. Armor Break, which reduces a foe's ARM and M.ARM scores to zero for 4 rounds. Magic Break, which reduces a foe's magical attack damage and healing power by half for 4 rounds. Or Speed Break, which reduces a foes Finesse, AVD and ACC scores by half for 4 rounds. Clear (5 Points) Clear removes all negative status effects from the target.

Death Attack (10 or 20 Points)


This requires a successful opposed check. Death Attack slams a single opponent with a maneuver reduces their health by 50% of the maximum value. For the 20-point version, Death Attack reduces the target to 0 hit points instantly, but does not work on Bosses or Notorious Monsters.

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.

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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.

Elemental Mastery (2 or 5 Points)


Grants one target an Absorbency to one element for two rounds. All damage dealt by that element is reversed, restoring HP instead of reducing it. The element must be chosen when the ability is learned, and Undead targets still only get an Immunity instead of an Absorbency. For 5 points, the Absorbency lasts until the end of combat.

Healing (5, 10, or 20 Points)


For 5 points, a target of your choice regains 50% of their HP or MP, chosen when this Effect is added to the limit break. For 10 points, the target either recovers 50% of their total HP and MP, or 100% of either, decided when the Limit Break is used. The 20-point version fully recovers a targets HP and MP to their maximum values.

Movement (1, 2, or 5 Points)


The Limit Break causes either the user or its target to move a distance based on the number of points spent Short Range for one point, Medium Range for 2 points, and Long Range for 5 points. This can be used to knockback opponents, but also to get allies out of harms way or perform attacks at extreme distances. Allies do not have Slow actions interrupted when friendly characters perform beneficial Limit Breaks involving them, including Movement.

Multi-Attack (6 Points, See Below)


The Limit Break now requires an attack roll, and must be combined with the Attack: Weapon effect. For 6 points, the

character using the Limit Break now attacks twice, potentially dealing its damage twice. For 12 points, the character attacks 3 times. For 18 points, 4 times; so forth and so on. Each attack may target a different enemy.

Multi-Spell (6 Points, See Below)


The Limit Break must be combined with the Attack: Magic effect. For 6 points, the character using the Limit Break may cast the spell one additional time. For 18 points, the character casts the spell three times in rapid succession, and so on.

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


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New Form (1+ Points)


The character or the limit breaks target adopts a completely different form when the Limit Break is used, changing its type from the standard Humanoid to any of the following categories; Aerial, Amorph, Arcana, Aquan, Beast, Construct, Dragon, Fiend, Insect, Plant, or Undead, chosen when the Limit Break is created. If the user of New Form is the one targeted by this limit break, they gain a passive benefit; For every point spent in New Form, you may temporarily increase one attribute by 2 and decrease another by 2. Thus, New Form 10 allows you to increase one or more attributes by a total of twenty points, and decrease one or more attributes by twenty points as well for the duration of the shapechange. You may use the points spent to purchase Biological Monster Abilities for this shape, the effects and costs of which can be found in the table below. New Form lasts until the character chooses to end the effects, gains a level, or is reduced to 0 hit points. Name
Regeneration Swift Strikes Flight Large Unusual Defense: Physical Unusual Defense: Magical Swarm Controlled Defense Multiple Parts

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.

Power Item (1 Point Refund)


The Limit Break cannot be performed unless the character has a certain item available in their inventory, whether it be a crystal shard, a set of pointed red sunglasses, the ashes of their fallen comrade, or even just access to their weapon.

Random Target (1 or 3 Point Refund)


The attack is chaotic in nature and cannot be completely controlled. For the 1 point refund, the technique targets a random enemy (or ally, if the limit break is beneficial). For the 3-point refund the target is completely random, and may be either an enemy or a friend. If combined with Area Effect, the limit break targets a random Group.

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.

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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.

Self-Only (1 Point Refund)


The effect, which must be beneficial in nature, works in such a way so that it can only affect its user- no other ally may be targeted. May not be used in conjunction with Area Effect, Short Range, or Random Target.

Short Range (1 Point Refund)


Normally, all Limit Breaks are considered Medium Ranged, meaning they can target flying creatures or without penalty. However, with this effect the attack or is restricted to melee range. Must be combined with an offensive ability and cannot be combined with Self-Only.

Specialized Target (1 or 5 Point Refund)


One or more types of monster is unaffected by attack. For one point, choose one type of creature from the following list that is Immune to the Limit Break; Aerial, Amorph, Arcana, Aquan, Beast, Construct, Dragon, Fiend, Humanoid, Insect, Plant, or Undead. For a 5 point refund, ALL types of monsters are Immune to the attack except for one chosen category. Specialized Target cannot be taken more than once, and the user cannot choose a specialized target for a species that he belongs to. For example, a Blue Mage with the Dragon mutation could not choose a Humanoid or Dragon specialized target.

Stat Boost (5 points)


A Stat Boost augment the subject's normal abilities, making them stronger, tougher, faster, or smarter. When taking this effect, choose an attribute such as DEX or PWR or MND, and increase the damage dealt and healing provided by all attacks and spells of that type by one step. For example, if a weapon was to do (PWR x 1) points of damage, it will now do (PWR x 2) instead, and so on. This effect remains until the end of combat and may not be combined with Backfire, but may be taken multiple times to increase the damage steps by an additional one each time.

Status Effect (Varies, consult chart below)


The limit break attempts to bestow one or more positive or negative status effects on the target with an opposed Force or Finesse roll. The power of the limit break determines which positive or negative status effects are available. By adding multiple status effects the costs are cumulative for example, inflicting an enemy with Zombie, Poison and Sleep would cost a total of 9 points. Positive status effects last until combat ends. Negative status effects last for a total of 4 rounds, except for Stun, which, as always, only lasts until the end of the monster or characters next turn. Limit Rank 1 2 3 Status Effect Stop, Poison, Blind, Sleep, Charm, Reflect Confuse, Berserk, Seal, Curse, Zombie, Protect, Shell, Flight Slow, Transform, Petrify, Stun, Haste, Auto-Life Point Cost 2 4 8

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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.

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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.

Submersion and Drowning


At times Final Fantasy heroes will find it necessary to travel underwater to arrive at their destination, or battle foes beneath the waves. A simple (if rather difficult to believe) rule covers such situations. A character can hold their breath for a total number of full rounds equal to (2 + half their Swimming Skill,

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.

Objects and Hardness


Whether it be as complex as a suit of M-Tek Armor or as simple as a tightly-packed clay cell wall, players and characters alike will always find reasons to destroy barriers and inanimate objects. Although characters with the Destructive Strike ability are better suited to rip a path through their surroundings, anyone may destroy an object

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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.

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Alternative uses for Magic


Aside from causing direct damage, inflicting status effects and healing allies, characters may also use the power of the elements to manipulate the environment. Possible effects include: Earth: Can cause tremors that can quickly damage and destroy smaller environmental features, opening up previously inaccessible sections. Fire: Setting things on fire is the easiest way to make a battle a little more interesting. Structures and vegetation burn up slowly enough that theyll most probably be ablaze for the rest of the battle; combatants, however, are far less durable. Anyone caught in the middle of a fire will suffer Fire Elemental damage for each Round spent in the fire; consult the Recurring Damage chart for Difficult Terrain on page 155. Environmental features set on fire and then rigged to fall on opponents do Fire Elemental rather than Physical damage. Ice: Ice Elemental attacks have the ability to freeze bodies of water or ice over soggy ground, turning previously traversable areas into Difficult Terrain. Fire is capable of melting through most ice formations. Lightning: Capable of powering or overloading heavy machinery and electronic devices. The exact results of such actions depend on the device in question, but could easily range from destroying a shield generator protecting a major villain to activating an elevator to high ground. Water: Can sweep smaller environmental features out of the way and soak into solid ground, turning it into muddy and Difficult Terrain. This probably causes penalty to AVD at the very least. Wind: Knock things over or blow smaller objects away a good way for retrieving things that would normally be beyond the party's reach. It may also disperse other atmospheric conditions, like snow and fog.

