Core RuleBook

Transcription

Core RuleBook
INT
TROD
DUC
CTIO
ON
"Another drea
am is waiting to
o begin."
- Dissidia
a: Final Fantasyy
The ‘FFRPG’ project originally begaan as a bold un
ndertaking by SScott Tengelin in February off 1995. opment began with a small in
nitial group of designers and administratorrs consisting off Tengelin, Develo
Martin
n Drury, Chris P
Pomeroy, and Matthew Marttin. After manyy years and changing of hand
ds, it became aa fully‐realized dream – the current third edition w
was spearheadeed by Samuel B
Banner as the lead developer. ng, the project seems to havee been all but aabandoned. Howevver, at the time of this writin
Althou
ugh I was inspired by the Returners, I could
dn’t help but shhake the feelin
ng that it was fllawed for laid‐‐
back, aaround‐the‐tab
ble gaming, an
nd I naïvely beggan a slow con version of the rules systems into somethin
ng that I ffelt was more conducive for casual play. But, ass things often d
do, the more w
work I put into the system th e more complex the rules beecame, until finally they took on aa life of their o
own and becam
me a total systeem modificatio
on. In too deep
p to stop now, I could only forge on aahead. I attem
mpted to reprod
duce combat t hat accuratelyy reflected the ffeel and style o
of nal Fantasy serries, where batttles were dram
matic, larger‐thhan‐life and grrand affairs; cin
nematic the Fin
oppossed to mechaniically monoton
nous, if you willl. I endeavoredd to churn outt a system filled
d with grand possib
bilities and hero
oic action. I strruggled with a world where ttitanic strugglees between goo
od and evil forr the fatte of the world
d would be an accurate summ
mary of the typpical adventureer's day, and th
hat's just beforre breakffast. Wheth
her or not I succceeded is up ffor debate, butt I find myself m
mostly content with this pdf f in its current incarn
nation. At least for now. This w
work is free disttribution and n
not for sale und
der any circum
mstances, and I hope you enjo
oy playing the Final FFantasy d6 as m
much as I enjoyyed creating itt. The Final Fantasy d6 Role-Playing
R
Game is not affiliated with
h or owned by Squ
uare Enix or any of its affiliated compa
anies. Much of the
x and its various co
ontributors such as Yoshitaka Amano. A portion of the co
opyrighted materia
al
materiial here is copyrighted by Square Enix
that appears
a
here (such as images) are as
sserted to be Fair U
Use under internatio
onal copyright law.
ACC
CRED
DITA
ATIONS
I would like to thankk the following art contributo
ors; Kedio
odrick Arvvalis RJ. Palmer Luraazeda Rhin
neville AnHellica Grrrrod Udon
nNodu Artico B. Jador Zoken Rusty001 Sh
hadow‐Shasuka Blurmage Amansazz Darkness127 Mikajima Aikuriisu Nibelw
wolf Inkven
nom Ex‐HK Chibin
niko Kurko B
Boltsi HeroP
Pill Pu‐sama ni66htmare01 Xiaman Je di Art Trick CBJ3 Dsasec WhhiteRaven90 Bill‐yii Moon Goddess Studios Cesar Sampedro Stefaana Tserk Kaanoe‐Kun Khaamar Pam
mansaz Farazz Shanyar Solu
usUmbra Hunsberger (htttp://questingrraven.devianta
art.com) gracioously re‐provid
ded the imagess for the racial Chris H
profile
es used in this book, having p
previously been
n designed for the original Reeturners’ systeem. ovelydagger off http://www.ddeviantart.com
m, who is a truee genius. Additional very speccial thanks to Lo
White Mage” im
mages courtessy of Dustin “O ZKai” Wilkinso
on. “Blackk Mage” and “W
http://www.rpol.net, and maany enthusiastiic members of f the Giant in Partial beta testing ttook place on h
ww.giantitp.com
m/forums) assiisted greatly du
uring the desiggn process. I’d the Plaayground forums (http://ww
like to
o take this oppo
ortunity to thank the followin
ng users for th eir support, innterest, and feeedback througghout. /tg/ Iro
on Pyrite Darkk Siren Sally Taabby Kat Kckolbe K
Naki Creed Shei‐kun Ironox Kazuki Shogunboy steelsmiter ArenTrel m Yurim
Jack of Stticks Irish Nin
nja False Tru
uce Temote
ei Zooofman Winggs of War The D aily Nissan Chhappu ThieenCatVu Grrypwolf Kobold‐Baard Yomandaas RPGFantasySquare wiimanclasssic Vagrant An
ngel Mechario
ous ouls who repeaatedly enduredd playtesting; G
Gabe (Tezghul), Joe (Phyrrus), Extra sspecial thanks to the poor so
Monicca (Mitsu), Derek (DirtyDeero
ock), and Josh ((Uter). And of ccourse, a hearttfelt thank‐you
u to Steph (Tacit)), whom convin
nced me not to
o throw this en
ntire project in the trash wheenever I wound
d up insomnia‐‐
stricke
en with frustration, screamin
ng ‘MATH!’ in the early hourss of the mornin
ng like it was a strained battlecry. No thaanks whatsoevver to the Moogle‐molesting Troy Wolfswiftt, wherever hee may be. Chapter I: Gameplay 5
Chapter 6: TThe World (C
Cont.)
Characcter Creation Attributes Aboove 1st Level 8 9 13 Chapte
er 2: Jobs 14
Black Mage Blue Mage Dark Knight Dragoon Engineer Entertainer Gambler Geomancer Monk Ninja Paladin Ranger Red Mage Samurai Thief Time Mage Warrior White Mage W
17 21 26 30 34 38 42 47 54 58 62 66 70 74 79 83
87 91 Final Faantasy I Final Fa ntasy II Final Fanntasy III Final Fanntasy IV Final Fa ntasy V Final Fanntasy VI Final Fan tasy VII Mateeria List Final Fanttasy VIII Final Fanntasy IX Final Fa ntasy X B
Blitzball Final Fanntasy XI Final Fanntasy XII Final Fanttasy XIII Final Fantasy Tactics 185 187 1888 1900 192 193 195 197 1988 2000 202 2044 207 2100 212 2144 Chapter 7: M
Magic
217
7 Black White Blue Time Summ
moning 2200 225 2300 233 2388 Chaptter 3: Definin
ng a Hero 95
Ch
hapter 8: Besstiary
254
4 Shared Abilities Skills Destiny Summoning 95 102 110 114 256 2600 261 262 267 Chapter 4: Eq
C
uipment 118
Cat egories Abilities Biological A
Combat A
Abilities Building A
Attacks Sample Moonsters Weapon
n Categories Universal Equ
uipment List Universal P
Property List Samp
ple Weapons Sample Accessories Sample Armor Sample Consumables Sample Food S
Synthesis 121 125 128 137 139 141 142 143 145 Conclu
usion
272
2 Blank Characteer Sheet 273 Chapter 5:: Combat 147
Negative Sttatus Effects Positive Sttatus Effects Rewards List of C
Components Recoverry and Death Leveling Up Limit Breaks Additionaal Challenges 156 158 159 160 161 163 164 171 Chapter 6: Th
C
he World 174
Hume Elvaan Galka Viera Lalafell Moogle Android Bangaa Nu Mou 176 177 178 179 180 181 182 183 184 CH
HAPT
TER I:
I GA
AMEP
PLAY
Y
"Know, and
d prepare for b
battle."
- Prrof. Bordam Da
aravon
The following few pages offer an overview of the basic mechanics oof the Final Fanntasy d6, and include many Although some of these explaanations may b
be familiar to eexperienced role‐
important concepts and ggame terms. A
uch of the info
ormation prese
ented here will be expanded oon in the remaainder of the b
book. We suggeest players, mu
taking a mo
oment to familiarize yourselff with this material before m oving on.
WhatIsFinalFanta
asy,Anywa
ay?
When DoIRollT
TheseDice??
Final Fantaasy is a series o
of more than th
hirty console RPGs and ttwo MMORPGss. Though each
h story in the series is ind
dependent, the
ere are numerous recurring themes and
d elements succh as airships aand bright yello
ow avians, welll‐known monssters and heroiic save‐the‐wo
orld storylines. Throughhout the game,, your characteer will likely tryy to do thinggs that aren’t eexactly everydaay mundane taasks. We rely on the random
m results of dicce rolls for ng from how injured your eneemies determi ning everythin
become after hitting thhem with yourr sword, to whether m against the or not yoour character iis able to swim
current.
ngeons and Drragons, the Final Originally inspired by Dun
wn. Fantasy serries has grown to take on a flavor all its ow
It has beco
ome a setting in
n which the fun
ndamental well‐
known limiits of human caapability are caasually ignored
d, where a villlain’s strength
h can be measu
ured by their androgyny and size of the
eir hair, and where only a m of heroes un
niversally unde
er the age of ragtag team
thirty are ccompetent (or incompetent) enough to make a difference. These are sttories about go
ood versus evil, twisted tecchnology and h
heroic perseverance, duality,
self‐sacrificce, camaraderiie and love, and taking on tru
uly legendary e
enemies with yyour eight‐foott sword and magical um
mbrella. bbreviates all dice rolls as From noow on, we’ll ab
d[numbeer of sides]; thus a 6‐sided diie would be called a 'd6'. A n umber before the 'd' indicates that more than one die is used – '2d6' simply meanss two six‐sided dice are rolleed and their tottals are added together. A vaalue after thee type of die, liike 'd6+2', meaans that that number is added to the result of thee roll. If the d6 comes uup as 5, for exaample, the totaal score would be 7. Rando
omTargetss,Percentilesand
Round
ding
Often, thhe FFd6 will caall for a random
m target to be chosen. A fair way to d
determine this would be to h
have all eligibble targets roll 2d6, with the llowest roller ending up as thee target. WhatDo
oINeedTo
oPlay?
Other than
n this free PDF, you mean? Likke most pen‐and‐
paper RPGs, you need dicce – in this case, a handful off common, rrun‐of‐the‐mill six‐sided dice will do the tricck. You’ll usually want two p
per player but h
having extras iss a ded dice to good idea, and perhaps aa single four‐sid
nt to get fancy.
calculate percentile chances if you wan
When thhe system statees that an effeect has a 50% o
or 25% of occurrring, you could
d resolve this b
by rolling a 1d4
4…or normal 2d6 dicce. A 25% chance is continui ng with your n
7 or higher, an
nd a 9 or highher on 2d6, a 550% chance is 7
75% chaance is 5 or higher. Use whateever method iss easiest ffor you and your group! You alwa
ways round dow
wn in the FFd6 system, but neever round too zero. Half of oone is considerred to still be o
one. 5
Jobs
Every charaacter belongs tto a single ‘Job
b’ in the FFd6 to determine w
what they can d
do, and how th
hey’ll be able to
o contribute to an adventu
uring party. Black Mages are fformidable useers of destructive elemental energies, where ding, gravity‐deefying Dragoon
ns soar the skiees even as White Magges are healerss and protectorrs. Spear‐wield
Geomancers tap into the very powers o
of the earth. Abilitiess
Each Job is distinguished from others by a unique poo
ol of talents, coollectively calleed Abilities. Th
hese range from
m the o cast magic, to
o being call fortth various effe
ects with a Gam
mbler’s supernatural slot macchines, to strikke capacity to
with a sudd
den ferocity, or steal from a hapless foe. Alll characters sttart with a singgle ‘Innate’ Ability, which is pre‐
determined
d by their choice of Job. Theyy also begin plaay with two otther abilities ch
hosen upon character creatio
on – either from
m the Job Abilitty list, or the Sh
hared Ability list which all ch aracters have access to. As they advvance in their aadventuring caareers, charactters may continnue to obtain m
more and more abilities from
m these lists. CriticalHitsandCo
omplication
ns
In many gaame systems th
hat use d20s, aa result of 1 is aa spectacular, aautomatic failu
ure, where a ro
oll of 20 is an automatic success. In the
e FFd6, which u
uses a 2d6 roll for the majoritty of checks, th
here is a chancce that the result up with both dice landing on sixes. In comb
bat, this dice reesult means thaat the characteer performs a never‐
will come u
miss Criticaal Hit and possibly a Limit Bre
eak. More on tthis later…for nnow, all you neeed to know is that a pair of ssixes is good new
ws. For skill che
ecks, however, such a roll do
oes NOT autom
matically countss as an automaatic success. Pllayers can do ttruly prepostero
ous things at hiigher levels witthin the rules o
of the system, and it takes m
more than just aa lucky roll to m
make a characterr’s (possibly craazy) wishes a rreality. 6
When both
h dice land on 1
1s, this is called a Complication. In combat,, a Complicatio
on means the m
monster or character aautomatically m
misses their atttack no matterr how accuratee they might no
ormally be, but there’s never more dire cconsequences.. On skill che
ecks, Complications get a littlle more…well, complicated. SSince Final Fan
ntasy heroes arre often beyon
nd beginner’s mistakes, rolling nothing butt 1s means outtside influencee or fluke happ
penstance ruineed whatever th
he was trying to do ‐ such as the
e guards comin
ng to investigatte what all thatt noise is abou
ut. This is a chance character w
for the GM
M to spice up th
he story with new problems aarising to supp lement the old
d ones. Not only is your airsh
hip spiraling ou
ut of control, b
but one of the engines is now
w on fire!...and so on! (See p.1002 to learn more aabout Complicatioons.) GM’sNote:Setting
The Final Fantasy series h
has spanned do
ozens of world
ds – from Ivalic e, the multiraccial land of meercenaries and he artificial plan
net nurtured b
by psychopathic ancient consstructs – and raarely do any tw
wo of adventure,, to Cocoon, th
these worlds operate und
der the same laaws. Some feature magic thaat slowly chips away at the m
minds of those who use it, and in others deatth is little more
e than a minor inconveniencee. As you can im
magine, this m
means that creaating a e that covers e
everything from
m the entire Finnal Fantasy serries, is simply iimpossible – an
nd universal set of rules, one
ignoring th
his fact would b
be irresponsible and downrigght chaotic at bbest. To resolvee this, you’ll fin
nd a chapter laater on in this b
book that contaains brief summ
maries of some
e of the most ccommon Final Fantasy games and their wo
orlds, suggested adventure ideaas, and a repossitory of additiional rules to hhelp set your taabletop campaaign in a pre‐exxisting universe. That said, tthis book was d
designed to givve you and you
ur friends a chaance to exploree your own sto
ories, with you
ur own heroes, and
d very often, in
n your own unique Final Fanttasy world. Whhether your campaign will bee set a familiar place….or w
whether it will be set in a posst‐apocalyptic city where thee last memoriees of the deceaased are immortalized as whisperiing magical cryystals….well, th
hat’s all up to yyou. Are the heeroes tied togeether by virtue of ophecy or are t
they childhood
d friends? Are t
they a crew of f gentlemen thieves or forced
d into an uneassy ancient pro
alliance by the outbreak of war? This is a chance to le
et your creativiity shine. 7
CH
HARA
ACTE
ER C
CREA
ATION
N
"You
ur fate is in you
ur hands. This is your story."
- Au ron
The first an
nd most obviou
us step is to staart giving some
e thought to thhe character yo
ou are planning on playing. A
At this point you w
will probably be painting with
h fairly broad sstrokes ‐ 'neurootic Black Magge with a troub
bled past' or 'narcissisticc, charismatic Thief' are some
e basic examples of conceptss that could bee spun out into
o a well‐defined
d character w
with a bit of thought. Howeve
er, a concept iss nothing moree than the base of a characteer; In order to start fleshing ou
ut the person b
behind the ideaa, details you should settle onn as early as po
ossible includee: Name: In aa universe poppulated by herooes with monikkers like Cloudd Strife, Zidane Tribal or Laguna Loire, a goood name can ggo a long way ttowards makin
ng a memorablle character. Iddeally, a good n
name should b
be evocative an
nd a little unusu
ual.
Age: Nearly always equaates to 'experieence'; often draawing the fine line between a fresh‐faced aadventurer braat and a grizzled, w
world‐weary vveteran. Most cclassic Final Fantasy heroes aare just enterin
ng adulthood, tthough there aare exceptionss on both ends.. Chances are good that extrremely youthfuul or elderly ch
haracters will eencounter sociaal discriminattion from same
e‐species peop
ple around them
m; comments like 'old‐timer' and 'squirt' are likely to follow them everyywhere they go
o, and some w
will actually refu
use to take theem seriously. Race: Thhe world of Finaal Fantasy is poopulated by ann odd assortmeent of humanoiids and monsteers. Over the ccourse of many ggames, the maantle of world‐savior has variously fallen on the shoulders of rat/lizard/eelephant/pig‐fo
olk, people, and other cat‐robotts, feral sasquaatches, moon‐p
creaturess too strange to
o describe in ju
ust a handful o
of words. Raaces are diversse and unique, but ultimatelyy, nothing m
more than flavo
her or for your chaaracter. Wheth
you’re a ppowerfully‐buiilt Yeti or an ad
dorable Moogle has no mechaanical difference save for onee; All Humaanoids, your ch
haracter includ
ded, are Vulneerable to the da rk corruption ccaused by Shad
dow spells and
d effects; thhey take 50% m
more damage from such attaacks. Normally, yyour characterr is automaticaally a Humanoid – but by chooosing to be an
n Unusual Speccies (by taking the special abillity found on p
p.101) you can make your chaaracter as a liviing plant or a p
planar traveller, or just about anything else you can imagine, and don
n’t have to be aa Humanoid if you don’t choose to be. Job: A character's chosenn Job helps dettermines his or her Abilities, their aptitudees in combat, and a whole sleew of other facto
ors. For this reaason, choosingg a Job is the m
most important decision a player makes durring the characcter creation prrocess; but don
n’t worry! You’’re not stuck in
n a Job forever r after making tthis decision, aand characters are able to exp
plore other opttions as the gam
me progressess. Jobs are pressented in full d
detail in Chapteer 2. Appearan
nce: Although aa character’s pphysical featurees, height, wei ght, build, andd hair, eye and skin color are important, remember thaat a character's appearance iis as a much a measure of their 'style' as an
nything else. D
Do ncealing black ccloth, or a warrdrobe consisti ng entirely of loud pastels? W
What about jew
welry they lean towards all‐con
8
or other distinguishing fe
eatures such ass tattoos? How
w does the charracter carry theemself, and wh
hat impression
n does pression give o
others? the charactter's general posture and exp
Quote: A ggood quote is jjust as effectivve at establishing a character r as any numbeer of descriptivve paragraphs. This can be anyything from an often overused catchphrase ('...Whatever. ') to a short an
nd pithy comm
ment typical of tthe character'ss general outlo
ook on life ('I’m
m not a thief, I’m
m a treasure h unter!'). Charaacters who fill o
out a Quote on
n their character ssheet are autom
matically awarrded a single point of Destinyy. (See p.110 to leearn more about DDestiny.) Backstoryy and Goals: As you’ll quick
A
kly discover, this system puts very little emp
phasis on a chaaracter’s historry before the game begins. Where your ch
haracter is goin
ng and what yoou’ll become iss far more important than yo
our ents that took p
place off‐scree
en before the ggame begins. U
Ultimately the decision is up tto losses and accomplishme
we strongly suggest keeping a character’s hhistory minimaal, to a paragraaph or two at m
most – each individual GM, but w
just enough for the charaacter to have a handful of goaals. These goalls, however, arre pretty important; we’ll come n a little while, but get started
d thinking ahe ad of time whaat drives your character, whaat back and finalize these in
they fear, aand what they hope to achievve in their life. Attributtes
Once you’vve got the basics of the charaacter figured out, it’s time to start getting innto the numerrical aspect, staarting by assignin
ng their physicaal and mental p
prowess a num
mber rating fro m one to ten; one being terrrible and ten being amazing. C
Characters have
e a total of fou
ur primary Attributes, which aare; Power (P
PWR): This scoore is a represeentation of how
w much energgy and strength
h you can bringg to a battle, whether it be in the form
m of magical or melee might. Resolve ((RES): This scoore representss endurance, coonfidence, drivve, and the abiility to take a hhit. Characters with a high Reso
olve are likely tto laugh in the face of danger and press onn against adverrsity, whereas ccharacters with a lower Reso
olve can heavilyy feel the weigght of failure orr the fear of thhe unknown.
Dexterityy (DEX): This attribute meassures speed, physical agility aand hand‐eye coordination. Characters witth a high dexterity will often u
utilize weapons where their sspeed can reallly shine, and tthey will be ablle to consisten
ntly my attacks. evade enem
Mind (MND): This score represents yyour capacity ffor knowledge,, your speed oof understandinng, general meental agility and knack for chan
nneling magic. 9
Each starting character has a total of 25
5 Attribute Poiints to divide bbetween the fo
our Attributes ‐ Power, Resollve, e Points are sp ent at a one to
o‐one ratio and
d each categorry Dexterity, aand Mind ‐ as tthe player chooses. Attribute
starts at 0, and a characte
er cannot have
e an attribute sscore of less thhan 1 or higherr than 10 after character creaation of comparison,, a completely normal humann being has a sscore of about 3 in each Attriibute.
is finished. As a method o
ers adventure and gain levelss, you’ll be able
e to increase t hese attributee points. As characte
Seconda
aryAttributes
From those
e four main staats we can deriive two other important secoondary factors;; Force and Fin
nesse. Force: This secondary sccore representts how difficultt the characterr is to oppose pphysically. A chharacter with aa high Force migh
ht be able to sh
hake off a basilisk’s deadly gaaze without sufffering any ill eeffects, or slicee through the ssteel prison barss on the party’ss cell with a pie
ece of folded p
paper. To calculate a character’’s Force, add together their PWR and RESS attributes, theen divide the rresult by 4, rou
unded down. For example, a character with 6
6 PWR and 7 R
RES would havee a total of 3 Fo
orce. Finesse: This secondary
T
y score represe
ents how difficult the charactter is to oppose emotionally and mentally. A character w
with a high Fine
esse could thin
nk quickly enou
ugh to reflect tthe basilisk’s gaze with a poliished edge of m
metal, and smooth‐talk or infuriiate the prison guard enough
h to unlock thee cell door. To calculate a charactter’s Finesse, add together their DEX and
,
d MND attributtes, then dividee the result byy 4, rounded down. FFor example, aa character with 15 DEX and 111 MND would
d have a total o
of 6 Finesse. CombatStatistics
Next up, w
we can slowly w
work through th
he process of d
determining al l the other releevant combat measurementss, ranging fro
om how effective the charactter is at avoidin
ng damage to hhow many spells they can un
nleash before needing to recharge. Befo
ore being able to make these
e calculations yyou’ll need to know which Jo
ob you want yo
our ely sure, you m
may want to flipp ahead a few p
pages to Chapter 2 and hero to staart out as; if you’re not entire
take a glance at the manyy options that are available. If you’re readyy to proceed, the six final combat vallues your charaacter will need
d…and how to calculate them
m…are as follow
ws; Hit Points (HP): A reflection of the ccharacter's genneral physical ccondition. This number represents their maximum Hit Points, aand damage de
ealt to a characcter ever reduced too 0 or temporarily reduces this value. If a character’s HP is e
ous and they b
become vulneraable to enemy y lower, theyy fall unconscio
attacks cap
pable of killing them. To calculaate a characterr’s Maximum
m Hit Points, add their RESS score with thee HP Bonus granted
d by their Job, and multiply tthe total by theeir Level. Magic Po
oints (HP): Magic Points rep
M
present a character's reservooir of spellcasting energy. Cassting spells red
duce a characte
er's MP by a se
et amount wheen used. (If you
u are don’t know
w any spells and are unable to
o cast magic, then you are trreated as havin
ng zero MP an
nd you can skip
p this step entirely.) 10
To calcu
ulate a charactter’s Magic Po
oints, add theeir MND score with the MP BBonus granted by their Job, aand multiply the
e total by theirr Level. Avoidancce (AVD): The character's aaffinity for refleexively dodgingg or parrying inncoming physical attacks. Avoidance is determined mostly by you
ur Job (each Job grants an au tomatic value)), and for everyy 4 points you have +1 to this value
e. in the DEX stat, you add +
Whenever an attack roll iis made, it musst equal or surpass the targe t’s Avoid scoree to have any eeffect at all. If tthe total attackk roll includingg Accuracy is lower than the ttarget’s Avoidaance score, thee attack ‘misses’ and nothingg happens. C
Certain attacks and status efffects are capab
ble of ignoring or nullifying yo
our AVD score temporarily, b
but characters retain their Avvoidance score
e even if they d
don’t know thee attack is coming, or where iit originates fro
om. To calculate a charaacter’s Avoida
ance, add 1/44th of their DEXX score with thee bonus granteed by their Jobb. Accuracyy (ACC): The bbase likelihoodd of a characterr being able too land a blow w
with a conventiional weapon. This stat is base
ed off of the Le
evel of the charracter, a value anywhere from
m one to eightt. Individual Jobs may also grrant an accuracy bonus of a fe
ew additional p
points. weapon, you roll 2d6 and add your ACC scorre – if the result would be eq
qual to When you make an attacck roll with a w
onent’s AVD, th
he attack landss and you may calculate dam
mage using the same two dicee – or higher than your oppo
hat later! more on th
To calculatte a character’’s Accuracy, aadd half of the
e character’s Leevel, rounded down, with th
he bonus grantted by their Job. Armor (A
ARM): A sum of the charactter's protectionn against physiical attack. Thee higher the number the le
ess damage theey will suffer. W
Whenever a ch
haracter would
d take ARM score is suubtracted from
m the amount they would be dealt physical daamage, their A
– for exam
mple, a characte
er with 5 ARM would reducee 30 damage do
own to 25. Armor iss simply calculaated by addingg up the total AARM granted bby your equipm
ment. Some Job Abilities can give ppermanent bon
nuses to the ARM score. Magic Arrmor (M.ARM): The charaacter’s protecttion against maagical attacks. The higher the rating, the lesss damage theyy will suffer. W
Whenever a chaaracter would ttake M.ARM score is subtracted fro
om the amount they would b
be magical daamage, their M
dealt – for example, a ch
haracter with 220 M.ARM wou
uld reduce 60 d
damage down to 40 instead. Magic Arrmor is simplyy calculated byy adding up thee total M.ARM
M granted by yo
our equipmentt. Some Job Ab
bilities can givve permanent bonuses to thee M.ARM scoree. 11
JobAbilities
Your character has begun to take shape, and now it’s 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 95. You can’t choose a Limit Ability yet – those are earned later on. This can sometimes be a daunting step due to all the options available – don’t worry! It gets easy with a little familiarity.
SkillsandMagic
Next up is to choose skills, which are described starting on page 102. 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 character’s 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 Levels Obtained Novice Intermediate Expert Superior Ancient 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 world’s 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 we’ll talk about more later), you cannot use any part of this 500gil to craft items before the game actually begins. GoalsandFinishingTouches
And last but certainly not least, characters are encouraged to come up with a total of four goals they’d like to see their character achieve over the course of their adventures. Three of these should be short‐term goals such as ‘be recognized for my achievements,’ ‘save the princess of Cornelia,’ or ‘build my own airship’, and one needs to be the character’s 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. 12
StartingaCharacterabove1stLevel
Characters won’t 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. Your GM will let you know if you also get to start with any Limit Breaks and Limit Abilities. Level Total Adjustments 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 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 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, 8 extra skills 5 Job Abilities, 33 attribute points, 10 extra skills 5 Job Abilities, 34 attribute points, 12 extra skills 6 Job Abilities, 36 attribute points, 14 extra skills 6 Job Abilities, 37 attribute points, 16 extra skills 7 Job Abilities, 39 attribute points, 18 extra skills 7 Job Abilities, 40 attribute points, 20 extra skills 8 Job Abilities, 42 attribute points, 22 extra skills 8 Job Abilities, 43 attribute points, 24 extra skills 9 Job Abilities, 45 attribute points, 26 extra skills 9 Job Abilities, 46 attribute points, 28 extra skills GM’sNote!
Characters who begin play at higher than first level generally shouldn’t 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.
13
CHA
APTE
ER III: JOB
BS
"You've alll heard this be
efore. How life has
h infinite pos
ssibilities. I don
n't believe that o
one bit. There weren't many p
paths
for me to choose. Sometiimes, there wou
uld only be one
e. From the lim
mited possibilitie
es I faced, the choices I made
e have
brough
ht me this far. That's
T
why I vallue the path I chose... I want tto hold true to tthe path that H
HAD to be taken
n."
- Irvine Kinne
eas
obs, and you may choose any one Job you liike at Characteer Creation. Each has their There are aa total of 18 Jo
strengths aand weaknesse
es; use the brie
ef descriptions on the followiing two pages to familiarize yyourself with the different options availablle to you. d into each of the eighteen jo
obs in greater depth, you’ll nnotice the appeearance of the four elementaal As you read
crystals. Th
he colors of the
ese icons deno
ote what each JJob specializess in, or what pu
urpose a given Ability leans toward. Ho
owever, these are little more than suggestio
ons, and a smaart player with
h a few wisely‐sspent points off Destiny can
n transform AN
NY Job into being able to fill aany ‘party role ’ they choose. The Crystal of Fire represen
nts offensive caapabilities, striking at your o
opponents with magic or physical attacks to ering amounts o
of deal stagge
damage. Offfensive characte
ers almost alwaays benefit from
m a high PWR score. The Crystaal of Earth points to Jobs and
d abilities that faall into a mo
ore defensive role, and are be
est used by playyers who want to wade into baattle ppable juggernau
uts as unstop
or protect their weaker alllies. h It’s usuaally wise for such
heroes to iinvest in a solid RES score. The Crysttal of Wind indicates utilityy roles, skill‐baseed abilitiess and jobs, as weell as chaos and misdirectioon. who like to overccome Players w
challennges in memorable fashions or without resoorting to combbat should watchh for this syymbol. Since utility charact ers often lack otther defensess, investing in a solid DEX sccore is generallyy a ssmart move. Thee Crystal of Watter design
nates support ab
bilities and jo
obs that can heal their allies, increase the effectivveness of their frriends, or oth
herwise work beest as parrt of a team. Mo
ost restorative spells and aabilities utilize the MND attribute to ncy. enhaance their poten
Once you’vve selected a Jo
ob, here’s seve
eral phrases yo
ou’ll see and w hat they mean
n. HP Bonuss: This value iss added to your RES stat, andd multiplied byy your Level, too determine yoour character’s maximum Hit Points. MP Bonu
us: This value iis added to youur MND stat, and multiplied by your Level, to determine yyour characterr’s maximum Magic Points. Innate: You automaticaally gains accesss to the first joob ability on thhe list when yoou select your JJob. An Innate ability might be as simple as exttra Destiny when you overcome worthy advversaries, or ass complex as aa Geomancer’s henever you ch
hange to a diffferent Job, youur Innate abilityy changes as w
well. control of tthe terrain. Wh
Job Abilitties: Most of tthe space on eeach Job page iis taken up by tthese important‐looking pow
wers. These aree all the Abilitie
es that are asso
ociated with yo
our chosen Job
b, how they woork and what th
hey do. You maay choose any two Job Abilitie
es at first level. Limit Abiilities: As your heroes grow in power theyy will unlock seeveral truly extraordinary abilities specific to their job, in
n any order the
ey choose. You
u may not choo
ose a Limit Abi lity during character creation
n. 14
Bla
ack Mage B
Blue Mage A purely d
destructive casster that doesn
n’t have much in the way of protection or subtlety – o
only unmatched
d her foes with offenssive capability.. She assaults h
overwh
helming eleme
ental attacks an
nd a variety of negative
e status effectss. By exploitingg the elementaal weaknesse
es of their ene
emies, the dam
mage Black Magges can unleash is without pe
eer. Blue M
Mages are eniggmatic power‐sseekers sometiimes knownn as the Immortals. They are renowned forr the monsttrous magicks they wield, theeir metamorph
hing physiical bodies, theeir ability to laugh in the facee of ddeath, and theeir rapidly dwin
ndling sanity. Dragoon TThe masters of the lance are ttacticians and manders of thee highest degreee. Between th
heir comm
aerial m
maneuvers and
d their ability tto direct the flo
ow of battlee, Dragoons rarrely need to rely on allies for aid. Darrk Knight Combiningg vicious black magic that draains life and slaams their e
enemies with vvicious status e
effects, these unrelentting fighters go
o to every means necessary to exploit their target an
nd leave a lastin
ng impression.. Engineer work contraptio
ons and peculiaar Massters of clockw
gadgeets, Engineers kkeep themselvves and their allies outfittted with fantaastic – if somettimes improbable, tempoorary, and extrremely dangerrous – equipmeent. Enttertainer These arrtisans, mimicss and minstrelss contribute far more than just song and swaying hips tto an adventurring With a unique set of tricks diirected through troupe. W
their expre
essive arts, the
ey can inspire ttheir companio
ons to unmaatched heightss of greatness aand leave theirr enemie
es star‐struck. G
Geomancer These ttough, peacefu
ul nomads havve formed a strrange conne ction to the po
owers of creatiion and are able to nding call fortth the very terrrain to do their bidding. Stan
unrivvalled in their ccomplete mastery of the natu
ural place world, they can transsform the batttlefield into a p
hemselves and their allies to sshine. perfectlly suited for th
Gambler Temptt fate, roll the d
dice, and shoott first and ask questionss later. Devil‐m
may‐care swash
hbucklers with a knack for ggetting lucky w
when it really co
ounts, they plaay a deadly game of chancce with their unique support or spell disaste
er. abilities tthat can either save the day o
Ninja A sub tle warrior wh
ho is famed for his ability to fight weapons. Thesee swift and steealthy flawlesssly with two w
assasssins are known
n for using poisoned blades aand throown weapons tto ensure that their targets can ombat neither run nor hide, aand that the first round of co
will bee their target’s last. Monk A melee ccombatant who seeks to makke their body tthe ultimate
e weapon, esch
hewing the use
e of armor and
d other aaccoutermentss. Whether from decades of training o
or supernaturaal aid in the waay of Ki, they arre resilientt, powerful warrriors on the w
way to attainingg physical perfection. Paladin P
Though these knights have harnesse
ed the power of e Magic to provvide additional healing and White
restorativve abilities, don
n't expect them
m to be sitting on the back lines. With inh
herent leadership abilities an
nd d defense, Palaadins are holy sswordsmen wh
ho unrivaled
are often the first to kick down a doorr and charge in
nto the fray. t
Ranger Archerss and gunslingeers that focus on a single weeapon to delivver deadly longg‐ranged attaccks to unsuspecting foes. TThese athletic generalists can swiftly comb
bine multiplle job abilities together and tturn their enem
mies’ missedd attacks back o
on each other,, and they use their natural aptitude for th
he great outdo
oors to lay amb
bushes and stay sup
pplied on long journeys. 15
Sa
amurai Red Mage Alsoo known as Ru
A noble w
warrior who follows the code
e of bushido an
nd une Knights and
d perhaps mosst transform
ms skill with a b
blade into an art‐form as exottic infamouus as the Jack‐o
of‐all‐Trades. EEschewing the belief and beau
utiful as it is de
eadly. Their sup
pernatural style that thhey need to ch
hoose only onee path in life, th
hese can turn an
n enemy’s stre
ength into a we
eakness, and th
heir romanntic mages dab
bble in swordsm
manship, Blackk and mastery o
of the sword allows them to p
perform amazing Whhite magic, and
d irritating their allies by bein
ng feats as they travel the land spreading hope to the
e insuffeerable smart‐alecks. Preordained for greatn
ness, wntrodden. these seelf‐proclaimed heroes will un
ndoubtedly sho
ow the dow
world the truue meaning of versatility. Tim
me Mage Thief Able to rreshape the forces of time an
nd space, these
e unpredictable cosmic daabblers are as powerful as they These ffleet‐of‐foot co
ombatants walk on the wrongg side of thhe law and posssess a variety of dirty tricks. As magical barrierrs are scarcce. Shrouding tthemselves in m
and using the unlimited powers off the mind to comfo rtable explorin
ng ancient ruin
ns and dungeon
ns as me even physical challenges,, they can cast overcom
they aree in an urban ssetting, Thieves give new meeaning formidaable spells thatt stretch secon
nds into hours. to the phrasee ‘five‐fingered
d‐discount’. Warrior W
W
White Mage Devoted
d fighters who kknow their desstiny lies on the This deedicated healer is welcomed with open arm
ms to battlefield
d, Warriors are
e the perfect blend of offensive any advventuring partty they choose to join, suppo
orting and defen
nsive skills. You
u can rely on th
hese myrmidons theeir comrades w
with nigh‐endleess healing and
d to hit hard
d, hit fast, and hit often. Their combat abilitties resurreection abilities.. Though the jo
ourney may bee long allow them to adaptt to any situation, and their and diffficult, it will un
ndoubtedly bee safe thanks to
o the disaster for anyyone who gets in Whitee Mage’s singlee‐minded purssuit of protectiion. aggressive style spells d
th
heir way. 16
BL
LACK MA
AGE
E
黒魔道士
黒
Black Magic can be defined as the destrructive power of the elemen ts themselves,, m the ability to call forth smalll plumes of waarming flame tto with effectts ranging from
cataclysmicc, earth‐shatte
ering spells cap
pable of leavingg entire cities i n utter ruin. Though oth
hers may boastt the ability cast a selection o
of offensive sp ells, only Blackk Mages havve true masteryy over the full b
breadth of devvastating poweer that magic ccan offer. e spells associaated with this sschool are not practiced withh any degree of Though the
secrecy, it is well known tto be an art ass dangerous forr the practitionner as it is their oo many who h
have lost themselves to the ddestructive forcces enemies. TThere are far to
they comm
mand. Because off this, Black Maagic is often taught in academ
mies or magicaal institutes where expe
erienced wizarrds can keep a close eye on the younger geeneration of developing spellslingerrs. Since the ab
bility to cast m
magic naturally can his often meanss that such insttitutes manifest att an extremelyy young age, th
are filled w
with impulsive, youthful wizarrds that have p
personality (or physical) traits associated with their elem
ment of choice
e. For example,, a black magee that favors firre ht come to havve orange or brright red hair aand an irritablee temperament. magic migh
These traits often fade on
nce the characcter becomes m
more experiencced in his craftt, nt, whimsical aand white‐
and elderlyy Black Mages are almost universally patien
bearded fe
ellows. You arre a fount of po
ower, transcending the limits of mo
ortality throug
gh your craft…sso long as nothing interrupts you
ur concentratio
on, of course.
As long as yyou remain at 100% hit pointts, your spell casts cannot be inte
errupted (due tto d you knockback effects, criticaal hits, etc.) and
bonus on oppossed rolls to infllict or gain a +2 b
resist any e
effect caused b
by a spell.
HP Bonus: MP Bonus: ACC Bonus: AVD Bonus: Skill Points: 14 8 0 4 18 Spell Rank Novice Intermediate Expert Superior Ancient Levels Obtain
ned 1, 1, 2, 3
4, 5, 6 7, 8, 9 10, 11, 12 13, 15 Weapons: Armor: Magic School:
Arcane Light Black mposing your w
will on colossal inanimate objeects, deadly arrtifacts and pro
otective wards,
s, You’ree capable of im
turning theem all into piless of rubble. Once per session, the Blaack Mage may activate Oblite
erate as an insttant action eveen when it wou
uld interrupt an urn, in order to
o make a Force check to destrroy any Large oobject (such ass a weapon wieelded by a titanic enemy’s tu
creature, a towering marrble pillar fallin
ng towards them, or even an entire town) aat up to a Long Range with a +4 bonus to th
he check. At th
he GM’s discrettion, Obliterate
e can also be uused to destroyy smaller, non‐‐sentient objeccts that are predominantly m
magical in nature. This ability may be taken multiple times, increasing th
he bonus grantted by me. +4 each tim
17
With ttheir expansivee knowledge off the magical arts, the Black M
Mage is capable of striking back when theyy become thee target of a ho
ostile spell. The Black M
Mage gains Ma
agical Countera
attack (100%) – whenever thhe Black Mage is affected by any spell cast on him by an e
enemy, he mayy return fire with any spell he
e knows autom
matically as a C
Counterattack. The spell still ccosts MP, but is considered an Instant action. The Black Maage cannot usee Counter Maggic if he is occupied with a Slo
ow e spell was Refflected, and he
e may only perfform one magical counteratttack each roun
nd. action of his own or if the
may suffer from
m dark circles u
under their eyees after a nightt of poring overr ancient tomees, While some mages m
ous side effect ffrom dealing w
with the darkerr arts. Their eyes many Blackk Mages are affflicted with a ffar more obvio
glow a dim
m golden, green
n or blue in colo
or even in pitch
h blackness. The characcter is able to see through maagical illusions (as per the Illuusion and Advaanced Illusion sspells), and alw
ways rolls an add
ditional d6 whe
en making one
e specific type of skill check, cchosen from th
he following lisst when this ab
bility is gained; A
Awareness, Lan
nguage, Negotiation, or a single type of Lorre. In addition, a Black Mage
e with this abiliity can instantly glean the su rface thoughtss of any sentient creature (evven if me language), simply by spend
ding one pointt of Destiny, making eye conttact with the taarget they don’t speak the sam
his way, a charracter with Go lden Gaze is offten privy to seecrets that others and lookingg directly into their soul. In th
simply couldn’t know. Bo
osses, Notoriou
us Monsters, and other extreemely powerful individuals reequire a successsful ent, at the GM’’s discretion. opposed Fiinesse check before the Desttiny can be spe
Likewise att the GM’s disccretion, the maage might sufffer from a slighhtly higher diffiiculty on futuree Stealth rolls due to their con
nstantly softly‐‐glowing eyes. A runnic symbol form
ms in the air as you mumble w
words of powerr, stripping aw
way your foes’ m
magical resista
ance. Declare you’re activating Elemental Seaal as an Instantt Action; your nnext Single‐tarrget spell or atttack will ignoree the ove the effects of Shell if theyy possess it, an
nd their M.ARM
M score is redu
uced effects of tthe foe’s M.ARM score, remo
to zero unttil the start of yyour next turn. This job abilitty may be usedd once per com
mbat. pells are so powerful that theey can literally blow your oppponents away. Your sp
Whenever the Black Magge deals damagge to one or more enemies w
with an offensivve spell of Expert rank or higgher, d Force check; a success meaans the target(ss) suffer a Med
dium Range kn
nockback effect. In he may maake an opposed
addition, th
he Elemental SSeal job ability may also trigger off of Groupp‐target spells and affect all ttargets struck. Theyy say knowledgge is power; at the very least,, knowing thinee enemies helpps you survive ssuch encounteers. After usingg a standard action to make aa successful Lore check regarrding one enem
my or monster,, you also learn
n the complete list of all their aabilities and sp
pells, and you m
may also choosse to learn whaat item can be Stolen from th
he ou so choose. YYou gain a +2 b
bonus on all op
pposed rolls aggainst any targget you have su
uccessfully used enemy if yo
Arcane Insiight on. 18
an do so much more than meerely create and manipulate tthe elements; when exposed
d to a pure sourrce of You ca
raw, prima
al elemental en
nergy, you can harness and w
wield this elemeental power ass sure as a warrrior can wield a sword. You
ur supreme elem
mental influence can transform even the m
most deadly torrnado or raging
g firestorm into
o a mineral clu
uster tiny enough to fit into yo
our pocket, rea
ady to be unleaashed again laater whenever yyou choose. By making a successful Fo
orce check as aa Slow action w
when in an Elem
mental Field, tthe character m
may form an pe; for example
e, an Ice Stone from a raging blizzard. (see p.142 for more Elemental Stone of the appropriate typ
information o
on Elemental Stone
es) Upon a succ
cessful usage o
of Storm Stonees, the Elementtal Field effect immediately eends. This ability allows a luckyy and intellectu
ually‐gifted mage to theoreticcally release an
nd re‐absorb the same Elemeental Field effectt over and over ad infinium. The difficulty of the Force
e check is dete
ermined by the
e GM based on how powerful and dangerou
us the terrain iis; her than Supre me (20). Failurre likely meanss a previously‐
that said, itt is rarely less tthan Challenging (11) or high
released ellemental field dissipates befo
ore the Black M
Mage can recappture it. You hhave grown com
mfortably famiiliar with one p
particular spell,l, and now mayy cast it at a m
moment's noticee. Upon takin
ng this ability, d
designate any o
one spell you ccan cast as a Faavored Spell. You may caast a Favored SSpell as an Instant action oncce per game seession. By spending one pointt of Destiny yo
ou may also cast a Favored Spell when a status condition (exccluding Charm)) would preven
nt it, such as beeing under thee Petrify or Seal. effects of P
You may taake this ability multiple timess, gaining one aadditional Favoored Spell each
h time. And fin
nally, you may choose to cchange your Faavored Spell(s)) whenever you
u defeat a Bosss‐type enemy. mental subtypee, and may eveen exhibit perssonality traits a
associated with
h your You have a knack for a certain elem
a coldhearted a
and logical sorrt who prefers the sub‐zero teemperatures of
offered chosen magical group. Peerhaps you’re a
gic, a hotheadeed rebel that’s q
quick to start a
a fight, or perhhaps you’re as sstoic and patieent as the earth
h by Ice mag
itself. Lightthearted magees are generallyy naturally drawn to water‐eelemental magiic, and the unp
predictable and
d flamboyant ones tend to concentrate on the control o
of electrical currrents. n gaining this ability; Ice, Fire,, Water, Earth,, or Lightning. YYou deal an ad
dditional damaage Choose an element upon
ever you inflictt elemental damage of your cchosen type. FFor example, if a character th
hat has taken aan Ice step whene
specializatiion attacks witth an Ice Strike weapon that n
normally dealss (PWR x 3) poiints of damagee, it would now
w do (PWR x 4) iinstead, and so
o on. Furtherm
more, whenever you roll maxi mum damage with a damage‐dealing spelll (regardlesss of the spell’s normal elemental type!), you
u gain an addittional advantage based on yo
our chosen eleement; Ice: Deadly cold freezes thee enemy in placee and inflicts the negative statuss effect Stun for one round. Fire: You ignite the target aand cause them to burn. They suuffer (PWR x 0) ppoints of Fire damage which ignores M.ARM at the h of their turns, until the flames are extinguished with a Standa rd action, expossure to liquid, orr the GM’s discreetion. start of each
(Remember that due to you
ur specialization,, the damage ste
eps of this immoolation effect aree actually higherr than zero.) Water: A veeil of pure, flowiing liquid shimm
mers into being aaround you, grannting a +2 bonuss on rolls to resisst the effects of negative staatus effects until combat ends. TThis effect is cum
mulative. Earth: You send the target hurtling upwardds into the sky w
with a powerful eeruption. The target is thrown a Medium Rangee into the air as a kknockback effect, and generally suffer 50% of th
heir maximum hhealth in damagee when they colllide with the gro
ound from such a height. Lightning: You are enervatted and filled witth a surge of eneergy. You may u se this burst of eenergy to move a short range, ggain a +2 bonus to your next roll, o
or shock one uncconscious ally w
within a short rannge to return theem to 1 hit pointt. 19
day that passees causes your m
muscles to atro
ophy further frrom disuse, butt finds you onee step closer to
o truly Each d
understand
ding the enigm
ma that is magic. Though yourr research has taken its toll, eeach spell and spoken word iis filled with a
a potency thatt causes even th
he deadliest m
monsters to trem
mble at your ppresence. By permanently sacrificin
ng two attributte points from either their REES or DEX scorees the Black Mage may gain o
one of the following benefits; manently gainss three attributte points, whicch they may on
nly spend to ‐ The Black Mage instantly and perm
or MND attribu
utes. increaase their PWR o
‐ The Black Mage permanently gains a +1 bonus to
o their ACC scoore. ‐ The Black Mage permanently gains 2 skill points.. manently learns any one spelll from a rank aand school of m
magic he has access ‐ The Black mage instantly and perm
ot learn Blue M
Magic in this fasshion, howeveer. to. Characters canno
ack Mage is an
n untapped resservoir of poweer, able to draw
w forth spells oof inexpressiblee potency. If th
here’s The Bla
such a thing as too much power you ha
ave yet to disco
over it. By expendiing two points of Destiny to u
use Manafont as an Instant aaction, the character can now
w cast any of th
he Black Magic spells that arre one rank higgher than he acctually has acccess to for the remainder of tthe game session; d access Expertt spells. In add ition, they havve access to all Black Magic spells for example, a level 6 Blaack Mage could
nk or lower, evven if they did n
not choose to obtain these s pells previouslly. The charactter must still bee able of their ran
to pay the MP cost of anyy spell cast in tthis method. 3 or higher, the
en Manafont instead grants access to all po
ossible Black M
Magic and gives the If the charaacter is level 13
Black Mage
e a +4 bonus on opposed rollls to inflict neggative status efffects. gs to you. Magicc is your purvieew, and you takke what belong
The characcter gains accesss to the follow
wing spell. Osmose (1 MP) Target: Single Type: Non‐‐Elemental Spheres of white light eru
upt from the taarget as their m
magical reservees are stolen. O
Osmose destro
oys (PWR x Hallf e target’s MP, aand the caster regains a num
mber of Magic PPoints equal to
o the amount lost by Level) + 2d6 points of the
the target. 20
BLUE
B E MA
AGE
青魔道士
青
Monsters h
have a form of magic unknow
wn in standard magic academ
mies, and Blue Mages have the cap
pability, the dessire and the pssychotic tende ncies o learn their craft from these
e monsters. Non‐blue mages have required to
been know
wn to publicly ccondemn members of this Job, citing prove rbs about those who gaze too long into the abyss. And unfortun
nately, there iss a great e Magic often ccomes at an un
nspeakable cosst. Many deal of trutth to this; Blue
practitione
ers of this school discover the
emselves to be
e mentally – annd physically –
– changing in w
ways beyond th
heir control. HP Bonus:
14 SSpell Level LLevels Obtained
d Your m
magic is beyond
d classification
n, despite MP Bonus:
2 Novice 1 the name a
and color besto
owed upon it u
up by ACC Bonus: 1 Superior 10 anxious wizzards trying to
o pigeonhole yo
our style. AVD Bonus:: 5 Ancient 15 With a worrd and a gesturre your skin exxudes Skill Points: 20 powerful pheromones or waves of ultra
asonic aring laser emiissions are fired
d from energy, sea
Weapons:
Arcane, Blaade, Concealed your eyes, and from yourr mouth pours a
a Light Armor: breath and a cu
ursed melody. As petrifying b
Magic Schoool: Blue unpredictable as it is pow
werful, Blue Ma
agic remains the exclusive purrview of those nough to be exp
posed to it unfortunatte and crazy en
over and over again. e Job Ability graants the user the aptitude to
o learn spells frrom the Blue M
Magic school. TTo Learn a Bluee Spell, This Innate
a Blue Magge must be able to understan
nd it. Without ttomes or teachhers to fall bacck on, 'understaanding' mostlyy boils down to just one thing: e
experiencing th
he Spell's effect first‐hand. A Blue Mage witth this Innate A
Ability will, if h
he so utomatically accquire any Blue Magic spell ccast on him by a monster (no
ot another Bluee Mage!) durin
ng a chooses, au
battle in which the Blue M
Mage is an actiive participant, regardless off the spell’s levvel. The Blue M
Mage may not leearn a on him while he
e is under the effects of Sleep
p, Petrify, or R eflect. spell cast o
ning job ability gains a bonus to their Langu
uage and Lore ((Monster) skill In addition, a Blue Mage with the Learn
ual to the numb
ber of Blue Maagic spells theyy know. checks equ
e encouraged to speak to the
eir GMs and disscuss spells thaat particularly aappeal to them
m so encounters Players are
may be plaanned accordin
ngly. 21
n observation and a sharp an
nalytical mind are the Blue M
Mage's best frieends. By carefu
ully Durability aside, keen
nent, you can g
gather enoughh information fo
for a kind of myystical reverse watching the magic woveen by an oppon
g, allowing you
u to learn mon
nster magic witthout leaping ddirectly in harm
m's way. engineering
This special ability overw
writes and supersedes the Blu
ue Mage’s inna te ‘Learning’ p
power, since a character with
h this ability no lo
onger needs to
o be targeted b
by a Blue Magic spell to acquuire it – only see it used durin
ng a battle in w
which the charactter is an active
e participant. O
Observe has no
o effect if the B
Blue Mage is Un
nconscious or affected by Beerserk, Blind, Conffuse, Sleep, or P
Petrify. Furthermore, this ability allows thee character to ccontinue to leaarn Blue Magicc even if they are no longer a me
ember of this JJob. ue Magic spellss are defensive
e instead of agggressive, and aare essentially o
only obtainable by a Blue Maage Several Blu
with the Observe ability. Again, a Blue M
Mage may not learn a spell f rom another B
Blue Magic user – only the orriginal monster. Mages are reno
owned for being
g extraordinarrily difficult to kkill. Some say tthis is because of the beast b
blood Blue M
that runs th
hrough your veeins, others atttribute it to divvine ordinance.. Whatever thee reason, it’s a well‐known fa
act that, ever ssince the first B
Blue Mage ado
opted the title o
of ‘Immortal,’ tthe label has pproven to be wo
orryingly accurrate. Whenever a Blue Mage u
uses Destiny po
oints to ‘Cheat Death’ as desccribed in chaptter 4, the cost for doing so iss now nts of Destiny instead of the u
usual 7. only 3 poin
ansparent mag
gical glyph hovvers around you
u like a hungryy animal waitinng for the ordeer to strike. The tra
The Blue M
Mage can create a magical waard known as aa Blastbomb orr simply a ‘Blasster’ as a Slow action, which iis an invisible, floating mine th
hat can be set tto explode whe
en a certain coondition is mett. This triggerin
ng condition might oor is opened’ tto ‘I fall unconscious’, or sim
mply a comman
nd word. A deto
onated blastbo
omb be anything from ‘this do
mber of points of Non‐Eleme
ental M.ARM damage equal tto the Blue Maage’s Maximum
m MP score to aall deals a num
Local targe
ets. It also allow
ws the Blue Maage to make a Force check w
with a +2 bonuss to destroy any objects withiin range of th
he blast. Blastbombs function no m
matter the disttance between
n their locationn and the Blue Mage, though only one such
h may be conjure
ed at any time;; creating a seccond blastbom
mb means the o
older one simply vanishes witthout explosive m
a detonatio
on. They leave a magical residue upon deto
onating – muchh like gunpowd
der – that allow
ws the Blue Maage to be tracked down. Thus, B
Blastbombs are
e a poor choice
e when stealth is called for. TThe Blue Mage’s equipment eril – don’t app
ply when calculating damagee from this job ability. properties – such as Impe
pells are extrem
mely difficult to divert or abssorb, and each weapon strikee rejuvenates yyour magical Your sp
reservoirs. e next spell casst will ignore the effects of R
Reflect as well aas any After activaating Sapphire Seal as an Insttant action, the
elemental Resistances, Im
mmunities or A
Absorbencies th
he foe may po ssess. Furtherm
more, the charracter’s next MP Refresh prop
perty – the Blu
ue Mage recoveers magic poin
nts equal to 50% of the damaage physical atttack has the M
done. eal may be use
ed once per combat. Sapphire Se
22
onstrous blood,, and provide yyou with additiional weaknessses and protecctions. The eleements flow deeep in your mo
Choose one
e of the six following elemen
nts ‐ Fire, Ice, W
Water, Wind, EEarth, or Lightn
ning. The Blue M
Mage now Abssorbs that Eleme
ent, gaining HP instead of losiing it and when
n affected by sspells or attackks of that type.. However, he must then choosse a second ele
ement from the
e list, which he
e will forever hhave a Weakneess to. The Blue M
Mage may take this ability up to three timess, choosing new
w elements forr the Absorben
ncies and Weaknesse
es each time. H
He may never o
obtain a resistaance or immunnity to the elem
ment that he iss now weak to,, even through eq
quipment or job abilities such
h as Metamorp
phosis. hilst powerful, are often limitting – most nottably in the facct that most Bllue Magic is Monsttrous spells, wh
designed to
o battle individ
dual foes and n
not large group
ps. However, byy using your ow
wn life essencee as fuel, you a
are able to amplify your spellls beyond theirr conventional restrictions. d 25% of your maximum HP to change the target type of the Whenever you cast a Blue Magic spell yyou can expend
oup instead of Single, affectin
ng all enemies or allies. spell to Gro
Sharing is caring. Once per combat when the Blue Mage is affected by a negative Stattus effect, theyy may immediately activate on even if it means interruptting an enemy’’s turn. Ripplerr automaticallyy inflicts one Rippler as aan Instant actio
additional ttarget of the B
Blue Mage’s choice with the ssame status th ey received, w
with no opposeed resistance ro
oll. Targets wh
ho are immune
e to the status e
effect will still ignore the effeects of Ripplerr. Rippler can
nnot be activatted if the Blue Mage was alre
eady in the midddle of a Slow aaction. u thought that was flashy,” th
he mage chuckkles weakly, staaggering to hiss feet and wipiing a sudden trrail of “If you
blood onto
o his sleeve, “Ju
ust wait ‘til you
u get a load of this…” Upon casting a spell, you may choose to
o voluntarily saacrifice a numbber of hit points equal to 25%
% of your maxiimum o additional dam
mages steps O
OR increases the difficulty to rresist its negattive health. If you do so, the sspell deals two
+2. Escalate may be used mu
ultiple times on
n the same speell, but you mayy not sacrifice a percentage o
of effects by +
health greaater than whatt you currently possess. If you
u are reduced to zero hit points from usingg Escalate, your power is co
ompletely drained and you are inflicted witth the Curse staatus in additio
on to unconscio
ousness. Auto‐Life or immediate health gain do
oes not preven
nt the effects o
of unconscious ness caused in
n this way. In addition, the first time
e you cast any B
Blue Magic spe
ell in the same battle in which it was learneed, you may treeat our maximum HP in order too amplify its efffects (thus incrreasing the dam
mage this spell ass though you sspent 50% of yo
dealt by four steps, or graants you a +4 b
bonus on your opposed roll tto apply a negaative effect). This one‐time ed even if the B
Blue Mage has less than 50% of his maximu
um escalation does not cost health, and can be performe
HP. 23
opting the mag
gical traits of m
monsters and leearning how too best defeat thhem, some blu
ue mages have even By ado
begun to su
uccumb to biza
arre physical ch
hanges and mu
utations. Whetther the dangeerous gleam of f an aerial huntter sparkles in your eyes, or tthey’re as cold and emotionleess as those beelonging to an ancient shark or long‐lost dator amongst prey. construct, yyou are a pred
Choose one
e of the 10 mo
onster categories listed below
w. You are treaated as being thhat type of creeature in additiion to Humanoid (or whatever, in the case of unusual specie
es), and you gaain the [Monstter] Killer propeerty, where thee type of Monsterr is your chosen species. For example, a chaaracter with thhe Beast bloodline gains the Beast Killer property. YYou also receivve the additional bonus listed
d. This ability caan be taken multiple times, cchoosing a diffferent Bloodline e
each time. manently gains the effects of Flight while th
hey Aerial: Whether through wings or other means, the ccharacter perm
nscious. In addition to the ob
bvious benefits of being able to stay aloft under your own
n power indefin
nitely, remain con
short‐range
e weapons sufffer a ‐4 penalty to hit you wh
hile airborne.
Amorph: TThe Blue mage begins to lose discernable an
natomy and thheir internal orggans begin to lliquefy as theyy become more slime‐like. An Amorph‐m
mutated characcter is capable of squeezing through openin
ngs a fraction o
of ugh a keyhole oor slipping betw
ween the cracks in the their normal body size – ssuch as puttingg an arm throu
floorboards. Arcana: Raaw magic flowss through the ccharacter’s bloo
odstream. Theey are immunee to all spells an
nd effects caussed by enemies w
which attempt tto destroy or drain their MP ((Aspir, Rasp, a nd so on). Aquan: The
e Blue Mage iss as comfortablle in water as h
he is on land, aable to breathee and move no
ormally without penalty. Th
he character re
eceives a +2 bo
onus to all Swim
mming skill cheecks, never neeeds to make ro
olls for the purposes of holding his breath und
derwater, and ccannot drown. Beast: The character grow
ws long, wicke
ed claws and so
ometimes teet h, granting theem the effects of the Pugilistt ey also deal one additional daamage step whhen fighting un
narmed. equipmentt property. The
Construct: The characterr is capable of ccommunicatingg with machineery without evven touching or seeing it, and
d may odline also gain
ns an Immunityy to use the Sysstems skill at a Medium Rangge. Furthermorre, a character with this Bloo
Poison, Fea
ar, and Zombiee unless anothe
er Mutation orr Metamorpho sis grants one of these statuses. Dragon: Th
he mage’s skin hardens to the
e point of almo
ost being like aa draconian hid
de. The Blue M
Mage receives aa permanentt bonus to his A
ARM score equ
ual to (Level x 3
3). Fiend: A Blue Mage with the Fiend type
e has complete
ely lost his hum
manity, sacrificing integrity an
nd righteousneess for f their normal aattitude – now
w treat power. He gains a permanent Weaknesss to Holy, and all monsters –– regardless of Mage as if they w
were Wary insstead. This is bo
oth a represenntation of the u
unnatural kinsh
hip evil beings now the Blue M
feel with th
he mage, as we
ell as an inhere
ent fear the Blu
ue Mage placees in normally‐ffriendly critters. Without provocation, almost no m
monster will atttack the character on sight. Plant: The character’s skiin takes on a greenish tint, alllowing them tto photosyntheesize nourishm
ment. Wheneveer the d MP through TTravel Rest, the
ey recover as iff it was a Full R
Rest instead. (IEE; 50% recovery y is now character rregains HP and
100% recoveery. See p.161 fo
or more details o
on this.). Undead: Th
he Blue Mage gains the Undyying monster ffeature. Very siimply, this meaans that after a Blue Mage w
with this job abiility is ‘perman
nently’ killed, th
hey are resurre
ected and retuurn to 100% HPP and MP afterr a short period
d of time has paassed; usually, the start of th
he following gaame session. Thhis is not foolp
proof, as it can be prevented with even low‐le
evel white maggic, but has see
en more than o
one Blue Magee survive for ceenturies and th
hrough catastro
ophes that would
d slay lesser heroes. However, tthey are also afflicted with th
he curse of the
e Undead; the A
Auto‐Zombie status. Cure speells, restorativee items and h
healing of any sort other than regeneration
n will now insteead deal damaage instead of restoring HP.
24
al mages, but B
Blue There are spells and abilities that eexist in the univverse that can never be harneessed by morta
a rather unorth
hodox way to ccircumvent thiss. By taking on aspects of deffeated Mages drivven to extremees have found a
enemies, yo
ou can echo th
heir power as w
well as their appearance. Metamorphosis is a Slow
w action that co
osts one point o
of Destiny to aactivate. Upon doing so, choo
ose a non‐Bosss hat you have de
efeated in batttle in the past; whether this m
might be a low
wly rabbit or a p
powerful King monster th
Behemoth is limited onlyy by the character’s experiencces. Upon chooosing a monsteer, the charactter’s appearance eceive access to the creaturee’s entire spell list, they become the same twists and changes, they temporarily re
Undead or Aerrial, for examplle), and they gaain all of the fo
ollowing Biologgical Monster Species as the monster (U
would normally possess them: Regeneration, Flight, Swiftt Strikes, Unusu
ual Defense, Abilities if tthe monster w
Controlled Defense, Swarrm, Multiple Parts, Imperviou
us, Fearsome, Large, Undyingg, and Specificc Habitat. ponent often ccauses the Along with the physical change in appearance, shapesshifting into a Humanoid opp
hange noticeab
bly. This shouldd grant a substtantial bonus to Acting skill checks character’ss voice and mannerisms to ch
for posing as a formerly‐d
defeated adversary. Mage cannot acccess their normal spell list w
while Metamorrphosis is in efffect, and the efffects of this The Blue M
transmogriification last un
ntil the Blue M
Mage is reduced
d to 0 hit pointts, until the chaaracter willinglly chooses to reassume ttheir normal fo
orm, or the end
d of the game session. Any e quipment or ittems the Blue Mage may havve been carrying becomes p
part of their new form; a maggical staff mighht become a To
onberry’s knifee, and a clusterr of elemental stones nothingg more than a scribbled desiggn on a Magic Urn. at roam the jun
ngles of the woorld are rare, thheir most well‐‐known ability is not. While the dangerouss Malboros tha
wn through gen
nerations of Bllue Mages, thiss technique cann be used to exxhale deadly to
oxic fumes that Passed dow
leave their foes…and som
metimes allies…
…crippled. By taking aa Slow action and making a successful opposed Force
e check, the Roll EEffect character ccan cause varying degrees of 2 Bad Breath ttargets all allies instead of one eenemy! Roll again. illness with
h his breath to one targeted 3‐4 PPoison 5‐8 Poison, Blind, Zombie enemy within a Short Ran
nge. Roll 2d6 9‐11 p Poison, Blinnd, Zombie, Stop
determine the and consult the table to d
12 Po
oison, Blind, Conf
fuse, Zombie, St
top, Seal Bad Breath. effects of B
one step ahead
d of the cold shadow of mortaality, forever juust out of reach
h. The grim rea
aper You reemain always o
holds no po
ower over you and when you
u do at last dep
part this world ffor good it willl be at a time o
of your choosin
ng. Once per ggame session w
when a Blue Maage would gain
n one or more points of EXP, a Blue Mage ccan choose nott to take any exxperience poin
nts and receive one point of D
Destiny insteadd. 25
DA
ARK KNIIGHT
T
あんこく
あ
Even as the
ere is good in tthe world, so m
must there be e
evil. Thus, evenn as the Paladins arre the chosen o
of light, so therre are the chossen of shadow to match them. ey will never acchieve the sam
me level of dom
minance over B
Black Magic Though the
as a mage, Dark Knights aare capable of casting their share of spells tto cripple mies with negattive status effe
ects, or raise an
n army of undeead allies… their enem
es not have to ggo through tessts of spirit Unlike the Paladin, the Dark Knight doe
on to prove the
eir worth, and in that respect they often claaim their and emotio
superiorityy to their shinin
ng brethren. Th
he powers of d
darkness gladlyy aid those who wish tto serve them. Thought not aall Dark Knightss are corrupt, m
many possess an anger at the w
world that simm
mers just bene
eath the surfacce. e judged so eassily; it is said Still, not all members of tthis Job can be
ust have once loved deeply; tthose that those who hate mosst fervently mu
who want tto destroy the world must haave once embrraced what theey now set ablaze. de, Dark Knightts channel the unholy energie
es of the mast ers of the Poetry asid
darkness th
hrough their blades and are u
unrelenting foe
es in combat.
Spell Rank HP Bonus:
18 Levels Obtain
ned Your w
weapon is an a
arc of blazing u
umbral MP Bonus:
2 Novice 1, 2, 3, 4
fire, fueled
d by your ceaseless rage. It cu
uts down ACC Bonus: 2 Intermediate 5, 6, 7 lesser foes with ease and
d allows you to quickly AVD Bonus:: 4 Expert 8, 10 nstead of havin
ng to pause and
d deal move on in
Skill Points: 20 Superior 12, 14 with worth
hless opponentss. nly) Ancient 15 (Scathe on
After declaaring the use off Darkside as aan Instant action, the Dark Knight’s next attack or spell Weapons:
Blade, Braw
wl, Huge deals Shadow damage instead of its normal type Heavy Armor: ditional and has its damage increased by an add
Magic Schoool: Black has a price three stepss. While powerrful, Darkside h
– after the attack resolve
es (whether it m
misses or damage is dealt), the Darrk Knight loses 25% of mum HP. If the
e Darkside attack is a critical h
hit or causes a Limit Break, itt destroys 50%
% of the user’s H
HP their maxim
instead. uced to 0 hit points by using Darkside oftenn inherits a phyysical souvenirr – blackened vveins A Dark Knigght who is redu
or hollow e
eyes, a visual re
eminder of the
eir inability to rremain in conttrol. Instincct conquers inttellect. You may usse your Force sscore in place o
of your Finesse
e score to calcuulate maximum
m skill caps. 26
he corner of yo
our eye, you ca
atch the long shhadow you casst seeming to m
move of it’s ow
wn Somettimes, out of th
accord….an
nd with each sw
wing of your w
weapon, creepin
ng tendrils andd multi‐legged shapes pour fo
forth from this shade silhouette, writhing and sskittering acrosss the ground. These aspectss of darkness seeem to viciouslly attack the other n the area, not discriminating
g between frien
nd and foe. shadows in
By declarin
ng the usage off Shadeblade as an Instant acction, your nexxt physical attaack has a rangee of Local and damages all nearby targe
ets…enemies, allies, unarmed onlookers, e veryone exclud
ding yourself. mendous attaccks You beecome strongeer as you near death ‐ not weeaker ‐ and aree capable of maaking truly trem
even when you may be to
oo injured to sttand. mage they deal is increased byy one step, and
d all physical When the Dark Knight is at 50% health or less all dam
e treated as Sh
hadow damage
e if they choosee. This ability m
may be taken u
up to three tim
mes, damage they deal may be
increasing the damage sttep by one each time. walk hand‐in‐ha
and with death
h and destructiion, your spellss powerful enough to bring en
ntire legions to
o their You w
knees at on
nce. After activaating Black Skyy as an Standarrd action, the n
next time the D
Dark Knight cassts any of the ffollowing spells ‐ Arise, Bio, Curse, Poison, Blind, Melt, Drain, Virus, Berrserk, Zombie or the powerfu
ul Scathe ‐ it iss treated as a G
Group enemy. spell insteaad of targeting only a Single e
pecialize in abu
using the statu
us vulnerabilitiees of your foes,, corroding theeir bodies and wasting their m
minds You sp
away. Afteer all, if you don
n’t hit ‘em whille they’re down
n, they might aactually get baack up again. After obtaining this job ability your ene
emies suffer a ‐‐2 penalty on oopposed Force rolls to resist any status effeects pt to inflict upo
on them. This aability may be taken up to thhree times and penalizes your foes’ resistan
nce you attemp
rolls by an increased ‐2 penalty each tim
me. ome people, ha
atred is a state of mind; for yo
ou, it’s a hobbyy. You hold succh malice, such
h rage toward a
an For so
entire phylum of monsterrs that whenevver one falls byy your hand youu find your bloodlust reneweed and your advvance becoming iincreasingly relentless. The Dark K
Knight’s weapons are all treatted as having the [Monster] EEater propertyy of the charactter’s choice, allowing th
hem to regain h
health whenevver they kill a m
monster of the chosen speciees. This ability m
may be taken multiple tim
mes, gaining one additional [[Monster] Eateer property eacch time. Each time tthe Dark Knigh
ht defeats a Boss‐type enemyy, they may chaange the type of [Monster] EEater propertiees this job ability ggrants. For exaample, upon ob
btaining Vende
etta, the Dark KKnight might cchoose Humanoid Eater. Afteer killing a Boss, he might ch
hoose to changge the bonus ggranted to Con struct Eater instead. 27
g your foes hellpless and vulnerable strengthens the dark energy that coourses through you, making yyour Seeing
magic easier to access. on (such as witth a critical hit,, limit break, th
he Fear status or Whenever you interrupt an enemy targget’s Slow actio
ext spell as a Sttandard actionn instead of a SSlow action. knockback effect) you maay cast your ne
oint your weap
pon at your adversary like an
n accusatory m iddle digit, andd an ethereal rred spike rips You po
through them from below
w. The life‐enerrgy stolen from
m the target fillls your veins annd renews you
ur unholy streng
gth. ng Night Sword
d as an Instant action once per combat, thee Dark Knight’ss next attack gaains the HP Drrain, By activatin
Lucky and ZZombie Touch weapon prope
erties, and becomes able to ttarget enemiess even at a Lon
ng Range. actions have tra
ansformed you
ur soul into som
mething caustiic and foul, andd your blood is a thick, black liquid Past a
that seeps ffrom your wou
unds like boiling tar. All Humano
oids begin playy with a weakn
ness to the Shadow element, player charactters included; after obtainingg Bad Blood, you now absorb Shadow damage instead of be
eing vulnerablee to it. of absolute darrkness. You riip through the ffabric of realitty and into the nether world bbeyond, callingg forth a well o
The shadow
wy vortex rapid
dly drains yourr strength even
n as it sucks thee life force from
m your foes. W
When it has consumed enough of you
ur essence to leeave you a wea
akened husk, itt seeks out a neew champion tto empower…. ndard action yo
ou can taint th
he battlefield and cause it to transform into
o difficult terraain, dealing With a Stan
Recurring D
Damage to the
e Dark Knight and all her enem
mies each rounnd based on heer level; consult the chart on
n p.153. Thiss non‐elementaal damage is no
ot reduced by M.ARM. If the Dark Knight has the
e lowest curren
nt HP in the paarty, at the endd of each turn w
while the Difficcult Terrain peersists Drain propertyy. This benefit lasts until the sstart of the Dark they may ggrant one other ally of their cchoice the HP D
Knight’s ne
ext turn. Devouring Void ends imm
mediately if the
e Dark Knight is knocked unc onscious, or do
oes not suffer this recurring n their turn. damage on
28
guishing the sp
park of life heig
ghtens your adrrenaline rush, making you strronger and fasster. In time, an
nd Exting
with enoug
gh destruction left in your wa
ake, you’ll beco
ome unstoppabble. The Dark K
Knight’s combat prowess is te
emporarily auggmented for eaach foe she red
duces to 0 hit p
points. A charaacter with Soul EEater receives aa +1 increase to ACC and their damage stepps (both physiccal and magicaal) per enemy tthey personally deal the killingg blow to in combat. The effe
ect is cumulativve – for examp
ple, a Dark Knigght who normaally will have 9 ACC
C and deal (RESS x 8) damage aafter killing 6 o
opponents. has 3 ACC aand deals (RESS x 2) damage w
The bonuse
es granted by SSoul Eater last until the Dark Knight missess or otherwise deals no damaage with an atttack, reduces an
n enemy to 0 hit points and chooses to knocck them unconnscious instead
d of killing them
m, or until the end of combat, at which point the values re
eset back to no
ormal. Enemiess who don’t po
ose a true threaat to the Dark Knight don’t grant this bo
onus, and oppo
onents with the Swarm monsster ability only count as onee adversary. pernatural or ph
hysical ‘callingg card’ on your enemy. Some Dark Knights ffeel a You have the ability to leave a sup
ar is the best w
way to make th
heir opponent n
never forget thhe encounter –– others mark ttheir targets with physical sca
magic thatt leaves a creep
ping sensation of being watch
hed. Either waay, this mark coonnects the Da
ark Knight and his target with
h a sinister pow
wer. With a stan
ndard action an
nd a successful opposed Forcce roll, the Darrk Knight may sspend three po
oints of destinyy to establish a powerful Marrk of Dominatio
on on the targe
et. Once the m
mark has been eestablished, th
he character an
nd his nnected by dark magic, only b
breakable withh equally poten
nt holy energy.. This allows th
he target are llinked and con
Dark Knight to always kno
ow exactly where his target iis (even if sepaarated by hund
dreds of miles) and he receives a D against the m
marked target iin combat. +3 bonus to ACC and AVD
only the beginn
ning. Once perr session as an Instant action the Dark Knight may physicaally take contro
ol of But this is o
the target’s body – again, no matter the
e distance betw
ween them. Inn combat the link acts as an u
unresistible Cha
arm or one round, e
easily long enough to make thhe target hurl his weapon aw
way, turn on his own status whicch only lasts fo
allies, or an
ny number of o
other things. O
Outside of combat, the possesssion is longerr; often up to several minutess at a time, and aaffects even en
nemies who wo
ould normally be immune to the effects of Charm. As normal, the dominated or charmed ttarget instinctiively resists anny direct comm
mand that would cause needless nd forcing a do
ominated oppo
onent to hurl thhemself off a ccliff or attack th
hemself often physical haarm to itself, an
severs the connection. Mark of Dominaation at any tim
me, and may o nly have one ttarget marked at a time. A Dark Knigght may end M
ame of this rarrely‐spoken of ability is neitheer embellishmeent nor metaphorical. The ab
bility to devourr the The na
souls of theeir fallen foes iis the ultimate expression of a
a Dark Knight’s
’s ruthlessness and utter lackk of compassion
n. Upon obtaining this job aability, a deathblow may be p
performed on aany foe that haas been reduceed to 0 hit poin
nts by of Destiny, oncce per combat. The description of the movee is up taking a Staandard action and spending a single point o
to you, butt a successful ccompletion of aa deathblow is a horrific sigh t to behold and causes all foes to be afflictted with the ne
egative status e
effect Fear for one round (an
nd the Dark Knnight’s allies miight be equallyy shocked). Usiing Souleater aalso permanen
ntly grants the Dark Knight a +
+2 bonus to tw
wo different atttributes of theeir choice. Enemies killed in this fash
hion cannot be
e revived with the expenditu re of Destiny, aand only creatures with the bility can possibly make a re‐appearance affter such a hor rific exchange.. Undying ab
29
DRA
D AGOO
ON
竜騎士
In the natu
ural world, no ccreature is morre uniformly fe
eared and resppected than Dragons; itt should come as no surprise,, then, that som
me warriors struggle to battle more like the
ese majestic ent years learn
ning to mimic tthese creatures. Some have spe
ers are distantlly descended ffrom the drago
ons traits. Othe
themselvess or have made
e a pact with a draconic ally.