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CHAPTER VI: THE WORLD


No matter how dark the night, the morning always comes. And our journey begins anew." - Balthier Mid Bunansa

One of the largest problems with the Final Fantasy series at least where tabletop gaming is concerned is the lack of a recurring setting. There are repeated fundamentals that appear in most games in the series, such as Chocobos, Moogles, and magical crystals tied to a heroic prophecy, but even these common elements are absent in a handful of 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

Optional Rule: Alternate EXP Variants


For many players especially those who are new to the system the rapid level gain presented in the core book is too quick. Heroes who begin and end their careers in the span of six months of regular play might be undesirable to groups who prefer their epic tales to be equally epic in length. If the presented suggestion for the rate of EXP accumulation doesnt work for you, consider one of the following fixes; Leveling-Up takes place during story events. With this method, players dont worry about experience points at all and instead gain a level whenever the GM deems it to be appropriate. The benefit to this is that everyone levels-up together at the end of a session, reducing downtime during games and making sure nobody feels left behind for missing a few sessions. It also allows you to pace the game to be as slow or as fast as you and your group like. Change the amount of EXP needed to gain a Level. This is almost an easy fix as the above suggestion. Some players dont want to stop tracking EXP completely, and instead feel the best solution would be to increase the amount of experience needed per level from 5. Changing it to 10, for example, effectively assumes characters will still gain a level every three to four game sessions, depending on how combat-intensive your games might be.

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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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

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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.

Jobs and Races


In the original game, only six of the nineteen standard jobs made an appearance; Fighter, Monk, Thief, Black Mage, White Mage, and Red Mage. Players who wish to stay true to the original could consider choosing from only this restrictive list. Numerous different races appear in the first game, including humans, elves, dwarves, mermaids, dragons, and robots. Though humans populate most of the world, each of the other races has their own town or city where they live peacefully.

Adventure Ideas
A piece of ancient Lefenish technology is discovered a working robot. It immediately begins tilling the soil, purifying the water, and cleaning the planet. The citizens of all the nearby towns are 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?

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FINAL FANTASY II
When the battle is over, I want to fill the world with wild roses. A world where we can overcome what we have lost, where even the rain and the wind can provide us with strength... - Firion

The second story in the series revolves around the evil empire of Palamecia and its slow takeover of the known world. Spearheading the war is The Emperor, a ruthless and charismatic leader with superior technology and magic at his disposal, not to mention an army of monsters that he has summoned forth from 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.

Who is The Emperor?


Emperor Mateus is a rather enigmatic figure. So the legend goes, the once-charming Emperor of Palamecia challenged the world, promising his beautiful daughters hand in marriage to any man who could retrieve her from the top floor of his castle. Many attempted but fell to the beasts that Mateus had added as obstacles, until one man used a hot air balloon to overcome the challenge. The Emperor was furious and embarrassed by this and in a fit of rage, killed them both. He became reclusive and dangerous, spending his days studying how to summon the dead and retrieve a soul from the bowels of Hell with magic. At first the Emperors mages believed Mateus only wanted to save the soul of his daughter, but as the years passed the experiments and rituals became more and more dangerous. At some point, Emperor Mateus went too far his soul was sold to a being of hell or simply torn asunder nobody knows. He declared war on the world, beginning his mad and arrogant conquest of mankind. Upon his inevitable death, he will assume the mantle of Emperor of Hell and will return more powerful than before.

Jobs and Races


Players battling the empire of Palamecia should be able to choose any job they like; and unlike the first game, FFII is predominantly a human population with little to no mention of other species.

Adventure Ideas
Minwu, a powerful and courageous white wizard, has created more than a handful of powerful items. Most noticeably of these is the Orb of Minwu, which is said to house a fragment of his soul. With the world distrustful of such magic due to The Emperor, what will become of this artifact?

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FINAL FANTASY III


Youre going off to save the world? What, did you get hit on the head or something?

Many years ago, on the Floating Continent hovering high above the surface of an unnamed planet, the technologically advanced civilization of the Lufenians once again sought to harness the power of the four elemental crystals of light. However, they failed to control these four fundamental sources of worldly energy. 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

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Jobs and Races


Final Fantasy III was the first in the series to feature the full scope of the Job system, as well as features that would later become a staple of the games such as summoned creatures and special abilities for each Job. Time Mages and Geomancers especially will find themselves right at home in this campaign world. Humans, Moogles, Dwarves all make appearances, as well as a cycloptic blind race known as the Gulgans. Natural prophets and clairvoyants, the Gulgans are believed to be distant descendants of the Lufenians.

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

Optional Rule: Wandering Town


Final Fantasy games encourage the players to chat up random strangers, saunter into buildings, and poke their noses into vases, woodpiles, and anything else that might hide valuables. If you want to simulate this, give players the option of simply wandering around town for a few hours, then give them a rundown of the rumors, stories, and otherwise inconsequential information (Aurora Castle has many guards!) they've picked up along the way. At your discretion, you can also have wandering players roll their Inquiry, Mercantile or Awareness skill with an appropriate difficulty if successful, the player's character has found important information, a great barter on equipment, or a few gil or a recovery Item hidden somewhere in the town. Apart from being genre-appropriate, this also allows GMs to boost recovery item stockpiles if the adventure ahead is particularly tough or demanding.

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

The fourth installment of the Final Fantasy series sees the world slowly become more 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.

The Kingdom of Baron


The kingdom of Baron is by far the largest and most powerful of the kingdoms. Long ruled by wise, powerful monarchs in succession, Baron is also perhaps the most prosperous of the kingdoms of the Earth. Two major technological breakthroughs escalated Baron's rise to prominence around the middle of the tenth century. First, a mysterious portal between Baron and the mystical town of Mysidia was created, known as the Serpent Road. For the first time, mages were welcomed into the kingdom, and eventually would even be given limited roles within Baron's military. Second, a brilliant young engineer unveiled an amazing new device known as the steam engine, which used boiled water to generate power. This technology allowed Baron to increase the speed of their naval vessels, giving them a significant edge in trade and a clear naval superiority. Over the next eight years, this same engineer enhanced this discovery further, using these steam engines to give Baron's navy the power of flight through a concept similar to a gyroplane. The King was awestruck at the potential of such airships, and ordered most of the kingdom's navy retrofitted immediately. The result was a fleet of flying galleons that would be dubbed the Red Wings, and prove themselves to be the single most powerful military force on the planet. Recently, dark rumors have begun surfacing within the town. The guard has been noticeably increased around the castle perimeter, and the King is often closeted with his most trusted advisors. Over the last few months, many have remarked that the King seems a changed man. Although renowned for his kindness, generosity, and honor as a knight, it is whispered that the King is preparing for war. The airship hangars resound day and night with the sounds of construction, and all the smiths in town have been closed to all non-military personnel. For the first time in its history, there is growing dissent against Baron's powerful monarchy...

Jobs and Races


Most of the standard jobs appear in Final Fantasy V, and it remains one of the most traditional settings. In addition to the standard humans and dwarves, the Lunerian race is heavily involved in the story of Final Fantasy V. They are an extra-terrestrial species that looks indistinguishable from humans. Their planet was destroyed, so

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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

Optional Rule: Nationalities


GMs looking for added flavor and realism could consider restricting their players to only Hume characters and using this optional Nationalities rule set. This allows Hume characters to alter their stat lines based upon their home region, getting automatic bonuses and penalties to their attributes that allow them to start with scores higher than 10, though a character may still not begin play with a score of 0 or less in any attribute. The regions and the associated bonuses are listed below. Baron: +1 PWR, -1 DEX Damcyan: +1 DEX and MND, -1 PWR and RES Fabul: +2 PWR or RES, -2 MND Mysidia: +2 INT, -1 PWR and DEX Toroia: +2 DEX, -1 VIT and MND Eblana: +1 DEX and PWR, -1 RES and MND

Optional Rule: Fallen Paladins and Redeemed Dark Knights


Paladins and Dark Knights are the champions of the forces of Holy and Shadow; those who stray too far from their path may, at the GMs discretion, find themselves losing their abilities but able to switch sides. A Dark Knight who has lost sight of his own, selfish goals and instead pursues a life of altruism may lose his Dark Knight abilities. When such an event occurs, the Dark Knight may undertake a quest to become a Paladin instead. If successful, they use the Paladin job list from then on, recalculate their HP and MP scores, and may exchange their lost abilities and spells at a one-for-one ratio. However, no skill points are rearranged, and they may no longer use their Black Magic spells. Similarly, a Paladin who loses their way may be forced to adopt the mantle of Dark Knight. As before, they trade their abilities in and lose access to their White Magic. GMs may allow the characters to alter Limit Breaks at this time as well to make for a more thorough and aesthetic change.

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

In ages long past, an ancient evil warlock known as Exdeath was sealed away by the four Warriors of Dawn using the powers of the elemental crystals. In this day and age, however, the crystal seal is treated as a 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.

Jobs and Races


Final Fantasy V is an exclusively human-populated world, save for the strange talking turtle that is Sage Ghido. Being the first game in the series to exclusively promote the job-change system, GMs who wish to get particularly fancy might restrict certain Jobs until after the players obtain shards of a shattered crystal. For TRUE nostalgics, the following crystals are tied to the following Jobs in Final Fantasy V: Wind: Fighter, Monk, Thief, Black Mage, White Mage, Blue Mage Water: Red Mage, Time Mage, Entertainer Fire: Ninja, Geomancer, Ranger Earth: Dragoon, Samurai, Engineer

Adventure Ideas
An endangered Wyvern has been seen encircling the ruined city of Gohn. What is it looking for in the rubble? The Library of the Ancients is a fascinating place, home to all the 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!

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

One thousand years ago precisely, the three gods known as the Warring Triad battled for dominance over the world. The gods created their armies by transforming humans and animals into Summons - Espers - and granting them intense magical power. The world was brought to the precipice of destruction by this War of the Magi, but the Gods realized their struggle was foolish and turned themselves to stone. With their last act, they fashioned a new dimension for the now-purposeless Espers to live peacefully away from humans to prevent their powers from ever being abused. In the present, the world has experienced a technological revolution and magic has faded into legend. To the south, the Gestahlian Empire - lead by Emperor Gestahl - has inadvertently discovered the entrance to the Esper world and kidnapped several of the creatures. Using vile machinery, the Empire discovered a method to drain the Espers of their magical energy and imbue humans and machines with this power instead, resulting in the phenomenon known as Magitek. Using Magitek to overpower the armies of other nations, the Gestahlian Empire conquered the southern continent and began to push into the north with the ultimate aim of world conquest. Their army fueled by the souls and raw magical energies of Espers, demigods thought to be a thing of myth is nigh- unstoppable. But 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?

Jobs and Races


Most of the standard Jobs make an appearance in this setting, and players shouldnt feel restricted. From flamboyant, kingly engineers who build submerging castles to bestial wild child Blue Mages, Final Fantasy VI is great pace for that character concept youve always wanted to try to make an appearance. Humans populate most of the world of Final Fantasy VI, but we also see a community of Moogles, half-wolf pickpockets, dozens of talkative ghosts and one very disgruntled Yeti.

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.

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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.

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FINAL FANTASY VII


"I know you got problems... hell, we all do. But you gotta understand that there ain't no gettin' offa this train we're on, till we get to the end of the line." - Barret Wallace

The world of Final Fantasy VII is a truly modern setting; cars, television, firearms, cellphones and space travel are commonplace. The planet is named Gaia, and it is economically, militarily, and politically dominated by a powerful conglomerate called the Shinra Electric Power Company, which profits from the use of machines known as Mako Reactors. The reactors siphon life-energy - called "Mako" - out of the Planet and convert it into a simple fossil fuel. Although most civilians are unaware of this fact, Mako energy is drawn from the Lifestream, a flow of life-force from which originates all living things. 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.

Jobs and Races


The world of Gaia is dominated almost exclusively by humans other than a few rare members of several nearly- extinct species, most of which are nameless. Most Jobs do just fine in the world of Final Fantasy VII, though Geomancers might find things to be a little more adversarial than theyre used to.

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.

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Optional Rule: Materia System


In some places, the spirit energy of the world is naturally strong and Materia can be found in its natural form. More often, however, Materia is created is through the use of Mako Reactors. Either way, Materia appears as a sphere of light that can be merged with a weapon or suit of armor or, far more commonly, human flesh. It isnt unusual to see a warrior with glowing circles of light shining through the skin of his forearm, nor it is unusual for shopkeepers who run Materia stores to demonstrate how they can be stored like this by forcibly and casually pushing one of the spheres through an appendage. You may equip any one Materia at a time, and it doesnt take up any of the normal equipment slots such as Accessory. Having Materia equipped passively grants you two things; a small bonus to your attributes (if applicable) as well as access to the single listed spell, job ability, Esper, or other bonus effect. Materia can be removed and sold, and can even be forcibly unequipped with a Disarm action or certain job abilities if the GM rules it to be appropriate. Upon defeating a Boss with a piece of Materia equipped, the Materia actually grows in strength. Increase the Materias level by one if possible; you now gain access to both the previous listed Effect, and take the better of the two Bonuses. For example, a Cure Materia that reached level 2 would teach the user both Cure and Cura, and grant a +2 bonus to MND. If the Materia cant level up any further (for example, if it is already a Level 3 piece of Materia, or if it doesnt have any levels higher than 1) the Materia instead creates a brand new Level 1 Materia of the same type. For example, defeating a boss with a Shiva Materia equipped would cause the item to split, giving the party two Shiva Materia orbs instead of one. At the GMs discretion, having a Materia accessory equipped might also grant the user exactly enough MP to cast the spell exactly once; for example, a Fighter with a Level 2 Cure Materia equipped might gain a bonus 30mp. A semi complete list of Materia can be found on the following page.

Optional Rule: New Equipment Property


The following weapon/armor property might show up in games where Materia plays a large role, allowing characters who dont normally utilize magic to get the most out of multiple material.

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.

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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

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FINAL FANTASY VIII


"Life and death, victory and defeat, honor and disgrace... Each of these go hand in hand. There's only one way or the other. How 'bout it? Are you still up for it?" - Headmaster Cid Kramer

While calm in appearance, the serenity that blankets the world is merely a curtain over the turmoil that threatens to surface at any moment. An unprovoked attack against a neighboring country, an assault by a strike team deep into enemy territory, and a declaration of war against the world plunges a previously peaceful existence into bitterness and chaos. Thrust into the ensuing madness are the military academies, locations where the best and brightest are trained to become elite mercenary units. The neighboring countries of Galbadia and Dollet grow more hostile with each passing day. And when Galbadia's irrational hostility is rumored to be linked to a woman capable of casting magic without the aid of the Guardian Forces Summoned creatures a dangerous cold war becomes the starting point for a supernatural struggle that will transcend time itself.

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.

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Jobs and Races


The setting is another one populated predominantly by humans however, one other race does deserve special mention. The Shumi are a strange genderless people of humanoid proportions. They are generally pale or white- skinned and lacking any body hair, with oversized hands used for digging and craftsmanship. However, the Shumi's appearance depends on their inner nature, and at an undisclosed period in their lives, a Shumi will evolve into a form most reflecting their personality. This fact greatly affects their cultural attitude towards themselves and other beings. Exactly how many forms a Shumi can evolve into or whether there is an actual limit to their options of physical form is also unknown. It is known that greedy or cowardly Shumi can de-evolve into hideous rotund monstrosities, and it is believed that becoming a Human is not impossible. As their evolution depends greatly on their inherent attitude, the Shumi are, on average, tolerant and humble pacifists of good nature. They refer to individuals both Shumi and human - other by their role in a community instead of by a given name, and are also known to appoint "Honorary Shumi", even outside of their own tribe. When a Shumi is killed, it rapidly forms its body into an egg-like cocoon that will hatch at some point in the distance future, hinting that the species are constantly reincarnating and evolving. Most of the traditional non-mage Jobs make an appearance in some form or another. But as magic is generally unnatural and predominantly used by monsters and Guardian Forces exclusively, players intending on playing a caster in this setting will often be shunned, fearedor even hunted.

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.

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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.

The Crystal Core


The lifestream remains a driving force behind creation in Final Fantasy IX. So it is said, deep within the core of each planet lies a single luminescent crystal which is the source of all life. When a living thing dies, its soul and memories return to the crystal. These memories accumulate inside the planet's crystal and allow it to create ever more complex beings. Eventually, the crystal will grow dim and will be unable to create new souls, and the cycle will slow to a halt. The planet will become barren and die and the crystal will move on to a new planet. Thus, upon a planet's death, its soul returns to the cosmos, bringing with it the accumulated memories of the planet and allowing the universe to grow. Every planet's crystal has a unique glow, and Gaia's crystal glows in brilliant blue.

Jobs and Races


Final Fantasy IX is home to a swell of new species, from half-hippos, to mole people, to man-sized magician dolls mass-produced as weapons of war, and quite a few of these are appropriate for adventuring heroes. The genderless Qu are an even-tempered, relatively harmless species of rotund gourmands. They have developed a unique style of Blue Magic revolving around eating their enemies calledbrace yourselfGastromancy. The Nezumi often simply refer to themselves as Burmecians (after their city, Burmecia) instead of by their racial name, and are anthropomorphic rat-people who stand on two legs and are proud warriors. Finally, the perpetually- jolly Dwarves live in the shadow of an ancient tree, treating visitors like royalty and speaking with exaggerated Scottish accents.