Whatever tthe source of ttheir powers, these heroes have the capability tto leap unbelie
evable heights, earning a placce in legends as "those that fly like a drragon." Often tthey serve as ssoldiers positiooned within ntry, but some
e Dragoons mayy find it more ffeasible to an army's ccavalry or infan
hone the supernatural asspect of their D
Dragon arts outtside the realm
m of the hey often have
e a reputation o
of completing even the mostt suicidal military. Th
missions, m
more willing to take leaps of ffaith than othe
er martial classses. In some regio
ons, the Dragoo
on almost alwaays acts in dire
ect service to rooyalty.
HP Bonus: 16 oon is to break the bonds of g
gravity and leapp to The gifft of the Drago
MP Bonus: 0 incredible h
heights with a single bound. They can use tthis to maneuvver ACC Bonus: 2 around thee battlefield, do
odge hostile atttacks and spellls when they hhave AVD Bonus: 5 forewarnin
ng, and even atttack their enemies from grea
at heights. Skill Points: 18
With a Stan
ndard action th
he Dragoon maay leap a Long range – vertic ally, horizontally, or both. Upo
on doing so, th
he Dragoon’s tu
urn immediateely Weapons:
Reach
on’s next turn tthe character iis ends. Until the beginningg of the Dragoo
Armor:
Medium, Heavyy
d to be soaring through the air too quickly tto be targeted,, and considered
the Dragoo
on is Immune tto any negative
e or beneficial Single‐target attacks or sspells. Status cconditions such
h as Poison continue to
o affect the Dragoon while th
hey’re Jumpingg, and the charracter can still be affected byy Group or Locaal target attacks. When the Dragoon lands at the beginn
ning of their neext turn, they m
may make an instant Force check ous melee attaack against onee enemy within
n a Short Rangge – to destroy the surface they land on, or an Instantaneo
not be a criticaal hit or a limit break. however, tthis attack cann
Spells and effects treat th
he Dragoon as having the Auto‐Flight statu s during the usse of this innatte ability, preveenting ng damage or b
being affected by Earth‐baseed spells and ab
bilities for the duration of Jump. them from suffering fallin
on may only usse Jump while on a reasonab
bly solid surfacee, and while rid
ding a mount ccapable of Flight the The Dragoo
attack is ge
enerally more o
of a swoop thaan a jump. heir lance, Drag
goons Intenssive training with a single weeapon does havve its advantagges. By becomiing one with th
are capablee of felling multiple enemies with a single, p
powerful strikee. A dragoon with this abilitty is treated ass having the Follow‐Through w
weapon propeerty on all Reacch weapons hee o effect if the D
Dragoon is dual‐wielding or ootherwise usingg more than a single weapon
n in wields. This ability has no
combat. 30
been passed on
n through the a
ages from Draggon to Dragoonn; a rapid lancce strike, fasterr than This teechnique has b
the eye can
n see, causes th
he hazy spiritual quintessencce of your enem
mies to spill forrth. ‘Borrowing
g’ this life‐forcee heals the Dragoo
on and his alliees. By declarin
ng the Dragoon
n is activating LLancet as an Instant action, thheir next attacck deals (MND x Weapon Tier) + 2d6 points of damage witth a successfull attack, and th
he Dragoon andd all their allies recover HP aand MP equal tto this value. Lanccet cannot cause a critical hitt or a limit breaak. This ability may normallyy be used only o
once per comb
bat; however, tthe Dragoon reegains the use of Lancet wheenever heir ‘Threaten’ ability. they use th
ulnerabilities off the creaturess you imitate. Intensse training has given you insight into the vu
By activatin
ng Ancient Circcle as a slow acction, the Draggoon and his al lies gain the D
Dragon Killer prroperty on anyy weapon they wield until combat ends. nhale deeply an
nd close your eeyes, envisionin
ng the powerfuul breath of thee draconic guardians who insspire You in
you. When you exhale it iisn’t air that flo
ows from your r lungs, but a bllast of fire or liightning that ssuppresses you
ur al attacks. foes’ magiccal and physica
You may pe
erform either o
of the attacks listed below ass a Standard acction. They req
quire a successsful attack roll but cannot cau
use critical hits. Fire Breath
h: A cone of colorful flame jetts scalds all sho
ort‐range enem
mies for (PWR x Half Level) ++ 2d6 points of M.ARM Fire damage. In aaddition, unless your enemie
es succeed on aan opposed Fo
orce roll, Fire Breath inflicts th
he negative sttatus effect Blin
nd. Bolt Breath
h: White‐hot b
bolts of energy electrocute all short‐range eenemies for (M
MND x Half Leveel) + 2d6 pointts of M.ARM Ligghtning damage. In addition, unless your targets succeed on an opposed
d Finesse roll, Bolt Breath infflicts the negativve status effectt Seal. apable of directting the ebb an
nd flow of com
mbat, forcing ennemies to turn and face you iin You’ree capable of ca
order to prrotect more vullnerable party members. Upon landiing a Critical Hit upon an ene
emy, the Drago
oon can choosee to treat the aattack as if it w
was a normal hit instead. If h
he does so, thiis job ability acctivates instead
d of anything aassociated with
h a critical hit, and passively fforces the target tto specifically aattack the Dragoon for 4 rounds, until the D
Dragoon is Unconscious, or o
otherwise no lo
onger a threat (fo
or example, wh
hen afflicted byy a status effecct such as Petri
rification, Charm
m or Sleep). Alll offensive attaacks must either be directed aat the Dragoon
n, or include the Dragoon am ong the targetts. If the Drago
oon cannot be due to Jump, fo
or example) or damaged the enemy may atttack freely, bu
ut is treated ass being afflicted
d by targeted (d
Power Brea
ak and only deals 50% physiccal damage to tthe Dragoon’s allies. Spell daamage remainss unchanged.
Using Threaten rechargess the Dragoon’’s ‘Lancet’ abiliity if they posssess it.
31
ave been perceeived as arroga
ant for their vieew that all otheer creatures were beneath th
hem, The drragons may ha
but in many ways this philosophy has m
made its way in
nto the fightingg styles of the D
Dragoons overr the millennia. You have comee to accept thatt battle is not jjust bloodshed and magic andd steel; it is a ccontest of willss, and your streength soars to neew heights wheen your adversaries begin to ffalter and fall. The Dragoo
on may activatte Rising Strenggth as an Instant action afterr reducing an eenemy to 0 hit points. After d
doing so they maay re‐roll one d
dice whenever they make a physical attack for the remain
nder of combatt as if they werre dual‐wieldiing. This bonuss dice does nott apply during Teamwork Atttacks.
The biigger they are…
… When fightting an Aerial e
enemy or a target possessingg the ‘Large’ bioological monstter ability, the Dragoon gainss a +1 bonus to ro
olls to their AC
CC score and de
eals an additional damage steep with all attaacks to that tarrget. If the targget is a Large Aerrial creature, then these effe
ects stack, gran
nting a +2 bonuus to both ACC
C and a two dam
mage step incrrease. ain pours down
n your face and
d armor in stea
ady streams, buut you can’t heelp but smile. TThe downpour would The ra
hide your eeastward appro
oach until it wa
as too late, and
d the thunder w
would obscuree the noise of yyour mount… You have le
earned how to
o use adverse e
environments tto your advanttage. Wheneveer you fight in D
Difficult Terrain that would apply a negative m
modifier to com
mbat rolls (such
h as a raging bllizzard or paniccking crowd) th
hese are applieed as n the equipmen
nt chapter for 50% bonuses instead. Furtherrmore, you mayy purchase anyy ‘Elemental Sttones’ listed in
of their normal price. n the battlefield
d, striking apprroaching foes rreflexively. You arre a dervish on
Whenever an enemy makkes a Short Ran
nged physical aattack against you, they auto
omatically takee physical damage M, Protect, and
d Unusual Defeense. Damage ttaken from Wh
hirling Spear do
oes equal to (Finesse x Level)), ignoring ARM
before the eneemy makes theeir attack roll. not provokke counterattaccks, and the daamage occurs b
up around you as you land, h
hurling foes bacckwards and crrushing the cobblestones ben
neath The grround craters u
your feet. ow calculate damage with Re
each weapons with your DEXX attribute instead of PWR, and when making an You may no
attack with
h Jump, you no
ow target all en
nemies within aa Short Range of your landing. If you succe
essfully deal daamage to a tarrget with a Jum
mp attack you m
may also causee a short‐rangee knockback with a successful opposed Force
e roll. 32
orce yourself to
o remain stand
ding after even the most grievvous of injuriess, fighting with
h the unrelentin
ng You fo
fury of the dragons themselves. And wh
hen the battle sseems unwinnaable, you can ttake on the cou
untenance of o
one of ancient beings you emulate a
and persevere against even ttitanic adversaries. the great, a
The characcter passively receives the efffects of the Au
uto‐Life status aat the start of eeach combat, aallowing them to return to o
one hit point affter any attack that would cause them to faall. Furthermore, by spending 3 points of D
Destiny as an In
nstant action a t any time, thee Dragoon can temporarily ch
hange oid to Dragon, negating his raacial weaknesss to Shadow an
nd granting a w
whole slew of o
other his species from Humano
abilities. Th
he Dragoon gains the effects of Fear Proof, Curse Proof annd Seal Proof aand becomes immune to Knockback effects. When
never the charaacter uses the Threaten job aability, it affectts all enemies iin the targeted
d d finally, while in this state, aany attack that would reducee the Dragoon tto 0 hit points or less has a 5
50% Group. And
chance of leaving the Draagoon with 1 hit point remain
ning instead. e Dragoon is reendered uncon
nscious or theyy gain a point o
of The effectss of Dragonheaart last until the next time the
Destiny. ntly lunge at th
he You’ree a blur of mottion on the battlefield, capitalizing on your aawesome mobbility to constan
weak pointts of your adveersaries. The Dragoo
on’s critical hitt rate is improvved by one 1. TThus, when usi ng a single Reaach weapon, th
he attacks from
m the Dragoon w
will result in a C
Critical Hit on a roll of 10‐12 in
nstead of the sstandard 11‐122. When using non‐Reach weapons, aattacks from th
he Dragoon willl result in a Critical Hit on a rresult of 11‐122 instead. This ccan be combin
ned with the Lu
ucky weapon p
property to imp
prove the Draggoon’s critical hhit rate even fu
urther. This ability has no effect if the Dragoon
n is dual‐wielding or otherwisse using more tthan a single w
weapon in com
mbat. and pursue theem Using your lance likee a lever, you ccan launch a friiend or an oppponent into thee air with you a
into the skyy. The Instanttaneous attackk granted by th
he use of the Ju
ump innate ab ility is treated as though the Dragoon has tthe Aerial Killerr property and
d has its damagge increased byy two steps; a Dragoon who lands and lashes out for (PW
WR x 5) would now
w deal (PWR x 7
7), and so on. If any alliess or enemies are within a Sho
ort Range of yo
ou upon using tthe Jump abilitty, you may fling any or all off them upwaard before you
ur leap. Until th
he start of yourr next turn, thoose affected byy Highwind aree treated as if tthey were Jump
ping as well; they are forced into mid‐air an
nd cannot be taargeted by attaacks or spells that focus only a single indivvidual. The laun
nched creature
es may not beggin any Slow acctions while in mid‐air. When the JJump ends, your foes are smashed into the
e waiting grounnd below and immediately lo
ose 50% of their maximum health (unless they possess tthe Defy Gravitty ability or aree capable of Flight) – just in ttime for you to
o of including th e launched tarrgets. Any alliees affected by make your Jump attack roll, which is ussually capable o
may land safelyy alongside you
u. Highwind m
Creatures w
who are immune to Knockbaack effects are immune to thee effects of Higghwind as well, and Submergged enemies ob
bviously lose th
hat benefit wh
hen they’re thrown into low aatmosphere. 33
ENG
GINEE
ER
モーグリ
モ
ots, airships – the Engineer's mechanical wizardry conjurees any Drills, robo
number of miracles from bolts, oil, and a little ingenu
uity. Though th eir eers channel m
most of talents extend to all machines great and small, Engine
with their energgy into temporarily augmentiing their allies’ simple gear w
mechanical and magical ‘‘features.’ Despite the occasiional explosivee ouble the Engin
neer’s determi nation malfunction, failure only seems to redo
and these iindomitable inventors remain the intellectu
ual backbone bbehind more than one prosperou
us party. HP Bonus: M
MP Bonus: A
ACC Bonus: A
AVD Bonus: SSkill Points:
116 00 11 44 226
Throug
gh the wonderrs of SCIENCE th
he Engineer ca
an not only crafft fantastic w
weapons and arrmor, but also transform them
m into jetpackks. As a Standaard action, you
u may grant tw
wo bonus weap
pon properties to any weapo
on or piece of aarmor one ally has equipped. The first one oof these prop
perties must be
e Explosive, and
d the second m
may be any of tthe following; W
Weapons:
Brawl, Huge, Ranged
ment] Enhanceer, Alchemist, Auto‐Flight, Auto‐Protect, Auto‐Shell, [Elem
Armor:
Liight, Medium
nt] Ward, Skill B
Bonus (Enginee
er’s Choice), [Element] SStrike, [Elemen
Therapeutiic, SOS‐Invisible, Glowing, and, with very exxplicit GM permission
n on a case‐by‐case basis, Spe
ecial Ability. Invent mayy only grant bo
onuses to one p
piece of equipm
ment at a timee, and the efffects have a 25
5% chance to e
end at the end of said ally’s tuurn . Each weapon property (other than Explosive) may only be ap
pplied one time per game session – meaninng you could o
only grant a +2 bonus to a roll via Skill Bonus once, not oncce for every different type of Skill. This mighht be very bad news for the iindividual using his nt to soar throu
ugh the cloudss, or when an aally’s cloaking d
device starts fizzling newly‐convverted Auto‐Fliight equipmen
right as the
ey start sneakin
ng through ene
emy lines. Weaapon propertiees are discusseed in more detaail starting on p.128. an Engineers kkeep a close eyee on their comrades' equipm ent, ensuring tthat it is alwayys in top condittion. Vetera
And if it isn
n’t, well…nothin
ng that a few m
minor adjustm
ments and accouuterments cann’t fix. Upon gaining this ability, choose one ally; the Enginee
er and that allyy receive the Inndestructible p
property on all d armor they h
have equipped. The equipmeent also loses the Fragile and Broken properties, weapons, aaccessories and
if applicable. Upon defeaating a Boss….or, if the unthiinkable happen
ns and the choosen ally dies….the Engineer m
may choose a new ally to keep
p maintained. This ability may be taken multiple timess, choosing one additional al ly each time. TTherefore, an EEngineer who h
has ntenance three
e times may loo
ok after three allies as well aas herself. taken Main
34
now exactly wh
hich wires to yyank out when shutting downn dangerous coonstructs, and a
are especially g
good You kn
at using their spare partss to further you
ur arsenal of Reefined weaponns. ndard action, tthe Engineer atttempts to disaable a consciouus, Construct‐ttype enemy wiithin a Short Raange. With a Stan
The Engine
eer makes an o
opposed Force or Finesse che
eck. If the Enginneer wins the cconstruct suffeers (MND x 10)) + 2d6 points of Non‐Elemental M.ARM daamage. Furthe
ermore, the firsst time Salvagee is successful each game sesssion, e Component even if the target isn’t a Notorious Monsteer or the Engineer automatically receives a tier‐appropriate
Boss. ngineer has disscovered a blacck, crude oil th
hat works marvvelously for greeasing cogs in h
her inventions – it’s The En
also a bit o
of a fire hazard
d. How fortunatte! Chemical SSpill may be acttivated as a Staandard action at any time, orr Instantly wheenever the Enggineer rolls or ssuffers a critical hit. et of your choice. If successfuul, the target lo
oses any Resisttance or Immu
unity Make an opposed roll agaainst one targe
ment of the Engineer’s choice
e and gains a V
Vulnerability too that elementt instead. The eeffects of Chem
mical to one elem
Spill last un
ntil the target ssuffers damage
e of the chosen
n elemental tyype. he inner workin
ng of machiness allows you too easily point o
out their ‘stresss Your eexhaustive experience with th
points’ to yyour allies. By activatin
ng Junkyard ass a slow action,, the Engineer and her allies ggain the Consttruct Killer prop
perty on any weapon they wield until combat ends. pts to create so
omething from
m scratch sufferrs a penalty wiithout proper Normally, a synthesist who attemp
ms and a feasib
ble workspace. Amateurs! REA
AL inventors caan cobble togeether a working
g scale model o
of an mechanism
airship with
h little more th
han a handful o
of twigs and leaves, antlion m
mucus, and som
me old‐fashion
ned elbow grea
ase. The characcter with this ability never takkes negative pe
enalties to Synnthesis checks under any circcumstances. In addition, th
hey gain a +2 b
bonus to Scave
enge skill checkks. now how to co
oax the most ou
ut of your inventions, whetheer this refers too a troupe of sccuttling miniatture You kn
robots, a bizarre mode off transportation, or simply yo
our powerful baattle armamennts. ehicle – created
d with the sha red abilities off the same nam
me – possessed
d by Each Animaal Companion and Special Ve
yourself orr the party gain
ns one addition
nal talent from the list so lon g as the critterr or transport aare mechanicaal in nature. Mo
ore importantlyy, the Engineer deals an addiitional damagee step with anyy weapon she ssynthesized heerself, representin
ng an intimate connection with the sword o
or blade or roccket‐propelled tuna that otheer warriors sim
mply wouldn’t have. 35
ngineer possessses a bizarre sstrongbox that can be openedd to release aggonizing noise, plumes of The En
multicoloreed smoke, asto
onishingly beau
utiful music, toy Moogle headds on a spring, and various other eccentric surprises. A
Although dangerous and unreeliable, the Pan
ndora’s Box caan be a powerfful tool as a lasst resort….not tto mention a great conversa
ation‐starter! ng this Job Ability, the Engineer obtains an iinventory item
m known as Pan
ndora’s Box. An
nyone who opens Upon takin
this fragile wooden contaainer as an Insttant action sets it in motion aand causes ran
ndom status efffects. dora’s Box is used, the character that opened it When Pand
rolls 1d6 an
nd consults the
e chart to the rright for the status R
Roll Result
effect. Then flip a coin – ccalling it correcctly means thaat 1
Red Spriing: Poison e applied to alll allies, and neggative positive staatus effects are
2
Blue Screew: Blind status effects are inflicted
d upon enemie
es. Calling it 3
Green Gear: Stop incorrectly means the revverse is true. 4
Silver Disc: Sleep only be activate
ed once per co
ombat, The Pandora’s Box may o
5
Gold Batttery: Haste and if the item is ever losst, it tends to fiind its way bacck into 6
Rainbow
w Moogletron: Protect and SShell
n over the course of several h
hours. If the Engineer’s possession
destroyed, another identtical Pandora’s Box appears to n roughly the ssame frame of time. replace it in
ave those propulsion rockets artificial intelliigence and hoo
oked them up to They ccalled you crazzy when you ga
your favoriite pair of loafeers. BUT WHO’’S LAUGHING A
AND NOT ON FFIRE NOW? The first tim
me each game session that th
he Engineer is reduced to 255% health or lesss, they may use their Inventt innate ability as an Instan
nt action even if it isn’t their turn. When ussed in this way, Invent functio
ons even if ano
other n’s equipment is already bein
ng modified. companion
now how to turn a profit with
h your inventio
ons, and how too turn your oldd castaways intto prime goodss with You kn
a bit of pollish and smooth
h talk. Although ittems that have
e been Synthessized may imm
mediately be soold for their full value, normally an adventurer would be lu
ucky to get 50%
% of the listed market price ffor well‐worn eequipment or miscellaneous treasure procured during a long dungeon crrawl. oose to make aa Mercantile skkill check once per session wh
hen selling an item. But a charaacter with this ability can cho
Success on this roll mean
ns the item in q
question sells for 100% of thee normal goingg rate regardless of the norm
mal value. a moment’s ap
ppraisal you arre able to judgee minute detailils about any oppponent. With a
After usingg this ability as a Standard acttion, the charaacter automaticcally learns thee level, speciess, elemental strengths aand weaknesse
es, and Job (if itt has one) of a single target.
36
\ D! Gentleemen, BEHOLD
Upon usingg Clockwork To
ools as an Instaant action, the Engineer choooses one effectt from the follo
owing list and ggains the benefitts of that Tool until the end o
of the current rround. The higgher the Engineeer’s Systems sskill, the higher the level of Clo
ockwork Tool th
he character iss able to choosse. For examplee, Auto‐Crossb
bow requires th
he character to
o have a minimum
m of 1 skill in Syystems, where the Drill requires a minimum
m skill of 13 to choose. Each ttype of Clockw
work Tool may b
be used once per session. Gain
ned Propertiess Skill Auto Crosssbow: Launching arrows from a rottating spring‐loadeed clip that never seems to run dry, the character’s ph
hysical 1 3 5 7 9 11 13+ attacks thiis round can deal d
damage at a Medium Range. They ggain a +2 bonus to ACC when attackiing Short‐Range taargets. Bio Blaster: Flesh‐eating baacteria in living slim
me and airborne ddiseases are not ju st interesting to sttudy, they’re also effective! W
Whenever the Enggineer deals damage this round, ma ke an opposed Foorce check with a ++2 bonus; if successsful, the target also receives the effects of the negative status effectt Poison. e ‘ol stare‐directly‐‐into‐the‐bulb‐which‐ignites‐with‐thhe‐glow‐of‐ten‐th ousand‐suns‐trickk gets ‘em every tim
me. Flash: The
Wheneverr the Engineer deals damage this rou
und, make an opp osed Force check with a +2 bonus; iif successful, the ttarget also receivves the effects of tthe negative status effect Blind, andd then often annouunce this fact loud
dly and repeatedlyy. Noise Blasster: You knew yo
ou’d find a use for this gizmo eventuually! Whenever thhe Engineer deals damage this round
d, make an oppose
ed Force check with a +2 bonus; if su
uccessful, the targeet also receives thhe effects of the neegative status effeect Confuse. Chainsaw:: Subtlety is for sisssies. Physical attaacks made this rouund deal an additioonal two damage steps. Drill: Sharrp enough to piercce the heavens the
emselves, all of thee Engineer’s attaccks this round com
mpletely ignore all forms of damage
e reduction; ARM, M.ARM, Protect, Shell, Unusual deffense, and so on.
Micro Misssile: Some might call this overkill, b
but nuking your ta rget from orbit is the only way to evver really be sure. All attacks maade this turn treatt the Engineer as h
having the Break D
Damage Limit, Spe llburst: Flare and TTriple Critical prop
perties on her equ
uipment, and may be made at a Lon
ng Range. By spendding one point of D
Destiny, you may aalso temporarily in
ncrease your critical hit rate by one. So, a character th
hat spends 4 point s of Destiny wouldd roll a critical hit on a result of 8‐122 this turn. m the merely talented. This illlustrious abilitty separates the consummatee crafters from
For every p
point of Destiny that the Engiineer spends w
when Synthesizzing a weapon or armor to ad
dd a d6 to the check, the equipment is ttreated as bein
ng one tier high
her than it rea lly is for the pu
urpose of choo
osing weapon eceive more th
han the standaard number of properties, on
nly gains accesss to properties.. The weapon sstill does not re
properties that would oth
herwise not be
e allowed. For example, an Enngineer could spend six poin
nts of destiny to
o roll e Synthesis check, as well as ggrant the resulting Tier 2 weaapon the Breakk Damage Limiit property norrmally 8d6 on the
reserved fo
or legendary eq
quipment. dept than most t at utilizing potions and suppplies in the heaat of combat. You arre far more ad
Whenever the Engineer u
uses an item on themselves o
or an ally, that target may alsso recover (Enggineer’s MND x Half nts of HP and M
MP as regeneraation. This even
n applies to iteems that normaally don’t heal,, such as a Pho
oenix Level) poin
Down. or suffers a neggative status efffect, you may use nearly anyy Furthermore, whenever yyou or an ally ttake damage o
e item currentlyy in your inven
ntory as an Insttant action by sspending one point of Destin
ny, even if this restorative
would interrupt an enem
my’s turn. You m
may even use tthis ability wheen you would b
be reduced to 0
0 hit points fro
om bat such as Ten
nts. the attack. The Engineer may not use ittems that do not normally fu nction in comb
37
EN
NTER
RTAIINER
R
吟遊詩人
吟
n said that all o
of life is but a dream. The Entertainer know
ws better: It has been
Life is a son
ng. A dance. A masquerade. A
A wonder. Each person, plac e, and thing has its own
n sound, contriibuting to a graand orchestra tthat resounds through the fabric o
of reality. For ssome, the fantaastical tapestryy of the world – the art within all things – is an exxpression of paassion, a miraccle, and a way oof life. For his and more; it is the key to power. the Entertaainer, it is all th
The Entertaainer is often aa strange sight on the battleffield. Dressed l ightly and moving witth odd liquidityy, they seem out of place…un
ntil they begin to perform the mystic arts that are their livelihood. Then the trutth is easily disccernable – ntertainer is on
nly at full powe
er when he's su
urrounded by ssome that the En
powerful frriends, enemie
es, or throngs o
of admirers. W
Whether jugglerrs, mimes, photographers, bards, ro
ock stars, tribal expressionistss or dancers, E ntertainers are held in the utmost respect the worlld over. HP Bonus: 14 neled through a songstress’ Wheether it is chann
2 MP Bonus:
soothing m
melody or a hea
avy metal poweer ballad, throu
ugh 0 ACC Bonus:
dance, pain
nting, mimicry,, sculpture, jug
ggling or tumblling, AVD Bonus: 6 the echoes of magic can a
always be foun
nd in your art. Skill Points: 24
Wordless songs and ageless passions usse you as a living conduit to empower yourr allies and stirr the souls of evven Weapons:
Arcane, Braw
wl, Concealed, Raanged
the most hate‐filled entities. Armor:
Light
h of her allies p
passively receivve a The Entertaainer and each
bonus to any attribute off their choice e
equal to half off the ple, Entertainer’s Perform skill, rounded down. For examp
erform might ggrant +5 PWR tto the party Blaack Mage, +5 D
DEX to the Ninjja, and so on. TThis an Entertaiiner with 11 Pe
bonus is te
emporarily lost whenever the
e Entertainer iss not participatting in the batttle alongside her friends. Even thouggh this bonus m
might increase a character’s FFinesse, characcters may not spend skill poiints based on tthis inflated and ‘fake’ Finesse score. o use their art tto generate a b
breathtaking d isplay of diverssions. Make a standard‐actio
on The Entertaainer may also
Perform skkill check oppossed by one target enemy’s Fo
orce or Finessee check, as cho
osen by the GM
M. On a successsful roll, the Entertainer creattes a serene fie
eld of Difficult Terrain; all loccal targets havee their disposittion toward th
he party incre
eased by one sttep – from Hosstile to Wary, from Wary to N
Neutral, or from
m Neutral to Friendly. In addition, all allies are
e immune to the effects of FFear while upon
n the terrain.
Maintaining this powerfu
ul craft takes an
n Instant action every round,, and thus it en
nds immediateely if the Enterttainer is ever unconscious or wo
ould be afflicte
ed by a negativve status effectt that would prrevent this, such as Petrify or Stun. 38
o not need a m
microphone – yo
our voice is sim
mply POWERFU
UL. By belting oout a power cho
ord you can seend You do
foes, admirrers, and articlles of clothing fflying by the sh
heer awesome ness of your vooice. By activatin
ng Power Chorrd as a Standarrd action once per session, yoou may roll youur Perform skill opposed by tthe Force or Finesse of one e
enemy within aa Medium Rangge. That targett immediately ssuffers (Skill Ch
heck Result x LLevel) Non‐Elemental M.ARM damagge, and if you w
won the oppossed roll, the un
nlucky foe also
o suffers a Med
dium points of N
Range knocckback and finds their equipm
ment and item
ms scattered. A ll items they possessed – weeapons, armor, accessoriess, their invento
ory and any ite
em listed in the
e drop section oof a monster’ss entry – are strewn about an
nd must be re‐collected befo
ore they can be
e used. Use the same rules aand common seense for this ass you would fo
or a Disarm action. standard D
nce, the characcter has masteered the art of…
…throwing and
d catching thin
ngs. As much an art form as song or dan
might seem to be a comedic trick designed solely to amusse children, moost enemies sto
op laughing wh
hen While this m
the kitchen
n sinks start flying. Upon gaining the Juggler ability, all of the character’s weapons (inclluding Improbaable weapons)) are treated ass ey were also Raanged, allowingg the Entertain
ner to target ennemies at a Medium distance and use her DEX though the
score to calculate damage. Furthermore, once per se
ession when th
he Entertainer would be targ eted by a physsical ranged atttack, such as fiired oulders, they m
may make an oopposed Force or Finesse cheeck against theeir bullets or aarrows, hurled shuriken or bo
attacker. A
A success mean
ns they simply ccatch such objects in mid‐fligght and negatee the attack, an
nd, when appropriate, may even ad
dd the weapon
n or item directly to their inv entory. m cannot be caaught, as they are not in a sttate of matter tthat can be paalmed Intangible items such as aan energy beam
when they reach the character's grasp. Likewise, projectiles larger tthan the character could conceivably hold, or lift erage Force check, are also o
out of the quesstion. with an ave
ht, the star of yyour own persoonal epic. Your explosive perfformances help
p You weere born to be in the limeligh
ensure that you never forr a minute stop
p being the cen
nter of attentioon, whether it bbe from hundreeds of cheering
g fans or merely sshowing off forr your (obvioussly jealous) alliees. Whenever the Entertaine
er critically succeeds on a Perrform skill checck or spends a point of Destiny, they also +2 bonus to all checks until th
he end of their next turn. Thiss effect is cumulative, so an Entertainer wh
ho receive a +
spends fou
ur points of Desstiny would the
en receive a +8
8 bonus to all cchecks until the end of their next turn. or an exit, stag
ge left! Not the face! Time fo
ered location w
where you can take cover and
d retreat from the chaos of Once per session, you maay find a shelte
his is an Instantt action that caauses the Ente
ertainer to be aautomatically rremoved from battle as if theey combat. Th
made a succcessful Run Aw
way check. The
e Entertainer d
does not receivve any rewardss from battle iff it ends while she was in hiding. However, sstatus conditio
ons continue to
o affect the Enttertainer whilee they are hidd
den (such as Po
oison ppear and rejoin the battle a s a Standard action at the staart of any of th
heir or Regen), and the Enterttainer can reap
turns. 39
art could span generations; itt has changed lives and herallded you as a ttrue visionary o
of your time, and Your a
there are m
millions in need
d of the leadersship of a vision
nary. You may ch
hoose to use your Perform skkill in place of yyour Negotiatee skill on all checks, and you may reroll anyy dice that result on a 1 when m
making a Perform or Negotiatte roll. piece of gil from
m a child’s ear,
r, you can wigggle your fingerss and transform
m a More than just pluckking a golden p
nderstorm into
o an inferno…a
at least, that’s w
what everyonee who sees youur trickery will b
believe. raging thun
Once per combat when aan attack or spe
ell would deal Wind, Ice, Firee, Water, Earth
h, or Lightning elemental dam
mage, nstantly activatte Illusionist to
o change the elemental Type to any of the o
others listed. Iff the targets haave an you may In
Absorbency to the new EElement, they aare treated as h
having an Imm
munity instead and regain no HP. ell for the standdard 30 MP. The characcter may also cast the Advancced Illusion spe
h that outfit? So
o last year. Marveel Shoes? With
A character with this ability is capable o
of equipping a total of two acccessory‐type items at any time, and gainin
ng the e times, granti ng access to an
n additional acccessory ‘slot’ eeach benefits off both. This ability may be takken up to three
time; thus, a character w
who has taken FFashionable the maximum off three times m
may equip up to four accesso
ories ously. simultaneo
ur actions spea
ak louder than your words. You
Mime may be used as a SStandard action
n once per rou
und. It allows thhe character to
o repeat the laast action taken
n means using a spell or abilityy the Entertainer does not acctually possess,, or to before his tturn by an ally – even if this m
copy Slow A
Actions in the span of only a few seconds. YYou may choo se a new targeet for whatever spell/attack/ability is mimicked
d. This is subje
ect to several im
mportant restrrictions. Your stats aand attributes are used in alll calculations, sso there’s no gguarantee thatt mimicked mo
oves will be as powerful o
or accurate as tthe original. W
Whenever a mim
micked ability ccalls for a skill ccheck, use the Acting skill insstead of the standard skill. If the Entertainer d
does not have enough MP too cast a spell, then that spell cannot be used. own weapons, consumables oor items that tthe user does n
not have canno
ot be Any actions that involve tthe use of thro
Mime cannot be used to duplicate effects caaused by spen
nding Destiny, aactions perform
med performed. And finally, M
er summoning itself. by Espers, or mimicking tthe actual Espe
ntertainers batttle in the samee way; some foorm weapons oout of sonic or kinetic energy,
y, or Rarelyy do any two En
blast targeets with the raw
w power of mu
usic. Some call fforth painted, abstract creattures, and otheers wield heavyy chains as th
hey dance. Reg
gardless how yyou choose to kknock ‘em deadd, Weapon of CChoice has you
u covered. Whenever you purchase or synthesize aa weapon, you
u may also chooose to perman
nently grant it tthe Unified making your methods of infliccting harm as m
much a part off you as your vvoice or your im
magination. property, m
40
ination. And truue artists know
w that magic liees in Magic is a boundlesss sea of potential, limited onlly by the imagin
the tip of a
a quill or pen, in
n the pages of a book, in the way the clay flflows around yoour fingertips, or in the sounds of a drunken p
party in the ea
arly hours of the morning. Thee world is a cannvas awaiting your mental b
brush, and you possess thee power to crea
ate things thatt exist only as llong as you bennd your mind tto keeping them
m real. Objects thaat exist nowhere but in the m
mind of the Enttertainer can bbe made real w
with enough creeativity and foccus. By expendiing one point o
of Destiny, the Entertainer m
may dream, ske tch, paint or o
otherwise conju
ure up a non‐
sentient ob
bject that suits her purpose, ssuch as a set o
of skeleton keyys, a complex tiimepiece, or a mirror that caan reflect the face of one’s ttrue love…even
n if they’ve nevver met. This oobject instantlyy allows the ch
haracter to gain
n a +4 pose it was dessigned for. An EEntertainer maay never have more than onee such bonus to skkill checks for tthe single purp
creation acctive at any givven time, but th
he object may be sustained i ndefinitely so long as the chaaracter continues to dream them
m into being; w
whenever the Entertainer is rrendered Uncoonscious, theirr creation vanisshes as well. Alternative
ely for one poin
nt of Destiny, tthe Entertainerr may imbue a non‐magical o
object with lifee. The object becomes fllexible and mo
obile, capable o
of understanding simple ordeers and carryin
ng out basic tassks, and gains tthe Sentience w
weapon property if is an equippable item. O
Objects awakeened in this way cannot participate in comb
bat on their own, are generally loyal to the Enttertainer that ccreated them, and are as ressilient as the m
material they arre of. This could b
be used to convvince shackle locks to spring open of their own accord, crreate marionetttes made out o
that would
d amuse the kin
ng himself, or cconfuse oppon
nents with surpprised and stru
uggling suits of armor. Your frriend lies beateen and defeateed, unable to overcome the trrials that standd before them. They need to be stronger, fa
aster, and wiseer to overcomee these obstacles, and they neeed someone w
who believes in
n them to help make this a realitty. They need yyears or perhap
ps even decadees of training in
in only a few m
minutes. They n
need…. a monta
age. A Montage
e may only be p
performed outtside of combat, and, unlike eevery other job
b ability in the game, Montagge may ever o
only be used on
nce. By using the power of yo
our arts to the ir greatest effeect, you can dissrupt the norm
mal passage of time and use tthis rare opportunity to perm
manently unlocck your true po
otential, or thee potential of o
one osen characterr may immediaately do any or all of the follo
owing; other indivvidual of your cchoice. The cho
‐ Underrgo an immediate Job Change
e. ‐ Re‐allo
ocate their attribute points in any way theyy see fit, so lonng as no single score is reducced to 2 or lesss or increaased higher thaan 30, and the character ends with the sam
me number of p
points they started with. ‐ ‘Trade
e in’ as many Jo
ob Abilities as they like for Sh
hared Abilities or Job Abilitiees belonging to
o their new Job
b. The characcter may not change their Lim
mit Abilities in this fashion. ‐ Immediately gain 3 p
points of Destiiny. art isn’t just som
me song and d
dance routine –
– when you acttivate From thee Heart, you sta
and as the epiccenter Your a
of a churning orchestral vvortex of magicc and passion.
The Difficult Terrain created by your inn
nate ability now has two addditional effects in addition to soothing bloodthirstty enemies. First of all, while the art lasts no other fform of Difficult Terrain can ddirectly deal damage to any individual, wheether d monsters thaat oppose them
m. the entertaainer or her allies, or even the enemies and
Secondly, d
during the Art yyou or any allyy may choose tto spend five D
Destiny to activvate the Blaze o
of Glory destin
ny feature discussed furtherr on p.112, without any charaacter death invvolved. The po
ower of your crraft really can e world. change the
41
GAM
MBLE
ER
ギャ
ャンブラー
ー You’re the gamer, the bigg spender, and the epitome o
of luck and fatee. believe in placiing objects or ssums of great vvalue on the linne, Gamblers b
hoping to w
win even greatter prizes ‐ both inside and ou
utside the casi no ‐ and manyy a gambler has lost his life to
o the mere toss of a coin. Despite the
eir dangerous lives, long‐term
m planning and
d strategic thinking mean nothing to
o the carefree G
Gambler since they perceive everything in life as a wagger. When these risks pay offf, however, th ey can bring the parties theyy accompany aanything from additional cashh o bringing dyingg allies back to
o life. reserves to
The Gambler's abilities in
n battle are unp
predictable and rely heavily oon What will Lady LLuck bring to th
he adventure? Press your betts chance. W
and keep yyour gun loaded – the stakes are all or noth
hing. HP Bonuus: 14 machine reels a
appear in the sky Three magical slot m
MP Bonu
us: 0 nd insubstantia
al. By betting w
with fate above yourr head, hazy an
ACC Bon
us: 2 itself, using
g the lives of yo
ourself and you
ur friends as an
nte, you AVD Bonnus: 5 can set theese wheels a‐sp
pinning…. Skill Poinnts: 24
When the G
Gambler uses tthe Slots ability as an Instantt action, the Gamble
er chooses one
e of the four op
ptions listed be
elow Weaponns:
Blade, Co
oncealed, Ranged
d
(based on tthe desired efffects), rolls 3d6
6 dice and checcks for Armorr:
Light, Meedium
numerical matches. If none of the three
e dice rolled sh
how the ber then this iss known as a Bust, causing th
he same numb
effects liste
ed beside the ‘‘Bust’ heading to occur. If two of the dice match
h, then the partty will receive the listed bene
eficial ‘Normal’ efffects. If all thrree dice match up, this is kno
own as a Jackpoot. Slots beneffit all allies with
hin a Medium Range, including the Gam
mbler. Each Slot effect lasts fo
or exactly 1d6 rounds, and th
he Gambler maay not use Slotts d. Slots may on
nly be used in CCombat with th
he exception o
of Recovery Reels, again until the current efffect has ended
outside of combat once per session. which can only be used o
Recoveryy Reels Special: Re
ecovery Reels m
may only be ussed once per se
ession when thhe party is not engaged in combat. Bust: It see
ems that the he
eroes’ foes alw
ways have the e
edge. When thhe next combatt takes place, tthe enemy group receives a Pre‐emptive ro
ound of combaat. ed by a wave o
of healing energies from the G
Gambler’s Reeels, restoring 50
0% of their tottal Normal: Alllies are soothe
maximum HP and MP as if they had just taken a Trave
el Rest. P and receive 1
100% of their tootal maximum
m MP as if they had just taken
n a Full Jackpot: Alllies are restored to 100% HP
Rest. 42
Explosive
e Reels Bust: The G
Gambler must re‐roll all dice that result in aa 6 for the duraation of the Bu
ust. Normal: Th
he damage of aall allies is incre
eased by one d
damage step foor either magiccal or physical attacks – Gam
mbler’s choice. he damage of aall allies is increased by two d
damage steps for either maggical or physicaal attacks, and all Jackpot: Th
allies receivve a +2 bonus to their ACC an
nd AVD scores. Valiant R
Reels Bust: The p
party cannot re
ecover HP or M
MP or receive the benefits of any healing – whether magiccal or non‐maggical in nature –
– for the duration of this effecct. Normal: Alllies recover (G
Gambler’s MND
D x Half Level) HP or MP at thhe start of each
h of the Gambler’s turns as regeneratio
on; each charaacter chooses w
whether they’d
d like to regainn hit points or m
magic points att the start of eeach round, and
d can alternate back and forth
h freely. Jackpot: Alllies recover (G
Gambler’s High
hest Attribute xx Half Level) HPP and MP at th
he start of each
h of the Gambler’s turns as reggeneration. Fu
urthermore, all allies receive the benefits off an Auto‐Life sspell which fad
des when the eeffects of this roll wear off. If an ally is already at zero health, the status acttivates instanttly to restore th
heir consciousness. Reel of Fo
ortune Bust: Slots may not be ussed again for th
he remainder o
of the game seession. mbat ends, all aallies instantly receive bonuss gil as defeated
d Normal: If the Reel of Fortune is still acctive when com
w to enemies exxplode into a shower of coinss, or simply leaave behind theeir hoarded weealth. Consult the chart below
determine how much add
ditional gil (or setting‐approp
priate currencyy) each ally getts. mbat ends, a si ngle Componeent of an appro
opriate tier level and Jackpot: If the Reel of Fortune is still acctive when com
type is left behind as well as the bonus gil. Level Add
ditional Gil 1 20 2 40 90 3 4 200 400 5 6 800 7 1,500 8 2,700 Level Additio
onal Gil 9 5,0
000 10 9,0
000 11 16,000 12 28,000 13 50,000 14 85,000 15 150,000 of the Gambler’s roll‐alteringg abilities, not even Cheat Fatte, are usable on Synthesis skill checks. Theey None o
cannot be used to alter p
percentile‐base
ed effects (i.e.; 25% chance) oor to affect outtcomes caused
d by Bad Luck.
pushes back. Thosee who push their luck tend to ffind that luck p
Certain job
b abilities cause
e the Gambler to accumulate
e Bad Luck, a reepresentation of the karma tthey have com
ming to them by meddling with p
powers beyond
d their ken. Wh
henever the GM
M wishes, he m
may ‘spend’ on
ne of the Gamb
bler’s use the charactter to suffer. Th
his Bad Luck caan cause a com
mbat roll to be treated as an points of Bad Luck to cau
e dice on an atttack or spell w
which targets only the Gambleer, or automatic miss/failure, allow a monster to re‐roll one
omatically causse a Complication at an extreemely dangero
ous moment. force a skill check to auto
ount could resuult in a charactter suffering frrom a string of f back‐
Bad Luck iss cumulative, and accumulating a large amo
to‐back pro
oblems resultin
ng in injury or something worse…and perm
manent. 43
own opponentss with a hail off gunfire or thro
rowing himself f in danger’s wa
ay to protect th
he Whetther pinning do
party mem
mber with the th
hickest wallet, a Gambler witth this ability iss an ally to keeep close…like itt or not. The Gambler may reroll o
one dice whenever he attempts to perform
m a Teamwork aattack. haracter mightt be a naturallyy auspicious hig
gh roller, but eeven Lady Luckk needs a breakk sometimes. The ch
Stacked Deeck ensures tha
at things almosst always go acccording to plaan. After obtaining this ability, the Gambler can make anyy ally or enemyy, including him
mself, re‐roll. TThis ability mayy be mber of times p
per session equ
ual to half the Gambler’s Fineesse, rounded down – for exxample, a Gambler used a num
with 7 Fine
esse could use this ability 3 times per sessio
on – but never multiple timess on the same roll, even by different G
Gamblers. Stackked Deck may be used at anyy time, even whhen it isn’t thee Gambler’s turrn. ail smashes youu into the crum
mbling cave wa
all, and your vission Your kknees buckle ass the chimera’ss serpentine ta
rapidly beg
gins to blur. Deespite the haze and pain you m
manage a smirrk, shifting youur wrist to givee you access to the hidden poccket there. Afteer all, a good G
Gambler alwayys has one last trick up their ssleeve… Upon takin
ng damage thatt would reduce
e the Gambler to 0 hit pointss or less, the Gaambler may ch
hoose to activaate The Last W
Word once per ssession and maake an immediiate physical Coounterattack aagainst the mo
onster responsiible, or use one of the followin
ng abilities Insttantly, even though it isn’t thhe character’s turn; Wildfire, Skip Town, orr Slots. mstances, and is Unconsciouss (or The characcter cannot gain HP through tthe use of The Last Word undder any circum
removed frrom combat, in
n the case of Skip Town) as so
oon as the couunterattack endds. The Last W
Word cannot be
e used if the Gaambler was bro
ought to 0 HP bby himself or o
one of his alliess. an’t help but bask in the limeelight you so rig
ghtly deserve, enjoying the ggrandstanding and grandeur that You ca
surrounds yyour daredevil feats. Whenever the Gambler ggains a point off Destiny (ideally for heroic aactions of greatt personal risk and swashbucckler‐
ng the star of aan opera in the
e middle of a p ublic performaance), roll a 1d
d6. He will receeive like daring,, like kidnappin
this value aas a bonus to h
his accuracy, skkill checks and opposed rolls until the action has died dow
wn. If there happens to be any ssource of musicc in the surrounding area, wh
hether an Enteertainer’s song or a royal orch
hestra, the tun
ne immediately changes to b
be upbeat and synched with the Gambler’ss actions. million chance o
of you being ab
ble to pull this off; pretty goood odds, if you do say so yourrself. There’s a one‐in‐a‐m
et enemies at u
up to a Long Raange without tthe standard ‐4
4 penalty for doing You may usse a Ranged weapon to targe
so. Furtherrmore, you gain a +4 bonus to
o combat or skkill rolls in any situation wherre you need a dice result of 1
12 or better to su
ucceed, wheth
her this refers tto accuracy che
ecks against exxtremely evasive foes, on opposed Force or Finesse che
ecks, or on extremely difficullt skill tests. 44
ne rarely smiless for long, and it’s up to you tto seize every cchance and eveery opportunitty when it doess. Fortun
That’s how
w you roll – win
nning. Once per ro
ound when the
e Gambler rollss a critical hit o
or performs onne with his Savve the Day or W
Wildfire job abilities, gets a Jackpot effect on o
one of his Slotss, or succeeds o
on a skill checkk with a ‘Godlikke’ or ‘Impossiible’ difficulty, he diately take an
nother Standarrd action. This does not ‘stackk’ with the Follow‐Through w
weapon properrty, may immed
and, as perr normal rules, a character m
may still never ttake more thann three Standard actions in a single round.
n things look th
heir most grim,, your audacityy and overconffidence can oftten singlehand
dedly turn the ttables. When
This ability requires the G
Gambler to make a heroic spe
eech or suave one‐liner as a Slow action. A
After doing so, the Gambler’s next skill checks rolls an additional 2d6 dice, OR the nextt attack roll maade during the turn is an et. automatic critical hit if it successfully sttrikes the targe
ediately inflictss one point of B
Bad Luck uponn the Gambler.
Using Save the Day imme
dice are two sid
des of the samee coin, and wh en a fight breaaks out you alw
ways have yourr head Bravery and coward
down and yyour tail up. Then again
n, not all Gamb
blers embody the virtues of gallantry and daaring. The Gam
mbler may perfform Run Awayy attempts in
n combat as Instant actions, and may still e
earn experiencee (but not desttiny or other awards) when tthe party defeaats foes after the Gambler haas ran away an
nd is no longer an active participant. d card when it comes to comb
bat, but you’ree willing to do what it takes tto get the job d
done. You’ree a bit of a wild
The Gambler activates W
Wildfire as a standard action, d
dealing large aamounts of dam
mage but with the potential for o awry. Declare your target aand roll 2d6 insstead of makinng an accuracy check; then, cconsult the chaart things to go
below to se
ee how the atttack behaves and how much damage is deaalt. Rememberr that Wildfire ccan be combin
ned with eleme
ental weaknessses and other m
multipliers to cconceivably deeal up to 500% damage. Roll Result 2‐3 4‐6 7 8‐9 10‐11 12+ Hiit the deck! Ricochet! R
Miss! Hit! Pe
erfect Shot! Critical Hit! C
Description D
The shot goes wi
T
ild, targeting a raandom ally (not the Gambler) and dealing 200%
% damage. The attack target
T
ts a random com
mbatant on eitheer team and deaals normal damaage. The attack misse
T
es completely, an
nd deals no dam
mage. The attack strike
T
s true, dealing n
normal damage tto the intended target. The shot is dead‐
T
‐on, dealing 200
0% damage to thhe intended targget. The shot is a criti
T
ical hit on the intended target, aand deals 300% damage as thou
ugh the gamblerr had the Triple Critical weapon property. 45
Gambler is able to alter the co
ourse of destinyy itself, unweaaving the strandds of fate and re‐spinning theem in The G
a more pleasing manner. e, the Gamblerr spends threee points of Desttiny to alter th
he Upon usingg this ability as an instant acttion at any time
result of an
ny one die roll made by himself or an ally to
o any other ressult he likes. (TThat is, a Gamb
bler could turn a roll of 2 into a roll of 12 or vicce‐versa.) Obviously, a Gamb
bler can’t increease a roll past its theoreticall maximum or minimum. oll resolves, the character maay take this on
ne step further and declare he would like to
o gamble back the After the ro
three pointts of Destiny he spent in usin
ng Cheat Fate. If he does so, fflip a coin and attempt to calll the result correctly as heads or tails. If the Gaambler’s playe
er calls the coin
n toss correctlyy, he receives tthe three pointts of Destiny back. If ncorrectly, how
wever, not onlyy will the Destiny be used upp, but the Gam
mbler earns a po
oint of Bad Lucck. he calls it in
This Abilityy may be used at any time, evven when it isn
n’t the Gambleer’s turn. Bad Luck cannot afffect the usage of Cheat Fate. ne‐eyed bountty hunter just w
wasn’t taking n
no for an answeer, and it was hhard to argue properly with tthe tip The on
of her sworrd at your thro
oat. You can on
nly extend yourr hand and let hher snatch thee precious sapp
phire eye from your palm. The ssecond her serrrated blade lea
aves your neckk you beat a haasty retreat bacck to your airsh
hip; that fake w
would only buy yo
ou so much tim
me before disso
olving back into
o thin air, but tthe brief diverssion was all you
ur allies needed. The characcter may now D
Dual Wield, using multiple we
eapons at a tim
me for addition
nal bonuses. Better yet, as an Instant aaction, the chaaracter may cre
eate a duplicatte copy of any non‐consumab
ble item he ho
olds, plica copy of his weapon. The
ese duplicate ittems vanish seeveral seconds after they leavve the from a sackk of gil to a rep
Gambler’s hand no matte
er how real the
ey may initiallyy appear. The ccharacter may only have onee faux item in er could easily lift in one hand cannot be du
uplicated. existence aat a time, and items larger than the Gamble
Weapons ccloned in this faashion have th
he same tier an
nd properties aas the original item; for exam
mple, a Ranged weapon that grants a +2 DEX bonus wo
ould split into aa second matchhing copy, gran
nting a total bo
onus of +4 DEX
X to er as well as th
he one dice rerroll granted fro
om dual wieldinng. the Gamble
If it wasn’t for Bad LLuck, you’d havve no luck at alll. mbler may choo
ose to give up oone of his poin
nts of Bad Luckk, instead Upon criticcally hitting an enemy, a Gam
transferring the negative karma to his ttarget. Until the end of the e nemy’s next tu
urn, the jinxed enemy sufferss a ‐4 matically fails skill checks. Thee enemy is nott usually awaree it has been Jinxed, penalty to every combat roll and autom
and generaally tries to batttle normally. Jinx cannott be used if the
e Gambler does not have anyy points of Badd Luck, and Nottorious Monsteers and Bossess are able to avo
oid this negativve karma by spending one po
oint of their preecious Destinyy instead. 46
GEOM
G MANCER
R
風水士
dity in a world w
where man ha s the The Geomaancer is something of an odd
power to d
defy the laws of nature with m
magic and science. Rather th an ignore the natural order, he has learned to become one with
h it, calling thee spirits of or aid in his tim
me of need. Geo
omancers beco
ome capable off truly the land fo
amazing fe
eats as their bo
onds with the w
world increase ‐ summoning aa blizzard within a vo
olcano, creatingg an oasis of w
water in the dessert, and stridi ng through molten lava untouched. heir abilities are
e keyed to ope
erate in the willd, and Geomaancers enjoy Many of th
a natural caamaraderie with such placess. Most practitioners of geom
mancy live secluded livves far away frrom civilized arreas for precise
ely that reasonn. Unlike man
ny other Jobs, G
Geomancers vary wildly in th
heir appearancce. From gigantic barbarian mounttain men to litttle girls wieldin
ng oversized beells, to nuggled up in b
bright blue sno
owsuits and Vie
era shamans, G
Geomancers Moogles sn
run the gam
mut from physsically imposingg to downrightt unusual‐lookiing. HP Bonuus: 18 n the You ccan slip into a trancelike statte and call upon
MP Bonuus: 0 strength off the soil (or wa
ater, snow, lavva, air, inter‐
ACC Bonus: 1 dimensiona
al nothingness…) beneath your feet, enhancing AVD Bonnus: 5 your strikess with raw elem
mental power and granting Skill Poinnts: 22
beneficial eeffects to yoursself and your a
allies. Your casu
ual terraformin
ng can even result in the area
a undergoing m
major Weaponns:
Arcane, B
Brawl, Reach
and sometiimes permanen
nt changes. Armorr:
Light, Meedium
There are e
eleven types off terrain in all: Plains, Town, Forest, Mountainss, Desert, Swam
mp, Water, Und
derground, Sno
ow, Lava, and C
Cosmic. The Ge
eomancer mayy usually only u
use the Geotrance abilities of the
e current terrain the party is on – sometimees this can be ttwo or more different types, in e they may cho
oose from eithe
er list. (Such ass Town and Forrest, for examp
ple.) Each terraain type has th
hree which case
different efffects – an offe
ensive, a defen
nsive, and a Maaelstrom effectt. Activating Geotrance is a slow action; in
n order to use it, first choosee whether you’’d like to use itts Offensive or Defensive ffunction. Offensive ggeotrances are
e always Mediu
um‐Range maggical attacks thhat require an aattack roll and have bonus efffects. Such Geotrrances cannot be critical hits;; if the attack rroll for the Geootrance resultss in a pair of 6ss on the roll, th
hen the Maelstrom attack mu
ust be used in p
place of the no
ormal Offensiv e ability. When
n an attack can
n deal one or m
more types of daamage – such aas non‐elemental or Earth, fo
or example – thhe Geomancerr may choose w
which type is used. Maelstrom
ms are flashy to
opographical outbursts that ccall upon the fuull power of th
he local landscaape, which ofteen include Ele
emental Fields or Difficult Terrrain. In some rrare cases thesse effects can eeven be dangeerous for the Geomancer and his alliess. Defensive geotrances are
e reliable meth
hods of supporrting your allie s regardless off your Geoman
ncer’s physical his includes eve
erything from healing and prrotecting abilit ies, to keepingg your enemiess trapped in place. abilities. Th
47
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
DESERT
A blanket category for terrains that don’t 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. Cosmic 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 (Highest Attribute x Half Level) + 2d6 points of Shadow or Holy damage. If at least half of your party is Unconscious or dead, Cosmic Flare deals (Highest Attribute x Level) + 2d6 damage instead. 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. Equipment that already has the Fragile property does not become Indestructible. 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. 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 (Highest Attribute x Half Level) + 2d6 points of non‐elemental or Earth damage to all targets within a Short Range of the user (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 enemy’s 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 (Highest Attribute x Half Level) + 2d6 points of non‐elemental or 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 (Highest Attribute 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. 48
FOREST
LAVA
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. Leaf Swirl (Offensive): An eddy of green foliage appears in midair around a single enemy, whirling and buffeting them for (Highest Attribute x Level) + 2d6 points of nonelemental or damage. Leaf Swirl automatically hits enemies with the ‘Skitterish’ or ‘Swarm’ abilities with no need for an attack roll. Wild Bear (Defensive): A large, blue‐furred bear spirit appears, blesses a single party member, and then vanishes. The spirit's blessing instantly cures the target of one negative status condition of the GM’s choice. 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 (Highest Attribute 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. 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 (Highest Attribute 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 (Highest Attribute 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
PLAINS
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 (Highest Attribute 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 (Highest Attribute 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. Open areas of relatively level and dry ground where grass and scrubland are the dominant plant life. Colder grasslands might also be 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 (Highest Attribute 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 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. 49
SNOW
SWAMP
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 up from underfoot, dealing (Highest Attribute 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 don’t wish to be. Freezeblink (Maelstrom): Snow, ice, and stinging cold envelop all opponents as a veritable blizzard begins to form. All enemies take (Highest Attribute 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. 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 Geomancer’s weapon, dealing (Highest Attribute 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
UNDERGROUND
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 (Highest Attribute x Half 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 effect instantly removes the party from combat as per the white magic spell Escape. Imprison (Maelstrom): Walls of ivory and steel surround the Geomancer’s adversaries, crushing them. Imprison inflicts the Stop effect on all enemies with no opposed roll, and the Blue Mage makes an opposed Force check against each enemy. If they fail they are inflicted with the same effects as the Degenerator blue magic spell, causing them to lose 10% of their maximum HP whenever they attack and 10% of their maximum MP whenever they cast a spell. 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 target’s feet becomes a whirling vortex, sucking it down several feet before re‐solidifying. Snare deals (Highest Attribute x Level) + 2d6 points of non‐elemental 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. 50
an take on asp
pects of the envvironment to become undeteectable, malleaable, and nearlyy untouchable.. The You ca
exact naturre of this abilitty varies depen
nding on the geeomancer; Som
me force their sskin to take on chameleon‐likke properties, some becomee millions of tin
ny grains of san
nd, other dissollve into snowfl
flakes. More urrban geomanceers ge with stone w
walls undergro
ound or the briickwork of the city. have been known to merg
hem a +3 bonus to As a Slow aaction the Geomancer can gaain the effects of the Invisiblee status. This sttatus grants th
Stealth skill checks, their AVD score, and Escape skill cchecks to Run Away in combbat. This status effect is lost aas e Geomancer ttakes damage o
or uses anothe
er job ability. soon as the
ou can hear sounds far beyonnd their normaal auditory rang
ge, possesses By beiing ‘tuned in’ tto the world, yo
perfect visiion even in pitcch blackness, a
and boast a sen
nse of smell thaat is preternatuurally potent. A
A geomancer w
with Heightened
d Senses can peerform feats th
hat border on p
precognition o r magic, able tto tell an objecct’s size by the way the wind m
moves around itt, or smell the M
Malboro poiso
on hidden in a ssignet ring from
m across the ro
oom. You gain a +2 bonus on A
Awareness skill checks, and w
whenever you sspend Destiny to add an additional dice to an Awarenesss skill roll, you ggain two bonus dice instead of one. Furtheermore, the chaaracter is immune to the neggative status effect Blind, and trreat Invisible enemies as thou
ugh they didn’ t have any of tthe bonuses grranted by that status ugh the Geomancer’s sight iss gone, their otther senses moore than comp
pensate for thiss loss. effect; thou
This ability may be taken multiple timess, increasing th
he bonus by +22 and the addittional dice by o
one each time.. mes would addd 4d6 by spend
ding one point of Destiny. Therefore, a character who has taken this ability 3 tim
an run with thee speed of a ca
actuar, soar with the grace off a roc, and burrow through tthe ground witth the You ca
strength off the antlions. Choose one
e benefit from the list below
w. This ability m
may be taken m
multiple times tto grant all threee effects.  Th
he character m
may now move a Medium Ran
nge instead of a Short Range each round  Th
he characters ggains the effectts of Auto‐Fligh
ht while consc ious.  Th
he character gaains the monstter ability ‘Submerge,’ allowi ng them to tun
nnel beneath tthe earth with a Sttandard action. While burrow
wed the Geomaancer is Immunne to any negaative or beneficcial Group‐targget atttacks or spells. They may retturn to the surfface as an Inst ant while burrrowed, and theey may move un
nderneath ene
emies to attackk them with staandard attacks s as normal. A ssuccessful knockback also forces th
he Geomancer back to the surface and endss this effect. wind is always a
at your back, ru
ushing water sseems less turbbulent for you aand your allies,, and even the The w
boughs in a
a forest seem tto move on theeir own accord to cushion youur falls and givve your acrobattic stunts a leg
g up. Simply havving the Augme
ent job ability ggrants a +2 bon
nus to all skill cchecks in a speecific skill for th
he Geomancerr and his allies. TThe skill bonus depends on th
he natural terraain around thee Geomancer. C
Consult the listt below. Mountain
ns: Climbing Undergrou
und: Thievery Forest: Athlettics Swamp: Stealth Snow: A
Awareness Plainss: Nature 51
LLava: Synthesis
TTown: Vehicles Desert: Natture Water:: Swimming Cosmic: All LLore skills Geomancer is ca
apable of enterring a dreamlikke state of trannquility where his spirit becomes one with tthe The G
land itself, and he is conn
nected to Creattion in a primal, utopic sensee. he Geomancerr has had a chaance to meditaate upon their surroundings aand After taking a Travel Restt in any area, th
emporary ability to tell the p
precise location
n of every physsical object witthin a Long Ran
nge of where tthe gains the te
meditation
n took place, from the tiniest pebble to the largest of ram
mpaging monsteers. This grantss a constant +2
2 bonus on m
most applicable
e skill checks, ssuch as Stealth
h, Nature, Clim bing, and Awaareness. Dreamstate
e is often acco
ompanied by od
dd rituals such as tossing hanndfuls of soil and interpretingg meaning from
m how it settles and lands. Some claim that this is to pro
otect themselvves, for some eextremely pow
werful magical iitems e that can actu
ually inflict phyysical harm upo
on the meditatting Geomanceer if and beingss have a dangerous resonance
his spirit co
omes into direcct contact with
h it. haracter has fo
ormed a specia
al kinship with an aspect of thhe world, and tthey can displa
ay their compleete The ch
mastery ovver their chosen
n element no m
matter where tthey are. Choose one
e of the follow
wing ten types o
of Terrain – Plaains, Forest, Deesert, Undergrround, Lava, To
own, Mountain
ns, Swamp, Sn
now, or Water. The Geomanccer always has access to that terrain type w
when using Geo
otrance, in add
dition to whateve
er the current llocation provid
des. metropolis the pulse of creatiion resonates, and you can hear its heartbeeat no matter w
where Even iin the busiest m
in the world you travel. Geotrance can now be ussed as a Standaard action instead of a Slow aaction. Furtherrmore, the gen
ntlest touches of he Geomancerr when danger approaches, ggiving the character and theirr allies ample ttime displaced aair now warn th
to prepare. This drastically reduces the risk of a Pre‐e
emptive attack at the GM’s D
Discretion. Geomancer can urge the natural flow of the elements into his weapon, aallowing it to ta
ake on the The G
properties of the surrounding area. emental Field aactive, the Geo
omancer can addd the same [EElement] Strikee property to his Whenever there is an Ele
d in the middlee of a weapon wiith an Instant aaction. For example, a Geomancer could ra ise his axe likee a lightningrod
thundersto
orm, infusing th
his weapon witth the Lightnin
ng Strike propeerty. This lasts until Skyforged
d is used again
n. You arre one with thee world, able to
o hear the whiispers of the crrackling flamess and taste thee change of thee seasons carried on the four winds. Thou
ugh the earth m
may defend itsself against its enemies, it willl never harm yyou. er takes damagge or suffers an
ny negative pe nalties from Difficult Terrain, nor can they The Geomaancer no longe
drown while underwaterr. For example, they may wad
de through lavaa without suffeering direct damage, or ignore the nous swamp. harmful gases in a poison
52
owerful natura
al elements at a whim withouut restrictions –– you can crea
ate a You ccan conjure forrth the most po
hurricane o
of flames in thee coldest tundrra, or freezing rrain in an endlless desert. By spendin
ng three points of Destiny upo
on using Geotrrance, the Geoomancer may cchoose any effeect from the lisst; including M
Maelstrom abilities or effects from an entire
ely different teerrain. Furthermore, a Geotrance used in th
his manner cannot miss. Using Weight of the World can fforever alter thhe terrain of an area and creeate unusual orest to spring up at the botttom of the oceean or permaneently saturatin
ng a landscape ffeatures, such as causing a fo
bustling urban city with aa few meters o
of desert sand.
als are some off the best convversationalists you know; theey rarely argue,, lie, or make w
wild claims to Anima
impress you, and they’re always so fasccinated by everrything you haave to say. Andd when the natu
ural order of th
he been disrupted
d, your former eenemies can prove themselvees as brave as any hero. world has b
The Geomaancer can unde
erstand and make himself un
nderstood by aanimals. The crreatures respon
nd with their o
own postures an
nd/or vocalizattions – though this doesn’t m
make animals ssmarter, calm o
or loyal, most rrecognize a Geomancer by this abilityy instantly and have enough respect that thhey’ll hear the character out before defaultting to aggression, panic, or in
ndifference. M
Most creatures ggenerally attem
mpt to be help
pful. er allows the G
Geomancer to hold intense, interesting andd logical conversations with ccreatures norm
mally Beastmaste
lacking the
e intelligence to
o do so, or who
o normally cou
uld never posseess a language. In time, a Beaastmaster who
o doesn’t oftten travel could
d set up a netw
work of scouts or animal alliees to ferry them
m information.. urning even thhe most bloodtthirsty of foes iinto reluctant aallies Better yet, a character with this ability is capable of tu
ower of persuaasion alone. Be
eastmasters maay attempt to persuade defeeated foes to jo
oin them for a time with the po
– or at leasst coerce generral cooperation
n – with a succcessful Negotiaation check or Nature check o
of appropriate difficulty. O
Only the naturaal denizens of tthe world can be tamed, resttricting the usaage of this ability to Aerial, A
Aquan, Beast, and Insect‐categorry monsters. U
Upon persuadin
ng a monster too assist the party, the creatu
ure has its n changed to Frriendly and the
e Beastmaster may request t he monster figght on the partty’s behalf. A disposition
monster taamed with Beastmaster retains the same atttacks, spells a nd abilities listted in their Besstiary entry, an
nd will generally n
not leave the Beastmaster un
nless it is treate
ed unkindly or reduced to such low health in combat thatt it needs to flee for survival. With a Standaard action once per round, thhe Beastmasteer may have th
he monster usee any m its list, keeping the same acccuracy and daamage scores.
single attacck or spell from
Notorious Monsters and Bosses cannott be affected w
with this ability,, and the Geom
mancer may on
nly have one enemy tamed at a time. fered by the eleements, your skkin taking on a
a dusty hue and
d You have shrouded yyourself in the protection offe
harder than so
olid darksteel. M
More importan
ntly, in times off dire need youu can take the fform of solid stone. becoming h
The Geomaancer gains an additional point of both ARM
M and M.ARM for every poin
nt of RES or MN
ND they possesss, whichever is higher. For e
example, a Geo
omancer with 8 MND, 12 RESS and +2 RES frrom his equipm
ment would th
hus bonus of 14 to ttheir ARM and
d M.ARM score
es. This bonus iis lost if the Geeomancer is utilizing a shield.. receive a b
As a Slow aaction the charracter can auto
omatically inflicct themselves w
with the Petriffy status if theyy so choose. Th
his status effect only wears o
off when the G
Geomancer cho
ooses to end thhe effect insteaad of the norm
mal duration. 53
MONK
K
モンク
It takes som
mething speciaal to be a Monkk. Anyone can
n wield a weap
pon, given enough time and p
practice. Likew
wise, academies with hundreds of students d
dedicated to learning the art of e simply born w
with their abiliities magic dot tthe landscape.. Some Jobs are
and require
e no effort. Others still are th
he result of hap
ppenstance orr some supernaturral entity looking out for their well‐being. A Monk is d
different. Theyy are forged byy years of hard exercise and rigorous traaining. It is a lo
ong and difficult path to be sure; the hermeetic lifestyle…w
with its emphassis on simple livving and a regimen of demannding, repetitive labor…takes itss toll on the yo
oung and impattient. The majoority be Monks breakk off their educcation with only a handful off kata of would‐b
under theirr belts, culling the numbers o
of this Job morre effectively thhan any foe cou
uld hope to. e path, the rew
wards are greatt. Monks are But to thosse who do not stray from the
the masterr of the world'ss unarmed com
mbat styles. Their discipline aand control over their m
minds and spirrit is no less absolute than that over their bbodies. The Mo
onk's hands and
d feet are as dangerous a weapon as aany sword or spell, combiningg crippling barre‐handed blow
ws, spectacularr energy attackks, o devastating effect. However, these talentss require the ttough, pugnacious Monk to remain and spiritual discipline to
mbered, to the e
extent of making armor moree of a hindrancce than a beneefit. An experieenced almost entirely unencum
Monk thus learns to rely on their own aagility and fortitude more thaan any piece of protective geear. have studied lo
ong to become a master marttial artist, and now You h
you have no need to rely on man‐made weapons. Whether you figh t with a sophisticatted knowledge of pressure po
oints or simply possess fists reminiscent of wrecking b
balls, your unencumbered strrikes are skilledd and g attacks. The instant your ta
arget’s guard ffalters, even foor an devastating
instant, you
u can take advvantage of the opening to finish the battle w
with a powerful fiinal attack. HP Bonus: MP Bonus: ACC Bonus: AVD Bonus: Skill Points:
30 0 1 5 18
Weapons:
Armor:
Brawl, Reach
None
Upon gaining this Innate Ability, you alsso permanently gain access tto the uipment prope
erty, causing yo
ou to deal a minimum of Pugilist equ
(PWR x Hallf Level) + 2d6 points of damaage with unarm
med attacks annd improbable weapons. Thiss property rem
mains even if you
u were to changge Jobs. In add
dition, you now
w use a special mechanic calleed Chain Pointts. Each time the Monk hits a single target with a damaging attack theyy gain a Chain ppoint, up to a m
maximum of fiive points; thesse owerful maneu
uvers known ass a Chain Finishher, which all M
Monks have acccess to and arre as points can be used for po
follows; oint]: The Mon
nk takes a mom
ment to center himself. This iincreases the ccharacter’s ACC
C and AVD scores by Boost [1 Po
+1 for the rremainder of the encounter and takes an In
nstant action.