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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?

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FINAL FANTASY X, X-2


"Although I know the journey will be hard, we have lots of time. The road is ahead of us, so let's start out today. The people and the friends that we have lost, or the dreams that have faded... Never forget them." - Yuna

Greatly resembling a single large island, the world of Spira is a place of duality. From verdant, lush woodlands to tropical paradises, at first glance, Spira seems to be a place of life. Heroes are commonplace adventurers, mages, chocobo knights and warriors are welcomed with open arms wherever they travel. And it would doubtless be a paradise were it not for Sin the ancient beast 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

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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.

Jobs and Races


Changing Jobs frequently is common in Spira, especially due to people focusing on a selection of abilities to make them the star player of a blitzball team. Blue Magic is predominantly the domain of the Ronso, and Time Magic is all but-unheard of. Engineers are rare due to the anathema regarding technology. Among the myriad of races of Spira are the Ronso, powerfully-built, blue-skinned feline humanoids known for their strong sense of honor and pride who guard their sacred mountain fiercely. The Al Bhed are identical to humans except for their uniquely swirled pupils and stunningly green eyes, and are the only Spiran race to openly reject the teachings of Yevon and use Machina. For this reason they are often ostracized by the rest of the population, and have developed their own language that remains nearly indecipherable to the rest of the world.

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.

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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?

Optional New System: Blitzball


Spiras most popular sport is played in a massive sphere made of water and centered in a stadium of thousands. A Blitzball game consists of two (generally six-person, though theyve historically been as small as four or as large as a dozen) teams who are each attempting to kick the Blitzball (a resilient rubber ball no larger than a persons head but weighing over a hundred pounds; a necessity for an item that is designed to be launched fluidly through water) into the other teams goal. Traditionally, a game consists of two 5-minute rounds, separated by an intermission between the rounds. While most Blitzball players are trained professionals, heroes like the PCs can put their own unique abilities to use as well. Youve never seen blitzball until you see a team of ninjas take on a geomancer and his allies, while a red mage sweet-talks the opposing teams goalie. What follows is a full set of rules to take your existing characters and drop them right into a Blitzball match without having to modify things too much; after all, a good game of Blitzball really isnt that much different than combat, when you come right down to it.

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.

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Actions During Blitzball


Once the game is underway, characters only have so many options at their disposal. All characters can move, Attack, Pass, and Intercept, and they each get one more choice from by their selected position.

Moving: Blitzing is very much like standard combat. You may move a Short Range (one section of the field) and
perform a standard action (such as attacking or passing), or you may move from one end of the field to the other and take no other actions. A character with a Swimming score of 4 or higher can move a Medium Range and perform a standard action, instead.

Attacking: The ball, if used as a weapon, deals (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

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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

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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.

Jobs and Races


The five Enlightened Races of Vana'diel and their cities are as follows: Humes, who are said to suffer from the sin of Apathy, built the Republic of Bastok in the wastes of a mineral-rich landscape. They are adaptable and cunning. Galka, who are said to suffer from the sin of Rage, have no home city and instead settled in Bastok with the Humes. They are treated as refugees and an underclass, but manage to eke out a living with hard physical labor. Elvaan, who are said to suffer from the sin of Arrogance, formed the militaristically powerful city of San dOria. The sound of their national anthem plays throughout the streets proudly. Mithra, who are said to suffer from the sin of Envy, are catlike amazonesses that have settled in the Federation of Windurst with the Tarutaru. Tarutaru, who are said to suffer from the sin of cowardice, reside in the Federation of Windurst where they spend their days poring over books and advancing the development of magical knowledge. Other than Engineers and Time Mages, all of the standard Jobs made an appearance in Final Fantasy XI. The game also introduced a concept call Subjobs, where each character could be a conglomerate of two different Jobs. GMs wishing to stick true to the source material could make the following rule alteration;

Optional Rule: Subjobs


If the GM declares this option rule is in play, each player must declare one additional Job of his or her choice during character creation. They character may only expend Destiny to Job Change back and forth between the named Job and the one they started play as; however, the cost for doing so is reduced to only 1 Destiny instead of the standard 3.

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Optional Rule: Jug Pets and Automatons


A geomancer with the Beastmaster limit ability can turn fearsome foes into tentative allies, which is a strange practice just about anywhereexcept on Vanadiel. Certain creatures have been domesticated over centuries of mutual dependence, and others still are simply strange or popular enough that theyre for sale in curio shoppes around the world. They are known as Jug Pets due to the fact that the baby creatures or even eggs are sold along with a ceramic jug to serve as the newborns temporary home. It is even said that far to the east on the Aradijah Continent, in the warring city of Aht Urhgan, such monstrous allies arent simply found or purchasedthey are made. Jug Pets and Automatons are regular creatures with one important difference; they are always treated as being the same level as the Geomancer who has tamed them. When combined with the fact that theyve been especially built so that their major attacks scale based on their level, these companions could theoretically accompany a Beastmaster all the way from level from to level 15. For example, a Courier Crab who belongs to a level 14 Geomancer would deal 70 + 2d6 damage with Big Scissors; the crabs PWR of 10 multiplied by 7 half of its level, thanks to the fact that it grows with its owner. Weve included three examples of such pets here, but clever GMs will undoubtedly be able to build more.

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FINAL FANTASY XII


"We are the arbiters of our destiny." - Basch fon Ronsenburg

Svagatam, traveler. Final Fantasy XII takes place in the Kingdom of Dalmasca, a small city-state in the world of Ivalice. A neutral party in the past wars between the neighboring Empires of Archadia and Rozarria, Dalmasca was ultimately conquered by Archadia and reduced to the status of an occupied state under Archadian rule when its King agreed to Imperial terms. Will this war ever see an end? And what terrible conspiracies lay behind the might of the Empire?

Clans and Hunts


The Archadian soldiers have their hands full as it is dealing with political uprisings and the criminal underworld, and every so often a dangerous monster roams free for days or even weeks at a time until troops can be sent out to deal with the threat. Many folk began turning to independent bounty hunters and mercenaries to defeat these monsters, willing to pay out-of-pocket for peace of mind. Over time, groups of hunters began to organize themselves as Clans. The empire was quick to show their approval and sanction the work of the clans, since both groups were ultimately working toward the same goal. This means that, when pursuing a mark, registered Clan members have a great deal of legal leeway and can generally go where they please.

Jobs and Races


All of the common Ivalician races appear here, from the forest-dwelling Viera, to the winged Gria, to the pot-bellied Seeq. At the start of this chapter we presented the Nu Mou and the Bangaa in an attempt to breathe some life into these commonplace denizens. All of the standard Jobs appear in Final Fantasy XII and all are of generally equal use in this politically turbulent, adventure-filled world.

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

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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.

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FINAL FANTASY XIII, XIII-2


"Since when have heroes ever needed plans?" - Snow Villiers

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.

Jobs and Races


Final Fantasy XIII is canonically another all-human game, but then again, we have no idea what sort of species lived on the surface of Pulse in ages past. It remains entirely plausible that some races still remain.

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Optional Rule: Stagger


A new combat tactic emerges in Final Fantasy XIII that allows heroes to stagger their enemies by hitting them hard and fast enough to reduce their armor values to zero. Whenever a character rolls a critical hit, instead of dealing 200% damage as normal, he may declare he is instead choosing to stagger the targeted enemy. Enemies do not get a roll to resist this, and staggered enemies are treated as being afflicted with Armor Break for four rounds giving them an ARM and MARM score of 0 for the duration.

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.

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FINAL FANTASY TACTICS


"Never shame your name... never tolerate injustice... living true to your heart is the warrior's way. - Balbanes Beoulve

Ivalice is a kingdom divided by war and class segregation, where heroes must rise to rise among the masses. Lords, nobles and aristocrats wield much of the real power of the country, living luxuriously while plotting against one another. Many legends revolve around the Zodiac Brave Story, which deals with twelve knights who used the power of Zodiac 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.

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Optional Rule: Grid-Based Combat


For GMs looking to replicate the combat found in the Final Fantasy Tactics series of games, theyll need a few more supplies than a few six-sided dice, paper and pencils. The system revolves around a combat grid, where vast fields and cramped dungeons are represented by one-inch squares. Players will need to use a grid map simply to visualize the complexities of battle, using small miniature figures or tokens to represent themselves and their enemies. Each square can only ever be occupied by one character at a time.

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.