Mach Kick [2 Points]: The
e Monk uses a series of powe
erful kicking atttacks to strikee each present foe. As a Stand
dard mal attack which targets the eentire enemy G
Group. action, the character mayy make a norm
Sovereign Fist [3 Points]: The Monk leaaps into the airr and brings hiss fist down harrd, crushing a ssingle enemy aand eir defense. As an Instant acttion, the monk may declare hhe’s using Soveereign Fist; afteer he does so, his ignores the
54
next attackk ignores ARM,, Protect and U
Unusual Defensse, deals an ad ditional damagge step, and m
may calculate damage wiith the Monk’s best attribute
e. Exorcise [4
4 Points]: Afterr activating Exo
orcise as a Slow
w action, the m
monk’s next succcessful attackk deals (MND xx Level) poin
nts of Holy ARM
M damage to any Undead or Fiend‐type eneemy. If Exorcise successfully deals damage,, it also permaanently remove
es the target’s Undying abilitty, even if the ttarget was a Notorious Monsster or a Boss.
Asuran Fistts [5 Points]: H
Hands faster th
han the eye can
n see, the charracter brutalizees one enemy w
with a series o
of rapid‐fire sstrikes. By using Asuran Fists as a Standard action the Moonk may make tthree separatee attacks again
nst a single targe
et. Whenever o
one of these atttacks is a critical hit, the Moonk may immediately make aanother, additional attack. Asu
uran Fists can sstrike up to a m
maximum total of six times. hings happens;; A Monk losses all their acccumulated Chaain Points whenever one of t he following th
‐ They m
miss with an atttack. ‐ Their ttarget is reducced to 0 hit points ‐ Duringg their turn, th
hey attack at le
east one differe
ent enemy (or ally!) than theey attacked on their previous turn. ‐ They u
use a Chain Fin
nisher. Chain Fiinishers never grant Chain Pooints under any circumstancee. ‐ They w
wear armor of any sort. before slammin
ng your hand in
nto the groundd, releasing thee accumulated energies in a w
wave You gather your Ki b
at erupts in a sshower of rockss and debris up
pon your enem
mies. of force tha
Shockwave
e can either be used to damage one target up to a Mediu m range away, or the Monk can use the ab
bility as a Local aattack to affectt all enemies, aallies and objeccts (excluding himself) within
n a Short Range. Regardless o
of how Shockkwave is aimed, the Monk maakes a normal aattack roll as aa Standard action – if successsful, the attackk deals (PWR x Levvel) + 2d6 points of Earth ARM
M damage to e
each target in tthe blast, and physical barrieers (such as thick steel walls)) cannot shelte
er the Monk’s ttargets from th
he blast. ]
Legen
nds speak of eld
derly martial a
artists ‐ sometiimes referred tto as White Moonks or Taoistss ‐ who possesss a sliver of un
nderstanding ab
bout the greatter workings off the cosmos. Itt is said that thhey have learned to strike at their opponent’ss Ki directly, weeakening a foee’s spirit instead
d of their bodyy. This ability ggives credence to such storiess. A Monk with this ability m
may choose to have his physical attacks deaal non‐elemen
ntal magical damage instead of me, targeting th
heir opponent’’s M.ARM scorre instead of th
heir ARM. The ttype physical daamage if he wisshes at any tim
of damage done must be
e declared prior to making an
n attack roll. It hap
ppened so fast that a casual o
observer mightt have mistakenn it for a clumssy, accidental ffumble; no onee but a fellow Mon
nk could have ffollowed the qu
uick pressure p
point jab and thhe spin of the oogre’s arm. Its stone club tum
mbles to the floorr with a heavy crash – and a ssecond later, itts owner does the same. Seeking serrenity and one
eness with the cosmos instead of different methods to infflict violence, yyour knowledgge of internal me
edicine allows you to overcome foes without fighting. Th is grants threee different bonuses. First, a m
master of this style
e may automattically use the Disarm combaat maneuver ass an Instant acttion wheneverr he Counteratttacks an opponent, in an attem
mpt to separate
e said opponen
nt from their w
weapons. In addition, the Mo
onk gains the Slleep perty wheneve
er he performs a Counterattack. And finallyy, you also gain
n a +4 bonus to
o your opposed
d rolls Touch prop
whenever yyou take the D
Defend action in combat, until the start of yyour next turn.. 55
Monk fires a preecise beam of b
blue‐white ligh
ht from their paalms, cutting innto the target without fail. The M
Aura Bolt iss a Slow action
n, usable once per session, th
hat automaticaally deals (MND
D x Twice Level) + 2d6 points of M.ARM Ho
oly damage to aa single target up to a Long R
Range away. Auura Bolt grantss two Chain Po
oints instead off just one. al trials to hone your body, b ut you don’t haave the scars tto prove it. You’vee undergone exxtreme physica
The characcter gains an ad
dditional +10 H
Hit Points per LLevel. This abiliity may be takeen up to three times, increassing the value b
by an additionaal +10 each tim
me. ntly striking yo
our opponent’s armor in preciisely its weakeest point, you ccan cause it to ssplinter By gen
uncomforta
ably and force your opponents to fight on eequal footing.
As a Standaard action you may make a FForce or Finesse check againsst your opponeent’s Finesse ro
oll; if successfu
ul, a creature w
who is wearing armor has the equipped arm
mor destroyed, or a monster w
who the GM deems is utilizin
ng protective gear has their ARM and M.A
ARM scores red
duced to 0 untiil combat endss. ne of the most rrenowned abillities of the Moonk, you’re ablee to take a deeep breath and Having mastered on
ur body of impurities and dam
mage. cleanse you
With an un
ninterrupted Slow action once per combat, the character with this Job A
Ability may purrge themselvess of all negative sttatus effects an
nd regain 50% of their maxim
mum HP and M
MP. Chakra mayy be used regardless of any sttatus effects (exccluding Charm) that would ottherwise preve
ent it, such as PPetrify, Seal an
nd so on. arily thrown off
ff‐balance – yo
our cue to end tthis skirmish beefore your friends sustain an
ny Your ffoe is momenta
further inju
uries. By puttin
ng your all into a single, incredible strike, yoou can lay yourr opponents ou
ut. By activatin
ng Haymaker aas a Slow action once per session, the Mon k may make a normal attack action with a ‐6 penalty to ACC. If it connects, the blow deals (PWR x TTwice Level) + 2d6 points damage and causes the Stun an
nd no roll to resistt. Haymaker caannot result in a critical hit. Seal status effects for one round with n
onent strikes yo
ou’re able to reeturn the favorr, punishing thhem with a seriies of devastatting Each ttime your oppo
counterattacks and leavin
ng them wide o
open for poweerful Chain Finisshers. nter allows the
e Monk to use tthe Counteratttack property oon Brawl weap
pons one addittional time perr Cross‐Coun
encounter.. This Job Abilitty may be take
en multiple tim
mes, increasing the number of times Counteerattack may b
be used by on
ne each time. 56
Your sspeed and vigo
or never for a m
moment leave yyou as you fluid
idly weave in aand out of yourr enemies’ defeenses and leave b
broken bones a
as souvenirs. Critical Hitss now award 2 Chain points instead of just the standard 11, and a Monk who is wearin
ng no armor is always treaated as though
h he is dual wie
elding, allowingg him to reroll one die duringg every attack roll. w level, able to
o You have taken the ability to counterattack the sstrikes of your opponents to aan entirely new
ast retribution eeven before they land. anticipate these moves and respond with lightning‐fa
ounterattacking after damag e is calculated, the characterr may perform a After obtaining Hamedo, rather than co
ounterattack ass soon as a foe
e makes a mele
ee attack againnst them, priorr to damage beeing determineed or physical Co
accuracy being rolled. In addition, when
never you perfform a Counte rattack you maay also make aan opposed Forrce or eck; a success ccauses your en
nemy to suffer a Short Rangee knockback, geenerally causin
ng your opponeent to Finesse che
lose their aattack altogeth
her as they go ttumbling from your surprise sidestep and rretaliation. and still as the M
Monk draws ba
ack their fist, aaccumulating ccosmic energy in the palm of f their The aiir seems to sta
closed hand. When they a
at last strike, itt is a single, deecisive blow thaat sunders the wall of ignorance and helps the porarily break ffree from the b
bonds of huma
an limitations.
monk temp
The Monk unlocks the following Chain Finisher. Final Heaven [5 Points]: Final Heaven iss a Slow attackk action that auutomatically deeals a critical h
hit if strikes thee heir target. Furtthermore, simply using Final Heaven successfully helps u nlock a Monk’s true potentiaal, and all of th
abilities gain additional p
perks until the e
end of each gaame session, att which point tthe bonuses arre lost until Final used again. Heaven is u
Formless Strikes: The Monkk gains the effectts of Auto‐Hastee while he remaiins at 100% HP.
Shockwave:: The Monk gains a +6 bonus on Force rolls when using Shockwaave to destroy oobjects. Shatter Arm
mor: The Monk m
may even break aarmor with the IIndestructible p roperty when ussing Shatter Arm
mor. Haymaker: A
A successful Hayymaker also causes the Speed Brreak condition, hhalving the targeet’s Finesse scorre, AVD and ACC
C for 4 rounds. may continue to battle normallyy without suffering Unbreakable Form: Upon being reduced to 0 hit points or less, the Monk m
wing turn. The M
Monk may still bbe killed by bossees and notorious monsters while in unconscioussness until the end of their follow
this state. Cross‐Countter: All counteraattacks deal an additional damagge step. Passive Fist:: Whenever the Monk is targete
ed by an attack aat a Medium rannge or further, thhey may ‘catch’ the projectile orr spell and return itt back to the atttacker gracefullyy with an oppose
ed Force or Finessse check. Such attacks keep thee same accuracyy and damage rolls, but are treate
ed as targeting th
he user of the atttack instead of the Monk. Chakra: Chaakra now affects all allies within a Short Range.
Aura Bolt: U
Using Aura Bolt iss now an Instantt action, and the
e damage may bbe calculated witth the monk’s hiighest attribute instead of his MND score. Hundred Fissts: Critical Hits n
now award 3 chaain points insteaad of 2. Hamedo: Th
he Monk no longger needs to make opposed checcks in order to ccause a knockbacck through the u
use of Hamedo.
Final Heaven: The Monk maay spend one po
oint of Destiny att the end of eachh game session to keep the bon
nuses granted byy the use of Final Heaven, essentiially allowing him
m to gain any of all of the benef its indefinitely.
57
NIINJA
A
トウ
Underneatth a cover of all‐concealing bllackness, the Ninja comb
bines the talents of infiltratorr, spy and assassin in one finely‐traiined body, ruth
hlessly ne. independent by nature and owing alleggiance to no on
early on in the virtues of silent Ninja are schooled from e
action and caution, the art of killing from a distance aas d‐hearted well as a haair's breadth away. Their cold
attitude an
nd apathetic disregard for life
e means a Ninja would happily commit de
eeds most othe
er warriors would predictable allies at best. balk at, maaking them unp
They often wear masks in
n order to keep
p their true om their closest friends. The identity a ssecret even fro
mask is the
eir final resort ‐ they can alwaays remove it and simplyy disappear, becoming an 'ord
dinary' person. Forever. Then again
n, the Ninja’s m
mask is just as o
often the identtity they’ve creeated for them
mselves, posing as a humble servant or just another faace in the crow
wd. By cleverly positioning th emselves overr the course of f months and oment, they can evade suspiccion as easily a s their shadow
wclad brethren
n can evade preparing ffor a single mo
detection. Either way, the
e skills of the sshinobi can be summarized aas one of two things; deadly o
or possibly deaadly. HP Bonuus: 14 never a fast and
d inconspicuou
us attack is neeeded, When
MP Bonu
us: 0 the Ninja's natural affinitty for throwing
g weapons com
mes to ACC Bon
us: 1 the fore. AVD Bonnus: 7 ws the Ninja to
o launch a singgle weapon or o
object Throw allow
Skill Poinnts: 22
with devastating force an
nd accuracy at an opponent ‐‐ treat this as a no
ormal attack acction that receives a +4 bonu
us to ACC Weaponns:
Blade, Co
oncealed, Dual W
Wield
and may taarget enemies up to a Medium Range awayy. Use Armorr:
Light, Meedium
the thrown
n weapon’s stats for calculating damage, no
ot the weapon the ninja currenttly has equippe
ed (unless, of ccourse, ne and the sam
me). Damage iss always calculaated they are on
using the N
Ninja's DEX Attribute, even in
n case of weapo
ons whose dam
mage normallyy defaults to PW
WR, RES, or MN
ND. For example, a ninja who
o throws a Tier 4 Blade at the
e foe would deaal (DEX x 4) + 22d6 points. be irretrievablyy lost This technique does come with a price, however; anyything used in cconjunction wiith Throw will b
and destroyed for good. TThe only excep
ption to this is items with thee Indestructiblee property, wh
hich are still unavailable
e until after the
e battle is overr, at which point they can bee retrieved normally. A Ninja maay throw Impro
obable Weapon
ns as well, dealing standard ddamage with them based on what Tier theyy effectively act as – see p.151 for more o
on this. As always, the GM iss encouraged tto rule that cerrtain Improbab
ble would have add
ditional special effects, and aa Ninja can onl y Throw what he can conceivvably lift with a Weapons w
Force check. 58
all the (usually iillegal) ninja toools and know how to obtain
n them through
h a You arre well‐versed in the use of a
network off underworld co
ontacts. These methods havee been passed ddown from claan to clan for generations. Smoke Bom
mbs and all of tthe ‘Black Marrket Goods’ listted in the equi pment chapter can be purch
hased for 50% o
of their normal price. The ninja may carry any number o
of these items aat a time; theyy don’t count to
oward the ms a characterr may have in h
his inventory.
maximum number of item
a magic you creeate a trio of shadowy simulaacra to absorbb enemy attackks. They move a
and Utilizing secret ninja
act as you do, making it n
nigh‐impossiblee to tell which silhouette is thhe dangerous oone. nstant action o
once per game session, each of which grantts a bonus of +1 AVD Image creaates three self‐copies as an In
to the Ninja while they arre active. Each time the Ninjaa is targeted byy a Single‐target attack, one of the copies his evasion bonnus accordinglyy. Each time th
he Ninja is targgeted vanishes (aafter the attackk roll is made) and reduces th
by a Group
p or Local attacck, all of the co
opies vanish insstead of just onne. ou are a terror.. Against manyy, you are untoouchable. Against one man, yo
When fightting a Humano
oid or a target tthat possesses the Swarm moonster trait, th
he Ninja gains aa +1 bonus to ttheir AVD score and deals an aadditional damage step with all attacks to tthat target. If the target is bo
oth a Humanoid
d and ects stack, gran
nting a +2 bonu
us to AVD and a two damagee step increase. a Swarm, then these effe
with various po
oisons and nattural venom, annd your weapoons are all coatted with your You have practiced w
otpourri blend o
of toxic fluid. EEven the smalleest scratch cann leave a woundd that never seeems to heal.
favorite po
The characcter treats all non‐Improbable
e Weapons the
ey wield as thoough they posssessed the Spellburst: Virus property. A
As always, this means that ass a standard action or on a crritical hit the niinja can cast th
he Virus spell, w
which negates all healing a foe could receive. n cast the Hex sspell as a Slow action with noo MP cost, allo
owing them to debilitate the health In addition, the Ninja can
oftening them up for a later aassassination oor even allowin
ng them to pin the blame of d
death of their tarrgets at‐will, so
on natural illness. magical darknesss suddenly po
ours into the weell‐lit room likee a viscous fluidd, extinguishin
ng every sourcee of The m
light as you
u immerse yourself into the sea of shadowss. No trace of yyou remains; noot even the sou
und of a footsttep. Sunken Staate is an Instant action usable
e once per sesssion that grantts the Ninja thee Invisible statu
us, which is losst as soon as the
e Ninja takes damage or activvates another jjob ability. Inv isibility grants the Ninja a +3
3 bonus to Steaalth skill checkss, their AVD sco
ore, and attem
mpts to Run Aw
way in combat.
Although SSunken State m
may only be use
ed when the Ninja is under thhe cover of darkness, simply having this Job Ability also
o grants the Nin
nja the ability tto cast the Twiilight spell as aa Slow action w
with no MP cosst. 59
battles are besst enjoyed as loong, drawn‐ouut affairs, you in
nstead seek to
o Whilee many warriorrs believe that b
perfect thee art of the sing
gle strike ‐ endiing combat with one precise cut before youur enemy can rreact or respon
nd. All attacks made by the ccharacter durin
ng a pre‐emptivve round of coombat result in a critical hit on an accuracy roll of dard 12. This caannot be comb
bined with otheer effects that increase a chaaracter’s criticaal hit 8‐12 insteaad of the stand
range, such
h as the Lucky weapon prope
erty. a simple two‐fi
fingered gesturre, you strip your foe of his m
magical protecttions. With a
As an Instant action once
e per game session, you may cast Dispel as for no associatted MP cost. TThis targets a siingle enemy at u
up to a medium
m range away aand, with a succcessful opposeed roll, removees all positive sstatus effects tthey currently p
possess. ws you to halt yyour opponentss’ attempts to fflee by anchorring their shadows to the gro
ound, This ninja trick allow
ensuring th
hey stay preciseely where you want them. Whenever you successfully damage a fo
oe who is a Me
edium Range aaway or further, you may cho
oose to deal haalf e an opposed FFinesse check. If you succeed , the target is aautomatically inflicted with tthe damage in order to make
op, lasting until the beginningg of your next tturn. negative sttatus effect Sto
an how to dodg
ge a blade andd hide betweenn raindrops; you know the seccrets Yourr master taught you more tha
of the five p
primal fundam
ments that com
mpose the world
d, and how to uuse your Ki to sstrike at these five points on an enemy and
d leave him help
pless. Only tho
ose who master the Ki of Fivee‐Movements ccan master thee way of the Nin
nja. Whenever you deal any ttype of elemen
ntal damage wiith a thrown w
weapon, or Shaadow damage ffrom a melee aattack, hoose one effe
ect from the list below to actiivate as an Insttant action. Alll additional damage dealt byy you may ch
Ninjutsu ignores the effects of ARM and
d M.ARM. moving too quickkly renders him m
momentarily sightless. Wood Veil: A simple motioon makes it difficcult for the targeet to see, and m
The next tim
me the target maakes a physical attack, they suffe
er (MND x Level)) points of damaage after the attack resolves and
d are inflicted with the negative sstatus effect Blin
nd until the end o
of their next turrn. Fire Veil: You pluck at theirr heart, strippingg away the fiery passion neededd to work magic.. The next time tthe target succeessfully casts a spell, they take (MND x Level) pointss of Fire damage
e and are inflicteed with the effeccts of Seal until tthe end of their next turn. Earth Veil: After your attacck, your victim fiinds himself sudddenly exhaustedd. The next timee the target movves from his currrent location, the
ey suffer (MND xx Level) points o
of Earth damage (even if they aree normally immuune) and are infflicted with the negative staatus effect Slow until the end of their next turn.
Metal Veil: By striking your opponent’s veery soul, you punncture their spiriit and cause their own Ki essencce to drift free; aa deeply unse
ettling feeling forr anyone. The ne
ext time the targget expends Desstiny, they sufferr (MND x Level) points of nonelementtal damage and aare inflicted with the negative status effect Conf
nfuse until the ennd of their next turn. Water Veill: The liquid in yoour target’s boddy becomes as coold as death, thee chill remindingg him of the inevvitable, inescapaable end to this b
battle. The next time the target recovers health,, they suffer (MN
ND x Level) poinnts of Water dam
mage and are infflicted with the neggative status effe
ect Zombie untill the end of their next turn. 60
me to shout ou
ut a warning, your foe’s gasp becomes nothhing more than
n a gurgle. Before you have tim
he damage deaalt by Executio
on is impossiblee to trace backk to Though it ttakes a Standarrd action to use in combat, th
the Ninja –
– they seem to do nothing. Pe
erhaps this attaack takes the fform of a poiso
on discreetly placed in your opponent’ss drink hours aago and just no
ow taking effecct to cause cripppling pain, or perhaps it wass nothing moree than a shocked ggesture….whicch signals an un
nseen conspiraator to fire a crrossbow bolt frrom a nearby rrooftop. In thiss way, the Ninja m
may continue to seem like an ally or bystander even as th eir murderouss plan unfolds. Execution rrequires an atttack roll as norrmal and no we
eapon propert ies (such as [Ellement] Strike or Lucky) apply; it deals (AVD
D Score x Level)) + 2d6 points o
of ARM damagge, and the targget then sufferrs a penalty to their ARM and
d M.ARM sco
ores equal to the Ninja’s MND attribute unttil combat endds. This effect is cumulative; aan enemy who
o has been struck by Execution
n three times w
would have a pe
enalty to their r armor values equal to triplee the Ninja’s MND score. D, any temporrary effects thaat would increaase mage is calculatted by using yo
our current AVD
Because Exxecution’s dam
your Avoidance (such as being Invisible or under the e
effects of Imagge) also improvve this limit ability. que cannot sayy for certain whhat it looks likee ‐ they are all dead. The secrret is, Thosse who have seeen this techniq
in fact, tha
at Army of One rarely manifessts the same w
way twice. The mystically‐minnded ninja splitts his body into
o two identical veersions and battles alongsidee a shadowy do
ouble. The clann leader needs only make thee slightest sign to call for backup,, and dozens off lesser shinob
bi appear in thee rafters to joinn him. Some claaim that the N
Ninja simply mo
oves with such sspeed and soun
ndlessness that it is believed that no single person could eever kill so man
ny so quickly, a
and that there must be some other explanation. Others cla
aim that seein g double is som
me sort of poisson‐induced on. Some partiies have even b
been surprised to discover thaat the characteer they though
ht was their hallucinatio
companion
n all along was,, in fact, simplyy a well‐disguissed decoy…as the REAL Ninjaa appears to heelp. Whatever tthe method, A
Army of One allows the Ninja to effectively ffunction like tw
wo characters for the remain
nder of battle. B
By spending thrree points of D
Destiny and an Instant action to activate thiis Limit Ability,, they gain an additional Standard actio
on each round, which deals half damage an d is incapable of limit breakss. Furthermoree, the may perform TTeamwork Attaacks essentiallyy with themselvves, treating th
his additional sstandard action as if character m
it was anotther player making an attack roll. The charaacter may alwaays take this Sttandard action each round, eeven if they are affflicted with a n
negative statuss effect that would prevent tthem from doin
ng so. Because Arrmy of One allo
ows the characcter to function
n like multiple individuals, th
he ninja may peerform actionss in two entirelly different plaaces at once ‐ ssuch as engagin
ng in an epic b attle inside an imperial airsh
hip while also disarming ((or planting) a bomb in the city square mile
es below. Army of On
ne lasts until th
he end of comb
bat, or until the Ninja is reduuced to 0 hit po
oints. haracter moves so gracefullyy that even mag
gic has difficultty scorching heer skin, much leess slow her do
own. The ch
Whenever any spell would affect the Ninja, the Ninja may choose too make an opp
posed Finesse rroll against thee he Ninja wins they are immun
ne to the effeccts and damagee the spell wou
uld cause, thou
ugh this doesn’t caster. If th
protect the
e character’s allies from the sspell. A Boss orr Notorious Moonster may exp
pend one poin
nt of Destiny to
o negate thiss benefit for on
ne round. 61
PAL
LADIIN
おとこだて
The Paladin
n is a sacred kn
night, followingg in the footste
eps of the infinnite mercy and justice
e of creation, th
he powers of H
Holy. They are cchosen by the light they follow, nott the other wayy around. Altho
ough there are
e many who haave one or several of tthe qualities th
hat make a Palaadin, only thosse who are tru ly the epitome off purity are so blessed to beccome one of th
hese famed knights. You fight for higgher causes an
nd better days;; truth guides yyour sword andd chivalry your every action, and th
he Holy energy that flows thro
ough your bladde and body o create a brighter tomorrow
w. is certain to
Paladins arre symbols of h
honor and nobility and are welcomed wherrever they go, usually clad
d in shining heavy armor and
d carrying a gre
eat shield. Theyy are capable of shieldingg another party member from
m danger and ccan channel thhe rarest and most sacre
ed type of magic in combat, m
making them awesome warri ors indeed. 22 HP Bonus:
Levels Obtaiined Spell Rank You arre a living bulw
wark, protectin
ng the 2 Novice 1, 2, 3, 44 MP Bonus:
vulnerable and acting as their shelter in
n the 1 5, 6, 7
Intermediate ACC Bonus:
attle. The well‐‐being of otherrs is storm of ba
5 8, 10 AVD Bonus:: Expert paramountt, and you wou
uld sacrifice you
urself in a Skill Points: 12, 14
20 Superior moment if another’s life w
was at stake. 15 (Holy on
nly) Ancient n chooses an aally to be coverred as an The Paladin
Instant action; Until the P
Paladin choose
es a new Weapons:
Arcane, Blaade, Reach watchful eye on
n this ally target, theyy will keep a w
Armor: Light, Mediium, Heavy, Shieelds and guard them from inju
ury. Magic Schoool: White uffer Whenever the Covered taarget would su
he Paladin mayy leap in front o
of that damage, th
character aas an Instant acction and choo
ose to take that damage on t he ally’s behalf. This means tthat the damagge is still reduce
ed by the origin
nal target’s ARM and M.ARM
M scores and otther effects, an
nd not the Palaadin’s. Cover can o
only be used iff the Paladin is not afflicted w
with an effect oor status that w
would preventt them from reaching th
heir target or taking an imme
ediate Instant aaction (such ass Stop, Slow, Seeal or Charm, aamong others), and the ally mu
ust be within a Medium Rangge and not obsttructed by obsstacles that wo
ould prevent th
he Paladin from
m reaching th
hem (such as b
being in anothe
er section of the castle or anoother dimensio
on). Finally, thee Paladin may only Cover one ally at any time. will combat evill even to the en
nds of the earth
h and are a sym
mbol of hope ffor your comra
ades. If fear and
d You w
trickery aree the only toolss your enemiess wield, then th
hey will fight yoou unarmed. The Paladin
n, all allies and
d friendly targe
ets are Immune
e to Fear, Berseerk, and Charm
m (if they so ch
hoose to be) wh
hen they are within a Medium
m Range of you
u. Former foes who have beeen Charmed to fight on your party’s side are d by Leadership
p. unaffected
62
whisper a singlle, solemn worrd that resonattes with convic tion, sheathingg one ally in th
he golden light of a Your w
magical shield. n Astra shield is an Instant acction usable on
nce per game s ession, and it aappears as a faaintly‐shimmerring Forming an
glow that ssurrounds the ttarget. The tarrget of Astra ne
egates all effeccts and damagee from the nexxt attack they receive, at which point th
he benefit of A
Astra is lost. Thiis ability cannoot be used on tthe Paladin, no
or can more than one ally have the benefits of this abilityy at any given ttime. Howeverr, Astra can be used even when it is not thee urn. Paladin’s tu
art, chivalrous and steadfast,
t, the Paladin ccan amplify thee raw force of aan opponent’s spell and causse it to Stalwa
harm him eexclusively insttead of allowin
ng more vulnera
able allies to s uffer the bruntt of the damag
ge. By declarin
ng they’re usingg Sentinel an In
nstant action o
on an enemy’s turn, the Paladin may transfform any Group‐
target spell or Limit Break into a Single‐‐target spell orr break that is rredirected to sstrike him alone. Spells and liimit % standard dam
mage instead oof the normal vvalue, and if th
he Paladin would be breaks redirected in this way deal 200%
n‐elemental daamage Immune orr Absorbent to the elemental type of damage dealt, the ddamage is convverted into non
instead. ht seems to surround you as you drop into aa guarded stannce, bracing yo
ourself. The mo
oment A heavenly pearl ligh
plode in a blind
ding, radiant aaura. Evil creattures hiss and rrecoil, shielding
g their your enemies approach yyou seem to exp
grates in the asstral glow. eyes as theeir skin disinteg
The Paladin
n may declare he’s activatingg Shield of Ligh
ht as an Instantt action once p
per combat. Un
ntil the start off the Paladin’s next turn when Shield of Lightt wears off, the
e character is ttreated as having the Indestrructible properrty on mor he’s currently wearing, caannot be affectted by Knockbaack effects, an
nd cannot lose a spell he was in the all the Arm
middle of ccasting due to a teamwork atttack, critical hit or limit breaak. If any enem
my would make
e a physical atttack against the Paladin or thhe Paladin’s Co
overed target b
before the starrt of the charactter’s next turn, the Paladin can retaliate with an abrupt bblast of holy en
nergy. The attaacking enemy immediately suffers (RES x Armor Tier) + 2d6 points o
of Holy M.ARM
M damage and aare inflicted with the negativve status effect Blind with no resist roll, evven if they’d no
ormally be imm
mune to its efffects. This dam
mage and blind effect oon as the mon
nster’s attack iss declared, and
d before accur acy is rolled. occur as so
and as long as yyou can fight.
Fight as long as you can stand. Sta
5% or fewer HP
P he receives 2
200% healing frrom all White Magic spells, jo
ob abilities, iteems When the Paladin is at 25
on properties, e
excluding HP D
Drain, Regen, and its superiorr version, Auraa. In addition, tthe Paladin maay and weapo
choose to d
deal damage as though their weapon posse
essed the Holyy Strike propertty when he fights at 25% of h
his maximum hit points or le
ess. 63
gthened with tthe belief that tthe best defensse is a good off
ffense, your weeapon burns w
with a celestial Streng
intensity. A
As you deftly sla
ash at an enem
my, the air arou
und the two off you erupts wiith light and seears your foe w
with righteous w
wrath. It will fa
ace you, or fall.. This is an aattack with man
ny names, rangging from Nortthswain’s Glow
w to somethingg as simple as ‘‘Split Punch’ orr ‘Crush Punch’ by non‐Paladins who’ve sseen it in actio
on. Ultimately, most refer to it by the namee of the man w
who o have created it. was said to
Whatever tthe name, this attack is a Staandard action tthat targets a ssingle enemy, u
usable once peer session. Makke a standard w
weapon attack; if the strike is successful, it d
deals (PWR x TTwice Level) + 22d6 points of H
Holy M.ARM damage to the target and
d surrounds bo
oth of you with
h white fire. If tthe enemy attaacks on its nexxt turn and doeesn’t u as a target, yyou regain the use of Orlande
eau’s Strike. include you
n an ally is wou
unded or an undead abomina
ation bears dow
wn upon the innocent, there’ss no time for th
he When
complex invocations of a spell. By using
g your own life force as the soource for your magic, you’re able to cast su
udden and impulssive spells to prrotect your frieends. When casting a beneficiaal spell on yourr turn, you mayy choose to saccrifice 25% of yyour maximum
m HP in order to
o turn nto a Standard action instead of a Slow action. The spell hhas no effect on the Paladin aand must targeet one the spell in
or more orr allies instead, and you may take no other actions on youur turn after th
he spell resolvees. unwavering ressolve helps you
u withstand thee tests to comee. Your u
The Paladin
n receives a +2
2 bonus to opposed rolls to re
esist the effectts of negative sstatus effects. This ability maay be taken multtiple times, increasing the bonus by +2 each
h time. using your will allows you to create an incorrporeal weapoon, which seem
ms to be made o
of noting but ssilvery‐
Focu
blue strand
ds of light. It cu
uts a blazing pa
ath through yo
our enemies as you focus on cchanneling pro
otective magic.. Although creating a spiritt weapon takess a Standard acction, the resuulting conjuration lasts until ccombat ends.
When the sspirit weapon is first summoned it Instantlyy lashes out at one enemy off the paladin’s choice. The sp
pirit weapon wiill thereafter atttack wheneve
er the Paladin ssuccessfully ca sts a spell thatt deals no dam
mage. The palad
din must make
e a standard attack roll; if it h
hits, the spirit w
weapon deals ((MND x Half Leevel) + 2d6 points of nonelem
mental M.ARM damage to one fo
oe. m teamwork atttacks, and isn’’t improved byy the Although the phantasmal weapon can’tt deal a criticall hit or perform
perties or job aabilities, the sp
pirit weapon haas the Indestruuctible and MP
P Refresh propeerties; Paladin’s equipment prop
dealt is returne
ed to the palad
din in the form
m of MP. half of the final damage d
aladin raises his blade to the sky, parting th
he clouds and eencasing the pparty in a beam
m of divine lightt. The Pa
By activatin
ng Holy Circle aas a slow action, the Paladin and his allies ggain the Undeaad Killer property on any weaapon they wield until combat e
ends. A Paladin
n’s Spirit Weap
pon gains this pproperty as weell, if applicablee. 64
none is as simp
ple, and flawlesss, and all‐enccompassing as this. Of all the powers in all the world, n
ng 3 or more po
oints of Destiny as a Standard
d action, a Palaadin may beco
ome invincible, negating all By spendin
damage an
nd effects that he would rece
eive from all atttacks. The effeects of this ability last for a nu
umber of roun
nds equal to th
he number of D
Destiny expend
ded in its usage
e. In addition, aall damage deaalt from the Paaladin is treated as Holy M.ARM damage for the duration o
of Invincible. A
All damage takeen from effectss such as Cover is also nullifieed Paladin is Invincible. while the P
When Invin
ncible is activatted, the Paladiin is immediate
ely cleansed off all negative status effects. H
He may use Invincible e
even if a statuss effect would normally preve
ent him from ttaking any actions. g left in your fin
ngertips at all. They appear tto have been turned to stonee from the There was no feeling
Adamantoiise’s breath, in
n fact, as it tried
d to use its qua
artz‐like jaws tto rip your shieeld away. Your only weapon llies a few feet to
o your right, bu
ut it wouldn’t do you any good
d with this brooken arm anyw
way. Each time tthe primeval to
ortoise smashees you and your friend into thhe cave wall at t your back, tw
wo things happeen; he lets out a w
whimper and m
mutters someth
hing about bein
ng a better perrson, and your shield resonattes with a flash
h of angelic ligh
ht. You want to
o tell him not to
o worry, but th
he sound of youur voice is drow
wned out in the rumbling. After all, yo
ou’re a Paladin
n. You could do
o this all day. As soon as the Paladin su
uffers damage ‐‐ or a negative
e status effect ‐‐ caused by anyy foe, the Paladin and one neearby ally of his cchoice recover hit points equal to (Paladin’ss MND x Half LLevel) as a Regeeneration effect. This healingg is instantaneous and interrupts the enem
my’s turn, thouggh does not occcur if the Paladin is reduced to 0 hit pointss by oss can even occcur when the Paladin is affliicted by a statu
us ailment thatt the attack. The healing frrom Saint’s Cro
mally prevent iits use, such ass Stun or Seal. Saint’s Cross ccannot occur m
multiple times o
on the same atttack; would norm
for example, if an enemyy caused both d
damage and a negative statu s effect with aa single move, tthe Paladin wo
ould ecover health o
once. still only re
aise your weap
pon high and alllow it to accum
mulate holy ennergy from the distant reachees of the cosmo
os; You ra
the size of the weapon seeems to grow a
and it becomess almost imposssible to look diirectly at the b
blade. Then, wiith a h foe, sending tthem back to thhe abyss wherre they belong a
and clash of steeel you bring itt to bear againsst one fiendish
filling your veins with thee power of the light. owerful blow that requires a Slow action too use and may only be activatted once per Climhazzarrd is a single po
session. Ho
owever, whene
ever the Paladiin suffers a crittical hit, they rregain the use of Climhazzard
d. Climhazzarrd automatically deals ((PWR + RES) x Weap
pon Tier) + 2d66 Holy ARM daamage and cannot miss or bee a critical hit. After Climhazzzard is used, th
he Paladin’s total ARM and M
M.ARM scores aare doubled un
ntil the start off their next turn. 65
RANGE
ER
かりうど
か
Rangers are also known aas Hunters or SSnipers – or, de
epending on if they utilize
e modern weap
ponry, Gunners or Fusiliers – and they specialize in fighting with
h ranged weapo
ons. These pattient and eir art through skill and a few
w subtle (and precise warriors hone the
en protective o
of their homes, Rangers oftenn not‐so‐subtle) tricks. Ofte
prefer either the wilderness or a heavily urban settingg. They use onment to their advantage to
o overcome much more their enviro
dangerous foes. n hand, these e
ever‐vigilant ad
dventurers cann With a rangged weapon in
make accurate attacks th
hat other Jobs ccan only dream
m of, cripple pecific parts of their bodies, aand utilize enemies byy aiming for sp
other practtical abilities th
hat make them
m invaluable to any party. HP Bonuus: 16 distance, a Whilee normally mosst comfortable ffighting at a d
MP Bonuus: 0 Ranger who is forced into
o melee with en
nemies is hard
dly ACC Bonus: 2 defenselesss. While being able to dodge a blow or divee out of the AVD Bonnus: 6 way of inco
oming fire is a handy trait forr any characterr to have, Skill Poinnts: 20
Rangers ha
ave taken this o
outlook to an eextreme; relyin
ng on instinct and
d reflex, they a
are so adept att dodging attaccks that foes Weaponns:
Concealed, Ranged
are just as likely to hit each other as theey are the Rang
ger. Armorr:
Light, Meedium
ue to Whenever an adversary’ss attack missess the Ranger du
may choose to h
have the attackk Avoidance,, the Ranger m
successfully strike a second enemy with
hin a Short Ran
nge instead. Reeversal therefo
ore makes Rangers extremelyy nsters at once, as they turn thheir foe’s own imprecise attaacks back at eaach adept at haandling entire ggroups of mon
other. The ru
udimentary com
mbat style of yyour enemies iss easy to analyyze, giving you ample time to
o shout to your friends and
d warn them w
when to dodge p
predictable cou
unterattacks oor clumsy magiical onslaughtss. Use Advice
e as a Standard
d action once p
per round by ro
olling your Loree (Monsters) or Nature skill aagainst one eneemy target of yo
our choice, opposed by theirr Finesse. If you
u win the roll, yyou and your aallies learn the complete list of the combat abilities the monster possessess, such as Call ffor Help or Ma gical Counteraattack. Choose one of these; the oses access to tthat combat ab
bility until the ffight ends. monster lo
When Adviice is used in th
he pre‐emptive
e round of com
mbat it is treateed as an Instan
nt action insteaad, though still only usable once per round, and gains a +4 b
bonus to the opposed roll. 66
n your environm
ment that you’’re able to delivver precise shoots without beiing detected, a
and You’ree so at home in
prefer to overcome your eenemies through the elemen
nt of surprise. ditional damagge step with alll physical attaccks in the pre‐eemptive round
d of The Ranger and all his allies deal an add
n attack that normally deals ((DEX x 1) pointts of damage n
now deals (DEX
X x 2) instead. combat – ffor example, an
In addition, by spending o
one point of Destiny, you maay add a bonuss equal to half of your Naturee skill as a bonu
us to u and each of yyour allies thiss game session. the next Sttealth skill checck made by you
rfect time to sttrike, and you aare able to tracck your target The viirtue of patiencce helps you piinpoint the perf
perfectly an
nd land your sh
hots even in sittuations wheree success seem
ms impossible.
Aim is a Slo
ow action that allows the Ran
nger to make aa standard attaack with a +4 b
bonus to the atttack roll. This ability can also be ussed outside of combat for graanting a +4 bonnus to any skill that might invvolve a precisee or ed shot, such ass firing a grapp
pling gun up a ccastle wall to aaid in a Stealthh or Escape cheeck. silent aime
You fire a well‐placeed, crippling shot that hampeers your foe’s fiighting ability. Choose one of four bonuses listed Once per combat you maay declare thatt your next attaack will be a Diisabling Shot. C
he attack is succcessful, your ttarget(s) sufferr whatever addditional penaltyy was selected
d. Obviously, so
ome below; if th
creatures w
will be unaffectted by aspectss of this ability…
….take size, lacck (or excess!) of appendagess, and similar considerations into accou
unt. m one carried oor held item, cchosen by the R
Ranger. This co
ould Disarming Shot: The targget drops or is sseparated from
on or shield, orr an item such as a delicate p
parchment mapp or set of diam
mond earrings. Regardless off the by a weapo
Ranger’s ch
hoice, this generally acts as aa Disarm action
n with no oppoosed roll. Leg Shot: TThe target cann
not escape from combat with
h spells or abiliities, nor can they attempt to
o Run Away. Vital Shot: The enemy su
uffers a ‐2 penaalty to their AC
CC or AVD scoree (Ranger’s choice) until the end of combat. hit rate is improved by 2 for tthis shot, whic h generally allo
ows you to roll critical hits on
n a Head Shot: Your critical h
dard 12. Head Shot may onlyy be used in co
onjunction with
h a Ranged weaapon. dice result of 10‐12 instead of the stand
oose a powerfu
ul missile attack that sends a foe hurtling baackwards, pinnning them to a wall or the gro
ound. You lo
After usingg Sidewinder ass an Instant acttion, the Range
er’s next attac k suffers a ‐4 p
penalty to the A
ACC roll, but iff successful, deals one add
ditional damage step, causes a Short Rangee knockback an
nd inflicts Stop for one round, even et would normaally be immune
e to the knockback or the efffects of Stop. TThe Ranger maay also be affeccted if the targe
by a Short Range knockbaack if they so cchoose. used once per ccombat in conjjunction with aan attack from
m a Ranged weaapon. This ability may only be u
of targets on a
a foe’s body, bu
ut several of thhem are more aappealing than
n others. There are a myriad o
n he wields. The Ranger is treated as aalways having the Blind Toucch properties oon any weapon
67
or bullets, thosse who do are aalways ready w
with ammo for r any occasion. By Whilee not all Rangerrs use arrows o
quickly dra
awing differentt types of arrow
ws from their q
quiver, reloadinng a pistol withh elementally‐a
aligned shells, magically a
altering the pro
operties of their floating surffboard or whattever, the charracter is able to
o constantly exxploit the weakneesses of his eneemies. After quickkly producing aa special type o
of ammunition as a Standard action, the Raanger may add any one of thee following w
weapon properrties to his nexxt two ranged aattacks; Fire Str
trike, Earth Striike, Water Strikke, Wind Strikee, Lightning SStrike, or Ice Strike. anger notches half a dozen a
arrows onto theeir bowstring oor unloads a cliipful of bullets,, punching holles in The Ra
every enem
my in a 360 deg
gree radius. By declarin
ng the use of Baarrage as an in
nstant action, tthe next attackk the Ranger m
makes targets th
he entire enem
my Group. Thiss ability may be used once pe
er session. aron’s guards d
didn’t have tim
me to react beffore you drew yyour pistol, butt they were not your targets – The ba
instead, ea
ach lantern they carry seems to shatter simu
ultaneously, pllunging the alleeyway into com
mplete darknesss. By declarin
ng his next attaack will be a Triick Shot as an instant action and taking a ppenalty to theirr attack roll, the Ranger is capable of ‘ban
nking’ an attackk made with an
n Arcane or Ra nged weapon off of up to multiple differen
nt surfaces be
efore it reaches its target. For each surface or item Rangeer wishes to bo
ounce a shot frrom, they suffeer a ‐2 penalty to their ACC roll. This might allo
ow a Ranger to
o bank a shot ooff three walls and hit a targeet they couldn’’t ACC penalty, orr simply make Force checks tto destroy objeects within range possibly drraw a straight line to at a ‐6 A
before the shot strikes itss intended targget – such as light sources orr the thin chain
n keeping a cryystal chandelier he target, thenn Trick Shot haas no effect wh
hatsoever and iis dangling from the roof. Iff the attack roll would miss th
nger fired at. treated as missing every object the Ran
ned This ability may not be ussed in conjuncttion with attaccks that never miss, such as SSharpshot, but can be combin
er multiple foes at once. with Disabling Shot to dissarm or hampe
ugh you’re hap
ppy enough witth a rock for a pillow and thee stars for a blaanket, some off your more hig
gh‐
Althou
maintenan
nce allies aren’tt nearly as com
mfortable in thee great outdooors as you are, and have the b
bad habit of forgetting to feed themseelves or getting
g chewed on byy angry predattors. To save yoourself the hea
adaches you do
o ural more than just lead your helpless party through the untamed wilds;; you constantlly keep an eye out for all‐natu
wild game, and
d sheltered pla
aces to set up ccamp. remedies, w
The first tim
me you successfully make a N
Nature skill che
eck to help youu and your alliees overcome a hostile environme
ent, you may also add one of the following iitems to your iinventory. Thee item vanishess at the end of the game session if it wasn’t used and has n
no market valu
ue. with a tier no grreater than hallf your level  A single Food‐caategory item w
 Exxotic medicinall fauna with the same effect as a ‘Phoenix Down’ item  En
nough suppliess to construct aa rudimentary campsite, grannting the beneefit of a ‘Tent’ item 68
of ranged comb
bat, capable off performing feeats beyond coomprehension. With a single arrow You arre a paragon o
you could p
pluck an apple from a tree ten miles away, or tie a messagge to the shaftt and have it im
mbed itself in the wall next to
o its intended rrecipient insidee a fortress witth only one winndow. You could make a bulleet follow the curvature o
of the entire pllanet in order tto strike a nearrby adversary iin the back. These exploits wiill live on in leg
gends and storiess for centuries, immortalizing
g you as one of f the greatest m
marksmen to ever exist. By expendiing two points of Destiny the
e Ranger’s nextt attack – if thee goal is to strike a target and
d not simply seend a message – deals (DEX x TTwice Level) + 2
2d6 points of d
damage which ignores ARM, cannot miss, ccannot be stopped ects of the Barrrier or Wall spe
ells, and canno
ot result in a criitical hit or lim
mit break. If useed with a Rangeed by the effe
weapon, Sh
harpshot can sstrike a target aat any distance
e even if it is a beyond conceeivable firing raange. As long as the character is not restricted
d by walls or other barricade
es, they can shooot anything, aanywhere. with the singulaar exception off the Paladin’s ‘Invincible’. Sharpshot cannot be neggated by other Job Abilities w
mbined with the Ranger abilitties Barrage orr Trick Shot, an
nd cannot be m
made to target Sharpshot cannot be com
nemies under aany circumstan
nces. multiple en
mid‐flight, splittting into multipple projectiles to lay low yourr enemies. Your rranged attackss separate in m
Activating X
X‐Attack is a Sllow action usable once per se
ession. After ddoing so, the Raanger’s next th
hree normal atttack actions are
e treated as Insstant actions in
nstead and calcculate damagee with DEX instead of their no
ormal attributee, but cannot cau
use critical hits and suffer a ‐2
2 penalty to AC
CC. If the Rangeer misses an atttack, the effects of X‐Attackk immediately end. You find the greatesst challenge in pitting your skkill against the intelligent preedators spoken of in local folkklore, ng to monsters that lesser huntters fear to seeek out. Dragons and abnormaal, one‐of‐a‐kinnd beasts are ffar more stirrin
d creatures, an
nd you are paid
d well by certaiin organizationns for these da
angerous troph
hies. your taste than woodland
Monster] Killerr Upon gaining this ability or gaining a levvel, the Ranger’s weapons arre all treated aas having the [M
ng them to deaal double the nnormal amount of damage to
o any single typ
pe of property of the Ranger’s choice, allowin
er gains a level,, they may change the type oof [Monster] Kiiller property. FFor example, u
upon foe. Each time the Range
hoose Aerial Killer. On her neext level‐up, sh
he might choosse to change th
he gaining thiss ability, the Raanger might ch
bonus gran
nted by Hunt to
o Dragon Killerr instead. Furthermore, whenever tthe character kkills a Notoriou
us Monster or Boss of the sam
me species thaat their Hunt Killer weapon property is attuned to, they may turn in prroof of the creaature’s demisee at any major city or [Monster] K
trade hub tto gain bonus ggil. This gil is based off the level of the defeeated enemy; cconsult the chaart below. Monster Levvel Additional Gil 1 40 2 80 3 180 4 400 5 800 6 1,500 7 3,000 8 5,500 Monsster Level Add
ditional Gil 9 10,000 1
10 18,000 1
11 32,000 3
12 56,000 5
13 100,000 1
14 170,000 1
15 300,000 3
69
RED
R
MA
AGE
赤魔道士
赤
The Red Mage is the classsic jack of all trrades, a professsion whose versatility sstands in stark contrast to the regimented, often restrictiive training of other Mage Jo
obs. Indeed, rather than keep
ping their ons confined to
o a single schoo
ol of magic, these versatile examinatio
spellcasters satisfy curiossity (and often,, boredom) by dabbling in a llittle bit of everyything. Still, as the
e manifesto goe
es, they are the jack‐of‐all‐traades ‐ but massters of none. Th
heir versatility comes at the ccost of power; but power is rarely the ffinal goal of a R
Red Mage, as m
most prefer to dedicate theirr lives to the
e constant purssuit of the unacchievable – and doing so witth style. Afterr all, White and
d Black are not ‘destruction’ aand ‘harmony..’ They're nott even diametrrically opposed
d. True mages know how to ggrab the reigns o
of both, insteaad of being too
o afraid to combine the awesoome offensive p
power of Black Magic with the healing and ssupport of Whhite Magic. pirits, Red Magges tend to dre
ess elegantly a nd The quintessential free sp
ucklers as a flamboyantly, using the rromantic idealism of swashbu
er into their ch
hoice of arms; tthey are template. TThis carries ove
particularlyy adept with blladed weaponss, preferring to
o fight with rappiers
sabers, and
d other weapons that allow tthem to take fu
ull advantage oof the additionnal mobility affo
orded by theirr light armor. Tho
ough other spe
ellcasters may ffind Red Mages a little too fliighty for their liking, there is no denying th
hat their palettte of abilities iss a potent one. HP Bonus:
You ca
all yourself exp
perienced and w
worldly, a MP Bonus:
hyper‐profi
ficient intellectu
ual who has memorized ACC Bonus: even the m
most obscure biits of trivia. Eveeryone AVD Bonus:: else just ca
alls you a know
w‐it‐all. Skill Points: The characcter may investt points into a unique skill known
n as Lore (Everyything) so longg as they Weapons:
remain a Red Mage, whicch they may ro
oll in place Armor: of any speccialized type off Lore check. This even Magic Schoool: includes no
onexistent Lore
e types such ass Lore (Animal Hu
usbandry) or Lo
ore (Embarrasssing Childhood Nicknames forr Members of tthe Royal Famiily). 70
14 4 1 5 22 Spell Rank Novice Intermediate Expert Superior Levels Obtain
ned 1, 1, 2, 2, 33 4, 4, 5, 6
7, 7, 8, 9
10, 12, 14 Arcane, Blaade, Reach Light, Mediium, Shields Black, Whitte aise your weap
pon like a magiical lightning ro
od, focusing a spell's energy into your bodyy. You ra
Runic abso
orbs and negate
es the first spe
ell cast in the Red Mage's preesence, be it fro
om friend or fo
oe. Using Runicc is a Standard action that lastss until the Red Mage either ssuccessfully abbsorbs a spell o
or until the starrt of her next turn. ell is absorbed by Runic, the R
Red Mage gains MP equal to the spell’s casting cost. After a spe
Runic may be used once per combat. wing up a dazzlling burst of m
magic with a physical strike is standard fare for these versa
atile casters, a
and it Follow
gives them
m a significant eedge in combatt. By using th
heir natural hyb
bridization to ttheir advantage
e, the Red Magge can use magic to cloak an
nd distort his acctions while he en
ngages in mele
ee combat, or just use some o
of the left‐ove r energy to givve his rapier strrike an extra boost. Whenever the Red Mage
e makes an attaack roll againstt a target that w
was affected b
by one of their spells in the saame round, theyy receive a +2 bonus to theirr ACC score or iincrease their damage by one step – player’s choice. These bonu
uses last until tthe start of the
e Red Mage’s n
next turn. off at the notio
on that magic ttakes years of ddiligent study to understand,, and years mo
ore to Most Red Mages sco
more practice th
han the Magess who learn. Theyy wield raw eneergy with only limited undersstanding ‐ but aa great deal m
garb themsselves in robes of black or wh
hite ‐ with a tw
winkle in their eeye and not a w
worry in the wo
orld. The characcter may now u
use her DEX sco
ore for the purrposes of calcuulating of damaage with any w
weapon category, and she maay substitute h
her MND score for her PWR sscore for the puurposes of calcculating damagge with spells.
boomeranging
g out You arre capable of rredirecting spells mid‐cast, seending even th e most powerfful of magicks b
of control a
across the batttlefield. Once per session, the chaaracter may grant herself or one enemy thee Auto‐Reflectt status as an In
nstant action, llasting until the sttart of the Red Mage’s next turn. Spells that have been reedirected in thiis fashion havee their damagee and healing ste
eps increased b
by two, and the
e initial caster ggains a +2 bonnus for any opp
posed rolls thatt may be involved in the spell. TThis ability mayy be used once
e per session an
nd does not alllow an opposeed roll to resist the effects of Auto‐
Reflect. of the best things about being
g a mage witho
out limitations,, rejecting the notions of wha
at is and isn’t One of
possible, is that there’s never anyone arround telling yyou what you’ree not allowed to do…like rending time and space ogue done fastter, for examplle. in order to get the king’s boring monolo
ow choose from the list of Time magic as w
well as White a nd Black when
n creating yourr character, or You may no
selecting yo
our spells upon
n leveling‐up. 71
n a tip of their hat and a charming smile, thhe Red Mage ccan get preciseely what he or sshe With llittle more than
wants – evven if it means turning a newlly‐enraptured ffoe against theeir former alliees to save the m
mage’s skin. The characcter chooses a single Humano
oid‐type foe off the opposite ssex (or otherw
wise potentiallyy interested), designates it to be the target, and then makes an opp
posed Finesse ccheck as an Insstant action. Iff the Red Magee is Charm until thee end of the gaame session, orr a few hours aafter successful the target is afffected by the status effect C
his effect is brooken if the Red Mage or any o
of his allies attack the Red Maage has departted the target’s presence. Th
the creaturre in question. Allure even afffects foes who
o are normally immune to the effects of Ch
harm, although
h Notorious Monsters and Bosses still rem
main nonplussed. d only once perr game session, and simply haaving this job aability also grants the Red Mage a Allure mayy be attempted
+2 bonus o
on all Negotiatiion checks. dashing, trend‐‐setting cloak iisn’t just for sh
how. By whirlinng your cape arround your perrsonage you may Your d
vanish abru
uptly, leaving b
behind a showeer of sparkling elemental connfetti or a lingeering mirage off yours truly. After suffering or causingg a critical hit, llimit break, or a Complicationn on a skill cheeck, you may choose to activaate ows you to insttantly move a M
Medium Rangee, treat a Comp
plication as if it was rolled byy Dazzling Diisplay. This allo
another ne
earby PC insteaad of yourself, and gain the SStun‐Touch andd SOS‐Invisible weapon propeerties until thee end of your nexxt turn. In veryy rare cases ene
emies and allie
es may choose to clap apprecciatively. a touch, you im
mbue the weap
pon with an airr of magical poower. Though itt seems no mo
ore tangible tha
an With a
warm brea
ath on a frosty morning, the ssimple equipmeent has becom
me a powerful vvessel for your arcane spells.
The characcter can invest a portion of m
magical energy in his or his all ies’ magical weapons as a Slo
ow action, granting them the SSpellburst property for any sin
ngle spell of Tier 4 or lower tthat the Red M
Mage is able to cast. The character using the e
enhanced equip
pment will be able to then caast the spell di rectly from thee weapon upon landing a crittical hit, or as a standard actio
on for no MP cost at a 25% ch
hance of breakking the equipm
ment, even if tthey are not normally able to use maggic. The Red Mage may only ggrant one Spelllburst propertyy to one weap on at a time, aand this job ability has no effect d upon Improbaable Weapons or on weapon
ns whose tier iss less than the tier of the speell. The effects of when used
Spellblade last until the R
Red Mage choo
oses a new spe
ell to imbue thee weapon with
h. – capable of deefying the grassp of the Farpllane, ripping th
heir way back ffrom There are things – horrible things –
mmortal aberrrations cannot be the clutchees of death to tturn the world into a living nightmare once more. These im
destroyed; instead, they m
must be locked
d away and tra
apped until thee end of time, tthe epoch when
n all things com
me to u know the seccrets to impriso
on such creatures, making yoou a quintessenntial living legeend who alone must an end. You
bear the bu
urden of strikin
ng the final blo
ow. After a monster with the Undying property has been reduced to zerro hit points, the Red Mage m
may banish thee n Standard actiion…often send
ding them to aa place beyondd reality, or trapping them insside a physical beast as an
object neve
er again to esccape. This remo
oves the creatu
ure’s Undying property perm
manently and ggrants the Red Mage one point o
of Destiny. 72
ndo of power w
would make otther magic‐useers turn a bit paale and have to
o sit down for a
a Yourr grand crescen
minute. oublecast’, X‐M
Magic allows fo
or the rapid chaain‐casting of ttwo powerful sspells back to b
back Often referrred to as a ‘do
in a single tturn, usually fo
ollowed up by a skillful melee
e attack. Upon using this abillity by expendiing three pointts of Destiny, the Red Mage m
may cast any tw
wo spells he kno
ows as Instantt actions. ols of magic; a player could n
not cast two Bllack magic spells However, tthe spells mustt be from two different schoo
with a single standard acttion, but they could cast a Time magic spelll and a White magic spell in tandem. X‐Maagic be used once each combat. may only b
and careful gesstures that acccompany magiic are usually m
more tradition than You’vee found the dellicate phrases a
necessary, and thus your casting ritualss are composed
d of equal partts convention, iimprovisation, and nonsensee. e crimson‐robe
ed wizards, Fasstcast allows fo
or precisely wh
hat it sounds like; One of the most coveted abilities of the
on instead of aa Slow action.
you may caast one spell eaach round as a Standard actio
age’s weapon was almost hyypnotic; each flflourishing cut bbuffeted us with an arcing bllast of To gazze upon the ma
air, each pa
arry sent scattering sparks off lightning and
d fire, and whenn we tried to fllee we were an
nchored in a numbing clloud of frost. When the R
Red Mage is ussing a weapon with the [Elem
ment] Strike, [EElement] Wardd, [Status]‐Proo
of or [Status] To
Touch property th
hey may, as an Instant action
n on their turn,, change the w
weapon’s elemeent or named sstatus to any o
other they like, so long as the rules would normally allow it. For example, a Tier 2 weapon may still no
ot deal Holy daamage orm Blind Toucch into Poison Touch at will. with [Element] Strike, butt the Red Mage could transfo
use Fencer to change weapon
n properties thhat are granted
d by other job aabilities; they m
may The Red Mage may not u
weapon normaally. only changge the properties that alreadyy exist on the w
73
SAAMURAI
侍
Samurai arre tradition‐bound warriors w
who almost alw
ways follow a ccode of martial con
nduct known as Bushido. Lite
erally translatin
ng to 'the path of the brave warrior', th
his lifestyle is o
one which stressses bravery, h
honor, chivalry and self‐
discipline in as well as ou
ut of battle. Tho
ough the ethics of Bushido p lace as much on nobility as itt does on stren
ngth, a Samuraai is a versatile combatant emphasis o
not to be reckoned with. mounted combbat and Though maany Samurai arre also trained in the arts of m
archery, ab
ble to engage their opponentts up close as w
well as at a disttance, their weapon of choice is almo
ost always a blaade. In part, th
his is due to thee mystical ed to the consttruction of their weapon; the
e metal of the kkatana practice tie
entraps a n
nature spirit kn
nown as a kami, binding it to the weapon d uring the forging pro
ocess. Learningg how to free th
hese imprisone
ed spirits is an integral and long‐winde
ed part of the SSamurai's train
ning, and Samu
urai who distingguish themselvess through theirr accomplishments in battle w
will eventuallyy learn to expand this talent into haarnessing the p
power of free‐roaming spiritss. They are ns of water Kam
mi, or often seen moving bare‐ffooted over lakkes on cushion
oaked by fire Kaami. travelling through the bittterest cold clo
HP Bonuus: 16 Draw‐Out is a techniique not to be ttaken lightly; a
as much as MP Bonuus: 0 ai value their w
weapon, circum
mstances may fforce them the Samura
ACC Bonus: 2 to shatter iit in order to un
nleash the full force of the Ka
ami spirit AVD Bonnus: 7 locked with
hin. Skill Poinnts: 18
By using th
heir turn to draaw forth the po
ower from an e
equipped Blade or Re
each category weapon as a Standard action
n, the Kami Weaponns:
Blade, Ranged, Reach
trapped wiithin is released in an explosive burst of splintered Armorr:
Light, Meedium, Heavy
steel. The ccharacter auto
omatically dealss ((PWR + RES + DEX + MND) x We
eapon Tier) + 2
2d6 points of e
elemental M.AR
RM damage to a single target and cau
uses additional effects based on the list he following paage. All damagge dealt is of th
he same found on th
elemental type as the Kami within the B
Blade. o use a lower tier Draw Out than the level oof his current w
weapon tier if h
he so chooses,, and A Samurai may choose to
may only use D
Draw Out on a weapon that b
belongs to the m. a Samurai m
After Draw
w Out has been used, the weaapon gains the Broken propeerty until it is reepaired, reducing all damagee it deals by tw
wo steps and preventing the w
wielder from m
making critical hits. Even Indeestructible weaapons can be ggiven the Broken
n property in th
his manner. 74
Tier 1 2 3 4 5 6 7 8 Efffect Disspatch: An unseeen specter‐swoord slashes at the target. No addditional effect. Bizzen Boat: Blue flame encircles the Samurai beffore engulfing onne enemy. The SSamurai receivess the effects of eeither Sheell or Protect until combat ends.. Against an Und
dead target, all w
weapon properties that activatee upon a critical hit (su
uch as Spellburstt) so do before th
he weapon is rendered broken.
To
ornado: An enorrmous hurricanee sweeps over thhe battlefield. Alll enemies are afffected by the damage dealt witth this Draaw‐Out and are Knocked Back a medium range. Pu
urifying Blossom
m: The Samuraii and one other aally are bathed iin a brilliant whiite light. All negaative status effects (exxcept Fear and U
Unconsciousnesss) are removed ffrom the Samuraai and one ally oof his choice, and
d both the Samu
urai and
d that ally imme
ediately regain 100% of their maaximum MP (if a pplicable). Shooting Star: A beam of light bllasts one enemyy. The Samurai reeceives the effects of Haste until combat ends.
Ba
anishing Blade:: Five glowing sppheres of energyy decimate the ttarget. Make an opposed Force check; if successsful, the
e foe receives th
he effects of all the Samurai ‘bre
eak’ abilities for oone round; Armor Break, Powerr Break, Magic B
Break, and
d Speed Break. IIf the opposed check fails, the taarget only sufferrs one of the aboove effects of th
heir choice. Iai Strike: The Sam
murai raises his weapon high be
efore bringing it down in a graceeful arc, cleavingg a perfect line thrrough an enemyy before the kataana shatters. Iai Strike deals 2000% damage and aall weapon prop
perties that activvate upon a critical hit sso do immediate
ely. Ka
aiten: The skies churn with windd and lightning aas the Samurai reeleases the kam
mi spirit from a leegendary blade. And the
en…nothing. No grand crescendo of power, no ccosmic strength to smite your enemies. Only peeace. At last your mind is clear, emptied
d of the battlefield’s distractionss. Concepts like ffear and weakneess slip away fro
om you
u, and you realizze you have reacched the end of a cycle. Now, it is time to begin anew. Aftter having used Kaiten, you perm
manently gain th
he effects of Imppervious (an imm
munity to all neggative status effeects), and
d you gain a point of Destiny at the end of any tturn in which yo u defeated an eenemy without aany weapon high
her thaan Tier 1 equipped. Furthermore
e, all Tier 1 weap
pons now deal ( PWR, DEX, or REES x 10) + 2d6 po
oints of damagee on a succcessful attack. TThe Kaiten Draw
w‐Out may ever o
only be used aftter the Samurai hhas proved him or herself worth
hy, at the
e GM’s discretion as always. n each katana lives a Kami sw
word spirit – an
n elemental m anifestation off the Bushido a
able to exercisee Within
slight contrrol over their eelement and aid
d the Samurai when he needs
ds it the most. TThough influen
ntial and often mischievou
us, the Kami arre far from omn
nipotent, and n
never maliciouus. When a Samurai synthesizes a Blade we
eapon, he mayy choose Roll Kamii Element ntal type of Kami within his sword – otherw
wise the Associated Skills
the elemen
1 Fire Synthesis, Vehicles elemental type is chosen randomly, and
d does not natturally 2 Earth Scavenge, Natture elements. Whe
enever you purrchase or include Shaadow or Holy e
W
Wind Awareness, Lo
ore 3 find a Blade weapon, the player or the GM should roll 1d6 and 4 W
Water Stealth, Swimm
ming e table to the right to determ
mine its elemen
nt. consult the
5 Ligghtning Athletics, Escaape Weapons tthat have the EElemental Strikke or Element EEnhancer 6 Ice Inquiry, Negotiaation property use a Kami of th
he same type w
where applicab
ble, and the N/A Shhadow Acting, Thieveery weapon cannot be changed byy job Elemental SStrike of the w
N/A Healing, Negotiation Holy abilities. wo further bon
nuses. This elemental alignmentt also grants tw
would deal eleemental damagge as the samee type of Kami ffound First, the Samurai is immune to Difficultt Terrain that w
pped weapon, or whenever tthe GM would deem it appro
opriate. For exaample, a Fire K
Kami within his ccurrently‐equip
could allow
w the Samurai tto pull orphans out of a burn
ning building unnharmed, or perhaps preven
nt them from suffering in
n the bitter cold. Secondly, w
whenever the SSamurai attem
mpts to make a skill check of SSupreme difficculty (20) or higgher on a skill belonging tto their listed e
elemental type
e (for example,, making a Heaaling check with an Earth Kam
mi) the Samuraai gains a +4 bonus to that rroll. ed Soul grants no benefit when a Samurai w
wields a Brokenn weapon. Unburdene
75
Falllen heroes and
d the intangiblee Kami guide th
he Samurai’s sstrikes, leaving foes struggling to stand aga
ainst the your rig
ghteous assaullt. In your hand
ds, weapon and warrior are uunited in spirit.. Choose one
e of the follow
wing four styless of Break Arts which the cha racter perman
nently gains acccess to. Using a Break Art iss a Standard Action that requ
uires a successsful attack roll tto hit your opp
ponent, but causes no damagge. You may taake this ability multiple timess to add a new Break Art to yyour repertoiree each time. hly whisper see
ems to flow fro
om the Samuraai’s blade, whicch brings even the strongest foes Power Break: An unearth
ngle enemy is aafflicted with P
Power Break; h
his physical dam
mage dealt and
d Force attribu
ute is halved fo
or 4 down. A sin
rounds. Power Break mayy only be active on one enem
my at a time, annd some bossees may be imm
mune to this ab
bility. he enemy, sea ring flesh and bone. A single foe is afflicted
d with Armor Break: A conflagraation of blue flames blazes th
uces their ARM and MARM to
o zero for 4 rouunds. Armor Brreak may only be active on o
one Armor Breaak, which redu
enemy at aa time, and som
me bosses mayy be immune to
o this ability. Magic Brea
ak: Intangible ccherry‐blossom
ms swirl around
d the target, b urning into hiss very soul. A single foe is affllicted with Magicc Break; his maagical damage d
dealt is halved for 4 rounds. Magic Break m
may only be acttive on one enemy at a time, aand some bossses may be imm
mune to this ab
bility. Speed Brea
ak: The world seems to darkken as the Samurai propels a glowing silver sphere of eneergy at the targget. A single foe is afflicted with
h Speed Break, which halves his Finesse, AV
VD and ACC forr 4 rounds. Speeed Break mayy only on one enemy aat a time, and some bosses m
may be immun e to this abilityy. be active o
d You grracefully sidesttep the clumsyy advances of yyour opponentss, or easily knoock aside their overeager and
straightforrward attacks w
with reflexive p
parries. Years o
of refined tacticcal knowledgee and experiencce guide mean you can easily o
overcome the b
brutish beasts of the world, a
and your confiddence in your oown abilities keeeps you fightiing long after o
other heroes w
would falter. Whenever the character successfully evvades an enem
my’s attack, theey recover (MN
ND x Level) hit points as a Broken weapon. Regeneratiion effect. Thiss value is increaased to (MND x Twice Level) if the Samuraii is wielding a B
blight on this eearth than the FFiends, creaturres of supernatural descent sserving the forcces of There is no greater b
hat. evil. You seeek to rectify th
By activatin
ng Ancient Circcle as a slow acction, the Samu
urai and his alllies gain the Fieend Killer prop
perty on any weapon they wield until combat e
ends. warriors that sca
atter the land, none is more dangerous in ssingle, one‐on‐‐one combat th
han a Of all the types of w
Samurai. ur enemies is aa Fiend, or whe
en the Samuraai fights alone w
without the aid
d of his allies (ssuch When one or more of you
ey have been re
endered uncon
nscious), the Saamurai gains aa +2 bonus on o
opposed rolls aand as during aa Duel, or if the
deals an ad
dditional damaage step with all attacks. These effeccts stack, grantting a +4 bonus on opposed rolls and a twoo damage step increase if thee Samurai was to battle a Fie
end without an
ny outside help
p. 76
weapon is as fa
amiliar to you a
as an extension of your own body, and youu employ it to d
deadly effect. Your w
The Samurai treats their equipped Blad
de and Reach w
weapons as thoough they posssess the Indesttructible and U
Unified properties.. The weapon d
does not posse
ess these prope
erties for anyoone else. Two‐Hande
ed grip, therefo
ore, prevents aa Samurai from
m being disarm
med as well as aallowing him to
o repair the weapons th
hat have been damaged by u
using Draw Outt without needding a skill checck. Samurai often speakk of Maia, whicch refers to thee critical distannce between oppponents, a seense of timing o battle, and an
n understandin
ng of how one'ss opponent mooves. It is the ddistance around
d the Samurai where intricate to
his sword m
may strike, and
d senses even tthe smallest rip
pples of movem
ment. Your ‘innner eye’ is one o
of the most pu
ure manifestattions of this. When Third
d Eye is used aas an Instant acction at any tim
me, even whenn it isn’t the Sam
murai’s turn, the Samurai will negate all d
damage and efffects from the
e next Single‐taargeted physicaal or magical aattack they would receive. Th
hird Eye may be
e used once pe
er session, and is unfortunate
ely ineffective against limit breaks and critical hits. Furthermore, when the SSamurai is affliccted by the negative status eeffect Blind or iis otherwise att a penalty to aattack uch as from Diffficult Terrain), this penalty iss completely negated; they still roll 2d6 as due to a loss of vision (su
nvisible enemie
es as though th
he positive sta tus effect didn
n’t grant any bo
onuses. normal. They also treat In
may disable onee of By strriking with the fflat of your weeapon or its pommel, or evenn with a nearbyy object, you m
your huma
an enemies with
hout causing a
any lasting injury. You may acctivate Pomme
el Strike as an IInstant action aagainst any Huumanoid targett, once per rou
und. Make a Fo
orce or Finesse check with a +
+2 bonus againsst your oppone
ent’s Force rol l. If you are successful, your target is o its effects. Th
his status effectt does immediately inflicted witth the Sleep staatus, even if they’d normally be immune to
not wear o
off in four rounds as normal aand instead lasts for several l ong minutes. M
Magic and item
ms can still heaal the effect prem
maturely, as no
ormal. Pommel Strike has no effect on notoorious monsterrs or bosses. bing yourself in
n humble, simpple garments thhat never hind
der your movem
ments You esschew the use of armor, garb
– instead, yyou rely on sup
perior swordsm
manship to parrry and deflect aattacks. When not w
wearing armorr of any type, tthe Samurai is granted bonuss ARM and M.A
ARM based on his level; conssult the table b
below. The Sam
murai may not b
benefit from th
he effects of thhe Fortified equipment propeerty. Level ARM
M/M.ARM 1 4 2 6 3 8 4 12 5 15 6 20 7 25 8 30 Level ARM/M
M.ARM 9 35 3
10 40 4
11 55 5
12 70 7
13 85 8
14 10
00 15 12
20 77
hallenge your a
adversary to ho
onorable comb
bat, and the loccal kami give sstrength to thiss avowal. The ttwo of You ch
you are surrrounded by a wall of unbrea
akable energy tthat locks you iinto a confronttation that onlly one will everr walk away from. on a Samurai m
may choose a ssingle foe and battle him without By expendiing two points of Destiny as aan Instant actio
interruptio
on, engaging th
hem in one‐on‐‐one combat. D
Duel lasts until either the Sam
murai or his chosen opponen
nt is reduced to
o 0 hit points an
nd lies at the fe
eet of the othe
er. Duel is subject to a few im
mportant restrrictions. First, neither the Samurai nor his targett can receive aid from their aallies in any fasshion; whetherr this be througgh Abilities, spellss that strengthhen or heal, items tossed into
o the fray, or any group combat bonuses granted by Job A
empt. They sim
mply have no efffect on the Saamurai or his o pponent. similar atte
Secondly, n
no other individual may alterr the course of the Duel by daamaging or tarrgeting the Sam
murai or his opponent w
with detrimenttal effects. And finally,, neither partyy may end the D
Duel prematurrely or Escape ffrom combat u
under any circu
umstances. However, tthe Samurai is rarely at a largge disadvantagge even when ffighting foes m
much more pow
werful than he.. While the D
Duel persists, tthe Samurai may perform Lim
mit Breaks wheenever he rollss a critical hit reegardless of his current rem
maining HP. Fu
urthermore, choosing to auto
omatically use aa Limit Break o
only costs 1 po
oints of Destinyy instead of tthe standard 3
3. Once the fiight has ended
d, the normal rules of reality reassert themsselves. amurai has com
me face‐to‐facce with a truly d
dangerous foe,, and knows hee must end thee battle with a single The Sa
stroke. He draws his blad
de and rushes h
his opponent, leeaving himselff completely deefenseless for a
a single moment. and both the eenemy and the Samurai remaain motionless. And then one of The sound of flashing steel fills the air, a
nd, defeated orr dead and som
metimes in piecces. The other sstands, triump
phant. the two fallls to the groun
Using Ichiggeki Hissatsu is a risky gambitt, but is capable of stopping eeven the most fearsome of eenemies. The Samurai takes a Stan
ndard action an
nd makes an op
pposed Finessee check. The lo
oser of the roll is permanently killed. Simp
ply, cleanly, and instantly, afffecting even Bo
osses who wouuld be immunee to such instant‐death attaccks or who possess the Undyingg property. end Destiny to increase the re
esults of the Fiinesse rolls – h
however, Bossees and Notorio
ous The Samurai may not spe
monsters ccan – and deaths caused in th
his way cannott be altered viaa the expenditu
ure of Destiny.. blade from its ssheath, strikingg an opponentt, removing blo
ood Iaido iis the smooth, controlled art of drawing a b
from the bllade, and then replacing the sword in the sccabbard in a siingle motion. B
By learning thiss art of gracefu
ul strikes, you
u have becomee more adept a
at calling forth a blade’s true power withoutt damaging the sword. Whenever a character wiith this ability u
uses Draw‐Outt, there is now w a flat 50% chaance that the kkatana will not ding one pointt of Destiny youu can ensure that this will bee the case, become Brroken. Alternattively, by spend
preventingg your weapon from being daamaged when iits true power is unleashed.