Magic and Range


Magic receives a fairly significant overhaul when playing in a Final Fantasy Tactics game. Spells no longer differentiate between enemy and ally, and instead affect a number of individual combat squares based on the normal size of the spell. Since most spells are Medium Range, they can only strike a target 6 squares away or less. Although Self and Single target spells dont change, Group target spells no longer affect all allies or enemies within a certain distance. Instead, they, too, are targeted spells. They must choose a single square that serves as their primary target, and it affects all other enemies or allies adjacent to that primary square.

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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.

Judges and the Law


The heavily-armored, quasi-magical enforcers of the law known as Judges are a special order of knights under Imperial control. As independent nations and territories flourished over Ivalice, a rise in crime and regional conflicts quickly began throwing smaller communities into chaos. To reduce the amount of time required by judicial process, a military court was established - the Order of Judges. They are the supreme enforcers of law in the world of Ivalice, wielding extraordinary power in their own right over lower-ranked citizens. The higher ranking Judge Magisters function as chief arbiters and enforcers of Ivalician law. Almost all judges have the supernatural ability to instantly determine the truthfulness of any statement, making them nearly impossible to lie to. A sample Judge is presented below.

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CHAPTER VII: MAGIC


..You can DO that? -Tseng, FFVII

Magic is a fundamental and natural part of the world, manifesting in all things animate and inanimate. The flow of magical energies is, as a whole, essential to the 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

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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.

The Elements of Magic


The compartmentalization and classification of magic in its many and diverse forms has occupied scholars for centuries; even to this day, the finer details of magical taxonomy can be fuel for considerable debate. Certain aspects, however, are considered to be universally agreed on. Among them is the fact that energy is the basic building-block of magic; though further diversified and refined, raw energy itself can be used to drive a wide variety of helpful and harmful effects. From here, all magic can be broadly broken up into nine elemental subtypes. The most common of these are four basic elements Earth - the essence of soil and rock, Fire the essence of heat and flames, Wind the essence of sky and movement, and Water the essence of liquid and the oceans which in turn combine to form the distinctive Lightning (electricity and energy) and Ice (cold and frost). The collective grouping of these six elements are inextricably tied to natural phenomena. Holy, Shadow, and Nonelemental magic completes the pantheon. though inclusion of this last is a bone of contention for those who see magic as supernatural forces than mundane forces. In some quarters nonelemental is simply not considered proper magic at all, and simply excised from the reckoning. Without any doubt, Holy is the dominating force in the magical world, and in experimental conditions, advanced practitioners of the arcane have come to the conclusion that the name itself is actually a bit of a misnomer - Holy, visually seen as a bright flash of white light, is actually pure magical energy from the core of Creation itself, untainted by the color spectrum of fire, earth, wind, and the like. Shadow, on the other hand, is Holy magic that has become tainted or corrupted through various means. Holy and Shadow magic are far more rare than the other venues of magical means, and are often treated with an intrinsic level of respect.

Rules for easy reference.


When you cast a spell, the MP is only used when the spell is successfully cast. If the spell is interrupted by a critical hit, the Seal status condition, a limit break or a Knockback, no MP is spent although Job abilities may have been wasted. All magic has a Medium Range unless noted differently, and never misses even the most evasive of foes. No attack roll is needed unless specified otherwise, and magic can never critically hit.

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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.

How to Read a Spell Entry


.

Magic is laid out in the following format:


Spell Name (- MP) Target: Single, Group, Self, Local, Global Type: Elemental, Non-elemental, Skill, Status, Effect, Recovery Reflectable, Resistible Description

The target should be self-explanatory, where the Type has no in-game impact it merely allows players to read the entries better at a glance. If a spell includes the phrase Reflectable this denotes that the spell can be bounced around by the status effect Reflect. Resistible denotes that the spell contains a status effect, which can be nullified if the target of the spell succeeds at 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.

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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.

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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.

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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.

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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.

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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.

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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.

Abilities Searing Light: The tiny gem within Carbuncles forehead


sears a foe with ruby energy, doing (RES x 3) or (MND x 3) + 2d6 points of non-elemental magical damage that ignores the effects of Shell and Unusual Defense. Ruby Light: Carbuncle raises its head, causing the light of the sun to reflect off of its ruby brightly. The reflected light seems to coat one of the Summoner's party members. As the light dies, the affected party member feels lighter in spirit, as though the light is protecting him. The target gains the positive status effect Reflect for several rounds. Spells: Carbuncle can cast Dia, Wall, Meteorite, and Regen. Astral Flow, Shielding Light: Carbuncle rears up onto its hind legs, staring at the sun. Suddenly, it launches itself into the air, spinning around quickly. Once it is several feet off the ground, it seems to pause, floating in midair as it collects the solar rays. Finally, it releases its accumulated light over the Summoner's party, coating each in a divine light and granting each party member with Reflect and Shell for several rounds, and restoring (MND x 3) MP to all party members.

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 Chocobop: By battering an enemy with an irritated


combination of pecks and kicks, Chocobo can inflict (PWR x 3) or (DEX x 4) + 2d6 points of physical damage. Choco Esuna: The Esper is able to heal abnormal statuses merely by flapping its purifying wings. Choco Esuna removes all negative status effects from one character, and also grants the target an Immunity to all negative status effects until they take damage. Choco Barrier: A golden barrier forms in midair, granting the effects of Protect and Shell to one character. Spells: Chocobo is capable of using Choco Ball, Cure, Fire, and Meteorite. Astral Flow, Chocobo Rush: The Chocobo lets out a loud K-KWEHHH! and charges forward, and literally dozens of other creatures follow suit. Chocobos of all colors suddenly appear, along with leafers, cactuars, and all sorts of natural critters. This impromptu stampede deals (DEX x 7) + 2d6 points of damage to all enemies.

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.

Abilities Sylvan Touch: A single Sylph separates from the group,


flying toward an enemy. With a mischievous giggle, she taps it lightly on the nose, drawing forth both health and magic. Wings fluttering, she flies back to the party and swoops around them, distributing the stolen energy in a shower of sparkling pink motes. Sylvan Touch drains (RES x 2) or (DEX x 3) + 2d6 points of HP and MP from the target, then grants herself and all party members the same amount of HP and MP. Wild Samba: The Sylphs join hands and prance about, giggling madly. If the target of Wild Samba does not possess any Destiny this attack has no effect. Otherwise, the target is forced to choose to either lose one point of Destiny or suffer (MND x 5) + 2d6 points of damage. Spells: Sylphs are capable of casting both Dia and Illusion. Astral Flow, Sylvan Dance: Instead of a single sprite flying out, the entire cloud of Sylphs swarms the battlefield, dancing wildly around each of the enemies. After their twirl with the targets, the Sylphs return to the party and dance around them as well, distributing the health and magic that their first dance had drained. Sylvan Dance drains both (DEX x 5) + 2d6 points of HP and MP from all targets, then grants all party members the same amount of HP and MP. Special Resistance to Wind, Flight, Vulnerable to Shadow The Sylphs might be mischievous tricksters, but they are supernaturally bound to the planets forests. By protecting a woodland from its enemies without upsetting the delicate balance of nature in the process, the Sylphs Devotion will be satisfied and they will no longer require Destiny to summon.

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.

Abilities Cycloptic Tackle: The Esper overruns a single target,


attempting to trample them with his many hooves. The attack deals (RES x 5) or (PWR x 4) + 2d6 points of damage Medusa's Eye: Catoblepas lowers his head to the ground and stares intently at the target, his eye glowing a dull orange. The target's eyes are drawn to the gaze and fixed with terror... then the beast blinks and lifts his head away from the ground, the look having shocked the system of the target to inflict (RES x 3) + 2d6 points of damage and having a 25% chance to Petrify the target for several rounds. Unblinking Stare: Catoblepas affixes his gaze to a single target, stripping away their magical fortifications. Until combat ends, that foe suffers a -1 penalty on opposed rolls to resist negative status effects, and the effect is cumulative. Spells: Catoblepas can channel the effects of Ray Bomb, Melt, and Blank Gaze from his unblinking eye. Astral Flow, Devil's Eye: Catoblepas lowers his head and stares across the battlefield, his single eye glowing a bright red. Visions of lifeless stones and statues float around his head, and all the targets attempt to break away from the beast's intent stare. When he finally closes his eye, all enemies must make a successful resistance check to avoid being afflicted with the negative status effect Petrify.

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.

Abilities Cyclonic: The Esper swirls through the battlefield, leaving

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.