78
THIEF
シーフ
Most urban
n communitiess have at least a handful of th
hieves, skilled aand streetwisee folk determ
mined to survivve in the metro
opolitan world. Because puniishments for thieves who are caught red‐handed can
n be quite seve
ere, they have often been er in sheltered bands where tthey can look oout for one known to ccluster togethe
another. Th
his might be an
nything from splitting the dayy’s pilfered spooils to orchestratiing daring jailb
breaks, or team
ming up for more elaborate h eists and cons. The Thief iss a master of taking what the
ey like, though the exact skill set thieves possess do
oes tend to varyy. Some accom
mplish this with
h stealth, emerrging from the shadows fo
or split secondss before fadingg back into neaar‐invisibility. O
Others are conn men and w
women who em
mploy misdirection and honeyyed words, havving their targets hap
ppily hand over the goods thaanks to a web of deception. SSome are simply nimble‐fingered pickpockets and
d cutpurses, street urchins w
who have learned the
e art out of neccessity. Otherss still are little more than glo rified thugs or
back‐alley ruffians trying to muscle their way to wealtth. From piratees to pickpocketts, courtesans tto charlatans, sstealing is the Thief’s forte, aand it is a gift they have ttaken to an entirely new leve
el. HP Bonuus: 14 allmark of the TThief is the abiility to steal fro
om anyone, The ha
MP Bonu
us: 0 anytime, anywhere – inclluding in the m
midst of battle.
ACC Bon
us: 2 ocket in combaat, and with You may usse the Thieveryy skill to pickpo
AVD Bonnus: 6 a much wid
der variety of p
possibilities at the GM’s discrretion; Skill Poinnts: 22
often everyything from snatching your o
opponent's weaapon to the clothes off his back, provving once and ffor all that the hand is Weaponns:
Brawl, Co
oncealed, Ranged
eye. indeed quicker than the e
Armorr:
Light, Meedium
midst of combatt a Standard acction and In order to Steal in the m
heck is required – the Thief rolls her Thieve
ery skill opposed ch
versus the Finesse of one
e opponent witthin a Short Raange. A eans that the TThief managed to nab her cho
osen prize, wh ere a failure m
means that Steaal has no effectt. If success me
the Thief doesn't alreadyy have a specific object in min
nd, the Bestiaryy lists the item
ms that can be sstolen from an
ny ning given monsster; however, we’re certain that creative TThieves will finnd better uses ffor this ability than simply lin
their pocke
ets and disarming enemies. nct that rarely steers you wro
ong, helping yoou to spot danger and treasu
ure before the rrest of You have a gut instin
ou know when its time to cut your losses annd get out whille the getting’ss good. your party,, and letting yo
The characcter may now cchoose to use h
her Thievery skkill in place of hher Awarenesss skill on all cheecks. In additio
on, a character w
with Treasure H
Hunter never h
has to make Esscape checks too Run Away in combat – it is assumed that they always automatically succeed if they ch
hoose to do so.. 79
hief moves thro
ough her enem
mies’ ranks and
d vanishes into their midst, diisguising herseelf as one of theem. The Th
As a Standaard action once per combat yyou may activaate Double Ageent to make an
n Acting skill ch
heck, opposed by a Finesse che
eck by each of your enemies separately. Th
he Thief gains aa +4 bonus to tthis check if she had previoussly used Steal to grab a tuft o
of hair, uniform
m, or other item in order to tthrow together an imprompttu disguise. my who fails the
e check to see through Double Agent will b e convinced th
he Thief is one of their own, aand Each enem
affected monsters will no
ot attempt to e
exclusively targget the Thief. CCollateral damaage (such as raandomly targetting attacks) can still occur. d attacks that ggrant Furthermore, they will treat the Thief aas a member off their Group ffor the purposees of spells and
effects. beneficial e
The effect of Double Agent is broken if the Thief attaccks any monsteer who had failed the finessee check or makkes obviously hostile actions tow
ward them, but otherwise lastts until the end
d of combat. any other o
maneuver the Th
hief is able to ssteal even the pprotective auraas possessed b
by her foes and
d use With tthis unusual m
them as heer own. Upon obtaining Flimflam, the Thief can now use her SSteal innate abbility to pilfer p
positive status eeffects. As alw
ways, olls her Thievery skill versus tthe opponent’s Finesse attribbute. If she succceeds, one po
ositive status eeffect the Thief ro
– Shell, Pro
otect, Auto‐Lifee, Haste, or the
e like – of the ccharacter’s chooice is removed
d from the foe and added to the Thief insteaad. The remain
ning duration o
of the status efffect (if it has oone) does not cchange. If the charaacter no longer possesses the
e Steal innate aability, they m ay still perform
m this maneuver by rolling Thievery ve
ersus Finesse –
– however, it fu
unctions as a SSlow action insttead of a Stand
dard action. pay just didn’t kknow the resalle value of draggon scales and
d Malboro mosss. No Whoeever said that ccrime doesn’t p
longer conttent with simple larceny, you
u have achieved
d the pinnacle of armed robbbery and are ab
ble to snatch unprotecteed valuables wh
henever you m
make a particula
arly deadly striike. Whenever you roll a critical hit you mayy also steal the
e item carried bby the given m
monster as an Instant action, eeding to make
e an opposed ccheck. If the mo
onster no longger has the item
m to Steal, a kind GM might aaward without ne
the player a Component, temporary combat bonuses, or even gil. M
Mug can be useed even if the ccharacter no lo
onger eal innate abilitty. has the Ste
misdirection an
nd deception, ccapable of direccting your targget’s attention elsewhere whilst You’ree a master of m
your rifle th
hrough their po
ockets and reliieve them of th
heir valuables.
After obtaining this ability, Thievery skill checks can n
no longer be oppposed with an
n Awareness ro
oll – proving th
hat er than the eye
e. Furthermore
e, the Thief getts a +2 bonus tto his Thieveryy skill checks. the hand iss indeed quicke
Last but certainly not least, the charactter has gained tthe ability to SSteal something at a Medium
m Range by expending one point of d
destiny; she can
n nab loot she couldn’t possiibly reach, such
h as a golden cchalice on the iinside d safe, or the se
et of keys hangging on the far wall. The difficculty for such SSteal checks is simply treated
d as if of a locked
there were
e no distance b
between the th
hief’s hand and
d the object shee wishes to pilffer. 80
g advantage off the opening ccaused by yourr ally’s sudden misdirection, yyou tumble intto melee rangee and Taking
let the beast have it! uccessful Team
mwork Attack thhey are treated
d as having thee Lucky properrty Whenever the Thief participates in a su
or critical hits tto occur on atttack rolls of 11‐12) and their damage dealt is increased by two steps; fo
or (allowing fo
example, aan attack that w
would normallyy deal (DEX x 3
3) + 2d6 would now deal (DEXX x 5) + 2d6 insstead. ut now watch tthis! I guesss that was an okay move…bu
Whenever the Thief spen
nds Destiny to add an additio
onal d6 to any rroll, there is a 50% chance th
hat the Thief w
will e bonus dice, b
but not actuallyy lose any Desttiny if the roll ssucceeds. For eexample, a chaaracter could spend receive the
3 points of Destiny to increase her Steaal check up to 5
5d6 plus her Thhievery skill. If the check is su
uccessful, the G
GM flips a coin or otherwise ccalculates the 50% chance – if the Thief is l ucky, she retains the entire ssum of Destinyy she e spent! would have
hrows your opp
ponent off‐gua
ard and leaves their defensess unsteady. Your ccunning ruse th
You may acctivate Feint on
nce per combaat session as an
n Instant actionn, or as many ttimes as you like per combatt as Standard actions. Choose
e one enemy and roll your Accting skill oppoosed by their enemy’s Finessee roll. If the Feint is nt is treated ass having an effe
ective AVD of 00. The effects o
of Feint last un
ntil the start of the successful, your opponen
foe’s next tturn. pecialize in mo
oving contraban
nd from place to place, but w
whether this booils down to co
ounterfeit gil orr even You sp
people variies on the Thieff. All of the character’s weaapons are treatted as though they were alsoo Concealed, allowing the Thief to deal nd of combat. A
Any Special Veehicle owned b
by the Thief or a member of tthe additional damage duringg the first roun
e (or any otherr feature of yo ur choice if it aalready had access to a Smugggler’s party gainss the Smugglerr’s Hold feature
Hold). And finally, the Thief may add haalf of their Merrcantile skill too their Stealth rrolls, rounded down. ake advantagee of your foe’s h
helplessness to
o deliver an eleegant coup de ggrace. You ta
When strikking a target that is affected b
by the negative
e status effectss Stop, Petrify,, Stun or Sleep,, or otherwise treated as having an AVD
D score of zero,, your damage is increased bby one step. That is, a weapon
n that would e would now do (DEX x 2), annd so on. normally do (DEX x 1) points of damage
mes, increasingg the damage bby one addition
nal step each ttime. This ability can be taken up to three tim
81
ngly‐fast strike that pierces th
hrough your oppponent’s defeenses before prreparing a real l one, You deeliver a blindin
choosing offfense over deffense. As an Instant action once
e per round, yo
ou may make an additional atttack that onlyy deals (DEX x 1
1) + 2d6 pointss of damage to the enemy thaat ignores ARM
M. Although Qu
uick Hit requirees a successfull attack roll, this additional atttack cannot result in a critical hit. d spells as norm
mal. Quick Hit’s damage stepss can be increased by job abillities, weapon properties and
master’ Thief, the character iis a living legen
nd spoken of m
mostly in whisppers. Stealing flleets of airship
ps is As a ‘m
impressive,, sure.…but a m
master thief co
ould steal someeone’s voice, m
memory, or eveen their soul. After gainin
ng this ability, there is literally no longer an
ny limit to whaat can be stolen
n with a Thieveery skill check aat appropriately high difficu
ulties outside o
of combat, and characters aree encouraged tto be outrageo
ous in the use o
of this edly set the diffficulty for suchh feats as ‘Godlike’ and ‘Impo
ossible’ – and rrightly ability. Be aaware the GM will undoubte
so! ombat situation however, the
e Thief may still attempt to SSteal any of thee following from his enemiess: During a co
us Monsters an
nd Bosses, tho
ough Cool Stuff: The Thief can often nab craffting additionaal Components from Notoriou
er tier level than the party is u
used to or wouuld obtain with
h a successful SScavenge skill ccheck. generally aat a much lowe
Essence: Th
he Thief may in
nstantly removve 25% of his o
opponent’s maaximum HP and
d MP with a su
uccessful Steal, which is then added to hiis current HP (aand MP, if app
plicable) totals directly as a Regeneration efffect. he Thief may snatch a single point of Destin
ny from his oppponent. There’’s no way to teell how many p
points Destiny: Th
of Destiny a monster has (if any!) beforre this maneuvver is attempteed, however. e Thief strips their monstrous target of their powers, gainn any one of th
he following Monster Abilitiees if Ability: The
the creaturre possesses th
hem; Regenera
ation, Flight, Un
nusual Defensee, Controlled D
Defense, Countterattack, Mag
gical Counteratttack, Status Touch, Flawless SSpell, Submerg
ge or Inhale. Thhe enemy then loses access to this ability until the end of combat. with Job Abilitie
es, the same ru
ule of thumb aapplies; the tarrget loses accesss to one Job A
Ability If used on aan opponent w
of the thieff’s choice (thatt cannot be a LLimit Ability) an
nd the characteer gains accesss to it. a lifetime of tellling people exaactly what theyy want to hearr, you can Every man has a pricce; thanks to a
supernaturrally discern exxactly what thiss price is. By spendin
ng one point off Destiny, the TThief may learn
n one minor shhort‐term goal of the target, as well as theirr Life Goal; thouggh such phrase
es are normallyy attributed to the PCs, even the lowliest citizen or most enigmatic vizieer’s agenda is cclearly laid out for the thief w
who uses this ability. The cha racter gains a +4 bonus to all Negotiation cchecks and oppose
ed rolls againstt their target from that pointt on. Furthermore, by expending an addition
nal point of Desstiny at any tim
me thereafter, the character may automatically nst the target, as they use their silver tongu
ue to convince them succeed at a Godlike (or less) Negotiation check again
hief has the pow
wer to help fulfill the target’s ambitions annd life goal, and
d make them aan offer they can’t that the Th
refuse. 82
TIMME MAGE
時魔道士
時
Sometimess called ‘Dimen
nsion Mages,’ TTime Mages tap on the forcees of time and
d space. In resh
haping the elusive power of tthe cosmos, thhey can freeze an opponent in their tracks o
or rain flamingg meteors dow
wn m, force objectss to age thousaands of years in
n the blink of aan upon them
eye, or ban
nish someone iinto another re
eality entirely. The most powerful are capable of ffolding up histo
ory and travelling across the ost other eons by sheer willpower alone – a fact that makes mo
spellcasters glad of the Time Mages' relative scarcity. While othe
er Jobs generally have a varie
ety of weaponss at their disposal, m
most Time Mages are seen be
earing rather co
omplicated staves. In ffact, a Time Maage’s staff is so
omething of an
n oddity. Due too their naturral forgetfulnesss, many of the
e founding mem
mbers of this magical sch
hool chose to aattach items off sentimental vvalue to their staves to re
emind them off the past. Man
ny fledgling maages have chossen to follow th
his tradition ou
ut of respect to
o the originato
ors of Time Magic. Feathers, weddingg rings, pockett watches, articcles of clothingg of n comrades, all these and more can be foun
nd attached to a their fallen
Time Mage
e’s cane, and th
his fact has serrved as the pun
nch line for maany a joke. If th
he inscrutable mages are offe
ended by such humor, they generally ggive no indication. You bend and twist th
he dimensions,, ns away from a
a smug snatching yyour possession
adversary…
…and allowing yourself the brriefest of smiles as th
hey appear in m
mid‐air before you. You alwayss have access to your possesssions, equipmentt and inventoryy, regardless off the distance be
etween you. W
With little more
e than a thought yo
ou may summo
on such items tto your hand or send them away into some unkknown emain safe and
d out‐of‐
dimension,, where they re
sight until tthey are neede
ed. HP Bonus:
MP Bonus:
ACC Bonus: AVD Bonus:: Skill Points: 16 4 0 4 22 Spell Rank Novice Intermediate Expert Superior Ancient Levels Obtain
ned 1, 1, 2, 3
4, 5, 6 7, 8, 9 10, 12 14 Weapons:
Armor: Magic Schoool: Arcane Light Time ay as you efforrtlessly propel yyourself upwa rd. The grround falls awa
The Time M
Mage receives the effects of A
Auto‐Flight at all times, evenn when unconsscious. This preevents the Time Mage from
m taking falling damage as we
ell as negating damage and efffects from Earth‐based spells and abilitiess. 83
hysical anchor r to your adverssary before shuunting them ouut of this realitty, or trap them
m in a You attach a metaph
moment off unchanging tiime. By taking aa standard actio
on and makingg a successful o
opposed Force roll once per ssession, you caan transport on
ne opponent iinto the vacuous space outsid
de of time. The
e chosen enem
my becomes un
ntargetable, im
mmune to all damage an
nd effects, affliccted by Stun evven if they’d normally be imm
mune to its efffects, and ultim
mately removeed from comb
bat for one round. At the end
d of the Time M
Mage’s next turrn the monsterr comes staggeering back into
o reality, end
ding the effect and automaticcally inflicting tthem with the Confuse statuus. Creatures w
who have spen
nt a large amou
unt of time in tthe Void or thee Farplane are generally imm
mune to this ab
bility. magical plasma
a into a type of f defensive bubbble, the Time M
Mage can lesseen the physicall harm Able tto twist pure m
caused by eenemy attackss. You may de
eclare the activvation of Magiic Shield as a Sttandard actionn – it then perssists until it is ccancelled as an
n Instant action, the characcter’s MP beco
omes 0, or whe
en the characteer is knocked u
unconscious, w
whichever happ
pens e Magic Shield is active, all en
nemies who strrike the Time M
Mage with phyysical attacks are treated as iff they first. While
had the MP
P Damage weaapon property – 50% of the total damage thhey deal targets the Time Maage’s HP, and tthe other 50% targets their M
MP. Damaging spells cast against the Time M
Mage remain u
unchanged. may lift, manipu
ulate or even th
hrow gigantic objects with thhe power of yoour mind alone. You m
The Time M
Mage can use h
his telekinesis tto physically in
nteract with noon‐sentient objjects up to a M
Medium Range away as a Standaard action – so he could, for e
example, flip aa switch from aacross the room
m, but he could
d not attempt to use his telekine
esis to ‘hold’ so
omeone in placce with an opp
posed Force chheck or lift himsself off the gro
ound, since thee latter two w
would both be
e sentient targe
ets. You may allso use your Te
elekinesis to atttack enemies w
with weapons or objects (in which case theey become Improbable
e weapons) at up to a medium range away. Such attackss calculate dam
mage with yourr MND attributte instead of ttheir default, aand you do nott suffer penaltiies to your roll s for attemptin
ng to use Imprrobable weapo
ons without the
e Brawl skill. Remember thatt you must stilll be able to ‘liftt’ an object with a Force roll to use it as an Improbable
e weapon, and
d such improvissed attacks usu
ually come wit h additional efffects as decideed by the GM (such a gigantic b
boulder havingg Earth Strike o
or a storm of fe
eathers Blindin g the target).
an oncoming sppell or encapsuulate one of your own, effectiively You prroject a bubblee of liquid timee to intercept a
sending it iinto the future. As an Instant action afterr a spell is cast with the Time Mage as the ttarget or caster, you may imm
mediately use Delay Inevitable tto stop the spe
ell from resolviing, even if thiss would mean interrupting an enemy’s turn
n. At the end o
of the Time Mage
e’s next turn th
he spell ‘goes o
off’ as normal.
If the Time Mage (or any other characte
ers) are no longer valid targeets when the sp
pell resolves, ssuch as being outside of the spell’s rangge, it fails and has no effect.
ect only one sp
pell at a time, aand this ability may be used o
once per comb
bat. Delay Ineviitable may affe
84
ay at rest, and a Time Mage in motion tendds to make his allies nervous.. A Tiime Mage at reest tends to sta
You may ch
hoose to gain e
either the SOS‐‐Slow or SOS‐H
Haste propertyy when reduced
d to 25% health or less, allow
wing you to beco
ome Slowed, H
Hasted, or neither, as the situ
uation calls forr. Whenever the character is affected by tthe positive status affect Hasste, he also beecomes immun
ne to the statuss p and may perform one skill ccheck each round as an Instannt action fasteer than the eyee can see, regarrdless effect Stop
of how long it might norm
mally take. You
u may use this skill check eveen if it would in
nterrupt an eneemy’s turn, allo
owing h as catching aa bullet with an
n extremely higgh Athletics roll…or just plain
n cheat at card
ds. you to perfform feats such
Whenever the Time Mage is afflicted byy the positive sstatus affect Sllow, he becom
mes immune to all Knockbackk d deals an additional three daamage steps w
with all spells annd attacks. Likee the cosmos, it sometimes sseems effects and
to take you
u millennia to aaccumulate energy…but whe
en you do, the result is a specctacular explossion of power.
ability to control the flow of g
gravity and thee dimensions aallows you to peerform feats off strength with
h Your a
nothing bu
ut the power off your mind. The Time M
Mage may use his Finesse sco
ore in place of his Force scoree for all opposeed checks, or w
when interacting with objectts – moving, th
hrowing, or bre
eaking them, and so on. ally strolls out of the way of ooncoming bulleets. The Tiime Mage twissts the flow of time and casua
Blink may b
be used as an IInstant action o
once per sessio
on at any timee, even when itt isn’t the Timee Mage’s turn, to grant the u
user an immediate Standard aaction. It also ggrants a +2 bonnus to the Tim
me Mage’s AVD until the startt of their next tturn, due to the sudden disorientating movvement. Since tthis Standard aaction can actu
ually interrupt a foe’s turn, Blink can be fu
urther combine
ed with Haste to allow for enntire spells to b
be cast during an enemy’s round. ually uses cosm
mic fundamenttals to producee a wide range of effects – thee Despitte the name, Tiime Magic actu
manipulatiion of gravity tto attack, magn
netic fields to p
protect, and thhe ability to halt the flow of time. Its practitioneers harness the withering pow
wer of novas, leengthen minuttes into years, aand tear throu
ugh the fabric o
of reality outrright. It’s also a
a great way to get some reallly neat junk froom the future. By spendin
ng two points o
of Destiny outside of combat,, you are able tto create a direect link with th
he most important person in the universe – yyourself. The immediate ben
nefits to this arre twofold. uture self will aanswer most questions posed
d to it (albeit inn a short and ssweet sort of w
way) unless theey find First, the fu
the questio
ons to be particcularly vague o
or obnoxious. SSuch answers aaren’t always p
prophetic, how
wever, since meddling in the fabric of the universe o
often means th
hings can go wiildly awry. While Time Mages often find their ettably short o
on patience, mo
ost of them asssume it’s becaause they can rremember future avattars to be regre
themselvess asking these very same que
estions not too
o long ago. Secondly, tthe future self will generally b
be willing to le
end some assisttance in the fo
orm of gear fro
om their timelin
ne, grating the
e character one
e crafting Component of the GM’s choice, w
with a Tier similar to the character’s curren
nt level. For e
example, a futu
ure Time Mage
e who possesse
ed a staff that ggranted +2 MN
ND might send back a Knowleedge Componen
nt, knowing the
e present version would (probably) craft th e material into
o a functional w
weapon, which
h they would then
n possess in the future when their past selff will come beggging for help.
85
ding over the primal forces thhat drive the unniverse itself alllow him to do the The Tiime Mage’s total understand
unthinkablle – stop time. The entire univverse comes to
o a quiet halt w
with the Time M
Mage at the center of everyth
hing, giving the u
user of this gallaxy‐altering m
magic a few preecious minutess outside the floow of reality. Upon takin
ng a Standard aaction and spen
nding three or more points oof Destiny to usse Cosmic Stan
ndstill, the Time Mage immediately takes a number of aadditional turnss equal to the number of poiints of Destiny spent. They m
may ny abilities, acttions or skill checks they like during this tim
me, even action
ns that may not normally be perform an
mic performed while in comb
bat. Every othe
er object and livving thing in thhe galaxy is Stoopped and Stun
nned until Cosm
ends, even if th
hey’d normally be immune to
o these status eeffects. Standstill e
Attacks maade and Spells cast during this Epic Ability aare all treated aas Standard Acctions that hap
ppen simultaneo
ously; a charactter cannot, forr example, use Cosmic Standsstill, dispel a fo
oe’s Reflect staatus and THEN begin to blast aw
way with magic. Characters caannot cast the ‘Hyperdrive’ s pell, land criticcal hits or causse Limit Breakss to occur durin
ng the effects o
of Cosmic Stan
ndstill, and Hasste does not afffect the number of turns a Time Mage getss while Cosm
mic Standstill iss active. Since o
objects don’t vvisually changee on their own during Cosmicc Standstill, thee GM is not unde
er any obligatio
on to answer q
questions like ‘Is he defeated yet?’ until thee effects of thiss limit ability end. n awe‐inspiring
g ability that leesser mages ca
an only dream of, the Time M
Mage actually ccreates a With an
dimensiona
al vortex that a
allows them to
o travel backwa
ards through thhe timestream
m. Upon activvating Rewind aas a Slow actio
on for two poin
nts of Destiny, tthe character aand his allies ccan travel backwards in time; the
e group will arrive at the sam
me geographic location they’rre currently at,, merely earlier. Because of tthe imprecise n
nature of Rewiind, successful Lore checks are highly recom
mmended for llonger leaps baackwards. Such
h checks help
p ensure the party winds up in time to intercept the noteeworthy eventss such as coron
nations, deaths of important individuals, or other significaant activities. es have learned
d that the future is stubborn and refuses too change – it caannot be used to ‘re‐do’ events Time Mage
that happe
ened in the mage’s recent past, such as hop
ping for a differrent outcome from a decisive battle. Insteaad, Rewind is b
best used to alter events thatt occurred furtther back in thee world’s or paarty’s history, ssuch as saving a PC’s older sisterr from a myste
erious illness du
uring their childhood, or stow
wing a key to aa jail cell beneaath the cobblesstones when an im
mportant prison was first being constructed
d. The GM is thhe ultimate jud
dge of what wo
ould be an acceptable
e use of Rewind
d. When the p
party has eithe
er accomplishe
ed or failed to aaccomplish theeir intended go
oal, they are reeturned to the present ‐ th
hough generally with noticeaable difference
es caused by thheir meddling aand alterationss. owing preciselyy when and wh
here a major d
disaster will occcur in the futurre, the character is capable of
of By kno
linking the two locations and times via a shuddering p
portal. With th e disaster virtuually only seconds away, all …lest they find themselves dissintegrated in a
a sudden flood
d of enemies will undoubtedlyy be forced to fflee their fate…
ma, or pulled tto the center off an exploding star. liquid magm
The Time M
Mage may now
w cast the Doom
msday spell forr no associatedd MP cost. Sincce using Catasttrophe often caauses massive an
nd irreversible damage to the
e local terrain, most Time Maages suggest ussing it only in tthe direst of circumstan
nces. 86
WAR
RRIO
OR
戦士
e war for enterrtainment, others, because they have to. Soome are Some wage
makes even hunte
ed for their skills, leading to aa rigorous lifestyle that only m
the champion of battle sttronger. Bloodshed has beco
ome a way of liffe ny escape. In th
his way the Waarrior is a comb
batant withoutt roots without an
or restrictio
ons, with incarrnations rangin
ng from grizzled soldiers to optimistic m
mercenaries, ffrom steel‐clad
d knights to feral, club‐swingi ng barbarians. Though manyy have perfecte
ed a single tale
ent or spent a llifetime h a particular type of weapon
n, for most Waarriors, honing their abilities with
their training ground is th
he battlefield, and their skillss are mastered by virtue of ne
ecessity and raaw survival. An experienced W
Warrior is a formidable
e presence in any combat situ
uation, able to adapt to anythhing their foes ccan throw at th
hem. Embracing their abilities and constantlyy improving, th
he Warrior has he kind that legends are born
n from. Whethher become a ttrue soldier ‐ th
they're figh
hting to protecct themselves, to protect others, or just for r the hell of it, no maatter where a W
Warrior goes, sstories follow.
Even through the divvinitive powers of magic, it remains iimpossible to kknow what thee future holds for th
he heroes of ou
ur time. Some m
may start or end warrs, seek their fo
ortunes, find reedemption, and discoveer true love in the most unlikkely of places. Ma
any Warriors, h
however, believve these fates belon
ng to other cha
ampions and no
ot to them; theirr true calling iss as obvious as the weapon they grasp in theeir hand. Whenever Destiny is awaarded to the paarty for Warrior defeating aa Boss or major enemy, the W
receives on
ne additional p
point automaticcally. HP Bonus: MP Bonus:
ACC Bonus:
AVD Bonus:
Skill Points:
Weapons:
Armor:
18 0 3 5 18
Blade, Brawl,, Concealed, Hugge, Ranged, Reacch
Light, Medium
m, Heavy, Shield
ds
ned Warrior leearns to preparre themself for combat at anyy and every oppportunity; accordingly, when
n the A train
time for ba
attle arrives, yo
ou are always a
amongst the firrst to strike a bblow. After obtaining this ability, the characte
er may always act in a Pre‐em
mptive round o
of combat befo
ore battle actually e Warrior may make an imme
ediate physicall Counterattack whenever th
hey take damagge in a begins. Furrthermore, the
Pre‐Emptivve Round. 87
body is temperred and extrem
mely resistant to
o pain, giving yyou the ability to shrug off atttacks and wad
de Your b
through ho
ordes of enemiees. Until the ad
drenaline fadess, a few nicks aand minor injurries can’t distrract you. Whenever you would takke damage from
m a Critical Hit or a Limit Bre ak caused by aan enemy, you may make an orce check agaainst your attaccker. If you are
e successful, thhe attack deals no damage an
nd has no effecct. opposed Fo
In addition, whenever en
nemies outnum
mber the Warrior and his con scious allies, yyou may summon reserves off inner o receive the efffects of Auto‐Regen as an In
nstant action. TThis effect lastss until the enemies no longer strength to
outnumber the party. our dues on thee front lines of war and the leessons that were drilled into yyou there chan
nged You’ve paid yo
now firsthand tthe values of fllexibility, strateegy, and know
w how to turn w
wimps into MEN
N, women into
o you. You kn
AMAZONS,, and your enem
mies into foul‐smelling smea
ars. The Warrio
or is familiar with a handful o
of passive comb
bat styles that grant various combat bonusses. You may on
nly be in one P
Paradigm stancce at a time. W
When you changge stances, you
u lose access to
o all of the ben
nefits offered by your former paradigm, and iinstead gain acccess to all of tthe benefits offfered by the new one. The first hange stances in combat you
u may do so as an Instant acttion, but all parradigm shifts b
beyond that require time you ch
a Standard action instead
d. ng this job ability, you may ch
hoose any three of the follow
wing stances th
he character peermanently gaiins Upon takin
access to. o: You fight withh militaristic preecision, you neveer lose your com
mposure even whhen staring direcctly into the gap
ping Commando
abyssal maw
w of evil, and you
u never…ever…m
miss. When in Co
ommando stancce, the Fighter annd all his allies receive a +1 bonus to their ACC scores, and whene
ever the Warrior spends Destinyy to add one dicce to an accuracyy roll, two dice aare added insteaad. Ravager: Your style draws on the strength of heroes long ssince deceased. Your weapon flashes like lightnning as you sunder through arm
mor, carapace an
nd bone alike. All of your attackss deal an additioonal (Finesse x Half Level) pointss of magical dam
mage whenever yo
ou harm your op
pponent, whether through a phyysical attack or aa spell. The addiitional damage ffrom Ravager ign
nores the effects o
of M.ARM and Shell. Sentinel: This flexible stylee allows you to bbetter take a hit and keep on com
min’, taking the punishment instead of seeing yyour vulnerable aallies suffer. The Warrior passive
ely receives a bo
onus to his ARM and M.ARM scoores equal to (Leevel x 2). Furtherrmore, when the Prrovoke job ability is used in this stance, it now laasts until combaat ends instead oof only four roun
nds. Synergist: A Warrior in this
A
s stance excels aat coordinating w
with his comradees‐in‐arms. Wheenever the Warrrior participates in a failed Teamw
work attack while in this stance,, only the Warrio
or’s attack is losst and nullified; hhis ally still dealss damage as norrmal. Medic: Youu’ve spent enouggh time on the bbattlefield that you know how too staunch, stitch and set an injurry, and a Warrioor in the Medic sttance may cast tthe Life spell witth no associated MP cost as a Sloow action, returrning a fallen allyy to one hit poin
nt. Saboteur: You focus on inc
Y
capacitating your enemies with status effects, kknowing that an enemy who can
n’t fight back is aas good as a defeate
ed one. While in this stance, you
u may target one
e enemy and maake an opposed FForce roll as a Sllow action or whenever yo
ou land a Criticaal Hit. If you are ssuccessful, that enemy loses thee Impervious ability until the staart of their next turn. n your body is in, and indeedd find an inner p
peace through
h You have trained to fight no matteer the condition
Pain just means you’re still allive. suffering. P
When affliccted with any n
negative statuss effect the Waarrior’s damagge is increased by one step ‐ iif an attack waas to do (PWR x 1) points of daamage, it would now do (PWR x 2) instead, and so on. he damage ste p by one each time. Trauma maay be taken up to three timess, increasing th
88
world dominatiion on their miinds ‐ but if theey want the wo
orld, they'll havve to There will always bee villains with w
go through
h you. Through th
he choice use o
of a few taunts as an Instant aaction once peer combat, the Warrior can sttir an enemy in
nto a rage. The target of Provo
oke will change
e tactics specifically attack thee character forr 4 rounds or u
until the Warrio
or is us/defeated. TThere is no resttriction in how the target cann do this, but aall offensive atttacks must eith
her be Unconsciou
directed att the Warrior, o
or include the W
Warrior amongg the targets. IIf the Warrior ccannot be targgeted or damagged, the enemy may attack fre
eely, but will co
ontinue to go aafter the Warrrior if the oppo
ortunity presen
nts itself. battle cry can b
be heard for miles around, a powerful shouut that gets youur blood pumping and spurs o
on Your b
faltering alllies. The characcter bellows a loud war cry ass a Slow action
n, which grantss the Warrior and all his alliess the effects off Haste until the end of the
e round. Furthermore, all dam
mage they deaal until the end
d of the round is increased byy one step. Mad Rush may be u
used once per ggame session.
ur rage and usee it as a weapoon, becoming aa hardened com
mbatant without You have managed to harness you
peer when you give into tthe animalisticc rage that churns in your souul. uced to 50% HP
P or less, the W
Warrior may ch
hoose to autom
matically gain the Berserk status until the en
nd of When redu
the currentt combat or un
ntil the charactter falls Unconscious. After obtaining this ability, the Warrior is not limited to only makingg Attack action
ns when underr the effects of d can also use Job Abilities. H
However, he sttill may not casst spells, use an
ny non‐combat skills or the Berserk and
Defend acttion, and must remain fightin
ng until all foess lie defeated. FFurthermore, w
while Berserk, the Warrior is Immune to
o the Charm, Feear, and Sleep status effects, he receives a +2 bonus to alll Force checkss, and, like all Berserk com
mbatants, he iggnores 50% off his opponentss’ ARM scores.. powerful that th
hey crack whatever crude toool your opponeents use to block with. One h
heavy Your sstrikes are so p
blow can sp
plinter such infferior weaponss as if they werre no more durrable than glasss. You may m
make an oppose
ed Force checkk against one adversary as a SStandard actio
on or in place o
of a physical Counteratttack; if successful, all of their equipped weaapons are desttroyed. This ab
bility may only be attempted once per combat and weaponss with the Inde
estructible prop
perty can’t be broken with th
his attack. ngth and accurracy, you bringg your blade too bear against each enemy in
n turn In a flawless displayy of speed, stren
and harry ttheir attempts to flee. By activatin
ng Cyclone as aan Instant actio
on, your next p
physical attackk will deal half normal damagge but will targget all enemies w
within a Short R
Range. Any ene
emy who sufferrs damage from
m Cyclone mayy not attempt tto Escape com
mbat while the W
Warrior remain
ns conscious an
nd able to batttle. 89
gh the name is unassuming, a
a Warrior with this ability cann do more thann just block inccoming attackss; they Thoug
can cleave spheres of ma
agical flame in two, knock asiide arrows in m
mid‐flight, and deflect city‐razzing lasers with
h the de of a silver sp
poon. rounded sid
The Warrio
or is always tre
eated as being under the effe
ects of the Walll spell, able to block projectiles or slice a saafe path through a burst of m
magic. If the ch
haracter ever sh
hows a momennt of distress b
by willingly and
d intentionally way from his tarrget, attemptin
ng to create sp
pace between tthem, the effects of Parry are lost until thee end moving aw
of combat. n lives are on th
he line you mayy stress your w
weapons nearlyy to the breakinng point in ord
der to perform When
devastating
g physical atta
acks. By declarin
ng the use of Bo
onecrusher as a Slow action once per combbat, your next short‐range atttack will be a frighteninggly powerful sw
wing and treate
ed as an autom
matic critical hitt if successful, activating weaapon propertiees and even activaating limit breaaks if applicable. If the Boneccrusher attack misses or otheerwise deals no
o damage, you
ur equipped w
weapon is imm
mediately destrroyed. If the we
eapon used is IIndestructible, the Warrior im
mmediately suffers damage eq
qual to 50% of his maximum hit points as th
he powerful strrike reverberattes throughout his body and damages him instead, and he is immediately disarmed in whatever way the GM d
deems approprriate. hrough the eneemy group and
d raining a haill of blows uponn them, the lasst thing your fo
oes By cleeaving a path th
will ever kn
now is a storm of physical desstruction. Meteorain is a Standard aaction usable o
once per sessio
on which causees the Warrior to strike each enemy once in manner he cho
ooses – whethe
er this is repressented as a bu rst of sonic energy erupting from the tip off a whatever m
sword, a w
wild charge thro
ough the rankss, simply the firrst of many perrfectly‐executeed strikes. How
wever, the Warrrior may choose to spend anyy amount of De
estiny to ampliify the effect. ese attacks deaals ((Force + Fin
nesse) x Twice Level) points oof M.ARM or A
ARM damage (W
Warrior’s choice), Each of the
striking all enemies autom
matically. After the attack resolves, the Waarrior may choo
ose to expend one point of order to repeaat this process. There is no lim
mit to the num
mber of times th
he Warrior may attack in thee same Destiny in o
Standard action by expen
nding multiple destiny in this way. 90
WHIT
W TE MA
AGE
E
白魔道士
白
moment their ttraining begins, White Magess are taught to be From the m
peaceful, h
humble, and kin
nd. No matter the road that lies ahead of t hem, these virtues are taught tto be the mostt important things in the worrld. enders of life are capable of u
using their spellcraft to knit t ogether These defe
wounded fflesh or create glowing defen
nsive charms arround their alliies. Given time
e and experiencce, White Magges can cure alm
most any ill, raaise the fallen backk to fighting strength, or even
n create barriers utterly impeervious to physical damage. patient in deme
eanor than the
e headstrong, ttemperamentaal Far more p
Black Mage
e, these dedicaated healers haave given theirr entire life to
working wiith – not maste
ering – the pow
wers of Holy. Don’t worry. I’ll havee you fixed up in no time.
ble of using and
d The White Mage is capab
ng items in administerring obscure saalves and healin
conjunction with their wh
hite magic, able to tend to nce battle has ended. their comraades quickly on
Whenever combat ends w
with the White
e Mage still conscious, the entire partty may recover 100% of mum HP. their maxim
HP Bonus:: MP Bonuss: ACC Bonuss: AVD Bonuss: Skill Pointss: 16 6 0 4 22 Spell Rank Novice Intermediate Expert Superior Ancient Levels Obtain
ned 1, 1, 2, 3
4, 5, 6 7, 8, 9 10, 11, 12 13, 15 Weaponss: Armor:
Magic Schoool: Arcane, H
Huge Light White healer is no eassy feat; all too many White M
Mages have waatched their speells fizzle when
n their Being a battlefield h
g more of allies need it most. To thiis end, they have learned metthods to empoower their maggicks by putting
themselvess into their spells. Whenever a spell would be interrupted
d due to a knocckback, limit brreak, critical hiit, or teamwork attack, you m
may P cost for the sspell a second ttime. If you choose to do so yyou may continue casting un
ninterrupted an
nd the pay the MP
spell is not cancelled. You have been trained in the use o
of shields in add
dition to your bbasic magical eeducation. ess to the Shiel d armor type rregardless of th
heir chosen Job. Upon gaining this job ability, the characcter gains acce
91
ng one’s allies alive and kickiing while an arrmy of undead bears rushes ttowards them is a full‐time Jo
ob; Keepin
White Mag
ges who like deevoting less tim
me to healing –
– or who know they’ll need thhe extra powerr in a pinch – piick up this ability to give their sp
pells a little exttra oomph. next healing sp ell is imbued w
with far more p
potency than Activating Divine Seal takkes a Standard Action; your n
ealing it provid
des by two step
ps. For examplee, if it was to h
heal all allies fo
or (MND x 2) hiit normal, inccreasing the he
points, (MN
ND x 4) would be restored instead. In addittion, your next t Cure, Cura, Cu
uraga, Curaja o
or Esuna spell m
may be cast as aan Instant actio
on at any time, even if it isn’tt your turn. Thhis job ability m
may be used on
nce per session
n. White Mage is w
welcomed with
h open arms wh
herever they m
may travel, andd their pleas to be heard are The W
enough to give pause to eeven the coldest hearts – eveen the most vilee of individualss know that W
White Mages ha
ave masses at hearrt. the best intterests of the m
You may ad
dd a bonus equ
ual to half of your Healing skill to your Inquuiry and Negotiate skill checkks. heir mind and sspirit pure, thee lifestream conntinues to flow
w into the chara
acter, rejuvena
ating Simplyy by keeping th
them with magical energ
gies. m magic pointss back passively and the end of each combaat. The White Mage recovers 25% of their total maximum
Upon partaaking in Travel Rest, the Whitte Mage also regains 100% oof their MP insttead of the norrmal value. If this ability is taken a second ttime, the White Mage restores 100% of theeir maximum M
MP at the end of each encounter instead. houlder your friiend’s burden b
by placing a ha
and on their brrow, purging alll thoughts of w
weakness from
m their You sh
mind with a simple prayeer. White Mage may lay a hand u
upon a willing ally within a Short Range and
d cleanse them
m of As an Instant action the W
any single n
negative status effect. Howe
ever, the negative effect is appplied to the usser of Sacrificee instead. Sacrifice automaticaally fails if the u
user is immune
e to the status effect in quesstion. wers of white m
magic You prefer to smite your foes insttead of makingg a fuss over tinny scrapes, using the full pow
est of evil creattures to their kknees. to bring evven the stronge
All spells an
nd attacks thatt deal Holy or W
Wind damage now deal one increased step
p of damage; iff such attacks w
were to inflict (P
PWR x 1) pointss of damage, th
hey would now
w do (PWR x 2)) instead, and sso on. This ability may be taken up to three tim
mes, increasingg the damage step by one eaach time. 92
now that your patient undersstanding and sselflessness isnn’t for nothing; by remaining altruistic and ccalm You kn
throughout your adventu
ures, you leave a lasting imprression that eveen begins to innspire your alliees. e party begins tto discover a sstrength and un
nity they didn’t know they haad. Thanks to tthe character’ss guidance, the
The White Mage can emp
power her allie
es by spending 2 points of Deestiny at any time; the characcter and all party heir choice. members tthen receive a permanent +1 bonus to any two different aattributes of th
our touch, artissts feel the ting
gle of inspiratioon when you paass, and when you actually sspeak Floweers bloom at yo
the benison
ns to summon fforth white ma
agic to heal someone, they’vve begun to feeel better even b
before you’ve finished channeling magiic. The fact tha
at you’re less likke a conduit foor holy magic, aand more like a
an overflowing
g allowing you to
o quickly aid yo
our wounded frriends. reservoir, a
Whenever you begin castting a single‐taarget White Maagic spell on ann ally, your target may instan
ntly regain HP eequal m health. This b
bonus HP recovvery is grantedd immediately, not when the spell actually to 25% of yyour maximum
resolves. nce, Your sstern words of reproach causse even the most evil beasts tto hesitate andd pause in theirr violent advan
feeling the awkward stirrrings of regret. Your admonisshment means they won’t doo anything you wouldn’t apprrove bly. of….probab
As a Slow aaction you mayy give a good sccolding to the nasty monsterrs intent on rip
pping your alliees to shreds. Taarget one enemyy, then make a Negotiation check opposed by their Finessse check. If succcessful, the taarget is consideered to be ‘Scold
ded’. A White Mage can also ch
hoose to affectt all targets in the targeted G
Group instead o
of just a singlee target by taking a ‐4 penalty tto their Negotiation roll, as ggiving non‐speccific talking‐toss are rarely as effective. Whenever the GM wishes to take an acction with a Sco
olded enemy, he must inform
m the White M
Mage of what th
he ws agape, but sseems monster intends to do – tthis might be tthrough body language (“Thee dragon lungees forward, jaw
to pause ju
ust before closing down on yo
ou as if searchiing for approvaal to use his Viccious Bite atta
ack.”) or througgh more direcct description. (“The ghast heesitates mid‐inccantation, befoore hissing outt an embarrasssed ‘Er…would
d a Firaga spelll be alright?’””) Then, the Wh
hite Mage mayy choose to eitther approve o
of the action orr deny it. If the White Magge informs the GM that action is not okay, tthe monster m
may still go thro
ough with it…b
but suffers from
m the effects of P
Power Break an
nd Magic Break until the begginning of its neext turn as thee uncertainty becomes overwhelm
ming. Alternativvely, the monster may insteaad choose any oother spell or aattack it posseesses and use that with no penalty. d last until the end of combatt, and Notoriouus Monsters an
nd Bosses mayy expend one p
point The effectss of Reprimand
of Destiny to end the effe
ects of Reprimand and rende
er themselves iimmune to furrther uses of th
his ability. onuses to the N
Negotiation rolll if it is role‐played especiallyy well. GMs may cchoose to grant additional bo
93
ng into an imm
mense reservoirr of Holy energ
gy, the White M
Mage becomess a living condu
uit for healing Tappin
energy. A ssymphony of beeautiful, otherworldly music resonates acrooss the battlefiield, and the W
White Mage’s b
body glows with an astral bluee‐white light. Fo
or a moment, o
one might evenn be able to seee a pair of sem
mi‐translucent wings outward from the mage’s sho
oulders. spreading o
Benediction is an Instant action that costs 3 points of Destiny. Uponn use, the HP o
of every conscious party mem
mber maximum, and all negative staatus effects aree removed. Un
nconscious chaaracters are revvived is instantly returned to m
with 1 hp instead. This Ep
pic Ability may be used at anyy time, even w
when it isn’t thee White Mage’’s turn. Furthermore, Benediction may even be
e used when th
he White Magee is unconsciou
us. White Mage lea
ads a charmed life, avoiding h
harm in mundaane, day‐to‐daay activities witth unsurprising
g The W
alacrity. Th
his same quiet p
protection can
n also be extend
ded to the Wh ite Mage’s alliies to protect them from distressing failure. The White Mage and eacch of their party members maay reroll one skkill check per ssession. Blessed Existence cannot matic failures from such things as a Gamblerr’s Bad Luck. be used to negate autom
one!” “Lightt shine strong, our woes bego
The characcter gains accesss to the follow
wing spell. MP) Esuna (1 M
Target: Single overy Type: Reco
Reflectablee A standard
d spell in almosst every healer’’s repertoire, EEsuna fully cleaanses the targeet of all negativve status effeccts, with the exxception of Unconsciousness and the counttdown caused by the ‘Doomssday’ and ‘Lv.?? Doom’ spells.. Particularlyy powerful maggical effects, su
uch as eons‐long Petrificationn, or bloodlinee curses are ou
utside the poweers of this spell. A
At the GM’s disscretion, Esunaa may also rem
move the ongoiing effects of o
other unhelpfu
ul spells, such aas Melt, Addle
e, Time Slip, orr Gravity. A character at 25% health
h or less may ccast this spell aas an Instant acction instead.
94
CH
HAPT
TER III:
I DEFIN
D NING
GAH
HERO
“It’s not th
he net result th
hat matters, it’s the day-to-day
y struggles peo
ople go through
h that makes on
ne’s life importtant.”
- Te
erra Branford
Although h
having a name and a Job is a ggreat start for a character, thhis chapter will explore how yyou can furtheer develop yo
our hero’s uniqueness througgh skills and qu
uirks – and get some great bo
onuses along th
he way. We’ll start with Shared A
Abilities. These are Abilities th
hat every charaacter has accesss to regardlesss of their chossen ollow all the usual rules. Job, and fo
neys by a faithfful animal, succh as a trained dog or a choco
obo, or someth
hing You arre accompanieed in your journ
more exotiic such as a you
ung cactuar, an
n absentmindeed pixie, or a hoorde of mind‐liinked machinees. An animal companion is aa tagalong creaature that provvides various bbonuses while being small, aggile, or thick‐skkinned urt in combat. They are versaatile and skilledd, able to follow
w simple instructions and relay enough to avoid being hu
n never be perrsuaded to act in any information to their owner nonverballyy. The companiion is loyal enoough that it can
e PC. If the ow
wner controllingg an Animal Co
ompanion is reduced to 0 HP or way contraary to the direcct wishes of the
otherwise incapacitated, it will generally not act until its owner has been revived. o special trickss from the list b
below to impro
ove your Anim al Companion. Throughout tthe game, yourr pet Choose two
may learn additional trickks and talents at the GM’s discretion. Bonded: Booth you and youur companion aree of shared mindd; you have an uunderstanding thhat far exceeds intuition. You reeceive a +2 bonus tto Nature skill ch
hecks when your companion is aacting as the moount, and you ass a player can choose to take con
ntrol of your anim
mal companion in non‐combat siituations. Flying: The Animal Compannion has wings oor the ability to ssoar under its ow
wn power and gaains Flight. Depeending on the creature’s siize and relative sstrength, they caan carry one or more people alooft when acting as a mount. Skilled: Thee Animal Companion has a certaain talent that coomes in handy foor its owner – a monkey trainedd in Stealth, for instance, maakes an ideal picck‐pocketing acccomplice with a b
budding Thief. CChoose one skill – once per game session, the player may grant a bonus 1d6 whe
en any player rolls this skill, than
nks to the helpfuul companion lennding a hand/paaw/claw/fin/etc. Talkative: The Animal Com
T
mpanion is capab
ble of understanding the same laanguages your ccharacter does, aand can respond
d with sign languagge, meaningful sounds, or body language. Often
n, this allows for animal compannions to get inforrmation to and ffrom NPCs when their owner isn’t around to help
p. Cheer: The companion is oddly comfortingg when things seem dire, and cann provide encouuragement even in the face of ns a +4 bonus on
n the next roll m ade after suffering a Complicatiion. overwhelming adversity. The character gain
Search: Thee Animal Compaanion is constanttly sniffing arounnd for usable iteems. After defeating a Notoriouss Monster or a BBoss, a character th
hat has an Animaal Companion with the Search taalent gains one ffree Item of the GM’s choice, with a value or ussage appropriate to the character's current Level. This does not reduce any otheer item rewards the character obtains. Aggressive
e: The companioon is able to helpp its master in coombat by spittingg poison, breathhing small boutss of flame, tramppling, pecking, or o
other such abilitties. Smart owne
ers take the time
e to learn how too fight alongsidee their companio
on, aiding one another to help defe
eat even the mosst dangerous of monsters. When the Aggressive talent is taken, choose
e whether the attack will deal A
ARM or M.ARM ddamage, and wh
hether it will be o
of a certain elem
mental type; Ice, Wind, Thunder,, Earth, Water, o
or non‐elementaal. Then choose oone of the follow
wing status effeccts; Berserk, Blin
nd, Confuse, Tran
nsform, Poison, Curse, Sleep, Sto
op, or Zombie. TThe attack deals (Owner’s Highesst Attribute x Naature skill) + 2d6 p
points of damage
e automatically. The animal com
mpanion’s owne r and the targett may then makee opposed rolls –– if the player wins, the target is affflicted with the cchosen status efffect for one rouund. ng your animal co
ompanion to perform the attackk is a standard aaction usable oncce per combat. If this trick is takken Commandin
additional times you may co
onstruct more tyypes of attacks to add to your peet’s arsenal, butt it may still onlyy be commanded
d to attack once per combat. Rejuvenatiing: The creaturre is able to assisst the party by bbolstering their sspirits with an am
musing display, by using a small amount of w
white magic, or just calling out w
with encouragingg noises. You maay command youur companion to
o use this healing power as a SStandard action once each comb
bat; it removes o
one negative staatus effect and rrestores (Owner’’s Highest Attrib
bute x Half Nature skill) + 2d6 poin
nts of HP or MP, chosen when th
his talent is takenn, to one target of your choice. 95
gically bent pieece of wire is uuntil they’re sta
aring at the insside of Most people never rrealize how valluable a strateg
his philosophy, you have an oodd or an end ffor every situattion. a locked prrison door. In kkeeping with th
You can ‘co
onjure up’ mun
ndane items, no questions assked, provided said items aree small enough
h for your charaacter to be carryying around. Evven if they have
e no logical reaason to be hauuling around arrmor polish, teen feet of rope or invisible ink, the rest of the party can re
est assured it’ll be there wheen they need itt the most. Theese items grantt no onus to skill ch
hecks, cannot b
be sold or equipped as Armo r, and are all trreated as imprrobable weapo
ons if inherent bo
used in com
mbat, but just having such ite
ems can often turn Godlike oor Impossible cchecks into som
mething more manageable. an sprint acrosss the surface o
of water and ba
alance on the bblade of a swoord. You ca
This multip
purpose shared
d ability allows for almost com
mplete freedo m of movement, ignoring graavity and physsics for sheer mobility. Your charracter no longe
er takes damagge from jumpinng or falling, no
o matter the distance (witho
out P in damage, and a this ability,, falling from a Medium Rangge causes the ccharacter to ta ke 50% of their maximum HP
Long Range
e is immediate
e unconsciousn
ness). You also gain a +2 bonuus to Athletics skill checks, heelping you (eventuallyy!) run directly up sheer, verttical cliffs, or le
eap from fallingg object to falling object even if they’re hundreds o
of feet apart. aking out walls,, objects, anyth
hing that gets in your way. You’ree capable of ta
When makking a Force che
eck specificallyy to destroy an
n object or equ ipment (and n
not as part of a resistance roll to avoid a status effect or siimilar), the chaaracter always receives a +4 bbonus to their roll. pting ot into the gro
ound hard enou
ugh that a loosse floorboard w
was knocked up
pward, intercep
She slammed her foo
all three off the deadly pro
ojectiles in mid
d‐flight, accompanied by a saatisfying soundd of thunk‐thun
nk‐thunk. By th
he time the m
makeshift shield
d landed uncereemoniously on the ground, thhe would‐be asssassin had alrready turned ta
ail and fled. nstant action, e
even when it issn’t your turn, you may descrribe a combat stunt your chaaracter Once per session as an In
mage from an attack. Doing so grants a +2 bonus to one performs that would aid you or an ally in avoiding dam
VD for one attack. target’s AV
“Stick with me, kid.. I grew up in sslums just like tthis…” Some indivviduals have ho
oned their skills and combat capabilities in one particularr environment,, whether from
m simple fam
miliarity or some other reason
n entirely. Upon taking Favorred Terrain, cho
oose one of th
he following eleeven locales; Plaains, Town, Forrest, Mountain
ns, Desert, Swamp, Water, Unnderground, Sn
now, Lava, or C
Cosmic. The character rreceives a +2 bonus to all skill checks, oppo
osed rolls and aattack rolls while in this envirronment. 96
nd adventuring
g life before settting off on youur wild adventture, and you’vve got You leearned the basics of battle an
have a few
w basic and welll‐practiced ma
aneuvers at you
ur disposal beccause of it. The characcter has access to all three off the bonuses aand moves beloow. Throw Ston
ne: The characcter hurls a small rock at one enemy once pper session, ho
oping to get theeir attention fo
or a moment. B
But even the m
most well‐intenttioned acts ten
nd to have connsequences. Ass a Standard acction once per combat, th
he character may automatically bean an ene
emy with a rocck for 1d6 poin
nts of damage, ignoring ARM and other typess of damage re
eduction. The e
enemy is autom
matically Stunnned for one rou
und if they’re ssusceptible to the status effect. However, u
until the end off the current co
ombat, the tarrgeted causes ccritical hits on rolls of 10‐12 w
when er of this abilityy. inflicting haarm to the use
Flee: Some
e might call you
u a coward; your lips tremble
e at danger andd your eyes filll with uncontro
ollable tears w
when the odds are against you.. But you firmlyy believe that e
escape is alwaays an option, aand when you turn tail and run, elp lead your friends to safetyy. You and your allies receivee a +2 bonus to
o their Escape sskill checks wh
hen you can he
attemptingg to Run Away in combat. The
e effects of Fle
ee stack if multtiple allies havee the Fundameents ability. Room and Board: You did
dn’t come from
m a glamorous lifestyle, but tthat’s okay; you made friends in low placess and ways a room at the Inn set asiide for you. You may always ttake a Full Resst when in a maajor city regard
dless there’s alw
of circumsttance, and inn stays are gene
erally free for yyou and your aallies. argue over whiich school of m
magic is more usseful – the desstructive powerr of Black, the Many mages a
upport of Whitee, the unique in
ntensities of Bllue, or the indisspensable mannipulation of Ti
Time. But all ag
gree peerless su
on one poin
nt ‐ that none can compare tto the near‐limitless potentia l of Summoninng. You possesss a supernaturral pact with a Summoned crreature ‐ it migght have taken the party und
der its wing for reasons un
nknown, or manifest due to b
being spirituallyy tied to an agees‐old memen
nto in the charaacter’s possesssion, or anythingg else the playe
er can dream u
up! The Esper cchosen by Gra nd Summonerr may be a Partty Esper or an Individual Esper, a decision made by th
he character when taking thiss ability – see p
p.114 for moree information o
on the must be level 4
4+ to pick a Ran
nk 2 Esper to aaccompany theem, level 8+ to choose a Rankk 3 difference. A character m
creature, and level 12+ to
o obtain a Rank 4 Esper. This ability may be taken multiple timess, gaining an additional Espe r as an ally eacch time. ame from a lifee of luxury, or p
perhaps you juust possess an iitem handed d
down througho
out the Maybe you ca
ns. Either way, you have a cerrtain treasure tthat serves as aa keepsake froom your upbrin
nging. generation
The characcter gains any w
weapon, armor, shield, comp
ponent or graftt with a Tier eq
qual to (Half Leevel + 1), for no
o associated cost. For exam
mple, a level 1 ccharacter migh
ht own a Tier 22 sword passed
d down from faather to daugh
hter. A bequeathed un
nto level 9 character might find themselvess in sudden posssession of a TTier 5 bejeweleed neckpiece, b
bling debts. them to paay for old gamb
Heirloom ccannot grant a character Tier 8 equipment.
97
ome things you
u won’t stand ffor. There’s just so
ed ability, workk with your GM
M to come up w
with a few diffeerent scenario
os that would in
nvoke When you take this share
ur character – ssuch as someoone striking a cchild, the preseence of a poweerful feelings of extreme anger or fear in you
uch. Once during demon, your Special Vehicle being attacked, or an enemy using thatt nickname you loathe so mu
e session in which one of thesse outlined sce
enarios occurs,, your characteer may respond
d by using any Limit each game
Break theyy know as a Standard action o
on their turn. TThey may activ ate this uniquee move regardless of their cu
urrent hit points aand without sp
pending Destinyy. If your character is a natu
urally furious sort, the eventss that drive theem over the ed
dge would have to be eme, such as th
he death of a ccompanion or aa bad guy layin
ng a hand on a family membeer appropriately more extre
mit Break wheen this job ability triggers, theey may choosee to And finally,, if the charactter doesn’t actually have a Lim
gain the effects of Auto‐H
Haste for one rround and a +4
4 bonus to theiir next roll insttead. GMs are en
ncouraged to w
watch out for sscenarios that ccould be triggeered by the chaaracter’s comp
panions, allowiing the charactter to use staggeringly‐powe
erful Limit Breaaks whenever itt would be app
propriate. “Onion Knight” is a title besstowed on thosse heroes who ffight for what is right despitee the many settbacks h heroes get too know who thhey truly are. So
o the saying go
oes, of the worlld; poverty, desspair, failure. In this way such
they “peel away each layyer, crying all th
he way.” Altho
ough it might nnot sound like ssomething to a
aspire to, for m
many, an Onion Knigh
ht isn’t a choicee. These are th
he individuals w
who have yet too decide their ffuture; squiress, becoming a
children an
nd normal peop
ple sucked into
o a world of dan
nger against thheir wishes. Buut by dabbling in many differrent jobs, they ccan eventually forge their ow
wn unique path. Whenever the character defeats a Bosss‐type enemy, they may perfform a Job Change without any associated ccost nts of Destiny tto be spent). (normally, a Job Change rrequires 3 poin
ossess a reperttoire of useful abilities and ta
alents, known ffor great proficciency in one o
or more fields o
of You po
study, syntthesis, or even simply a naturral flair for the physical. Upon takin
ng this ability, tthe character rreceives an add
ditional 5 skill ppoints to distriibute anywherre she sees fit. Skill points do n
not have to be spent immediately. Furtherm
more, the max imum numberr of points you can have in an
ny skill is now limited by your (Fiinesse + 3) insttead of your (FFinesse + 1). dditional skill ppoints and incrreasing the cap
p by two each ttime. This ability may be taken multiple timess, granting 5 ad
not easy being this popular, you know. Hang
g on to somethhing,” the gam
mbler shouted fr
from the helm o
of the “It’s n
airship, turrning the wood
den wheel hard
d to one side. TThe engines roaared loud enouugh you could sswear the floorboardss were almost shaking loose as the sails cattch the wind annd the ship beggins a hard verrtical climb… The characcter is the prou
ud owner of an airship, land vvehicle, drillingg machine, cybernetic armor system or the like, which allow
ws for speed and/or maneuvverability across different typpes of terrain. TThough there aare exceptions, the vehicle is ggenerally big en
nough to carry the character and his entire party, plus on
ne or two extraa comfortably. Work with your G
GM to describe
e a vehicle and
d define whether it is designeed to travel excclusively on lan
nd, sail across w
water, 98
soar through the air, dig through rock and stone, or travel beneath the ocean waves. Then, choose two extra properties from the list below that your vehicle possesses. 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 character’s 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 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. Although your special vehicle only begins play with two of the qualities from the list below, you may obtain more as the game progresses – finding or purchasing new parts, getting a tune‐up or a nifty paint job through an appropriately high skill check, and so on. This is always at the GM’s discretion. Superior Handling: This unique quality may be taken multiple times, and should be considered a key attribute to consider when building your ride. Superior Handling grants the pilot a +2 bonus to their Vehicles skill check, and this special property helps a vehicle go from slow and steady to blazingly fast and maneuverable. Power Source: 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. Smuggler’s Hold: The vehicle is outfitted with hidden compartments, granting all characters a +6 bonus to Stealth checks to hide objects or people (or themselves) aboard it. Iconic: This quality represents your vehicle is associated with certain connotations, and provide a +2 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 +2 each time. Unorthodox Travel: 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 earth’s crust or sink beneath the sea. Magic Touch: 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. Good Night’s Sleep: The Special Vehicle has resting quarters or perhaps even a team of White Mages on standby to heal the party’s wounds. While aboard the vehicle, the party may take a Full Rest at any time. Stealthy: The Special Vehicle can shrink down to fit inside a pocket, activate cloaking devices to become invisible, produce clouds of billowing smoke or hydrophobic adhesive to mask an area, or it might simply masquerades as a stationary structure in plain sight. A Stealthy Special Vehicle can grant the Invisible status to itself and everyone aboard until it takes damage, at which point the benefits are lost. This can only be used once per session as a Standard action by the vessel’s driver. Weapon Systems: 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 whilst in the vehicle, using their standard accuracy rolls. Weapon Systems deal (DEX x Half Level) points of physical ARM damage to all enemy targets within a Short Range, or M.ARM based Fire, Lightning, or non‐elemental damage to one enemy at up to a Long Range away, chosen when the Weapon Systems are first installed. Weapons Systems do double damage against other Special Vehicles. They may also have other additional features determined at the time of creation, such as being gigantic harpoon guns that allow passengers from your Special Vehicle to board an enemy ship. These Weapon Systems can never fire of their own accord – they must always be manned stations. Space Travel: 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: 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. Throttle: Your vehicle is loaded with a special fuel source that you can ignite for a boost of speed, or you just know how to temporarily kick the engine into high gear when it matters most. You can declare that you’re using the Throttle perk once per game session to immediately give every PC aboard the vessel an additional turn. Fortress: A ‘Fortress’ vessel is often an imperial dreadnaught airship or something as extravagant as a floating island. This provides several bonuses; First, the vessel can now hold a nearly unlimited number of passengers. Secondly, individuals outside the Special Vehicle can no longer target anyone inside. 99
Finally, when a Fortress is re
educed to 0 hit p
point, it remainss operational andd does not crashh. Being damageed in this way insstead ws the attackers inside, where th
hey can potentiaally disable the vvessel by taking out the enginess or simply attacking merely allow
the PCs. At the GM’s discretion, takin
ng a vehicle with
h Fortress qualitty often providess a loyal crew off buccaneers, myystics, scientists, other individualss capable of help
ping keep the th
hing operational . soldiers, or o
haracter has deeveloped a nattural immunityy to certain staatus effects. Whhether the resiistance is from a The ch
supernaturral boon, causeed by prolonged exposure, seelf‐taught vigilaance or somethhing else entireely varies. Choose two
o of the follow
wing status effe
ects ‐ Berserk, B
Blind, Charm, CConfuse, Cursee, Fear, Petrify, Poison, Seal, SSleep, Slow, Stop,, Stun, Transform or Zombie ‐‐ the characterr is permanenttly Immune to their effects. TThis resistance will often exten
nd past the obvious combat benefits and in
nto other facetts of the characcter’s life; for eexample, a character w
who is Immune
e to Poison can
n chomp down some toxic su bstances witho
out ill effects, and is forever unable to b
become intoxiccated. A fearless character is quick to devellop a local reputation. d a kinship with
h another persson that extendds far past simpple camaraderrie. Perhaps yo
ou are YYou have found
fated loverrs, related rivalls, destined eneemies, inseparable siblings, oor eternal brothhers in arms. W
Whatever the ccase, you are two sides to the ssame coin, cap
pable of workin
ng with – or aggainst – one annother phenom
menally well. Th
his p…whether enmity or amity…
…grants you strrength when thhings seem theeir darkest. relationship
Upon takin
ng Twin Soul, choose anotherr character in the game, eitheer an NPC conttrolled by the G
GM or anotherr PC. If you choose
e an NPC, that character auto
omatically rece
eives the Twin Soul ability as well – if you choose a anoth
her player’s character, the otther PC must taake this ability as well for it tto be of any use. This individu
ual will hencefforth d to as a Partne
er. You may on
nly ever take th
he Twin Soul a bility once, and
d it grants all o
of the followingg be referred
bonuses: e capable of dooing so, you m
may choose to p
pay the MP cosst of Twin Spell: When your Partner casts a sspell, if you are
ur Partner’s speell has its damage and healin
ng increased byy two the spell ass an Instant acttion as well. If you do so, you
steps, and the difficulty to resist any staatus effects it m
may cause are increased by ++2. This MP exxpenditure cannot d by any meanss. be reduced
Best of Frie
ends: Even while under the e
effects of Charm
m or other stattus effects, you may choose not to attack yyour Partner at any time. If you make an attaack that deals damage to a raandom target and your Partn
ner is the unluccky may choose to rre‐roll. one, you m
Greatest of Enemies: You
u deal an addittional two step
ps of damage too your Partnerr at all times. FFor example, if an d do (PWR x 8)) instead. attack was to do (PWR x 6) points of daamage, it would
e Stand: You an
nd your Partne
er have long sin
nce mastered tthe fine art of ffighting back‐tto‐back, covering the United We
other. Whe
en making a Te
eamwork Attacck with one ano
other, either yyou or your parrtner (but not both) may re‐rroll one dice. We Fall: As the ultimate proo
of of your linked destinies, it has been predetermined thaat your fates arre Together W
linked. When death come
es for you, perrmanently send
ding your soul to the Farplanne, the other is fated to die w
within ot a game mechanic that can be avoided th rough the normal means – rather, when one of the day as well. This is no
the two characters sufferrs their final fate, the GM is fforced to concooct a situation that will lead tto the demise of the matter how unlikely it may se
eem. other, no m
There is, ho
owever, a cave
eat to this; eith
her you or yourr partner may sspend Destinyy to Cheat Deatth when eitherr of you ‘die,’ thus protectingg both of your llives. 100
a great distancce to a strange land where yoour species is uunknown, or do
o you even know Have you travelled a
parents were? A
Are you the lasst of your kind of the first of m
many? Were yyou once a persson before a who your p
mystical tra
ansformation?? These are thee questions on eeveryone’s lipss as they see yoou pass, but th
he real query iss always the first one that springs to theiir mind; What A
ARE you? Choose fro
om one of the ffollowing speciies; Aerial, Amorph, Arcana, A
Aquan, Beast, Construct, Draagon, Fiend, In
nsect, Plant, or Undead. You are
e considered to
o be a member of that speciees instead of H
Humanoid. Theen, choose onee ermanent +2 b
bonus to represent your speccies’ unnatural strength, beauty, grace, inteellect, attribute and grant it a pe
automatically gget any of the oother major racial features o
of the species –– such vitality, et ccetera. Although you don’t a
as the Auto
o‐Zombie statu
us possessed by all Undead o
or Flight for beiing an Aerial crreature – a goo
od GM will also
o try to work witth their playerrs to establish aany other mino
or benefits or ddownsides thiss might impart. This might include the charactter no longer n
needing to eat or drink, becoming a strict c arnivore, gainiing the ability tto hover, theirr Swimming skill not being limited by the
eir Finesse scorre, allowing thee PC to treat a specific Abilityy as if it was on
n their et cetera. This racial change aalso means you
u no longer sufffer from the rracial vulnerab
bility to Shadow
w Job’s list, e
damage that comes with being a Humaanoid. ely, you may ch
hoose to remaiin as the same species, simplly much larger or smaller thaan the average Alternative
citizen. ee feet in height, standing eyye‐to‐eye with a Moogle or p
possibly even h
having A tiny charracter is usuallyy less than thre
to look up to one. They ggain a permane
ent +1 bonus to
o their AVD scoore, a +2 bonus to Stealth, an
nd a here his or herr size could posssibly be advan
ntageous. +1 bonus to all Force or FFinesse rolls wh
d the 12‐foot m
mark, and has ddifficulty usingg standard A huge chaaracter usually hovers around
mounts, ve
ehicles, and eve
en fitting throu
ugh most doorrways. They ga in a permanen
nt +2 bonus to th
heir PWR and R
RES attributes,, but will foreve
er suffer from a ‐1 penalty to
o their AVD sscore. This job ability can be taken multiple
e times. ne can swing a stick, but learning to take on
n the armies off the empire Anyon
or a horrific beast with th
hat same stick takes considerrable time and dedication. dditional Weap
pon categoriess or one additioonal Armor You gain acccess to two ad
Category excluding shield
d (so Light, Medium or Heavyy) regardless off your Job. 101
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 and 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. TaskDifficulty
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 player’s 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 arch‐nemesis 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. AffectingOtherPCs
Social skills such as Acting or Negotiation will never have a direct impact on player characters – a player’s control over his character’s beliefs and attitude is absolute. Complications
No situation is ever so bad it can’t possibly get worse. When a hero rolls 2d6 for a skill check and gets a pair of natural 1s as his result, this creates a Complication. Not only does the initial skill check not solve the problem regardless of what the total roll result would have been, but the character now 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. 102
Because th
he roll must natturally result in
n a pair of 1s, aa clever Gambller manipulatin
ng dice cannott force complicatio
ons to occur. Generally, though not alw
ways, Complicaations retain th
he difficulty of the first checkk. So if a playerr jokingly wantts to nguage roll to ttry and ‘communicate’ with aa rusty old lam
mp to find out w
what its purposse is, the GM m
might make a Lan
assign this a difficulty of IImpossible (30
0). If the playerr goes ahead annd does his beest on the roll aanyway, a n the player blurts out some long‐forgottenn magical word
d accidently, activates the lamp, Complication might mean
and finds h
himself sucked inside. Now th
he additional ro
oll to get out oof that mess (w
without just sm
mashing the lam
mp and hopingg for the best) will also be at difficulty 30 – hope the charracter’s Escapee skill is up to snuff! Assumingg it won’t be, tthe party will h
have to come u
up with a new p
plan, and the pplayer of the po
haracter mightt need oor trapped ch
to start figu
uring out how they can temp
porarily aid the
e group while bbeing a piece o
of barely‐mobille pottery. Here are so
ome further (and less horrifyying) examples.. One‐Eyed
d Jack has disg
guised himself a
as an imperial solider and is ttrying to pick tthe lock on a prrison cell to geet his friends freee, and the GM rules that this is a Challengin
ng task. This m
means Jack has to roll 11 or beetter on his Thievery skill. Norm
mally this would
d be no problem
m for the mastter thief, but a pair of 1s on hhis roll means tthe situation ha
as just gotten more complicateed. The GM tellls Jack that in the middle of hhis attempt he hears a set of f footprints com
ming, ust in time befo
ore a pair of so
oldiers show upp. They tell Jack it’s time for a
a shift change, and and pockkets the picks ju
now Jack has to use Neg
gotiate to convvince them otherwise and gett a few more m
minutes with th
he lock. Just likke the heck, the GM sstates that thiss will be a Challlenging task foor Jack, made m
moreso by the ffact that socia
al skills previous ch
aren’tt his strong suitt! If the GM aallows it, the fo
ollow‐up skill check caused by a Complicati on can be mad
de by the unluccky PC’s allies instead. Fo
or example, a complication on
n a Synthesis skill check mighht mean that th
he crafter is m
missing a few vittal components, and a Merccantile check att the same diffficulty would bbe needed to trrack them dow
wn. There’s no d work while someone else hheads to the m
market to wheeel and deal. reason the crafter can’t sstay behind and
of an In a moree modern Final Fantasy gamee, Devi and Kelllos are racing ddown a metroppolis highway iin hot pursuit o
armoreed car. Devi is d
driving and rollls his Vehicles ccheck to try annd catch up, buut gets a Comp
plication. The G
GM announcees that their ta
arget takes a hard right and g
goes out of sighht, turning intoo oncoming tra
affic. Now a sim
mple chase ha
as become far more dangerous for the hero
oes, and the GM
M requests thaat Devi use his A
Awareness skiill to keep an
n eye on the ca
ar they’re chasiing. Kellos announces that hee’s the more obbservant of thee duo and he’ll l be keeping
g a lookout for their quarry instead. A
Although Kelloss rolls well, he, too, gets a Complication. He’s so focused on
n his goal that he completelyy misses thee vehicle that ccomes up from behind an
nd rams them, sending their sports carr smashing into
o the side of a building. D
Devi is barely cconscious from the crash, but isn’t too d
dazed to noticee d pooling underneath them; the liquid
they have only seconds tto Escape from
m before it goes u
up in flames. the car b
103
The Big List of Skills
Don’t 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 doesn’t 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 lie, fake emotions and devise new personalities. With a successful skill check the character may attempt to use Acting to deceive, improvise, keep one hell of a poker face, or just rattle off 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 isn’t 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 it’s generally wise to invest at least a few points into it. 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. Although a 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 it’s recommended that fledgling adventurers expend a few points to raise up this skill. (See p.148 for more information about Running Away in combat.) 104
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 night’s 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 it’s the location of an ancient tomb, an obscure local legend, or just the address of the nearest inn, characters with the Inquiry skill are adept of digging up the information they need as quickly and painlessly as possible. The amount of time taken for an inquiring search can vary between a few minutes and several long days or more, 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. Wherever there’s a good mystery, there are undoubtedly people who want it to stay that way. Language
A character can understand and communicate in various different 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 they’ve never heard before, Language is rolled to determine which of the PCs – if any – are fluent in it! Once a character encounters a new language and rolls this skill, success or failure permanently determines if they’ll have the language in their repertoire for future game sessions. 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 (Heroic): The spoken or written tongues of the world’s precursor races, sometimes known as Lufenian or Lefenish. Ancient languages see very little usage in the world’s 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 (Challenging): 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 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 (Moderate): The standard Human – or ‘Hume’ – tongue, lingua franca on most continents. Most, if not all, adventurers will be fluent in this language to one degree or another. Elvaan (Impressive): 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 (Challenging)): 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 (Impressive): 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. 105
Monster Talk (Heroic): 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. Lajargon (Moderate): Used by the enigmatic little folk, 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 (Supreme): 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 (Heroic): 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 don’t. A GM might make Lore checks privately, and a Complication represents the information you receive is probably 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 (Magic): A primer on all forms and colors of magic, of both ancient and current varieties. Also includes knowledge regarding Espers, such the histories, strengths, weaknesses and personalities of the Esper society, as well as routes and passages taken on a summoner's pilgrimage and the like. This does not cover the exact properties of magical items, which is instead handled by the Mercantile skill below. 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, 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. 106
Nature is ro
olled when the
e character wisshes to ride a C
Chocobo or pe rhaps even a D
Dragon, use lan
ndmarks to find
d their way in hostile territory, follow the
e tracks of an e
enemy or conceeal their own, convince the m
marquis’ viciou
us o need for the ssnarling and biiting, or even d
direct the temp
per of those veery pets that you’re a friend and there’s no
same pets on their beloved owner. ng for an entire
e group out in tthe wild insteaad of just tryingg to sustain heerself, the difficculty If the charaacter is foragin
is generallyy increased. A character with this skilll trying to win over an animal in combat is rrarely ever lesss than a Slow aaction. Negotiattion
The fine art of getting your way. A charracter with thiss skill can use ttheir powers off persuasion to
o do anything ffrom bartering for an item to cconvincing thatt troublesome Captain of thee Guard that, n
no, they really mperial sympathizer, thank yyou all the sam
me. This skill covvers everything from aren’t an Im
seduction tto intimidation
n to begging for your life...and, like Awarenness and Escapee, is generally aa good skill to h
have at your disposal. Perform
m
A character with this skilll can express h
herself in a mulltitude of wayss – song, dancee, playing almo
ost eated, giving rousing speeches, or just haviing a reverence‐worthy stagee every instrument ever cre
Generally, this skill is utilized by Entertainers – miming, d ancing and sin
nging are a big presence. G
part of their repertoire – but music as aa form of enterrtainment is coommon in mosst worlds, and ndering musicaally‐minded advventurers can many inns and pubs often include a piaano where wan
h this skill can ttune a violin, kknow the propeer tickle the ivvories and makke a few gil. A character with
time to stage dive, and be able to transsition fluidly fro
om a waltz from
m a gavotte without stepping hduke’s toes in
n the process. on the arch
Scavenge
e
With this h
handy skill, a ch
haracter can usse bits and piecces of defeatedd enemies to aacquire Compo
onents for craffting, aiding in th
he construction
n of everythingg from weapon
ns to food. Scavvenge can onlyy be used on N
Notorious Monsters or Bosses tthat the party h
has defeated, aand may only b
be attempted oonce per charaacter regardlesss if the roll waas a success or failure. Note that this isn’t always as straigghtforward as j ust grabbing b
bones and fanggs and scales; aa blacksmith could stumble
e across a rare vein of ore in the lair of an uundead dragon
n, and a botaniist could find u
use for mantoise. the moss ggrowing on the back of a centturies‐old Adam
The Compo
onents acquire
ed by Scavenge
e are generally of a Tier approopriate to the party’s averagge level. The difficulty of this skill shou
uld rarely strayy into the high extremes, andd should reflectt the player’s d
description of w
what eces the player is trying to accquire – for exaample, turningg an octopus m
monster into dinner is easier tthan bits and pie
trying to tu
urn it into a cro
ossbow. A Complicaation on a Scavvenge skill checck might mean
n the party disccovers something they know possesses valu
ue, but might ccontain a linge
ering evil presence or be nearr‐impossible too transport. Taking the item m
might even earn the PCs some ffurther enemie
es, such as angry environmen
ntalists calling tthe heroes ‘po
oachers,’ or perhaps even a b
band of rough‐an
nd‐tumble thugs who are anggered the grou
up wound up w
with the treasu
ure they’ve beeen after. 107
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’s rolled to hide objects upon your person or tucked discreetly away in hidden alcoves, and for impressive sleight‐of‐hand tricks and the like. If you attack an opponent who doesn’t know that you’re there, you’re almost always entitled to a pre‐emptive combat round. 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 while underwater. (See p.171 for rules regarding holding one’s 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 successfully create an item for 50% of the normal market price. A failure means that no item is created but the gil is used up in the attempt. Characters can sell newly‐crafted stuff items for 100% of the normal price when in major cities, 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 known as Consumables. 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 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 that 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, 108
or tamper with a system.. It is possible ffor a Complicattion to trigger unintended reesults such as aa small armadaa of security drones being acttivated when the main computer core shutts down. Thievery
y
A character with this skilll can open perfform an entire
e repertoire of illegal activitiees with speed aand style. Theyy can open locks on doors, treaasure chests an
nd anything elsse others consiider worth seccuring, given a few simple too
ols, a little elbow
w grease and a successful skill check. They m
may rummage through pockeets undetected
d and snatch sm
mall valuables, fforge importan
nt documents, cheat at dice ggames, and dissarm – or set –– traps of varying complexity and lethality. A
A failure generaally means the lock refuses to
o budge or tha t they weren’tt able to snatch
h their prize, whereas a Complication ggenerally mean
ns a trap is trigggered or the ppocket actuallyy belonged to aa member of th
he eeping a close e
eye on the chaaracter for som
me time. city watch that’d been ke
Vehicles
This Skill en
nables a character to helm m
most vehicles w
with a reasonabble degree of reliability, thou
ugh in adverse conditions things might b
be a little bit m
more difficult. TThis skill governns everything ffrom motorcyccles to Magitekk Airships. Speciaal maneuvers n
naturally requirre an advancedd level of abilitty to pull off without wreckin
ng the Armor to A
vehicle in q
question in the
e process. It can
n also be utilized to repair daamaged vehiclees to which thee Systems skill doesn’t apply. 109
DESTINY
“Your actions have meaning only if they hold true to your ideals.”
- Ramza Beoulve
Destiny Points are a metagame representation of a Character’s impact on the world. They’re 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 character’s 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 it burns AND a party members rushes inside to save the trapped occupants….y’know, that sort of thing. EarningDestiny
Though some GMs may choose to alter these methods slightly, the standard ways to receive Destiny are as follows; Having a Quote on your character sheet, as discussed, generally starts you off with one automatic point of Destiny. Defeating a Boss awards each member of the party one or more points of Destiny, Members of the ‘Warrior’ 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 Destiny here or there by meeting various criteria. Completing Goals allows individual characters to gain 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 world’s 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 ‘Be born a Dwarf’, and ‘Dig a hole.’ If the GM is unable to deter the character from these goals, don’t fret too much. Once a goal is completed, a player can’t invent a new one to take its place…and 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 they’ll get immediate gratification instead of the destiny spread out over the course of the campaign, this certainly has its own downsides. 110
SpendiingDestin
ny
Destiny hass six primary uses, discussed below. Enhancin
ng a Roll (1): A single pointt of Destiny willl further allow
w a character to
o add an additional d6 to anyy roll of his choicce, whether it iis to resist a de
eadly status efffect, maximizee their accuracyy, or smooth‐talk a longstand
ding archenemyy. Players may spend as manyy points of Desstiny as they likke on a single rroll to add more and more dice. They can choose to do th
his after seeing the result of the ro
oll, and if they like, e
even add more d6s one at a time until they achieve their desired ressult. A characteer who spendss valuable Destiny in
n order to keep
p the plot moving is the best sort o
of player a ope for. Make sure that GM can ho
their contrribution is remembered! Changingg Jobs (3): Foor a trio of poinnts the charactter may becom
me a member o
of an entirely d
different Job. This is a process that requires caareful planningg and good deccision‐making oon the player’ss behalf, as it p
possible such aa change cou
uld hurt a character’s effectivveness instead of spurring thhem to greater heights. Upon spending Destiny fo
or a Job Changge, an act that may only be peerformed out o
of combat, thee character es her HP, MP, ACC and AVD tto be appropriiate for a mem
mber of that new Job. The Inn
nate Ability of tthat recalculate
Job replace
es their formerr Innate Abilityy. The characcter does not o
obtain (or lose) skill points, sp
pells or their sppellcasting ability, or access tto abilities she has learned. W
Whenever the character learns a new abilityy, she only has access to her ccurrent Job’s standard abilities (as well as shared abilities). The characcter does not automatically gain spells when switching to a magic‐usingg job. Instead, u
upon gaining aa level when in a sspellcasting Job
b such as Blackk Mage, the character can peermanently leaarn a spell of th
he appropriatee rank if the Job w
was to learn on
ne. Finally, a ch
haracter neverr loses access tto Weapon typ
pes she had preeviously, but th
he list of armor they’re proficcient with is dep
pendent on the
eir new Job. So for example, aa Samurai whoo became a Blaack Mage would still be able tto wield her B
Blade‐type weaapon, but would only be able
e to equip Lightt Armor without penalty. Using Ab
bilities and Limit Breaks (3): Upon reaaching significaant milestones during gamepplay, characterss can create pow
werful signature
e attacks know
wn as Limit Breaks. Able to tuurn near lossess into clear victtories, these m
mighty attacks can
n only be accesssed when the character is ne
ear death. By eexpending 3 Deestiny when th
heir character iis at 25% or few
wer Hit Points (but conscious!), a player may use any Limitt Break they kn
now as a stand
dard action on their 111
turn. Regarrdless of how m
many Destiny P
Points the charracter possessees, this option may not be ussed more than once per round. In addition, there are a handful of job aabilities which request pointss of Destiny as a price for theeir activation. SSuch e usually astronomically pow
werful. abilities are
Blaze of G
Glory (5): The character haas been reduceed to 0 HP or evven killed, or ddeath is imminent, and the pplayer doesn’t havve enough Desstiny saved up to Cheat Death as describedd below and savve their characcter. But the sacrifice will not be in vaiin – by expending 5 points off Destiny at anyy time, the chaaracter may go
o out with a baang. A player who has used Blaze of Glory caan make a decclaration, any llast desire theyy might have
e that then beccomes canon in
n the game world, so long as th
he majority of ecision. For players agrree with the de
example, the party could be sailing thro
ough ed by the skies on an imperial aairship, defeate
who now looms over them. TThe a general w
party Engin
neer looks up, winks to his comrades, and reveals on
ne last inventio
on – a ‘Time Bomb,’ as he calls iit. The player then he Engineer finds the strength
h to declares th
stand and ccharges the ge
eneral, sendingg them both tumbling overr the side and o
out es the Time Bo
omb to rip open a portal in thhe space‐time ffabric, suckingg the general, tthe into the airr. There, he use
character, and even seve
eral of the enem
my airships into the void. Thee character is ggone, never to be seen again
n, but has foreverr altered the sttory. Blaze of Glory can be use
ed for just abou
ut anything, up
p to and includ ing preventingg the death of o
other PCs by estiny has been used, the ch aracter is alwaays killed in a d
dramatic fashio
on – sacrificing yyourself insteaad. After the De
however, ccharacters thatt have stockpile
ed HUGE amou
unts of Destinyy could conceivvably combinee this with Cheaat Death to re
esurface later. GMs mightt find Blaze of G
Glory to be a frrustrating mecchanic as they ssee their careffully‐laid plot d
disrupted, but w
we encourage them not to sttifle their playe
ers’ creativity. After all, thesee are the scenees that will maake a game e long after the
e fact. memorable
Cheat De
eath (7+): Death is a fact off life in the worrlds of Final Fa ntasy – after aall, no saga is trruly complete without at least one tragic demise or in
nspiring sacrificce. However, thhe death of a lleading character in a storylin
ne can have majorr repercussions on the story as a whole, particularly for thhe unfortunatee player now leeft scrambling for a replacement. With at least 7 points of D
Destiny, a player can restore their deceased
d character to life, or escapee a situation th
hat would othe
erwise kill the ccharacter outright. 112
However, aall the characte
er’s Destiny is cconsumed whe
en Cheat Deat h is used, no m
matter how maany points theyy had saved up. e encouraged n
never to annou
unce that they are Cheating D
Death – rather,, telling the GM
M in private byy Players are
slipping a n
note or the like
e is the best waay – it makes fo
or far more draamatic play wh
hen the characcter reappears. This ‘resurrrection’ will ne
ever be an imm
mediate one; if engaged in a bbattle, the character will not revive until affter the battle iis long since ovver. If caught in
n a certain‐deaath situation, t heir survival w
will not be appaarent until som
me time has paassed – and the rest of the party has alread
dy given them up for dead. H
How the characcter manages tto escape the
e reaper is left tto the player to explain. Summon
ning (Varies): As the characcters progress in their advennture they mayy obtain the asssistance of an otherworld
dly being know
wn as an Esper, an entity with
h strength rival ing – and derivved from ‐ the entire group o
of heroes. This is no easy feat. The most p
powerful of Esp
pers require ennormous amou
unts of effort aand Destiny to extraordinary; healing, statuss effects, suppo
ort spells, and all types of remain in tthis world. But the payoff is e
damage, in
n magnitudes that eventuallyy surpass even the most advaanced spells of the standard sschools of maggic. Summoning and Espers aare discussed m
more on the following pages. 113
SU
UMM
MON
NING
G
“Old man’s
m
still got itt!”
- Sazh Katzroy
Summoned
d Beasts ‐ also known as Espe
ers, Avatars, Guardian Forcess, Scions, Eidollons, Fayth, Aeeons, and a varriety of other naames across the worlds ‐ are powerful dime
ensional spiritss and allies thaat have taken aan interest in th
he characters.. They function unlike every other ability in
n the game, in that Summoning (calling theese supernaturral creatures into the physical world tempo
orarily) is often
n a group decission made by ((and paid for b
by) the entire p
party. n other ways, thhey are physiccal manifestatio
ons of the partty’s In fact, in ssome ways Espers are their own beings – in
outlook, go
oals, and strenggths. Their pow
wers might uniite a group of hheroes – or divvide it. How Summ
mons appear in
n each game is ultimately up tto the GM. Thiis is a completely stand‐alone system; the ggame generally w
won’t be any eaasier or harderr for the PCs no
o matter if theey start with a p
patron Esper aat their side or never once befrie
end one. Some
e games will see the heroes searching out t he powers of tthe Espers on aa journey know
wn as a ‘Pilgrimagge,’ where the
eir mettle will b
be tested in dangerous and soometimes even horrifying ways. Some gam
mes will see the
e characters ass heirs of a greaat power in the
eir own right, eeach with their own divine guardian Summ
mon. Some game
es will never se
ee Summons e
even mentioned. Once the p
party acquires tthe assistance of a Summon in whatever m
manner, it will u
ultimately fall iinto one of two
o categories,, depending on
n the game; Paarty Espers are watchful guarrdians of an en
ntire group, and
d may be summoned
d and controlle
ed by any mem
mber of the advventuring trouppe. On the other hand, Individual Espers ‘belong’ to only one charracter, a person
n often referre
ed to as a Summ
moner in reverrent tones. Summo
oning an Esp
per is a Slow aaction that gennerally costs onne point of Desstiny per Rankk of the Esper. For example,, Chocobo, a Rank 1 Esper, w
would only costt 1 point of Desstiny to make aan appearancee. Alexander would cost five. In
n the case of a Party Esper, t his value is doubled. 114
Devotio
on
There is, ho
owever, a loop
phole to this – by helping an EEsper achieve its objective, tthe Destiny cosst required to summon it is permanentlly reduced by o
one (or, in the case of a Partyy Esper, two). These causes, goals, ambitio
ons, ursue are know
wn as Devotion
ns, and might b
be anything fro
om and ideals that the Esper hopes the chaaracters will pu
e of the wild to
o an act of suprreme selfishne ss. Building a ‘‘working relatio
onship’ with a
protecting a sacred place
celestial gu
uardian is key tto making such
h powerful entiities more williing to come to
o the Summoneer’s aid. Actively wo
orking against an Esper’s Devvotion can ofte
en have the oppposite effect, and these unkknowable entities specificallyy granted by the GM (as oppo
osed to the Gra
and Summonerr shared abilityy) can choose tto leave for go
ood at any time. manently grantt what is know
wn as a Pact Bo
oon – this migh
ht be a Even better, completing aan Esper’s Devvotion will perm
new attackk, an increase in damage agaiinst an entire sspecies of monnster, or a varieety of other things. Most commonly of all, howeve
er, it is a bonuss given directly to the Summooner(s) – the ability to breath
he underwaterr or turn dull ge
ems to glowingg shards of crysstal, and so mu
uch more. If an Esper doesn’t actually cost any points of Destinyy to summon (ddue to being a Rank one creaature whose has been fulfille
ed), they may sstay in the phyysical world inddefinitely if thee Summoner so
o chooses with
hout Devotion h
being dism
missed/re‐summ
moned constan
ntly. Though th
his lets them acct as tagalongss to the troupee of adventurerrs, they canno
ot absorb damaage for the chaaracters outsid
de of combat thhe way they no
ormally do in th
he thick of batttle. Calcula
atingEspe
erAttribu
utes
No matter whether the SSummon associates itself with
h the entire gr oup or a singlee character, there are some nd utilize their summoner’s sttats characterisstics that neverr change. Theyy do not possesss attributes off their own, an
for their caalculations – so
o a dexterous aand agile Summ
moner will worrk best with nim
mble and fast EEspers, and so on. Espers ccan be damaged and attacked
d like any othe
er creature
e, and have a Hit Point tot
H
al equal to thee Summon
ner’s Maxim
mum HP, multiplied by the Summo
on’s Rank. Soo if a Blue Magge with only 1550 maximum
m hp summoned Yojimbo, a Rank 3 Esper, it wo
ould enter the battlefield witth 450 hp. Their ARM and MARM sccores are alwayys 0, their level is treated as being 15, theyy have the same AVD as their
eir spells are caast as Standard
d Summonerr, and all of the
actions thaat do not cost M
MP. Many Espe
ers have varied inherent supp
port abilities su
uch as elementtal weakness o
or Auto‐Statuse
es, but all Summons aall have the inh
herent ability IImpervious, making the
em immune to all negative sttatus effects unless othe
erwise specifie
ed (Anima is alw
ways affected by Zombie, for example). They also cannott be affected b
by 115
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 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 Esper’s 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. EspersinCombat
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 after completing the Slow‐action summoning process and paying the requisite Destiny. That character becomes untargetable and protected by the guardian creature’s 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 Esper’s list, using the character’s 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 the same amount of Destiny to summon a Party Esper, all of the PCs complete an uninterrupted Slow action to call it into existence. If even one party member is rendered unconscious or has their action interrupted, the Esper can’t be summoned. Once the summoning is complete, any PC can ‘chip in’ to help pay for the 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 Esper’s stats are calculated by whichever player in the group has the highest attribute. So to calculate the Esper’s health, the group might decide to multiply its hit points from the party Monk. It’s AVD score may mirror that of the group’s Ninja. And even if the team Entertainer is the one controlling the Esper, they might use the party Black Mage’s 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 hasn’t been dismissed by the group, they may use their powerful Astral Flow ability instantly and automatically. 116
KnowYourCosmicAllies!
A brief description of each of the standard Espers can be found on the following page. You can find the detailed versions of each Summon in Chapter VIII, starting on p.238. RankOneSummons
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. RankTwoSummons
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. RankThreeSummons
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. RankFourSummons
Anima: The chained aspect of death that has taken on the world’s 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 that 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. RankFiveSummons
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. 117
CHA
APTE
ER IV
V: EQ
QUIP
PMEN
NT
"Hmph. I daresay
d
I've so
oiled my cuffs. If
I a dungeon's waiting for us a
at the end of th
he night, it had best have a ch
hange
of wardrobe. Incidentally
y, what IS the going
g
rate for rescuing
re
Prince
esses these dayys? Food woulld be a good sttart -the good
d stuff, mind yo
ou."
- B althier Mid Bun
nansa
The 500 Gil characters re
eceive during character generration are onlyy the tip of the iceberg; beforre long, they'll have ng and armorin
ng themselves against the dangers that awaait them in theeir the moneyy to set about sseriously armin
travels. Thiis chapter cove
ers the most esssential portions of an advennturer's gear, frrom the humb
blest longsword
d to the finest G
Genji Armor ‐ aand beyond. While most of a player's e
equipment willl end up comin
ng from over‐tthe‐counter sales, the very beest items take a pically involvess going toe‐to‐‐toe with demo
on lords or little more effort to obtaiin ‐ the kind off effort that typ
uins. traversing ancient, monstter‐haunted ru
Curren
ncy
The Gil (g) is the standard
d currency of the Final Fantassy universe. Geenerally, a singgle gil piece is p
pocket changee, but om world to wo
orld ‐ and even
n from region tto region ‐ in aaccordance to tthe demands o
of prices flucttuate wildly fro
scarcity and prosperity. Countries aand nations ten
nd to mint their own individu
ual gil currencyy; while these may be known
n by particular names with
hin that countrry, at the end o
of the day, a giil is a gil is a gil ‐ lightweight, easy to spend, and readily accepted the world over.. The latter is d
due to the gil's composition; ttraditionally, aa gil piece is en
ngraved in gold
d ‐ e name 'gil' itse
elf plays on thiis tradition. Changing times aand growing po
opulations mayy force indeed, the
governmen
nts to 'water down' the curre
ency, however,, replacing the scarcer materrial with more common metaals such as bro
onze and silverr. Paper bills arre also increasing in popularitty as an easily‐‐concealable alternative to th
he standard co
oinage. Where
e such changess take place, they usually do sso on a worldw
wide scale, enssuring a continu
ued and universal acceptance
e for the curren
ncy. world comparison, you could
d imagine one sstandard gil to have about th
he same value as one North‐
For a real‐w
American d
dollar. StoreT
Types
No matter where you are
e in the world, d stores exist fo
or nearly everyy form of specialized
merchandise imaginable ‐ even in the remotest mall traders and
d traveling merchants regions, sm
will be morre than happy to do businesss with anyone ablle to afford the
eir goods. Sample types characters may run into o
over the course of their adventuress include: Weapon SStores stock w
weapons of all sshapes and sizes. A
A good portion
n of these store
es manufacture their inventtory in‐house, 118
incorporating separate fo
orges and workkshops beneath the premisess. Armor Sto
ores cover protective gear off every type, frrom Light clothh robes to Heavvy plate and shhields. As with Weapon Sttores, it is not u
uncommon to find skilled me
etalworkers annd craftsmen attached to thee store's premises. General SStores service tthe populationn at large, sellinng recovery annd support Item
ms as well as m
miscellaneous equipmentt. In smaller tow
wns, a General Store may alsso stock a limitted selection o
of basic weapons and armor iif no other store
es in the area ssell them. Relic Store
es tend to be rrarer fixtures inn settlements; most of their stock comes frrom items recoovered by adventurerrs and explorerrs. As the name implies, theyy deal in curioss and unusual items, including Accessories o
of all shapes and
d sizes. Bazaars are stores with a twist – you nnever know quuite what you'rre going to get.. Generally onlly found in largger cities, bazaaars offer a wid
de range of straange and unussual goods, rannging from gen
nuine rarities an
nd powerful artifacts to
o the buffed‐up
p junk sold by u
unscrupulous ccon men lookinng to make a q
quick Gil. Unlikee normal shops, players don
n't come to a b
bazaar with a sshopping list – rather, they w
will get a numbeer of purchasee options, each given a descriptio
on rather than a firm name. A
A Tier 3 bow fo
ound in a townn bazaar mightt be described as 'a well‐polisshed ancient cro
ossbow, shiningg like the sun,' while an Arcane weapon maay be called 'an
n iron‐shod stick made of durable wood.' The
ere are generallly only three w
ways to positively identify a ggood: buy it, m
make a successfful Mercantile roll with the ap
ppropriate mod
difiers, or find some way to gget the truth o ut of the bazaaar proprietor –– assuming eveen he knows the item’s true wo
orth. So why botther with bazaars? Not only do they hid
de some amaziing pieces of gear, bazaaar goods can saave players some coin, assuming theyy're careful enough to avoid the scam
ms – that 'bag of ten dustty bottles with illegible labels' retailing fo
or 50gil could b
be a budget‐
priced packk of potions... o
or simple colored waater. Because the GM decidess what's on o
offer, it can be difficult to achieve the
e right balance
e between money‐wasters and genu
uinely good buys – aim for unpredictaability, but let ds right. the playerss score some bargains if theyy play their card
Auction H
Houses are thee preferred hauunts of the nobble and well‐too‐do. They allow
w selected members of the p
public to bid on a variety of rarities and antiqu
uities. Generally speaking, orrdinary equipm
ment and itemss are unlikely to end up on the aauction block –
– what's up forr grabs tends to
o run the gamuut from useless bric‐a‐brac like model airsh
hips and collecttible porcelain to dungeon ke
eys and artifactts of mystic siggnificance. Aucction house items can easily b
be the start of a great adventure
e or change the course of the
e current one, but they’re rarely found outtside of major ccities. Even then, access isn't a ggiven – some h
houses may on
nly cater to thee upper classess, making it diffficult for rough
h‐and‐
tumble advventurers to ge
et in without th
he right connections. 119
Selling Equipme
ent
As characte
ers upgrade to
o better equipm
ment, they mayy wish to sell thheir older gearr to merchantss. These will typically pay 50% off the listed pricce for items, th
hough this mayy be adjusted ddownward for w
wear and tear ‐ or any numb
ber of other facto
ors ‐ at the GM's discretion. FFor example, a dagger purchaased for 700g w
would only be worth a maxim
mum of 350g if ssold, provided it was still in go
ood condition at the time. Brroken equipmeent can generaally only be sold for a fraction o
of its original cost. Newly‐syntthesized gear –
– that is, equip
pment and item
ms created by tthe player thatt have never beeen used – miight sell for 100
0% of the markket rate in prossperous cities.
Carryin
ngEquipm
ment
In order to simplify the process, all charracters have fo
our basic equippment 'slots' w
which can be fillled by various items ourse of the gaame ‐ in the FFd
d6, such items are said to bee ‘equipped’, an
haracter to benefit over the co
nd allow the ch
from any and all propertiies they offer. TThese slots are
e Left Hand, Right Hand, Arm
mor, and Accesssory. One Hand might hold aa single weeapon of any siize, a shield or an item, but n
never multiple things at the same mor is, of coursse, time. Arm
the garm
ments and proteective gear desccribed later in this chapter, and again, onlyy one worn type of armor may be w
may at a time; a character m
not, for eexample, don aa set of robes over heavy plaate in order to ggain the beneffits of both. ngs, pendants, headgear, gau
untlets, boots aand other item
m. A Accessory is a catchall category for the enchanted rin
character ccan equip only one Accessoryy at a time to rreceive the bennefits of it. All other items which a ch
haracter may h
have stocked in
n his or her poockets, bags and backpack is kknown as a character’ss Inventory. Regardless of a characcter’s strength
h, any characte
er may only ca
arry a combin
ned total of 10 items in their inventoryy; once the lim
mit has been reached, the chaaracter must d rop or sell som
me of their equ
uipment beforee they are able
e to take on moore. Beyond the
e equipment purchased durin
ng character crreation, a charracter may havve a few items of purely sentimentaal or personal vvalue ‐ a signett ring passed d
down from genneration to gen
neration; a necklace or lockett given to them from a love
ed one; a luckyy coin or talism
man; in short, aanything that d
does not have aa price tag as ssuch, ortance. Such ittems do not occcupy position s within a charracter’s limited
d inventory. but still holds some impo
120
Weapon Categories
Whether you’re 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. Most weapons use PWR for their damage‐modifying attribute, though there are exceptions to this rule. Concealed and Ranged weapons use DEX, Arcane weapons use MND, and Blade weapons and utilize either PWR or RES as the wielder sees fit. 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 that 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 ‘Quick Cast.’ Once per combat a character using an Arcane weapon may activate this property as an Instant action, causing the next spell they cast to be treated as a Standard action instead of a Slow action. Blade
The weapon of choice for most adventurers across the globe. While Blades come in many shapes and sizes, from the humble longsword to the elegant rapier, an expertly‐crafted katana to the wickedest‐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 come to think of their blades as extensions of their own bodies. Blades are unique weaponry in that they may calculate their damage either with the PWR attribute or the RES attribute, whichever is more beneficial to the user. They also possess the special property ‘Reliable,’ allowing the wielder to reroll one attack per combat and use whichever roll result they prefer. Brawl
Whether a simple unarmed strike, a padded leather glove, foot‐long steel claws, or a heavy chair smashed over your opponent’s 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 they’re already in the middle of a Slow action. 121
Randomly‐grabbed makeshift weapons, known as ‘Improbable Weapons’ from here on out, instead possess the ‘Temporary’ special property; they break after only one attack roll. 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 character’s enemies won’t even realize are a threat until it is too late. Concealed weapons calculate damage with the DEX attribute instead of the wielder’s 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 wielder’s 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 the roll is successful, the targeted enemy suffers a Short Range knockback. Thus, Huge weapons are renowned for their ability to disrupt 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 marksman’s 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. 122
Reach
The basic p
principle behind the Reach weapon is to gain an advantagge over one’s o
opponent by keeeping distancce between th
he two of you ‐‐ Spears, lance
es, pikes, whipss, heavy chainss and umbrellaas are all primee examples of tthis type of weapon. ess a special prroperty known as ‘Critical Atttack.’ Reach w
weapons cause critical hits on
n attack rolls th
hat They posse
result on a dice result of 11‐12 instead of just the stan
ndard 12. DualWielding
This very raare weapon skill is unlike the
e others; it is no
ot a weapon caategory itself. Rather, it reprresents the specialized
d training needed for a characcter to fight wiith more than one weapon at a time. In praactice, this means a character m
may equip a we
eapon in each hand, provided a Shield is noot equipped. This grantss the following benefits; first,, the characterr may equip tw
wo unique weap
pons, gaining tthe weapon properties of both. A character using tw
wo Blade weap
pons, for exam ple, can use th
he Reliable Striike property tw
wice n instead of once. If the charaacter was usingg a Ranged weeapon that gran
nted +2 PWR aand a Reach weeapon per session
that grante
ed the HP Drain
n property, the
e character cou
uld make healtth‐restoring attacks from a distance with an improved ccritical range and bonus dam
mage, and so on
n. Secondly, w
whenever the ccharacter makes a 2d6 attack roll while duaal‐wielding, hee may choose tto reroll one diice in hopes for aa better result.. This benefit d
does not apply when the charracter makes aa Teamwork Atttack. Finally, whenever a charaacter using two
o weapons rolls a critical hit oor uses a Limitt Break, the damage is calculaated owest Tier of w
weapon he currently has equipped. Thus, itt is in a player’ss best interest to keep both using the lo
weapons equally well‐maaintained in ord
der to maximizze damage, an d the constantt money sink o
of dual‐wieldingg is the primaryy trade‐off for incredible acccuracy and consistently moree damage. Characters who spend an
ny amount of time as a Ninja are capable off dual‐wieldingg, and some rare job abilitiess and well. items can ggrant the abilitty to do so as w
123
Nonpro
oficiency
A character who doesn’t have access to
o the weapon o
or armor categgory they are trying to equip CAN still attem
mpt to quipment, and
d this includes d
dual wielding, although the pperks rarely ou
utweigh the peenalties. A charracter use such eq
who wearss a type of armor their Job do
oesn’t provide access to, or hhas a weapon eequipped they’’re not trained
d with, suffers a ‐2
2 penalty to the
eir ACC and AV
VD scores until the start of thheir next turn, and a ‐2 penalty to opposed checks. The
ey also do not gain access to any of the pro
operties the weeapon or armo
or would otherrwise offer. Thiis effect stackks. For example, Tumblewee
ed the Black Mage equips a n
non‐magical heeavy shield alon
ngside his Arcaane weapon. Since o worried abou
ut the penalty tto avoidance aand accuracy, aand the Tier 1 sshield doesn’t have any speccial he isn’t too
properties that otherwise
e wouldn’t ben
nefit him, he de
ecides that thee slight bonus tto his ARM and
d M.ARM scorees are e first level or ttwo. But if he w
wanted to duaal‐wield a poleaarm and a huge sword, whilee also worth it – aat least, for the
wearing He
eavy Armor, he
e would suffer an embarrassiing ‐8 penalty tto his accuracyy, avoidance, aand opposed ro
olls in combat, an
nd would not ggain the one‐dice reroll from dual wielding due to not being trained in itt. Finally, tho
ough it probablly goes without saying, a character cannot wear more thaan one set of aarmor at the saame time or use
e multiple shields simultaneo
ously. ChangiingEquipment
A character may stow a ccurrent item an
nd equip a diffe
erent weapon or accessory aas a Standard aaction. Though Armor cannot b
be changed in ccombat at all, ccertain circumsstances may reequire a speciaal GM ruling. normally A
Weapon prroperties are tied to the cate
egory of weapo
on as opposed to individual p
pieces of equip
pment. This meeans that, after using a blade’ss Reliable Strikke, you may not switch to a d ifferent blade in order to be able to use Reeliable ne combat. You could, however, swap to a Brawl weapon
n and use the C
Counterattack Strike a seccond time in on
property th
hat it grants. 124
Univ
versall Equiipmen
nt Listt
This is the important bit, right here. Over the next thrree pages you’ ll find a handfu
ul of essential‐‐looking chartss, each n every possible tier of equip
pment. Whetheer you’re lookiing to purchasee a run‐of‐the‐‐mill one giving information on
k difficulty, and
d properties of anything you might dagger or ccook a banquet fit for a princce, the price, syynthesis check need can b
be found here. After we baaffle you with these charts, w
we’ll provide a list of every poossible equipm
ment property and what Tier of item is required. Then, w
we’ll demonstraate just how eaasy these chartts are to use byy providing sam
mple lists of o‐common geaar. commonplace and not‐so
Weapo
ons
Standard Crafting Type
e: Weapons Weapons d
deal physical damage equal to (Attribute x W
Weapon Tier) + 2d6, where tthe attribute in
n question is normally th
he wielder’s PW
WR. Arcane we
eapons use MN
ND instead, Co ncealed and Ranged weapon
ns utilize DEX, aand Blade weap
pons can use R
RES or PWR as the user choosses. Weapons h
have the most properties of aany piece of eq
quipment, makking them invaluable when itt comes to customizing your charactter’s fighting sttyle. nged weapon h
has three total equipment prroperties; one o
of these HAS to be Distance, For example, a Tier 5 Ran
ew pages, and two of these ccan be anythingg found on thee Universal which was discussed on tthe previous fe
Properties List that requires a tier 5 weapon or less.
Example Craftingg Difficulty Cost
Propertiees
Name Tier 1 We
eapon Practice Blade 150g
1 Eaasy (7) Tier 2 We
eapon Irron Broadsword 700g
Moderate (9) 2 Tier 3 We
eapon Flametongue 2,400g
2 Challeenging (11) 8,500g
Impreessive (14) Tier 4 We
eapon Rune Saber 3 28,000gg Tier 5 We
eapon Ancient Gladius
A
3 Herroic (17) Tier 6 We
eapon Mythril Edge 90,000gg 3 Supreeme (20) Tier 7 We
eapon Sword‐Chucks 280,000gg 4 Godlike (25) Tier 8 We
eapon Excalibur N/A 9 Imposssible (30) Armorr
Standard Crafting Type
e: Armor Angry mon
nsters, unscrup
pulous soldiers,, bandits, rogues, traitors, orr the occasionaal weekend braawl with the ultimate evvil – an adventurer can find themselves in aany number off scrapes, given
n enough time and surprisinggly little effortt. In the heat of battle, even tthe most skilled fighters or d emure mages will find themselves taking tthe odd hit; wh
hether or not tthey survive the results is enttirely down to their armor. Just like we
eaponry, armo
or can look like anything the ccharacter wish es, ranging fro
om snazzy business attire to sspiked steel that b
barely covers aa scantily‐clad ffemale villain. It isn’t always as simple as protective layerrs of cloth or stteel, either; ‘Arm
mor’ might be different scentts of perfume, emotive maskks, gargantuan battlesuits, orr different typees of wildflowers worn in the h
hair. How each
h unique characcter gets thesee defensive bonuses is totallyy up to them!
125
That said, A
Armor always ccomes in three
e distinct flavors, each one faavoring a differrent type of deefense; Heavy A
Armor is best agaiinst purely phyysical attacks and has the besst ARM score, Light armor heelps weaken m
magical onslaugghts, and Medium armor is a n
nice balance be
etween the two
o. The exact vaalues of ARM aand M.ARM forr each tier are listed ond table. on the seco
Name Example Cost
Propertiees
Crafting D
Difficulty Tier 1 Arrmor Tier 2 Arrmor Tier 3 Arrmor Tier 4 Arrmor Tier 5 Arrmor Tier 6 Arrmor Tier 7 Arrmor Tier 8 Arrmor Cotton Vest Silk Robes Mage’s Robes Mirage Cloak Black Clothes Farplane Shawl
F
Protect Cape Robe of Lords 100g
450g
1,500g
5,400g
18,000gg 57,000gg 175,000gg N/A 0 1 1 1 1 1 1 2 Easy (7) Moderaate (9) Challengiing (11) Impressivve (14) Heroicc (17) Suprem
me (20) Godlikee (25) Impossibble (30) Tier 1 2 3 4 5 6 7 8 Ligh
ht Armor Medium Arm
mor ARM
M M.ARM 2 6 4 12 10 20 15 35 25 50 30 70 40 100 60 140 ARM 4 8 15 25 35 50 70 100 M.AR
RM 4 8 15
5 25
5 35
5 50
0 70
0 100
0 Heavy Armor
ARM
6 12 20 35 50 70 100 140 M.ARM 2 4 10 15 25 30 40 60 d
Shield
Standard Crafting Type
e: Armor Utilized priimarily by Warrriors, Paladins, and Red Magges, these rangge in appearancce from lightw
weight bucklerss to heavy metaal panels to protect one’s entire body. Theyy occupy a hannd slot to grantt both ARM an
nd M.ARM in equal measure, aas well as addittional Avoidancce. Like armor,, the exact valuues can be fouund on the follo
owing few pages. M.ARM
Examp
ple Cosst Propertties ARM
A
AVD
Craftiing Difficulty
Name Tier 1 Shield
d Buckle
er 50
0g 0 2 2 1 Easy (7) Tier 2 Shield
d Shell Shiield
150
0g 1 oderate (9) 4 4 1 Mo
Tier 3 Shield
d Heavy Taarge 550
0g 1 2 Challlenging (11) 7 7 Tier 4 Shield
d Venetian Armguard 2,00
00g 1 2 Imp
pressive (14) 12 12 Tier 5 Shield
d Hero’s Sh
hield 6,50
00g 1 3 Heroic (17) 18 18 Tier 6 Shield
d Diamond G
Guard 20,00
00g 1 3 Sup
preme (20) 25 25 Tier 7 Shield
d Kaiser W
Wall
65,00
00g 1 4 Go
odlike (25) 35 35 Tier 8 Shield
d Aegis Shield N/A 5 Imp
possible (30) 2 50 50 Consu
umables
Standard Crafting Type
e: Alchemy In addition to equipmentt, characters haave access to aa variety of deffensive and offfensive one‐use items that caan give a partyy a considerab
ble edge in a figght. Using a consumable takees a Standard aaction that can
n generally onlyy 126
target the user, or an ene
emy/ally within
n a Short Range. Consumablee Items requiree a free hand tto use during would have to drop or sheath one weapon when dual‐wiielding to prod
duce a potion –– and combat – sso a character w
are remove
ed from the ch
haracter’s Inven
ntory once the
ey’ve been use d. Name Tier 1 Consumable Tier 2 Consumable Tier 3 Consumable Tier 4 Consumable Tier 5 Consumable Tier 6 Consumable Tier 7 Consumable Tier 8 Consumable Example Potion Gold Needle Hi‐Potion Phoenix Down Cupid’s Arrow Remedy Elixir Megalixir Cost
Propertiees
Craftingg Difficulty 20g 50g 200g
600g
3,000g
8,000g
20,000gg N/A 1 1 1 1 1 1 2 3 Eaasy (7) Moderate (9) Challeenging (11) Challeenging (11) Impreessive (14) Impreessive (14) Herroic (17) Supreeme (20) Accesssories
Standard C
Crafting Type: TTinkering Ranging fro
om leather boo
ots to rusty me
edallions and m
magical clockw
work timepiecess, accessories aare trinkets an
nd knickknackks that grant th
heir wearer add
ditional bonuse
es. Although geenerally priceyy and rare, these items are invaluable to adventurers who wish to face off againsst the best the world has to o
offer. Moreso tthan other piece of operties found on an accesso
ory can vary wi ldly. equipmentt, the exact pro
Example Propertiees
Cost
Craftingg Difficulty Name Tier 1 Acce
essory Sprint Shoes 250g
1 Eaasy (7) Tier 2 Acce
essory Battle Boots 600g
1 Moderate (9) Tier 3 Acce
essory Elemental Ring 2,000g
1 Challeenging (11) Tier 4 Acce
essory Echo Bangle 7,500g
1 Impreessive (14) Tier 5 Acce
essory Tetra Elemental
T
25,000gg 1 Herroic (17) Tier 6 Acce
essory Reflect Ring 80,000gg 1 Supreeme (20) Tier 7 Acce
essory Experience Egg 250,000gg 2 Godlike (25) Tier 8 Acce
essory Ribbon N/A 3 Imposssible (30) Food
Standard Crafting Type
e: Cooking Most food items are fairly mundane. Gingerbread Cacctuar, glazed ccarrot cake and
d roasted chimera may fill thee but don’t exacttly win battles on their own m
merits. Howeveer, truly skilled
d chefs can putt a little something stomach, b
extra into ttheir creations, turning an ottherwise ordinaary dish into a repast capablee of spurring eeven jaded warrriors on to greatter achievemen
nts. A characte
er may only consume a Food item outside o
of combat, afteer which point it grants its b
bonuses until th
he end of the ffollowing game
e session. Propertiees
Example Cost
Craftingg Difficulty Name Tier 1 Fo
ood Striped Apple 20g 1 Eaasy (7) Tier 2 Fo
ood Ho
omemade Bread
d 50g Mod erate (9) 1 Tier 3 Fo
ood Moogle Pie 1 200g Challeenging (11) Tier 4 Fo
ood Ocean Sushi 600g 2 Challeenging (11) Tier 5 Fo
ood Dragon Steak 2,000g 2 Impreessive (14) Tier 6 Fo
ood Raainbow Croissant 6,500g 2 Impreessive (14) Elysian Éclair 20,000g
Tier 7 Fo
ood g 3 Herroic (17) Tier 8 Fo
ood Whitte Truffle Omele
ette N/A 4 Supreeme (20) 127
Universal Property List
The following pages describe all Equipment Properties, which are special keywords granted to the user through the use of equipped items or consumed potions and food. Each one grants different benefits. Each heading in the following section consists of a property’s 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, Pugilist, Broken, [Element] Ward, Explosive, HP Restore, Limited, MP Restore, Special Ability, [Status] Heal Accurate, Attribute Bonus, [Element] Strike, Fragile, Gemini, Glowing, Impact, Jagged, MP Damage, [Monster] Eater, Sentient, Skill Bonus, SOS‐Status, Status Proof, Status Touch, Unified, Virulent Alchemist, [Element] Enhancer, [Element]‐Proof, Fortified, Indestructible, [Monster] Killer, Spellburst, Variable Follow‐Through, Stoic, Resurrection [Element] Field, HP Drain, MP Refresh, [Monster] Slayer, Triple Critical Imperil, Overdrive, Party Effect, Piercing, Remedy, Therapeutic Lucky, Precision Break Damage Limit, Impervious, Peerless Accurate: Tier 2/5 Accessory Wearing this relic confers a +1 bonus to the user’s ACC score, +1 bonus to their AVD score, or a +2 bonus on all opposed rolls. A Tier 5 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. Alchemist: Tier 3 Weapon, Accessory, Food A character that possesses this property may improve the healing capacity of any item with the HP Restore or MP Restore property, treating it as if it was two tiers higher than it really is. An item that normally restores 25% health restores 50% instead, an item that restores 50% MP now grants 75% instead, and so on. 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 from a Tier 8 Food item, the bonus granted is doubled. 128
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 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. 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 Samurai’s Draw Out or a Warrior’s 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). Ruined armor is treated as having ARM and M.ARM values of zero. A character may attempt to repair Broken equipment once per session outside of combat with a successful skill check – usually Synthesis (Weapons/Armor), but some strange cases might call for Healing or Systems instead – 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 all recovery spells to restore an additional step of HP. 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. As a Tier 8 effect, the character using such equipment can create the appropriate Elemental Field freely as an instant action. 129
[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 Weapon, 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 Engineer’s ‘Invent’ ability, an Explosive item that is destroyed – or, in the case of a consumable item, thrown – deals (User’s PWR x Item Tier) + 2d6 points of Fire or nonelemental damage, whichever is more effective, in a local area. Fragile: Tier 1 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 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 spiked shield that both provides defense as well as being usable as a Blade weapon, or it might be a powerful magic rod which the wielder can swing to release a half‐
dozen wires with hooked tips which latch onto enemies like a fishing rod. It might be a large cannon that can fire 130
ranged bullets capable of knocking its opponents backwards, or it might be a spear that can break down into several lesser weapons. A Gemini weapon is generally 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. If a character is proficient with one of the types of weapons the Gemini equipment is treated as, he may use the Gemini weapon normally. For example, a Black Mage could use an Arcane/Huge weapon and suffer no penalties, even though Huge equipment isn’t something they’re proficient with normally. As a Tier 4 or better piece of equipment, the distinction changes. Design two different pieces of equippable gear 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. Gemini armor is always Light or Heavy armor, and as Standard action, 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 that can be increased with a command, illuminating even the darkest of locations. Glowing equipment negates penalties caused by Difficult Terrain relating to darkness. Impact: Tier 2 Weapon, Accessory With the Impact property, your attacks are so powerful they can sunder through walls and obstacles. Whenever you target an opponent that’s protected by a non‐magical barrier of some sort – such as being encased in a vehicle or hiding behind a thick stone wall – you may make a Force check to destroy that object as part of your attack roll. If the Force check succeeds, you are able to damage your opponent normally AND your damage step for the attack is increased by one as your opponent is showered in debris. 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 you’re struck by a Short Range spell or attack, your opponent takes (Force x Half Level) points of damage that ignores ARM, Protect, and all other types of damage reduction. 131
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. Because you can’t actually inflict more damage than a target foe has HP, the value restored by HP Drain will never exceed 50% of a target’s remaining health. Undead opponents reverse this ability, causing the character to suffer 50% of the damage dealt as M.ARM damage. HP Restore: Tier 1/3/5/7 Food, Consumable When consumed, this item immediately restores a flat percentage value of hit points. Tier 1 consumables and food restore 25% of a character’s maximum health, Tier 3 restores 50%, Tier 5 restores 75%, 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 character’s 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 1/3/5/7 Food, Consumable When consumed, this item immediately restores a flat percentage value of magic points. Tier 1 consumables and food restore 25% of a character’s maximum MP, Tier 3 restores 50%, Tier 5 restores 75%, 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 property can be added multiple times, listing a different type of monster each time. 132
[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. 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 hero’s 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 and a bonus to his AVD equal to half his Finesse score. Pugilist: Tier 1 Weapon, Armor, Accessory A character who has access to the Pugilist equipment property is skilled at fighting unarmed, equally adept into wading into a fight barehanded as a warrior armed to the teeth. You gain access to the Pugilist weapon category while this item remains equipped. Instead of unarmed attacks dealing (PWR x 1) + 2d6 points of damage, they are calculated as (PWR x Half Level) + 2d6 instead. And finally, the user may choose to deal (PWR x Half Level) + 2d6 points of damage when using an Improbable weapon if the size and lethality of the weapon would otherwise cause it to be calculated as less than that. 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. 133
Resurre
ection: Tier 44 Consumable When this item is ingeste
ed by an uncon
nscious ally (no
o easy feat!), it immediately rreturns the falllen target backk to 1 be combined w
with the HP Resstore effect to grant more heealth than just the default on
ne point. HP. It can b
Sentient: Tier 2/5/7 W
Weapon, Armo
or, Accessory
The weapo
on or piece of e
equipment hass a mind of its o
own, capable oof forming – an
nd often, voicin
ng! – its own opinions. udmouthed spe
ear with a heavy accent and a hatred for sttealthy approaaches might no
ot always be the While a lou
most belovved travelling ccompanion, having an extra sset of eyes (or whatever!) is aalways beneficcial. Wheneverr you fail an Alertness skill checck, you may re‐roll the checkk with a total b onus equal to the tier of you
ur Sentient weaapon or armor. n of Tier 5 or higher, the weappon or armament also allowss this skill rero
oll to If the Sentiient property iss on a weapon
occur on a failed Languagge or Lore skill check; again, w
with a total boonus equal to the weapon’s tier. An Elvaan or example, wo
ould likely be ffluent in its ow
wn language as well as a smatttering of others, and would have gauntlet, fo
much ancie
ent knowledge
e at its disposall. Furthermore
e, a Sentient weeapon of Tier 55 or higher can
n continue to aattack even when
n it’s wielder is afflicted with the negative status effects FFear or Stun, orr unconscious. They cannot m
move from the hand of their usser, however. of Sentient gear will avoid striking the charaacter’s allies whenever possible; the playerr may A Tier 7 of higher piece o
oose to turn a w
weapon‐based physical attacck roll into a criitical miss wheenever they choose. always cho
Skill Bon
nus: Tier 2/77 Weapon, Arm
mor, Accessoryy, Food, Consum
mable (example; +
+2 Scavenge) The item provides a +2 to
o rolls for any ssingle skill, such as a short m etal blade designed to cut pu
urse strings an
nd o Thievery che
ecks. The Tier 7
7 version of thi s item providees a gigantic +5
5 bonus to the skill garments ggranting a +2 to
instead, representing a su
upernatural inspiration more
e than any munndane level of skill. nus granted is doubled; thus,, an ancient, Tiier 7 Rosetta stone might graant a +10 bonu
us to As a consumable, the bon
Language sskill checks for a one‐time usage. This property cannot be u
used to improvve a character’’s Synthesis skiill check, but th
he effects do sstack. SOS‐[Sta
atus]: Tier 22 Weapon, Arm
mor, Accessoryy, Food (example; SSOS‐Reflect) The item adds the indicatted Status Con
ndition to the ccharacter usingg it if they are rreduced to 25%
% of their maximum during the course of a battle.. Status Condittions added in this manner caannot be remo
oved through tthe Hit Points d
use of Spells or Abilities ssuch as Dispel; they will only be cancelled iff the characterr's current Hit Points are raissed beyond 25% of their maxximum value orr the battle ends. The excepttion to this is SSOS‐Auto‐Life, w
which cancels as used to resurrect the characte
er and will not be re‐added ffor the remaind
der of that batttle. This propeerty normal if u
can be add
ded multiple tim
mes, with a diffferent SOS‐Staatus each time . Special Ability: Tierr 1 Weapon, AArmor, Accessoory, Consumabble, Food The weapo
on possesses a unique talent outside of those described hhere. It may allow a character to use a Job A
Ability they would
d not normally have access to
o, enhance a cu
urrent one, or be something altogether new. As a Special Ability could be almost an
nything, it is hiighly recomme
ended that GM
Ms use cautiouss judgment wh
hen allowing ear with this we
eapon propertty. characters to purchase and describe ge
ples; Following is a few examp
o have an arm‐‐mounted pulse cannon, com
mplete with Josh wantss his android to
computer ttargeting syste
em. After some
e discussion, th
hey settle on thhe ‘Lock‐On’ feature; Affter a foe is stru
uck in combat by a ranged atttack by Josh’s pulse cannon,, the gunnerr receives a +2 temporary mo
odifier to their ACC against thhat target until they miss. Meg wantss her Geomanccer to use a wh
hip, with more concern aboutt defense than
n offense. Theyy sit down and decide thatt a good prope
erty would be tto give Meg an
n automatic 50 % chance to au
utomatically su
ucceed on a Diisarm check without needing to
o make an opposed roll. 134
Spellburst: Tier 2/8 W
Weapon, Acceessory, Consum
mable Upon a crittical hit, a weapon with the SSpellburst will ccast a specific magical spell. TThe wielder m
may also choosee to cast the spell directly from the item forr no MP as a Sttandard Actionn, with a 25% chance to destrroy the item (1
100% ble). Only one sspell can be cast on a critical hit, and a character who purchases or creaates if the item is a Consumab
an item witth the Spellburrst property must be able to cast the choseen spell themseelves, without the expenditure of Destiny. So
ome GMs may allow specific SSpellburst item
ms to be purch ased on a casee‐by‐case basiss. If an Indesttructible item w
would be destroyed by force
efully using Speellburst, it doess not break ‐ ho
owever, the Spellburst property is forrever removed. magic, the Osm
mose or Esuna sspells. Only legendary Spellburst equipment iss capable of casting Rank 5 m
[Status]] Heal: Tier 11/2 Food, Consumable (example; P
Poison Heal) When this item is ingeste
ed, it immediattely heals the u
user of the listeed status effecct. A Tier 2 or b
better item can
n e effects of Berrserk, Blind, Co
onfuse, Transfo
orm, Poison, Cuurse, Sleep, Stoop, or Zombie. A Tier 3 or bettter remove the
item is required for the sttatus effects P
Petrify, Seal, Slo
ow, Charm, or Fear. This prop
perty can be ad
dded multiple h a different staatus healed eaach time. times, with
[Status]]‐Proof: Tieer 2/4/6 Weapoon, Armor, Acccessory, Food
(example; P
Poison Proof) Wearing th
his piece of equ
uipment confers the characte
er Immunity too the indicated
d Status Condittion type. A Tieer 2 or better weaapon can preve
ent the status e
effects Berserkk, Blind, Confusse, Transform, Poison, Curse, Sleep, Stop, or Zombie. A TTier 4 or better weapon is re
equired for the status effects Petrify, Seal, SSlow and Charm
m. A Tier 6 piece of equipmentt can grant Imm
munity to the sstatus effect Feear, or you mayy choose an im
mmunity to anyy two of the lesser status effects listed. This property can b
be added multtiple times, witth a different status immunitty each time. [Status]] Touch: Tieer 2/5 Weaponn, Accessory, CConsumable, Foood (example; P
Poison Touch) You can atttempt to add tthe specified negative status condition to thhe target on a successful weapon attack byy choosing to
o deal 50% dam
mage, or by using a Consumaable item on ann unwilling targget. The foe m
must make an opposed Fo
orce or Finesse
e check. If you win, the statuss condition is aapplied to the ttarget for the standard four rounds. n can cause the status effects Berserk, Blindd, Confuse, Curse, Poison, Sleeep, Stop, or A Tier 2 or better weapon
equired for the status effects Petrify, Slow, Transform, Sea
al, or Zombie. A TTier 5 or better weapon is re
Charm. Thiis property can
n be added multiple times, with a different Status Touch eeach time. Stoic: Tieer 4/7 Armor, AAccessory Whenever an opponent sspends one or more points of Destiny durinng combat, pment recoverss 25% of their total maximum
m HP and the wearerr of Stoic equip
MP. This efffect can only ttrigger once pe
er round. At Tie
er 7 or higher, the character rrecovers 50% o
of their max HP
P and MP inste
ead. Triple C
Critical: Tier 5 Weapon, Acccessory, Food
Any criticall hits caused byy this weapon inflict 300% ph
hysical damagee, rather than
the normal 200%. Therape
eutic: Tier 6 Weapon, Acceessory Even the m
most menacing‐‐looking blades exude a healing light when combined witth this propertyy, and arrows fired from a The
erapeutic weap
pon explode intto clouds of iridescent dust uupon connectin
ng with a solid surface. When
never a characterr with the Therrapeutic prope
erty deals damaage to an enem
my, whichever PC has the low
west current hit point value
e regains 25% o
of their max HP
P. 135
Since Therapeutic weapons draw strength from both their wielder and their owner’s powerful foes to function, they cannot be used to heal allies between fights. 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 character’s arms with strength, or a jewel embedded into a hero’s 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 GM’s discretion, after several in‐game days have passed) with a need for a skill check or gil investiture. The downside is that Unified equipment rarely uses any of the usual Synthesis skills to create, 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 don’t 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. Virulent: Tier 2 Weapon You prefer to overcome your foes by crippling them with negative statuses and other detrimental effects. With this weapon equipped, your enemies will still suffer a magical backlash when they manage to shake off the effects of your spells. Whenever the wielder of this weapon casts a spell that requires a successful opposed roll, they may deal (PWR x Half Level) point of non‐elemental M.ARM damage if they fail the roll. LegendaryEquipment
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 weapon’s 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. SynthesizingLegendaryEquipment
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 dragon’s tooth, lumber from the world tree or whatever else the GM deems appropriate. 136
SampleWeapons
Name Type Cost Effect
Difficulty
Petalchaser Sage’s 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 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 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 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 Assassin’s 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
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)
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 returned to the dwarves who first created it, hoping that it could be re‐forged. 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 Ranger’s 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 the Espers, capable of defeating both sides should the need arise. 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 137
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 children’s bedtime story; Parents tell of the White Knight, one of the evil man’s 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 demon’s 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 it. 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 a great and cunning beast, who spreads rumors of its whereabouts in order to gleefully devour and slaughter 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 MP Cost’, reducing the MP cost of all spells of less than Ancient rank 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 Orichalcum, this artifact dagger is currently carried by a greedy merchant with only the faintest idea of its true worth. Its properties are Indestructible, Break Damage Limit, +4 DEX, Lucky, Auto‐Life, Precision, and the user gains access to the paladin job ability known as Sentinel. 138
SampleAccessories
Name Choco Whistle Elemental Cape Gauntlets Oxygen Ball Rage Ring Saint’s Rune Slave Crown Sprint Shoes Transform Pin White Belt Barrier Ring Battle Boots Chocobo Outfit Dark Bandana Glowstone Goggles Hermes Sandals Magician Shoes Muscle Belt Peace Ring Protect Ring Zephyr Cape Elemental Ring Echo Bangle Atlas Armlet Collector’s Code Empyreal Band Tetra Elemental Aegis Jewel Angel Ring Formaldehyde Germinas Boots Magus Crest Reflect Ring Titan’s Gloves Experience Egg Fortune Egg Gold Hairpin Mog’s Amulet Artemis Arrow Black Belt Crimson Chapeau Crystal Eye Flower Crown Genji Gloves Knight’s Crest Magus Steeple Minerva Bangle Orb of Minwu Rat Tail Ribbon Rosetta Ring Samantha Soul Sasuke’s Sheath Sniper Eye Cost 250g 250g 250g 250g 250g 250g 250g 250g 250g 250g 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 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 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 A metal sphere that allows for underwater breathing Fills wearer with hatred, giving them the Auto‐Berserk status Negates the holder’s racial vulnerability to Shadow damage Wearer obeys the Slave Crown’s owner through Auto‐Charm Grants +2 bonus to Escape checks for Running Away in combat Adds the Auto‐Transform status Wearer gains Pugilist, allowing them to fight while unarmed 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 Adds the SOS‐Protect status 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 +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 Warrior +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 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 139
Tinker Difficulty
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) 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) 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) Impossible (30) Impossible (30) Impossible (30) Impossible (30) Impossible (30) Solomon Ring Thief Gloves Trump Card Undying Rage N/A N/A N/A N/A +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) Artemis Arrow: A Ranger with this accessory may use the Barrage job ability one additional time, even if they don’t possess it. Black Belt: A Monk with the Black Belt equipped is immune to all damage and effects caused by Improbable weapons and unarmed attacks made by Humanoids. 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 to 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 exists in many simultaneous quantum states; they have access to one Innate Ability of their choice, as well as all of the Innate Abilities belonging to the Jobs the character has spent any time as. 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 Geomancer’s enemies are pulled along for the ride as well, and the battle continues normally. Knight’s Crest: Prior to the start of any game session a Warrior with the Knight’s Crest equipped may rewrite any of their limit breaks. Furthermore, they gain an additional 5 points with which to build each of their 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 isn’t already preoccupied with a Slow action or a status condition would prevent him from making said counterattack. Minerva Bangle: White Magic spells and consumable items now always heal the White Mage in addition to the listed target. Orb of Minwu: After defeating a Boss, the Blue Mage may choose to automatically obtain any Blue Magic spell of his choice. Rat Tail: The first time the Dragoon activates Dragonheart or lands a critical hit in combat, they gain the effects of any [Monster]‐Slayer property of their choice until combat ends or until the effects of Dragonheart wear off. Rosetta Ring: The Entertainer’s innate ability now grants its bonus 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 roll a critical hit on a result of 10‐12 and gain a +1 bonus to their AVD score. This AVD bonus is cumulative over the course of a battle; a Samurai who has attacked weakened targets 3 times would gain +3 AVD. Sasuke’s 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 target’s, 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 enemy’s 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. 140
SampleArmor
Name Cotton Robe Leather Garb Chain Vest Snow Muffler Rubber Suit Knight’s Mail Mage’s Robe Power Sash Dwarf Armor Red Jacket Scorpion Mail Mirage Plate White Cape Gaia Gear Dragon Plate Safe Surplice Brave Vest Kaiser Armor Bard’s Tunic Maximillian Edincoat Robe of Lords Genji Gear Aegis Armor Tier 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 Type Light Medium Heavy Light Medium Heavy Light Medium Heavy Light Medium Heavy Light Medium Heavy Light Medium Heavy Light Medium Heavy Light Medium Heavy Cost 100g 100g 100g 450g 450g 450g 1,500g 1,500g 1,500g 5,400g 5,400g 5,400g 18,000g 18,000g 18,000g 57,000g 57,000g 57,000g 175,000g 175,000g 175,000g N/A N/A N/A ARM 2 4 6 4 8 12 10 15 25* 15 25 35 25 35 50 30 50 87* 40 70 100 60 100 140 MARM 6 4 2 12 8 4 20 15 12* 35 25 15 50 35 25 70 50 37* 100 70 40 140 100 60 Property None None None Ice Ward Lightning Ward +2 RES +2 MND +2 PWR Fortified Fire Proof +2 ACC SOS‐Invisible Shadow Proof Earth Field Dragon Slayer Auto‐Life Fear Proof Fortified +4 opposed rolls Lucky Auto‐Protect See below, Indestructible See below, Indestructible See below, Indestructible Synth Difficulty Moderate (9) Moderate (9) Moderate (9) Challenging (11) Challenging (11) Challenging (11) Impressive (14) Impressive (14) Impressive (14) Impressive (14) Impressive (14) Impressive (14) Heroic (17) Heroic (17) Heroic (17) Supreme (20) Supreme (20) Supreme (20) Godlike (25) Godlike (25) Godlike (25) 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 Dual‐Wielding character 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 wearer’s health (after all damage reductions are calculated), that character may make an immediate counterattack. SampleShields
Name Wooden Buckler Boomerang Shield Chemist’s Targe Ruby Wall Prism Guard Mirror Shield Crystal Shield Aegis Shield Tier 1 2 3 4 5 6 7 8 Type Shield Shield Shield Shield Shield Shield Shield Shield Cost 50g 150g 550g 2,000g 6,500g 20,000g 65,000g N/A ARM 2 4 7 12 18 25 35 50 M.ARM 2 4 7 12 18 25 35 50 Property +1 AVD Gemini (Ranged), +1 AVD Alchemy, +2 AVD Stoic, +2 AVD Fragile, Auto‐Shell, +3 AVD Auto‐Reflect, +3 AVD Spellburst: Dispel, +4 AVD See below, Indestructible Synth Difficulty Easy (7) Moderate (9) Challenging (11) Impressive (14) Heroic (17) Supreme (20) Godlike (25) Impossible (30) Aegis Shield: The character gains +5 AVD and 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. 141
SampleConsumables
Name Potion Hi‐Potion X‐Potion Ether Hi‐Ether Turbo Ether Eyedrops Maiden’s Kiss Antidote Revivify Gold Needle Echo Screen Remedy Bomb Core Gysahl Greens Phoenix Down Phoenix Pinion Cupid’s Arrow Smoke Bomb Tent Deceptisol Skeleton Key Elixir Megalixir Scarletite Cost 20g 200g 3,000g 20g 200g 3,000g 20g 20g 20g 20g 50g 50g 8,000g 600g 50g 600g 20,000g 3,000g 50g 200g 20,000g 20,000g 20,000g N/A N/A Effect Restores 25% of a target’s maximum HP Restores 50% of a target’s maximum HP Restores 75% of a target’s maximum HP Restores 25% of a target’s maximum MP Restores 50% of a target’s maximum MP Restores 75% of a target’s 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 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 Inflicts Charm on one enemy with an opposed roll Casts the Escape spell, allowing you and your allies to flee The party may take a Full Rest when used outside of combat Makes all party members Invisible when used Grants a +10 bonus on a Thievery skill check Restores 100% of a character’s HP and MP Restores 100% of the party’s HP and MP The user’s 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) Moderate (9) Moderate (9) Impressive (14) Challenging (11) Moderate (9) Challenging (11) Heroic (17) Impressive (14) Moderate (9) Challenging (11) Heroic (17) Heroic (17) Heroic (17) Supreme (20) Supreme (20) Tent: These not‐so‐rudimentary canvas shelters have been treated with a special alchemical mix of monster pheromones. Although most races can’t smell a darn thing and the special concoction will only last for seven or eight hours before dissipating for good, sleeping in a Tent allows the entire party to get a Full Rest (once!) even in the most dangerous of locations. ElementalStones
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. They’re 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. 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 142
Alchemy Difficulty
Impressive (14) Impressive (14) Impressive (14) Impressive (14) Impressive (14) Impressive (14) Heroic (17) Heroic (17) Because Elemental Stone
es are unstable
e things, a charracter may onlyy have one in h
his possession at any given tiime. o Elemental Sto
ones in close p
proximity with one another caan often causee them to annu
ul each other…
….or Having two
worse yet, react and explode, dealing d
damage to anyo
one unfortunaate enough to b
be caught in th
he blast radius. Sample
eFood
Whether a roasted rarab over the group’s campfire, o
or a gourmet m
meal worthy off a king, food can offten be an unliikely source off power. The acct of sharing a meal unites a party for a time, and
d bolsters moraale and well ass soothing aching stomachs. FFood cannot b
be stored for long pe
eriods of time aand must be co
onsumed within a few days oof being createed. After that, food spoilss and, needlesss to say, loses aall of its magicaal properties… short of perhaaps Poisoning the eater. Name
e Popoto Pan
ncake Chamomile
e Tea Spicy Kab
bob Wizard Cookie plings Rice Dump
Love Choco
olate Sautéed Drragon Ambrossia Cost 20g 50g 200g 600 2,000gg 6,500gg 20,000
0g N/A Effect A starrchy vegetable b
breakfast dish. R
Restores 25% HP. A delicate
e infusion brewed from tiny yelloow flowers. +2 M
MND. Grilled over an open flame. Grants an immunity to Firre. Deliciou
us ginger desertss. Heals Seal andd restores 50% M
MP. Steamed rice that grantss HP Drain and aa resistance to H
Holy. A heart‐sshaped gift. Causes Auto‐Charm
m and Charm Touuch. A gourmet meal grants the
e entire party Draagon Eater and Lucky. m‐colored liquid tthat gives a +4 bbonus all attribu tes. Platinum
Cookking Difficulty Easy (7) Mo
oderate (9) Challlenging (11) Challlenging (11) Imp
pressive (14) Imp
pressive (14) Heroic (17) preme (20) Sup
BlackM
MarketGo
oods
Used almost exclusively b
by Ninjas and ttheir Throw ability, Black Ma rket Goods aree illegal to man
nufacture, buy, sell, ones possessio
on. or have in o
This has no
ot stopped them from being ccommonplace,, however, andd more than on
ne adventurer has started fin
nding stealthier ssolutions to hiss problems with illegal waress. Name
e Cost Effect
Alchem
my Difficulty
Dart Toxin Skean/Scroll en Shurike
Amnesia D
Dust Fireworks 100gg 100gg 100gg 250gg 150gg 100gg When Thrown by a Ninja, causes additioonal status effeccts Three types of poison can bringg foes low When
n Thrown by a N
Ninja, causes elem
mental damage Wh
hen Thrown by aa Ninja, causes h eavy damage When Thrrown by a Ninja, causes instantaaneous memory loss When used, causes a comm
motion Challeenging (11) Challeenging (11) Challeenging (11) Challeenging (11) Challeenging (11) Challeenging (11) ular choice in co
onjunction with ccontact poisons,, Darts are hollo w, and have thee ability to be fillled with various Dart: A popu
liquids or gaaseous materialss, which are released through a hole in the tip u pon contact witth a target. By th
hemselves, Dartss only deal (DEX x 1) + 2d6 damage
e with a Ninja’s TThrow command, but may also be filled with anny of the Poisonss listed below. e types of highlyy‐illegal materials are listed below, each equally priced, difficult to obtain and d
dangerous to han
ndle Toxin: Three
for someone
e who isn’t trained in their use. Malboro Po
oison ‐ Extracted from the tentaccle‐like roots of a vicious Malbo ro, this thick, greeen toxin has grreat effect if ingeested or penetrate
es the skin. It is n
nearly impossiblle for a victim to
o drink this poisoon unaware duee to its overwhelming stench. If consumed o
outside of battle, the unfortunatte soul is affected with a debilitaating illness thatt will leave them
m bed‐ridden unttil cured. When
n used in conjun
nction with a Darrt, it inflicts the Poison status wiith an opposed FFinesse check. 143
Dream Dustt ‐ This slick, glasssy yellow pollen
n is refined from
m Funguar. If inhaaled, it causes m
most humanoid rraces to instantlyy fall into a deep, coma‐like sleep
p. This powder iss employed mostly by thieves annd kidnappers. W
When used in co
ombat via a Dart, the target autom
matically receive
es the effects of the negative staatus effect Sleepp with a successfful opposed Fineesse check. Outsside of combat, Dre
eam Dust leaves its targets snoriing softly away ffor hours at a tim
me, or until distuurbed. Loco Weed ‐‐ Growing only in vast, uninhabitable desert plains, these barbeed roots are deadly for lost hero
oes desperate fo
or food. If somehow ingested duringg combat or forced into the bloo
odstream with a filled dart, it cauuses madness and irrational beh
havior and applies the negative staatus effect Confu
use to the targett for the usual duuration. Outsidee of combat, ingeesting Loco Weeed causes the sstatus effect to laast several hourrs at a time. ouble‐edged dagggers that break as soon as they strike a target w
with sufficient sttrength, but who
ose Skean/Scrolll: Skeans are do
curved blade
es afford the thrrower additional distance and accuracy, and aree filled with danggerous substancces to ensure op
ptimal stopping power for minimall cost. Skeans de
eal (DEX x 2) + 2d
d6 damage and are purchased w
with an elemental affiliation of EEarth, Fire, Water, Wind, Ice or Ligghtning. They have the [Elementt] Strike weapon property accorddingly – for exam
mple, a Fire Skeaan weak or vulneraable to that elem
ment. They calculate would have Fire Strike, dealing additional daamage against targets that are w
ng the target’s M
M.ARM score. damage usin
Scrolls are m
mechanically identical – they are
e ancient manuscripts filled withh ninjutsu secretts, which are reaad aloud and theen hurled at the target before e
exploding spectaacularly. Shuriken: A classic Ninja we
eapon, this is a small, sharp metaal disc with multtiple cutting edgges that can be tthrown at a target. A trained hand
d can turn them into an accurate and deadly we
eapon thanks to the (DEX x 4) + 2d6 damage theey inflict. Fireworks: TTubes filled with
h black powder o
originally designe
ed in the far easst for entertainm
ment. When the fuse is lit with fiire the Fireworks exxplode a few secconds later into a great pyrotech
hnics display of llight, noise and smoke. They bu
urn with multicolored sparks and p
produce explosivve plumes of con
nfetti and may e
either sit on the ground or rockeet into the air. When used in combat as a SStandard action Fireworks create
e Difficult Terraiin; all individualss in the Local areea suffer a ‐4 peenalty to their Awaareness skill checcks. Amnesia Du
ust: Cynical scholars are quick to
o point out that tthe original verssion of this fine ppowder was mad
de by grinding u
up the lucent wingss of harmless fae
eries. While such
h barbaric practices have long siince ended and modern‐day Am
mnesia Dust is just a chemical compound, it still sserves as a good
d prejudice again
nst its wide‐spreead use. When used in combat, any H
Humanoid targe
et (oddly, it doessn’t seem to worrk on other speccies) automaticaally receives the effects of th
he negative statu
us effect Seal forr one round. Outtside of combat,, Amnesia Dust lleaves the last tw
wenty seconds o
or so of the unforrtunate individuaal’s life a blur, m
making them com
mpletely unawarre of the events that passed. Theey remain in thiss addle‐minde
ed state for a few
w seconds longe
er, often giving tthe user of the ddust enough timee to sneak past o
or make their getaway. After an individual has been
n exposed to Am
mnesia Dust once
e, they are immuune to any repeaated uses of thiss chemical for seeveral hours. Some
e scholars have n
noted that such exposure to Am
mnesia Dust can ccause long‐lastinng effects insteaad of short‐term
m ones, producing absent‐minded in
ndividuals years down the road. Vehicle
es
By successffully synthesiziing one of the types of vehicle below, you aand your partyy can temporarrily gain accesss to that form o
of transportation – but unlike
e the Special V
Vehicles granted by the shareed ability of thee same name, bad rolls and un
nfortunate com
mplications cou
uld see them d
destroyed perm
manently over the course of tthe campaign. Since weekks or months of effort are invvolved in the co
onstructing of any vehicle, on
nly when the b
building is nearring completion
n should the ch
haracter attem
mpting the Syntthesis make hiss skill roll. A faiilure doesn’t n
not mean the craft fails completely in this caase. Rather, it implies a solvable problem thhat could be fixxed with additional time and
d project – usually adding 20% more gil to thee cost and a feew more weekss of labor. resources ssunk into the p
Name Travel Tyype Cost Special Vehiccle Properties
Tinkering Difficulty
Drilling Machine Airship, Baasic Floating Citaadel Land Air Air 8,500g Stealth
hy, Unorthodox Travel (Undergrround) 8,500g Sm
muggler’s Hold, SSuperior Handlinng 1 280,000gg Fortress, Indestructible, Pow
wer Source, Weaapon Systems 144
Impressive (14) Impressive (14) Impossible (30) SYNT
S THE
ESIS
"I like the look in you
ur eyes; take th
his with you. I cconsider it my ffinest work yet.."