Abilities Shock Strike: Ramuh lifts his staff high, allowing it to be

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 Geocrush: The Esper marches across the battlefield before


slamming its boulder-sized fists into a foe. The attack deals (RES x 5) or (PWR x 4) + 2d6 points of damage. Debris Shower: Titan raises both arms, causing the earth itself to explode upward in a pillar of boulders and stone. Debris Shower deals (RES x 9) + 2d6 points of ARM damage to any enemy with Flight. Megalith Throw: The earthen giant picks up one or more willing allies in the palm of his massive rocky hand, draws back, and hurls them far into the distance. Megalith Throw moves that character a Long Range the number of turns the character finds themselves in mid-air is ultimately up to the GM, and although the hurled hero is considered to have the Flight status for the duration, Megalith Throw does not prevent the massive damage the character will undoubtedly suffer when they crash-land. Guardian Golem: The Esper stabilizes its massive bulk and steps in front of one of the Summoners allies, ready to protect them from harm. Until the start of Titans next turn, all physical damage that would be taken by the ally is instead applied to the Esper instead - without modifying for ARM and M.ARM as normal. Spells: Though not much of a spellcaster, Titan nevertheless can use Chivalry, Stone, Stona, and Magnetite Cloud Astral Flow, Earthen Fury: Titan plunges his powerful fists deep into the surface and, with a deep snarling grunt, rips loose a large slab of rock. Growling and bellowing to express his rage, Titan slams the slab upon the targets, inflicting tremendous Earth damage to all the Summoner's foes; (RES x 10) + 2d6 points worth. Earthen Fury also causes a short- range knockback.

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%)

Abilities Crescent Fang: Fenrir charges down a foe, dealing (PWR x 7)


+ 2d6 points of damage. Howling Moon: The dark clouds part and allow a pale moon to shimmer into existence over the battlefield. Beams of light begin pouring down and envelope a single foe in their glow. Howling Moon deals (MND x 12) + 2d6 points of damage to any foe who is afflicted by the negative status effect Sleep. Eclipse Bite: Eclipse Bite deals (PWR x 6) + 2d6 points of damage, and with a successful opposed roll, the target receives a Weakness to Shadow and a Resistance to Holy until combat ends. If the target already has a Weakness to Shadow, they get a weakness to Holy instead and a Resistance to Shadow instead. Millennial Decay: One target suddenly finds their memories and abilities siphoning away. With a successful opposed Finesse rolls, the foe loses access to one spell or attack of the characters choice for one round. Censure: Fenrir roars with an utter authority, turning to a single Beast-type enemy into a mewling coward with his rebuke. Until combat ends, the target is treated as being level 1 (though their attributes and derived stats do not change), suffers a -4 penalty to opposed rolls, and must reroll the higher-value dice on every physical attack roll made. Spells: Magnetite Field, Sleep, Sprint, and Disable Astral Flow, Eclipse: With a fierce howl, Fenrir leaps from his perch and rockets towards the Summoner's foes at such speeds that his very form begins to blur into a comet of green energy. The wolf's body seems to separate into five ghostly images that whirl around the battlefield. Eclipse inflicts (PWR x 12) or (DEX x 12) + 2d6 points of damage to all enemies. Furthermore, once Fenrir is dismissed after using this ability, the summoner(s) gains the effects of Haste for several rounds.

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.

Abilities Lament: Seraph fires beams of multicolored light from


somewhere beneath her rainbow robes, dealing (Finesse x 6) + 2d6 points of damage unless an ally is unconscious, in which case it deals (Force x 15) + 2d6 points instead. Lament ignores M.ARM. Healing Rain: Seraph gazes hopefully upwards and sings a single note. Light shines from the heavens and bathes a single party member in warmth, healing them of wounds. The target ally recovers (RES x 6) + 2d6 points of HP and also receives the effects of Regen. Angel Feathers: The Seraph floats over to one character, whispering words of power and stroking their hair. The target gains a Resistance to Holy and gains Flight until they suffer a critical hit, limit break, or are knocked unconscious. The effects of Angel Feathers can last for multiple game sessions. Spells: Seraph can easily cast Regen, Restore, Dia, Escape, and Brave. Astral Flow, Angelic Anthem: Seraph spreads her wings and flies high into the air as an angelic chorus is heard from above. As her wings flap, feathers begin to slowly fall, showering the party. The feathers disappear as soon as they touch each party member, providing healing for the entire group. All members regain (MND x 10) + 2d6 points of HP, receive the effects of Regen until combat ends, and are simultaneously cleansed of negative status effects as per the White Mage spell Esuna.

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.

Abilities Elemental Infusion (Special): Whenever Tritoch is targeted


by an attack that would deal Fire, Ice, or Lightning damage, all damage dealt by Tritoch is then increased by two steps until he is dismissed. This bonus is cumulative thus, after the fifth spell absorbed in this way, Tritoch will deal an additional (PWR x 10) damage Antipode: Rearing back his head, Tritoch lifts his wings and lets out a roar. Blue and red particles flow from his mouth, encircling the target in a whirlwind of fire and ice. The particles converge and cause a massive explosion as raging heat meets freezing cold. Antipode deals (PWR x 8) + 2d6 points of Fire or Ice damage that ignores MARM. Tritoch may use this ability on himself. Sanctuary of Thunder: Tritoch bestows his elemental gift on all members of the party, filling them with a strong electrical current and granting them all an Absorbency to Lightning until the end of the game session. Spells: Blizzaga, Thundaga, Firaga, Brave Astral Flow, Tri-Nova: Taking to the air once more, Tritoch spreads wide his wings and whips his tail downward. Showers of energy rain from him onto the battlefield, engulfing the enemies first in searing flames, then freezing them in ice and finally unleashing a blast of thunder to shock the targets. Tri- Nova deals either Fire, Lightning, or Ice damage, depending on whichever element each target is most vulnerable to. However, there is a price for such a powerful attack. Tri-Nova deals (PWR x 10) + 2d6 points of damage to all enemies as well as his summoner(s).

Abilities Tribute: Yojimbo requires payment to use any ability.


Daigoro (500 gil) - Yojimbo is unimpressed by the sum offered and sends his dog to do the job. The ghostly hound Daigoro randomly attacks one enemy or ally for (PWR x 10) + 2d6 points of damage. Kozuka (2,000 gil)- Yojimbo is satisfied with the payment and reveals a set of well-made knives that he deftly throws to inflict (DEX x 12) + 2d6 points of damage to one enemy. Wakizashi (10,000 gil)- Yojimbo is pleased by the payment and slashes at the targets. He pauses for a moment to wipe the blood from his blade before sheathing it and awaiting his next command, while the monsters are left to bleed out the inflicted (DEX x 15) + 2d6 points of damage. Astral Flow, Zanmato (Special) If, at the time of Yojimbos departure, he has received 30,000 gil or more from the heroes, the Esper is silently elated with the sum offered and decides to perform his most impressive technique. With a sudden movement quicker than the eye can perceive, Yojimbo draws his katana and slashes at his targets, then returns the blade to its sheath. The enemies are motionless for a moment, and then one by one their heads roll off their shoulders and land at their feet with dull thuds, followed moments later by their twitching corpses. Make an opposed Finesse or Force roll with a +4 bonus if successful, Zanmato instantly kills all normal foes and Bosses, even if the target is normally immune to instant-death attacks. Final Bosses remain unaffected. If fighting a Final Boss, Yojimbo will not perform Zanmato and will instead use Wakizashi as his Astral Flow.

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.