- The Le
egendary Smith
h
Having a crrafter who can create almostt any item in th
he game for 500% of the storee price is unargguably one of aany adventurin
ng party’s bigge
est assets, but having the abiility to whip upp a skeleton keey from scraps when locked w
within the castle d
dungeons, or repair the warrrior’s weapon aafter a brief dipp in molten lavva? Priceless. Crafting
gBasics This is prettty straightforw
ward. First, dettermine the cost of the item yo
ou want to make – it is alwayys half of the lissted going price
e for an item if you were to ju
ust buy one outright. Then, desiggn it from the gground up and
d get GM appro
oval. Use the charts at the starrt of the equipment section tto determine how many pro
operties a certaain item can haave, how good tthose properties can be, and
d so on. When yyou’re ready, makke your skill check and see if yyou meet or exxceed the target d
difficulty for a Synthesis of a given tier leve
el. Failinga
aSynthesissCheck
A failed roll indicates that the final resu
ult is unstable, oor quality. The
e item is no be
etter unworkable, or simply po
than scrap metal, fumingg liquids or spare parts. ns that althouggh the characte
er(s) In game terms, this mean
o attempt to create it, spent 50% of the original item’s cost to
he money and item they’re ultiimately left witth nothing – th
are both lo
ost. Compon
nents
From rare aalloys to mystical fauna, the natural world is full of strange things that wo
ould serve a craafter well. A character tthat has found a Component – whether as treasure from a recent ad
dventure or fro
om a successfu
ul Boss or Notorio
ous Scavenge sskill check afterr defeating a B
Monster – may attempt aa synthesis skilll check using tthat material w
without any additional cost. FFor example, a blacksmith who finds a sttrange, frost‐co
overed ore thaat’s cold to thee touch – in thiss case, a Tier 2
2 ‘Ice’ Component ‐ hat to create a Tier 2 item witth a successful check withoutt any gil investtiture. may use th
While this should definite
ely sound like aa sweet deal, tthere is one sm
mall loophole in
n using Compo
onents for a ems, at least onne of the propeerties of the final item MUSTT be synthesis ccheck. Due to the inherent naature of the ite
chosen from the specific Components list that the GM
M should provi de, which can be found in th
he Rewards secction on p.160. 145
Creating a piece of equipment with unique propertiess can sometim es be a little m
more complex. The price is still but crafting po
owerful items ssometimes reqquires a speciall item to be consumed in thee craft 50% of the normal cost, b
d beyond the n
normal prerequ
uisites. above…and
The difficulty of obtainingg this item, of course, varies based on preccisely how pow
werful the inten
nded craft wou
uld be. whereas a weap
pon A suit of mail with a few unique abilities might require ore from a n earby undead‐‐filled mine, w
us might require the horn of a behemoth.
with near‐llegendary statu
Plyingy
yourTrade
A newly‐crafted, never‐used item sells ffor 100% of the listed price, ggive or take sliightly due to m
market fluctuattions. ould be done rarely. This allowss characters with the time and desire to maake a profit witth their craft, tthough this sho
Players are
e discouraged tto find ‘downtiime’ with whicch to specificallly use to makee money. Pre‐Gam
meSynthesis
Often, playyers with crafting‐capable chaaracters will re
equest that theeir ‘starting’ geear is synthesizzed, thus allow
wing them to joiin play with mo
ore bang for th
heir buck. Unfo
ortunately, chaaracters cannot roll dice…and
d therefore, caan’t make synth
hesis checks….before the gam
me starts, or be
efore their chaaracter has join
ned play. A player co
ould theoreticaally not spend aany of their staarting money aand attempt to
o turn raw cash
h into powerful items, weaapons and armo
or shortly after being introdu
uced, but failurre on such cheecks could certaainly mean a b
brand‐
new characcter could wind
d up subpar an
nd item‐less. 146
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. WhatcanIdoinoneroundofcombat?
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!), quite a few job abilities, and non‐skill effects that have no major impact on combat. Standard Actions include certain job abilities, using consumable items on yourself or 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 character’s following turn unless interrupted by a critical hit, limit break, Teamwork Attack or a knockback effect. Slow actions don’t count towards any of the character’s 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, using Nature to command the chocobo you’re riding on to leap over an obstacle 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. HowmuchdamagedoIdo?
Damage – whether from a spell or the swing of a sword – is mostly pre‐calculated. For example, we’ll 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. 147
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 opponent’s AVD score is also 11, and her attack roll met or exceeded that number, Allison knows she hits the target. Now that she’s 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 monster’s arm, slicing tendons for 43 damage before leaping back to her feet and posing. TargetTypes
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. RunningAway!
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 it’s 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 won’t encounter the same creatures a second time. 148
DescriptiveAttacks
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 GM’s discretion. The GM’s 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), should be allowed to treat the foe as having 0 EVA at the very least. A character that plunges their Indestructible blade into molten lava before striking should gain the Fire Strike weapon bonus, and so on. Inspired GMs should be able to come up with other appropriate benefits. What’swiththeseRangeincrements?
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. 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 there’s no reason a gun or shuriken couldn’t be used to its fullest at point‐blank. It normally takes a character a Standard action to move a Medium Range, but if the character can somehow move two ‘Short’ distances – say, one as an instant action on their turn and a bit of extra movement from a job ability or special move – this counts as moving a medium range instead. 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. 149
Defending
On their tu
urn, a character may choose tto go into a defensive stancee instead of takking any action
ns. This reducess all damage taken (after armor) by 50% as if the player haad the effects of Protect and Shell, and lastts until the starrt of d the effects off Protect or Sheell (as approprriate), the dam
mage the charactter’s next turn. If the charactter already had
sustained w
when defendin
ng is reduced to
o only 25% instead. PreemptiveRound
d
At the begiinning of comb
bat, all allies orr enemies who have the elem
ment of surprisse may act firstt. Characters m
may not use abiilities or attackks when it is no
ot their turn du
uring the Pre‐eemptive round,, even if the ab
bility says otheerwise. However, tthey retain the
eir AVD scores, able to dodge
e reflexively. After the P
Pre‐emptive rou
und is completted, the heroess act first. (seee Initiative Ordeer below) Initiativ
veOrder
Many game systems dete
ermine in whicch order combaatants act by roolling. This is n
not the case in the FFd6 – after the Pre‐emptivve round of com
mbat, the ‘hero
oes’ (generallyy the player chaaracters) almo
ost always go fiirst. After all th
he PCs have taken
n their turns the monsters atttack, after which the next rouund begins. If neither side is clearly th
he ‘good side’ – due to party infighting or aa morally grey campaign, for example – theen you can settle w
who acts first b
by having the ccharacter with the highest Finnesse on each team make an
n opposed Fineesse roll. with Destiny caan use these po
oints to take co
ombat actions at any time, h
however, and ssome high‐leveel Monsters w
adversariess will exploit th
his fact to go first. 150
ImprobableWeaponsandUnarmedCombat
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 or equipment properties 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 additional bonuses. Improbable Weapons are more complicated, because their damage Tier varies depending on what, exactly, is being used, based on both the object’s size as well as its inherent lethality – consult the chart below for general suggestions. Regardless, most improbable weapons have the weapon property ‘Temporary,’ causing them to break after only one round of normal use. Improbable Weapons (such as chandeliers or, you know, the moon) are often able to target more than one enemy. Use your best judgment for determining the size and scale of such attacks. Tier Difficulty Examples 1 Elementary (5) A pair of sunglasses, a sweet fedora, cutlery and tableware
2 Easy (7) An unconscious party member, a long table or heavy door 3 Challenging (11) A falling chandelier, an aquarium filled with angry lobsters
4 Impressive (14) Boiling liquid, a motorcycle, steel girders, a blacksmith’s anvil.
A large tree, windmill ‘blades,’ a live shark
5 Heroic (17) 6 Supreme (20) A towering statue/pillar, a medium‐sized landslide, a railroad car 7 Godlike (25) The side of a mountain or glacier, airship propellers, a small meteorite 8 Impossible (30) A fifty‐story building, the moon
You must make a skill or attribute check at the listed 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 doesn’t 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 wouldn’t make much sense to factor a user’s strength into account if he’s 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 ship’s hull, for example) might be a good substitution. Remember that the ‘Pugilist’ weapon property, usually found on accessories and armor, allows a character to wield improbable weapons with much greater proficiency. TeamworkAttacks
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 151
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 this intention 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. Spells that fail in this way still cost MP. If there’s 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
o
o
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 target’s Slow actions without fail. Howlongisa‘Session?’
Many job abilities state that they are limited in use, only able to be activated once per game 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. KnockbacksandAerialCombat
Quite a few weapons and abilities have the capability to cause a ‘knockback’ of various distances, which 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 is hurled in whichever direction makes the most sense and 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. DifficultTerrainandOtherChallenges
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 152
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. There’s 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 planet’s molten core. Recurring damage is dealt at the end of each player’s 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, and we suggest consulting the chart below for examples. Depending on the situation, some GMs may rule a successful Force, Finesse, or Skill check (made as an instant action of course) can avoid one round’s 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
6
12
24
36
48
60
72
84
CombatMultipliers
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. 153
TwoWe
eaponFightting
Characters who Dual Wie
eld gain some ffantastic bonusses, increasingg their accuracyy and critical h
hit rate ents on both w
weapons. The fo
ollowing restricctions do applyy, exponentiaally. They also ggain the magiccal enhanceme
however. First, Disarmed effects caause the playerr to lose both w
weapons insteaad of just one.. Until they reccover both weaapons, the charactter is in seriouss trouble. Secondly, ccharacters thatt fight with two
o weapons can
nnot ‘stack’ weeapon propertiies to get doub
ble the effect. FFor example, aa character cou
uld not have HP
P Drain on both weapons to ggain 100% of tthe damage infflicted back as health. Norr could they gaain quadruple h
healing instead
d of double heaaling when utilizing two weaapons with Alch
hemy, and so on. Having +2 PWR on each weaapon for a total of +4 is fair g ame. CriticalHits
When a character rolls a critical successs on his accuraacy roll, the hit is assumed to
o automaticallyy land and dealls m a Limit Breakk instead. (see p1166 for double (200%) damage. If the character is at 25% or less heath, theyy may perform
more informa
ation on Limit Brea
aks) Unimportant NPCs – such
h as nameless soldiers and city residents – do not have th
he ability to lan
nd critical hits, and are instanttly reduced to 0
0hp when theyy are critically h
hit no matter hhow much dam
mage is dealt. Counterrattacks
Sometimess, weapon or abilities call for a player, monster or creaturre to make a physical Counteerattack. This m
means that the ind
dividual may u
use an attack in
nstantly and on
n the opponen t’s turn, againsst the foe that caused a counterattack to occur. Counterattack m
may take place
e each turn and
d characters m
must still roll for attacks as no
ormal. A characcter Only one C
cannot cou
unterattack the
emselves or an
n ally under anyy circumstancees. Magical Co
ounterattacks ffunction the exxact same way,, instead allow
wing the counteerattacker to reespond with a spell cast as an IInstant action w
whenever theyy are targeted by, or take dam
mage from, a sspell cast on th
hem by an enemy. 154
Creatures and characters may not perform Counterattacks when they’re concentrating on a Slow action. UnusualManeuvers
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. 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 forcefully send their opponent’s sword hurtling, lodging it in a nearby tree; in such a situation the GM may rule that a check is required to pull it free. If the weapon is knocked off the side of a mountain or into lava, retrieving it will prove more difficult and the weapon 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, shouldn’t be allowed to make an opposed roll. ActionsPerRoundLimit
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. 155
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 GM’s 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 opponent’s ARM score. Blind: You only roll one dice when making attack rolls. This both lowers the character’s 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 won’t 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 character’s 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 enemy’s 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 character’s 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 156
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 action. Passive abilities, skills, equipment properties and basic attacks can still be used, as well as Job abilities that involve you commanding a companion or operating a device, such as using an Animal Companion’s special attack. 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 player’s 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. 157
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 up…such 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 don’t 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 +3 bonus to your Stealth skill checks, a +3 bonus to your Avoidance score, and a +3 bonus to Run Away in combat. Taking damage or using a job ability 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. 158
REW
WARD
DS
"The
ese days, all it takes
t
for your dreams
d
to com
me true is mone
ey and power."
- President Shinra
A party’s m
main source of Gil varies drasttically from campaign to cam
mpaign. It migh
ht come from ssuccessfully defeating m
monsters, in th
he form of treaasure obtained during the couurse of an adveenture, moneyy given to the p
party by NPCs an
nd other allies in exchange fo
or services and other tasks, o r even an allottted ‘allowancee’ granted by tthe organizatio
on to which the
e heroes belon
ng. Use the following chart too determine ho
ow much gil sh
hould be award
ded to each memb
ber of a group over the coursse of an entire level, based oon the average level of the paarty. Party Level Gil Awarde
ed 1 100 2 200 3 450 4 1,000 5 2,000 6 4,000 7 7,500 8 13,500 Party LLevel
9 10 11 12 13 14 15 Gil Awaarded
25,0
000
45,0
000
80,0
000
140,0
000
245,0
000
430,0
000
740,0
000
For example, in a group w
with 4 characte
ers – all of who
om are level 111 – the GM sho
ould ensure thaat each and evvery 80,000 gil piece
es (or the local equivalent) beefore they reacch level 12. character in that group earns roughly 8
ng to make the
eir campaigns aa little tougherr than usual miight choose to give a good po
ortion of this w
wealth GMs lookin
in the form
m of equipmentt, consumable items, or othe
er material rew
wards. Even so,, we recommen
nd that at least 50% of a characcter’s wealth per level should
d be in the form
m of straight cuurrency. Likew
wise, GMs who’re shooting for a higher‐pow
wered game (or who already employ lots off mean tricks aagainst their players, such as constantly destroying their gear or d
denying them C
Components) m
might increasee the wealth peer level by as m
much as 25%. ere is to create
e a situation where players are generally ouutfitted with a Tier of equipm
ment that’s equ
ual to The idea he
about half their level. Thu
us, upon hitting level 4 a character should bbe mostly weaaring Tier 2 geaar. At level 5, th
hey el 6, they shouuld be almost eentirely in Tier 3 gear. should havve a bit of both Tier 2 and Tier 3, and at leve
Compon
nents
Whether obtained from aa successful usse of the Scavenge skill upon felling a dangeerous enemy, ffound deep wiithin an ancient treasure chestt, or simply giftted by the GM at the end of a long and diffficult story arc,, Components are omponents fro
om which powe
erful equipmen
nt can be madee without spen
nding a single ggil. Components are the base co
used in pla
ace of money w
when attemptin
ng to Synthesizze an item. Thee catch is that at least one off the created ittems properties must be from the associated
d list. For exam
mple, a Tier 4 ‘CCursed’ Compo
onent could maake a Curse To
ouch d just like with money, a faile
ed synthesis roll destroys thee Component.
sword. And
The chart o
on the followin
ng page lists a ccommon selecttion of Compoonent types, ass well as the low
west possible TTier they can ap
ppear as…thou
ugh there’s abssolutely no reason adventureers couldn’t fin
nd, say, Tier 6 Iron (normally Tier 2). Experienced GMs are certainly welcome to invent their own typees of Componeents to grant to
o their playerss. ggest ruling that using a Com
mponent to synnthesize a Conssumable or Foo
od item doesn’’t just Important Note: We sug
uce one item, b
but four. That is
is, a single Berrry Component would turn intto 4 Potions. Th
his is due to the produ
significant p
price differencee between thesse types of item
ms and equippaable arms and armor. 159
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 (Nature), 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 (Nature), 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), Virulent, 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, Pugilist, 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 Amorph Eater, MP Restore, Special Ability (Chemical 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 Auto‐Flight, Aerial Killer, Party Effect Accurate, Spellburst (Chivalry), SOS‐Float, HP Restore Break Damage Limit, Spellburst (Flare Star), Spellburst (Lux), Peerless 160
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. GettingK.O.’d
When your HP reaches zero, you are completely incapacitated. You can take no actions until revived and you become vulnerable to Notorious Monsters and Bosses that can outright kill characters in such a weakened state. Although curative Potions and healing spells that restore flat values of health generally have no effect while you’re in this state, you can return to the battle if an ally uses an item with the Resurrection property on you – such a Phoenix Down – and a handful of white magic spells and specific job abilities. After combat ends, all characters who had been knocked Unconscious get back to their feet and are treated as having one hit point. The White Mage’s innate 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 party’s 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 Night’s 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 or when they’ve found a safe location deep within a dungeon. Assuming the party can rest for a full night without interruptions, they recover 50% of their maximum HP and MP. 161
HealingSkill
Characters with the Healing Skill can usse their talentss to assist the nnatural healingg process, increeasing recoveryy nd long term. D
During rest perriods, characteers may make aa skill check at varying difficu
ulties – gains in both the short an
was taking a Travel Rest, theyy recover 100%
% of usually Chaallenging – to sspeed up the healing processs. If the party w
their HP an
nd MP back insstead of the no
ormal value, as if it was a Full Rest. A failure m
means the charaacter’s ministraations are veryy time‐consum
ming; not only d
does the party still only recovver the normal 50% HP and M
MP, but the user of the skill d
doesn’t get a w
wink of sleep an
nd doesn’t gett the benefits o
of any sort of restt at all. ConsecrratedAreass
Ordinarily, resting in the middle of a daangerous dunge
eon is out of thhe question. But in some casses, the PCs maay mall patches off consecrated gground in othe
erwise dangeroous territory, u
usually marked by unusual features discover sm
or simply aa noticeable au
ura of magic en
nergy. In addition, characterss with access to
o a certain White Magic spell have the ability tto consecrate the earth. Such
h areas naturally repel monssters and otherr hostile creatu
ures, making it possible to
o rest there for at least short periods of time. Injuries
All characte
ers suffer a few
w scratches and scrapes during the course of their careerr, but some injuries can’t justt be shrugged o
off with a Potio
on and a good n
night’s sleep. TThings like bro ken arms, trau
uma and severeed vocal cords are all example
es of these kind
ds of major injuries, generally caused by reepeatedly beingg knocked uncconscious, nearr‐
death expe
eriences, or exccruciatingly‐paainful failures o
on Complicatioon skill checks. Injuries can beestow negativee attributes aas determined by the GM forr as long a periiod as the injurry remains. It ccan usually be treated by intu
uitive white magic over a period, and lesser in
njuries such as broken boness heal in weekss of game timee. Death
D
If the entire paarty gets kickedd around by a p
pack of normal enemies and ends up being defea
u
ated, don’t worrry – this doesn’t mark the end of the camp
paign. Most of the tim
M
me the party w
will wake up in aa nearby safe llocation, losingg all EXP they had s
E
aved up. However, battl
H
ling a Boss or aa Notorious Mo
onster makes tthings a little m
more dangerous. Suc
d
ch creatures arre capable of ttaking an action to permanen
ntly end the existen
e
nce of unconsccious PCs. Therre is absolutelyy no resurrection for dead character
d
rs without spe nding a large aamount of Destiny. Enemiesan
E
ndDeath
When foes are
W
brought to ze ro hp, they aree considered ‘d
defeated.’ Whaat this MEANS, exactly
M
y, is up to the player and thee GM to come tto a conclusion
n on together. Dece
t
eased? Unconsscious? Lackingg any will to figght? Generally, foes are killed – but
a
t players shoul dn’t feel this iss morally wron
ng. The proven existence of a l
e
life‐after‐deathh state in the FFinal Fantasy u
universe generaally means that dea
m
ath is peacefull for all races, aand defeated m
monstrosities aare absorbed back
a
into the univeersal holy enerrgy of the cosm
mos. 162
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. o
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 he’s decided what’s appropriate. o
Every even level, the character gains a new ability, chosen from either their job list or the shared ability list. o
o
Finally, they get additional HP and MP; the bonus granted by their current Job. Now, just recalculate all of the character’s combat scores, such as avoidance, accuracy, HP, Finesse and Force and so on. And you’re done! GainingExperiencePoints
Experience points, henceforce abbreviated as ‘EXP,’ serve as a tally of how close you are to hitting a new level. After obtaining 5 points of EXP you gain one level and your EXP total is reduced back to zero. EXP is awarded as follows; 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 party’s level or ability ‐ or aren’t fighting back ‐ do not award EXP. Major Enemy (1 or 3 EXP): To defeat a Notorious Monster or a Boss 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. Generally, the foe must be defeated permanently for this EXP to be retrieved ‐ in a skirmish in which a Boss manages to flee the GM might rule that the bonus EXP isn’t awarded – 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 second 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! 163
LIMIT BREAKS
"You just don’t get it at all. THERE ISN’T A THING I DON’T CHERISH!!"
- Cloud Strife
Limit Breaks are special maneuvers which and are only accessible after a character sustains a substantial amount of damage, and are unlocked as the game progresses instead of right from level one. Although normally considered to be rarely‐seen attacks possessed by the PCs, some powerful foes may also have access to a Limit Break. ObtainingLimitBreaksandLimitAbilities
Over the course of the chronicle the GM might decide that you have reached a major milestone – you and your allies have triumphed over an arch‐nemesis, reached the end of a major plot arc, or even just accomplished one or more Life Goals. At this point, the GM might reward you by granting you a Limit Break and a Limit Ability. The abilities are located in each Job’s individual write‐up, whereas a Limit Break is unique to your character and constructed with a point‐by system. Generally, characters only ever earn a maximum of three limit breaks – the first one being built with ten points, a second with twenty, and a third and final with thirty – but GMs who are experienced with the system might have their own plans. Although granting these Limit Breaks and Abilities is ultimately best saved for dramatically‐appropriate moments, we’d like to mention that ten‐point limit breaks are most effective when the party is level 3‐5, that twenty‐point breaks are solid in the level 7‐9 range, and that you probably don’t want to hand out powerful thirty‐point limit breaks until levels 12‐14. UsingLimitBreaks
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. Limit Breaks used in this way require a standard action to perform and can only be used on the character’s 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. 164
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. Point costs are listed in each section, and vary from effect to effect. A complete list follows over the following pages. There are three types of limit breaks – straightforward moves built with 10 points, more powerful breaks that use 20, and truly staggering expressions of power that use 30. It’s up to the GM what sort of Limit Breaks you’ll receive, and when. 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. First, Attack: Weapon always deals non‐elemental damage unless paired with the Elemental property – even if your weapon would normally deal elemental damage of a specific type. Secondly, the damage dealt is increased based on the rank of the Limit Break; 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 spellcaster’s 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 spell’s 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 165
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 foe’s 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. 166
Elementa
al (1 or 3 Poin
nts) The attack carries a certaain element witth it ‐ Fire, Ice, etc., and doess damage of th
hat type. If the limit break is u
used of the weapon. If with a weaapon that has aan elemental property, the ellement of the limit overridess the element o
your eleme
ental choice is Holy, then the
e cost of this efffect is increaseed from 1 to 3. If the target is immune or resistant to
o the Element of that type, normal damage
e is dealt insteaad. As always, if multiple Elem
ments are used
d in the Limit Break, treat the
e attack as whicchever elemen
nt would be moost effective.
Elementa
al Mastery (2 or 5 Points)) Grants one
e target an Abssorbency to one element for two rounds (A
All damage dealt by that elem
ment is reversed, restoring H
HP instead of re
educing it). The
e element musst be chosen w
when the abilityy is learned, an
nd Undead targgets still only ge
et an Immunityy instead of an Absorbency. FFor 5 points, thhe Absorbencyy lasts until thee end of combaat. Healing (5, 10, or 20 Pooints) For 5 pointts, a target of yyour choice reggains 50% of th
heir HP or MP, chosen when this Effect is ad
dded to the lim
mit break. For 10 points, the target either rrecovers 50% o
of their total H P and MP, or 1100% of either,, decided when
n the 20‐point versio
on fully recoverrs a target’s HPP and MP to th
heir maximum values. Limit Breakk is used. The 2
Movemen
nt (1, 2, or 5 Points) The Limit Brreak causes eitther the user o
or its target to move a distance bbased on the n
number of poin
nts spent – Sho
ort Range for oone point, Med
dium Range forr 2 points, and Long Range for 5 points. This can be used to knockkback opponen
nts, but also to get allies out off harm’s way o
or perform attaacks at extremee distances. A
Allies do not haave Slow action
ns interrupted when friendly chaaracters perforrm beneficial Limit Breaks involving thhem, including Movement. Multi‐Atttack (6 Pointts, See Below
w) The Limit B
Break now requ
uires an attackk roll, and mustt be combined with the Attacck: Weapon efffect. For 6 poiints, the charactter using the Limit Break now
w attacks twice
e, potentially ddealing its damage twice. Forr 12 points, thee character aattacks 3 timess. For 18 pointss, 4 times; so fo
orth and so onn. Each attack m
may target a different enemyy. Multi‐Spe
ell (6 Points, See Below) The Limit B
Break must be combined with
h the Attack: M
Magic effect. Foor 6 points, thee character using the Limit B
Break may cast th
he spell one ad
dditional time. For 18 points, the character casts the spell three times in
n rapid successsion, and so on. Neutralizze (3 or 8 Points) For 3 pointts, Neutralize removes all We
eaknesses and Resistances froom the target until combat eends, and redu
uces all Immunitties and Absorrbencies to Ressistances. For 8
8 points, Neutrralize completeely removes all Weaknesses, Vulnerabilities, Resistancces, Immunitiess and Absorbencies from thee target until co
ombat ends 167
New Form (1+ Points) The character or the limit break’s 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 shape change. 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 Points Effect Regeneration Swift Strikes Flight Large Unusual Defense: Physical Unusual Defense: Magical Swarm 4 4 4 5 6 Controlled Defense Multiple Parts 16 6 8 22 During combat, you gain a number of Hit Points at the start of each of your turns equal to your 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. 168
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 or enemy 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 (4 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 the game session 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 character’s 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
169
Point Cost 2
4
8
Stylish (11 point) The Limit B
Break is combin
ned with a dazzling display off light, color, oor raw power to
o awe allies an
nd enemies alikke. After the Limit Break is used, all allies re
eceive a +1 bonus to ACC andd AVD until thee beginning off your next turn
n. ely, all enemiess suffer a ‐1 pe
enalty to ACC and AVD for thee same duratio
on. Alternative
For each time Stylish is taaken after the first, the cost iincreases by 1.. (So to give alll allies a +3 bon
nus, Stylish wo
ould 6 points in totaal; 1 for the firsst, 2 for the seecond, 3 for thee third) Sinkingg 28 need to be taken three times and cost 6
points into Stylish would grant a total b
bonus or penalty of 7 ACC andd EVA. Upgrade (Varies) You may gaain the benefitts of any weapo
on or armor prroperty at the cost of two po
oints per Tier reequired. For example, iff you wished to
o gain the HP D
Drain property – which requi res Tier 5 equiipment – you w
would need to purchase U
Upgrade for 10 points. Break Damage Limit would cost 166, and so on. Th
he effects of Upgrade last un
ntil the end of com
mbat. Worldsha
aker (Varies)) Your limit b
break carries such fury that the ground trem
mbles and the tides change, volcanoes exp
plode and the w
wind becomes sttill. For 3 pointts, the terrain b
becomes active
ely hostile. The
e air nearby beecomes superh
heated, meteors break through the atmospherre and slam intto the earth’s ccrust nearby, th
he air become . The terrain deals damage to
o all enemies aand allies at the
e start of each of their turns, based on your level – take aa look at p.153 for the Recurrring Damage cchart regarding tterrain. For 3 pointts, you can also
o create Fire, Icce, Wind, Wate
er, Earth, or Ligghtning Elemental Terrain in the current arrea, lasting until combat endss. For 6 points, you may creatte Holy or Shaddow elemental terrain insteaad. e and detrimen
ntal effects cauused by Worldsshaker affect o
only enemies in
nstead For 9 pointts, you can makke the damage
of all Local targets. 170
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. SocialChallenges
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. Here’s 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. Lie to an Esper or a Judge and get away with it. Heroic (17) Rally a small army for your cause, lie to a mind‐reader and get away with it. Supreme (20) Have the king agree to step down and give you the throne instead. Godlike (25) Befriend a Tonberry. Impossible (30) SubmersionandDrowning
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 who succeeds on a Godlike or Impossible swimming skill at any point in time during the game permanently gains the ability to breathe underwater and suffer none of the previously‐mentioned penalties. A character can only be killed by prolonged submersion and suffocation under extreme conditions. 171
ObjectsandHardn
ness
Whether itt be as complexx as a suit of M
M‐Tek Armor orr as simple as aa tightly‐packeed clay cell wall, players and characters alike will always find reasons to destroy baarriers and ina nimate objectss. Although characters with tthe e Strike ability are better suitted to rip a patth through the ir surroundinggs, anyone mayy destroy an ob
bject Destructive
or structure if they succeed at a Force sskill test. Thus, objects cannoot slowly weakken under a con
ntinued assault of attacks; it’ss all or nothingg. The difficulty of breakingg an object is th
he same as anyy other check –– the characterr must make a successful Forrce han an object’ss difficulty valu
ue to destroy itt. Consult the cchart below for information o
on roll equal tto or greater th
typical – an
nd not‐so‐typiccal – materials and objects. Equippable
e items – armo
or, shields, weaapons, accessories, etc. – cannnot be broken
n or damaged w
with a simple FForce check. Object Difficultyy to Break Glass and P
Pottery Elementaary (5)
Wood Easy (7) e (9) Crystal Moderate
Challenging (11) Flimsy Mettal Stone Impressivve (14) d Metal / Steel Heroic (17) Reinforced
Diamond Supreme (20) m 25) Adamantite / Orichalcum
Godlike (2
A Toweringg Skyscraper Impossiblle (30) ElementtalField
From howling snowstorm
ms to blisteringg heat, the ents that playerrs will find themselves fightin
ng in is environme
nearly endless. But such cconditions mean more than jjust e risk of develo
oping a case off heatstroke orr the running the
sniffles. Other chapters m
mention Difficu
ult Terrain, and
d the me damage, orr suggested ruling of recurrring or one‐tim
penalties to
o rolls and deffenses. But parrticularly strongg weather orr terrain condittions – like the
e inside of a volcano or in the midd
dle of a hurricaane – can warp
p and accumulaate large conceentrations of EElemental enerrgy. Magical atttacks made in an
n Elemental Fie
eld have their d
damage increased by two steeps if they sharre the same eleement. For example, characters battling in the free
ezing tundra m
might discover ttheir Ice elemeental spells or IIce‐Strike weap
pons deal additio
onal damage. Traps
Traps can ggive a party ple
enty of headacches without evver straining thheir sword arm
ms. They can deeal damage dirrectly, inflict statu
uses, sound alaarms that summ
mon or release
e monsters for the PCs to figh
ht, and more. A common trap is a ‘Mon
nster‐In‐A‐Box’, a creature off almost any tyype that lives w
within the dark confines of a treasure ch
hest, bursting o
out to attack unsuspecting ad
dventurers. Oddds are pretty good that you can describe m
most 172
traps as an aspect of Difficult Terrain; taake a look at p
p.155 of this boook and glancee at the one‐tim
me damage ch
hart to see what le
evel of injury itt might be appropriate for a ttrap to cause.
Alternattiveusesfo
orMagic
Aside from
m causing directt damage, inflicting status efffects and healiing allies, charaacters may also use the pow
wer of the elemen
nts to manipulaate the environ
nment. Possiblle effects incluude: Earth: Can cause tremorss that can quickly damage an
nd destroy smaaller environmeental features,, opening up ections. previously inaccessible se
Fire: Settin
ng things on fire
e is the easiestt way to make a battle a littlee more interessting. Structurees and vegetatiion burn up slo
owly enough th
hat they’ll mosst probably be ablaze for the rest of the batttle; combatan
nts, however, aare far less durable. Anyone caught in the middle of a fire will suffer fire eleemental damaage for each ro
ound spent in the hart for Difficu
ult Terrain on pp.153. Environm
mental featurees set on fire an
nd blaze; conssult the Recurrring Damage ch
then rigged
d to fall on opp
ponents might deal physical ffire damage ra ther than maggical. Ice: Ice Elemental attackss have the ability to freeze bo
odies of water or ice over sogggy ground, tu
urning previoussly e areas into Diffficult Terrain. traversable
Lightning: Capable of pow
wering – or overloading – heavy machineryy and electroniic devices. Thee exact results o
of ns depend on tthe device in question, but co
ould easily rangge from destro
oying a shield ggenerator such action
protecting a major villain to activating aan elevator to high ground. n sweep smalle
er environmental features ou
ut of the way aand soak into solid ground, tu
urning it into m
muddy Water: Can
and Difficult Terrain. Thiss probably causses penalty to AVD at the verry least. Wind: Knock things over or blow smalle
er objects away – a good wayy for retrievingg things that w
would normally be beyond the
e party's reach. It may also disperse other aatmospheric coonditions, like snow and fog. 173
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 run their games while using one of the canon worlds as a backdrop. In this chapter we’ll discuss most 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 won’t find, however, are plot synopsizes or descriptions of places in the games. No matter how detailed a world’s 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 don’t 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… OptionalRule:AlternateEXPVariants
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 doesn’t work for you, consider one of the following fixes; Leveling‐Up takes place during story events. With this method, players don’t 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 don’t 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. 174
TheVoid
d
The Void re
efers to an actu
ual, physical diimension that can often takee a form familiaar to those who traverse it, o
or can be reshape
ed at will by the
e current denizzens thereof. EEntire deserts, fortresses, forrests, caverns aand so forth haave been birthe
ed within the V
Void, interconn
nected through
h a series of paassages that offten seem to co
ontradict logicc. The rules of spaace and time d
do not necessarily seem to ap
pply the same w
way as they do
o in the normaal world, and time does not se
eem to flow at all for any inhabitants of this place. In its uunchanged statte, the Void is a dimension o
of infinite notthingness. The Void iss known to be aa connective dimension, thro
ough which othher realities an
nd worlds can b
be reached. Du
ue to this fascinaating feature about the Void, countless num
mbers of poweer‐hungry magees have soughtt to control it aand wield the d
dimension as a cosmic weapo
on – and at tim
mes, they have come close to succeeding. The Void seemss to possess the
e power to disttort or destroyy matter, consu
uming it utterlyy. The rampant nihilistic atttitude of those
e seeking to maake use of its ppower is well‐reecorded. Often
n times, this starts out as a sim
mple desire forr incredible pow
wer but inevitaably leads to a n intense desire to reduce all of everythingg to a state of non‐existence. So
ome scholars sspeculate that this is becausee The Void is an intelligent, sentient being instead of tthis merely being the result o
of gaining use of such destru ctive power; they speculate that the Void controls itss users just as m
much as they influence contrrol over it. Entrance to
o the Void is ass simple as stepping through a Dimensiona l Gate created
d with the Timee Magic spell o
of the same name
e. However, lea
aving has alwaays been much
h more difficultt, which makess the Void a suitable prison…fro
ozen in time…fo
or the most feaarsome beasts in existence. SSome beings –– such as Ultima Weapon and
d Gilgamesh – reside within
n the Void and
d use the powe
ers of the dimeension to hop b
between world
ds. TheFa
arplane
The Farpplane is where tthe souls of the d reside, a peaceful afterlife tthat deceased
remains a mystery to all those but itss hat are permaneent inhabitantss. Only souls th
at rest trravel here – thee dead who stiill have yet to acccept harbor reesentment or h
their fatee still wander tthe world, ultim
mately becoming Fiends suffussed with the powers of hatred
d. The Farpplane can be vissited by the livving, n images of the deceased – little and often
more thaan figments – ccan appear to tthose who seekk them. Races
Although aa character’s Raace doesn’t usually provide aany mechanicaal benefits or detriments, GM
Ms and players who are lookingg for informatio
on on a specific ‘playable spe
ecies’ in the Finnal Fantasy wo
orld could do w
worse than browse the next se
ection. We’ve ccompiled triviaa on over half aa dozen races rranging from M
Moogles to Hum
mans (often caalled Humes or H
Hyur) that should help spur rroleplaying quirks or even sugggest possible character goals. 175
HUME
H
Wildly diverse and infinitelyy tenacious, their ability to make
e a home in evenn the most inh
hospitable of environments has made Humes th
he standard agaiinst which all oth
her races are me
easured. Resourceful, stubborn and proud, thei r goals and de
esires are as dive
erse as they are.. Typical Heigght Typical Weigght 1.6 – 1.8m (Male) 68 – 102kg (M
Male) 52 – 91kg (Fe
emale) 1.5 – 1.7m (Female) Hair Colors Lifespan Blond, blackk, brown, Young is 5 ‐16 years old. auburn, white Average is 17
7 ‐ 59 years old.
Old is 60 ‐ 90
0 years old. Eye Colors Brown, blue
e, green Society
As it develop
ps, Hume society inevitably gravvitates towards
governmentt of the masses h
headed by a singgle leader. In primitive societies, this may be an eld
der or high priest; in more advan
nced esident, King, or Emperor. As a rresult, the aspeccts circles, a pre
of a given Hume society ten
nd to reflect in its leadership; an
altruistic kin
ng begets a bene
evolent populace
e, whereas power‐hunggry emperors typ
pically breed a harsh and militaristic o
one. Stratification is a common ffeature of Hume
e civilization, pitting rich again
nst poor, believe
ers against non‐believers, aristocracy against peasantryy, education against igno
orance. This often leads to deep and powerful inequalities;; ‘class’ can be as much of a iden
ntifying and motivating ffactor as a sparkk for conflict. Roleplay
ying
Hume perso
onalities are largely shaped by upbringing and social backgrounds, and can
n be as varied an
nd complex as the culturres that spawned them. Backgro
ound, too, affectts choice of proffession; characteers from rough‐aand‐tumble surroundinggs may turn to th
he sword – or a llife of crime – to
o make ends meeet, while those w
with wealth and
d education seekk out loftier callings. Interaction b
between differen
nt social strata ccan be fraught w
with tension; for rich sophisticatees, the lower claasses he poor view the
e wealthy as arro
ogant and utterlyy detached from
m reality. are ignorantt boors, while th
Language
e
Humes invented the Commo
on Tongue, with
h regional accentts ranging from the mild to the iincomprehensib
ble; a trained earr can often pick out a speaker’s nationality and ed
ducation with on
nly a handful of sentences. Hum
me scholars who dabble in variou
us other languaages often pointt out how the Co
ommon Tongue has picked up a smattering of sllang, curses, and
d exclamations ffrom different lan
nguages altogeth
her and incorporrated them into everyday speecch. Jobs
Humes run tthe gamut from sly and crafty to
o noble and virtu
uous, and there’’s no distinct Jobb that the race faavors over any o
other. Gamblers arre more commonly Hume than aany other race –
– perhaps this is a direct link to tthe carefree, chaaotic lives they lead. 176
EL
LVAAN
N
Though theyy resemble Hum
mes, Elves are taller, slightly thinn
ner, with more m
muscle definition, long necks, an
nd oval faces. Th
heir skins are darker than the avverage Hume’s, rranging from ligh
ht tan to a bronzze or copper color. Their best‐kn
nown features, however, arre their pointed ears, which prottrude from theirr heads at lengthhs between fifteen and ttwenty centimetters. Neither gen
nder could be re
eferred to as fraiil or delicate, and the Elvaan aas a whole are p
physically powerfful and indepen dent creatures co
ompared to man
ny of the other raaces. These proud
d humanoids havve been involved
d in bitter civil w
wars and protraccted conflicts witth other races sin
nce the dawn off time, and it is o
only now that thhey have finally laid their swords to rest and allo
owed themselve
es the luxury of
several gene
erations of peace. Typical Heigght Typical Weigght 1.8 – 2.1m (Male) 51 – 87kg (M
Male) 1.7 – 2.0m (Female) 45 – 69kg (Fe
emale) Lifespan Hair Colors Blond, blackk, gray, white Young is 12 ‐20 years old. Average is 21
1 ‐ 80 years old.
Old is 81 ‐ 12
20 years old. Eye Colors Gray, green,, blue Society
Elvaan civilizzation is highly d
developed and regimented to exxtremes – a dracconian perfection aachieved centuries ago and perp
petuated ever sin
nce. For its citizeens, lawfulness, o
order, and obed
dience to the state are the cardin
nal virtues; to thhis end, most Elvaan
n nations sport an extensive arm
my. All able‐bodie
ed Elvaan citizenns receiving at least some level of training in arms; should the time come for aan on to march to w
war, the line is he
eld not by the kn
nights of the royyal Elvaan natio
families but by the citizens’ militias. within Elvaan so
ociety is strongly aristocratic, divvided clearly intoo the Leadership w
Haves and H
Have‐Nots. Prodiigious Elvaan life
espans mean thaat rulers’ reigns can stretch fifty years or more, lleaving eligible rregents and heirrs with plenty of f time to engage in co
ourtly intrigue ovver the succession. Roleplay
ying
Pride is at th
he root of the Elvvaan psyche. Fro
om early on, Elvaan are taught tto be proud of the
eir race's accomplishments, the culture and achievements in waarfare that predate other races' by centturies at a time. As a result, theyy treat other racces with a ndescension – on
ne that turns to out‐and‐out furry should that 'Ellvaan superiorityy' ever be challeenged. Tellingly, Elvaan haughty con
have just as little patience fo
or their own kind; duels over slights and insults – both real andd imagined – are a common occurrence in their society, and can set the stage for familyy feuds destined to last for a cenntury or more. Language
e
Elvish is a ne
eedlessly compliicated language but an oft‐spoken one, though years of study aare required to u
utter even a singgle word withou
ut deeply offend
ding any Elvaan llisteners. Jobs
Elvaan are renowned for the
eir martial comb
batants – Samurai, Warriors, Moonks, Dragoons, and Dark Knightts primarily. Verry few Elvaan choo
ose the aestheticc life that comes with a magical upbringing – thoough those that do often avoid tthe ‘pure’ schoo
ols, and choose Red Magic instead. 177
GA
ALKA
The heavyse
et Galka are quitte an interestingg sight. Smooth ggreenish‐gray skkin, a rigid tail, a hint at reptilian ancestry, and expressive faces are covered
d with short fur.. Despite this bru
utish outward a ppearance they are not stupid b
by any stretch off the imagination, excelling in min
ning, metalworkk and other mattters of engineeriing. Unlike mostt other races, Galka have no genderr, though their m
manner is distincctively male. Typical Heigght Typical Weigght 2.5 – 2.8m 160 – 220kg Hair Colors Lifespan Black, brown
n, gray, red Young is 16 ‐24 years old. Average is 25
5 ‐ 50 years old.
Eye Colors Old is 51 – 90
0+ years old. Blue, green, brown Society
The Galka m
may have once haad a culture to ccall their own; if so, it has been llost to history since
e the race's gloryy days, leaving aa nomadic people that makes itss home in any societty willing to acce
ept them. Findin
ng such hosts is rrarely difficult; aas architects, aartisans or simple physical labor,, Galka have the
e potential to eassily drive an enttire economy. Du
ue to a lack of w
written language,, the passage of
history and culture is entrussted to ‘Talekeep
pers’ who act ass a repository of
ancestral me
emory. Few are aware that the Galka undergo aa cycle of reincarrnation; the details o
of this process arre nebulous even to the Galka th
hemselves. Thouugh they visibly age, tthe Galka do nott die of natural ccauses. Rather, u
upon reaching a certain age, a Galkaa simply bids his friends and fello
ows farewell and
d sets out into thhe wilderness. The timing of th
his journey is carrefully calculated
d through n with the Taleke
eeper over a perriod of several w
weeks, during whhich time the consultation
leave‐taker is invited to speak freely and at length of his life
e, his insights annd achievementss in the spirit of closure. Thus d, the Galka depaarts as is never sseen again. Mon
nths later a juvennile Galka will arrrive to seek thee Talekeeper’s co
ounsel, unburdened
still innocent to the ways off the world and h
his people. For their part, Talekeeepers seem to be possessed off almost unnaturral longevity, re
eliably serving th
heir purpose for generation afte
er generation. Roleplay
ying
Though som
metimes seen as slow‐witted or aapathetic, Galka are creatures oof deep emotion and rigid self‐co
ontrol. From earrly on they are tau
ught to bottle up
p negative feelings such as angerr, frustration, annd hatred, releassing them only in their final meeeting with the Talekeeper. In this manner, Galkan
n wisdom goes, tthe race is proteected from feelinngs that could ultimately destro
oy it. Faced with aa potentially infinite lifespan, Gaalka try to adoptt a detached wo rld‐view, outwaiting and outliving hardships insstead of tackling them head‐on. To this end, mostt grievances are simply swalloweed and disagreeements rarely voiced – a fact thaat encourages other races to ccallously exploit the uncomplaining Galka. For the adve
enturing Galka w
who do not unde
erstand the conccept of permaneent death, confli ct is rarely avoid
ded and often pllunged into head‐firrst, and their sellf‐control after aa lifetime...or po
otentially multiplle lifetimes....finnally gives way to
o unmitigated, ragingly pow
werful emotions. Language
e
Though theyy have a complex spoken tongue
e, no written Galkan language eexists. When livinng among other races Galka rareely use their own to
ongue; those wh
ho speak it tend tto do so in a halting, awkward m
manner. Jobs
Galka are a bit of an oddity; These gentle giants are commo
on as peaceful w
warrior Jobs suchh as Samurai and
d Monk as well aas casters of all types – especiaally White Mage
es. 178
VIERA
V
The Viera arre an almost exclusively female race composed of slender fores t‐dwellers. Theyy exhibit animaliistic features succh as rabbit or feline characteristiics. In fact, the rrace is split evenly between two sub‐races, eachh exhibiting one set of these animal‐
like appearaances; the tempe
erate forest‐dwe
elling Viera sport a pair of rabbitt‐like ears sprouuting almost a fo
oot from their heeads, where the ju
ungle‐dwelling, A
Amazonian Mith
hra are possess ccat‐like ears, eyees, noses, and taails. Both sub‐races have bodies that are smooth‐‐skinned and humanoid in propo
ortion. The Viera an
nd Mithra are alsso distinguished
d by their deeplyy skewed genderr ratio; out of evvery ten births, o
only one on average will be male
e. Centuries of evolution have le
eft the females t oned and slendeer, physically superior to ttheir male countterparts in everyy respect. Face‐p
paint and tattooos, marks of statuus and accomplishm
ment in Viera tribes, are commo
on among older ffemales. Even V
Viera living in moore ‘civilized’ co
ountries generally use these deco
orative devices; old traditions d ie hard. Typical Heigght Typicall Weight 1.6 – 1.8m (excluding ears) 49 – 66
6kg (Male/Female) Hair Colors Lifespaan Universally ssilver or red. Young is 8‐17 years old
d. Averagge is 18‐90 years old. Eye Colors Old is 9
91‐180 years old
d. Silver, red, ggreen, blue Society
Viera come together in small tribes dominated by a matriarrchal governmennt, usually in thee form of a tribal Chieftainnesss or village wise
e‐woman. The trribe's day‐to‐dayy affairs, too, are entirely in the hands of its females. Thiss structure is a product of simplee necessity; due uable to expose to the dangers oof the world. to their scarrcity, a tribe’s maales are too valu
Viera tend to be distrustful of advanced tecchnology, particu
ularly anything tthat involves esources; to them, maintaining harmony with nnature is more the use of non‐renewable re
important th
han fleeting com
mfort or convenience. In fact, the
eir rigid laws de mand that natu re be treated wiith care and resspect, and outsid
ders who cannott be trusted to aabide by these laaws are rarely w
welcomed. Due to theirr physical beautyy, Viera have little trouble meltin
ng into Hume soocieties – thoughh they rarely strike up relationships with other races. Many Viera b
believe that oth er races are weaak, and by pany of such creeatures, they, tooo, will become establishing friendship or evven staying too llong in the comp
inferior. Currious female Viera who leave the
eir secluded hom
melands are connsidered ‘troubleed’ by their Tribee (or Pride, in the case of the Mithrra) and leaving to learn of the ou
utside world is o
often a one‐way journey. Viera w
who leave their homelands are rrarely permitted to
o return, treated
d as outcasts or even publicly de
eclared forbiddeen to return. Male Viera generally must leave th
heir native soil se
ecretly, lest a group of irritated females set out to bring their w
wayward man baack home. Roleplay
ying
Viera are naatural adventurers despite the sttigmata that com
mes with leavingg their homelandds. They combin
ne curiosity and eenergy with a wise, thoughtful natu
ure that makes tthem amenable company on lonng journeys. Vierra love games an
nd stories, have an affection forr dancing and th
he theatre, and aa deep‐seated re
espect for artisanns. Though theirr animalistic nature may lead so
ome to believe that Viera hate wate
er, they are exce
ellent, nimble sw
wimmers. Language
e
Due to the rrelative simplicity of Bhasa Mithra, most Viera te
end to need a ruunning start wheen it comes to leearning Common
n Tongue. Alm
most all Viera stilll speak with a th
hick accent even
n after spending years away from
m home. Jobs
Viera Geomancers tend to b
be the only oness that rise to possitions of power within their tribbes. Outcasts wh
ho find themselvves forced to ad
dapt to city life sometimes choosse to follow the career of a Thieef or Entertainer in order to get by, and male Vieera who have fle
ed from their tribes often choosse a job that allo
ows them to ‘bleend in’ with socieety. 179
LAL
LAFELL
L
A diminutive
e race of magicaally active beingss. The Lalafell are
e characterized by babyish face s, large eyes, pronounced ears aand bear‐like feaatures. Their bod
dily proportions are equivalent tto those of Hum
me children, withh large heads ato
op a short‐limbeed body, a com
mbination that ap
ppears utterly haarmless up until the point the fi reballs start flyinng. Some specullate the small creatures' m
mastery of magicc is a kind of acquired survival trait; as most lackk the endurance and strength to be serious warriors, they have liittle else to prottect themselves from the dangers of tthe world. Typical Heigght Typicall Weight 0.8 – 1.0m (Male / Female) 34 – 38
8kg (Male) 32 – 36
6kg (Female) Hair Colors Brown, blon
nd, red, grey, gre
een Lifespaan Young is 2 ‐6 years old.. Eye Colors Averagge is 7 ‐ 20 years old. Brown, blue
e Old is 2
21 ‐ 40 years old. Society
The Lalafell live in a geniocracy, a society ru
uled by scientistss, sages, thinkerss, and other experts on w
worldly matters. In the eyes of the Lalafell, whatt one knows deffines everything – prestige, soccial standing, and privileges. Acccordingly, compe
etition for wisdom is fierce and those iin positions of au
uthority are ofte
en usurped by younger, more knowledggeable individuals. This in turn creates enormous p
pressure to pursu
ue new ideas and innovations, setting up the inttellectual 'enginne' that allows LLalafell society to progress. While Lalafe
ell scholars turn their attentions to many subjects, the study of magic is by far tthe most prestiggious; spellcasters are the geniocracy's first line of defense, reveered for their capabilities and respected fo
or their intellecttual accomplishm
ments. el mainly for soccial advancemen
nt, lured by the p
prospect of lost spells, rare Lalafell trave
alchemical ingredients, or ancient relics of legendary power. expected, magic is an everyday ffact of Lalafell liffe; it powers me chanical As may be e
constructs, e
enhances crops, and even prote
ects tools and clo
othing from weaar and tear. Thouugh somewhat m
menial compared to the glamourr of hurling offen
nsive magicks in the name of the
e Lalafell nation,, many able magges make profitaable careers out of these mundane applicationss. Only metalwo
orking is generallly shunned; as a rule, Lalafell favvor organic mateerials such as wo
ood and cloth, finding such resources far easier to alter with maagic than their inntractable metalllic counterpartss. Roleplay
ying
Though child
dlike in body, Lalafell are highly intelligent beinggs, albeit ones ppossessed by an inexhaustible cu
uriosity about an
nything and everything in life. No se
elf‐respecting Lalafell will miss th
he chance to obttain new knowleedge – or show off the fruits of ttheir studies whenever opportunity allows. Though they make litttle distinction bbetween the trivvial and the life‐ssaving where information is concerned, th
he little creature
es' intellectual posturing does coome in handy. While not ass outright distrustful of advance
ed technology ass the Viera, Lalaffell do tend to bee wary in the presence of non‐m
magical machinery; tto them, grindin
ng gears, steam, and clockwork aare ruthless, souul‐less things, laccking the innate warmth and vittality of a magic‐d
driven device. Language
e
Many scholaars and collectorrs of ancient lore
e have dabbled in Lajargon, des pite the convoluuted intricacies o
of the language. The Lalafell them
mselves use it alm
most exclusivelyy, finding Common to be simply too lacking in deescription for th
heir purposes. Jobs
Magic is the
e Lalafell way, an
nd accordingly, they boast an impressive array oof most types of spellcasters – Time, Black, Whitte, and Red. Geomaancers are more rare, but still exxist among the fo
orest‐dwelling foolk. 180
MO
OOGLE
E
Moogles are
e furry little semi‐magical creatu
ures ‐ one‐part cat, one part beaar cub; a race forr which the word
ds ‘disarmingly ccute’ are all but taailor‐made. Theyy sport tiny, bat‐‐like wings that allow them to p erpetually hoveer and fly for sho
ort periods of time. Win
ngs aside, the Moogles' most disstinguishing charracteristic is the curious buoyannt 'pom‐pom’ connected to the top of their heads by a sm
mall, thin stalk, re
eferred to by thee Moogles as a 'Deely‐Bopper.' Its hough some spe
eculate that it maay have reproduuctive or telepatthic properties. true purpose is unknown, th
hough variationss exist in the woorld; striped, broown and purple Moogle fur iis generally whitte and downy, th
are among tthe most commo
on, but many others have arisen
n over the years.. Some Moogless also sport a thickk 'ruff' of fur around their neck; this feature tends to evolve in ccolder climates, and is usually accompanied by a correspondingly denser coat off fur. Typiccal Weight Typical Heigght Varies by species 18 – 30kg (Male / Female) Fur Colors Lifesp
pan White, grey,, brown, purple Youn
ng is 1 ‐10 years o
old. Averaage is 11 ‐ 28 years old. Old iss 29 ‐ 35 years o
old. Deely‐Bopper Colors Red, white, green, yellow, p
purple Society
Traditionallyy, Moogle tribes seclude themse
elves in small villages hidden aw
way in forests or
caverns, sub
bsisting on foragged nuts and roo
ots, their location
ns known only too those select outsiders wh
ho have earned the tribe's trust. Such groups nu
umber anywheree between ten
and fifty; the
e oldest Moogle
e in the tribe usu
ually acts as a no
ominal leader, thhough group consensus gguides most decisions. This buco
olic, carefree exisstence is balanceed by a love of
travel and adventure. Once they come of agge, many Moogles leave the safeety of their villagges, on journeys thatt can easily span the breadth of tthe globe. Whatt happens next ddepends on the individual. Somee find embarking o
the outside world too chaottic, too confusingg for their liking; disenchanted, they return to tthe stable familiaarity of their villages. Others are ccaptivated by the
e sights and opp
portunities of the
eir wanderings, and settle downn in the company of other races. Moogles havve an innate gen
nius for social ad
daptability – no m
matter how alie n the society theey find themselvves in, it is only aa matter of tim
me before they learn its ins and outs, picking up
p all the trappinggs of civilization along the way. Every Moogle iss given the rights to
o pursue its own idea of happine
ess, whether blisss is found in thee boughs of an aancient tree or th
he guts of an airrship. In spite of th
heir scattered naature, Moogles sstill manage to m
maintain a close‐‐knit social netw
work by regularlyy trading news aand gossip from city to city. Roleplay
ying
Though miscchievous, sassy, and occasionally sarcastic, Moo
ogles are incapabble of genuine m
malice or crueltyy – a rarity amon
ng intelligent beings. Base emo
otions such as haatred and violence are unheard of among the primitive Mogri ‐ however, they h
have n to ‘get even’ w
with anybody who tries to take advantage of theeir good nature.
been known
Language
e
Despite the fact that their native tongue of Mogri uses just a single word, M
Moogles have a ssuperb aptitudee for languages. Most know the Co
ommon Tongue,, though they haave a tendency to slip in the worrd ‘Kupo’ in at raandom intervals, a linguistic quirk that even experie
enced speakers can't seem to sh
hake. Jobs
Entertainerss make up the VA
AST majority of the fun‐loving M
Moogle race, esppecially the sort that focuses on mystical dancess or juggling. The
e charismatic Mo
oogles make excceptional thieves and they boastt an aptitude for Geomancy, Reed, Black, and Blu
ue magic. Quite
e a few Moogle Engineers have been known to e
exist as well. 181
AN
NDROID
D
Androids and cyborgs are th
he result of mad experimentatio
on between mann and machine, aand are empty shells fueled by aa functional brain. Most have proportions sim
milar to that of a normal Hume, tthough many spport obviously m
mechanical appen
ndages or features, such as conduitts and wires peeking through the
eir ‘skin.’ Their cclothes are oftenn little more than rags, and theirr eyes cannot disgu
uise their true natures; empty and often pupil‐le
ess black pools, they offer no reflection, and belie
e no spark of life
e. Typiccal Weight Typical Heigght Varies. Usuaally 1.6 – 1.9m. Varie
es. Generally 200
0kg+ Hair Colors Lifesp
pan Any Unkn
nown Eye Colors Black Society
The origins o
of Androids or ro
obots, if they exxist, will likely vary wildly from caampaign to campaign
n. Perhaps they aare the result off tinkering by scientists who didnn’t know when they tthe line had been
n crossed, or perhaps they are aa natural producct of a highly techn
nological world w
where many peo
ople have begun to rely more annd more on cybernettics. Perhaps the
ey are the cadave
ers of soldiers w
who had fallen inn battle during some
e great war, rean
nimated, reinforrced and rebuilt.. Regardless o
of their origins, tthe crude hybrid
dization of man aand machine rarrely yields a happy, fulffilled individual. Many struggle w
with feelings of anger or have d ifficulty finding a purpose. Some discover joy for briief periods, but h
have to watch a s the ust and rob them
m of their loved oones. passage of ttime erodes their homes into du
Because of tthe diverse nature of the androids, one can never really be suree how they will fit into ssociety. Some fie
ercely defend the poor and the ssick, while otherrs can be found actingg as hired muscle, cutting down their foes with e
emotionless, robbotic efficiency. Some can be found working almo
ost as slaves in m
major metropoli tan areas, are able to h
handle levels of heat, pressure, and severe workkloads that otheer races simply could
dn’t deal with. The death of an A
Android in an un
nsafe work envir onment, as well, is a little‐mourned o
occasion. Roleplay
ying
The drives and goals of an A
Android are alwaays peculiar. Som
me seek love, othhers, a place to call home. Somee seek to learn m
more about their creation. Some have lost memo
ories, and seek th
heir own pasts. SSome adventuree simply for the thrills of doing sso, to monotony, no maatter how brieflyy. To love and inevitably lose oftten takes its toll on the remainin
ng psyche of an be free of m
Android. Maany become callo
ous and hollow, and truly robotic. Still, some Anndroids possess a hope for the ffuture; they imagine a city built by their hand or a new age of tech
hnology with the
eir people at the helm. Language
e
Androids speak Common, but many pursue additional langu
uages in attemppts to fit in with ppolite society no
o matter where they go. The Binaary language (being little more th
han a series of zeroes and ones)) may be spokenn by highly‐traineed linguists, but never as nearly as fluently as when utilized by an A
Android. Jobs
Androids maake the best Enggineers without question, and m
many of their kindd pursues this joob choice. Having been
n forever torn fro
om the embrace
e of the lifestreaam, Androids rarrely find themse lves able to utilize magic. Some Android Blue Mages have discovered that they can integratte bits and piecees of slain enemiies to use monstter abilities insteead of merely learn
ning them. 182
BA
ANGAA
A
A gruff, athletic lizard renow
wned for its temperament. Banggaa are burly, muuscular creaturees caught in a peermanent stoop;; hard scales coverr their bodies, while their snoutss are jammed wiith razor‐sharp tteeth capable off rending and teaaring with terrib
ble ease. Despitte their reptilian ancestry, Bangaaa tend to grow 'whiskers' or faccial hair as they age; females haave a prominent ruff of downy fur th
hat covers their chests, a rare diifference between the two gendders. Bangaa are e
excellent scoutss and trackers, faavoring smell and hearing over ssight. As a resultt, it is not uncom
mmon to see Ban
ngaa wearing blin
ndfolds as a fashion statement. TTheir long, loose
e‐hanging ears aare split in two, ggiving them superiior directional he
earing; the tips aare often pierced or encased in metal. Facial annd body tattoos are another co
ommon decoratiive device, particcularly among yoounger Bangaa; they often d
denote rank or accomplishment.. Bangaa are usually all but fe
earless, sufferingg extreme injurie
es without shirk ing back or retreating. TThey might lose a body part or tw
wo, but eyes are
en’t really that essential anywayy, their tails grow
w back, and Bangaa chicks dig scars. Typical Weigght Typical Heigght 1.6 – 1.9m 90 – 120kg Skin Colors Lifespan Black, ochre
e, brown, green, Young is 10 ‐20 years old. blue, white Average is 21
1 ‐ 70 years old.
Old is 71 – 80
0+ years old. Eye Colors Black, Blue, Red Society
Since ancien
nt times, Bangaaa have used a riggid caste system. Once born intoo a profession orr role in Bangaa society, it is neaarly impossible tto change one’s lot in life. In recent years the yo
ounger memberss of this race havve begun to shun this traditionaal hierarchy, ch
hoosing to instead become merrcenaries and waarriors who fightt fiercely to makke their own wayy. Thanks to their strength and
d tough‐as‐leath
her constitution, Bangaa choosin
ng to live in hum
man circles can easily find emplo
oyment as soldiers, guards, glad
diators, and – in the case of the m
more dim‐witted
d specimens – bbrute physical labbor. Roleplay
ying
Bangaa tend
d to be arrogant and boastful cre
eatures, acting aas if in the throees of a permanennt ill temper. Though sometimes characterize
ed as slow‐witted
d or primitive, th
heir intelligence is on par with t hat of humans. Furthermore, th
hey can be extreemely spiritual creatures, with a piious edge that m
may surprise those who think of them as barely‐‐restrained berserkers. Unsurprisinggly, ‘lizard’ is the
e most insulting thing one could call a Bangaa – on par with callling a human 'monkey,' though o
only the fiercest of men could match the violencce of a Bangaa's reaction in this regard. mes are always co
omposed of two
o syllables, and ttend to have a sllightly harsh souund to them. Sam
mple monikers in
nclude Bangaa nam
Rinok, Batah
hn, Eleono, Mou
uni, and Burrogh. In some cases, a two‐letter ho norific may be aadded before thee name, separatted by an apostrop
phe; examples off this include Ba''Gamnan and Vaa'Kansa. The lettter 's' is almost nnever used in Baangaa naming. Language
e
Bangaa in hu
uman societies q
quickly pick up their hosts' mann
nerisms and gesstures, resulting in body languagge that occasionally borders on tthe comical. Due
e to their vocal sstructure, Bangaaa tend to speak k Common Tonguue in a slurring o
or guttural fashio
on. Jobs
Most Bangaa find their way as Warriors, putting their naturral skill in battle to good use. Otther have discovvered that they h
have more in com
mmon with fearssome dragons off yore than just aa scaly hide; botth species share a fondness for cconfrontation ass well as a more co
ontemplative, in
ntroversive side. Bangaa Dragoons are thus far ffrom uncommonn. Still others h
have brought a fform of their trib
bal shamanism to an adventurinng party, calling tthemselves ‘bish
hops’ and using White or Red magic. 183
NU
U MOU
U
Bound by ph
hysical limitation
ns, the elusive Nu Mou are a socciety of first‐ratee sages and inte llectuals, channeeling the energyy other races put intto honing their b
bodies into sharpening their min
nds. Like the Vieera, the Nu Mou are composed o
of two entirely separate spe
ecies. The most commonly‐enco
ountered Nu Mo
ou are gray‐or brrown‐skinned, with long, floppy ears, eleph
hant‐like hides aand sunken nostrils on either sidde of the face. h brown, button‐like noses, earss like Others are ssmaller and lightter‐skinned, with
a beagle's, aand prominent faacial hair. Typical Heigght Typical Weigght 0.8 – 1.1m 80 – 100kg Hair Colors Lifespan White, blond
de Young is 8 ‐35 years old. 6 ‐ 150 years old
d. Average is 36
Eye Colors Old is 151 – 4
400+ years old.
Brown Society
Nu Mou civilization is based
d upon the found
dations of educaation. Young members off the race leave ttheir families at an early age and
d find an older,
more experiienced mentor, ttraining under h
his tutelage until they are themsselves capable of e
educating otherss. These mentorss do not necessaarily have to be N
Nu Mou themseelves; almost anyy being of excep
ptional wisdom and
d learning can ste
ep into this role,, provided they aare willing to addopt the studentt as one of their own. The relatio
onship between insstructor and pup
pil is expected to
o be a familial on
ne – the studentt is given a new nname and cared
d for as kin, whilee the teacher is acccorded the resp
pect and obedience due to any p
parent. It is not uncommon for oolder Nu Mou to
o practice a craftt or trade alongsside their intellectual pursuits, m
making a living w
with alchemy, thee appraising of aancient relics, orr crafting enchan
nted items. Others may become magical mercenaries, hiring their services out too adventurers eager for added ssorcerous punch
h on e careful to keep
p this kind of freeelancing within ethical boundarries – profit is their expeditions. However,, the Nu Mou are
ultimately a secondary conssideration. Not every Nu Mou is sedenttary; many adultts embarking on grand odysseyss across the world in search of knowledge and ome choose the nomadic lifestyle for other reassons ‐ just as a roolling stone gathhers no moss, a roaming Nu Mo
ou guidance. So
rarely has to
o worry about w
well‐meaning app
prentices begging to learn the inns and outs of saagehood. Roleplay
ying
The Nu Mou
u are gentle, alm
most dispassionate creatures. If p
pressed to defennd themselves, tthey prefer magic or diplomacy,, particularly through intellecctual bribery. The
eir enormous wealth of knowleddge gives them significant leverrage with other rraces, As they grow old er, Nu Mou are likely to becomee more concerneed and they do not shy away frrom using it if the need arises. A
with the 'bigg picture.' Their longevity allowss them to bear fiirst‐hand witnesss to how one seeemingly innocuous event can affect the course o
of history, establlish a great natio
on or bring ruin tto an entire peooples. For this reeason, they may take on the mantle of history's she
epherds, safeguaarding ancient artifacts, observing obscure rituaals, and intervenning – albeit disccreetly – in the n
natural flow of even
nts to ensure thaat dark powers aare not allowed tto gain sway. Beecause of this, thheir actions and motives often sseem inscrutable tto other races th
hat lack the Nu M
Mou's long‐term
m vision. Language
e
Nu Mou beaar no language o
of their own, insttead having a naatural fluency fo r linguistics thatt allows them to
o quickly pick up the accents and dialects of the w
world. Jobs
Unsurprisinggly, Nu Mou find
d themselves as spellcasting jobss almost exclusivvely, with Time Mage being the most prominen
nt. Despite theiir natural penchaant for White, Black, and Time m
magic however, most members of this obscure race find Blue M
Magic to be an utte
er abomination. 184
FINA
AL FANT
F
TASY
YI
"WA
ARRIORS! Rev
vive the power o
of the ORBS!"
The first off the game seriies takes place in a world where the eleme ntal forces of eearth, fire, watter and wind are governed b
by four magical orbs. Over the past four hundred years thhey have grown dark, turningg the world into a nightmarish place where nothing can grow, wildfires tear across thee land, and thee wind is still. Just when the e, the sage Lukaahn speaks of aa prophecy thaat four Light W
Warriors will come to save thee people havve lost all hope
world in this time of darkkness. Events are set into motio
on with the app
pearance of the four Light W arriors, who eaach carry one o
of the darkeneed Orbs. In the
e original game
e, their journeys took them ffrom the Kingddom of Dreamss, Cornelia, to tthe ruined Tem
mple of Fiends and beyond. Th
hey battled piraates, sailed the
e Aldean Sea, rretrieved a stolen crystal eyee for a blind wittch, deep beneath the desert, prooved their courage to the Dragon King, and
d raised an airship from its resting place d
restored th
he four orbs. At the end of th
he story they discovered thatt a long‐forgottten foe, the kn
night Garland, h
has ascended tto a state of go
odhood via the use of a time paradox, becooming the entitty known as Ch
haos. In a last, final act of hero
oism, the heroe
es travel two th
housand years into the past tto end the parradox, creatingg a future wherre their heroism is unneede
ed and unknow
wn. WhatissChaos?
Most everyything that takes place in thiss original Final Fantasy is the direct result o
of the entity kn
nown as Chaos, and its creation
n of a time paraadox to ensure
e that it could n
never be perm
manently defeated. Thousands of years ago, aan empire wagged war on the
e scientific utoppia of Lufenia. In desperation
n and fear, theey used the po
owers of The V
Void and the Fo
our Crystals to create a child to be their ulttimate weapon
n. The child waas named Garrland, and did indeed end the
e war with barrely‐
understood
d powers of disscord. Howeve
er, Garland wass betrayed b
by the civilizatio
on he had been
n birthed to protect, an
nd in his anguissh and rage, un
nconsciously created a rrift in the fabricc of the universe which pulle
ed him througgh. He wanderred the Interdimensional Riftt for years and his mind becam
me twisted witth bitterness, m
madness and h
hate. It is said that he met the archdragon Sh
hinryu in his oldier wanderings, who took intterest in the haapless superso
d him power and escape from
m the void. In and offered
desperation, Garland agrreed and inadvvertently begun
n the eave the world
d in ruin. cycle of eviil that would le
Garland waas ejected from
m the Interdimensional Rift and found himsself in a city kn
nown as Cornellia. Without knowing w
what else to do,, he began servving as a knight within the royal army. Th
his would not laast, however –
– his been twisted frrom the infusio
ons and years o
of mind had b
drifting in tthe Void, and h
he kidnapped tthe princess an
nd 185
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 Shinryu’s 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. JobsandRaces
In the original game, only six of the nineteen standard jobs made an appearance; Warrior, 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. AdventureIdeas
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 ecstatic…so why do the heroes have such a bad feeling about this seemingly‐innocent device? A young boy from the port town of Onrac has gone missing, and a witness says mermaids pulled him underwater. The playful denizens of the underwater shrine nearby would never willingly kidnap someone, would they? Enterprising explorers have stumbled onto an island that seems almost like a paradise amidst the rest of the world’s problems; fresh water and rich soil abound, and colonists start flocking to the tropical paradise in droves. But when the island inhabitants discover that they’re not alone on the island the PCs are called in to help. 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 isn’t 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? 186
FINA
AL FA
ANT
TASY
Y II
“When the
e battle is overr, I want to fill th
he world with wild
w roses. A wo
orld where we can overcome what we have
e lost,
where even th
he rain and the
e wind can provvide us with strrength...”