Abilities Pain: Anima cries out to the battlefield as a drop of molten


blood is flung from her eye upon the target. As the dark essence sears away at the target, the pure rage of Anima attacks their very spirit. In addition to causing (MND x 6) + 2d6 Shadow Elemental damage, Pain has a 50% chance to allow the Summoner to make an opposed roll against the enemy; if the roll is successful, the target is killed immediately. This secondary effect is considered an instant-death effect and may not work on bosses. Soulful Scream: Animas lower head lets out a scream of anguish, causing all who hear it to fall to their knees in agony. The attack deals (MND x 14) + 2d6 Shadow Elemental damage to all targets in a Local area. Spells: Zombie, Death, Scourge, Demi, and Degenerator are favorites of Anima. Astral Flow, Oblivion: The chain binding Anima to the surface snaps free, sending Anima plunging back into the earth. The chains themselves drag the enemy party down with her, allowing them to meet Anima's other face, a monstrous crowned skeleton, whose chains are near breaking point. As the combatants sink deeper into the darkness, the bindings snap, and Anima's other half is freed. With two gaunt arms she begins to vent all the pain and suffering of her existence into a single foe, slowly at first before picking up speed, doing (MND x 16) + 2d6 Shadow Elemental damage to one enemy. Resistant to Shadow, Weakness to Holy, Auto-Stop, Auto- Zombie, Auto-Poison

Abilities Devastation: Atomos massive form encompasses almost


the entire sky, and he is capable of reigning destruction down upon all he sees. Atomos jets forth a series of arcing lasers, striking the ground without aim or concern. Devastation deals (RES x 4) + 2d6 damage in a Local area. Disgorge: Something vast and strange plummets from Atomos gaping cross-dimensional portal of a mouth, crushing targets and forcibly reshaping their bodies. Disgorge deals (MND x 3) + 2d6 points of damage to all enemies and, on a successful resistance roll, also inflicts the Transform status. Engulf: Atomos' hideous body turns to face one target. A powerful vacuum forms as its singularity pulls at the target, slowly sucking it inside. The target must brace itself quickly by making an opposed Force check, or be sucked into the dark void of Atomos' stomach and removed from the encounter as if forced through a Dimensional Gate spell. Though the target is not truly killed, Engulf is considered a Death effect and some bosses may be immune to this ability. Wormhole: Atomos sucks so hard at the edges of reality that he begins to peel back the world and exposes something else underneath. The current battlefield is now treated as very unusual Difficult Terrain. All bonuses granted to AVD and ACC by abilities and spells are treated as negatives instead, and whenever an enemy or ally would normally roll a critical hit, their turn instantly ends, and they are affected with the Confuse status instead, even if they are normally immune to Confuse. Critical Hits and Limit Breaks now occur on rolls naturally resulting in a pair of 1s. Spells: Demi and Gravija. Astral Flow, G-Force Infinity: The singularity inside Atomos is fully revealed as the center of a black hole, causing an immense pull on all the Summoner's foes. The intense vacuum effect deals (RES x 14) + 2d6 points of Non-Elemental damage to all enemies and has a chance to draw them all into the deadly phenomenon, removing them from the current encounter. Make an opposed Force check if successful, G- Force Infinity has the same effect as Engulf and pulls the targets through a abyssal portal to another dimension. Indestructible (Takes zero damage from all sources), Flight, Construct-Killer

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.

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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)

Abilities Camisado: Diabolos lunges forward, his clawed hands


burning with sickly purple flame, and rakes his talons through his chosen victim. No wounds are caused, but the victim can feel his very soul being shredded away by the attack. Camisado deals damage equal to (1d6 x 10) percent of the foes maximum health. The enemy can never be reduced to 0 HP from this attack and will always be left with at least 1 HP. Camisado is considered a Death status effect. Dream Shroud: Diabolos sends an ally into a sleep filled with dark visions; when they awake, they do so with the full force of the nether at their disposal. One ally is inflicted with the Sleep status. If the character is not immune to Sleep, they then gain the effects of Shadow Enhancer and may choose to deal Shadow damage with any elemental spell instead of the standard damage type. Spells: Poison, Blind, Twilight, Bio, Drain, Aspir, Shockwave Pulsar, Curse, Virus, Dispel, Gravija Astral Flow, Dark Messenger: The globe of blackness that acts as Diabolos' portal to this realm implodes back into a swarm of ethereal bats which gracefully pivot and fly through his enemies, causing no physical wounds but hammering away at their very essence before fading away and taking Diabolos with them. Souls of Darkness deals damage equal to (2d6 x 10) percent of the foes maximum health. The enemy can never be reduced to 0 HP from this attack and will always be left with 1 HP, even if 100% or more HP loss is rolled. Dark Messenger is considered an instant-death status effect, and thus most Bosses will be immune to its effects.

Abilities The Other Side (Special): Any target brought to 0 hp from


Doomtrain is killed instantly. Their spirit boards the ghostly train wordlessly, never to be seen again. Light at the End of the Tunnel: One foe turn and shields their eyes from the bright crimson floodlights mounted on Doomtrains demonic visage, and must succeed at an opposed resistance check or be inflicted with Stun and Fear until the end of their next turn. This attack may only be used on Doomtrains first round into combat. Conductive: The ghostly train tracks shoot up sparks as Doomtrains spiked wheels grind against them, dealing (DEX x 7) points of Lightning damage to one target. Last Call: Doomtrains mere presence begins to close the rift between life and death, bringing the living one step closer to joining him. The haunting call of Doomtrains whistle deals (MND x 12) + 2d6 points of damage to all characters at 50% health or less, friend or foe alike. Spells: Mystify, Twilight, Condemned, Dimensional Gate, Lv. ? Doom, Degenerator, Enervate Astral Flow, Grand Train: The train tracks lead Doomtrain onto a collision course with a targeted enemy. The phantom train picks up speed before the collision, and thousands of ghostly hands reach out from the windows to grab at the foe and pull him inside the confines of the train. This attack deals (DEX x 14) + 2d6 points of damage, causes a Medium Range knockback, and automatically inflicts the negative status effects Blind, Poison, Zombie, and Berserk on the targeted enemy with no opposed roll. If the enemy is at 50% or less health before damage is dealt, the status effects Seal and Stun are also inflicted and all positive status effects are removed. Resistant to Shadow, Vulnerable to Holy, Controlled Defense

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

One Way Trip: Make an opposed resistance check against


one enemy. If Doomtrain wins, the target is inflicted with the Zombie status and suffers (DEX x 8) + 2d6 points of damage. If the enemy was already Zombied, this attack deals 200% damage.

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Knights of the Round


(Rank 4)
Impressive in their armor, and carrying a fierce variety of weaponry, three warriors enter the field, standing firm before the summoner. One stands larger than the other two, a white dragons head printed upon the flowing crimson of his cape. All three hides their faces with thick visors, but you get the impression that theyre smiling jovially.

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 Heros Resolve: The knights merrily give their summoners


combat pointers, shouting useful bits of encouragement like Keep that sword arm up, and Try not to get stabbed in the face!. Thanks to the Knights of the Rounds training, one hero gains the ability to automatically cause an Armor Break, Power Break, Magic Break or Speed Break automatically whenever they cause a critical hit. This effect lasts until the end of the game session. Eschaton: The call to charge is given and the three warriors advance, jostling each other playfully to be the first to strike out with their weapons. Swords flash, axes swing, spears twirl, and one enemy is struck for (PWR x 9) + 2d6 or (RES x 9) + 2d6 points of damage. Champions Call: The Knights raise their respective weapons high, displaying a confident camaraderie that inspires all who witness it. The Knights of the Round and all allies have their damage step increased by one step until the summon is dismissed, or two steps when the move is part of a Teamwork Attack. Champions Call may be used multiple times, increasing the damage steps each time. Spells: Between them, the trio of Knights know Consecrate, Curaja, Life, Barrier, Addle, Temper, Tetra, Protect, Shell, Brave, and Armistice. Astral Flow, Ultimate End: Being serious for a moment at last, the three legendary warriors wade through the enemies ranks and strike with such force that the targets may as well not have any protection. Eschaton deals (RES x 25) or (PWR x 25) + 2d6 damage to all enemies, ignoring M.ARM.

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.

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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.

Abilities Dying Star (Special): Phoenix detonates into a brilliant


fireball when it is reduced to 0 hit points, dealing (PWR x 10) + 2d6 points of Fire damage to all targets in a Local area. Afterwards, Phoenix is instantly returned to 100% HP, remains on the battlefield as an unhatched egg and may continue to cast Spells on each of its turns until it is automatically dismissed, but may not use Attacks or its Astral Flow. Blaze of Life: Phoenix circles above the battlefield before diving forward, covering the entire area in a flame which spreads out from its wings. To the party, the flame does not burn; instead, it soothes the mind and calls unconscious comrades back to action, casting Life on all party members. The enemy, however, is scorched by the flame as it burns away their impurities, doing (RES x 12) + 2d6 Fire elemental damage to all enemies. Cleansing Fire: Phoenixs feathers brush across a wounded allys face, instantly cleansing them of all negative status effects and granting them the ability to Absorb Fire until Phoenix is dismissed. Spells: Fira, Firaga, Melt, Auto-Life Astral Flow, Rebirth: Phoenix circles above the battlefield again, singing its powerful song. Finally, it dives again, wreathing its entire body in flame. To the party, the flame feels glorious as it awakens their fallen comrades, casting Full Life on all party members. To the opponents, it feels as though the sun has descended to incinerate them for (RES x 14) + 2d6 Fire elemental damage.