- Firion
The second
d story in the series revolves around the evvil empire of Paalamecia and itts slow takeover of the know
wn world. Spearheading the war is The Emperor, a ruthle
ess and charism
matic leader with superior teechnology and magic osal, not to me
ention an armyy of monsters that he has sum
mmoned forth from Hell to aid him. The priincess at his dispo
of the Fynn
n nation, Hilda,, has establishe
ed a rebel forcce and formed a resistance m
movement. Thee heroes will likkely be members of the resisttance, undertaking a variety o
of missions agaainst Palameciia to defeat thee Emperor. In the original games, the
e heroes found
d themselves taaking out the i mperial airship
p known as thee Dreadnoughtt by hurling a le
egendary flame
e into its engine, befriending kings and arm
mies of Dragoon
ns, battling behemoths in a coliseum, aand unlocking powerful magiic spells. At the
e climax of the game The Emperor creates a powerful cycclone that destro
oys a handful o
of cities and thrreatens to tearr the world asuunder before raaising his new,, unassailable citadel from
m the depths o
of Hell; Castle P
Pandemonium. Whois‘T
TheEmperror?’
Emperor M
Mateus is a rath
her enigmatic ffigure. So the legend goes, thhe once‐charm
ming Emperor of Palamecia cchallenged the world, promissing his beautiful daughter’s h
hand in marriage to any man who could er from the top
p floor of his caastle. Many attempted but feell to retrieve he
the beasts that Mateus h
had added as obstacles, until one man usedd a nge. The Emperor was furiou s hot air balloon to overcome the challen
em both. He and embarrrassed by this and in a fit of rage, killed the
became reclusive and dangerous, spend
ding his days studying how too he dead and re
etrieve a soul from the bowels of Hell with summon th
magic. At first the Emperror’s mages believed Mateus only wanted tto save the so
oul of his daugh
hter, but as the
e years passed
d the experimeents and rituals became more
e and more dan
ngerous. oint, Emperor M
Mateus went ttoo far – his soul was sold to a At some po
being of he
ell or simply torn asunder – n
nobody knows. He declared w
war on the worrld, beginning h
his mad and arrrogant conque
est of mankindd. Upon his in
nevitable death
h, he will assum
me the mantle of Emperor off Hell and will retturn more pow
werful than beffore. Jobsand
dRaces
Players batttling the empiire of Palameciia should be ab
ble to choose aany job they likke; and unlike tthe first game,, FFII is predominantly a human population w
with little to no
o mention of o ther species.
Adventu
ureIdeas
Minwu wass a powerful an
nd courageouss white wizard known for creeating more thaan a handful of powerful item
ms. Most noticceably of these is the Orb of M
Minwu, which is said to housse a fragment o
of his soul. Witth the world distrustful of such magic due to The Em
mperor, what w
will become of tthis artifact? 187
FINA
F AL FA
ANT
TASY
Y III
“You’re going
g
off to sav
ve the world? What,
W
did you ge
et hit on the he
ead or somethin
ing?”
Many years ago, on the FFloating Contin
nent hovering h
high above thee surface of an unnamed plan
net, the d civilization off the Lufenians once again soought to harnesss the power o
of the four technologically advanced
hey failed to co
ontrol these fouur fundamentaal sources of w
worldly energy. The elemental crystals of light. However, th
power of Light would havve consumed the world had tthe crystals noot been opposeed by their natural counterpaarts: dden interrupttion of the careeful balance off the elements,, four the four daark elemental ccrystals. Disturrbed by the sud
warriors were granted th
he power of the
e dark crystals in order to re‐‐contain the po
ower of the ligght crystals. Theese Dark Warriors ssucceeded in th
heir quest, and
d restored harm
mony to the world. But their victory came ttoo so‐called D
late to save
e the doomed civilization thaat had foolishlyy tried to harneess the power of the crystalss to begin with. Their once‐proud
d culture was rreduced to ruin
n, though theirr floating contiinent remained
d, a reminder o
of what had co
ome before. And on that very continent, the
e circle of Gulgans, a race of bblind soothsayyers and fortun
ne‐tellers, pred
dicted that eventu
ually things wo
ould come full circle. Just as tthe power of li ght can be abu
used, so too caan the power o
of darkness. A
And when thatt occurred, the crystals of the
e light would caall forth their o
own champion
ns to restore baalance to the world. of Final Fantasyy II opens with an The story o
earthquake
e near the villaage of Ur on the floating continent. The ru
umbling opens a hidden cavve wherein the first crystal off light reside
es. When the h
heroes discoverr this strange cryystal, they rece
eive a portion o
of its power and very specific instructions fro
om a ed voice; go fo
orth, restore th
he disembodie
other crysttals and bring e
equilibrium bacck to the world. Not knowing w
what to make o
of ments, but the crystal''s pronouncem
nonethelesss recognizing tthe importance of its words, tthe four heroes tentatively se
et out. ourse of the gaame the heroes assist a clan o
of nomadic vikkings with their angry water d
deity, restore tthe Over the co
Elder Tree from the Livingg Woods, drinkk with dwarvess, deal with gruumpy Moogle bodyguards an
nd a mad king, and ent to explore the world belo
ow – discoverinng their tiny ho
ome pales in co
omparison to tthe leave the floating contine
d by the eleme ntal forces of tthe Dark Crystaals. size of the rest of the planet, which hass been ravaged
of the game is tthe misguided wizard Xande,, who has the rrather lofty goal of stopping time The primarry antagonist o
to escape h
his own mortality. He has sett up his operations in the Cryystal Tower, an
nd is the force aattempting to drain the crystalss of power for his own uses, though it is latter revealed thhat he was insp
pired and guideed by an even more malicious e
entity from beyyond The Void… 188
Jobsand
dRaces
Final Fantaasy III was the ffirst in the serie
es to feature the full scope oof the Job systeem, as well as ffeatures that w
would later becom
me a staple of the games succh as summone
ed creatures annd special abiliities for each Job. Time Magees and Geomancers especially w
will find themse
elves right at home in this cam
mpaign world.. Humans, M
Moogles, Dwarvves all make ap
ppearances, ass well as a cyclooptic blind race known as thee Gulgans. Nattural prophets and clairvoyantts, the Gulganss are believed tto be distant d escendants of the Lufenians. Optiona
alRule:Wan
nderingTo
own
Final Fantaasy games enco
ourage the playyers to chat up
p random stranngers, saunter into buildings,, and poke their noses into vases, woodpiiles, and anything else that m
might hide valuuables. If you w
want to simulatte this, give plaayers w hours, then ggive them a ru
undown of the rumors, storiees, and the option of simply wandering around town for a few
At otherwise inconsequential information (“Aurora Castle has many guuards!”) they'vve picked up along the way. A
etion, you can aalso have wand
dering players roll their Inqu iry, Mercantilee or Awarenesss skill with an your discre
appropriate difficulty – iff successful, the player's charracter has founnd important in
nformation, a ggreat barter on
n or a recovery Item hidden som
mewhere in th e town. Apart from being geenre‐appropriate, equipmentt, or a few gil o
this also allows GMs to boost recovery item stockpiles if the adventture ahead is p
particularly tou
ugh or demand
ding. Adventu
ureIdeas
A band of tthieves have broken into the Temple of Tim
me and stolen N
Noah's Lute, an
n artifact capable of waking Unie, the guardiaan of the Dream
m Realm, from
m her eternal slumber. What are they plann
ning and how ccan the heroes stop them? The forbidd
den land of Eureka was once a prosperous ancient kingdoom destroyed in some great disaster. Now it is little more than a necrop
polis, populated
d by restless sp
pirits unable too depart their fformer home. What great secrets and treasures await anyo
one courageous enough to exxplore this danngerous place?? When the V
Vikings of Myraluka Cove find themselves tthe target of a mass Transforrm spell, their short fuses gett even shorter. Kn
nowing that the
e only thing wo
orse than an angry Viking is aa knee‐high an
nd furry Viking,, the heroes neeed to find the maage responsible, and FAST, before the pintssized pillagers start tearing aand clawing theeir way through every magiical town and aacademy alongg the coast. 189
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 Baron’s secret and must race to collect the crystals before they fall into the hands of a half‐Lunerian sorcerer and an entity named Zemus. Zemus plans to annihilate all life on the planet with a giant walking machine known as the Giant of Babil, thus allowing the Lunerian race to populate the world instead. The party battles the four elemental archfiends, descends deep into the underworld and the land of dwarves, and finally teleport to the moon’s core in their pursuit of Zemus. TheKingdomofBaron
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... JobsandRaces
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 190
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 moon’s core, though some still wander the planet, agelessly observing all things. OptionalRule: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 OptionalRule:FallenPaladinsandRedeemedDarkKnights
Paladins and Dark Knights are the champions of the forces of Holy and Shadow; those who stray too far from their path may, at the GM’s discretion, find themselves losing their abilities but able to ‘switch sides’. A Dark Knight who has lost sight of his own, selfish goals and instead pursues a life of altruism may be granted a free Job Change by the GM. But there’s a catch – instead of spending Destiny, the character must actually exchange their Dark Knight abilities and spells for Paladin abilities and white magic at a one‐for‐one ratio. 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 gain access to Black Magic instead of White. GM’s may allow the characters to alter Limit Breaks at this time as well to make for a more thorough and aesthetic change. AdventureIdeas
The only known cure for Desert Fever is a Sand Pearl, which is produced by the world’s only known Antlion. A scheming merchant realizes that by capturing the Antlion and keeping it in captivity, he’ll be able to make a fortune exploiting those in desperate need of a cure. The Devil’s Road is a psuedo‐mystical passage between Mysidia and Baron. The road is said to exact an extreme toll on those who use its portals for travel, but the precise nature of the ‘toll’ is unknown. Months after taking the Devil’s Road, the PCs begin hearing stories about a band of adventurers matching their exact description, attacking the innocent and leaving destruction in their wake… 191
FINA
AL FA
ANT
TASY
YV
"The world
w
still needs
s you! Warriors of the Crystal…
…"
- King Tycoon
ors of Dawn ussing In ages long past, an anciient evil warlocck known as Exxdeath was seaaled away by the four Warrio
ntal crystals. In
n this day and aage, however, the crystal seaal is treated ass a children’s faantasy the powerss of the elemen
or even forrgotten. Unforttunately, each crystal is being used to imprrove people's living, effectiveely draining theem of their powe
er and causing tthem to shatte
er. The game iis centered on a group of straangers brought together by ccircumstance tto save the Cryystals that havee mysterioussly begun shatttering one by o
one. Eventuallyy it is revealed that the villain
n Exdeath is beehind this, as p
part of a plan to both release him
mself from his imprisonmentt, and to gain t he power of th
he Void, a realm
m of nothingneess olute power on
n one able to re
esist being abssorbed by it. which could bestow abso
e best attemptts by the heroe
es to prevent th
his inevitable ddestruction, all four of the elemental crystaals Despite the
shatter and
d Exdeath is released. He retaakes his seat o
of power and bbegins to open an Interdimen
nsional rift, infu
using himself witth the limitlesss but unstable power of The V
Void. Jobsand
dRaces
Final Fantaasy V is an exclu
usively human‐populated wo
orld, save for thhe strange talkking turtle thatt is Sage Ghido
o. Being the ffirst game in th
he series to excclusively promo
ote the job‐chaange system, G
GMs who wish to get particularly fancy migh
ht restrict certaain Jobs until affter the playerrs obtain shardds of a shattereed crystal. For TTRUE nostalgiccs, the following ccrystals could b
be ‘tied to’ the following Jobss: Wind: Warrrior, Dragoon, Thief, Black M
Mage, White Mage, Blue Magge Water: Mo
onk, Time Mage
e, Entertainer, Paladin Fire: Ninja,, Red Mage, Gaambler, Dark K
Knight Earth: Rangger, Samurai, EEngineer, Geom
mancer Adventu
ureIdeas
An endangered Wyvern h
has been seen encircling the ruined city of Gohn. Whaat is it looking ffor in the rubble? The Libraryy of the Ancien
nts is a fascinatting place, hom
me to all the w
world’s knowled
dge. But the dusty volumes h
here are not onlly a draw for in
ntellectuals, bu
ut also to manyy monsters ccapable of rudimentary spellccasting. When a curious gob
blin makes off with a powerfful, forbidden tome, scho
olars scramble to track it dow
wn – and not all of them have altruistic reasons for doing sso! It’s a madhouse of mayhem ass the magical m
masses struggle
e against one
e another for ttheir chance att powerful blacck magic…and
d all they need to do is fry a ffew goblins!
192
FINA
F AL FA
ANT
TASY
Y VI
"Y
You think a minor thing like the
e end of the wo
orld was gonna
a do me in?"
-S
Sabin Rene Fig
garo
One thousaand years ago precisely, the tthree gods kno
own as the Waarring Triad batttled for domin
nance over thee world. The gods created ttheir armies byy transformingg humans and aanimals into Su
ummons ‐ Espeers ‐ and grantting nse magical pow
wer. The world
d was brought to the precipicce of destruction by this Warr of the Magi, b
but them inten
the Gods re
ealized their sttruggle was foo
olish and turne
ed themselves to stone. With
h their last act,, they fashioneed a new dimen
nsion for the no
ow‐purposelesss Espers to live
e peacefully aw
way from hum
mans to preventt their powers from ever being abused. In the present, the world has experiencced a technological revolutio n and magic has faded into legend. To the mpire ‐ lead by Emperor Gestaahl ‐ has inadveertently discovvered the entraance to the Esp
south, the Gestahlian Em
per eatures. Using vvile machineryy, the Empire d
discovered a method to drain
n the world and kidnapped sevveral of the cre
nergy and imbue humans and machines wiith this power instead, resultting in the Espers of their magical en
non known as M
Magitek. Usingg Magitek to ovverpower the aarmies of other nations, the G
Gestahlian Empire phenomen
conquered the southern continent and began to push
h into the nort h with the ultimate aim of w
world conquest. Their of Espers, dem
migods thoughtt to be a thing of myth – is nigh‐
army – fueled by the souls and raw maggical energies o
unstoppable. But Gestah
hl’s goals of wo
orld domination
n pale in comp
parison to the ttrue danger – tthe frighteningg ambition of h
his right‐hand man, the mad
d mage Kefka. W
Will a rebel facction known ass The Returners be able to make a stand in time, nderstand? fighting agaainst what they can barely un
Jobsand
dRaces
Most of the
e standard Job
bs make an app
pearance in this setting, and players should
dn’t feel restriccted. From flamboyant, kingly engine
eers who build
d submerging ccastles to besti al ‘wild child’ B
Blue Mages, Final Fantasy VI is acter concept yyou’ve always w
wanted to try tto make an app
pearance. great pace for that chara
Humans po
opulate most o
of the world of Final Fantasy V
VI, but we alsoo see a commu
unity of Mooglees, half‐wolf pickpocketts, dozens of taalkative ghosts and one very disgruntled Yeeti. Magitek
k
Magitek, co
ommonly abbrreviated M‐Tekk, refers to the fusion of maggic and machinery. Perhaps m
most well‐know
wn is the M‐Tek engine, an ingenious nuclearr core which po
owers a line off hulking war m
machines. The global energy of nt as atomic poower within th
he M‐Tek engin
ne. creation in converted into a pure fuel source as poten
193
The most ccommon of Maagitek devices aare the imperiaal walkers utiliized by Gestah
hl’s empire, mo
obile weapons piloted by a single individ
dual. They com
me equipped with a basic radiio receiver that allows the pilots to other and their squadron leaader, a small em
mergency first aid kit, and an
n M‐Tek enginee that communicaate with each o
is more thaan capable of le
eveling a small town. Adventu
ureIdeas
When the p
party’s lost airship gets hijacked by an afflu
uent swindler i n Jidoor and p
put up for sale in the auction house, the group needs tto find a way to
o steal it back o
or raise a few million gil in a hurry. Magicite is an Esper’s sou
ul, without a bo
ody or form. R
Raw energy thaat can fuse with
h a human spirrit or fuel a machine. B
But is it possible to create a n
new body for an Esper to inhaabit, reformingg a deceased Esper from thatt spark of life
e? When someone close to tthe party perisshes at the han
nds of evil, theyy hear about the legend of the Doom Train
n ‐ an Esper, or perhaps simply a spectral man
nifestation that carries the soouls of the decceased to theirr final resting p
place. But when aa well‐intentioned ‘rescue’ m
mission ends up
p damaging thee Train, the spiirits of the deaad begin to wallk the world once
e more. Can the PCs find a waay to undo the
e damage they’’ve caused? 194
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 Gaia’s 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. JobsandRaces
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 they’re used to. AdventureIdeas
‘The Turks’ is the unofficial nickname for the ‘Investigation Sector’ of the Shinra Company. They act as the company’s muscle and aren’t 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 don’t 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 aren’t 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. 195
Optiona
alRule:MatteriaSystem
m
In some plaaces, the spiritt energy of the world is naturrally strong andd Materia can be found in itss natural form. More often, how
wever, Materia is created is th
hrough the use
e of Mako Reacctors. Either way, Materia ap
ppears as a sph
here of light that can be merged with a weapon
n or suit of arm
mor or, far morre commonly, human flesh. It isn’t unusual to ng circles of light shining thro
ough the skin oof his forearm, nor it is unusu
ual for shopkeeepers see a warriior with glowin
who run M
Materia stores tto demonstrate
e how they can
n be stored likee this by forcib
bly and casuallyy pushing one of the spheres through an appe
endage. You may eq
quip any one M
Materia at a tim
me, and it doessn’t take up anny of the normaal equipment ‘‘slots’ such as Accessory. Having Materia equipped paassively grants you two thinggs; a small bonu
us to your attrributes (if appliicable) ell, job ability, EEsper, or otherr bonus effect.. Materia can b
be removed an
nd as well as aaccess to the siingle listed spe
sold, and can even be forrcibly unequipp
ped with a Disaarm action or ccertain job abilities if the GM
M rules it to be appropriate. d also providess the user with an MP score iff they didn’t allready have on
ne. Characters Having Materia equipped
heir MP score tthe same way everyone else does, minus aany bonus MP ggranted by theeir Job; (MND xx calculate th
Level). Upon defeaating a Boss with a piece of M
Materia equipp
ped, the Materria actually gro
ows in strength
h. You permaneently gain accesss to the spell th
hat the Materia teaches, and
d may then incrrease the Mateeria’s level by o
one if possiblee and gain the ne
ew effects. For example, a waarrior with a Cu
ure Materia eqquipped has acccess to the Cu
ure spell and gaains a +1 bonus to MND. If he u
unequips this he loses both benefits. After ddefeating a boss he has access to Cure, Curra, +2 MND instead…if he was to
o remove this M
Materia, he’d sstill have accesss to the Cure sspell but gain n
no and gains +
other bene
efits. If the Mate
eria can’t level up any furtherr (for example,, if it is alreadyy a Level 3 piecce of Materia, o
or if it doesn’t have any levels h
higher than 1) the Materia in
nstead creates a brand new LLevel 1 Materiaa of the same ttype. For exam
mple, defeating aa boss with a Shiva Materia e
equipped would cause the iteem to split, giving the party two Shiva Mateeria orbs insteaad of one. A semicom
mplete list of Materia can be ffound on the fo
ollowing page.. Optiona
alRule:New
wEquipmentProperty
y
The following weapon/arrmor property might show up
p in games wh ere Materia pllays a large role, allowing characters who don’t norrmally utilize m
magic to get the
e most out of m
multiple materrial. Materia
a Socket: Tiier 3 Weapon, Armor, Accesssory The equipm
ment was craftted with SOLDIERs in mind, and has been o utfitted with aa spherical slot designed to fit most stand
dard types of M
Materia. One ad
dditional Mate
eria orb may bee equipped by the user. 196
MateriaList
Category Level Price Cure 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 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 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 Effect
Bonus 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 KO’d 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 enemy’s 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 foe’s 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’ Warrior 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
+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
197
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. WhatisaSeeD?
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 wife’s 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. GuardianForces
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 sword’s ‘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. As an added bonus, this means that Gunblades can calculate their damage with either the PWR, RES, or DEX attributes! 198
Jobsand
dRaces
The settingg is another one populated predominantly by humans – hhowever, one o
other race does deserve speccial mention. TThe Shumi are a strange gend
derless people of humanoid pproportions. Th
hey are generaally pale or white‐
skinned and lacking any b
body hair, with
h oversized han
nds used for diigging and crafftsmanship. Ho
owever, the Shumi's will evolve into
o a appearance depends on ttheir inner natture, and at an undisclosed pperiod in their llives, a Shumi w
form most reflecting theiir personality. TThis fact greatly affects theirr cultural attitu
ude towards th
hemselves and other beings. Exactly how
w many forms a Shumi can evvolve into or w
whether there is an actual lim
mit to their opttions of physicaal form is also
o unknown. It is known that ggreedy or cowardly Shumi caan de‐evolve in
nto hideous rottund monstrossities, and it is be
elieved that beccoming a Human is not impo
ossible. As theirr evolution dep
pends greatly o
on their inhereent attitude, th
he Shumi are, o
on average, tolerant and hum
mble pacifists oof good naturee. They refer to
o individuals – both Shumi and human ‐ other by their role in a communitty instead of byy a given namee, and are also known to app
point "Honorary Shumi", even outside of their own tribe. hatch at some point in the When a Shumi is killed, itt rapidly forms its body into aan egg‐like coccoon that will h
uture, hinting that the species are constantly reincarnatinng and evolvingg. distance fu
Most of the
e traditional no
on‐mage Jobs make an appearance in somee form or anotther. But as maagic is generallly unnatural aand predominaantly used by m
monsters and G
Guardian Forcees exclusively, players intend
ding on playingg a caster in th
his setting will often be shunn
ned, feared…or even hunted . Adventu
ureIdeas
An importaant individual is falsely accused of a crime and im
mprisoned in mechanized the D‐Distrrict prison, a m
top‐securitty prison that b
buries deep beneath th
he earth’s crustt. How can the
e heroes stagge a jailbreak w
when the jail iss thousands of tons of rockk? The ‘Lunar Cry’ refers to an absolutely enomenon whe
ere creatures bizarre phe
of the Moo
on ‐ monsters –
– literally fall to the earth’s surface at rregular n tens of intervals. TThe cycle began
thousands of years ago; aa product of e phenomenon
n is similar to the pull on the tides; when thhe moon’s surfface reaches saaturation pointt with gravity, the
monsters, it spills and falls to the plane
et. When rese
earchers discovver an upcomin
ng Lunar Cry th
he world begin s to panic. Thee damage caused would be sufficient to destroy entirre nations. How
w can the PCs possibly hope to deal with a disaster of thiis magnitude…and ble oddity? indescribab
SeeDs are ccalled to Fisherman’s Horizon
n (a pacifist tow
wn built arounnd a defunct trrain station) wh
hen a long‐forggotten Marine Exp
pedition Facility starts workin
ng again, seem
mingly of its ow
wn accord. It haas begun to bro
oadcast a stran
nge frequency into the ocean
ns. 199
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 character’s 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 Aerbs Mountains are known for their mist‐
powered cable cars that carry tourists through the scenic vistas. TheCrystalCore
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, it’s 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. JobsandRaces
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 called…brace yourself…Gastromancy. The perpetually‐jolly Dwarves live in the shadow of an ancient tree, treating visitors like royalty and speaking with exaggerated Scottish accents. 200
Finally, the
e Nezumi often
n simply refer tto themselves aas Burmecianss (after their citty, Burmecia) iinstead of by their racial name
e, and are anth
hropomorphic rat‐people wh
ho stand on tw o legs and are proud warriorrs. Mognet
It was two simple ideas that spurred the creation of the Moogle‐maade mailing serrvice known ass Mognet; the fact that they really enjoy gettting letters fro
om friends and
d family, and thhe division betw
ween their speecies to either settle down in on
ne place or sufffer from extrem
me wanderlustt. Local Mooglees collect satch
hels full of letters which theyy then pass off to their flighty kin, who flit from
m continent to
o continent andd drop them offf at the waitin
ng ‘Mognet’ central stations. Th
hey bring not o
only the letterss but news from
m around the w
world. While some would argue that this is a rrather uncertaiin way to sendd messages…esspecially when magic is so emain convince
ed that waking up to a perpettually‐cheerful Moogle knocking at your front commonplace…others re
door, bringging good tidings from your far‐off friends in exchange fo r a bit of breakkfast is the ONLY way to do things. Adventu
ureIdeas
Lord Avon is a genius playywright known
n for his famou
us works such aas "I Want to bbe Your Canaryy", and "Wishin
ng ar" and other u
unnamed workks. But when a five‐hundred yyear‐old manuscript penned by Lord Avon is Upon A Sta
discovered
d and reveals him to have bee
en a Summone
er of Madain Saari, a lone scho
olar (who also happens to bee a big fan) begin scouring his plays for veiled messages and clues to the paast. The PCs caan’t possibly taake the situatio
on seriously att first; at least,, not until the sscholar barely escapes an asssassination atttempt. Can theere actually be ancient seccrets hidden in
n a theater playy? Oglops – crreepy ladybug‐‐like insects – p
produce an oil that remains oone of the mosst popular med
dicines on the market…an
nd in Conde Pe
etie, seasoned oglop is consid
dered a delicaccy. So when thee heroes are approached by a merchant aasking to captu
ure him a few, they think notthing of it. How
w could they kn
now that once a year during mating seaason, the oily O
Oglops swarm in groups of tens of thousandds…. The Festivaal of the Hunt iis an age‐old trradition in the city of Lindbluum where vicio
ous creatures are released in the streets and
d warriors from
m around the globe participatte to clear them
m out. But pan
nic begins to risse in the city w
when, hours afterr the buffet to celebrate the victor and the streets have bbeen re‐opened
d, they realize that one of th
he beasts is sttill unaccounted for. The party d
discovered a w
wounded baby cchocobo chick clutching a sm
mall stone tableet in one claweed foot. After tthe chick is nurrsed back to he
ealth, it lets the group take a glance at the strange tablett – which appears to be a shattered ssection of treasure map. The chick seems stubbornly deteermined to follow the ancien
nt directions inscribed o
on the glyph, but once translaated, it turns out that some oof the direction
ns are beyond bizarre – ‘go to the bottom of the ocean,’ ‘climb the highesst mountain,’ aand more. Wheere are this cho
ocobo’s parentts, and is the ancient sto
one map some sort of convoluted prank or something els e entirely? 201
FINA
AL FA
ANT
TASY
YX
"Although I know the jou
urney will be ha
ard, we have lots of time. The road is ahead
d of us, so let's start out todayy. The
people and th
he friends that we have lost, or
o the dreams tthat have faded
d... Never forge
et them."
- Yuna
Greatly ressembling a singgle large island, the world of Spira is a placee of duality. From verdaant, lush wood
dlands to tropiccal paradises, aat first glance, Spira seems to
o be a place off life. Heroes arre commonplace – adventurers, mages, ch
hocobo knightss and warriors are welcomed
d with open arms wherever tthey d it would doub
btless be a paraadise were it n
not for Sin – thee ancient beasst that threaten
ns the whole w
world. travel. And
For one tho
ousand years SSin has roamed
d Spira with see
emingly no pu rpose other th
han to bring deestruction. The religious teachings of an ancient sccholar named YYu Yevon preacch of peace and harmony, beenevolence in aa e only a few m
million people liive and virtuallly any kind of ttechnological aand much diminished world ‐ a world where
00 years. Machines, once abuundant, are shu
unned by the rreligious order;; they social proggress has been asleep for 100
preach that Sin is mankin
nd’s punishmen
nt for growing too prideful annd reliant on technology. On
nly the Al Bhed try to me of the lost knowledge, and
d they have been permanenttly despised regain som
and outcasst for this simple view. The sport o
of Blitzball unittes the whole w
world around aa common passsion, the sport that ssurvived Sin's ccoming and go
oing year after year. But beneeath the surface uniity of Spiran m
mainland, distru
ust and old angger still boils deeep: without Sin
n's dreadfully p
pacifying prese
ence war would
d certainly eru pt. The Summoners and theiir Guardians arre tasked with defeating Sin oon a es great sacrificce. journey known as a ‘pilgrrimage’, an actt which require
m Sin’s consta nt threat; But only a ffew brief yearss of reprieve are granted from
Can anyone
e truly say a cyycle of death brings hope for the future? Sin
One thousaand years ago, a nation of technological miight – Bevelle –– declared war on a ciity of mystics –
– Zanarkand. Th
hough the magges of Zanarka nd were no match ffor the machines of their opp
pressor, a single man was unw
willing to let his natio
on end in defeat. His name w
was Yu Yevon, aand in a powerrful ritual he transforrmed the city aand all its inhab
bitants into a SSummon; Zanaarkand, the City That N
Never Sleeps. In
n order to prottect himself and maintain thee ritual forever, he
e forged a livingg armor made from the soulss of the dead ‐ the monster, Sin. ure a set of verry simple, but ffanatical, instr uctions: Yu Yevon ggave this creatu
destroy anyy machina or ssettlement whiich grew largerr than a small vvillage in order to brring technical e
evolution to a h
halt, and retaliate to all hostiility with extreme prrejudice. Howe
ever, the strain
n on summonin
ng both Sin andd maintaining his beloved D
Dream Zanarkaand proved too
o much, even ffor Yu n was left solelly with instinctt and the Yevon’s considerable abilities. Soon, Sin
202
instructions given to it up
pon creation. SSin's first act ass such was to ddestroy the reaal Zanarkand. TThe armies of w this destruction and retreated, bringing tthe first news oof the great mo
onster. Bevelle saw
Yu Yevon h
had informed h
his wife of this mad plan and taughtt her a eature. means of ccalming the cre
She passed
d this knowledgge on to the leaderss of Bevelle, thus beginning tthe teachings o
of Yevon and the endless resurrecttion of ppable beast. the unstop
Jobsand
dRaces Changing Jobs frequentlyy is n Spira, especiaally due to common in
people focusing on a sele
ection of abilities to make the
em the ‘star pl ayer’ of a blitzzball team. Bluee Magic is ngineers are rare due to the predominaantly the domain of the Ronso, and Time Magic is all but‐uunheard of. En
anathema regarding tech
hnology. e myriad of races of Spira are
e the Ronso, po
owerfully‐built,, blue‐skinned feline humano
oids known forr their Among the
strong sensse of honor and pride who gu
uard their sacrred mountain ffiercely. The All Bhed are iden
ntical to humans except for their uniquely swirled pupils and stunningly green eyes, aand are the on
nly Spiran race to openly rejeect the of Yevon and u
use Machina. Fo
or this reason they are oftenn ostracized by the rest of thee population, aand teachings o
have developed their own language thaat remains neaarly indecipherrable to the resst of the world. Dolls
Stuffed avaatars and effigiies, Dolls are fo
oot‐tall teddy b
bears and toyss that have beeen animated byy magic, often serving as A
Arcane weapons for various colors of mage
e. However, soome characterss might wish fo
or their Dolls to
o be more functtional outside o
of combat. We suggest taking the An
nimal Companiion shared abillity with the foollowing talentss; Loyal, Familiiarity, Talkativee, and on can strike ou
ut with cotton‐‐filled limbs an
nd tiny wooden
n swords, but ccan Aggressive. In this way a Doll companio
mal to overhearr also act as a mage’s eyes and hands outside of battle.. Whether pos ing as a regulaar stuffed anim
ons or runningg and fetching kkeys to a locke
ed jail cell, thesse plush‐stuffed companionss have much to
o offer conversatio
their creato
or. TheUnssent
Being ‘Unsent’ is a state o
of being in Spirra, as well as th
he common naame for those in that state. W
When a person
n dies, the spirit o
of the person goes to the Farp
plane with the help of a Sum
mmoner perform
ming a ritual caalled the Sending. If a person's spirit is not guided, or ‘Sent,’ to the Farplan
ne in this way,, it can remain as a ghost‐likee apparition capable of affectingg the living world. While som
me Unsent can retain a corpo ral state and a rational mind, most are typiically overcome by malice. The
ey envy the livin
ng, which in tim
me becomes a hatred so pro
ofound it can caause the transformaation of the undeparted soul into a Fiends. An Unsent is ccapable of ending its own exiistence whenever it so choosess. 203
AdventureIdeas
The Al Bhed have recently begun winning matches with a newly‐formed team of quiet, masked players. Nobody knows where they come from, but the team has been dominating the blitzball championship circuit with ruthless efficiency. Some have begun to speculate foul play ‐ could the Al Bhed be using Machina to win? And if so, for what purpose? A scholar from Djose has proclaimed he has found an ancient sphere that teaches the process required to turn a mortal man or woman into a Fayth. For a thousand years Sin has claimed countless lives. Each decade a single Summoner sets forth on a pilgrimage to stop Sin, bringing the Calm for ten years before the cycle of death begins anew. When a Summoner’s journey ends abruptly with him giving up, the heroes – former Guardians – are faced with a choice. Can they, too, simply abandon their journey? Or will they choose to ignore the traditional teachings of Yevon, devising their own eccentric means of battling the great destroyer? OptionalNewSystem:Blitzball
Spira’s most popular sport is played in a massive sphere made of water and centered in a stadium of thousands. A Blitzball game consists of two (generally six‐person, though they’ve historically been as small as three or as large as a dozen) teams who are each attempting to kick the Blitzball (a resilient rubber ball no larger than a person’s head but weighing over a hundred pounds; a necessity for an item that is designed to be launched fluidly through water) into the other team’s goal. Traditionally, a game consists of two 5‐minute rounds, separated by an intermission between the rounds. Most Blitzball players are trained professionals. After all, those Blitzballs weigh much, much more than they appear, a necessity for their ability to move fluidly through the water. Despite this, heroes like the PCs can employ their own unique abilities in the sphere and prove surprisingly effective. You’ve never seen blitzball until you see a team of ninjas take on a geomancer and his allies, while a red mage sweet‐talks the opposing team’s goalie. What follows is a full set of rules to take your existing characters and drop them right into a Blitzball match without having to modify things too much; after all, a good game of Blitzball really isn’t that much different than combat, when you come right down to it. Some progressive‐thinking groups have even decided to capitalize on that fact by announcing exhibition matches with wildly different rules; Difficult Terrain caused by whirling electronic whirlpools, nonlethal critters such as jellyfish being allowed into the sphere, and all sorts of other crude modifications to the otherwise simple sport. Positions
When forming your team, it’s important to decide what sort of role your character would best fill, and choose a ‘position’ accordingly. Blitzball requires a balanced mix of offense and defense, and characters who can put the physical hurt on the other team are as valued as those who can score goals or get the crowds on their side. There are three different roles that can be filled. Striker: Can Score. The front‐line men, strikers are dexterous individuals who focus on getting the three points needed to win the game. Each team needs a minimum of one Striker to be eligible for competitive play. 204
Defenderr: Can Guard. The best Defennders are charracters that cann take a hit andd dish it out rigght back. Goalie: Can Inspire. Goaalies are generrally quick in booth mind and bbody. While thhey aren’t actuually required, a team can o
only have a maximum of 1 go
oalie. ActionsDuringBlittzball
Once the ggame is underw
way, characterss only have so many options at their dispossal. All characters can move, Attack, Passs, and Intercep
pt, and they eaach get one mo
ore choice from
m by their seleected position. Moving: Blitzing is veryy much like standard combat. You may movve a Short Rangge (one sectionn of the field) aand perform a sstandard action (such as attaacking or passin
ng), or you maay move from o
one end of thee field to the otther and take no
o other actionss. By making a sufficiently im
mpressive Swim
mming skill a ch
haracter can m
move a Medium
m Range and perform a standard action, instead. Attackingg: The ball, if uused as a weappon, deals (PWR x Half Level) + 2d6 points oof damage andd can target opponentss at Medium Raange. Unarmed
d attacks such as tackles rem
main unchanged
d from the norrmal rules, and
d generally should remain tthe purview off people with tthe Brawl skill.
he secret to win
nning Blitzball,, however. By ccombining their efforts, two or more playeers can Teamwork Attacks are th
offensive barraage that interru
upts Slow actio
ons…such as ennemy players aattempting to pass the ball.
launch an o
Passing: Passing is a Sloow action whicch allows you to toss the blitzzball accuratelyy and without failure to any Defender o
or Striker on th
he field. Interceptt: If you are wiithin Short Rannge of the oppoosing team meember who currrently has thee blitzball, you can choose to iintercept them
m as a Standard
d action and attempt to wresst it away. The Intercepting character makees a Force check opposed by e
either a Force or Finesse che
eck, whichever is higher. If the character is a Thief, they m
may e. If the Interceepting characteer wins the opposed check, tthey use their Stteal ability to rroll Thievery in place of Force
are now in possession of the ball. Score: The Striker takess aim and makees his move, thhrowing or kickking the blitzbaall towards thee opposing team
m’s goal. The SStriker makes aa Force or Finessse check, opposed by the ennemy Goalie. SScoring suffers a ‐2 penalty to
o the roll at Med
dium Range, an
nd a ‐4 penalty at Long Range
e. If the total chheck result is p
painfully low, tthe Striker missses the goalposts completelyy and the ball iss launched outtside of the staadium. Only Strikers may usee the Score acttion. Guaard: Guardingg is an Instant aaction that youu can perform at any time, evven whe
en it is not your turn. Wheneever a characteer within Short Range would ttake dam
mage, you may move in front of them and ttake the hit in ttheir stead. An
ny com
mbat damage th
hat would be ttaken by an allyy is applied to the Guarder inste
ead. Only Defe
enders may usse the Guard action. Insp
pire: With verry little else to do when theyy aren’t under ssiege by Strikers tryin
ng to score, a G
Goalie often finnds himself strrutting and playying the crowd
ds, or shou
uting out tacticcal suggestionss to his teamm
mates. The Goalie chooses one ally and takes a Slow aaction to surveyy the field or gget the crowd cchanting. On th
he owing round, th
he Goalie makees a Finesse, PPerform or Neggotiate check (aat a follo
205
varying difficulty depending on how the game has been going so far, or if they’re on their home field and so on). If successful, the target ally either regains (MND x Half Level) + 2d6 HP as he finds his second wind, or receives a +2 bonus to all rolls on his next turn. The GM might rule this bonus is granted to the Goalie’s 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. Getting knocked unconscious or being crippled with status ailments means the character is usually removed from the field by a referee, and may only re‐join the match if there’s a break in the action such as ‘half time’. 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 don’t appear in the following section or haven’t been approved for use by the GM. Blitzball‐AppropriateAbilities
Ultimately, the GM gets the final say as to what’s allowed and what isn’t, but below is a suggested list of Job Abilities that would be beneficial in a Blitzball game, but wouldn’t completely destroy the delicate balance of the above rules or are simply too much fun to pass up. We didn’t include abilities that are probably irrelevant, since we don't expect characters to intentionally break 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 Aim Allure Ammunition Army of One Assassin’s Kiss Astra Augment Bad Breath Barrage Benediction Berserker Black Sky Blackout Blessed Existence Blink Bonecrusher Break Arts Center Stage Chakra Chambara Charismagic Cheat Fate Cover Covering Fire Cross‐Counter Cyclone Darkside Dazzling Display Defy Gravity Elemental Body Evasion Disabling Shot Double Agent Dragonheart Earth’s Embrace Execution Favored Terrain Feint Final Heaven First Strike Flawless Form Flimflam Force of Nature Formless Strikes From The Heart Geotrance (Water) Geowareness Grim Reaper Hamedo Haymaker Hide Highwind Hundred Fists Image Invincible Jinx Juggler Jump Killing Machine Lancet Last Resort Last Stand Leadership Libra Limit Breaker Long Shot Mad Rush Mana Shield Martial Arts Master Thief Mime Mind over Matter Mug Orlandeau’s Strike Outmaneuver Paradigm Shift Parry Passive Fist Peaceful Messenger Power Chord Provoke Pure Soul Quick Hit Reprimand Reversal Ride The Storm Rippler Sacrifice Saint’s Cross Save The Day Shadowbind Shield of Light Shockwave Showstopper Sidewinder Skyforged Slight of Hand Slots Sneak Attack Stacked Deck Skip Town Status Resistant Steal the Spotlight Telekinesis The Last Word Third Eye Threaten Trauma Trick Shot Twin Soul Unstoppable Velocity Vendetta Victory Pose Whirling Spear Wildfire Winning Streak X‐Attack 206
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. JobsandRaces The five ‘Enlightened Races’ of Vana'diel and their cities are as follows: Humes, who are said to suffer from the sin of Apathy, built the Republic of Bastok in the wastes of a mineral‐rich landscape. They are adaptable and cunning. Galka, who are said to suffer from the sin of Rage, have no home city and instead settled in Bastok with the Humes. They are treated as refugees and an underclass, but manage to eke out a living with hard physical labor. Elvaan, who are said to suffer from the sin of Arrogance, formed the militaristically powerful city of San d’Oria. The sound of their national anthem plays throughout the streets proudly. Mithra, who are said to suffer from the sin of Envy, are catlike amazonesses that have settled in the Federation of Windurst with the Tarutaru. Tarutaru, who are said to suffer from the sin of cowardice, reside in the Federation of Windurst where they spend their days poring over books and advancing the development of magical knowledge. 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; OptionalRule: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. 207
Optiona
alRule:JugPetsandA
Automatonss
A geomanccer with the Be
eastmaster limit ability can tu
urn fearsome ffoes into tentative allies, whiich is a strangee practice jusst about anywhere…except o
on Vana’diel. C
Certain creaturees have been d
domesticated o
over centuries of mutual dep
pendence, and
d others still are
e simply strangge or popular eenough that th
hey’re for sale in curio shoppes around the
e world. They aare known as ‘JJug Pets’ due to the fact thatt the baby creaatures or even eggs are sold aalong with a ceraamic jug to servve as the newb
born’s temporaary home. It is even saaid that far to the east on the
e Aradijah continent, in the w
warring city of Aht Urhgan, such monstrous allies aren’t simply found
d or purchased…they are mad
de. nd Automatonss are regular crreatures with o
one important difference; they are always treated as bein
ng the Jug Pets an
same level as the Geomancer who has tamed them. A
Although thesee companions ccould theoretically accompany a er all the way ffrom level one to level fifteen, this isn’t reccommended – creatures don’t scale as well as Beastmaste
player charracters do, and
d the usefulnesss of these crittters will event ually taper offf. For example, a Courier Crrab who belongs to a level 14
4 Geomancer w
would have 7556 hit points (14 per level from its ute, plus 40 perr level for being an Aquan‐type creature) bbut only deal 700 + 2d6 damagge with Big Scisssors; RES attribu
the crab’s P
PWR of 10 multiplied by 7 – h
half of it’s leve
el, thanks to th e fact that it grows with its o
owner. We’ve inclu
uded three exaamples of such
h pets here, but clever GMs w
will undoubted
dly be able to b
build more. 208
209
FINA
F AL FA
ANTA
ASY XII
"We are the arbiters
a
of our d
destiny."
- Ba
asch fon Ronse
enburg
Svagatam, traveler. Final Fantaasy XII takes plaace in the Kingdom of Dalmasca, a small citty‐state in the world of Ivalicce. A neutral paarty in the past waars between th
he neighboringg Empires of Arrchadia and Roozarria, Dalmassca was ultimaately conquered by Archadia and reduced to the status of aan occupied staate under Archhadian rule wh
hen its King agrreed to Imperiaal ble conspiracie s lay behind th
he might of thee Empire? terms. Willl this war ever see an end? And what terrib
Clansan
ndHunts
The Archad
dian soldiers haave their hands full as it is de
ealing with pol itical uprisingss and the criminal underworld
d, and every so offten a dangero
ous monster roams free for days or even weeeks at a time until troops caan be sent out to deal with the threat. Man
ny folk began tturning to inde
ependent bounnty hunters and
d mercenaries to defeat thesse willing to pay o
out‐of‐pocket ffor peace of m
mind. Over timee, groups of hu
unters began to
o organize monsters, w
themselvess as Clans. The empire was quick to show their approval aand sanction th
he work of thee clans, since both groups werre ultimately w
working toward
d the same goaal. This means that, when pursuing a mark, registered Claan members h
have a great de
eal of legal leew
way and can ge
enerally go whhere they pleasse. Jobs andRacess
All of tthe common Ivvalician races aappear here, from the foorest‐dwelling V
Viera, to the w
winged Gria, to
o the pot‐beellied Seeq. Att the start of th
his chapter we
presennted the Nu M
Mou and the Baangaa in an atttempt to breeathe some lifee into these commonplace denizeens. All of tthe standard Jobs appear in Final Fantasy X
XII and alll are of generaally equal use iin this politicallly turbullent, adventure‐filled world. Mistt
Mist iss responsible ffor the existence of 'Magicitee', gemsttones that contain magical powers due to tthe presennce of Mist in ttheir crystallin
ne structure. Magiccite is divided into three typees; spellstones that are ussed in the use o
of magic, skysttones that are installled into mechaanical components that give flight to vehhicles, whetherr small‐sized bikes or large airshipps, and memsttones that funcction much likee recordding devices. TThe quality of M
Magicite depen
nds on the quuantity of Mistt and not on th
he size or shapee of the st one. The ubiqu
uitousness of m
magic and Maggicite, o it replacing as we ll as its cost‐effficiency, led to
210
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 correctly…or incorrectly. TheOccuria
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. AdventureIdeas
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 empire’s 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 tunnels…or 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 don’t know is that this Seeq’s main source of income doesn’t 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. 211
FINA
F AL FA
ANTA
ASY XIII
"Sinc
ce when have heroes ever ne
eeded plans?"
- Snow Villiers
The world of Final Fantassy XIII is a storyy about two wo
orlds; the floatting, spherical machine city o
of Cocoon, and the ow ‐ Gran Pulse
e, a land of nattural evolution
n and harsh willderness. planet belo
orld powered by entities know
wn as fal'Cie, m
malevolent Esp
pers responsible for running Cocoon is aan artificial wo
everything from the artificial sun to cultivating the lan
nd and providi ng water, to keeeping the wo
orld of Cocoon e's atmosphere. Over eight m
millions individduals populate the planetoid,, living their daays in floating witthin Gran Pulse
the shadow
ws of the fal’Cie and under th
he iron thumb of the central government, tthe Sanctum. The people
e of Cocoon are
e made to believe that Pulse is a hellish plaace, and the peeople are kept in constant feaar of a possible invvasion. The Sanctum uses miilitary force to quarantine, exxile, or kill anyone from Coco
oon who it beliieves has been in
nfluenced by th
he outside worrld. In reality, tthe humans wh
ho once lived o
on Gran Pulse aare all but periished, with linggering architeccture being theeir only living testament ‐ the world below
w is now populaated entirely bby monsters. Cie provide thee Furthermore, Cocoon is ssecretly a sacrificial vessel of millions of innnocent human lives. The fal'C
d in exchange, when the time
e is right, they will destroy Cocoon and all its inhabitants in humans a ""paradise", and
order to tryy and summon
n forth their ‘M
Maker’ from the
e lifestream. H owever, the faal'Cie themselvves are unable to hit the self‐destruct button ffor Cocoon – itt is contrary to their core proogramming and
d purpose ‐ so they subtly e events to gain ‘help’ from P
Pulse l'Cie. manipulate
l’Cie
The l'Cie (p
pronounced "lu
uh‐see") are pe
eople branded and forced intto servitude byy the god‐mach
hine Espers known as fal’Cie. TThey gain the ggift of magic, but also bear th
he burden of coompleting a task ‐ known as a Focus ‐ for th
heir fal'Cie masster. However, the fal'Cie willl not explicitly tell the l'Cie w
what their Focus is. Instead, th
hey must figurre it out for themselves with tthe aid of vario
ous ambiguouss visions. The l'Cie is branded with a tattoo‐like symbol visible ssomewhere onn their person'ss body, which usually appearrs as e of black arrow
ws. Over time, the arrows muultiply and a clo
osed eye is revvealed. When tthe an overlapping sequence
ully, the l'Cie's time to complete their Focuus has run out. Should the l’C
Cie fail to fulfill this eye of the brand opens fu
ore his or her brand advancess to its final staage, that l'Cie bbecomes what is known as a Cie'th – the Focus befo
soulless. M
Mired in eternal sorrow and rregret, and rob
bbed of all freee will, Cie'th aree damned to w
wander the world unliving an
nd undying, un
ntil their corrup
pted and decom
mposing flesh at last can move no more. Fo
or Cie'th, theree is no salvation. or completing a Focus is not much better, ffor the l'Cie will be granted eeternal youth aand However, tthe "reward" fo
turned into
o a crystal, to ssleep peacefully until the nexxt time the l’Ciee has need of tthem. It is for tthis reason thaat many thinkk the fate of a ll'Cie is worse than death itse
elf. unted relentlesssly as If the Sancttum was ever tto discover a l'Cie serving an Esper from Puulse, they woulld surely be hu
a dangerou
us enemy of Co
ocoon’s societyy. The l'Cie of C
Cocoon, howevver, are hailed as heroes and
d often are recrruited directly into the military. Jobsand
dRaces
Final Fantaasy XIII is canon
nically anotherr all‐human gam
me, but then aagain, we have no idea what sort of speciess lived on the surfface of Pulse in
n ages past. It rremains entirely plausible thaat some races still remain. 212
Optiona
alRule:Stag
gger
A new com
mbat tactic eme
erges in Final FFantasy XIII that allows heroees to stagger th
heir enemies by hitting them hard and fast en
nough to reducce their armor values to zero. Whenever a character ro
olls a critical hitt, he may declaare he is attem
mpting to stagger the targeted
d enemy. Theyy pposed Force ccheck and, if th
he character su
ucceeds, inflictts his enemies with Armor Brreak condition make an op
(giving them an ARM and
d MARM score of 0). Monsterrs
Many of th
he creatures that inhabit Coco
oon and the ‘w
wasteland’ porttions of Gran PPulse are mech
hanical, automated beasts. It’s easy enough tto reflect this; simply use the
e normal stats ffor monsters, add Construct as a secondary nd change theiir visual descrip
ptions to suit yyour needs. Boombs may be p
polyhedral shap
pes and common species, an
beasts might be motorize
ed bionic predaators called Pantherons, but the differencee is minimal at best. Eidolonss
Within the soul of each l’Cie lies a powe
erful spirit kno
own as an Eidollon – a summo
onable Esper. W
While they grant the powers of magic to their hosts, they can also manifesst directly as poowerful summoned creaturees. hows signs of w
weakness or deespair, at whicch point the eid
dolon reveals They often lie dormant until the l’Cie sh
must overcome themselvess for the first time – generallyy to confront ttheir failing l’Ciie in combat. TThe character m
their emotional uncertain
nties and win tthe Eidolon's allegiance, or faace death. An eeidolon that is defeated in baattle d their worth. like this serrves their host unwaveringly from then on,, the characterr having proved
In addition to their comb
bat prowess, su
ummons in the world of Finall Fantasy XIII p
possess the unique ability to o transform ‐ into vessels and
d vehicles, ranging from mottorbikes to moving fortressess to lumbering Gestalt – to
mechanical war machines. ers of an eidolo
on – an event tthat happens ggenerally at thee GM’s discrettion – the charaacter Upon obtaining the powe
matically gains tthe Special Veh
hicle shared ab
bility. This also autom
allows them to constructt Special Vehiccles that are allso All Special Vehicle Eidolons sh
hould have the
e Magic Eidolons! A
Touch talen
nt, and cannott take Good Nig
ght’s Sleep or Smuggler’ss Hold. ummon your newly‐created ccharacter When decciding which su
will takee as their Eidolo
on, you still rem
main restricted
d by the standa
ard levels. For eexample, a cha
aracter who ch
hooses Carbuncle to be their Eido
olon will gain a
access to the su
ummon at as a character w
who settles on Bahamut very early levels, wherea
much use of the Eidolon untill much, much later in the won’t see m
game. Eidolons in
n Final Fantasy XIII do not posssess Devotion
ns, and thus do not grant Destinyy to the characcter. They do, h
however, dditional abilityy: gain the ad
n into a vehicular form, Gestalt Atttack: The Eidolon shifts down
granting th
he character temporary contrrol over its vast array of mechanical powers. Gesttalt attack dealls (Vehicles Skill x Twice M.ARM damage
e to all Level) + 2d6 points of Non‐Elemental M
enemies. 213
FINA
AL FANT
F TASY
Y TA
ACTICS
"Never
"
shame your
y
name... never tolerate in
njustice... living
g true to your he
eart is the warrrior's way.”
- Balbanes Beoulve
Ivalice is a kingdom divided by war and class segregattion, where heeroes must risee to rise amongg the masses. LLords, d aristocrats wiield much of th
he real power o
of the country,, living luxuriou
usly while plottting against on
ne nobles and
another. nds revolve aro
ound the Zodiaac Brave Story,, which deals w
with twelve kniights who used
d the power off Many legen
Zodiac Ston
nes—magicite shards engravved with symbo
ols of the twelvve Zodiac consstellations—to fight against aa demon sum
mmoned by an ambitious king to control Ivaalice. Many of th
hese legends haave been prese
erved in powerful tomes. It hhas been said tthat some of th
hese books aree so powerful th
hey are capablle of opening rifts in the dime
ensions, sendinng any who maay be reading o
of Ivalician legends back through time to livee the stories de
escribed within
n. Clans
The major driving force in
n the world of Ivalice is the C
Clans, organizattions of like‐m
minded warriorss and hunters e paying customer, no matter what. Clans aallows enterprrising individuaals to 'lease' theeir dedicated tto assisting the
employeess for various usses, and in retu
urn, provide their members w
with a handful of benefits succh as guaranteeed allies and aa steady flow o
of gil. They are subject to an e
ever‐changing membership aas new membeers are hired an
nd discarded d
daily. A well‐to‐d
do Clan hall migght boast dorm
mitories, a train
ning hall, a med
dical center, a library, and a h
hero’s hall; partt museum, p
part hall of fam
me, and part shrine to the departed. O
On the other h
hand, a new Claan might have all of their me
eetings out of tthe local pub. Officially, C
Clans have a plethora of ruless and regulatio
ons, though eve
eryone summaarily ignores 99
9% of them. On
nly one rule is constantly enfforced and abided with absolute are your familyy. To dedication: Your fellow cllan members a
turn your b
back on a mem
mber in need is to find yourself
lf out on your asss. In addition to the above, the clan also h
has no use for members w
who accept payyment for an in
ncomplete job
b. What the ccustomer pays for, the custom
mer gets. Come hell or high
h water. Thouggh, if the customer decides to
o backstab th
he Clan, the members are fre
ee to return the favor. 214
Optiona
alRule:Grid
d‐BasedCo
ombat
For GMs lo
ooking to repliccate the combaat found in the
e Final Fantasy Tactics series of games, theyy’ll need a few more supplies than a few six‐sided dice, pape
er and pencils. The system reevolves around
d a combat ‘grid’, where vast fields and cramped dungeons aare represented by one‐inch squares. Playeers will need to
o use a grid maap simply to vissualize exities of battle
e, using small m
miniature figurres or tokens too represent th
hemselves and their enemies. the comple
Each squarre can only eve
er be occupied by one characcter or creaturee at a time. Moveme
ent
Instead of being able to aautomatically m
move a Short R
Range each rouund, or a Medium Range as aa standard action, number of squaares they can m
move each turn. characters are now restriicted to a set n
Once eacch turn, a charaacter may movve a number off squares equaal to 1 + Theirr Finesse sco
ore as an Insttant action. TThis movement may be takenn at the start oof their turn, thhe end, or anyw
where in‐betw
ween, but they can’t move, attack, an
m
nd then move again. Charactters can move diagonally. Range
Now that the Final Fantasy d6 has shifted towards a m
more specific sset of range inccrements than vague ow to read spellls and abilitiess so they makee sense on a grid. measurements, you’ll need to know ho
A Short Ra
ange refers to one square iin any direction from the character. Orr, to put it anotther way, immediately adjacent. Th
hus, characterss cannot make Short Range m
melee attacks u
unless they aree directly next to their targett. A Medium
m Range referss to six square
es away from the character. This is most ooften used for A
Abilities and Raanged weapons such as guns orr bows. a
or target on thhe grid, and Lo cal spells conttinue to hit eveery possible target A Long Range refers to any square o
on the batttlefield regardlless of distance
e. Characters cannot target spaces of figures they do no
ot have a directt line of sight tto – ducking beehind a tree is a good way tto avoid enemyy fire for a round, for example. Magican
ndRange
Magic rece
eives a fairly siggnificant overh
haul when playying in a Final FFantasy Tacticss game. Spells n
no longer differentiatte between en
nemy and ally, and instead afffect a numberr of individual ‘‘combat squarees’ based on th
he normal size
e of the spell. SSince most spe
ells are Medium
m Range, they can only strikee a target 6 squares away or less. Although ‘SSelf’ and ‘Singlle’ target spells don’t change
e, ‘Group’ targeet spells no lon
nger affect all alllies or enemie
es within a certtain distance. Instead, they, ttoo, are targeteed spells. Theyy must choose a single squarre that serves aas their primarry target, and itt affects all o
other enemies or allies adjacent to that primary square.
215
Adventu
ures
Though it isn’t always the
e norm, adventtures in the recent Final Fanttasy Tactics Gaames have beeen far more ed romps, everrything from ussing Bug‐B‐Gon
ne to defeat in sects preying o
on Gysahl greeen crops, to a lighthearte
Moogle’s ‘aadorable’ pet A
Adamantoise o
or Malboro gettting loose andd wrecking havoc. In the original, missions sstill retained a tongue‐in‐cheek attitude de spite the dead
dly serious polittical plot that occupied th
he main story. Judgesa
andtheLaw
w
The heavilyy‐armored, quaasi‐magical enfforcers of the llaw known as JJudges are a sp
pecial order off knights underr Imperial co
ontrol. As indep
pendent nation
ns and territorries flourished over Ivalice, a rise in crime aand regional conflicts qu
uickly began th
hrowing smalle
er communitiess into chaos. Too reduce the aamount of timee required by judicial pro
ocess, a militaryy court was established ‐ the
e Order of Judgges. They are th
he supreme en
nforcers of law
w in the world o
of Ivalice, wield
ding extraordin
nary power in ttheir own rightt over lower‐raanked citizens.. The higher ranking Judge Magisters function
n as chief arbite
ers and enforcers of Ivaliciann law. Almost all jjudges have th
he supernaturaal ability to insttantly determinne the truthfullness of any staatement, makiing them nearlly impossible to lie to. A sample Judge is presen
nted below. 216
CHAP
PTER
R VII: MA
AGIC
C
“……..Y
You can DO tha
at?”
-Tseng, FFV
VII
Magic is a ffundamental aand natural parrt of the world,, manifesting i n all things aniimate and inan
nimate. The flo
ow of magical energies is, as a w
whole, essential to the plane
et’s well‐being;; only so long aas the power o
of the elementss is ow, the earth ccontinue to bee fertile, the cyycle of life and death remain unchecked can the wind continue to blo
d. All of the wo
orld's inhabitan
nts, whether co
onscious of it oor not, have so
ome small partt of this force in
nside unhindered
them; with
h training, it can be turned intto a weapon m
more powerful than mere blaade or brawn, m
more devastating than all the
e world’s techn
nologies. Crystalline items and form
mations have b
been found to be curiously of magic, able to focus, store
e and even sympathetic to the flow o
most renowned
d of these are amplify nattural elementaal forces. The m
the Elemen
ntal Crystals, w
whose powerful magical reserrvoirs can raise and d
destroy nationss with equal eaase. Lesser crysstals, most merely a co
onduit of the n
natural magic that flows through the planet, are
e in steady supp
ply. Such itemss can be used ffor any number of purposes, from
m powering machinery to pro
oviding the de range of equ
uipment and re
ecovery items.
raw ingredients for a wid
wered gear is cconstructed byy binding the Most maagically‐empow
rush of energy freed byy the destructio
on of crystals into the item e creation proccess. More pow
werful arms an
nd armor may during the
be maade of pure cryystal capable off absorbing and channel significantt amounts of m
magical power.
Raw magic can also temp
porarily be capttured, often up
pon the death of a creature. Such ‘froze
en’ magic is the
e reason behind items eated’ upon a m
monster’s deatth, especially spontaneously being ‘cre
those of arrcane origin succh as Bombs; vvirtually any fraagment of their bodie
es can be used to unleash a small spark of o
offensive fire spellcastingg. Even as it ssustains life, magic in turn cre
eates its own e
ecology, ranginng in scale from
m the animal‐like Kami spiritss – who travel the streams o
of magic like so
o many schoolss of fish – to th e primitive eleementals, a creeature 'birthed' by large, conccentrated massses of elemental energy coming together inn one location.. Top of the pro
overbial totem
m pole are the Esp
pers, known byy a million and one names throughout the uuniverse; such creatures werre birthed on aa plane of pure pow
wer, connected to a world byy only the mosst tenuous of li nks, drawn intto material exisstence by the persuasive talents of sum
mmoners or the
eir own wande
erlust. The environment, too, interacts with raaw flows of maagic, resonatingg where the elements are mo
ost sympathettic. The heat of a volcano, for instance, can
n tie together m
many streams oof Fire Elemen
ntal energy, creeating a reservoir of power favo
orable to arcan
ne creatures an
nd spellcasters alike. Similarlyy, a lightning‐sstrike during a ferocious thundersto
orm attracts Ligghtning Elemental energy; a torrential rainffall leads to the accumulation of Water elemental power. For tho
ose who rely on the might of the elements,, careful consid
deration of onee’ surroundinggs is an 217
important factor in effecttively shaping these energiess. These ‘Elemeental Fields’ haave been the d
deciding factor in more than one battle. wildly in shape
e and scope. W
With sufficient ttraining or natu
ural talent, maany Active wielders of magicaal power vary w
people can
n channel elemental flows intto their lives in
n tiny ways, froom making the garden grow jjust a little largger, to knowing w
when to fold in a game of card
ds. Such people
e are rarely aw
ware of their ow
wn talents. However, aa true Mage's ttalent lies in th
heir ability to actively twist annd focus raw fllows of magic into physical, vvisible forms; darkk mists, freezin
ng gales, howling storms and scorching wavves of fire, and
d far more impressive feats. Paladins an
nd Dark Knights are unique caasters – instead of channelinng the elementtal energies fro
om the world around the
em, they contain a reservoir o
of spiritually‐aligned magic w
within; sheer potential. TheEllementsofMagicc
The compaartmentalizatio
on and classificcation of magicc in its many annd diverse form
ms has occupieed scholars for centuries; e
even to this daay, the finer de
etails of magicaal taxonomy caan be fuel for cconsiderable deebate. Certain aspects, ho
owever, are considered to be
e universally aggreed on. Amo ng them is thee fact that enerrgy is the basicc building‐block of magic; tthough furtherr diversified an
nd refined, raw
w energy itself ccan be used to
o drive a wide vvariety ere, all magic can be broadly broken up into
o nine elementtal subtypes. of helpful aand harmful efffects. From he
The most ccommon of the
ese are four basic elements –
– Earth ‐ the esssence of soil aand rock, Fire –– the essence o
of heat and flames, Wind – the essence off sky and move
ement, and Waater – the esseence of liquid aand the oceanss – urn combine to
o form the distiinctive Lightnin
ng (electricity aand energy) an
nd Ice (cold and frost). The which in tu
collective ggrouping of the
ese six elementts are inextricaably tied to nattural phenomeena. Holy, Shad
dow, and None
elemental magic completes the pantheon. though inclusiion of this last is a bone of ention for thosse who see maagic as supernaatural forces th
han mundane conte
force
es. In some quaarters ‘nonelem
mental’ is simp
ply not consideered proper maagic at all, and simply excised from the rreckoning. With
hout any doubtt, Holy is the doominating forcce in the magiccal world, and in expe
erimental conditions, advanceed practitionerrs of the arcan
ne have come tto the conclusion that the
e name itself iss actually a bit of a misnomerr ‐ Holy, visuallly pure magical eenergy from the core seen as a bright flash of white lig ht, is actually p
untainted by thhe color spectrrum of fire, earrth, wind, and tthe of Crreation itself, u
like. Shadow, on th
he other hand, is Holy magic that has becom
me tainted or upted through various meanss. corru
Holy and Shadow
w magic are faar more rare th
han the other vvenues of magical means, an
nd are often trreated with an intrinsic level of respect. Rulesfo
oreasyrefe
erence.
When you cast a spell, th
he MP is only used when the spell is successsfully cast. If th
he spell is interrrupted by a crritical al status condittion, a limit bre
eak or a Knockkback, no MP iss spent – altho
ough Job abilities may have b
been hit, the Sea
wasted. Alll magic has a M
Medium Range unless noted d
differently, an d never missess even the mosst evasive of fo
oes. No attack rroll is needed u
unless specified
d otherwise, and magic can nnever criticallyy hit. 218
ElementtalAffinitie
es
Most creattures, weaponss, and relics haave an affinity tto a particular element. This means that they d
draw strength ffrom that elem
ment. Sometimess, a monster is so strongly aligned with a paarticular elemeent that it is imperviouss to harm from
m that element,, or even grows stronger from
m exposure to it. On the other h
hand, such a m
monster is often
n at the mercy of the opposinng element. Ceertain accessoriess, equipment p
properties, and
d even job abiliities can also ggrant elementaal affinities to
o player characcters. There are
e five levels off elemental affiinities. Weakness means the tarrget takes doub
ble damage fro
om attacks of tthat element.
e means the target takes an aadditional 50%
% damage from
m that element.. Vulnerable
Resistance
e means the tarrget takes onlyy half damage ffrom attacks oof that elementt. Immunity means the targget takes no daamage or effeccts from attackks of that elem
ment. eans the targett takes no damage from attaccks of that elem
ment, and instead Absorb me
regains an amount of HP equal to half tthe damage rolled. Intuitive
eMagic
A Red Magge stands on the crown of a h
hill, his crimson
n hat rippling inn the wind as tthe sky overhead slowly clouds over. Below
w, the village w
watches the skiies with awe as the season's drought draws to a dramaticc conclusion. M
Many miles awayy, a Black Mage
e bends over th
he pile of twigss and kindling, starting the party campfire w
with a word an
nd the slightest efffort of will. Me
eanwhile, in th
he depths of a sunken libraryy long lost to m
mortal man, a B
Blue Mage porees tirelessly over volume aftter volume of fforgotten lore,, the force of hher magic gently turning pagees that would o dust under th
he pressure of h
her fingers. Elssewhere, a Palaadin spends m
many weeks cleansing an evil crumble to
artifact, inffusing it with the powers of H
Holy, never nee
eding to rest oor sleep. Intuitive M
Magic is exactly that; magic ussed outside of combat to perrform mundanee (and not‐so‐mundane) taskks. The usefuln
ness of Intuitivve Magic is limiited by the cre
eativity of the pplayer and the allowances byy the GM. Intuiitive magic performed by extremely high‐levvel characters sshould be likew
wise powerful.. A White Magee could dam a river ould corrupt the same river, m
making it poiso
onous to drink. with a maggical wall, or a Dark Knight co
.
HowtoR
ReadaSpellEntry
Magic is laiid out in the fo
ollowing format: Spell Name (- MP)
Target: Sin
ngle, Group, Se
elf, Local, Globa
al
Type: Elem
mental, Non-ele
emental, Skill, Status,
S
Effect, Recovery
R
Reflectable
e, Resistible
Description
n
where the Type has no in‐ga me impact – itt merely allowss players to reaad the The target should be self‐explanatory, w
e. If a spell inclu
udes the phrasse ‘Reflectable’’ this denotes that the spell ccan be bounceed entries bettter at a glance
around by the status effe
ect Reflect. ‘Resistible’ denotes that the speell contains a sstatus effect, w
which can be he spell succee
eds at an oppo
osed resistancee check – as alw
ways, both the caster and thee nullified if tthe target of th
target makke either a Forcce or a Finesse check, whiche
ever is deemedd appropriate b
by the GM (and
d in many casees, argued is aappropriate by the player!) TThe description
n of the spell coontains its dam
mage and a rou
ugh idea of how
w the spell looks when cast. The latter can vary from characcter to charactter, as some mages have mad
de stylistic cho
oices w their spells ap
ppear. about how
219
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.
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 (DEX x 2) + 2d6
points of Lightning 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 elemental damage. This damage is not reduced by
M.ARM or Shell.
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 (5 MP)
Target: Single
Type: Status
Reflectable, Resistible
Clouds of light mist play around the target as an apparition of
the moon appears overhead. If the target doesn’t resist the
calming influence of the starlight softly showered over it, it
becomes inflicted with the Sleep status ailment.
Although Sleep ends if the target takes damage, this spell
remains a powerful method of temporarily taking one foe out of
the fight.
Stone (5 MP)
Target: Single or Group
Type: Elemental (Earth)
Reflectable
Several large chunks of earth rise from the ground at the
caster’s 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 city’s 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.
220
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.
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.
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.
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 item’s 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 target’s ARM
score is reduced to zero 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.
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 target’s 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 (DEX x 4) + 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.
Zombie (20 MP)
Target: Single
Type: Status
Reflectable, Resistible
The target is swallowed by a wave of miasmic green smoke –
when the haze clears, their eyes are dead and their words are
slurred. This spell applies the negative status effect Zombie to
the target and reduces their M.ARM score to zero until the
status effect is removed.
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.
221
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.
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, and if not given
specific orders, prefer to attempt to use Teamwork Attacks with
the caster that raised them.
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.
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 or (DEX x
8) + 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
target’s energies before rushing away. The target’s MP is
reduced by the same amount used to cast the spell.
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 target’s
life force in twain before fading away with a blood-curdling
laugh. The target’s 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 8) + 2d6 points of Shadow damage.
Berserk (40 MP)
Target: Single
Type: Status
Reflectable, Resistible
The caster fills their target’s mind with thoughts of hatred and
fury, attempting to release the beast within.
The target is affected by the negative status effects Berserk.
This spell cannot be resisted if the target is already showing
signs of anger.
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.
222
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 mage’s intense dislike for the
powerful beings known as Espers was enough that a spell was
crafted with no purpose other than to banish the ‘abominations’
of summoned creatures back to their home plane.
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.
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.
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 1) points of Shadow damage
that ignores M.ARM.
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.
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 11) + 2d6 points of
Ice damage to a single enemy and automatically inflicts the Stop
status with no opposed roll if the target suffers damage.
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 it’s 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.
Nuke (80 MP)
Target: Single
Type: Elemental (Fire)
Reflectable
Fueled by the caster’s desperation, spheres of flame are hurled
towards the target – the foe is engulfed in an ever-growing
explosion with the heat and fury of a newborn star. Nuke inflicts
(PWR x 8) + 2d6 points of Fire damage to a single enemy.
Nuke’s damage is increased by four steps if the caster has 50%
or less of their maximum MP.
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 12) + 2d6 points
of Earth damage to all enemies and allies.
Virus (70 MP)
Target: Single
Type: Status
Supreme Resist (20)
The caster infects his target with a sinister disease, filling the
enemy’s 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.
Thunderstorm (150 MP)
Target: Group
Type: Elemental
Reflectable
The skies churn with black clouds before a torrent of rain
drenches all combatants, gust-caught leaves signaling the
arrival of a dangerous storm.
Thunderstorm deals (PWR x 7) + 2d6 or (DEX x 8) + 2d6 points
of Lightning or Water damage, whichever is more effective, to all
enemies.
Using Thunderstorm transforms the current area into an
Elemental Field – either Lightning or Water, of the caster’s
choice – and any Elemental (Lightning) or Elemental (Water)
spell may be cast as a Standard action instead of a Slow action
as long as the elemental field persists.
223
ANCIENT
Meltdown (2
250 MP)
Target: Single
ental (Fire)
Type: Eleme
Reflectable
d stream of heat and energy assa
ails all enemies,
A high-speed
immersing th
hem in furious, bone-searing temperatures.
Meltdown infflicts (PWR x 18)) + 2d6 points of Fire or nonelemental da
amage (whicheve
er is more effectiive) to an entire
Group, and is unaffected by M.ARM and She
ell.
Scathe (150
0 MP)
Target: Sing le
ental (Shadow)
Type: Eleme
An agglomerration of shadow
wy energy flashess into existence a
above
the battlefiel d, gathering into
o the shape of an
n enormous spike
e
nning its descentt to earth. Scathe
e crackles with
before begin
malevolent e
energy as it crash
hes down, inflictiing (PWR x 24) + 2d6
points of Sha
adow damage to
o one enemy.
Ultima (Special rules)
up
Target: Grou
Type: Non-e
elemental
An eerie calm
m falls over the battlefield
b
as the sky grows dark,
shading the combatants in bllue and black. Only one sound
n
gaining in pitch
p
as a dome
breaks the silence; a single note,
i the sky above the caster,
of purest blue energy forms in
growing outw
wards in an unsto
oppable, destruc
ctive rush that
engulfs the area
a
whole. The Black Mage becomes a conduit
for the powe
er of Ultima, the catastrophic
c
spell radiating
outwards fro
om him. The soun
nd reaches ear-s
splitting
frequencies, and all of existe
ence within the sp
phere begins to
ecule, every atom
m within the
implode on ittself .Every mole
reach of Ultim
ma detonates at the speed of ligh
ht, before Ultima
finally flickerrs out of existenc
ce and leaves the
e shattered
landscape sttill once more. Th
his is a spell spo
oken of in hushed
d
whispers. It is
i a power capab
ble of destroying continents, of
shattering sttars. It is not to be used lightly.