Abilities Ray of Light: A thin beam of light shines from Alexander's

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


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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

Impulse: Bahamut raises his scaled hands, both of them burning


and rippling with surging power. When he slams his hands together it direct the unleashed explosive energy over all enemies, crushing them for (PWR x 20) + 2d6 points of non- elemental or Fire damage, whichever would be more effective. Sundering Claw: The Dragon-King rips through a fragile target, destroying their armor instantly with no opposed roll and dealing (DEX x 15) + 2d6 or (PWR x 20) + 2d6 points of damage. If both dice display the same number for this attack roll such as a pair of ones, or fours the attack is considered to be a critical hit and deals 200% normal damage. Ordeals Overcome: Bahamut lets loose a mighty roar, granting all allies the effects of Break Damage Limit and Overdrive until the end of the game session. Spells: Tornado, Quake, Brave, Flare, Demi, Gravija Astral Flow, Mega Flare: The lord of all of summoned monsters picks up a single target before flight and beginning to soar into low atmosphere. Higher and higher he climbs before leaving the planet completely. He opens his great jaws wide and begins to collect cosmic energythen, using the force of a primal roar that would be undoubtedly deafening outside of the silence of space, he unleashes this sphere of pure magical energy. The blast sends the catastrophic vortex of magic - as well as the unfortunate soul tumbling along with it - back through the clouds, propelled into the earth with the force of a detonation large enough to be seen on the horizon from thousands of miles away. When the smoke clears, all that remains is a great crater and the body of the enemy in the middle, having suffered (PWR x 80) + 2d6 damage from this mighty attack.

Abilities

Abilities Atop a Pale Horse (Special): Due to Sleipnir, Odins


immortal mount, this Esper may move up to a Long Range every round while still remaining able to attack. Blinding Speed: The reaving rider chases down a target, dealing (DEX x 20) + 2d6 points of Shadow damage to the target and Blinds the target on a successful resistance check. Blinding Speed deals 200% damage is the target has tried to escape the battle. The Rider Cometh: Odin turns his gaze upon a single target, gaining a +2 bonus to opposed rolls against them. This effect is cumulative; after using The Rider Cometh three times, Odin would have a +6 bonus to opposed rolls. Atom Edge: Odin sizes up one opponent, studying his strengths and weaknesses. In a flash, he urges his horse Sleipnir into a gallop, slicing into the foe with a force strong enough to cleave a weak monster in two instantly. With a successful opposed roll at a -2 penalty the target is instantly sliced in twain, reducing its HP to 0 regardless of current HP. If the target is immune to instant-death attacks, the force of the blow does (DEX x 25) + 2d6 damage instead. Astral Flow, Zantetsuken: The sky above the summoner becomes darker as Odin draws his sword and readies himself. In a flash, he begins galloping forward, using his momentum to deliver a mighty slash to all foes, inflicting dire damage and possibly slicing his foes in two. Make an opposed roll against each creature on the field; a success means that they are immediately killed. This ability works on all creatures, including Notorious Monsters and Bosses.

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.

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CHAPTER VIII: BESTIARY


"Ive done it! Ive created a monster! Come on, kiddo! Help me celebrate!" - Monster Arena Owner

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.

Friendly monsters offer advice, directions, items, or healing, depending on


the circumstances. Some may expect compensation for their troubles, while others help the party for free. They tend to be shocked and emotionally hurt if the party attacks them, and generally will try to escape instead of fighting back.

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.

Hostile monsters will attack the characters on sight, regardless of the


circumstances and odds. This may be for a wide variety of reasons, ranging from an outright evil nature to simple hunger.

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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

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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

Shapeless monsters with no discernible

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

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Monstrous reptiles with a serpentine bent.

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

Supernatural opponents serving the cause

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

Creatures of relatively normal

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

Insects of every shape and size, typically

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

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Attributes and Defenses


Once youve got the basics figured out, its time to get into the number-crunching. Like characters, monsters have four Attributes: Power, Dexterity, Mind and Resolve. You receive a set number of points based on the monsters difficulty and level to spend however you like, so long as no attribute is left at 0.

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.

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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.

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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.

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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.

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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

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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!

Point Cost Effect


+5 Refund +3 Refund +2 Refund +1 Refund Using the attack immediately renders the user unconscious, reducing them to 0 hit points. The attack reduces the users health by 50% of its maximum. The attack does no damage or healing. Cannot be used without the monsters weapon, or some other obscure criteria must be met. The attack is only usable once. The damage is reduced by one step. The accuracy is reduced by -1. The attack targets M.ARM instead of ARM. The attack calculates damage as half of the creatures level instead of the normal amount (useful for creating tamed creatures whose levels increase over the course of a campaign). The accuracy of the attack is increased by +1. The attack can be used at a Medium Range. The attack has deals Earth, Fire, Ice, Lightning, Water, or Wind elemental damage. The damage step is increased by one. The user gains a +1 bonus on an opposed roll or forces you to suffer a -1 penalty. With a successful opposed roll, the attack can cause a short range knockback. With a successful opposed roll, may cause Zombie, Blind, Poison, Sleep, Stop, Confuse, or Seal. The attack targets an entire Group. The target automatically suffers a -2 penalty to ACC or AVD for one round, or a +2 bonus to either score for an ally instead. The status effect inflicted by the attack does not fade in several rounds as normal and must be removed through other means. The attack uses MND instead of PWR and restores health to the user or an ally instead of dealing damage to a target. The user or one ally gains gain Reflect or Flight. With a successful opposed roll, may cause Transform, Curse, Slow, or Petrify, or attempt to destroy the targets equipped weapon or armor. The user or one ally gains Protect or Shell. The attack deals Shadow or Holy damage.

0 1 2 3

4 5

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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.

Limit Breaks and Destiny


Adding a Limit Break to your monster is a good way to make a serious encounter even more dangerous, and even if the monster doesnt have the chance to actually USE it, getting into the habit of building bosses with jaw-dropping, destiny-wasting attacks is a good way to instill a fear of them into your players. Monsters build Limit Breaks in the exact same way a player does; by following the point-buy system that can be found starting on page 166. Monsters can earn and use Destiny as well, though not in the same ways that heroes can. Since the on-screen lifespan of most monsters begins and ends over the course of a single battle, theres a few important differences. By spending one point of Destiny, a monster may add an additional d6 to any roll just like heroes. However, they may also spend a single point to take an immediate Standard action even if it isnt their turn, so long as they dont interrupt a PCs actions. This allows them to begin and finish the casting of spells at odd times, act in combat before anyone else has a chance to, and use powerful moves when players arent expecting it. Finally, just like players, three points of Destiny allow a monster to use a Limit Break if they have one. These are often frighteningly powerful attacks capable of completely leveling an entire team of unprepared heroes luckily, they can only be activated once the boss has been reduced to 25% health or less as normal. A level 1-4 Notorious Monster might have 1 Destiny if the GM deems it appropriate. A level 5+ Notorious Monster or Boss always possesses 1 Destiny and can construct a Limit Break up to 10 points. A level 10+ Notorious Monster or Boss has 2 Destiny instead, and uses 20 points to build a Limit Break. An End Boss, regardless of their level, starts with 3 Destiny and builds their limit break with the full 30 points.

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Playing the Bad Guy


Now that your monster is ready for action, its time for the final step; discussing some of the ways you can best utilize it against the heroes. While we tried to cover most of the bases in the rules, and provide ready-to-go critters in the bestiary, nobody knows the strengths and weaknesses of your group better than you. Player style and Job makeup can vastly change how encounters play out, and because the FFd6 produces vastly different adventuring groups from table to table, wed be doing you and your players a disservice if we just left things here. Instead, wed like to take a moment to show you how a few simple spells, or changing the battlefield, can put a new spin on old fights and give monsters a fighting chance against even much-higher leveled PCs.

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

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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.

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269

270

271

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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.

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NAME: RACE AND JOB:


LEVEL:

Attribute PWR: RES: DEX: MND:

Score Force: Finesse: HP: MP: ARM: M.ARM: AVD: ACC:


Damage Special Properties Tier

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: _________

ARMOR AND ACCESSORY

TASK DIFFICULTY
Elementary: 5 Easy: 7 Moderate: 9 Challenging: 11 Impressive: 14 Heroic: 17 Supreme: 20 Godlike: 25 Impossible: 30

INVENTORY
(10 Items Max)

EXPERIENCE AND WEALTH


EXP Gil Destiny

BIO
Quote:
Gender: Weight: Height: Features: Age: Birthdate: Hometown:

GOALS
#1: #2: #3: Life Goal:

LIMIT BREAKS
Name Level 5 15 25 Description

MAGIC
Name Rank MP Cost Description

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