The casting of Ultima require
es the Black Mag
ge to have
maximum MP, all of which is spent upon castting this spell.
ests the expenditu
ure of 3 additiona
al points of
It also reque
Destiny – tho
ough this is not strictly
s
REQUIRE
ED, choosing not
to pay the 3 Destiny for this spell
s
will cause itt to become a
d of Group spell, and thus deal damage not only
Local instead
to the enemy
y group, but also
o to the caster, all allies, and
every creature and structure for hundreds of miles.
Ultima deals
s (PWR x 50) + 2d6 points of Non
n-Elemental
damage to all
a foes. Heat bey
yond description rips through
living entities
s, disintegrating flesh
f
and bone in
nstantly. Death
caused in this way is painless and instantane
eous.
d
is dealt to all structures,
If used as a Local spell, the damage
l
creatures in a 500-mile radius. This is
terrain, and living
damage eno
ough to destroy entire
e
cities, and leave the ground
d
barren and liifeless for decades, if not centurie
es, to follow. The
e
devastation caused by an un
ncontrolled Ultima
a is unrivaled
and globally feared.
M
Break (150 MP)
Target: Single
ental (Earth)
Type: Eleme
Reflectable, Resistible
get explodes in a seismic
The ground beneath the targ
ocky spires. The target takes
nightmare off dust, soil and ro
(PWR x 18) + 2d6 points of Earth
E
damage. Then, if the spell
sted, the negativ
ve status effect Petrify
P
is applied
was not resis
to the target – and finally, the
ere’s a 50% chan
nce that the
violent shakiing will have shattered the now-stone combatant,
reducing the
e target to 0 HP in
nstantly if they are not Immune to
o
Petrify.
224
White Magic
NOVICE
Banish (10 MP)
Target: Single
Type: Elemental (Holy)
Beams of white light radiate from the caster’s 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 ability until the start of that
creature’s 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
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. It’s
also great for getting rid of hangovers.
Ruse (4 MP)
Target: Self
Type: Status
The caster’s outline shimmers and blurs, making it difficult to
determine their exact location. The caster of Ruse gains a +2
bonus to AVD until combat ends.
If the character is at 50% HP or less when this spell is cast, the
bonus granted by Ruse is increased to +4 instead.
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 Curse and gains an immunity to those status 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 (15 MP)
Target: Single
Type: Effect
Proving once and for all that faith in one’s own abilities is the key
to success, the caster’s 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.
Blessing (10 MP)
Target: Special
Type: Status
You bestow your strengths upon another. Casting Blessing
causes the character to lose the benefit of one positive status
effect they currently possess and instead grant that same status
effect to two allies of their choice.
Blessing fails if the status effect in question is granted by an
Auto-status, such as Auto-Haste.
225
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.
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.
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.
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.
Seal (30 MP)
Target: Single
Type: Status
Reflectable, Resistible
Near-invisible bands of force clasp around the target’s 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 (or better) to Holy.
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: Single
Type: Status
Temper empowers an ally’s 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 target of this spell deals an additional damage step
with all physical attacks until the end of combat.
Resonance (25 MP)
Target: Self
Type: Status
A recursive ring of light swirls about your body that lets out a
low, echoing note whenever an enemy wounds you.
Whenever the caster of Resonance takes damage from a
enemy’s physical attack, their attacker suffers (RES x 2) points
of M.ARM damage and the character regains (MND x 2) points
of health as Regeneration. The next time the character is struck,
these values are both increased by one step; for example, the
fifth time that Resonance activates in a single encounter, the
attacker would suffer (RES x 6) damage and the character
would regain (MND x 6) HP.
These damage and healing step values may not exceed the
character’s level, and Resonance fades at the end of combat.
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.
226
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
target’s AVD score suffers a stackable -2 penalty. A foe’s 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.
Freedom (10 MP)
Target: Single
Type: Recovery
This simple and intuitive spell is able to restore someone who
has been turned to stone or otherwise unable to move. The
target is no longer affected by the negative status effects Petrify,
Stop, or Stun.
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.
227
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.
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.
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 doesn’t 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.
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.
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
Resistible
A shimmering blue mist engulfs the target, its power tearing
away beneficial enchantments in an instant. With a successful
opposed roll, Dispel removes all the following effects from a
single target; Protect, Shell, Haste, Auto-Life, Reflect, Invisible,
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.
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 child’s toy. The weapon sparkles with snowy
light, its bladed edges dull until they’re 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 and cause such weapons to deal damage
as though they were Tier 1 instead.
Tetra (40 MP)
Target: Single
Type: Effect
Choose four common elements from the following list; Fire, Ice,
Wind, Water, Lightning, and Earth. The target of the Tetra spell
gains a Resistance to those elements until the end of combat.
228
ANCIENT
Full-Life (30
00 MP)
Target: Party
y
Type: Recov
very
All living allie
es – even charac
cters with 0 or les
ss HP - are returrned
to maximum health upon the casting of this spell. Though Fullental status effec
cts, it is nonetheless
Life does not remove detrime
m
powerful spe
ells in any healerr’s arsenal.
one of the most
P)
Lux (150 MP
Target: Grou
up
Type: Status
s
Reflectable
es three of the most powerful White Magic spells,
Lux combine
granting all allies
a
the positive
e status effects Regen,
R
Protect an
nd
Shell. These
e statuses last un
ntil the end of the
e game session.
Holy (200
0 MP)
Target: S ingle
emental (Holy)
Type: Ele
Reflectab
ble
Spheres o
of white energy d
descend from the
e heavens before
e
spinning a
around the foe q
quickly. These pe
earls of light
encapsula
ate the target in light, humming sslowly and musiccally.
Then the heavens part an
nd a brilliant blast of energy searss into
them, burrning their retinass with pure Holy energy and
evaporati ng sinful flesh an
nd bone.
oly damage to a ssingle
Holy dealls (MND x 28) + 2
2d6 points of Ho
foe.
229
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 25% of
the caster’s 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 (4 MP)
Target: Single
Type: Non-elemental
Reflectable
A crackling sphere of yellow energy is launched at the target
with a single, high-pitched note of kweeeeeeeeeh, inflicting
(MND x Half Level) + 2d6 points of non-elemental damage. The
caster and one ally of their choice each regain HP equal to the
total amount of damage dealt by Choco Ball.
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 Half Level) +
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 target’s 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 to zero until the end of the caster’s turn.
Laser Eyes (25 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 (30 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 their maximum
health, the target takes 1 point of damage. This is not reduced
by M.ARM or Shell.
Homing Laser (7 MP)
Target: Single
Type: Non-elemental
Reflectable, Resistible
A salvo of searing laser beams arcs out of the caster’s body and
blasts the target in a spectacular series of explosions. Homing
Laser deals (PWR x 3) + 2d6 Non-Elemental damage and
causes the Confusion status with a successful opposed roll if the
target has 50% or fewer HP remaining.
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.
Flash (7 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 with a successful opposed roll.
Poison Breath (6 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.
230
SUPERIOR
Ultrawaves (30 MP)
Target: Single
Type: Non-elemental
Purple waves of ultrasonic energy ripple from the caster’s 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.
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 caster’s
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), 1,000
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.
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 of Drill Shot may immediately make a manly attack
as an Instant action, which ignores ARM, Protect, and all other
forms of damage reduction, calculates damage with PWR or
RES, and can target opponents up to a Medium Range away.
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.
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 20) + 2d6 points of
Shadow or non-elemental damage instead, whichever is more
effective.
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.
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. Angel’s 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.
231
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
1
Earth
every round.
2
Fire
This effect lasts until the end of
3
Water
the current combat, or until the
4
Wind
target is unconscious. The target
5
Ice
does not get an opposed roll to
6
Lightning
resist the effects of Wall
Change.
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 spell’s target, blasting them for (PWR x 25) + 2d6 or
(RES x 25) + 2d6 points of non-elemental damage – caster’s
choice.
Supernova can be cast at a Long Range.
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
Target’s Choice
multiple times on the same
target(s).
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.
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.
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 (Caster’s 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 caster’s choice,
dealing (MND x 8) points of ARM damage per spear on the
return trip.
232
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.
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
spell’s authenticity is suspect, and that the mundane goods
they’re 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.
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 GM’s 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 hundreds 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. Enervate deals (PWR x
6) +2d6 points of Non-Elemental damage if used on a Construct
enemy.
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 25% 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.
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 someone’s
appearance flawlessly, nor can the spell’s 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 attribute…then, 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 Mage’s 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 target’s 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.
233
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.
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.
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.
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).
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 target’s 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 +3 bonus to Stealth skill checks, their
AVD score, and checks to Run Away in combat. The effects of
Invisible last until the character sustains any damage, uses a job
ability, or combat ends.
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 caster’s wishes when the spell is cast. (See
p.175 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.
234
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 foe’s 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,
in which case opposed rolls are more appropriate.
235
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 isn’t 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 -4 penalty.
Success despite these odds means that you caster of Mystify
learns the complete list of status effects their target can be
affected by. They caster may then 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 target’s 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 caster’s 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.
236
ANCIENT
M
Warp (180 MP)
Target: Self
Type: Effect
age has attained
d the pinnacle of his craft, and can
The Time Ma
now choose to exist apart fro
om time as we pe
erceive it. He is little
more than a blur on the battle
efield, phasing in
n and out of reality
as he wills it.
g this spell, when
never the Time Mage
M
is targeted by
b
After casting
an attack but before accurac
cy/damage is rolle
ed, the characterr
e
25% of hiis maximum MP to negate any
may opt to expend
damage or effects
e
he would take from the assault. He does not
evade the atttack, nor does th
his prevent Group magic from
harming his allies – the Time
e Mage is simply not there.
e, while Warp perrsists the Time Mage
M
is immune to
t
Furthermore
any damage
e or effects cause
ed by Difficult Terrain, but cannott
regain MP th
hrough any mean
ns.
The effects of
o Warp end whe
en the Time Mage is reduced to 0
MP or HP, or the end of com
mbat.
00 MP)
Meteo (20
Target: G
Group
Type: Non
n-Elemental
With a sin
ngle motion, the caster splits the skies above the
battlefield
d to reveal the sta
ars and planets b
beyond – and a ssingle
fiery mete
eor hurtling towa rds the battlefield
d below, crashing
down in a shower of rock and flame. Mete
eo deals (PWR x 25) +
2d6 pointts of Non-Elemen
ntal damage to a
all enemies.
Slowaga (240 MP)
Group
Target: G
Type: Sta
atus
Reflectab
ble, Resistible
A giant, h
hazy silver clock appears over the
e battlefield, spin
nning
lazily as itt slows down by the second. Slow
waga afflicts all ffoes
with the n
negative status e
effect Slow.
250 MP)
Flare Star (2
Target: Single
ental
Type: Eleme
Reflectable
t forces of the cosmos, the cas
ster bathes the
Drawing on the
battlefield in the light of a dying star, searing a single foe with
e
pure stellar energy.
Flare Star de
eals (PWR x 15) + 2d6 points of Fire
F damage, (PW
WR
x 15) + 2d6 points
p
of Shadow
w damage, and (PWR x 15) + 2d6
6
points of Holly damage to one
e enemy.
237
Sum
mmonin
ng
Summons aare powerful e
entities that waatch over the h
heroes of the w
world. Though they normally exist outside o
of reality as w
we can perceive
e it, spending D
Destiny can cause a group’s SSummoned allyy to manifest. Following is a complete list of Summon
ns, their combaat capabilities aand their drivinng goals. Bismarck C
Carbuncle (Rank 1) (Rank 1) The hau
unting melody off a whale song ffills the area as Bismarck, the great white humpback whale, swims throug
gh the air an
nd dives into a po
ool of water tha
at appears on thee battlefield
d. Once submerg
ged, he surfaces and sprays a misst from h
his blowhole. The summ
moner takes a sm
mall ruby out off her pocket and tosses it almosst casually into tthe air. As the su
un catches the ru
uby, a brilliant fflash of light occcurs. When the llight clears, the rruby is clearly lodged in the foorehead of a sma
all, turquoise aniimal. Carbunncle does a littlee somersault in tthe air, glad to b
be of service. Abilities A
Breach: Thee Great Whale sslams his enormoous bulk into one foe, doing (P
PWR x 3) or (RESS x 4) + 2d6 points of physical damage. Geyser: Bissmarck dives benneath the surfacce, gathering water into his greaat mouth. The grround beneath tthe target ripples as the whale su
urfaces underne
eath it, with his b
blowhole situate
ed beneath the
e target's feet. W
With a mighty blo
ow, Bismarck fire
es a stream of water up at the foe, sending it fflying into the air with a Medium‐Range knockback. As always, targets withou
ut e 50% of their Flight or an immunity to falling damage lose
HP when they re‐‐collide with the
e ground. maximum H
Spells: Bism
marck cast Water and Vox. Astral Flow
w, Sea Song: Bismarck’s whale song fills the areea as the entire
e battlefield is flo
ooded with water. Without warning, he swims rapidly through the field
d, pulling a current of water witth him and doingg (RES x 6) + 2d6
6 Water elementtal damage to aall enemies. Special S
Resistant to
o Water, Vulneraable to Lightningg, Resistance to FFire Devotion D
Bismarck’ss goal is to prote
ect the oceans and its defenseless inhabitantss from some greaat catastrophe itt foresees loomiing on the h
horizon; if its sum
mmoner prevents this tragedy, Bismarck will no longer costt Destiny to summon and grantss his Pact Gift. P
Pact Gift P
The Summo
oner(s) may now
w breathe water as easily as theyy do air, aand cannot drow
wn under any circcumstances. Abilities Searing Light: The tiny gem within Carbbuncle’s foreheaad sears a fooe with ruby eneergy, doing (RES x 1) or (MND x 22) + 2d6 pointts of non‐elemental magical dam
mage that ignorees the effects off Shell and Unussual Defense. Ruby Ligght: Carbuncle rraises its head, ccausing the light of the sun to refflect off of its ruuby brightly. Thee reflected light sseems to coat o ne of the Summ
moner's party meembers. As the liight dies, the affected party m
member feels ligghter in spirit, ass though thhe light is proteccting him. The taarget gains the positive sstatus effect Refflect for several rrounds. Spells: CCarbuncle can caast Dia, Wall, andd Meteorite. Astral Fllow, Shielding Light: Carbunccle rears up ontoo its hind legs,, staring at the ssun. Suddenly, itt launches itself into the air, sppinning around qquickly. Once it is several feet o
off the ground, itt seems to pausse, floating in midair as it collects the solar rayss. Finally, it releaases its accumulated light over tthe Summon er's party, coating each in a diviine light and graanting each partty member with Reflect and Sheell for several rou
unds, and restooring (MND x 3) MP to all party m
members. Special Unusuual Defense: Phyysical (Takes 2000% damage from
m all physical ssources and halff from all magicaal), Auto‐Regen,, Auto‐
Reflect Devotion The Espper of glee has no driving goals, content to watcch the party//character do w
what they like so long as it does n
not interruptt Carbuncle’s naaptime. Carbuncle never costs D
Destiny to sum
mmon, and alwayys grants his Pacct Gift automaticcally. Pact Gift Simpply by picking up any discarded cchunk of earth and concenttrating, Carbunccle’s Summoner may grant the sstone the Glow
wing property. TThis Glowstone eemits enough ligght to help the party find their way even in pitcch blackness, bu
ut loses all magiical properties aand reverts back to a regular rocck the moment it leaaves the Summoner’s grasp. 238
Ch
hocobo SSalamander (Rank 1) (Rank 1) A loud a
and familiar ‘Kweeh!’ alerts your a
attention to the horizon, wh
here a cloud of d
dust announces the arrival of yo
our Summon. Chocobo rushess into the fray at top speed, wing
gs outsttretched and fea
athers blowing in
n the breeze. The sum
mmoner opens hher palm to reveeal a beautiful flo
ower made off brilliant flame, which she lays o
on the ground. O
Out of this flow
wer crawls a smaall scarlet lizard w
with brilliant bea
ads of crimson ffire for eyes. Craawling along thee ground in frontt of the Summ
moner, it leaves tiny lizard‐printss melted into eveery surface itt touches. Thouggh less than a fo
oot long, this tinyy lizard possessess unimaginable power; it is the lliving manifesta
ation of fire. It is Salamandeer. Abilities A
Chocobop:: By battering ann enemy with ann irritated combination
n of pecks and kicks, Chocobo caan inflict (PWR xx 3) or (DEX x 4) + 2d6 points off physical damagge. Choco Esun
na: The Esper is able to heal abnnormal statuses merely by flapping its purifyying wings. Chocco Esuna remove
es e status effect frrom one charactter, and the targget one negative
gains a +4 bonus on resistan
nce checks when
never they would be inflicted w
with a new negaative status effecct. This additional benefit lastss until the characcter takes damage. Choco Barrrier: A golden barrier forms in m
midair, granting the effects of Prrotect and Shell tto one characterr. Spells: Chocobo is capable of using Choco BBall, Fire, and Meteorite. Astral Flow
w, Chocobo Rush: The Chocobbo lets out a loudd ‘K‐KWEHHH
H!’ and charges fo
orward, and literally dozens of other creatu
ures follow suit. Chocobos of all colors suddenlyy appear, alon
ng with leafers, ccactuars, and all sorts of naturall critters. Thiss impromptu staampede deals (D
DEX x 7) + 2d6 points of damage to all enem
mies. Devotion D
Chocobo is the spirit of advventure and travel, and encouragges wing to go out and any individuals that it has ttaken under its w
explore. If the summoner ever travels to a distant and unexplored land withou
ut the aid of macchines or magic, Chocobo will no longer require Destiny to summon. Pact Gift P
Fittingly, the Summoner now has a special bond with the
e world, and may call one from miles natural Chocobos of the w
histling. Such Ch
hocobos will even and miles away just by wh
n erupting volcano venture intto dangerous terrritory such as an
or a militaryy encampment to aid the Summoner, though there are some
e places in the world where thesse friendly avianss don’t naturally live. In ad
ddition, the Espe
er allows itself to
o be ridden without complaintt, and gives a +4
4 bonus to Nature checkks for difficult rid
ding maneuvers wh
hen acting as a m
mount. Abilities Cough D
Drop: The tiny lizard belches forrth a sphere of flame, dealing (PPWR x 3) + 2d6 ppoints of Fire daamage to one target and remooving any Resistaance to Fire the target may havee possesse d until combat eends. Fire Breaath: Salamandeer opens its mouuth and hisses att one poor happless foe, bathingg in it in a stream
m of pure elemeental Fire and ddealing (PWR x 55) + 2d6 points o
of Fire damage.
Unfortunnately, as Salamaander draws closser to being ban
nished, less and lless flame is prooduced. If Salamaander is at 50% health mage is reduced by two steps. or less, Fiire Breath’s dam
The Biggger They Are: TThe Esper makess itself comfortaable on an enemyy, crawling undeerneath clothingg or on top of mu
uch larger creeatures. It’s smooldering footstep
ps deal (DEX x 2)) +2d6 points of Fire damage to the target and aare more than a little distractinng. Until the endd of the enemy’ss next turn, they suffer a ‐2 penaalty to attack rolls if it targets a ccreature other than Salamandder. And if any eenemy targets Saalamander before his next rounnd, and misses ddue to the nimblle creature’s AVD, their attaack then targets the creature Salamander is scurrying upon insttead. Spells: SSalamander can ccast Fire and Eleemental Spikes (Fire). Astral Fllow, Crimson R
Roar: Salamandder unleashes a ng all enemies in
massive ttorrent of pure fflame, smotherin
n a sea of burninng agony ‐ dealinng (PWR x 8) + 2d
d6 points of Firee damage.
ow 50% of his Howeverr, if Salamander is injured – belo
maximum
m health – then Crimson Roar’s damage is reducced by four stepps and deals onlyy (PWR x 4) + 2d6 instead. Special Immune to Fire, Weakness to Water Devotion Salamannder has a soft spot for public diisplays of spectaacular, fiery a nd extravagant destruction, and
d will no longer ccost Destinny after their sum
mmoner has solvved a long‐stand
ding problem in such a manner – while still reemaining a paragon of heroism. Pact Gift The Suummoner has m
mastered fire and
d is treated as beeing undder the effect off Fire Ward at alll times, gaining aa perm
manent Resistannce to all forms o
of heat and flam
me. Meanw
while, Salamandeer gains a +4 bon
nus to his AVD score. 239
Siren Sylph (Rank 1) (Rank 1) Soft harp m
music permeates the area, catchiing the attention
n of all presen
nt. Waves lap ag
gainst the ground as a woman off unimaginab
ble beauty stridees out from the ffoam, wearing litttle more than a few strips of ffabric and short boots. Her goldeen ng in even the sliightest breeze. hair flows freely, waftin
he harp is a peacceful instrumentt, something abo
out Although th
Siren's face seeems wild and unttamed. unds of A light brreeze gusts throuugh the battlefieeld, carrying sou
youngg girls giggling. A
A small group of mischievous sprrites appearss, flitting about iin front of the Su
ummoner and leeaving showeers of pink pixie ddust in their wakke. It's never eassy to discern jjust how many aare there, as the Sylphs dart to a
and fro in a mindless daance around their summoner. Abilities A
Lunatic Voice: Siren plays her harp and sinngs a wordless song, her eyyes locking on a ssingle target. Th
he target takes (MND x 4) + 2d6 points of damage and musst make an opposed mmon lest they finesse roll aagainst the controller of the Sum
become Berrserk, growing an
ngry at the prosp
pect of not possessing h
her. Kiss: Siren bbrings her hand to her lips and pplants a kiss therre, then extend
ds her palm outw
ward and blows ssoftly toward on
ne enemy. The target must succceed at an oppo
osed Finesse rolll or armed for one ro
ound. If the target does succeed, become Cha
they instead
d gain a cumulative +2 bonus on all opposed rolls against Siren
n. Spells: The Esper is familiarr with the Waterr and Vox spells.. Astral Flow
w, Siren Song: With a coy smile
W
e, Siren coos a strange songg, backed up by her harp. The entire enemy gro
oup takes (MND x 5) + 2d6 damaage, and each on
ne must make a successful Finesse roll or be smitten with love and become Confused as they fight friend
d and foe alike ffor the rights to Siren's atten
ntion. Special S
Resistaance to Water, C
Counterattack (5
50%), Magical Counte
erattack (50%) Devotion D
Siren coaxe
es her protégés tto manipulate th
heir foes instead
d of fighting them. Siren no lon
nger requires De
estiny to call if he
er summoner ever manages tto turn a dangerous enemy into an with deception, fflirtation, or hon
neyed words. ally w
Pact Gift P
Wheneve
er the Summone
er spends Destiny to increase the
e results off a Negotiation ro
oll, they gain tw
wo bonus dice pe
er po
oint of Destiny sspent instead of just one. Abilities Sylvan TTouch: A single Sylph separates from the groupp, flying tow
ward an enemy. With a mischievvous giggle, she taps it lightly onn the nose, draw
wing forth both h
health and magicc. Wings fluuttering, she fliess back to the party and swoops around thhem, distributin g the stolen eneergy in a showerr of sparkling pink motes. Sylvan Touch drain
ns (RES x 2) or (D
DEX x nts 3) + 2d6 ppoints of HP andd MP from the taarget, then gran
herself annd all party mem
mbers the same amount of HP and MP. Wild Sam
mba: The Sylphs join hands andd prance about, giggling m
madly. If the targget of Wild Samba does not posssess any Destiiny this attack haas no effect. Oth
herwise, the targget is forced too choose to eitheer lose one pointt of Destiny or suffer (MND x 55) + 2d6 points oof damage. Spells: SSylphs are capabble of casting botth Dia and Illusioon. Astral Fllow, Sylvan Daance: Instead off a single sprite fflying out, the eentire cloud of SSylphs swarms th
he battlefield, daancing wildly aroound each of thee enemies. Afterr their twirl with
h the targets, tthe Sylphs returnn to the party an
nd dance around
d them as well, ddistributing the hhealth and magic that their first dance had drainned. Sylvan Dancce drains both (D
DEX x 5) + 2d6 points of HP andd MP from all targets, then gran
nts all party mem
mbers the samee amount of HP aand MP. Special Resisttance to Wind, R
Resistance to Ho
oly, Flight, Weakk to Shadow Devotion The Syylphs might be m
mischievous trickksters, but they are supernaaturally bound too the planet’s fo
orests. By proteccting a woodlaand from its eneemies without up
psetting the deliicate balance of nature in thee process, the Syylph’s Devotion w
will be satisfiedd and they will no longer requiree Destiny to sum
mmon. Pact Gift The Sylpphs have taughtt their summoneer the secrets of their mysticaal and beautiful dance, which caan cause emotions to run wildd. By performingg this dance, the Summoner can force all whoo see it to make Acting skill checcks with a ‐2 pen
nalty, oppossed by her Perfoorm skill check. Iff the viewers of the dance ffail this check, thhey are forced to
o verbally reveal any hidden sentiments; thiss often includes declarations of love, snarlls of hatred, andd best of all, confessions of deceeit.
240
Valefor V
C
Catoblepas (Rank 1) (Rank 2) Descending from the sky on leathery wings, Valefor driftss slowly do
ownwards and h
hovers in front off the Summoner,, protecting tthem from thosee who wish to do
o her master harrm. Valefor is a large avian crreature that vag
guely resembles a
a humanoiid bird, with a pllumage of red an
nd purple downyy feathers. Ass she hovers and
d awaits commands, she emits soft comfforting cries from
m her silvery, steeel‐like beak. Great A thunddering of hoovess announces thee arrival of the G
Boar, th ough he seems m
much less impreessive and much more intimidatting up close. Caatoblepas chargees onto the batttlefield from afaar, legs flailing aas he runs and ca
asting great clou
uds of earth upp in his wake. Thhe large green‐fu
urred beast skidss to a halt in frront of the summ
moner, great hea
ad hanging low to the ground ddespite a very loong neck. He sno
orts, his head verry pig‐
likee save for the m
mane and the sing
gle glowing eye.. Abilities A
Vertical Divve: Valefor swoops in, slashing at the target witth Abilities Cycloptiic Tackle: The EEsper overruns aa single target, hooked claw
ws and her hard‐‐as‐steel beak. TThe attack deals (PWR x 4) orr (DEX x 4) + 2d6
6 points of damaage. Sonic Winggs: Valefor's winngs beat slower aand slower, seeming to sslow time down for a moment. G
Gusts of wind caused by th
his movement blow towards the
e target, blastingg them with (P
PWR x 3) + 2d6 p
points of Wind d
damage and hindering th
heir attacks. Your enemy makes an opposed Force check with aa +4 bonus; if the
ey still fail, they become affecte
ed by the negattive status effect Stun for one tu
urn. Spells: Valeefor is familiar w
with all the basic elemental magicks, and
d can cast Aero, Blizzard, Fire, Thunder, Water, Dia, and Chivalry. Astral Flow,, Energy Blast: Soaring high above the battlefield, Valefor colle
ects energy in he
er beak. With a b
burst of intense light the ene
ergy is released amidst the enem
my group, scorching th
hem for (PWR x 6
6) + 2d6 points o
of non‐elementaal damage. The
en, your enemie
es make a resistaance check with a +4 bonus; faailure means the
ey become afflictted by Armor Break. attemptinng to trample thhem with his many hooves. The attack deals (REES x 5) or (PWR xx 4) + 2d6 pointss of damage Medusaa's Eye: Catoblepas lowers his hhead to the ground and starees intently at thee target, his eye glowing a dull o
orange. The targeet's eyes are drawn to the gaze aand fixed with teerror... then the beast blinks andd lifts his head away from the grround, he target to inflict the look hhaving shocked the system of th
(RES x 3) + 2d6 points of damage and, wiith a successful opposed roll, Petrifies the target for one round. Unblinkiing Stare: Catooblepas affixes his gaze to a singgle target, sttripping away their magical fortifications. Until olls to combat eends, that foe suuffers a ‐1 penaltty on opposed ro
resist neggative status effeects, and the efffect is cumulativve. Spells: CCatoblepas can cchannel the effeccts of Ray Bombb, Melt, andd Blank Gaze froom his unblinkingg eye. Astral Fllow, Devil's Eyye: Catoblepas loowers his head aand stares acrross the battlefield, his single eyye glowing a brigght red. Visioons of lifeless stoones and statuess float around his head, andd all the targets attempt to breaak away from the beast's inntent stare. Wheen he finally closses his eye, all enemies must make a successful resistan
nce check to avo
oid being affllicted with the nnegative status eeffect Petrify. Special S
Flight Devotion D
Valefor hon
nors those who d
demonstrate braavery in the face
e of danger, o
or are willing to sacrifice their ow
wn goals for the
e greater ggood. At the GM
M’s discretion, an
n act of extreme altruism caan permanently reduce Valefor’ss destiny cost to 0. Pact Gift P
The loyaal avian never strrays far. You may now Summon Valefor as aan Instant action
n even when it issn’t your turn, and Valefor gains the benefits of Im
mperil. Special Resistancce to Earth, Beasst Killer Devotion This Espper is a slothful bbeing that knows the value in waaiting for the rright time to strike, felling its op
pponents with a single glance. Iff the party ever duplicates this m
method and deffeats a group oof similar‐level ffoes in a Pre‐Emptive combat ro
ound, Catobleppas will forever aafter only require 1 point of Destiny to call forth. Pact Gift ock that a summ
After Caatoblepas gets over his initial sho
moner would taake the time to fform a bond with one as grotesq
que as he, he happily serves hhis partner with a far more stubb
born tenaacity than beforee. mmoner’s Max H
HP x 5) Catobleppas now calculatees his HP as (Sum
instead oof only double thhe value. Furtheermore, he also ggains a Resisstance to Shadow. 241
Ifrit Leviathan (Rank 2) (Rank 2) The grou
und rumbles and d shakes as a fountain of magma
a erupts from
m the earth, carrrying a giant mu
uscular beast. Th
he magma cools and hardens as Ifrit lands wiith a loud thud, h
his massive horrns reflecting thee ambient light. Flame erupts fro
om his canin
ne maw as he thrrows back his heead and bellows.. Abilities A
Fiery Strike
e: Ifrit leaps tow
wards one target, tearing into them with wickedly‐curved claws.. The attack deals (PWR x 5) or (RES x 4) + 2
2d6 points of dam
mage. Meteor Drive: Ifrit lets outt a roar as his claaws are engulfed in flames, then
n leaps toward h
his victim with in
nsane speed and pounds upon it with his burning fists. This b
barrage deals (PW
WR x 8) + 2d6 po
oints of ARM Firre damage – how
wever, Ifrit may no longer use aan Astral Flow be
efore being dism
missed. Spells: Unsurprisingly, Ifrit specializes in the Fire, Fira, and Temper spells. Astral Flow
w, Hellfire: Ifrit grabs his victim and hurls it intoo the sky, then
n claws out a hu
uge rock from the ground. The ro
ock is engulfed in fire and even begins to melt from the incredib
ble heat. With aa powerful roar aand a final burstt of flames, Ifrit launches the
e ball of molten rock at the target to inflict a tremendouss amount of Fire damage and a sshort‐range knockback. Hellfire deals (PW
WR x 10) + 2d6 p
points of ARM damage to aa single target. A briny ssmell is in the airr as the ground before the summ
moner turns to water. Suddenlyy, the pool of wa
ater is disturbed as the sinuouss form of Leviathhan, lord of the d
depths, breaches the surface and rises into th
he air. Abilities Azure Crrash: Leviathan collides with a ttarget, moving w
with superior aagility to inflict aas much damagee as possible witth its sinuous bbody. The attackk deals (DEX x 5) or (PWR x 4) + 22d6 points of damage. Crushingg Coils: Leviathan wraps himself around an inanimatee object and squueezes, using brute force to splinter and destrroy ships and other large objectts. Leviathan can
n make a Force c heck (using the summoner’s atttributes, as alwaays) to destroy aan object with a +8 bonus to thee roll. Jet: Leviaathan unleashess a powerful keeen as a wave beccomes visible su rging towards thhe enemies. Thee wave quickly reeaches d6 the monssters, washing over them to infliict (DEX x 8) + 2d
Water daamage to all foess – however, Levviathan may no longer use an Asstral Flow beforee being dismisseed. Spells: TThough not know
wn for his magical might, the kin
ng of all seas caan cast Water and Watera. Astral Fllow, Tidal Wavve: Again Leviatthan keens, but tthis time, watter is suddenly vvisible on all sidees of the monsteers. With a thhunderous crashh the oceans of the world slam in
nto his opponen ts, simultaneoussly drowning and crushing them
m. All monsterss on the battlefieeld take grievous amounts of W
Water damage aand are knockedd back a Short Raange; Tidal Wave deals (DEEX x 10) + 2d6 pooints in all and even affects enem
mies who are LLarge or otherw
wise Immune to kknockback. Special S
Immunityy to Fire, Weakne
ess to Ice, Vulne
erability to Wate
er Devotion D
Ifrit grantts his boon to he
eroes who can de
emonstrate theiir dominan
nce over other, lesser mortals. TThis Devotion is fulfilled when the Summoner uses raw forrce to simply takke what they wantt without reperccussion. Special Immunitty to Water, Weakness to Lightn
ning, Resistant to
o Fire, R
Resistant to Ice Pact Gift P
Devotion Ifrit’s gift of wrath permanently increasess his Summoner’’s nts. PWR attribute by four poin
The llord of the oceans is a noble and
d regal Esper wh
ho, perhaps surprisingly, vallues law and pollitical hierarchy above oner all elsee. Leviathan’s Deevotion is realizeed if the Summo
carriies out a dangerrous task for a po
olitically powerfful individual with efficiency and
d humility. Pact Gift Althouugh not fully maaterial, Leviathan
n may rise from the depthss of the sea, beckkoning the partyy to climb aboard his serpentinne neck before ttravelling througgh hidden underrwater pathw
ways. When nearr a large enough
h body of water, the Summonner with this giftt may cast the Teleport spell to travel to any cooastal city or loccation. 242
Pandemona Ramuh (Rank 2) (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. 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 Abilities Shock Strike: Ramuh lifts his staff high, allowing it to be 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. 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 summoner’s 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: Ramuh’s large repertoire of magic includes Thunder, Thundara, Elemental Spikes (Lightning), Resonance, 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 Immunity to Wind, Resistant to Lightning, Flight, Aerial Killer Special 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. 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 enemy’s Slow action Immunity to Lightning, Vulnerable 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 Ramuh’s gift of wisdom permanently increases his Summoner’s MND attribute by four points. 243
Shiva S
(R
Rank 2) As the SSummoner comp
pletes the final m
motions of the summoning ritual, man‐sizeed fragments of ice come crashin
ng down on thee battlefield to ccreate a jagged ttower of polished, glistening
g cold. Yet this sp
pectacular struccture is only the beginning; instantly, a softt shaft of light fa
alls down upon itt, illuminatin
ng the gentle fall of snowflakes a
as a lithe femalee figure desccends from above, landing in thee midst of the icee. For a momeent, only her refleection is visible: delicate blue skkin covered in strange, inhum
man markings, sscant scraps of protecting only h
her modesty from
m the elements, clothing p
multiplied
d into infinity by ccountless facets of ice. Then herr eyes ssnap open, shattering the frozen
n carapace. Abilities Slap: The Essper sashays forrward before striking one foe surprisingly hard with an ice
e‐cold palm. The
e attack deals (REES x 5) or (DEX x 4) + 2d6 pointts of damage to one enemy. Glacial Sha
ards: The ice godddess calls forthh frozen winds too sweep the b
battlefield, creating Difficult Terrrain. Whenever a target takes Ice‐based damaage they are also
o automatically urn. Creatures affected by the Slow status for their next tu
with a Resisttance or better tto Ice magic are unaffected. Heavenly SStrike: Shiva reggards her target with a cool, disdainful gaaze. Judging the foe unworthy o
of effort, she waves her hand and freezess the air above th
he target into an
n block of ice. The block drops and
d inflicts (DEX x 8
8) enormous b
+ 2d6 pointss of crushing Ice damage – however, Shiva mayy no longer usse an Astral Flow
w before being d
dismissed. Heavenly SStrike: Blizzard, Blizzara, Elemental Spikes (Ice) and Wall are
e all tricks this Essper possesses. Astral Flow
w, Diamond Du
ust: Shifting her stance for stability, Shiva gathers moissture from the aiir and concentrate
es it into a dense
e ball of ice. Whe
en the ball burstts it unleashes a blast of pure ffrigid might, enccasing her enemies in aa tomb of frozen
n walls. With the
e snap of her fingers the ice prison shatte
ers, leaving the e
enemies of Shivaa shivering on
n the ground and
d suffering from a great deal of Ice damage;; (DEX x 9) + 2d6
6 points in all. Furthermore, all enemies dam
maged by this atttack also receivve a Weakness to
o Ice for the re
emainder of com
mbat. Special S
Absorbs Ice,, Weakness to Fiire De
evotion The Ice Q
Queen who holdss a deep respectt for those who value family and friendship. Cold is this Essper’s anger and
d swift herr vengeance to those who would
d lay a hand on someone in
ncapable of defe
ending themselvves. Her Devotion is fulfilled iif the Summoner protects an inn
nocent or a child
d from the harsh truth and cruelties off the world. Pa
act Gift Shiva’s gift of grace perman
nently increases her Summoner’s DEX attribute by four points. 244
Asura Titan (Rank 2) (Rank 3) 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. 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. 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 Summoner’s allies, ready to protect them from harm. Until the start of Titan’s 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 can nevertheless 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. Special Abilities Miracle: 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 gift causes the party to deal one additional damage step with all spells and attacks until Asura uses her Miracle 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, Freedom, Regen, Addle, Confuse, Invisible, Vox, Stop, 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 Peerless until combat ends. Immunity to Earth, Resistant to Lightning, Resistant to Wind, Vulnerable to Water, Regeneration 20 Special Weakness to Holy, Weakness to Shadow, Controlled Defense Devotion 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. Pact Gift Titan’s gift of tenacity permanently increases his Summoner’s RES attribute by four points. 245
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 adversary’s own strengths against it in order to defeat it. Pact Gift Whenever the summoner uses a Teamwork Attack, they may roll three dice instead of two and discard one. Cerberus Fenrir (Rank 3) (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. 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. Abilities Poison Fang: Cerberus tears into a foe with sharp teeth, dealing (DEX x 4) or (PWR x 3) + 2d6 points of Shadow damage and Poisoning the target with a successful opposed roll. Ragdoll: Cerberus grabs one foe and hurls him into another as he rushes, causing chaos in the enemy ranks. This attack can only be used if at least two enemies exist on the field – the first target takes (DEX x 7) + 2d6 points of damage and is knocked back a Short Range. The second target takes (DEX x 5) + 2d6 points of damage and automatically receives the negative status effect Stop for one round. Flames of Acheron: All three mouths spew forth a gushing blast of magma, dealing (MND x 5) + 2d6 points of Fire damage to one enemy and all other targets within a Short Range of it. Sonic Drive: All three of Cerberus' heads look towards the same foe. A hideous barking emerges from all three throats ‐ the sound is so horrendous that the monster suffers from a sudden case of shaky knees. Make an opposed resistance check – success means the enemy suffers a penalty of ‐3 to his ACC and AVD scores until the end of their next turn. Spells: Cerberus has Temper, Thundara, Slow and Demi at his disposal. Astral Flow, Counter Rockets: Cerberus grants all party members one final boon – the ability to ‘bite back’ as he does. Until combat ends, each character may make one (possibly additional) Counterattack as though they were using a Brawl type weapon. Special Arcana Killer, Counterattack (100%), Magical Counterattack (50%) Devotion Cerberus is the watchdog of the underworld, fiercely guarding the gates to the land of the dead without pause in this ceaseless duty. He grudgingly respects those who have aided him in this thankless task, and has a reduced summoned cost for any character that has permanently defeated an enemy with the Undying monster property. 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. 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 character’s 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, 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. Special Resistant to Lightning, Resistant to Shadow, Beast Slayer Devotion 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. Fenrir’s 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. 246
Pact Boon You permanently gain the Beast Killer property. Phantom Seraph (Rank 3) (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. 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, X‐Zone, Teleport, Faith, and Life. Astral Flow, Eternal Shroud: Phantom's cloak spreads out to cover the entire party, granting them the same ghostly essence that it enjoys. Phantom's essence invigorates the party like a chill breeze, granting all allies the Flight and Invisible statuses until the end of combat. Special Resistant to Holy, Resistant to Shadow, Undead Killer, Flight, Final Attack: Pearl Light Devotion The hallowed spirit holds no love for other undead, and urges his summoners to seek out and destroy such abominations wherever they may dwell. Phantom will more willingly aid those Summoners who have permanently defeated a powerful Undead Notorious Monster or Boss. 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, Freedom, 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 Immunity to Holy, Weakness to Shadow, Flight, Regeneration 40 Pact Boon Devotion 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 +5 instead of +3. 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 another’s body. Possession ends when Phantom would use an Astral Flow or be dismissed, as normal. Seraph is a simple entity, urging her altruistic summoners to find happiness in whatever way they like. Seraph’s 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. Pact Boon 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. 247
Yojimbo Tritoch (Rank 3) (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. 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 Yojimbo’s 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. Special If fighting a Final Boss, Yojimbo will not perform Zanmato and Resists Fire, Resists Ice, Absorbs Lightning, Auto‐Protect, Flight will instead use Wakizashi as his Astral Flow. 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. Pact Boon 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. Pact Boon The summoner may now sell Components. The standard going rate is equal to that of a Shield of the same Tier. 248
Anima Atomos (Rank 4) (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. 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: Anima’s 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. Special Resistant to Shadow, Weakness to Holy, Auto‐Stop, Auto‐
Zombie, Auto‐Poison 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. 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. 249
Special Indestructible (Takes zero damage from all sources), Flight, Construct‐Killer Devotion Atomos is mindless and has neither Devotion nor Pact Boon. Diabolos D
Doomtrain (Rank 4) (Rank 4) With a dry, d
dusty fluttering, a swarm of etheereal bats surrou
und the summo
oner and fly up tto form an immeense globe of pure darkness. SSilently, the dem
monic Diabolos d
descends from th
his globe and flares his wing
gs as he scans th
he battlefield. Hee hungers, an
nd all are his preey. The ringging of hauntingg bells suddenly ssounds, signaling the approa ch of the runaw
way Doomtrain. A
A series of pale w
white train traccks crisscross thee battlefield as tthe ghostly train
n chugs intoo view, it’s manyy undead passen
ngers engaged in
n converssation. Doomtraain carries the deeparted to…the o
other side…andd it has been siggnaled to stop to
o pick up a few m
more…. Abilities A
Camisado: Diabolos lungess forward, his claawed hands burning with
h sickly purple flame, and rakes his talons through his chosen vvictim. No wound
ds are caused, b
but the victim can feel his veryy soul being shre
edded away by th
he attack. Camisado de
eals damage equ
ual to (1d6 x 10)) percent of the foe’s maxim
mum health. The enemy can neve
er be reduced to
o 0 HP from thiss attack and will always be left w
with at least 1 HP
P. Camisado is considered a ‘D
Death’ status effe
ect. Dream Shrroud: Diabolos ssends an ally intoo a sleep filled w
with dark visions; when they awaake, they do so w
with the full forcce er at their dispossal. One ally is in
nflicted with the of the nethe
Sleep status. If the character is not immune to Sleep, they then gain th
he effects of Shadow Enhancer and may choose to deal Shadow
w damage with aany elemental sp
pell instead of th
he standard damage type. Spells: Poisson, Twilight, Bioo, Drain, Aspir, Shockwave Pulsaar, Curse, Virus, Dispel, Gravija Astral Flow
w, Dark Messenger: The globee of blackness thhat acts as Diabolos' portal to th
his realm implod
des back into a swarm of ethereal bats whicch gracefully pivvot and fly through his enemies, causing no phyysical wounds bu
ut hammering aw
way e fading away an
nd taking Diabolo
os at their veryy essence before
with them. SSouls of Darknesss deals damage
e equal to (2d6 x
10) percent of the foe’s maxximum health. TThe enemy can duced to 0 HP from this attack aand will always b
be never be red
left with 1 H
HP, even if 100% or more HP losss is rolled. Dark Messenger iis considered an
n instant‐death sstatus effect, and
d thus most Bosses will be immune to its effe
ects. Special S
w, Vulnerable to Holy, Flight Resistant to Shadow
Abilities The Oth er Side (Speciaal): Any target bbrought to 0 hp from Doomtra in is killed instanntly. Their spirit boards the ghosstly train worrdlessly, never too be seen again.. Light at the End of thee Tunnel: One ffoe turn and shieelds their eyess from the brighht crimson floodlights mounted on Doomtra in’s demonic vissage, and must ssucceed at an op
pposed resistancee check or be inflicted with Stun
n and Fear until the end of th eir next turn. Thhis attack may only be used on Doomtra in’s first round into combat. Conducttive: The ghostlyy train tracks shoot up sparks ass Doomtra in’s spiked wheeels grind againstt them, dealing ((DEX x 7) points of Lightning dam
mage to one tarrget. Last Calll: Doomtrain’s m
mere presence b
begins to close th
he rift between life and death, bringing the livin
ng one step closser to joining hiim. The hauntingg call of Doomtrrain’s whistle deals (MND x 112) + 2d6 points of damage to alll characters at 550% health orr less, friend or ffoe alike. Spells: M
Mystify, Twilight,, Condemned, D
Dimensional Gatee, Lv. ? Doom, Deegenerator, Eneervate Astral Fllow, Grand Traain: The train tracks lead Doomtrain onto a coollision course w
with a targeted enemy. The phan
ntom train pickks up speed befoore the collision,, and thousands of ghostly h ands reach out ffrom the window
ws to grab at the foe and pull hhim inside the coonfines of the trrain. This attack deals (DEX x 144) + 2d6 points oof damage, causees a Medium Range knockbacck, and automatically inflicts thee negative statuss effects Bllind, Poison, Zom
mbie, and Berserrk on the targeteed enemy w
with no opposed roll. If the enem
my is at 50% or leess health beefore damage is dealt, the statuss effects Seal an
nd Stun are also i nflicted and all ppositive status eeffects are removed. Devotion D
Special Diabolos u
urges his summo
oners to embracce their emotions, including the naturaal human respon
nse of fear. To fulfill this Devotion, the individual summ
moner or the party must choosse one type of enemy – Construct, Beast, Fiend, or so on. A
All of those enem
mies are considered to have the Fearsome p
power and do on
ne increased step of damage on all attacks against the summon
ner. Resistannt to Shadow, Vuulnerable to Holyy, Controlled Deefense Devotion Doomtrrain is content w
when it can fulfill its function; it costs one feweer Destiny to summon if a longsstanding and unw
willing party member ever diies (Cheating Deeath doesn’t cou
unt). Pact Boon Pa
act Boon Diabolos gains HP Drain, and all other alllies participatingg P Drain propertyy while Diabolos
combat also gain the HP
remain
ns summoned. Doomtrain ggains the following ability One W
Way Trip: Make an opposed resiistance check aggainst one ennemy. If Doomtrrain wins, the target is inflicted w
with Zombiee and suffers (DEEX x 8) + 2d6 points of damage. IIf the enemy w
was already Zom
mbied, this attackk deals 200% damage. 250
Knights of the Round Maduin (Rank 4) (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 dragon’s head printed upon the flowing crimson of his cape. All three hides their faces with thick visors, but you get the impression that they’re smiling jovially. 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… Abilities Hero’s Resolve: The knights merrily give their summoners Abilities Riot Blade: Maduin’s hand snaps to his waist, drawing forth 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 Round’s ‘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. Champion’s 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. Champion’s 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. 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 Summoner’s choice until the start of that creature’s next turn. Trance: Maduin’s strongest ability is the power to unlock a human’s 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 Special 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. Auto‐Shell, Auto‐Reflect Pact Boon The Knights of the Round gain Fiend Killer, and their Summoner now treats the Paladin’s ‘Leadership’ job ability as though it was a Shared Ability, allowing them to take it regardless of their current job. 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 Strengthened by his faith in his summoner, Maduin adds Auto‐Protect and Imperil to his list of special properties. 251
Phoenix Alexander (Rank 4) (Rank 5) 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. 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 its attacks or 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: Phoenix’s feathers brush across a wounded ally’s 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. Special Abilities Ray of Light: A thin beam of light shines from Alexander's 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 enemy’s previous round, such as from a Paladin’s 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 Auto‐Life, Flight, Immune to Fire 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. Pact Gift After Phoenix’s 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. Phoenix now also Absorbs Fire instead of only being Immune. 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 heroic saviors of a city. Pact Gift 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%. 252
Bahamut Odin (Rank 5) (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. 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. Abilities 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 energy…then, 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 Atop a Pale Horse (Special): Due to Sleipnir, Odin’s 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 Devotion Flight, Humanoid Slayer, Resistance to all Elements except Holy, Break Damage Limit, SOS‐Haste Nihilistic and remorseless, Odin’s 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 Esper’s 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 deems unworthy. His gift is granted to those who defeat Bahamut himself in combat, or who undertake a dangerous quest to retrieve an item of his choosing. Pact Gift 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, even Espers the Summoner does not possess as an ally. A creature summoned in this manner may not use their Astral Flow ability. Though Odin’s 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. 253
CHA
APTE
ER VIII:
V
B
BEST
TIAR
RY
"I’v
ve done it! I’ve created
c
a mons
ster! Come on,, kiddo! Help m
me celebrate!"
er Arena Owne
er
- Monste
The old adaage maintains that good cannot exist witho
out evil. Nowheere is this morre true than in the worlds of Final Fantasy, where the road to one’s destin
ny is paved witth the bones off evil, raveningg, and outrightt bizarre foes. TThis ntains a sample
e of sample mo
onsters and villains, as well aas rules for con
nstructing yourr own. section con
BuildiingaBea
ast
So. You waant to make a m
monster, huh? As with cre
eating characte
ers, this is a fairly quick proce
ess that provid es a lot of custtomization while still remaining within a fraamework of rules. The first sttep is to decide
e what it is, paainting in broad
d generalities. Is it a small, qu
uick fairy with m
magical attackss? Or is it a hulking Behemoth with incredibble physical strrength? Once yyou’ve got the basic idea down,, go through eaach of the follo
owing sections in turn, makinng notes aboutt your monsterr as you go. Attitud
de How will yo
our monster re
eact to the playyers when the inevitable enccounter takes p
place? Knowingg a creature’s attitude offers a useful yaardstick for deciding how the
e encounter m ight develop frrom there. Alth
hough most opponentss the heroes wiill face are probably going to be Hostile, it’ss still good to kknow your options; pick one of the four catego
ories below. Frriendly monstters offer advicce, directions, items, or healing, dependingg on the circumstance
es. Some may expect compeensation for theeir troubles, w
while party for free. They tend to b
be shocked and
d emotionally hurt if others help the p
the party attackss them, and geenerally will tryy to escape instead of fighting baack. Neutral monstters are passivee, and will retaaliate only if threatened. Whiile they won’t go ou
ut of their wayy to help the players, they wo
on’t attempt to
o nder them eith
her. If not attaccked or otherw
wise intimidateed and intelligeent hin
en
nough, they maay be willing too barter or offeer their assistance in exchangge for paayment or som
me other small ffavor. Wary W
monsterss won’t pouncee on the playerrs outright, but it won’t take much ned by the parrty, to provoke theirr ill‐will. If they y feel even a little bit threaten
they will almost certainly be thhe first to attacck. Wary monssters are more likely whelming oddss than hostile o
ones. to consider fleeing from overw
Ho
ostile monsteers will attack tthe characterss on sight, regaardless of the cirrcumstances and odds. This m
may be for a w
wide variety of reasons, ranging fro
om an outrightt evil nature too simple hungeer. 254
MonsterDifficulty
Once you’ve 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 game’s ongoing storyline. They count as Bosses whenever the book refers to such. Once you’ve established that, it’s time to choose the monster’s level. As with PCs, monsters have a level from 1 to 15 that reflects their overall experience and toughness. The monster’s 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 you’ve got the basic idea for your monster down, it’s 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 that’s a member of multiple different species, that’s 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 and sentient Ghost Ship, he might decide that it’s an Undead first and foremost. He’d therefore calculate the creature’s HP based on the Undead entry. This monster would gain Auto‐Zombie for being Undead, and an immunity to Fear and Poison thanks to its construct side. All of the monster categories can be found over the following two pages 255
h the power to defy gravity, Monsters with
usually thro
ough wings, bu
ut occasionallyy through moree exotic mea
ans, such as infflated bladders,
s, gas sacs, or magic. monsters have the Flight abiliity, making the
em All Aerial m
immune to
o damage from
m earth‐based aattacks and spe
ells. They also ttend to have a weakness to LLightning and aa resistance to Wind, and A
Aerial creature
es are the most likely species to use the Inhale power. HP: 40 Base ACC: 1 B
Bonus H
Bonus MP: 2 Base AVD: 6 B
Water‐dwelliing monsters. Though usuallyy nt, they may only encountered in theirr native elemen
occasionallly venture onto
o dry land to teerrorize its denizens. Best‐known as users of Submerge and sufferers of a d to weakness tto Lightning, the dwellers of the deep tend
be vicious aand alien, and almost alwayss have the Specific Ha
abitat (Water) ability due to ttheir struggle tto breathe on
n the surface. Itt is also generaally more common to
o see Large pre
edators in the depths of the ssea than roamiing the surface
e. Schools of fissh or sentient coral reefs are best‐descrribed with the Swarm property. HP: 40 Base ACC: 1 B
Bonus H
Bonus MP: 2 Base AVD: 7 B
The ‘natural’’ inhabitants off the world. by Includes monstrous animals and other ffauna twisted b
magic. en move in paccks, herds, or w
work together Beasts ofte
when they hunt to bring down prey. Th
hey’re notable for being the sspecies most likkely to Call Forr Help as well aas to be found
d naturally skittterish and Waary. Because th
hey rarely use m
magic and tend
d to overcome
e adversaries w
with physical force, they also ttend to lash baack at their attack. Those tthat hibernate in aggressors with Countera
emonstrate this the cooler months of the year might de
akness to Ice. with a wea
HP: 30 Base ACC: 3 B
Bonus H
Bonus MP: 2 Base AVD: 6 B
Shapelesss monsters with no discernibble anatomyy, instead com
mposed of a sing
gle viscous ma
ass. It’s difficcult to target their weak poin
nts since they d
don’t really haave any; this is generally reprresented by the Unusuall Defense or Co
ontrolled Defeense propertiees. Some Am
morphs may be capable of sh
hifting from on
ne Form too another, otheers still use Mu
ultiple Parts to baffle heir gelatinous their eneemies, and stilll others use th
bodies tto absorb enem
mies by Inhalin
ng them. Amorphh enemies often take extra daamage from Eaarth. us HP: 40
Base ACC: 1 Bonu
Bonu
us MP: 10
5 Base AVD: 5
mposed of puree of near‐pure Being com
magical l energy. he species, arccane The mosst potent spellccasters of all th
enemiess generally take the upper haand in combat through the use of Maagical Counteraattack, Elemen
ntal me cases, even Flawless Spell.. Their Immunitty, and in som
elementtal weaknessess and strengthss are as varied as the speccies itself. us HP: 30
Base ACC: 0
0 Bonu
Bonu
us MP: 15
6 Base AVD: 6
ificial creationss, animated byy Artif
technoloogy or magic. IIncludes such sseries stalwartss as golems aand robots. All Cons truct monsterss are automatiically immune to oison and Zombie. Regeneration and Contrrolled Fear, Po
Defensee are also comm
monly used to represent construccts capable of repairing them
mselves, or thro
owing up energgy shields to defend themselves – but shield or not, mosst have a stron
ng reaction to LLightning attaccks. This elem
ment might eitther overload aa construct….o
or charge itt up. Construccts are the mo
ost likely startin
ng species to b
be built as aa Vehicle, for o
obvious reason
ns. us HP: 40
Base ACC: 1 Bonu
Bonu
us MP: 2
6 Base AVD: 6
256
Monstrous reptiles with a serpentine bent. Covers the classic winged
d dragons as w
well as their und relatives. ground‐bou
Powerful and deadly adversaries, Drago
ons often winggs – ore Flight – and are generallyy associated w
with and therefo
one specific element. This might grant tthem an n Elemental Immunity or aan inclination to use a certain
mmon to see type of elemental attack.. It isn’t uncom
ns toting aroun
nd particularlyy ancient and ggrouchy dragon
Final Attaccks, and some m
members of th
his species have
e earned the
eir Fearsome ability. HP: 60 Base ACC: 0 B
Bonus H
Bonus MP: 5 Base AVD: 5 B
Supernaatural opponennts serving the cause of evil, ggenerally highlyy adept with th
he use of magiic. All Fiendds monsters haave an Elemental Weakness to Holy. Ass the most thorroughly vile sp
pecies that exissts, extremeely high‐level FFiends are often Bosses with the Undyingg or Fearsome abilities. Manyy utilize illusionary magic too take a less th
hreatening form
m, such as a nondesccript humanoid
d or even a paiinting or other inanima te object. us HP: 40
Base ACC: 1 Bonu
Bonu
us MP: 10
5 Base AVD: 5
Creaturees of relativelyy ‘normal’ proportions and modest iintelligence. oids have an elemental Weakness to Shado
ow All Humano
and tend to
o stay in the Neutral to Waryy attitudes; it’s rare to find
d a humanoid tthat’ll fight to tthe death on sight, witho
out ever think of backing dow
wn or cutting aa deal. Swarms of humano
oid enemies are
e common, as are Use, Job Abilityy, those who battle with the aid of Item U
nions. or Call Min
HP: 40 Base ACC: 2 B
Bonus H
Bonus MP: 5 Base AVD: 6 B
nd mutated pla
ant matter as w
well Animated an
as carnivorous plants. as natural hazards such a
Status Touch is commonplace among the war‐wagingg weeds, sen
ntient shrubbery and vicious vegetation thaat can threate
en an unsuspecting adventurring troupe, especially p
poisonous or p
petrification‐ind
ducing strains.. Quite a few
w prefer one ve
ery Specific Haabitat such as Forest, Swaamp or Plains, and almost all plant‐type creatures ssuffer from a w
weakness to Firre. Those that don’t are ggenerally weakk to Ice instead. HP: 40 Base ACC: 1 B
Bonus H
Bonus MP: 5 Base AVD: 6 B
Insects of
of every shape a
and size, typica
ally protecteed by tough, chhitinous shells. Seeing ttens of thousan
nds of buzzing insects movingg in a might be consiidered dangero
ous, but Swarm m
experiennced adventurrers know that the real threatt lies in Large r specimens th
hat fight with eevery natural Multiweapon aat their disposaal. stinging and slashing M
Althoug h most insectss don’t take weell to Ice damage, protective shells to grant them quite a ffew use their p
Improveed Defenses in
n combat situattions. us HP: 30
Base ACC: 0
0 Bonu
Bonu
us MP: 2
9 Base AVD: 9
The livinng dead are crreatures reanim
mated by foul ssorcery or supeernatural circum
mstance. Undead monsters all rreceive the Autto‐Zombie stattus, of curative maggic, draining efffects, reversinng the effects o
her things. and a m ultitude of oth
nity or Many unndead creaturees gain a Resisstance, Immun
even an Absorbency to Shadow dam
mage, and just as mage. And finally, all many haave a Weaknesss to Holy dam
Undead are Immune tto Poison. us HP: 30
Base ACC: 1 Bonu
Bonu
us MP: 10
6 Base AVD: 6
257
AttributesandDefenses
Once you’ve got the basics figured out, it’s 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 monster’s difficulty and level to spend however you like, so long as no attribute is left at 0 (The exception to this is enemies with the Vehicle ability, who can have a MND score of 0 without penalty). Normal Monsters have the standard (Level + 24) points to allocate between the four stats. GMs are encouraged to consider not using all of these potential points if it doesn’t make sense for the monster. 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 you’ve written down the base attributes, follow the rules below to determine all the other derived stats of your beast. To calculate a monster’s 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 4. An End Boss multiplies it by 5 instead. For example, Chappu decides to build a big, scary Dragon boss. Since she’s 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 creature’s 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 3,744, but decides to just round that to 3,700 so that it’ll be easier for her to keep track of. To calculate a monster’s 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 dragon’s 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 dragon’s level for a total of 168, and then doubled because the Dragon is also a Boss – 336 MP isn’t anything to sneeze at, that’s for sure! To calculate a monster’s 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 creature’s level, however, and an extra +2 on top of that for being a Boss. At the end of the day, neither the 8 base ACC nor 13 AVD is one of the creature’s strong points. Don’t forget to calculate your creature’s 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. 258
The second
d‐to‐last last sttep is to figure out the beast’’s armor and m
magical armor, and Chappu needs to consult a chart for th
his one. She kn
nows that she ggets a flat num
mber of points, which she can
n allocate betw
ween the two sccores any way sh
he likes; howevver, splitting th
hem evenly (or close to evenlly) between the two helps to
o make sure thaat the members o
of the group who AREN’T heaavy hitters will still be able too actually deal damage. Monster Levvel Armor Poiints 1 5 2 6 3 8 4 11 5 15 6 20 7 27 8 35 Monstter Level Armor Points 9 50 10 65 11 85 12 110 13 140 14 175 15 215 p leans toward dealing heavy magical damaage, and she wants her drago
on to be able to
o Chappu knows her group
ovas. So she taakes the 110 arrmor points sh e has availablee and gives herr boss an ARM score withstand a few heavy no
way, the group Paladin who iss still using a lo
ow‐Tier weapo
on will still be aable of 40 and aan M.ARM scorre of 70. This w
to help whittle the boss d
down, and the party mages w
won’t instantlyy turn it into assh. out ready to ge
et into the nexxt section; all s he needs to do
o now is figuree out how well her Finally, Chaappu is just abo
dragon rea
acts to the vvarious elem
ments and status effectss. After all, eveery opponent hhas a weaknesss, and Chappu’s d
dragon is no exxception. There are 8
8 elements, each of which wiill be representted by an icon on the samplee monster stat blocks later on in this chapte
er; Earth ( ),, Fire, ( ), Ice
e ( ), Lightnin
ng ( ), Wateer ( ), Wind ( ), Holy ( ), and Shadow
w ( ). Whenever you makke a monster, yyou must choo
ose two eleme
ents for the ccreature to have a Vulnerabiility to (takingg 50% more damage from eacch), or one eleement the beeast has a Weeakness to (taaking double dam
mage from it). Then, you also
o get to pick tw
wo elements tthe creature Resists, or on
ne element th
hat it is Immune
e to complete
ely. There are aalso fifteen diffferent types off negative status ailments. Allthough there’s no hard and fast rules heree, most of the
e time, a monsster can be affe
ected by any of them unless yyou can think of a good reasson why it wou
uldn’t make sense
e – for example, you probably wouldn’t be 4able to Petriffy a sentient to
ornado. All Notorrious Monsterss and Bosses arre automatically Immune to Transform and
d Charm. Such creatures are also usually immune – or at least very resistant – to instant‐death induccing attacks, an
nd they alwayss possess the ‘Break m to do more thhan 999 damagge in a single rround. Damage Limit’ property, allowing them
259
Abilities
With the monster’s 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 his species, and a 13th 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 monster’s 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. Only Notorious Monsters and Bosses may be Fearsome. Large: The monster is huge, making it Immune to Knockback and the action‐interruption that knockbacks normally cause. Just remember that size doesn’t 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. 260
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 Mage’s 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 don’t 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. 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 Vehicle’s 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 earth’s 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 inter‐dimensional 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 GM’s discretion. There’s no reason to claim that a battlefield flooded after a massive tidal wave couldn’t 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 creature’s 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 you’re 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 doesn’t 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. 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 creature’s turn, and is moved a Medium Range toward the beast unless the path is impeded by obstacles. 261
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 that’s as much a part of them as any attack, and they can cast it once per round, per combat as an Instant action. Each time Flawless Spell is taken it grants one additional use of the same spell – but the 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. 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 creature’s standard attacks, but deals 300% damage. Job Ability: The monster has access to one Shared or Job Ability such as a Warrior’s Cyclone or a Time Mage’s Delay Inevitable. Regardless of how often the ability normally functions, the monster may only ever use it once per combat, and the effects last for only one round. For example, an orcish berserker with the Warrior’s ‘Trauma’ job ability would have their attacks be increased by one damage step, for one round, after suffering a negative status effect. Limit and Innate abilities are strictly off‐
limits. BuildingAttacks
At least, we’ve moved into the final stage of monster‐building; describing how they’ll horribly mutilate the heroes! Sure, maybe you’ll choose to give your monster a handful of spells – there’s no hard and fast rules for this, so long as the monster has the MP to cast them and the Tier of the spells doesn’t greatly exceed what a similarily‐levelled mage could use – but the real meat of this section will be your creature’s Attacks! A monster’s 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 beast’s attack is largely dependent on the monster’s 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 (Half PWR) + 2d6 (PWR x 1) + 2d6 (PWR x 2) + 2d6 (PWR x 3) + 2d6 (PWR x 4) + 2d6 (PWR x 5) + 2d6 Monster Level
10 11 12 13 14 15 Base Damage
(PWR x 6) + 2d6 (PWR x 7) + 2d6 (PWR x 8) + 2d6 (PWR x 9) + 2d6 (PWR x 10) + 2d6 (PWR x 11) + 2d6 So, jot down your monster’s 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. 262
Got it figured out? Fantastic! You know your creature’s base accuracy and his base damage, and that’s combined to make one very simple‐looking attack! Let’s give it a name, and hopefully your monster won’t have to use that one much – it’s going to get more interesting in a second! Once you’ve 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 we’re working with a monster that has 3 Finesse, one of his secondary attacks could inflict the Zombie status (3 points), one of them could be Medium‐Ranged and deal an additional damage step (1 point for range, 2 points for damage), and one of their most complicated attacks could grant the caster Flight if it hits the target, but suffers a ‐2 penalty to accuracy (4 points for Flight, but a 1 point refund for the drawback for a total of three). In the sample monster stat blocks, we’ve marked attacks that require a weapon with an asterix (*). When you see that symbol, you’ll know that an enemy that has been Disarmed or has his weapon broken can’t use that particular move! We love secondary attacks that require a monster to have equipment, since destroying or disarming a monster’s weapon is both highly thematic and very satisfying for many players. Point Cost Effect +5 Refund +3 Refund +2 Refund +1 Refund 0 1 2 3 The user is reduced to 0 hit points at the end of its turn. Effects such as Auto‐Life cannot circumvent this. The attack reduces the user’s health by 50% of its maximum. The target(s) must be affected by a specific status ailment for the attack to be used. (Undead and their Auto‐
Zombie status cannot be used to meet this criteria.) The ‘attack’ does no damage or healing. The attack is a Slow action. Cannot be used without the monster’s weapon, or some other obscure criteria must be met. The attack is only usable once. The attack or status effect can be avoided/ended with a successful Skill Check of appropriate difficulty, such as using Escape to wiggle out of Stop‐inducing binds. The damage is reduced by one step. The accuracy is reduced by ‐2. This cannot be added multiple times. The attack targets M.ARM instead of ARM. The attack calculates damage as half of the creature’s 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 deals Earth, Fire, Ice, Lightning, Water, or Wind elemental damage. The damage step is increased by one. This may not double the attack’s damage steps. 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 all enemies within a Short Range. The attack also attempts to Disarm the target with a successful opposed roll. 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. 263
4 5 6 7 8 9 The user or one ally gains gain Reflect or Flight. The attack changes the type of Terrain that exists in the battle – mostly used for a Geomancer’s Geotrance ability. The attack has a target range of Group. The user or one ally gains Protect or Shell. The attack deals Shadow or Holy damage. The attack ignores ARM or M.ARM and all similar damage‐reduction effects. With a successful opposed roll, the target is inflicted with Armor Break, Power Break, Magic Break, or Speed Break for one round. The attack is a critical hit on a result of 11‐12. With a successful opposed roll, may cause Transform, Curse, Slow, or Petrify. The attack also creates a Fire, Ice, Wind, Water, Earth, or Lightning Elemental Field. The attack has a target range of Local. With a successful opposed roll, may cause Stun or Charm. With a successful opposed roll, the attack may destroy the target’s equipped weapon, armor, or accessory. The attack also creates a Holy or Shadow Elemental Field. With a successful attack roll, the user or one chosen ally gains a point of Destiny. The user or one ally gains Haste, Auto‐Life, or Reflect. With a successful opposed roll, the target is inflicted with Armor Break, Power Break, Magic Break, or Speed Break for several rounds. The attack instantly reduces its targets to 0 hit points with a successful opposed roll. The attack is a critical hit on a result of 10‐12. 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 you’re 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 pages 159‐160; they can be obtained with a successful Scavenge skill check from a Notorious Monster or Boss, so it’s 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 creature’s 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 won’t be stuck flipping through the book in the middle of combat, searching for inspiration. LimitBreaksandDestiny
Adding a Limit Break to your monster is a good way to make a serious encounter even more dangerous, and even if the monster doesn’t 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 165. 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, there’s 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 isn’t their turn, so long as they don’t interrupt a PC’s 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 aren’t expecting it. 264
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 or Boss 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. PlayingtheBadGuy
Now that your monster is ready for action, it’s 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, we’d be doing you and your players a disservice if we just left things here. Instead, we’d 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. KillingHeroes
You may have seen this book previously mention how only Notorious Monsters and Bosses can actually kill players, and now we’re 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. NastyTricks
With that out of the way, we’d 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 character’s 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 isn’t cheap at 25 MP and its nasty backlash, but there’s 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 265
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 target’s magic point total by the same amount. Combine this with a way for the creature to regain its lost MP through 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. Don’t 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 area’s 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, it’s also a great deal more memorable. Likewise, the element of surprise is a valuable weapon, and we don’t 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 doesn’t fit their stereotypes or an effect the players have never seen before. All it takes is a single round of Absorbing or Reflecting a caster’s 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, don’t forget that you can use this Destiny to add accuracy dice to a monster’s most powerful attacks, making it easy to unleash these punishing techniques. WitnessMyTrueForm!
Let’s face it; Final Fantasy bosses have the bad habit of reappearing stronger than before just when you think you’ve won. To replicate this effect in the FFd6, build two individual monsters with varying spells, abilities, and so on. Then, pick one of them to be the ‘first form’ of the opponent and cut the creature’s maximum HP and MP scores right in half. Proceed to battle normally with that monster. As soon as the party defeats the first ‘form’ of the boss, award them all the appropriate amount of Destiny for having won. Then, leap right into the second half of the battle by having the second version of the monster suddenly appear, and combat picking up right where it left off; often or not, with several characters already having taken their turns for the round and the major enemy about to get some payback. The best GMs will accompany this surprise re‐emergence with a sudden change of scenery or perhaps even Difficult Terrain – having the boss transform into a huge, winged beast with Flight that can only be reached by climbing aboard the party’s airship, for example. When this second version of the boss is defeated, a few more points of Destiny are in order. That’s right – double the phases, double the rewards. If you want to have three phases instead of two, then the first form should have 25% of the normal HP/MP values, the second form should have 50%, and the third should remain unchanged. 266
Anything b
beyond this will be a detrimen
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of battle (and eeither much to
oo easy or too difficult), and isn’t recommen
nded. Review
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And that’s it, you’re done
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o that trap. Sincce you’re the ffinal arbiter of the level of challenge p
present in the ggame for your players, your players trust yyou not to abusse the rules fou
und in this secttion. There are h
hundreds of co
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his book that w
will keep your p
players on their toes. Just remem
mber that life‐threatening batttles should deefinitely not bee the norm unless that’s whaat he system was designed thatt Notorious Moonsters and Bo
osses are the to
oughest fights,, and appeals to your group. Th
onsters are gen
nerally quite stress‐free. A go
ood GM knows when to hold back and when to unleash h
hell, regular mo
and should
d be able to do both skillfully.. 267
268
269
270
271
CONC
CLUS
SION
N
"It was tiime to bring the
e world once m
more into the lig
ght."
- Final Fa
antasy
None of this would have been possible without the original Final Faantasy RPG by The Returnerss; this project w
would have neverr have seen the
e light of day w
were it not for Scott Tengelin . You can em
mail me with qu
uestions, comm
ments, or deatth threats at [email protected] And that, aas they say, is tthat. 272
NAME:
E AND JOB:
RACE
LEVEL
L:
Attributte
Score
PWR:
RES:
DEX:
MND:
Force:
Finesse:
k Type
Attack
Accuracy
y
ABIL
LITIES
HP:
MP:
ARM:
M.ARM:
AVD:
ACC:
Damage
Sp
pecial Properrties
SK
KILLS
Athleticcs
Awaren
ness
Healing
g
Langua
age
Lore: _
__________
Mercan
ntile
Negotia
ation
Scaven
nge
Swimm
ming
Synthe
esis: _____
Thieve ry
Other: _________
ARM
MOR /A
ACCESS
SORY
INVEN
NTORY
(10 Item
ms Max)
Tier
Acting
Escape
Inquiry
Lore: __
_________
Lore: __
_________
Nature
Perform
Stealth
Synthesis: _____
Systemss
Vehicless
Other: _
_________
T
TASK D
DIFFICU
ULTY
Elem
mentary: 5
E
Easy: 7
Mo
oderate: 9
Challenging: 11
Imprressive: 14
He
eroic: 17
Sup
preme: 20
Go
odlike: 25
Impo
ossible: 30
EXPER
RIENCE
E AND W
WEALT
TH
EXP
Destiiny
Gil
BIO
B
Quote:
Age:
A
Birthdate:
B
Hometown:
H
Gender:
Weight:
Height:
Features:
GOALS
G
#1:
#2:
#3:
Life Goal:
LIMIT
L
BREAKS
B
S
Name
Points
P
5
15
25
Keyw
words and Description
D
MAGIC
M
Name
MP Cos
st
Type
Effect
E